Friday, March 28, 2014

First Strange Stars Art


As I've mentioned in comments, but I don't think I've explicitly said in a post, I'm putting together a book on my Strange Stars setting. This is the first (mostly) completed piece of artwork for it by the talented Waclaw Wysocki: This is Stella Starlight, captain of the Motherless Child, just one of many starship captains operating in the galaxy.

More to come.

Thursday, March 27, 2014

Apotheosis Quest

Some adventurers are content to be earthly rulers, basking in the rewards of their past glories. But some yearn for a further challenge and the greatest of all rewards.


Like concentric spheres, the higher planes surround the Prime Material. Beyond them all is the Empyrean, where dwells the Increate Source. This supernal presence is said to bestow godhood on those who reach it.

Getting there is the hard part. The paths are hidden in the lower astral, where there are monsters, godlings, devils, and beings on the same quest to get in the way.

Andrew Ross MacLean

Beyond the astral are the ascending levels of the Outer Planes, iconic realms ruled by (or perhaps manifesting) gods. Each is a challenge, perhaps designed to cause seekers to falter and fail, and possibly even be cast into the Abyss for their audacity.

All of reality is a mega-dungeon that goes up.

Wednesday, March 26, 2014

Wednesday Comics: Juliet

Here's the next installment of  Jim Starlin's Metamorphosis Odyssey. The earlier posts in the series can be found here.

"Juliet (Metamorphosis Odyssey Chapter III)"
Epic Illustrated #1 (Spring 1980) Story & Art by James Starlin

Synopsis: In Kansas, a family listens to reports of an alien invasion on the radio. Russia and China have fallen. The island of Japan may have been sunk by the onslaught. In the U.S., officials debate the use of nuclear weapons against the threat. Everything else the nations of the Earth have tried has been to no avail.

Juliet walks out into yard. Her mother worries about her, most of all: she's only 15. Juliet's grandfather reminds them all of Pearl Harbor. He's confident the U.S. can win this one, too. Besides, the aliens won't want anything in Kansas.

As if to mock him, an alien vessel flies overhead and blows up the farmhouse. On Juliet survives.

The craft lands and two Zygotean mercenaries emerge. They were scouting for locations to land the fuel fleet. The see Juliet and move to kill her. Suddenly, one of the mercenaries is disintegrated.


The other mercenary is quick and wounds Aknaton, but it doesn't do him much good. He's disintegrated by the Osirosan's next blast.

Aknaton builds a pyramid around them with his power to fly them off Earth. He explains to Juliet who they are. She feels bad about leaving her people. Aknaton explains that they are all going to die anyway. Her death would mean nothing here, but she has gifts that can help him stop the spread of Zygoteism.

He assures her that Earth is dead, but there are different kinds of death: Slow death under Zygotean enslavement--or a quick death that takes foe as well as friend. A death brought about by the simultaneous detonation of all the Earth's nuclear weapons:


Things to Notice:
  • "Pulsar-sucking obstructionist!" is a alien insult.
Commentary: 
Starlin's opening with Juliet's grand-father and parents conversing contrasts the pessimism of the seventies with the post-World War II optimism. The story comes down on the side of pessimism. The dialogue doesn't allow Juliet to say much in her own story, though.

Aknaton's confrontation with the Zygotean mercenary serves to show him as vulnerable--and fallible. This is important because the first chapter portrayed him in a very mythic way and in the second he's in the role a god. His mortal fallibility gives us a different lens through which to see his declarations about what needs to be done.

Aknaton's destruction of Earth (and the rationale he gives Juliet) shows just what sort of conditions he's willing to count as victory and foreshadows events to come.


Monday, March 24, 2014

Elemental Planes Addendum

I would say I forgot the quasi- and para-elementals in yesterday's post, but I really didn't. I've never felt those were as conceptually pure as the primary elementals and so not as rich for turning into whole planes. Do we really need a whole Plane of Ooze?

After thinking about it a bit, I do think there is a little bit to be said. I do like the idea of elemental mixing; I mean, that is the source of the Prime Material Plane, after all. I just don't think we need whole plans of them. Maybe they're just the phase boundaries between the elements? I suppose you could still call them "planes" if you wanted, but they would really be the overlap between planes.

In any case, I'm pretty sure this is what the area of  Quasi-Elemental Mineral looks like:


I'm not convinced that currently list of para-elementals is complete either. It would seem to me that the more watery side of a water/earth mixing might be silt or sediment rather than ooze. The airy end of the air/water boundary would be mist (perhaps freezing mist) rather than ice.

Oh, and in case you were wondering about the Positive and Negative Planes that finish out the Inner Planes, check out this post from exactly 3 years ago.

Sunday, March 23, 2014

The Finer Elements of Inner Planar Adventuring

It's not an uncommon complaint on the internet that the Elemental Planes are boring because they're featureless expanses of the same thingm, which is sort of like saying dungeons are boring because thy're just empty spaces underground, or wilderness adventures are dullsville because it's just a whole bunch of trees. Most environments are probably not in and of themselves terribly interesting. They're interesting because of (a) what you can put in them and (b) the additional challenges their nature presents to PCs. I would also say that the Elemental Planes can be an interesting cosmological element in a setting even if not viewed as a place to go adventuring, but it's "place for adventuring" I'm going to focus on here.

First off, the Elemental Planes as typically described are for the most part pretty hostile to human life. I don't think that's a bad thing, necessarily. High level adventurers have access to a lot of great technology (i.e. magic) to protect themselves. Guarding against equipment failure and avoiding changing conditions certainly creates a lot of tension in science fiction books and movies; there's no reason it can't be put to similar effect in gaming. It's resource management that's more than just counting.

Here are some brief ideas and inspirations for Elemental Plane adventures:


Air
This one's probably the easiest, with flying creatures, cities on clouds and the like. I would draw some inspiration from sci-fi imaginings of life in the atmosphere of gas giants. The plane of air should only be featureless like space is featureless: there should be pieces of stuff falling/tumbling through it. There should be air-dwelling Portuguese man o' war type things and air-whales like living zeppelins that one can travel or even live on. Reliance on the strongest air streams for travel would ensure that there were certain air caravan routes.
Inspirations: the Cloud City of Bespin in The Empire Strikes Back, the Star Trek episode "The Cloud-Miners," The Mysterious Explorations of Jasper Morello, Castle in the Sky (1986), Last Exile.


Fire
Fire is like a really big star, though it's surface is much cool. There would be islands of rock (and by islands, I mean things bigger that continents) floating across it, or great metal craft drifting through it's smoke-choked corona. It would, of course, be populated (though perhaps not exclusively) by beings (jinn?) composed of Fire who did very similar stuff to Prime Material humans but were fiery while doing it.
Inspirations: Any Adventure Time episode dealing with the Fire Kingdom, the neutron star life of Forward's Dragon's Egg, parts of Sunshine (2007), Secrets of the Fire Sea by Stephen Hunt.


Earth
This plane is a huge sphere (or block or tesseract, or whatever) of rock, riddled with tunnels and chambers. In other words, it's a dungeon in three dimensions. It's sci-fi asteroid mining and molerat sapients, too.
Inspirations: Dig Dug, the Star Trek episode "Devil in the Dark," Derinkuyu.


Water
Like Air, it's fairly easy to see what to put into the Plane of Water, but maybe difficult to see why you wouldn't just do that stuff on a Prime Material ocean. I would say it's like an extraterrestrial ocean planet: You can make it far more exotic than you would the oceans of your main campaign world. Societies would have vertical and horizontal borders. Different depth layers would be like different levels of a dungeon, except (depending on how science fictional you got) adventurers might need increasing pressure protection to descend to the next level.
Inspirations: Neptune's Brood by Charles Stross, The Abyss (1989), Finding Nemo, 20,000 Leagues Under the Sea, Blue Submarine No. 6, Sub-Mariner, Aquaman, and Abe Sapien comics.

Friday, March 21, 2014

Archiving...


The Strange Stars Index is newly updated. Here's your chance to catch up on any posts you might have missed.

Have a good weekend.

Thursday, March 20, 2014

The Soft Conquest


The traffic in Minga slaves is illegal in many jurisdictions in the Strange Stars, but the owning a being of such a famous genotype--fragile, delicate and ephemeral as biosophonts generally are--is too much a status symbol for the wealthy in the Vokun Empire and other polities to ignore. What the Slavers who trade in them and the collectors who acquire them don't realize is that their slow dissemination across the galaxy and their meek servitude in places of wealth and power is all part of their plan. 

Appearance and Biology: Minga resemble the baseline human type, and are considered physically attractive by most of that clade. They are gracile of build and have pale skins, ranging from a pink-tinged porcelain to chalk white. Their hair and eyes are in a wide variety of pastel shades. They tend to have large, expressive eyes.

Psychology: For autonomous sophonts, Minga are very submissive and complaint beings. They do disagree from time to time, but always do so in an indirect way best calculated not to give offense. They are nonviolent, even against personal attack, but will defend themselves if absolutely necessary. They are incredibly intuitive beings who seem to anticipate (and then serve) the desires of those they spend any significant amount of time with. Most who try to read a Minga's expression will find exactly what they wish for; only the particularly empathetically adept will note that the Minga are in fact exceedingly hard to read and generally just reflect the wants and desires of others.

The Minga are exceptionally skilled at reading the microexpressions and kinesics of other humanoids. It may be this ability is enhanced by some level of psi empathy. In contrast, they have a fine degree of control of their own nonverbals. They are skilled at manipulation, both through voice, body language, and physical intimacy. This ability is likely pheromonally and psychically enhanced. 



Slavery & A Secret: Minga emerged from a world in the Coreward Reach. It's exact location is known only to the Slavers and their thralls. The Minga were immune to Slaver psionic control, but their allure to other humanoids was apparent, and so they were spared from destruction. Slaver's take away shipments of Minga youth (never too many, so as not to saturate the market). Though the Minga are relatively long-lived, the Slavers have certainly not bothered to introduce any of the anagathic therapies common to civilized worlds. The Minga elders seem to rule their society but meekly acquiesce to demands of the Slavers for more of their people.

The Minga don't enjoy subjugation or their world's occupation by the Slavers, but their ruling cultural belief is in nonviolence and the spiritual exploration of sensuality. The Slavers and their thralls opened the Minga's eyes to the deplorable and iniquitous state of the wider galaxy. It was decided they would use the Slavers as a conduit in their mission to convert all sophonts to their way. The Minga are patient; slowly each slave is bending their supposed master to their view of enlightenment.

Stats: Minga require a Charisma of at least 14. They natively have an ability that works like the psionic ability Empathy (though there's is not purely psionic). This only works on humanoids. Minga also have the ability exert effect similar to Charm Person on a humanoid who fails a Mental Effect save with whom they have had intimate or extended (over 48 hour) close contact.