Outsiders & Others

#AtoZChallenge2022: L is for Lost Cosmonauts

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The A to Z of Conspiracy Theories LThe A to Z of Conspiracy Theories: L is for Lost Cosmonauts

L was going to be for Lunar, but while I was researching this one came up and I just really could not say no.

The notion of lost cosmonauts has been around since the dawn of the manned space missions.  I recall people (ok, kids) talking about this in the 1980s when the distrust of the U.S.S.R. was at a high.

The idea is simple.  The Soviet Union sent men into space even before Yuri Gagarin's (the first man into Space) historic flight.  Cutting corners the Soviets sent men into space and presuablly could not get them back down.  Somewhere up there their life-less, well preserved bodies still float in orbit.

The first of these came up after 1959 when the US and the USSR were deep into the "Space Race."  Even such illuminaries as Robert A. Heinlein wrote about shenanigans with the Soviet space program in his article "Pravda means 'Truth'."  The is in fact so much about it that I am not entirely sure I can rule it out.  It's not inconceivable that the Soviets would lie about these sorts of things, and certainly not beyond the realm of belief that they would cut corners.  As the following meme demonstrates.

The Pen is Mightier than the ... PencilCute. But no where near the truth.  Pencils are flammable. Pencils, modern ones anyway, are made of graphite. Which as you are writing turns to a fine dust, which while weightless can get into electrical circuits and cause damage.  None of these things you want in a small, oxygen rich, inclosed environment.   People buy into this meme because the accept a level of, well incompetence from the forme Soviet Union. 

Are there dead Cosmonauts still in orbit out there?  Who knows.  This is the first one I really can't outright dismiss.

Links


For NIGHT SHIFT

The problem with dead Cosmonauts is not whether or not they are out there.  It's what happens when they come back to Earth.  I have lost track of how many "horror from space" movies I have seen. Lots. Too many really.  So here is situation.  A space craft in orbit from the 1960s has been spotted by some amateur astonomers (nod to me sitting out in the cold with my telescope trying to find Skylab) and it is slowly falling to Earth.  The Soviets want it to burn up in the atmosphere, but the Americans want to salvage it for it's secrets (let's say this is the 1980s).  Guess who has the right idea? Clue, it isn't Uncle Sam. 

The craft lands and yeah, the Zombie Apocylpse starts.  What do your characters do?

This is essentially the premise behind Völlig Losgelöst, a proposed 80s themed horror game I wanted to do.  I dropped it largely because Dark Places & Demogorgons did what I wanted VL to do and did it quite well.  That's fine, much like my Zombie Cosmonauts, Völlig Losgelöst is coming back from the dead with a new-ish direction.  

This is German, not russian, but still has a lost astronaut and full of 80's pathos.

Ich komme bald.

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

#AtoZChallenge2022: K is for Knights Templar

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The A to Z of Conspiracy Theories KThe A to Z of Conspiracy Theories: K is for Knights Templar

Back when I was working with Eden Studios and working on games like Buffy, WitchCraft, and Conspiracy X we used to joke about how every conspiracy theory could be traced back to the Knights Templar.  Well...only half-joking.   

The Poor Fellow-Soldiers of Christ and of the Temple of Solomon, or the Knights Templar, were a Knightly Order dedicated to protecting pilgrims headed to the Holy Land.  They built fortifications for protection and housed money and soon became rich.  Very rich. Like stupid rich. So rich that the King Philip IV of France and  Pope Clement accused them of heresy, witchcraft, and idolatry (worshiping a Baphomet figure).  They were famously arrested on Friday the 13th, 1307.  They were tortured and burned at the stake. 

Templars burned at the stake

Though many believe that not all the Knights were captured and some fled to places like Scotland and the Americas; Novia Scotia ("New Scotland") in particular. From here they took their still considerable wealth and ... well there are lot of things they supposedly did.

There is a rumor that when they went to the Holy Land they found treasures there including the cup of Christ (the Holy Grail), the treasures of King Solomon, and even the lost Ark of the Covenant.  Their present-day followers have those items still.

They have been associated with the Freemasons, the Order of Malta (in some theories), and even the Miꞌkmaq, one of the indigenous tribes of Northeast Canada.  So many I feel if their influence was removed the History Channel would lose about ⅓ of all their total programming.

Again, as others I have talked about here they are featured rather prominently in Foucault's Pendulum and The Da Vinci Code.

What is it about the Templars that fascinate everyone?  You don't see the same level of conspiracy around the Knights Hospitaller really.  Or any of the other medieval knightly orders.  I think it was because they were hunted down and killed that makes their story fascinating.  

Though the real tale here is about a group gaining some power and influence only to be struck down by the status-quo power structures of the day, the Monarchy and the Church.

For NIGHT SHIFT

Fortunately for me my co-author on NIGHT SHIFT already did something for the game that would work.

Monster Hunters of the Church: New Orders for Your Night Shift: VSW Game

He uses the Order of the Dragon and the Divine Order of the Sisters of Orleans.  The same process can be used for the Knights Templar.  The modern-day Knights Templar would be more of the occult investigator types, but the ones that can pick up a sword as well as a pen.  In NIGHT SHIFT they would either be sages or veterans. 

For my use I'd still have them around, but NOT be involved with any of the things they are popularly believed to have been.  I'd even throw out a line like "and we have never even been to Oak Island!" 

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

#AtoZChallenge2022: J is for JFK

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The A to Z of Conspiracy Theories: J is for JFK

Can't talk about conspiracy theories and not talk about JFK.

Though I am not talking about the 35th President, but rather the 1991 Oliver Stone movie.  Anyone that has even a passing interest in conspiracy theories needs to check this movie out.  It is a master class on conspiracies, but not in the way Oliver Stone wanted it to be.

The premise of the movie (and the conspiracy theories) was that Kennedy was killed by multiple gunmen. 

Kevin Costner gives a fantastic performance as Jim Garrison the District Attorney obsessed with finding multiple killers.  The film and most of the conspiracy theories fail on two main points.   1. A great man like Kennedy could not have been killed by a nobody like Lee Harvey Oswald.  2. The importance of "back and to the left."  Kennedy was shot from behind but his head snapped "back and to the left" this was taken as "proof" of a shooter in front, say from the Grassy Knoll.  

The problems with these ideas are pretty simple to point out.  1. Great men are killed by nobodies all the time, flying in the face of the Great Man Theory.  2. Ballistics testing, even from people like Penn & Teller, shows that shots with this type of rifle (an Italian Carcano M91/38 bolt-action rifle) do exactly this. Even an untrained marksman like Teller (who does have experience with stage guns) can fire off as many shots as Oswald did.

Many conspiracy theories fall apart once some real testing is done.

For NIGHT SHIFT

I honestly would recommend watching JFK over such movies as "Angels & Demons" or "Da Vinci Code."  The reason is that there is the underlying assumption that everything portrayed could have happened that way AND you can see how it could have happened that way.   Obviously, the realization of the underlying fallacies pulls the rug from under the whole thing.

Otherwise, it is a great step-by-step process on how to create a conspiracy theory investigation.  Oliver Stone may be obsessed, but he knows how to tell a good tale. Plus Tommy Lee Jones is brilliant in this. If you set your game in the "Paranoid 90s" then this is a must-see.

There is an old joke about time travel and Kennedy's assassination that there were so many time travelers on the Grassy Knoll when Kennedy was killed that there was no room for another gunman.  This got me thinking about a potential time travel story with Kennedy.  The Umbrella Academy did it. Quantum Leap did it. I think there was even a Star Trek episode planned, but never filmed that wanted to do it.   Just not 100% sure I would want to do it.

JFK

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

#AtoZChallenge2022: I is for Illuminati

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The A to Z of Conspiracy Theories: I is for Illuminati

This one is obvious.  So obvious in fact that I debated on whether or not to do it in favor of some other "I" entry.  But that would be doing a disservice really.

The term "Illuminati" brings up images of secret meetings of the ultra-rich and powerful in dark rooms plotting the power plays of the world.  

The "real" Illuminati was the Bavarian Illuminati, an Enlightenment-era secret society founded in the 18th Century.  They were a secret society and they did have ideas on how to better the world.  Like many secret societies they started and fizzled out in a matter of time.  Their legacy has largely been in rumor and conspiracy and, let's be honest, outright fiction.

While the intentions of the original Illuminati might have been good, the fictionalized Illuminati really captured people's imaginations.  None more so than writers Robert Shea and Robert Anton Wilson in their "The Illuminatus! Trilogy" which if I remember right is made up of five books.  That sounds on point, to be honest.  I remember seeing ads for it in Dragon magazine from the Science Fiction and Fantasy Book Club.   And I remember with much annoyance when people in various Usenet groups would discover "Fnord" and try to be all funny and cool.  

The rumors and fiction of the Illuminati grew over the years and were popularized by Shea & Wilson books and other popular books by Dan Brown (remember when everyone was reading him?) seem to be far more interesting than what is more likely the truth.  Not that there is a secret group of people that control the world, nor that there is no one controlling world, but rather there are sever groups out there that fancy themselves as the modern Illuminati and they are all working in their own self-interest and often cross-purposes to each other to really get anything done.

Or to quote the great Alan Moore:

“The main thing that I learned about conspiracy theory, is that conspiracy theorists believe in a conspiracy because that is more comforting. The truth of the world is that it is actually chaotic. The truth is that it is not The Iluminati, or The Jewish Banking Conspiracy, or the Gray Alien Theory.

The truth is far more frightening - Nobody is in control.

The world is rudderless.”

For NIGHT SHIFT

Following the steps of Shea & Wilson, but honestly more into the steps of Umberto Eco I have always wanted to have the character investigate a conspiracy theory to it's ultimate source.  The proverbial head of the beast, only to discover there is no head and the beast has been dead for a while.  I call these "anti-endings" and they are like what you read in "The Dream-Quest of the Unknown Kadath" or even in the TV series "The Prisoner."   It's just sometimes they are interesting (Kadath, "Foucault's Pendulum") others they are frustrating (Prisoner).

Finding the Illuminati in a game should be a never-ending quest. Find a group that seems to be in charge and very powerful only to learn they take their orders from someone else. 

Plus it is convenient and, like Moore says, comforting to think there is one monolithic organization in control. But it is also not great for a game.  Think back to the X-Files.  Had they uncovered the alien conspiracy in Season 3, what would they do next?

The Illuminati really doesn't exist.  But that might be exactly what they want you to think!

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).


#AtoZChallenge2022: H is for Hollow Earth

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The A to Z of Conspiracy Theories: H is for Hollow Earth

Actually of all the conspiracy theories I have presented here, the Hollow Earth is one of my favorites.

It is just so crazy and so much fun.

In truth, many of these ideas come from my father-in-law who had a rather impressive collection of books and underground films about this stuff.  I like to pretend he didn't believe them all and like me, he just got a lot of enjoyment out of them.  Well, this is true, but ask me again when we get to Tesla.

So the Hollow Earth.

This one is a topic I have talked about a bit here in the past.  

From the fantastic Ubiquity powered game from Exile Game Studio,

To the Hollow World of Msytara,

Tales of Journey to the Center of the Earth and Pellucidar filled my childhood.  So as far as conspiracy theories go, this one was a welcomed one, but one that never left the realms of fiction for me.

Great tales when you are a kid, bad science when you are older.  

It was not until my father-in-law introduced me to this strange book he got about the Hollow Earth by Raymond Bernard.

Hollow Earth
Hollow Earth
Hollow Earth

It ties then UFO literature and research to the Hollow Earth.  A lot of it is crazy pseudo-scientific nonsense, premises stretched thin and beyond credulity, and shoddy correlations that are not even remotely connected.   So it is easy to see why people who are not trained in science are taken in.

Yet, unlike the Flat Earthers (who are as you recall morons) the Hollow Earthers seem almost quaint in a naïve, harmless old uncle in his dotage.  "Of course, the Earth is Hollow, now let's get you back to bed." 

For NIGHT SHIFT

On Monday I mentioned two "alien" species that came from under the Earth.  Could their origin be the Hollow Earth?  It certainly sounds fun to think about, but I think I much prefer an "underdark" sort of Hollow Earth with large pockets of emptiness where these communities of Derro and Ophidians can live and where they do battle with the Reptilians in their underground bases. 

Maybe not full-on Agartha or Pellucidar, but more akin to Jules Verne.  There are Pulp roots to NIGHT SHIFT if one cares to look.  The Hollow Earth also had pulp roots.  It is therefore not inconceivable that a group of adventurers from NIGHT SHIFT could find themselves on their own Journey to the Center of the Earth.

Hollow Earths


The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Friday Fantasy: Where the Wheat Grows Tall

Reviews from R'lyeh -

There is a lonely farm. Perhaps the last in the village, for everyone else has left, their farms abandoned. This last, lonely farm has been in the Polotnikov family for generations. Behind the farm is an old stone wall—broken in two places—which separates it from an ancient field of high grass, worn paths, and long abandoned buildings. It is said that the field behind the farm is cursed and that this curse is the cause of the other farms failing and being abandoned. It is taboo to enter the field, so no one does, not even the Polotnikovs. Mother Galina Polotnikov knows a little of the old ways, but is nowhere near the witch that her grandmother, the one-eyed Elena, was, nor as strange as her mother, who disappeared in her old age, so perhaps she knows about the curse? None of the Polotnikov family has been heard from in many days, and Piotr—Galina’s husband—has not been seen at the nearby market which he always attends. Thus, Andrei, Piotr’s brother is growing concerned. What secrets are the Polotnikov family hiding? Have they broken the taboo and entered the field behind their farm? And if so, what happened?

This is the set-up for Where the Wheat Grows Tall, a scenario which describes itself as an ‘Agrarian Adventure’. It is written to be used with the Old School Renaissance retroclone of your choice, but the stats and numbers are relatively easy to adapt to your preferred roleplaying game and its mechanics. In terms of setting, it is another matter. Where the Wheat Grows Tall  is set on a peasant farm and in its neighbouring field that together are caught between the competing desires of two sister spirits… One of whom has had her idol destroyed in the field, and unfettered, The Noon Lady has risen, and where her gaze drew the farm labourers’ sweat, soothed their rest with its warmth, and made the crops grow tall, now it falls cruelly upon the labourers’ backs with sunstroke and the crops grow wildly. Her sister, The Midnight Maiden, is secretive and playful, watching over men from the shadows and easing their sleep with dreams, but where her sister is unfettered, she is broken—perhaps by abundant growth encouraged by The Noon Lady. In the wake of this upset order, Barstukai, Children of the Crops, stalk the unwary, Night Goblins invite others dance and steal from their new dancing partners, roots snake and entangle, Turnip Jack searches the field for light to eat, and Likho, the One-Eyed Witch, watches, one eye at a time…

Where the Wheat Grows Tall is a deep, dark descent into Slavic myth and fairy tales played out across two halves. First, there is the ‘farm crawl’ where the Player Characters have an opportunity to get hints of what might have happened to the Polotnikov family and suggestions that they will need to break the taboo and go over the wall. Second is the ‘field crawl’, where the Player Characters will encounter all manner of the weird and the whimsy as they explore the area in search of the missing Polotnikovs. None of what they might encounter is necessarily dangerous, the dangers likely arising because the Player Characters are either careless or discourteous when comes to interacting with the inhabitants of this whimsical world. Some will want to dance or play, some to be left alone, and others happy to enjoy the company of visitors such as the Player Characters. The Game Master will find herself portraying a wide cast of characters and creatures—there are no real monsters in Where the Wheat Grows Tall —and imparting a fair bit of information as the scenario very much emphasises interaction and investigation.

The scenario is written in a very concise, bullet point fashion, style, and that has both benefits and issues. The benefit is that its information, whether background, location details, or NPC descriptions, are all easy to grasp, but the issue is that often, they do feel underwritten. Some of the NPCs could have done with a little more information as to what they will and what they will not tell the Player Characters. The advice for the Game Master, which most consists of hooks and rumours, along with suggestions on how to shorten the scenario as a one-shot or due to time, is also underwritten, making the scenario that much bit harder to prepare than should really be necessary.

Physically, Where the Wheat Grows Tall  is ably presented. The writing style is short and to the point, but still packing a lot of description into its terseness. The artwork, done by Evlyn Moreau, is excellent, primarily because it absolutely fits the wonder and the whimsey to be found in the field beyond the stone wall. The map is clear and easy to read, but two of the scenario’s locations, both underground, are not included on the map. Both of course could be anywhere in the underground of the field, but their depiction would have been useful. In places, the scenario could have been better organised, the map placed somewhere more readily accessible, and arguably the overview of the scenario at the beginning could have been stronger.

As delightful as Where the Wheat Grows Tall  is—and it really is—another issue hampering it, is its genre and mythology. Fitting it into an ongoing campaign is going to be challenging given its strong use of Slavic mythology, but there are settings and supplements that the scenario would work with and work well. Older supplements would include Mythic Russia and GURPS Russia, but more recent settings suitable for Where the Wheat Grows Tall would be that of Kislev of Warhammer Fantasy Roleplay and the Hill Cantons of Fever Dreaming Marlinko.

Where the Wheat Grows Tall is charming and challenging, weird and whimsical. It presents an utterly disarming excursion into lands beset by long summery days and barely soothed by nights of Moon-lit shadows, where there is a mystery to be solved, a family to be rescued—perhaps, and a restoration to be made…

#AtoZChallenge2022: G is for Global Warming

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The A to Z of Conspiracy Theories: G is for Global Warming

One of the biggest conspiracies out there today is the one that Global Warming is fake or somehow a grift to get more money out of us.

Honestly, I can't even start with these morons. Though they are not as bad as the Flat Earthers.

Human-caused climate change is a fact. We have too much data from too many different sources to argue this.

But yet the Climate Change deniers and conspiracy theorists are always shouting "follow the money!" or ... whatever the hell else they say. Likely blaming George Soros or the Clintons.

You want a conspiracy theory on climate change?  Ok I'll give you one.

Climate change is being caused by Demons.

For NIGHT SHIFT

Or maybe the Reptillians.  Let's look at both since both are active in the various worlds of NIGHT SHIFT.

Demons did it:  The thinking here is that as the world gets hotter resources begin to dry up, water is more scarce, food is more scarce, and horrible things like England exporting wine to France now become a reality, and it all points to evil intent.  

We know that the world's average temperatures have risen by about 1.8°F (1.0°C) since the 1800s.  At this rate, the world will be unsuitable for humans in a few more centuries.  But in a thousand years, it will be perfect for demons for a literal Hell on Earth!

Reptilians did it: Ok, Demons too far-fetched?  What about the Reptilians? They are after all reptiles and like the warmer weather.  Also if they are breeding human-reptile hybrids maybe it is because they can stay on Earth (or our dimension as some authors claim) and need to Terra-form the Earth to something more suited for their own liking.

Crazy?  Yeah, but no crazier than some of the things I have heard passed off as truth.

Now it is entirely possible that these ideas came to me from Doctor Who, in particular the 3rd Doctor era which was heavy on environmental themes.  The serial "The Daemons" even featured a large demonic-looking creature that could generate heat over vast stretches of land.  I am sure that somewhere along the way the Silurians or Sea-Devils even wanted to warm up the Earth a little for their return.

So next time someone comes at you with the idea that climate change is fake, turn back on them and say "oh it's not fake and the reptoids are all behind it!"  

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Friday Fiction: The Gutter Prayer

Reviews from R'lyeh -

The Gutter Prayer is a fantastic novel of worldbuilding and tumultuous change. The debut from Gareth Hanrahan—an author best known for his many roleplaying credits, from The Persephone Extraction to The Pirates of Drinax—and much more besides, it opens with a prologue written in the second person that narrates a burglary upon the House of Law in the city of Guerdon. It gives a strange, almost impersonal point of view to the beginning of the novel, the identity of the narrator not quite clear, but oh so important as the events of the story reveal later. The burglary though is a failure, forcing its perpetrators, Carillon, an orphan newly returned to the city after years away as a refugee, Rat, a young Ghoul not wanting to his kind below, and Spar, a Stoneman, cursed with a disease which causes him to ossify into stone, and ultimately die if he does not receive injections of the serum, alkahest, to flee. In the wake of an explosion they know nothing about, the trio splits up, chased by the Tallowmen, waxworks which keep going as long as their wick remains alight, created by the Alchemists Guild to help enforce the laws and keep the peace. That explosion and the identity of the narrator in the prologue set off a chain of events which reverberate throughout the rest of novel.

Guerdon stands at the heart of the novel, a fantasy-industrial city-port which remains neutral in the ongoing Godswar afflicting other nearby nations. Religious strife underlies its history though, religious freedom allowed in the city because the Church of the Kept Gods threw down the dark rule of the Black Iron Gods and their vile servants. In recent times, the influence of the Kept Gods has diminished as the power and influence of the Alchemists grew and turned Guerdon into the soot-strewn industrial powerhouse that it is today. In the narrow streets and through the warrens of the smugglers’ tunnels lurks the Brotherhood, the city’s thieves’ guild—of which the novel’s central trio are members—whilst below are stranger factions still. Both are Lovecraftian in nature, the Ghouls feeding upon the city’s dead lowered into corpse chutes by the Church of the Kept Gods, whilst the Crawling Ones, amorphous collective masses of worms which can take on humanoid shapes, plot for greater power and influence in the city above at the expense of the Ghouls.

Once past the prologue, the story switches back and forth between character points of view, initially Carillon, Rat, and Spar, in turn providing different views of the city and building and building Guerdon. They counterpart each other, Carillon impulsive and impatient, Spar physically slowed into terminal patience, with the pragmatic Rat between them. Guerdon though, forms a character of its own as the author serves up one aspect of the city after another, often seeming to throw them away before moving onto the next, leaving the reader to wonder if he will ever return to explain or expand. The three central protagonists, plus Guerdon itself, are not the only characters given time in the spotlight. Carillon has a starchy cousin, Eladora, who provides a different perspective upon their extended family; the three are hunted by Jere, a thief taker with connections; and Aleena, foul-mouthed and weary, who as a Saint of the Kept Gods channels their power. Not all of the other characters in the novel are accorded such treatment and consequently, some are underwritten.

The Gutter Prayer is also a tale of responsibilities, each of the three central characters gaining them, often unwillingly, due to the events of the novel, in the case of Carillon coming to the prologue. In turn, they pull each of the three away from their central friendship which is so strong at the beginning of the novel, especially as the pace of the book picks up and up as their stories and the book comes to a climax.

Most obviously, in terms of genre, with its guilds and gods, thieves and cults, The Gutter Prayer is a dark fantasy, and whilst the industrialisation of alchemy in Guerdon does push it towards the steampunk genre, the novel is neither pseudo-Victorian nor obsessed with mechanical technology. It is rather Dickensian in both its character and its griminess, but The Gutter Prayer is ultimately more of a horror story, and whilst the author’s depiction of the Crawling Ones and their servants is suitably Lovecraftian, the truly creepy creations in the novel are the Tallowmen and the Gullmen. The latter appear only a few times in the novel, but that is enough, because seagulls given arms and legs is not something that you want to be thinking about. The former though, are a constant presence and threat—chasing, watching, guarding, herding… Each is the facsimile in stretched wax of their former self, vaguely self-aware, but always knowing that if their wick is extinguished, then so is their soul.

Throughout it is interesting to see the author going through the process of world-building through the narrative rather than the construction we are used to seeing done via roleplaying supplements. Although there are mentions of the wider world and then just the one fantastic excursionary scene, the action of The Gutter Prayer is confined to Guerdon itself. As much as the city is brought to life, there is still very much left for the reader to wonder at and hope that the author returns to in later books. Were The Gutter Prayer a roleplaying supplement, then perhaps it would be a different matter. In terms roleplaying, any number of rules sets could be used to portray Guerdon and its inhabitants, for example, Into the Odd would work.

The Gutter Prayer is a fast-paced—sometimes too fast-paced as the reader tries to keep up—and grim and grimy dark fantasy. It evokes a wonderfully sooty and tarnished sense of place in Guerdon and explores it through a cast of engaging characters who face difficult choices and undergo often traumatic transitions. The Gutter Prayer is a great introduction to Guerdon and the Black Iron Legacy series, and an exciting and engaging debut novel.

#AtoZChallenge2022: F is for Flat Earth

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The A to Z of Conspiracy Theories: F is for Flat Earth

Over the years I have seen and read about some really interesting conspiracies.  The movie JFK starring Kevin Costner really made you think that maybe Lee Harvey Oswald didn't act alone, or maybe that Grand Duchess Anastasia Nikolaevna could be alive somewhere, or maybe Roswell was about aliens.   

While thought provoking, all of these are dismissed once the evidence is carefully examined.  Oswald did act alone, DNS proved Anastasia's death, and the government did lie about Roswell, but not about aliens.

But the dumbest conspiracy theory ever has to come from the lead-paint chip-eating crowd behind the Flat Earth Theory.  I even hate to call it a theory since no part of it acts like a true theory.

Essential this brain trust believes the Earth is flat and NASA has been covering up to support the notion of "Globeists."   They are all invariably ultra-religious and start with the claim about God and the "four corners of the Earth" that they take literally.

Let's ignore the poet license people are allowed to take. Or the fact that the Bible was originally written by people that honestly had no idea where the sun went at night AND it was translated, rewritten, re-translated, and so on for centuries.  OR even that Greek mathematician Eratosthenes not only showed that only the earth was round, he also calculated its circumference with an astounding degree of accuracy prior to 200 BC.

They have all decided that not only is the Earth flat, but NASA has been lying to the entire world to...well I am not sure why they think NASA is lying.  Normally in a coverup there are reasons. Money. Power. But the Flat Earthers think NASA is hiding something. 

Let's be 100% honest here.  Flat Earthers are morons.

But what can to give me when it comes to running a NIGHT SHIFT game?

For NIGHT SHIFT

The biggest gripe that Flat Earthers seem to have is that NASA and all the world governments are conspiring together to keep information out of the hands of the ones that seek the truth. 

Let's ignore the fact that such a vast conspiracy would be impossible to pull or let alone maintain, what does NIGHT SHIFT have that the world's governments want to hide?  Easy.  Magic.

The governments of the world, or at least sections of it, know all about magic and their job is to keep that knowledge out of the hands of the unwashed masses.  To that end, they have magical practitioners that help clean up everything and erase memories.  Something akin to an Arcane Men in Black or even like the Cleaners from Charmed (who, interestingly enough wear all white and not all black like the MiB).  In some ways, they are also a bit like the  Technocracy from Mage: The Ascension, but are "pro" magic and "anti" people getting their hands on it.

This group's job is to protect magic, but more importantly, their job is to protect magic from all the "mundanes" and mortals out there.   I am thinking of calling them "The Guardians" or something like that.  They monitor all magic in the world and keep it out of the wrong hands and the wrong minds.

The Guardians either appear as angels, devils, fey creatures or tall humans as the need arises.  In truth they prefer not to be seen at all.

--

Now I should note that one of my favorite games, Astonishing Swordsmen & Sorcerers of Hyperborea assumes a Flat Earth and it works fine there. In fact a lot of the "reality" of AS&SH is built on a lot of the ideas I have been talking about all this month.

Really there is only one Flat Earth worth talking about and that is the 1984 album by Thomas Dolby.

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

#AtoZChallenge2022: E is for Extraterrestrials on Earth

The Other Side -

The A to Z of Conspiracy Theories EThe A to Z of Conspiracy Theories: E is for Extraterrestrials on Earth

Getting back to some of the aliens I want to talk about some of the aliens found on Earth and how they can be used in the game.

There are some generally accepted aliens in UFOlogy (yeah that is a word I typed). Let's go over them here and then see what we have.

Nordics

These aliens are called this because they, generally speaking, are tall, blonde-haired, blue-eyed, human-looking aliens.  Seriously I can't help but think about how many of these ideas are so steeped in racism and these are the Poster Boys.  Though, and to be fair, maybe they are more like the Asgardians of the Marvel Universe? Nah, that is giving them too much credit.  

The Nordics supposedly come from the Pleiades star cluster.  They seem to have a more benign nature that the other aliens. 

Reptilians 

OR Reptoids I have mentioned already this month and they have a much more sinister motive here.  They have infiltrated various levels of government (more on that later this month), but their true purposes are still unknown.  They can shape-shift and appear to be human and are believed to be somewhere from the Alpha Draconis system. 

Greys

These guys are jerks. They visit trailer parks in the middle of the night and abduct people.  Ok that is a bit glib.  These aliens are some of the most seen and are responsible for many of the close encounters. Indeed they were featured in the movie "Close Encounters of the Third Kind" (one of my favorites), Roswell, Strieber's "Communion," and the various "Alien Autopsy" movies. 

Popularly they are considered to be from Zeta Reticuli.  This is based on a drawing from one of the most famous alien abductees ever, Betty Hill.  

While generally believed to be benign, there is the opinion that they see humans as little better than animals to be experimented on. 

LGMs

The Little Green Men are common in Sci-Fi but have not featured much in conspiracy theories or alien sightings for a while.  They were commonly believed to have been from Mars.  

As their name implies they are shorter than humans, even shorter than greys.  

Insectoids

These aliens are spotted far less frequently than the others.  The Selenites are often depicted as insectoids.  Because of this, I am tempted to give them a temporary base on the moon. It was just set up.

Alien Species Concepts by Deimos-Remus
Alien Species Concepts by Deimos-Remus

For NIGHT SHIFT

These five alien species all are active on the Earth of NIGHT SHIFT, in particular Weirdly World News.  Their motivations are pretty simple.  Nordics are observing and helping where they think is best.  Greys and LGMs are abducting humans and trying to figure out what makes them tick.  Insectoids are new to Earth and are rivals with the Reptoids. Their true motivations are still unknown.

That leaves the Reptoids.  They are going to be detailed in more posts here, but basically, they are here to take control of the Earth and its people. There is a lot of speculation on what they want here from human slaves, or they are draining our psychic energy, to needing a new home after their world was destroyed.  

Like the Ophidians I mentioned on Monday, the Reptilians/Reptoids can't use magic. Nordics do use magic, or at least they do something that seems similar to magic.

There are a couple of good game resources that cover all these aliens.  First, there is the DARK PLACES & DEMOGORGONS - The Cryptid Manual (review) a great resource on all sorts of cryptids and aliens.  And secondly an old favorite of mine, The Unexplained (review) a Fudge-based RPG. 

Both are excellent resources.

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

This Old Computer

The Other Side -

I interrupt this A to Z Blogging with my newest acquisition/restoration project.

Over the winter break, I worked on my new Color Computer upgrade to a full retro gaming machine.

Well, I am moving on to a larger project now.

TRS-80 Case
TRS-80 Case
TRS-80 Case

It is the case for a TRS-80 Model III, the first computer I ever used.  

The cabling for the CoCo mod was tight, but this is so roomy on the inside.  Not to mention 2 full-height 5.25" drive bays.  I still have drive rails and even a hot-swap chassis for USB to IDE drives.  I even have DVD and Blu-Ray drives I could put into this.

Honestly, I am high with anticipation about what I could do with this.  The monitor is the limiting factor of course and I would need to design a bunch of new parts to 3D print, but those are just details, and minor ones at that.

Nothing it happening though for a bit.  That case needs some serious care.  When I UV bleached my other one it was recommended that I just paint it.  I might do that here. It is frankly a wreck, but not so much so that I can't make it work.

Now to decide...Windows, Linux or TRS-DOS?  Nah just kidding, this will be Windows I am sure. 

#AtoZChallenge2022: D is for Demon-Haunted World

The Other Side -

The A to Z of Conspiracy Theories DThe A to Z of Conspiracy Theories: D is for Demon-Haunted World: Science as a Candle in the Dark

A slight shift today.  I CAN'T talk about Conspiracy Theories and not talk about Carl Sagan's last book, The Demon-Haunted World: Science as a Candle in the Dark.

I have mentioned before that Sagan and his book Cosmos had a deep and profound effect on my thinking coming out of the "extra hippie shit" coming out of the 70s into the 80s.

This book is now 25 years old but reads like it could have been written just 2 years ago.   So many of the Conspiracy Theories I am going to be talking about here have been so masterfully destroyed by Sagan and his "Baloney detection kit" that I do feel a tinge of professional guilt talking about them here when they should be ignored.  But that is not the point to these posts this month is it?

Listening to the Demon-Haunted World recently (on Audible with Seth MacFarlane and Cary Elwes) I am impressed that so much of what Sagan had to say still is appropriate today and, sadly, how much things had not changed since he wrote it in 1995. 

I really cannot recommend it enough.

For the conspiracy and pseudoscience minded it is worth a read/listen to put some of these ideas into perspective.  It is a bucket of ice-cold water on the idea of magical thought.

 Science as a Candle in the Dark

For NIGHT SHIFT

So how do I use this for NIGHT SHIFT?  Simple.  In many of the worlds (Night Worlds) of NIGHT SHIFT, it is assumed that magic is NOT real, even if it is.  So maybe unlike our world, the average man takes the point of view of Sagan and his Baloney Detection Kit.  It helps explain the world a little bit better. 

It is also great to help create obnoxious arguments when your characters are to convince someone that magic is real.

If there is a pet conspiracy theory you are expecting to see here and don't it is likely for 2 reasons. First, and most likely, it is because I did not find a good game application for it. The other reason, and it is not a small one, is because this book so convinced me they can't happen that I am not even considering it anymore.

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Demon-Haunted Night


Miskatonic Monday #102: The Dragon of Wantley

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: The Dragon of WantleyPublisher: Chaosium, Inc.
Author: SR Sellens

Setting: Jazz Age North Yorkshire (sans Jazz).
Product: Scenario
What You Get: Fifty-Two page, 17.57 MB Full Colour PDF
Elevator Pitch: What evil hides behind an elopement?Plot Hook: How far will the cultists and Investigators go in determining the aims of the cult?Plot Support: Straightforward plot, staging advice for the Keeper, two maps, thirteen handouts, ten detailed NPCs, one Mythos tome, one ballad, and five pre-generated Investigators.Production Values: Decent.
Pros# Ferroequinology# Lambton Worm-like scenario grounded in classic English folklore# Decent background introduction to England# Excellently done handouts and photographs# Gentility hides a nasty little plot# Nobility hides a dark secret# Huge potential to disastrously break Yorkshire (a bit) # Roleplaying opportunities amongst the manners and mores the English Class system# Can be run as part of Day of the BeastMasks of Nyarlathotep, or Tatters of the King
Cons# Needs an edit# Mummies feel like a red herring# Underdeveloped in places# Needs an area map# No hooks for Day of the BeastMasks of Nyarlathotep, or Tatters of the King
# Huge potential to disastrously break Yorkshire (a bit) 
Conclusion# Nicely supported scenario which twists classic English folklore
# Plenty of roleplaying opportunities amongst the manners and mores of the English Class system as the Investigators winkle out a dark secret.

#AtoZChallenge2022: C is for Cryptoterrestrial Hypothesis

The Other Side -

The A to Z of Conspiracy Theories CThe A to Z of Conspiracy Theories: C is for Cryptoterrestrial Hypothesis

(and a Special Monstrous Monday!)

The Cryptoterrestrial Hypothesis is the "hypothesis" (really just an idea, it's not a good hypothesis in the scientific sense) put forward by Mac Tonnies and based on, among other things, the writings of Richard Shaver.  

The idea is that all the so-called "extraterrestrials" on Earth are all really natives.  Not cryptids per se, but whole other species. They have existed, in theory since the dawn of time.

Exploring the Shaver aspect, we have the "Deros" or his "detrimental robots" as a possible Cryptoterrestrial species. If we use the D&D versions, the Derro, then we have more to work with.   I think I would also like to take another page from Shaver's book magazine and have the language the Derro use be Mantong

Another species that fits this idea for me is the Ophidians.  This is a species that I have used in the past and really enjoy them.   

What separates cryptoterrestrials from extraterrestrials are their origins. While both can seem "alien" to humans, cryptoterrestrials are Earthlings.  They evolved from the same processes that gave us trees, lobsters, and humans.  Generally speaking, the same things that affect us, will affect them. They need to eat, breathe, and even sleep. They can be affected by poisons, just different ones, and bullets still hurt them. 

For NIGHT SHIFT

Since today is also a Monstrous Monday I think I should have some monster stats here.

Derro
No. Appearing: 8-80 (8d10)
AC: 4
Move: 20 ft.
Hit Dice: 3
Special: Pack tactics, Can fight in complete darkness, vulnerable to sunlight, madness.
XP Value: 60

Derros are a race of subterranean human-like creatures.  Their skin is a dull gray, their hair is typically a few shades lighter, and their eyes are a uniform white.  They speak an unknown, guttural language, but a few (1 in 10) can speak any surface language that is common nearby.  

Common Derro Abilities

  • Pack tactics. Derro are ambush attackers and will set traps and snares to incapacitate interlopers into their realms.  The derro will kill any they suspect is a threat, usually the largest, and keep the rest as slaves. 
  • Fight in Complete Darkness/Vulnerable to Sunlight.  Derro fight in complete darkness as if it were dim light. They take no penalty in attacks.  In any light greater than torchlight/flashlight they take a penalty of -1 (-5%).  In anything brighter, the penalty is -3 (-15%).  In full sunlight they cannot attack at all.
  • Madness. A full 25% of all derro suffer from a form of racial madness.  This usually manifests as a form of delusional behavior where they feel they are the superior species of the planet.  Their layers are fill with giant machines they refer to as "The Death Ray", "The Sun Destroyer", or "The Gravity Enhancer" that are designed to end the world, but never work.  Derro spend decades building these, or more to the point forcing slaves to do it, only to have them end in their own destruction.

Derro are cruel and delight in torture for torture's sake. 

snake personOphidian
No. Appearing:
 4-24 (4d6)
AC: 6
Move: 30 ft.
Hit Dice: 1 to 4
Special: Cold-blooded, enhanced senses (sight, smell), poison, magicly impaired.
XP Value: Varies

Ophidians are snake-like humanoids that have existed on Earth since the time of the dinosaurs.  They remember the great age of reptiles.  They hate humans, and really all mammals, and seek to destroy them so they can reclaim the Earth as their own.  If they hate anything more than humans it is the Extraterrestrial Reptoids. They feel the reptoids caused the great blast 65 million years ago that destroyed the dinosaurs (they didn't but the ophidians are not convinced) and they fight them for control of the Earth.

Common Ophidian Abilities

  • Cold-blooded. Ophidians live in deep rain forests, inhospitable deserts, and even underground near magma pockets or anywhere that is warm.  They prefer temperatures that are 75 °F / 24 °C or warmer with places of variable temperatures.
  • Enhanced Senses. Ophidians have superior senses of sight and smell.  Their sight extends into the infrared spectrum.  They are only surprised on a roll of 1-2 on a d10. 
  • Poison. The bite of some ophidians (1 in 6) can paralyze or (2 in 6) painful death (take 4d8 points of damage).  A Constitution-based saving throw can reduce this to 2d8 hp of damage. 
  • Magicly Impaired. Whether due to their reptilian brains or the fact they evolved from different progenitors than humans ophidians are incapable of magic.  They can, and many do, have psychic powers, but never magic.

Ophidians and Derro hate each other, often encountering each other and fighting great underground battles below the feet of unknowing humans.   It is possible that the only keeping these species from taking over is their hatred for everything and everyone that is not themselves.

Union of the Snake

--

Both Derros and Ophidians have a nice long history in my games.

I have to admit they did grow out of a lot of fringe theories and weird fiction from the 80s.  But I will admit that the Snake People were really sold to me from the Duran Duran video "Union of the Snake."

It was the 80s, I took my ideas from where they came.


The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Miskatonic Monday #101: The Dilemma in the Desert

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: The Dilemma in the DesertPublisher: Chaosium, Inc.
Author: Ryan Graham Theobalds

Setting: The Desperate Decade, Death Valley.
Product: Scenario
What You Get: Twenty-Seven page, 49.63 MB Full Colour PDF
Elevator Pitch: Death, distrust, and derangement in Death valley.Plot Hook: How far will the cultists and Investigators go in determining the aims of the cult?Plot Support: Detailed plot strands, staging advice for the Keeper, two maps, five handouts, six detailed NPCs, one avatar, and four pre-generated Investigators.Production Values: Decent.
Pros# Desert-bound one-shot# Initiates or Investigators, Investigators or Initiates?# Interesting real world location, Scotty’s Castle# Potential for paranoia# Potential campaign starter# Potential link to Cult of Starry Wisdom# Decent handouts and photographs# Investigators could become cultist NPCs in a campaign
Cons# Needs an edit# Maps upside down versus the photographs# Plot strands not clearly explained before they occur# Mythos mish-mash
# Floorplans left unmarked and undescribed# Weird cult initiation to murder mystery plot and back again# Crucial antagonist’s ultimate aim included as an aside# Crucial Investigator/Player decision decided by a die roll 
Conclusion# Possible played through background for cultists in a campaign?
# Oddly plotted and often initially underexplained murder mystery/cult initiation where ultimately, the dilemma of whether or not to turn to the Mythos is out of the players and their Investigators’ hands.

NANOFORCE: Star Trek

Fantasy Toy Soldiers -

After being delayed for months, EMCE finally relaased their Nanoforce Star Trek figures.  There are two sets of 12 figures from the Original Series and Next Generation.  The figures are around 50mm but 3mm of that is base.  They feel a bit smaller than they stand.  Excellent detail, 


Original Series










































Next Generation





















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