PS Inspiration Take II: Getting Back on the Infinite Staircase

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sciborg2
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I'd love Barlowe's Guide as a

I love Barlowe's Guide as a kid!

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Rime Re-Reveal Gameplay

Rime Re-Reveal Gameplay Trailer

https://www.youtube.com/watch?v=PMIdDAllGMM

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"A rock pile ceases to be a

"A rock pile ceases to be a rock pile the moment a single man contemplates it, bearing within him the image of a cathedral."
-Antoine de Saint-Exupery

=-=-=

Dreamcatcher MV:

https://www.youtube.com/watch?v=zihoyz0u_cs

KnightOfDecay
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City of Sig Kickstarter

Sig: The Manual of the Primes
Really don't know what to think of this - sounds like they try to copy Sigil/Planescape/The Manual of the Planes.

Quote:
There is only one true city; a place of multiversal trade, cultural exchange, and mixed blood. A place where monsters come to scheme and gods come to die.

Sig is the nexus of the multiverse. It's a city connected to everywhere, a refuge for the oppressed and a prize for tyrants. It's a place where culture is at the forefront, with diverse faiths and tongues struggling for space in the crowded metropolis. It's a city of families, both whole and broken.

Sig is also a launching point, allowing fools and heroes to venture into the eternal planes of existence. Each plane is made of concepts, of elements, of ideals that resonate through the entire 'verse. The planes impose their own Beliefs on Sig and on the infinite primal worlds beyond.

Each of the planes is also home to unique peoples, from the Giants of the Elemental Plane of Stone to the Wyrms of the Ideological Plane of Destruction. The planes are home to mighty Powers: gods, demons, and stranger things which send their servitors to spread their faith into the City Between. The planes even offer resources to the bickering political Factions and warring guilds that control Sig's hungry streets.

Visit the Elemental Plane of Flame to test yourself in scorched wastelands of the Crucible. Seek answers to hidden secrets in the Umbral Delta of the Conceptual Plane of Shadow. Defend yourself in The Final Court, where the Seven Magistrates provide final remedy to any injustice.

Jem
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...heh. Yeah, the "borrowing

...heh. Yeah, the "borrowing" is pretty blatant. Maybe someone should poke the company?

sciborg2
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I think it's close as an idea

I think it's close as an idea but outside of "Sig" being so close to "Sigil" I think it's only as close as Pathfinder or Dark Roads & Golden Hells cosmologies? Even the idea of elemental and conceptual planes is more from estoeric/occult ideas I believe as the same kind of cosmology, IIRC, is in White Wolf?

Heh, honestly I'm thinking of backing so maybe he's on to something with the close name...

KnightOfDecay
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Breath-Art on Deviantart

Breath-Art on Deviantart

Elda King
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It looks like he wanted to

It looks like he wanted to make a Planescape game, but changed the setting just enough to avoid any copyright issues while keeping it recognizable. And that's totally fine for me - I'll get a good adaptation for another system even it doesn't include the established lore. It's probably actually easier play actual Planescape on this than on a new edition of D&D.

I still have to read most of the book, but so far it looks good.

KnightOfDecay
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Numenéra: STRAND - Theatrical
sciborg2
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NIOH Intro Cinematic Trailer

NIOH Intro Cinematic Trailer

https://www.youtube.com/watch?v=z59Bn-745vM

Think this old one was already posted - NIOH Trailer (E3 2016):

https://www.youtube.com/watch?v=eJREHP9uS9k

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Narita Boy 中The Trichroma

Narita Boy 中The Trichroma Quest中

https://www.youtube.com/watch?v=KTTKT6QZ860

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Secret Royalty

Secret Royalty

http://thatboomerkid.tumblr.com/post/58242590743/secret-royalty-pathfinder-prestige-class-beta

"There’s a dark mirror to the universe of flickering streetlights and broken sidewalks you think you know; an infinity of time and space alike hanging behind the paranormal apex, just after midnight, where the rules of reality that sane folks are accustomed to don’t necessarily apply. Most people know nothing about this illogical backstage of the cosmos, the Nether Time … and of those who do, most want nothing to do with it.

But a heart’s desire is there for the finding for those brave enough—or stupid enough—to look.

Between 11:59 and the moment after, within the Other Interval, there stretches an infinite ocean of potential time across a broken reflection of forgotten ages. Behind the Curtain, there’s time enough to fall in love, to get married on a white beach under purple stars, to get divorced in a court of autumn-elves and gypsy-moths then dance around the bonfire naked and cry with a group of friends and finally fall asleep drunk with all of your teeth punched out.

Time enough to go insane, just waiting for the thinnest hand of the clock to go ‘click’ one more time.

Time enough to get killed in any number of horrible ways.

And once it all sorts itself out, you’re back home in the Waking World not a moment later. Probably not in the same shape, though – nothing will ever be the same.

Some mad souls explore far into the Deep Sideways, behind the scenes of comfortable reality – into the 25th Hour, that strange world of gods, wizardry and monsters. Some become self-proclaimed masters over this place of wonder and horror, commanding a realm of magic where other secret kings, queens and their mystical courts war for control. As the scion of an Emptied Empire, you wield the powers of channeled peoples, places, and ideas—whether historical, literary, mythological, or imaginary."

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Seinabo Sey - Hard Time

Seinabo Sey - Hard Time

https://www.youtube.com/watch?v=EgdOs5-3VWQ

Nice song for the Dispossessed

Also one for the celestials -

Younger:

https://www.youtube.com/watch?v=GI5E5ewwN1s

"There is a light to all this darkness
I will tell you this
There's redemption in you asking them just why it is"

=-=-=

Ruelle - Until We Go Down (Shannara Theme)

https://www.youtube.com/watch?v=IzjcKS5X4WQ

"and I feel it running through my veins,
and I need that Fire to know that I'm awake..."

=-=-=

"Life is a pure flame, and we live by an Invisible Sun within us."
-Thomas Browne

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Law & Chaos: A Different Take

Law & Chaos: A Different Take

https://dungeonsanddutchovens.blogspot.com/2016/04/law-chaos-different-take.html?m=0

"Know this, prisoner of flesh, that in an age before the cosmic tyrants you call gods shackled all life to mortal slavery, there was an era of absolute freedom. Where all life in the universe was equal and unbound to explore the void and dance in the pale starlight for all eternity. Spirits knew not pain, sorrow, nor suffering. All was as it should be, the beauty and freedom of Chaos.

And then the Gods of Law came.

None know where they came from or where they got their power, but the Gods of Law began a campaign of creation and conquering. They made planes and worlds for their own pleasures and took delight in trapping poor souls into fragile vessels of muscle and bone. One by one, the hordes of spirits were flung from their celestial paradise into the lowly earth, forever trapped. With their ethereal forms locked away in a mortal body, the will of the spirits were broken.

But the Lords of Law were not done."

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Process as Item

Process as Item

http://falsemachine.blogspot.com/2017/04/process-as-item.html

Quote:
The pleasing idea of a process as an item comes, perhaps, from its already half-magical or numinous state. A process bound is already a little bit more interesting than an inanimate thing. We can see this in magic items, to show their magic; they live. The sword burns like a brand the jewel glows like a lamp. The cloak moves in an unfelt wind. The picture talks.

But even without that, a process bound, carried and sustained is slightly magical, it exemplifies power over an ever-changing nature, not just tool-use but bound process control. The common bindings break down quite neatly by classical element;

Fire is the big one. The key thing here is that it's not a magic lantern or a magic torch, but a magic fire. It is the fire you carry and preserve, not the means of its propagation (though you will need that as well).

The nature of the thing puts hard limits on how you deal with it or transport it. Fire is hard to carry and keep going, all kinds of common circumstances and opponent action could put it out. You need to keep finding fuel for it. Perhaps a particular kind of fuel. Magical fires could feed on human hair, the bark of certain trees, polished coals or fossils. It's easy to imagine someone carrying one, in a lantern, a brazier or something, but hard to imagine them carrying two or more in anything other than special circumstances. The nature of fire means that you will tend to adopt a ritualistic attitude to taking care of it, which embeds a principal ritual from the human lifeworld into the game. Because its very hard to deal with you can make it situationaly very powerful, PC's have to invest resources and through into how to sustain this powerful but delicate tool.

As well as it already being useful, it does so many things, there's a whole range of extra stuff you can do with it, shine its light on someone, breath in its smoke, let it's smoke 'write' on a piece of paper, burn things in it, cook things with it, forge things with its heat, let it cast shadows, burn yourself with it, see things in it.

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A brush that, if used to write on a waterfall or the surface of a river, or even on a wave in the ocean, you can summon or control the power of those things. Perhaps the symbol for 'Horse' on a waterfall creates a charging steed of white foam that can only race downhill and which ends each ride by diving and exploding into the river or the earth, writing it on a river creates a tireless horse, but one which can only ever move at the speed of the river itself, whether fast or slow and writing one on a wave creates a titanic and powerful horse that can charge along the coastline, but not beyond it, plus getting in position to write on a wave as it breaks effectively makes you a surfing wizard?

Between water and air we have the sailing ship. Perhaps a sail that when it runs directly before a headwind and pulls a ship to full speed, can breach the barriers between planes, like a sailing DeLorean. The precise direction of the wind affects which plane you go to and you have no way to control it other than to have it up or not.

This brings us into air. Kites are probably the closest equivalent to torches and lanterns. Maybe a kite that, once you get it flying, transforms you into a bird until you touch the ground. Perhaps if you land on water you can stay as a bird until you reach the shore so people passing through never know if the ducks and swans are kite-monks in disguise or what.

Pin-Wheels. Even breath could activate them but they are incredibly delicate and easily damaged and destroyed, hard to cart around for a long time without them being crushed, so that provides a nice limiting element. Perhaps they have to be activated by natural wind rather than breath, the idea of a brawny adventurer running about with a pin-wheel is a nice one. Perhaps the breath of certain creatures or type of person is needed to activate the rare ones, a virgin, a holy person, a seventh son, a blind man.

There is the lightning-charged device of course. We would have to work on ways to make it more interesting than just a lightning capacitor. Perhaps, at the moment you catch the lighting you gain the speed *of* lightning, you can race anywhere but as soon as you stop the lighting is grounded. You also have to be careful not to interact with anything touching the ground, you may be drawn towards metal objects and end up accidentally hurling yourself on a drawn sword 300 miles away at the speed of sound.

Monks who wait under trees in autumn with special brushes. They train until they are able to write upon a falling leaf before it hits the ground, touching it only with the tip of the brush. That would require huge study and skill to use. Perhaps you could use this to travel through time like a leaf falling.

Stone is a process too, but one so slow that I don’t think it could be contained into a pseudo-object by human beings.

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The Real Forgotten Realms

The Real Forgotten Realms

http://falsemachine.blogspot.com/2017/04/the-real-forgotten-realms.html

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If the kingdom itself was forgotten then the truculent minority that kingdom was dicking around is twice forgotten.

It brings to mind the idea of a kind of civilisational Elysium where all of the worlds forgotten realms go to exist in the summer of their power and in their best possible selves like Kennedy's Camelot, and Forgotten Realms, when related through Greenwoodss stories about it, does remind me of Ray Bradbury and Louise Bogan and Kennedy on Cinefilm.

The fact that you are playing you is important becasue it's not just about this other world, it's this other world compared to your original world, the world of release compared to the world of constraint.

An aspect of the Summer Realms is that bad things are generally done by villains and are not an inextricable part of the world. It's not that horror doesn't exist, it's that it is defeatable, resolvable and impermanent like summer storms, and that when it is removed an already-existing harmony is restored, a world where it is visible that history does truly arc towards justice, where evil is a mistake, and not part of the design.

But, if there were summer realms there must be winter realms as well, where there is only work, where you spend your time with whom you're told to, where you do not decide what you do, where you are indoors, where you do not see nature or move within it
and where there is no romance, only need.

Maybe the difference between romance and need is between a desire that enjoys its own expression and hopes that it will be returned and a desire that loathes its own expression and believes it will not be returned.

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Zyan Below

Zyan Below

http://maziriansgarden.blogspot.com/

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At the bottom of the undercity, the offal sinks and great sewer river spill into Zyan Below. Here a fecund and ever blooming white jungle grows like a pallid reflection of the gilded towers above glimpsed in the fetid waters of a still pond. It springs from the base of the floating island downwards, a dense riot of immense fungal blooms, and thick snaking vines covered in flowers that look like the jeweled wings of insects. The place is the surreal nightmare of a jungle. The breast of a bird will open to reveal pale, trembling petals, on which its blind young feed with snaking tongues. The line between insect, animal, and plant is not respected. Often, it is hard to tell where one living thing stops and another begins.

Zyan Below can be divided into four levels. Each level is represented by a hex map, composed of hexes one half mile wide and high. These maps are stacked one on top of another. While I cannot reveal the maps (alas!) since they are all in play, I can tell you a little bit about the levels, which are these....

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THE DARK TOWER - Official

THE DARK TOWER - Official Trailer (HD)

https://www.youtube.com/watch?v=GjwfqXTebIY

=-=-=

HMS Apollyon - Welcome Aboard

http://dungeonofsigns.blogspot.com/2012/08/hms-apollyon-welcome-aboard.html

Quote:
It's sort of a mix of a "point of light" campaign, social climbing and horror. Embattled and not very nice humanity is trying to claw back something from the monsters, environment and other intelligent species within the hull of an Leviathan cruise ship long gone dark, crumbling and strange. The polyglot Sterntown is the only known civilized area and just now recovering from a disastrous war 40 years ago. Sterntowners are allied with at least three (four really, but we keep quite about the Draugr) mundane non-human races, and their leaders, the passenger class, have dealings and share bloodlines with infernal powers. Humanity is not the most powerful faction within the hull, and the characters are the lowest order within Sterntown. Hence there is an element of survival horror here, or at least I hope there is. I am aiming for an atmosphere of drippy, damp, dreary and odd - but it's not especially serious, and gonzo elements exist (like Flying Monkeys).
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Magic Item: The False

Magic Item: The False Translator

http://nagorascorner.blogspot.com/2017/05/magic-item-false-translator.html

Quote:
A failed attempt by some long-lost would-be demonologist to harness the innate ability of demons to communicate with intelligent species, this ornate wooden box is subtly dangerous.

Outwardly it is a six-inch hollow cube made from expensive and highly polished wood, with silver thaumaturgic circles inlaid on each face. It has a bulk of 100gp and is light enough to float. Carved into the wood inside the circle of one face is an image of a mouth; on the opposite side a human ear.

If the ear is held up to the user’s mouth and spoken into, the mouth will become animate in the manner of a magic mouth spell and repeat the same words in the language of any one intelligent creature within a foot of the appropriate face of the cube. Communication can be achieved by passing the cube back and forth or simply by the holder turning it around to let the other party speak.

Within its confines lives a minor demon - a rutterkin, in fact - which does the work of translation. However, the rutterkin is not bound other than physically and is able to decide for itself what to say in the translation. The rutterkin is cunning and can hear (and understand) everything going on around itself, meaning that it can usually adapt to pass any translation test for reliability that is set up by a party....

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Monster: The Firebird 鳳凰

Monster: The Firebird 鳳凰

http://nagorascorner.blogspot.com/2015/08/monster-firebird.html

Quote:
The firebird comes from heaven on the ascension of a new eastern emperor, to inspect the state of mortal affairs, returning to report to the Celestial Emperor. Thus it will only be encountered in eastern nations within five years of a new emperor coming to the throne (roll 1d6 when encountered to see which year of its stay it is in, then a d12 for the month, on an initial roll of 6 roll 1d8 for the number of days remaining in its current visit).

It makes its nest deep in a forest, mountain range or desert where it carries out interviews with spirits and fantastical creatures such as fu-dogs and lions, dragons, ogre magic, sylphs, and so forth to gather information for its report. There is a 10% chance that any encounter in lair will coincide with an audience of some such creatures (roll an additional encounter appropriate to the location ignoring inappropriate results). If encountered with a non-chaotic oriental dragon there is a 30% chance that the Firebird is in a relationship with the dragon....

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20 Questions about your

20 Questions about your fantasy city setting

https://dungeonsdonuts.tumblr.com/post/160513542759/20-questions-about-your-fantasy-city-setting

Quote:
They’re just as dangerous and ‘crawlable’ as dungeons, but they’re also teeming with life and rules that govern that life. Running a city that actually feels like a city requires a decent amount of prep.

Here are 20 questions that a dungeon master ought to be able to answer about the city their players are playing in for more than a couple sessions. These are things players will eventually want to know if they’re doing more than just visiting the city.

KnightOfDecay
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Great stuff! Will have to

Great stuff! Will have to catch up.

sciborg2
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The Barren Baronies

The Barren Baronies

http://falsemachine.blogspot.com/2017/05/the-barren-baronies.html

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Parched and rusted Knights on starved horses, their hooves clicking on the bare sandstone and kicking black clinker through the grey volcanic ash. Cracked skin, red mail, dusty scabbards closed with broken twine binding wind-sharp swords, and each knight cradling a vibrant shield of glowing glass. For their Baronies are held within their shields; curved pocket realms where waterfalls plummets from an unseen sky, birds sing in the soft dawn and usher out the dusk. Where cattle amble home to castles of pale sea-washed-beach coloured stone over age-dark draw-bridges sleeping across the beds of fish-thick moats, through oak gates lodged open by forgotten props.

The birds disappear when they migrate, somehow they can find their way through the curved prison-space of the bound realm. For anyone else, walking too far one way brings you back the other. The rivers run somewhere but no-one who takes them ever comes back. The wells draw water from the dark but tunnels twist intangibly, avoiding a deeper dark that isn't there.

Small realms, but safe, where widows weave the funeral shrouds for absent knights who rarely return alive. With everyone preparing for an invisible end. Their world is as fragile as glass.

Here in the hidden Baronies, and there in the Barren Baronies, the time-scarred knight licks water from a thorn as dawns paperback-grey eye widens in slow shock at the horizons horrors once again, a ruined land like ragged pennants snapping in a random wind.

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The Plane of Fire

The Plane of Fire

http://falsemachine.blogspot.com/2015/11/fire.html

Quote:
Most are blue-white jagged labyrinths made from every bolt of lighting in a cycling storm, all seen as one, wrapped around the low domes of the red tectonic mazes reaching down into the plane of earth.

But some have life. Living worlds have living fires, wild forest fires of wood and air, the fires of burning plains and sometimes burning cities, strange and unearthly places to the dwellers of the Plane of Fire for their foundations are truly cites, like those of the stars, yet made of fuel. The burning products of culture and thought are places of strange fascination to the beings of fire, signs of life and intelligence of an alien and impossible kind, fey citadels appearing in the wilderness.

And within them, burning people, real only for a moment on the Plane of Fire, coughing out brief prophecies in unknown tongues, then disappearing like ghosts, spiralling invisible into the carbon archways that bar the gateways to the plane of Air.

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Beauty in Decay

Beauty in Decay

http://grognardia.blogspot.com/2009/10/beauty-in-decay.html

Quote:
For me, though, what's important is that, unlike Winter, Fall isn't a "dead" season. It may be a "dying" one, but there's still life present and quite often that life is at its most beautiful. I realize not everyone may share my opinion, but then I prefer dusk to dawn in terms of beauty, so my opinion is probably off-center anyway.

What does this have to do with RPGs? Nothing necessarily. However, I've noticed that many, if not most, pulp fantasy worlds have a strongly "autumnal" feeling to them. The best days of the world are over and "Winter" is coming. It's not here yet and there's a chance of a brief "Indian Summer" before the snows fall, but it is coming and there's nothing anyone can do to stop it. Howard's writing definitely has this quality, as does that of Lovecraft and Smith. Moorcock's stories exude this feeling, as do, at the opposite end of the spectrum, Tolkien's. One age is passing away and the new one that is dawning will be a lesser one, a "colder" one.

My Dwimmermount campaign is set in a dying world, where the best -- and worst -- days are in the past. There are no great empires or impressive civic works projects. Instead, civilization clings to the decaying glories of the past, while Chaos lurks amidst the rubble. There's no general expectation of Ragnarok or Armageddon, but instead there's resignation and, in some quarters, ennui, about the inevitable decline to which Man's civilization is succumbing. Perhaps it's just indicative of how bizarrely my mind works, but I find that, against such a background, D&D make a great deal more sense. Most of the game's tropes and conceits work better if the presumed setting is "autumnal." I also find that the actions of the player characters, for good and for ill, take on a more satisfying -- and human -- significance in this context.

I hope this makes some sense to someone other than myself.

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Sundered - Resist trailer:

Sundered - Resist trailer:

https://www.youtube.com/watch?v=KXZ2hIm_rOM

=-=-=

Some great musings from Scrap Princess on replacing assumptions of real world physics with fantastical ideas of the elemental forces:

http://monstermanualsewnfrompants.blogspot.co.nz/2016/12/you-are-on-fire-but-like-gravity-fire.html

Quote:
Elemental energies can be found in all things . Energies can either August (postive) or Gross (negative).
The most obvious energy is fire. August fire is fire , Gross fire is cold.

Confusingly , because fire was discovered first , the concept of burning is also used to describe when any elemental energy spreads and cause the release of more of the energy in nearby objects.

Something can affected by a elemental energy without "burning" . However the harder something is to burn by an energy often the more dangerous and contagious it is when it begins to.

FUN FACTS:

- Fire when burning can be stopped by overwhelming it with any other elemental energy . This is why Fire can be blown out or drowned.

-Gross Fire causes Water to take on its Gross aspect (crystallization) i.e Ice. When you warm yourself up by jumping up and down you are actually reply the Gross fire with August earth (impacts)

-August Earth Burning is basically a localised gravity well and can be incredibly difficult to escape, and it doesn't seem to be able to be "put out" like other elemental burnings.

-Acid is just Water with higher amounts of August energy , it's just turning things into water! Alkaline is not a thing here, and Acid injuries will look more like putrefaction than a chemical burn.

-Things are Heavy and Solid because they have August Earth Energy. Pumice rocks are full of Gross Earth Energy. Any impact is a release of August Earth Energy. Stomping out a fire is overwhelming the fire with August Earth Energy. If you hit someone really hard with a hammer it could cause a localised black hole!

-There is no separate Elemental plane they are all just folded into this one . Elementals have no consistency of form from individual to individual and can be anything from bestial wrecks to sly man-whore connivers. What constitutes an elemental seems to be the ability to call yourself an elemental and not be destroyed by other elementals.
Their actual physical form might technically be incorporating other elements including "usurper" elements like flesh or wood , and it's a really bad idea to point this out. The fights between different Elements are nothing compared to the internal fights in that Element itself.

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a city without a name

a city without a name

http://falsemachine.blogspot.com/2013/04/a-city-without-name.html

Quote:
The kings of hell hate this city. It is the city of the Dwarves. The Dwarves were great and mighty in ages past. They were sombre and grim and dwarfish and sang long low songs, but they were hard as fucking nails, so instead of getting decedent and pervy, whenever their civilisation got bored, they would collectively find the evilest creatures and forces across all the cosmos and they would just fuck with them. Just to ruin evils day. That is what the dwarves did with their spare eons. Century over century over century of tracking down daemons and liches and diabolic dragons and creatures of the outer dark and just fucking with them, killing them, wrecking their plans, freeing their slaves, bringing down the dark towers, just for the pleasure of doing it. That’s how you run a culture.

So now the age of dwarves is done. Their civilisation is dying. The kings of hell have sworn to drag the last city of the Dwarves down into the fire. Who is going to stop them?

The City is a place where every night hell unleashes another apocalypse to destroy it, and every night the anarchist remnants of the Dwarven people (and anyone else who wants to turn up) fight them off, just to ensure another day goes past.

There would be big tables to decide what kind of apocalypse is happening tonight, they would all be utterly different. Yes, big red devils with wings, but also living creatures of despair, evil plots, strange magics, ghosts of evil dragons, fallen angel deathsongs, diabolic brass siege engines, never the same thing twice. Never the same kind of thing twice.

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False Machine: The City of

False Machine: The City of Infinite Ruin

http://falsemachine.blogspot.com/2017/01/the-city-of-infinite-ruin.html

Quote:
...The city is growing, continually, into its own interior space. In typical magical or cognitive-bias fashion you can't actually see this happen but it is growing at a rate of about a centimetre a year (Probably. It might be faster or slower), so if you were to build a house adjacent to the city walls and leave it for 100 years, when you came back, there would be a metre gap between the wall of your house and the city wall (possibly with a duke squatting there and claiming the space).

Those few buildings 'attached' to the city wall are very valuable as they are 'carried' with the wall like an anchor stopping them from being pulled gravatically into the cities depths, but almost all of these are run by the security services and there are strong laws prohibiting any more from being built as no-one wants to weaken the walls.

Everyone is quietly terrified of what might happen if the walls come down. If the walls broke, the city might escape. It might spill out into the world. Then the whole world would be like the city.

The Aurulent Empire is alleged to have besieged the City of Infinite Ruin purely in order to repair its walls. Legends claim that they sent in crack troops of suicide bricklayers and combat masons while the (at that time) corrupt and nihilistically mad rulers of the city hurled bucket of their own boiling piss at them and tried to loose the City of Infinite Ruin out into reality.

Eventually the Aurulent Empire took the city and drove its evil rulers deep, deep into the interior, from whence they have never returned (but they might), and then ruled peacefully and wisely for a millennia until they too gradually passed away into the interior (where they might still be).

But they did leave the walls in very good repair and subsequent occupiers have worked hard to keep them that way.

SO, what happens to the space between the buildings? (You are probably asking.) As buildings are swept into the interior of the city, and as they occupy longer and longer roads, then surely the space between them should open up, after all, if all the buildings that occupied a 20 mile-round road are now pulled into a 50-mile round road, what happens to the extra 30 miles, is it just left empty?

A few things happen. Near the rim, where things are 'civilised' and the population is dense, new space is filled very quickly (space is at a premium) and new buildings and houses are squeezed into the tightest possible spaces, and then gradually expanded as they sink deeper into the city and space opens up (losing value all the time).

But even with that, since the space inside is infinite then the city of infinite ruins should really be the city of some ruins and a whole lot of nothing.

Deeper in, something slightly more disturbing happens, in areas outside regular human notice, places people won't look at, new ruins seem to auto-generate. And by new ruins, I mean ancient ruins, ruins that have always been there. Ruins that might have always been there. It's hard to tell. Old buildings gain extensions, a church might gain an extra nave, a house might get an extra wing, roofs will extend and merge, buildings and colonnades will grow.

This is deeply worrying and interesting to a variety of people, especially a class of people who exist only in the City of Infinite Ruin, the alternate-architectural-history-explorers, Alterologists or 'Alters', because when a building 'grows' as it falls into the depths of the city, it only grows in a way that extends or deepens the natural state of that building. It isn't just a case of random bits and pieces of architecture and stone being added on. Each incarnation of that building, or complex of buildings, or city block, or sub-city, or mega-city, depending on how deeply in it has fallen, is a coherent whole, making complete architectural and historical sense.

From some perspective.

The history of a building several miles in will not be the same as the history of that same building near the rim, though it will be related, grown from the same seed if you will. Perhaps the history of the same family, or the same god, or the same guild, from a world where they were just a little more powerful, able to build a slightly larger house or hall or church, and then as the building falls deeper and deeper into the city, it grows into a palace, a complex.

What if the same family or guild could build a quarter of a city? What if they could build a whole city? Still in the same style, still a coherent aesthetic whole, but now a metropolis of its own?

The Alterologists, or ‘Alters’ travel deep into the city to investigate these ruins and bring back their strange knowledge to the rim...

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High Concept Megadungeon: The

High Concept Megadungeon: The Corridors of the Crocodilian Mind

http://monstersandmanuals.blogspot.co.uk/2016/04/high-concept-megadungeon-corridors-of.html

Quote:
The mind of gharial is old, very old, older than men, older than the mountains, older than the gods, older than time. They have lived unchanged since the world was a formless mass and they and their prey were all that lived in the newborn waterways of that primordial earth. To the gharials the oceans themselves are young.

Inside the ancient corridors of a gharial's mind are memories of such antiquity that all trace of them have faded elsewhere in the world. Beasts long extinct whose bones are now dust. Spirits whose substance have gradually tattered and frayed down the eons until nothing remains. Civilizations which have risen and fallen and whose ruins are no longer even part of distant legend. Lands which have sunk beneath seas so deep that not even the kraken have seen them. The ghairals have witnessed it all and it lives inside them still.

Memory. The mind of a gharial is a store of it so vast that its extent is beyond contemplation. If one could get inside such a mind one could discover secrets and wonders from beyond time itself - if one could survive the things which live within the memories of the oldest of the old.

More posts on this:

http://monstersandmanuals.blogspot.co.uk/search/label/behind%20gently%20smiling%20jaws

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"...according to information

"...according to information theory, the measure of a given message's information content is directly proportional to its "surprise value", it's improbability. So, for example, the information value that "it will be cloudy in Seattle" is much lower than, say, "it will snow in Miami". Thus, the quantity of information contained in a message is related to the amount of difference it communicates - Gregory Bateson even defined information as "the difference that makes a difference". And yet, as theorist Mark C. Taylor has pointed out, the unprecedented has the highest information content, and yet is unreadable. A truly singular, unprecedented phenomenon would in some sense make no sense - we would lack the tools of signification necessary to read or interpret it. This marks out the way in which all communication is tied to unspoken precedent, an "unthought thought", a present absence for which there can be no algorithm, insofar as the algorithmic articulation of the necessary preconditions of communication would itself be unprecedented, unreadable."
-On Beyond Living: Rhetorical Transformations of the Life Sciences

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False Machine: Silent Titans

False Machine: Silent Titans of Wir-Heal

http://falsemachine.blogspot.com/2017/06/silent-titans-of-wir-heal.html

Quote:
Hidden in the wilderness like dim gems in a rusted crown, are small hamlets of low slumped stone painted white, piled in skeletons of black oak and topped with thatched roofs, surrounded by fields fenced with branching drystone walls. In the fields are wild woman and wild men who walk on all fours eating the grass, chewing on dandelions, vines and branches and leaves in their hair, green men, grotesqueries. The Woodwose.

Watching over them, farming them and eating them, are animals standing on hind legs wearing the masks of men. Sheep, pigs, bulls, boars, bears and wolves, hares, otters, cows and deer, all with voices and the minds of human beings.

Beyond is forest and the wrecks of time. Deciduous climax vegetation broken by rolling hills like whales shouldering waves, cut by red escarpments of sunset-red sand-stone that glows in summer light, crossed by ruins and the wrecks of rails and roads, riven remains of an imagined future. Thick with crumbling concrete pillars, rags of tattered plastic, shards of glass and shining half-rotted cans with undecipherable signs, chain-link fences rising from the undergrowth between brown walking-tracks of beaten earth that break into rivulets of indistinguishable trails.

Quote:
Chronos and his kin became the earth, the seas the sky and the stars, fire and flint, bone and bark, dreams and dust. But those Titans of the future could not die, for they had not been born. Paradox was banished from this world, order ruled. They must wait, wait and sleep. Wait till waking when time would allow them to be. Wait and dream of worlds unborn. Under the earth but not of it, sleeping just under the turf, oak roots tangled in their hair, bogs in their nostrils, rabbit warrens just beneath their finger-nails.

Sleeping and dreaming and turning just under the grass, their dreams escaping, staining the air, transforming the land, filling it with memories of millennia to be, dreams of industry, dreams of long decay, mechanical, indifferent and absolute. Long sorrows and the wash of dark forgotten wars, scars before the wound.

They lie tangled with each other like drugged men. Their entwined and sleeping limbs make the bedrock of the peninsula. It was there the powers dumped their somnolent forms, piling one upon another, hurling them into the sea between the Rood-Die and the Afon-Mor. Sleeping in Wir-Heal where the myrtle springs up from the bog, salmon nosing wisely in its root, the Ouzel, bird most knowing, in its branch. A peninsula bounded by the rivers of the gods, fronted by cold seas, a place where few would wish to go, and from which few return.

Yet men do go to Wir-Heal, for the minds of those Titans are labyrinths of gems and gold. And men know greed above all things.

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Cyberpunk derivatives

Cyberpunk derivatives

https://en.wikipedia.org/wiki/Cyberpunk_derivatives

Quote:

1. Futuristic derivatives
1.1 Biopunk
1.2 Nanopunk
1.3 Postcyberpunk
=-=-=
2 Retrofuturistic derivatives
2.1 Steampunk
2.2 Dieselpunk
=-=-=
3 Other proposed derivatives
3.1 Stonepunk
3.2 Clockpunk
3.3 Nowpunk
3.4 Elfpunk
3.5 Mythpunk
3.6 Dreampunk
3.7 Decopunk
3.8 Atompunk
3.9 Cyberprep
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ionnalee; NOT HUMAN

ionnalee; NOT HUMAN

https://www.youtube.com/watch?v=2Xdov_B-cQg

Agnes Obel - Familiar (Official Video)

https://www.youtube.com/watch?v=32kYH6XZrIo

Agnes Obel - Fuel To Fire (Official Video)

https://www.youtube.com/watch?v=hqZGvkF00DI

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Dark Souls III: The Fire

Dark Souls III: The Fire Fades Edition – “Our Curse” Launch Trailer

https://www.youtube.com/watch?v=0J4u1FD87FM

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Dave Made a Maze Official

Dave Made a Maze Official Trailer #1

https://www.youtube.com/watch?v=SzikIwPPle0&spfreload=5

The Void Trailer #1 (2017) Horror Movie HD

https://www.youtube.com/watch?v=W2ot6ogGZNc

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BRIGHT Trailer (2017) Netflix

BRIGHT Trailer (2017) Netflix

https://www.youtube.com/watch?v=CqQizROZQIw

COCO Trailer 3 Extended (2017)

https://www.youtube.com/watch?v=cW9DU2481rU

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The Gardens Between - coming

The Gardens Between - coming to PC, MAC 2018

https://www.youtube.com/watch?v=OmBXEGmQ_og

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UPWIND QUICKSTART PRIMER

UPWIND QUICKSTART PRIMER

https://www.biohazardgamespublishing.com/upwind-downloads

"Imagine Bakshi’s classic animated film Wizards has a head-on collision with Disney’s Treasure Planet and the resulting fire is put out with a whole lot of Studio Ghibli’s Castle in the Sky. That, in an unexpected, animated mash-up, is Upwind.

Upwind is a narrative style RPG set in a strange alternate world of floating island nations, flying sailing ships, long-lost technology, wild elemental powers, looming war and forgotten legacies.

Upwind is powered by the Q system, an original stakes-based, playing card-driven mechanic that gives every encounter consequences with meaningful, narrative-building outcomes. With its unique bidding rules, Upwind plays as fast as you can tell your story."

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Phew, has been a while since

Phew, has been a while since my last post.

French comic Salammbo by Philip Druillet, adapted from the historical novel by Gustave Flaubert.
Also fits quite well for Dark Sun.






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Good stuff!
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Bread bag alignment chart:
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Rhiannon Giddens - Wayfaring

Rhiannon Giddens - Wayfaring Stranger

https://www.youtube.com/watch?v=b1Z4PAZX9Bs

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Absolver:
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Figment - Launch Trailer
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A Report on the Titan

A Report on the Titan Diamonds

http://falsemachine.blogspot.com/2017/09/a-report-on-titan-diamonds.html

Quote:

Sending the Titans 'to sleep' meant disabling, or altering the function of this machinery. That could only be done by inflicting massive stress on its elaborate ego-defence systems. The nature of this stress needed to be both physical and ontological, attacking the Titans embodied structure and its 'will to resist', its capacity and desire to fulfil what it thinks its programming intends. This extended and chaotic process is referred to as the Titanomachy.

But this machinery has elements of nanotech, with their own, low-level semi-autonomous repair systems. Even in an extremely low-energy environment, these systems will try to re-build and fulfil their design.

The effects of this regeneration will mean three things;

Firstly; an increased, but chaotic and uncontrollable, interaction between the folded spaces where the Titans 'mind' is stored, and this reality, leading to partial and fragmentary 'fold-overs' of the two dimensions.

Secondly; increased activity of the Titans self-repair, self-defence or primary-function systems. Many of these functions themselves involve partial time/space folding and micro-reality collapses, either for the purpose of energy generation, importing active agents from secure dimensional mothballing, or as tactical elements pursuing the Titans functions and aims.

Thirdly; massive and irregular chronal backwash related from the Titans forcible insertion into this time and reality. Since they are hugely and irreversibly 'out of time' and, possibly, also out of space, the fracture damage of their original incursion remains and, like scar tissue being twisted and teased by the shifting of shrapnel under the skin, any increased Titan activity will produce multidimensional spiderweb distortions in the immediate environment...

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Harvey_Relief [BUNDLE]

Harvey_Relief [BUNDLE]

https://www.rpgnow.com/product/220354/HarveyRelief-BUNDLE?

This is a pretty amazing deal and it offers feel good fuzzies as a bonus. :-)

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This Strange Realm Of Mine
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2nd update for today:

2nd update for today:

Tiny Echo

https://www.youtube.com/watch?v=Ioj7NQsSGMg

=-=-=

A Child of the Snows
by G.K. CHESTERTON
There is heard a hymn when the panes are dim,
And never before or again,
When the nights are strong with a darkness long,
And the dark is alive with rain.

Never we know but in sleet and in snow,
The place where the great fires are,
That the midst of the earth is a raging mirth
And the heart of the earth a star.

And at night we win to the ancient inn
Where the child in the frost is furled,
We follow the feet where all souls meet
At the inn at the end of the world.

The gods lie dead where the leaves lie red,
For the flame of the sun is flown,
The gods lie cold where the leaves lie gold,
And a Child comes forth alone.

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Ciara - Paint It Black cover

Ciara - Paint It Black cover - UPD Crew - Choreography by Anne Murray

https://www.youtube.com/watch?v=73zdDKR4Cd0

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Feeding Cities in the Veins

Feeding Cities in the Veins of the Earth

http://falsemachine.blogspot.com/2017/09/feeding-cities-in-veins-of-earth.html

Some examples

Quote:
A huge and regular migration of flying beasts like Lamenters, Bats, Mega-Moths or some other creature that lives largely on the surface but passes this point at regular intervals.

Quote:
Usually based around a large, open central area with agriculture of some kind taking place on every surface, floor, walls and roof. Golems or slave spider-castes farming the upside-down area above the city. The False Sun held in suspensions of mighty chain in the centre.

1-3. A 'Ghost Sun' made from the dead souls of deceased citizens. Pale light and you can see the individual souls trapped inside. All citizens must give their soul to the Ghost Sun on death.

Quote:
Portal to positive 'Wild' dimension. Cities in the Veins are usually regarded as parasitical in these realities and usually some kind of Crusade or Jihad is launched to close the portal.

Quote:
Food-Malmukes. Caste of slave Clerics raised without eyes, sometimes without tongues or even fingers. Brought up in total ignorance of everything except the one thing they are meant to believe. Ignorant, lobotomised mass-produced holy fools. Cast Food and Water spells en-masse. Like parasites on the love of a merciful God.

Quote:
City farms within pocket dimensions created by paintings. Pastoral artists abducted from surface world but cities population strips everything and leaves their paintings ravaged wastelands, plus they gradually lose their memories of the surface world and succumb to mad despair, losing the ability to paint anything fertile or real.

Quote:
Ourouboros city engaged in 'Paradox' farming, feed off their own past, sending forces back along their own loop to take resources and slaves. They must keep growing more powerful so they can defeat their own past but the cultural and physical destruction of their own history forms unstable paradoxes and cripples them in many ways. They live in fear as they never know when their own future will arrive to consume them.

Quote:
City simply steals food from peoples dreams. If you dream of having a feast, suddenly someone with negative-image black skin or some hideous dwarf/gnome things are there eating your food and won't let you have any.

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