Tuesday, 6 December 2022

Magic and Tech in Starspun Tale


Introduction

This is quite a quick and dirty overview of magic and tech in the world of Starspun Tale. It’s loosely inspired by ancient myth and delves a little bit into ancient philosophy. Hopefully this is compact enough to provide as much information as possible and comprehensible enough to not lose anything along the way.



Before the Flood

The antediluvian world was quite similar to modernity in its presuppositions and assumptions, albeit set in an indeterminate future and turned into a dreamlike fairytale. 


The world was flat, humanity plucked stars from the sky and bled them for light, only for something to go wrong and all land being flooded water (though that wasn't called the Flood yet). All that remained was one city, surrounded by large dams, with all humanity squashed into it. Eventually all religion, fairytale and myth was labelled unhealthy and unproductive, and ultimately discarded. An AI was created at the pinnacle of engineering, a demon of laplace, allegedly capable of predicting the future by processing all available data. It was called Luminous AI and was set in the governance of the City.


Understanding of the world and technology was quite modern.

  • Knowledge was empirically verified and arrived at through arduous experimentation

  • Created tech followed rules of energy conservation, and was powered by starlight extracted in nuclear generators.

  • What tech was capable of could be quite varied, though most commonly things like projecting images, performing calculations, parsing data, fabricating objects or moving machines. Almost everything you can think of being done in the modern world was doable with this tech.


Antediluvian tech was primarily about energy in the form of starlight. It was managing your batteries in combat or during remote work far away from a generator. The law of conservation of energy was of great importance and how much energy you devoted determined how big of an effect you got, of course limited by the technical capabilities of the machine you were using, integrity of its parts, and its size.

There was one core caveat to energy gained from starlight - raw starlight had a terrible mutative effect, and people exposed to it became hideously deformed, sometimes dying in the process. Both those assigned to the generators and rich in starlight eventually became diseased, their skin growing scaly to shield inner layers, their eyes becoming narrow slits to avoid retina damage.

There was another matter which could not let the antediluvian people rest - the “spooks” or perhaps more accurately the Old World. It was, roughly speaking, everything that caused unexplainable chaos - insanity that made people perform rituals to forgotten gods, machine bugs that made them self-conscious, and finally anomalies in reality that defied cracking by science. In it all were the sparks of something the antediluvians had decreed nonexistent - the wondrous but also dangerous world of myth and magic. It was but a murky shadow of the postdiluvian world so refer to that section for more about this.


The Flood To the antediluvians, the Flood was a societal collapse - foreseen by the Luminous AI, but ill-prepared for. The nuclear generators exploding and the dams that held the City together bursting was primarily a mistake of social engineering to them. A union of human error and ill will.

To the postdiluvians, the Flood was a divine judgement - rising of the waters and rain of stars. To them, the stars were souls and torturing them for light is unforgivable, a deed which they called the Sin of Stars and thereby condemned along with the antediluvian civilisation. Likewise, they believe the mutative effect of starlight was a just payment for their greed, the Curse of Stars. This, among other things, is why the rich and powerful of the antediluvian world came to be known as Lizards.

Now neither side is completely right or wrong, since the Flood was a world-wide paradigm shift, and thus a degeneration of frames of perception by which it could be accurately described, hence why the incoherence. In its wake, the principalities of Science and Progress died, and with them the empirical paradigm. Their corpses line the Flood’s mound of victory. Now an entirely new world emerges.

After the Flood The postdiluvian world is very different from the modern (and thus antediluvian) paradigm.

  • Science is dead - empirical method will give you differing results, working tech is practically impossible to arrive at by experimentation, physics doesn't work half the time, maps of the world are utterly undrawable.

  • Theonomous epistemology - knowledge is arrived at by divine revelation; scholars are priests, deities inform and sustain tech, what’s more so - there’s no distinction between tech and magic here, both are arrived at in the same way. Here the obvious inspiration is the Book of Enoch.

  • Living world - rather than physics, everything that moves in the world is moved by some conscious force. Plants have plant spirits, there’s spirits of winds, thunderstorms and hurricanes, that’s true also for deities of cities and tribes, but you’ll find nothing like the hermetic universal soul or the gnostic demiurge.


Magic

It becomes possible in this paradigm, but it’s quite different from what you’d normally expect from the pseudo-scientific worlds. You don’t “draw arcane energy” from the “leylines” or something like that.

Instead, there are spirits in heaven (more on it in the next section) which can inhabit moving things, that also means air, storms, etc. 

There are also spirits higher in the hierarchy, also called Powers, Principalities and Archons, which reign over groups of other spirits or material things. There can be a spirit of a forest, which guides all the fairies, beasts and whatnot. There can be a spirit of a city, which is its god, the spirit of a nation, and finally of all humanity or all forests.

Magic occurs when you request a spirit to do something for you. There’s no spell per say, though a certain way to speak to a spirit is in order, such as pathos and exultations.

Now there are a number of things that come into play whenever you do that.

  • Your relationship with them, improved by rituals (more on them later).

  • Their power - are they a spirit set over a tiny gust of wind, or are they set over a grand hurricane? It’s not power in the “energy” sense, more of a position in the hierarchy.

  • The difficulty of your request - the guardian spirit may have to consider also the needs of other creatures in the forest; a spirit of a nation may have to battle other gods to deliver you from your enemies, same with a minor spirit of wind.

What can it do? What a spirit is capable of depends on what they’re in charge of, and a spirit higher in the hierarchy can of course do more, but likewise they’re far tougher to make deals with and will demand far more from you.

For example, a spirit of a tree can move its branches or even uproot and fight for you (though that’s far less likely), spirit of the hunt can help you track or kill your query, a spirit of the wind can knock someone off their feet. Take heed, these are not precise effects of vancian spellcraft, but rather approximates of a spirit struggling against others to fulfil your will or trying to balance it against the needs of others in the area.

Rituals are not magic spells, meant to produce some kind of effect. Rituals are the way a community coheres with each other and with their deity. Partaking in a ritual indicates someone is part of said community and it improves their relationship both with the group and its deity. Rituals can also be performed as an appeasement, in which case they can be individual (i.e. no community shares in the meal, only the priest for someone’s sake).

There are a few core elements to rituals:

  • Communion, which is a ritual meal shared with the deity, and likewise with the whole community.
    Here sacrifice comes to play, which is the content of the meal being shared. Sacrifices can be livestock, birds, but also things like live humans (in that case the community as a whole engages in cannibalism). Of course different spirits have different preferences here, and the closer one gets to their preference the better the results. A more powerful spirit obviously requires a greater sacrifice.
    Now the sacrifice is most commonly, though not necessarily, fed to an incarnate being or deity. Incarnation means taking up a body, which can be done by a spirit in the form of an idol or some other inanimate thing, a strange form (more on that in the Heaven section), or by possessing another living being, thus setting that being’s spirit aside.

  • Remembrance, which means remembering and ritually acting out the common story that a community shares with their god. This common story is what defines the people as well as their technology (not just level, but flavour, type, etc.) Of note is that technology only really exists in bubbles and does not, usually speaking, spread, which is why various nations or factions can have various different tools to accomplish the same thing.

    Rituals may also involve elements of dance, recitation, poetry, singing, and sex in the case of fertility rites, but those are not as universal as the two former elements.

They are carried out solely by priests which must always be purely human, regardless of whether the group they perform the ritual for is human - for example druids perform rituals for beasts and Fey to appease Fairyland spirits. This is because humanity was set as an intermediary between Heaven and Earth.

Heaven (the Spirit Realm, Veil of Dreams) The place where the spirits live. It’s not some kind of abstract dimension, but something of an invisible veil draped over reality. It’s possible to see into it, although at a cost for one’s sanity.

Spiritual Weight determines how material a spirit is. In some places the veil of Heaven is particularly thick, and spirits take on strange bodies, but are likewise able to be seen and interact with physical objects without the need for a more physicalincarnation. There are various levels to this, for example:

  • In Fairyland, most spirits are visible by the strange fairy light they exude.

  • Wraiths, who are the risen souls of the dead, are given a body of dark smoke, and can only interact with silver; thus they need silvery gloves to touch things and silver-laced cloak to clothe themselves.

  • Demons can be quite physical in binding rings.

  • Nightmares become more tangible, visible and powerful the more people believe in them.

Now there are parts of Heaven which are close to earth, and Places which are far-off. Some Places map onto the night sky, some do not, but it’s important to understand that Heaven is entirely different from the sky. Places indeed seem closer to dimensions, being largely illusory with no direct impact on physical reality, though they may seem physical in their laws and makeup. They’re heavenly realms, usually housing major gods and their entourage.

Sorcerers and Neon Priests Now two traditions have a quite hostile relationship with Heaven - the Sorcerers and Neon Priests.

Sorcerers do not perform rituals in the way priests do. Instead, they prepare a tasty sacrifice, but instead of partaking in communion, they use secret witchery to bind a spirit to their will. The way they use magic is by lightly unbinding a spirit, or again using the secret symbols, phrases and the like to force a spirit to do something. This is quite painful (or at the least very rude) to the spirit and only minor beings can be bound this way. Naturally, the moment the spirit is able to break out somehow, they will do their very best to murder the sorcerer.

Neon Priests see themselves as inheritors of the antediluvian paradigm. Now, their claims can only be so true, considering the gods of Science and Progress are dead, but that does not deter them They use imperfect renditions of antediluvian tech in a way they don’t fully understand, approaching it with reverence reserved for divinity and feeding it the light of their own souls. Now this tech indeed represents the antediluvian paradigm (even though it is used like magic), which is an antithesis to the existence of spirits, which in turn damages them when in vicinity and sets them in conflict with the Neon Priests.

Monday, 28 November 2022

War for Endor, a faction game postmortem

Foreword

Inspired by the Matrix system, I set out to run a grand strategy game involving multiple factions, roleplay, diplomacy and skirmish warfare. Now I’ve never done anything like that before, only a short Matrix skirmish game (never played the system, just ran it), and I thought expanding on it to a multi-faction level game would be a good idea. I was right.


The Introduction

The city of Endor, reigned by the Witch-Queen and built by her demons, is besieged by a horde of Arcadian beast-men. A swarm of rats arrives from the south, demanding an antediluvian artefact supposedly hidden in the city. Death, the Empress of Mankind, sends a Wraith to investigate and ensure the city doesn't fall, by whatever means necessary.


This was the posted introduction to the game itself. Here’s how Babylon’s grand narrative describes the state of the world:


The Sun was swallowed by the Dragon of Chaos before the foundation of the world. The Stars were plucked out of heavens and put in leaden sarcophagi, where their agony powered the neon cities of the Lizards. The Flood rose to judge and destroy them for it, the rats are its last wave. 


Moon was the only heavenly light that remained, set as Steward of the world. It favoured the wilds and diminished humanity, making them live in caves, at the mercy of disease and beasts. 


Touched by their sorry state, Death rose up against the Moon and slew her, coating the celestial body in an ocean of blood and taking its throne for herself. She favoured humanity and gathered them into an empire under herself, all pivoted around the capital: Babylon - Gate of the Gods.


The System

Initially I intended to run it on Matrix (decide on 1 action and present 3 arguments for it), but quickly moved to a more freeform, simplified format.

  • You decide on your actions, you can take as many as you want within reason. Define what units are performing what actions.

  • You spend tokens which enhance or enable your actions. You can spend more than one per action.

  • Every faction gets 1-3 tokens every turn. This was determined by the fiction - how involved was a faction in the city, how many resources they had, what was the state of their logistics, were there any events or reasons for why they’d get more.
    For example, on the second turn the Beastmen razed a couple of oasis villages and looted some resources. This gave them an additional token next turn.

  • Each faction has a number of units, each with its particular capacities.

  • There were various “important/hero” NPCs, some belonging to factions, others not.

  • Updates happened every half a week - on Wednesday and Saturday. Each turn is about this much, both in game and in real life. Game took 7 turns, which was about 3.5 weeks.


Factions

Factions were not equally balanced against each other in raw power. This was intended, it was not a skirmish but a story game. Every faction brought something unique to the table and was as distinct from the others as possible. They also had varying goals depending on what the story demanded of them at the time.


Scarlet Veil (played by Mike from Sheepandsorcery) - the sorcerers of Endor, its pseudo-technocratic government, servants of the Witch, binders of demons led by the Grand Binder. They had control over the small garrison of the Endorian military and the giant horde of its demons. There were three groups of them: Warhounds (warriors with combat demons), Scribes (lore, knowledge) and Watchers (subterfuge, secret police, espionage).


Beastmen (more accurately Arcadia or Arcadian Clans; played by Michael Raston from the matrix game discord) - a nation’s worth of werewolves, led by the Champion chosen by the spirit of Lycaeon, their former king. Long ago Arcadia was attacked by Babylonian Empire (Endor being its part) and Lycaeon, in an act of desperation, swore his people over to the wild gods to preserve their independence.
Arcadians had units of berserkers, hunters and druids who invoked the wild gods, enhancing the power of their troops and calling forth natural disasters.
The Beastmen proper and Druids were played by different players.


Babylonian Emissaries - the inquisitorial emissaries of the empire. They were initially here to help keep the peace, but their goals changed as more information was uncovered.
This was the:

  • Wraith Eliezer, an excellent combatant with the authority of Empress of Mankind (a single character).

  • Dream Priestess, the priestess of Death, capable of calling forth nightmares from Dreamland and raising the dead. She joined later in the game.


Rats - led by a repentant antediluvian Lizard Fourth, the rats were a kind of divine judgement levelled against anyone who tried to resurrect the antediluvian world. Their devices detected one such interference from Endor. Rats were no bigger than dogs, walked upright, and wore desert-blending clothing.

They had:

  • A sandstorm following them constantly.

  • Fourth had a large anti-materiel rifle capable of breaking down city walls.

  • Huge amounts of regular rats with pneumatic rifles.

  • Ministry of Silence - heavy weapons and scouting units with light-guns.

  • Ministry of Song - construction and support units.


Cursed People of Arvaq - the embassy of the people who saw themselves as direct descendants of the Lizards. They were capable of raising the dead as their own, and had knowledge of antediluvian tech, which they were using. Over time their involvement in the city increased.


Aurora - a temporary faction created by the maddening Northern Lights being summoned by the Beastman Champion in Turn 4. The Champion gave into the madness, which resulted in the player joining a new faction.

Aurora had a slew of maddened units from other factions, their core ability was corrupting people and spirits alike to their cause.



Turn of Events

These are just highlights. If you want to know more, join the Discord over here and ask for a Spectator role.


Turn 1

  • All sides arrive at the field. Ambassadors are sent, lies are exchanged. 

  • Rats parlay with the city factions (Sorcerers, Wraith, Arvaq) about the artefact - an antediluvian starlight generator.

  • The Wraith gets a letter from his old friend, Hunter. 

  • Sorcerers meet up with and recruit the local Fey - Sarah.


Turn 2

  • Beastmen prowl in the night, catching undesirables.

  • Sorcerers receive a letter from Nahreem the Wise, once a man of substance in Endor who set out to learn about the world beyond.

  • Beastmen meet up with a monk living on the outskirts. They’re astounded at his ability to survive against the onslaught of beasts and spirits, and the fact that their gods are silent in his presence. The beastmen fail to recruit him to their cause.

  • Arvaqii Ambassador gets a call to the Halls of Armageddon (their refuge in the spirit world).There he learns the reality of the matter - the Witch has the generator, and Kaxhan, T’ngi, is helping her develop it. He believes she can bring about a restoration of the antediluvian world.


Turn 3

  • Beastmen raze all the oases and villages around the city. Endor is surrounded by a ring of flame!
    Nahreem, moving to the city with a small entourage of golems, is caught by them, same with a sorcerer’s daughter in one of the villages - Emma.
    While trying to kill the girl, their druid learns his gods are silent around her and will not lay a hand on her, she’s quite similar to the monk in that regard.

  • The Wraith’s efforts help calm the populace from trying to escape the city, gaining him and the sorcerers some resources.

  • Sorcerers install some trebuchets on the walls, and by trebuchets I mean demons lobbing big spears.

  • Arvaqii ambassador and the Grand Binder meet with the Witch to learn she’s in possession of the generator. She believes she’s capable of bringing the ante- and postdiluvian worlds together - mix sorcery and star-tech!


Turn 4

A couple of things happen at the beastmen camp:

  • Sorcerers and Arvaq infiltrate the camp with spies.

  • One of the beastmen pack alphas - Titus is caught failing to return to camp, he’s instead found with the monk, learning about him and his god.

  • Beastman Champion commands the monk slain, Titus begrudgingly steps up to it and cuts his head off.

  • Heaven is torn open to blinding light and deafening horns. Third of the Arcadian gods die and many of their soldiers are blinded.

  • Sorcerers use the moment - their spies entice the beastmen to attack each other in the chaos.

  • The beastman Champion joins in the slaughter, his glee and utter madness summon the Northern Lights.

  • The beastman Champion is maddened by the lights! He runs into the wilds with a number of other corrupted beastmen. He becomes the Auroral Champion as the spirit of Lycaeon leaves his body.


Turn 5

  • Everyone hides from the maddening lights! Sorcerers have demons churn out smoke to obscure them in the sky.

  • Sorcerers send a couple of riders with disease-filled pots to hit the beastmen and rush back; many of them are corrupted by Aurora.

  • Rats dig tunnels underneath the land, including a secret entrance into the city!

  • Nahreem and Emma are rescued and returned to the city.

  • Babylon Emissaries meet up with Emma. They find out she’s a devotee of the Sun much like the monk; she claims it to be some kind of superior deity, uncreated and older than the world, and that it will judge all in the coming Dawn.


Turn 6

  • The Dream Priestess as well as the Arcadian Druid set out to find Titus who defected from the beastmen. The Druid gets to him first and sacrifices him to his gods, who in turn name him the new Champion.

  • Rats, maddened by the Aurora attack their brethren and collapse some of the tunnels!

  • Arcadian druids invoke their gods, turning those cursed by the sorcerer plague into undying, disease-ridden plagueborn.

  • Nahreem, thanks to Sorcerer support, builds a troop of golems that can withstand auroral lights and immediately heads out with them to slaughter some beastmen.

  • Rats march into Endor en masse, allowed inside by the Sorcerers.

  • The Wraith meets up with Death on the Moon, who tells him the Witch wants to use the generator against her. She commands him to ensure her plotting fails and sends Hunter - another Wraith - with him.

A couple more events happen rapidly at the beastmen camp.

  • The beastmen decide to use druidic magic to slip into the wilds, leaving the camp behind.

  • The maddened Champion of Aurora takes all his forces and strikes the camp, only to find Nahreem and his golems there!

  • A battle ensues, in which the beastmen interfere to save Nahreem.

  • A duel occurs - two Champions, one of Aurora and one of Lycaeon the beastmen king as the maddened rabble is slaughtered by the golems and Arcadians.

  • The Auroral Champion is slain and his defection is avenged! The northern lights fade in the sky!


Turn 7

  • Emma prophecies a terrible end for Endor, lest they repent and cast out the demons and antediluvian tech. Her voice is drowned out by people celebrating Nahreem’s victory.

  • Shrinemaiden spies arrive in aid of the Emissaries. Hunter helps set them up to kill the Sorcerers rapidly.

  • Babylonian Emissaries and Rats band together against Endor! 

  • Beastmen declare to join them, but the spirit of their king Lycaeon convinces their Champion to betray the Babylonians instead.


Librarycrawl

The Grand Binder scours the library in search of secrets alongside the Arvaqii ambassador. This occurs over multiple turns and comes to its conclusion in the last turn.

  • Grand Binder learns his father - Hadar’s soul is captive in the Library.

  • They meet up with the Witch and see the generator.

  • Further investigation reveals that Hadar’s soul is imprisoned in the generator. He fears his fate, knowing the antediluvians tortured stars for light. The Grand Binder ignores his fear and instead talks about his grand role in the turning of the age.

  • They meet the Changeling, who tells them about a “princess” imprisoned somewhere within the Library. She offers to lead them there.

  • The Grand Binder is led by the Changeling into a bright chamber, and meets the woman Raven White, clearly an antediluvian. Newly spirited, he brings her down to the city.

  • They emerge, only to see Endor burning.


Battle for Endor

  • In the Grand Binder’s absence, Nahreem gathers the sorcerers. He commands them to slay the civilians parading in the city and use their blood to ensure the city’s binding ring isn’t broken and demons don’t turn against them.

  • Rats attack, slaughtering people in droves while their hivemind grips the Endorian demons.

  • Beastmen arrive, but instead of helping the Rats as agreed, they tear into them! Fourth is slain by their Champion.

  • Hunter breaks through to the library as the other Emissaries flee the city. He immediately tries to kill the Grand Binder, in hopes of getting to the Witch.

  • The Witch joins the fight against Hunter. Rats and beastmen file into the Library and litter its halls with each others’ corpses.

  • One of the Ministry of Silence rats skitters by the fighting people and shoots the generator, breaking it in the process and releasing the souls entrapped within. Hunter is torn apart by demons.

  • The Witch concedes, letting the rats carry out the damaged generator. 

  • The city, filled with corpses, its streets running with blood, falls silent. One girl, Emma, weeps over the corpse of her father.


Endor still stands! Alliances are forged and wars are declared as Arvaq and Arcadia join them in a war against Babylon, perhaps more nations are to follow?



I hope you liked this very abbreviated retelling!

If you’re interested, check out the server over here and ask for a Spectator role.

Huge thanks to everyone who participated in the game! You guys gave life to those factions and made this really unexpected and interesting.


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