Showing posts with label endless forms most beautiful. Show all posts
Showing posts with label endless forms most beautiful. Show all posts

Tuesday, November 14, 2023

Peter Ward & Alexis Rockman's Monsters I Want to Fight - The Zeppelinoids

The last time I talked about the book Future Evolution, I mentioned that author Peter Ward and illustrator Alexis Rockman mostly did not engage in the kind of biological speculation that the title of their book seems to imply. 
 
But there is one exception, when Ward asks what could possibly come after the Age of Mammals, in the same way that our rise came after the Age of Dinosaurs. What currently living animal could serve as the starting point for a new set of adaptive radiation? And what new body plan would these dominant creatures take on? In basically his sole flight of fancy in the book, Ward imagines frogs developing the ability to separate liquid water into gaseous oxygen and hydrogen, giving rise to a whole new variety of life...
 
Jellyblimp illustration by Michael Whelan for Our Universe

"Can we imagine an entirely new type of animal that could replace the current evolutionary dominants, the large mammals? This new class would have to have evolved from some currently existing creature, but it could have characteristics and a body plan vastly different from those of the preceding dominants. Such a new body type could exploit some entirely new food type or habitat. Let us imagine such a breakthrough - the conquest of the lower atmosphere by floating organisms called Zeppelinoids."

"After the extinction of most mammals (and humanity), Zeppelinoids evolve (let's say from some species of toad, whose large gullet can swell outward and become a large gasbag). The great breakthrough comes when the toad evolves a biological mechanism inducing electrolysis of hydrogen from water. Gradually the toad evolves a way to store this light gas in its gullet, thus producing a gasbag. Sooner or later small toads are floating off into the sky for short hops (but longer hops than their ancestors were used to). More refinements and a set of wings give a modicum of directionality. Legs become tentacles, trailing down from the now thoroughly flight-adapted creatures, which can no longer be called toad: they have evolved a new body plan establishing them as a class of vertebrates, the Class Zeppelinoida. 
 
"Like so many newly evolving creatures, the Zeps rapidly increase in size: when small they are sitting ducks (flying toads?) for faster-flying predatory birds. Because their gasbag is not size-limiting, they soon become large. Eventually they are the largest animals ever evolved on Earth, so large that terrestrial and avian predators no longer threaten them, reaching dimensions greater than the blue whale. Their only threat comes from lightning strikes, which result in spectacular, fatal explosions visible for miles. The Zeps can never get around this inherent flaw, for there is no biological means of producing the inflammable, inert gas helium and thus avoiding instant death from lightning. But then, life is never perfect, and the Zeps still do well, especially in areas with little lightning."
 
"Now the dominant animals of the world, the Zeps float above the ground like great overgrown jellyfish, snagging with their dragging tentacles the few species of deer (and other herbivorous vertebrates) still extant and stuffing them into a Jabba-the-Hutt-sized mouth. Because Zeps evolved from amphibians and are still cold-blooded, they have a very low metabolic rate, and thus need to feed only sparingly. Their design is so successful that they quickly diverge into many different types. Soon herbivorous forms are common, floating above the forests, eating the tops of trees, while others evolve into zep-eating Zeps. Still others become like whales, sieving insects out of the skies; in so doing, they soon drive many bird species to extinction. The world changes as more and more Zeps prowl the air, floating serenely above the treetops, filling the skies with their numbers, their shadows dominating the landscape. It is the Age of Zeppelinoids."
 
"A fairy tale - but there is a glimmer of reality in this fable. Evolution in the past has produced vast numbers of new species following some new morphological breakthrough that allows some lucky winner to colonize previously unexploited habitat. The first flying organisms, the first swimming organisms, the first floating organisms, all followed these breakthroughs with huge numbers of new species quickly radiating from the ancestral body type, all improving some aspects of the design or changing styles to allow variations on the original theme."
 
the skies above Atlas on Alien Worlds
 
The idea of floating animals shows up in a couple other places. In my childhood favorite, National Geographic's Our Universe book, illustrator Michael Whelan imagined Jellyblimps and predatory Swordtails in the endless skies of Jupiter.

Netflix's Alien Worlds documentary miniseries, which I've recommended before, includes the speculative planet Atlas, which has a higher mass than Earth, and thus a denser, more buoyant atmosphere. The show's creators also thought of floating animals filling the skies.

On both Jupiter and Atlas, the stronger gravity creates much stronger atmospheric pressure, so that, ironically, floating is easier there than it is on Earth. (Think of how much easier it is to float in water than in air!) The Zeppelinoids are unique among these floating species because their specific lighter-than-air gas is hydrogen. This creates a special peril for them, as Ward mentioned in the quote, but also creates a special opportunity. 
 
The ability to separate hydrogen gas out of water might only evolve a single time, but once it does, the lifeform that evolved it might diverge into a number of new species that use it in different ways. In other words, the Zeppelinoids could be cousins to hydrogen-fueled fire-breathing dragons.
 
Zeppelinoid sketch, by me
 
Above is my own, very rough, sketch of a Zeppelinoid. (Possibly one still at an intermediate stage of evolution, not even its final form.) We see the base frog's throat pouch and belly monstrously distended into a spherical hydrogen bag. The Zep's spine is at the bottom of its body and its head, from the perspective of terrestrial beings, is upside down. Its fore-limbs have become bat-like wings, with the fingers of the frog's front feet becoming the spars of the wings, and the webbed skin between those fingers forming the membrane. Its hind-limbs have become masses of tentacles, with the toes of the frog's back feet becoming grossly elongated to allow the Zep to wrap them around its prey.
 
A fully evolved Zeppelinoid might have an even more specialized body, one that looks more like an octopus or jellyfish, whose original species might be much less evident.
 
In an adventure setting, relatively stationary Zeppelinoids might serve as a landmark by floating above a particular lake or body of water. Or their migratory routes might bob along a north-south or east-west axis, aiding navigation. They might even fly directly over a specific important trade route, showing the way from one city to another.
 
A setting that has Zeppelinoids could easily have airships. People might use a Zep as a draft animal, using it to pull a carriage through the sky. Or Zep hide might be used as the bag for an airship. Or the sight of them might simply serve as inspiration, letting humanity know that lighter-than-air flight is possible. Large enough Zeps might serve as a navigational hazard, like living icebergs. Predatory Zeps might attack airships, whether to eat the cargo, or the passengers and crew, or just to defend their territory against intruders. And of course, an airship might attempt to camouflage itself and hide from other human pilots by steering a course among a population of Zeppelinoids.

As a monster, a Zeppelinoid is a challenging foe. It likely hovers outside of missile range, untouchable until it's ready to engage in combat. It could pluck an adventurer from the ground or off of horseback, crushing them with its tentacle, biting them with its mouth, or most frighteningly, simply dropping them from a great height. 
 
The Zeps' weakness is that they'll die instantly if they take any damage from lightning or fire. An exploding Zeppelinoid might threaten adventurers if it's floating low enough at the time it combusts. There's also a chance that one exploding Zep could ignite any others nearby.

Wednesday, January 15, 2020

Procedural Generation Demonstration - Two Chromatic Islands

Evlyn at Le Chaudron Chromatique has created a minigame for referees to create island ecologies. She recommends starting with an encounter list, removing half the inhabitants (maybe they went extinct, maybe they never made it onto the island), then allowing the surviving inhabitants to speciate to enter the vacant ecological niches, and finally allowing the original survivors to evolve due to genetic drift.

Even starting from an extremely mundane encounter list, it's a procedure that's guaranteed to lead to weirdness.

Evlyn uses the Labyrinth Lord "Forest/Wooded" Wilderness Encounter Table.

For fun, I thought I'd try it again, using the D&D 5e "Sylvan Forest Encounters" from the Dungeon Master Guide. (I've modified the list to remove the non-creature entries, and to separate entries where you would encounter 2 different creatures at once.)

Also for fun, I thought I'd see what would happen if two different islands separated off the same mainland.


Step 1: First we see what species survive on each island. Evlyn suggests that half the mainland die off or fail to migrate, and half survive on the island.

ISLAND A
1 displacer beast
1d4 gnolls
2d4 hyenas
1 giant owl
1 dryad
1d4 satyrs
1d4 centaurs
2d4 elven scouts
2d4 pixies
2d4 sprites
1 owlbear
1d4 elks
1 giant elk
1d4 blink dogs
1d4 faerie dragons
1 elf druid
1 treant
1 unicorn

ISLAND B
1 displacer beast
1d4 gnolls
2d4 hyenas
1 giant owl
1 dryad
1d4 satyrs
1d4 centaurs
2d4 elven scouts
2d4 pixies
2d4 sprites
1 owlbear
1d4 elks
1 giant elk
1d4 blink dogs
1d4 faerie dragons
1 elf druid
1 treant
1 unicorn


Step 2: Next, we allow existing species to split off new species to fill the vacant ecological niches. Evlyn has a table to roll on to see which traits the new species "pick up" from convergent evolution into the niche, and any trait not "picked up" in this way should stay the same from the original species. 5e doesn't have Morale or Hoard Classes, but it does have official creature types and bolded descriptors used to organize the entry in the Monster Manual, so I'm going to use those instead.

ISLAND A
1d4 gnolls - replaced by unicorn, adopts 4 traits (AC, HD/size, special ability, appearance)
2d4 hyenas - replaced by treant, adopts 5 traits (AC, attack type, damage, special ability, Appearance)
1 giant owl - replaced by treant, adopts 3 traits (AC, saves, special ability)
1d4 centaurs - replaced by displacer beast, adopts 3 traits (alignment, movement, creature type)
2d4 elven scouts - replaced by giant elk, adopts 6 traits (number, AC, HD/size, descriptor, special ability, appearance)
2d4 sprites - replaced by giant elk, adopts 4 traits (alignment, movement, AC, HD/size)
1d4 elks - replaced by treant, adopts 3 traits (AC, descriptor, appearance)
1d4 blink dogs replaced by displacer beast, adopts 4 traits (alignment, attack type, damage, creature type)
1d4 faerie dragons - replaced by treant, adopts 4 traits (number, alignment, special ability, appearance)

ISLAND B
1 displacer beast - replaced by dryad, adopts 6 traits (alignment, movement, AC, attack type, saves, appearance)
1d4 gnolls - replaced by satyrs, adopts 4 traits (number, movement, attack type, special ability)
1d4 centaurs - replaced by giant owl, adopts 3 traits (movement, damage, creature type)
2d4 elven scouts - replaced by pixies, adopts 4 traits (attack type, saves, creature type, special ability)
1 giant elk - replaced by sprites, adopts 2 traits: (number, saves)
1d4 faerie dragons - replaced by hyenas, adopts 5 traits (number, movement, HD/size, damage, appearance)
1 elf druid - replaced by sprites, adopts 5 traits (movement, AC, HD/size, damage, special ability)
1 treant - replaced by giant owl, adopts 4 traits (movement, AC, HD/size, appearance)
1 unicorn - replaced by blink dogs, adopts 6 traits: (AC, attack type, saves, creature type, descriptor, appearance)


Step 3: Third, we allow each of the surviving species to experience genetic drift, so that they chance from the mainland baseline.

ISLAND A
1 displacer beast - dwarf variant (reduce HD/size, increase number)
1 dryad - giant variant (increase HD/size, reduce number)
1d4 satyrs - random characteristic variant (modify: descriptor)
2d4 pixies - dwarf variant (reduce HD/size, increase number)
1 owlbear - random characteristic variant (modify: appearance)
1 giant elk - random characteristic variant (modify: creature type)
1 elven druid - hyper variant (intensify: damage)
1 treant - hyper variant (intensify: saves)
1 unicorn - random characteristic variant (modify: saves)

ISLAND B
2d4 hyenas - dwarf variant (reduce HD/size, increase number)
1 giant owl - giant variant (increase HD/size, reduce number)
1 dryad - giant variant (increase HD/size, reduce number)
1d4 satyrs - dwarf variant (reduce HD/size, increase number)
2d4 pixies - stunted variant (dilute: number)
2d4 sprites - dwarf variant (reduce HD/size, increase number)
1 owlbear - giant variant (increase HD/size, reduce number)
1d4 elks - dwarf variant (reduce HD/size, increase number)
1d4 blink dogs - hyper variant (intensify: HD/size)


Step 4: The final step is to put it all back together into an encounter list for each island.


A - THE ISLAND OF CATS, ELK, AND TREES

1d4 dwarf displacer beasts (as displacer beast, except: size medium, 10d8+20 hp)

1 gnoll-like unicorn (as unicorn, except: size medium, 5d8 hp, add Rampage ability, appearance "feral humanoid with one-horned horse head")

1 hyena-like treant (as treant, except: AC 11, attack bite +2 melee weapon (1d6 piercing damage), add Pack Tactics ability, appearance "huge fallen tree with knot-holes like spots, stalks on four limbs")

1 giant-owl-like treant (as treant, except: AC 12, save S+1 D+2 C+2 I-1 W+1 C+0, add Keen Hearing and Sight special ability)

1 giant dryad (as dryad, except: size large, 5d10+5 hp)

1d4 variant-descriptor satyrs (as satyrs except: remove Hedonistic Revelers descriptor, add descriptor Abstemious Perfectionists "satyrs spend long hours practicing and perfecting their music, forswearing any distractions or mind-altering substances, living only to prepare themselves for seasonal concerts which they carry off flawlessly")

1 centaur-like displacer beast (as displacer beast, except: alignment neutral good, creature type fey, speed 50 ft)

2d4 elf-scout-like giant elk (as giant elk, except: AC 13, size medium, 3d8+3 hp, add Scout descriptor, add Keen Hearing and Sight special ability, appearance "humanoid elk with antlers")

2d6 dwarf pixies (as pixies, except: 1d3-1 hp)

1 sprite-like giant elk (as giant elk, except: alignment neutral good, speed 10 ft / fly 40 ft, AC 15, size tiny, 1d4 hp)

1 variant-appearance owlbear (as owlbear, except: appearance "panther body, wooden face, lion's mane of leaves")

1 elk-like treant (as treant, except: AC 10, appearance "huge fallen tree with crown of antler-like branches, bounds on four limbs")

1 variant-creature-type giant elk (as giant elk, except: creature type plant)

1 blink-dog-like displacer beast (as displacer beast, except: alignment lawful good, attack bite +3 melee weapon (1d6+1 piercing damage), creature type fey)

1d4 faerie-dragon-like treants (as treants, except: alignment chaotic good, add Innate Spellcasting ability, appearance "huge fallen tree with pair of leafy wing-like branches and root tail, hops and flits about")

1 hyper-damage elven druid (as elven druid, except: all attacks increase dice by two sizes, quarterstaff deals 1d10+2, produce flame deals 1d12+2, shillelagh deals 1d12+2, thunderwave deals 2d12+4)

1 hyper-saving treant (as treant, except: save S+12 D-2 C+10 I+2 W+6 C+2)

1 variant-saving unicorn (as unicorn, except: save S+0 D+3 C+3 I+4 W+2 C+2)


B - FAERIE AND GIANT ISLAND

1 displacer-beast-like dryad (as dryad, except: alignment lawful evil, speed 40ft, AC 13, attack tentacle multiattack, two +6 melee weapons (each 1d4 bludgeoning, 1d8+4 bludgeoning with shillelagh), save S+4 D+2 C+3 I-2 W+1 C-1, appearance "woman with dark green skin, black leaves instead of hair, two legs, four arms, two leafy vine tentacles growing from her back, cruel laugh, glowing emerald eyes")

1d4 gnoll-like satyrs (as satyrs, except: speed 30 ft, attack bite +4 melee weapon (2d4+1 bludgeoning damage), attack spear +4 melee or ranged weapon (1d6+3 piercing damage), attack longbow +3 ranged weapon (1d6+3 piercing damage), add Rampage special ability)

2d6 dwarf hyenas (as hyenas, except: size small, 1d6 hp)

1 giant giant owl (as giant owl, except: size huge, 3d12+6 hp)

1 giant dryad (as dryad, except: size large 5d10+5 hp)

1d6 dwarf satyrs (as satyrs, except: size small, 7d6-7 hp)

1 centaur-like giant owl (as giant owl, except: Speed 50 ft, Attack: Talons +3 melee weapon attack (2d6+4 bludgeoning damage), creature type monstrosity)

2d4 elven-scout-like pixies (as pixies, except: attack multiattack, two shortswords +4 melee (each 1d6+2 piercing), two longbows +4 ranged (each 1d8+2 piercing), save S+0 D+2 C+1 I+0 W+1 C+0, creature type humanoid (elf), add Keen Hearing and Sight special ability)

stunted-number pixie (as pixie)

2d6 dwarf sprites (as sprites, except: 1d3-1 hp)

1 giant owlbear (as owlbear, except: size huge, 7d12+28 hp)

1d6 dwarf elk (as elk, except: size medium, 2d8 hp)

1 giant-elk-like sprite (as sprite, except: save S+4 D+3 C+2 I-2 W+2 C+0)

1d4 hyper-sized blink dogs (as blink dogs, except: size huge, 4d12+12 hp)

1d4 faerie-dragon-like hyenas (as hyenas, except: speed 10 ft / fly 60 ft, size tiny, 4d4+4 hp, attack deals 1 piercing damage, appearance "cat-sized hyenas with rainbow-hued fur and butterfly wings, they wear sharp-toothed grins and their tails twitch with merriment")

2d4 elf-druid-like sprites (as sprites, except: speed 30 ft, AC 11, size medium, 5d8+5 hp, attack deals 1d6 damage, add Spellcasting special ability)

1 treant-like giant owl (as giant owl, except: speed 30 ft, AC 16, size huge, 12d12+60 hp, appearance "a huge owl with feathers like green leaves, its face like a mask carved from wood")

1d4 unicorn-like blink dogs (as blink dogs, except: AC 12, attack multiattack, horn +7 melee (1d8 +4 magical piercing), paws +7 melee (2d6+4 magical bludgeoning), save S+4 D+2 C+2 I+0 W+3 C+3, creature type fey, add Divine Guardians descriptor, appearance "white furred dogs that twinkle like starlight as they blink in and out of existence, a single spiral horn grows from each of their foreheads")


Final Thoughts: There's always something meditative about solo procedural generation, but trying to do this for a 20-item list (twice!) is maybe pushing the boundaries of what's feasible as preparation. This would probably work best with a shorter initial encounter list. More cosmetic and fewer mechanical changes might actually affect the player experience more.

It might also be interesting to utilize something like this method for an island-hopping game where the players will get to see multiple alternate ecosystems - especially if they can see them without having to fight all of them.

Friday, November 1, 2019

Undersea Miscellany - Microscopic Fairies, Undersea Lilliputians, Delicate Invertebrates, Plates of Jellyfish

 
 
Under Victorian Microscopes, an Enchanted World
Olivia Campbell
JSTOR Daily

"As they became more powerful and more affordable, microscopy became an increasingly popular hobby. Gazing through these “magic glasses” rendered previously unseen worlds, which teemed with tiny living creatures, newly visible. When it came time to describe what they were seeing, people frequently turned to the language of the fantastical."

"Naturalists and lay users readily used a vocabulary drawn from fairy literature to… convey the incomprehensible strangeness and minutiae of the microscopic world. Though the link may seem incongruous, a surprisingly substantial body of Victorian scientific literature and fairy stories connect microscopes to fairies."
 
 

Lilliput Under the Sea
Tim Flannery
New York Review of Books

"Varying from foot-long mollusks to speck-sized shrimps, invertebrates like those depicted are the largely silent majority of species on Earth. Yet by virtue of size, camouflage, or hard-to-access environments, they are all too often unobserved. To enter their world through this book is to dwell, albeit briefly, in a Lilliputian realm far more mysterious, breathtakingly beautiful, and mystifying than our own."
 
 
 
The Delicate Science-Art of the Blaschka Invertebrate Collection
JSTOR Daily

"The nineteenth century saw an explosion of interest in the exploration of the natural world, resulting in growing numbers of zoological and natural history societies, which often established museums to garner more popular interest and support. Expeditions that investigated ‘new frontiers’ - rugged tropical rainforests, the fossil record, the ocean depths - proved particularly sensational, and the findings they gathered were often put on museum display."
 
 
 
A Plate of Jellyfish
Lucy Jakub
New York Review of Books

"Haeckel believed that evolution would unite science with art and philosophy under one discipline, through which humans could reach a greater understanding of their world. His intention was to make the natural forms of elusive organisms accessible to artists, and supply them with a new visual vocabulary of protists, mollusks, trilobites, siphonophores, fungi, and echinoderms. Opening Art Forms is like stepping into a cathedral, a place crafted by human hands that nonetheless inspires awe of the divine. Within are jellyfish that look like flowers, protists that resemble Fabergé eggs, presented like crown jewels on black velvet, the seeming cosmic vastness of the images belying their actual, microscopic size."
 

Thursday, October 3, 2019

Environmental Miscellany - Hideous Forest, Underland, Speculative Evolution

 
  
The Lessons of a Hideous Forest
William Bryant Logan & Damon Winter
New York Times  

"The deeper we walked, the uglier the woods got. The invasive oriental bittersweet and porcelain berry, along with the native grape and the poison ivy, fought it out to win the game of overtopping trees, bringing them down in a heap. The carnage looked like Mathew Brady’s photos of Civil War corpses, piled along hillsides and behind walls, in leafless, lifeless winter, as dead as dead can be. But unlike the soldiers, the trees were not going to perish."

"The vines moved on in search of new upstanding hosts. Noticing that their tormentors were gone, the trees had sprouted. A few lateral branches on a black cherry, now standing straight up from its fallen trunk, were rising as new trees into the sky. Most would die as the old roots rotted, but some would put down their own. One hollow mulberry had been dangling root filaments from inside its trunk into the soil, so when the mother went down, a youngster was already arising. This is called phoenix regeneration. There couldn’t be a better name."

   

 
What Lies Beneath
Rebecca Giggs
The Atlantic

"Of all the earth’s terrestrial vertebrates, humans make the deepest incursions into the underground. The farthest that any animal, other than us, is known to burrow from the surface of the planet is 13 yards - the feat of, unbelievably, the Nile crocodile. Below this level live permanent troglodytes, organisms that never see the sunlight. Microbes and minuscule stygofauna - glassy snails, shrimplike creatures - bob in groundwater systems, and pale amphibians furl in the murkiest reaches of caves. A species of roundworm has been detected more than two miles belowground. Yet humans go even farther. Aided by excavating machines, people have delved to a record depth of 7.7 miles, straight into the rock off the Russian island of Sakhalin, and deeper (as far as we know) than the most cavernous marine trench."


   
Wild Speculation: Evolution After Humans
Lucy Jakub
New York Review of Books

"It’s an almost nostalgic vision: the megafauna that were driven extinct during the 'Age of Man' have been replaced by new species that bear an uncanny resemblance to their predecessors. Humanity’s enduring legacy is not its alteration of the environment - but that the extinctions we have precipitated will have left behind an array of empty niches, to be filled by whatever adaptable species are able to take advantage of them. Imagine a game of biogeographical musical chairs in which penguins have evolved comb-like beaks to sieve plankton as whales do, rats have replaced the big cats as dominant carnivores, cats swing through the tropical canopy chasing monkeys, and monkeys glide on flaps of skin like flying squirrels. The book’s central idea is convergent evolution: that similar traits arise independently in different species, to perform similar functions in similar environments."
  

Sunday, June 9, 2019

The Invaders - Invid, Inheritors, Dreamers, Ividia

The Invid were one of the first monsters I ever wanted to fight. The Invid are the villains of season 3 of Robotech.

The villains of season 2 of Robotech, the Robotech Masters, spend about half the season worrying that the Invid are coming. While the human heroes of the story are all going crazy wondering whether they can beat the Robotech Masters and their seemingly invincible army of clone pilots and bioroid mechas, the Masters themselves are going crazy because they're certain they CAN'T beat the Invid, and their only hope is to hurry up and finish things on Earth so they can run away before the Invid get here. In other words, the Invid are introduced by reputation as the REALLY BAD GUYS that even the regular bad guys are scared of. I have to tell you, as a suspense-building device, kid me found it pretty successful.
 
The evolution of the Invid from the Legends of Zor comic
 
Season 3 of Robotech opens with the Invid coming to Earth and completely wrecking up the place, so that the rest of the season is set in a ravaged, post-apocalyptic wasteland where humans are barely eking out subsistence. Which is to say, from the moment of their arrival, they absolutely lived up to their reputation.

The Invid we see appear to be crab-like crustaceans with partially mechanical/electronic components. On the show, it's ambiguous if what we're seeing are the Invid themselves, form-fitting suits of battle armor the Invid wear, oversized mecha with the same body-plan as their human-sized pilots, or mecha with entirely different looking aliens inside. (It's possible, for example, that the blue-green ooze that bleeds out when the armor is pierced IS the pilot, not the pilot's blood.)
 
Invid Scouts
This and subsequent images from the Robotech Picture Archive
 
Invid Armored Souts
 
Invid Trooper
 
Invid Shock Trooper
 
The Invid come to Earth seeking the Flower of Life. In season 1 of Robotech, a battle fortress crashes into the Earth, and the alien Zentradi come to seize it. Humans eventually repel the Zentradi  invasion. The battle fortress is so desirable in part because it's fueled by a large supply of a power source called Protoculture. In season 2, the Robotech Masters come to Earth to try to retrieve the Protoculture for themselves. Unfortunately, over the course of the season, the Flower of Life starts growing in the Protoculture, which makes it both useless to the Masters, and irresistible to the Invid, who can sense its presence from across the galaxy.

There are some interesting anti-colonial themes and themes of decadence at work in all this. The Robotech Masters enslaved the Zentradi, turned them into giants, and gave them their fleet of warships, but by the start of season 1, the Zentradi have escaped from the Masters' control, and are just a roaming army. They know how to pilot their warships, but not how to repair them or build more, and everything looks pretty heavily worn, even broken. They're hoping the battle fortress that crash-landed on Earth will include schematics that will let them make things and not just use them.

The Robotech Masters have also forgotten some of their technology. They can use Protoculture to grow clones, build bioroid mecha, and fuel their whole civilization, but they no longer remember how to make more Protoculture. They want the battle fortress basically just to buy time. The entire season, we see them fighting at far less than full strength because they're almost out of fuel. They want to seize the Protoculture in the fortress to replenish their supply, and it's pretty heavily implied that if they fail, they'll go extinct. They might be doomed even if they seize it though, since they have no particular plan to relearn how to synthesize the stuff for themselves, and the fortress might be the last great untapped supply anywhere in the galaxy. What they need is renewable energy, and instead, they're going absolutely all-in on using up the last bit of irreplaceable fuel.

Meanwhile, the Flower of Life itself is like a prion or a parasite, at least from the Robotech Masters' perspective. They describe it as both a pest that grows in Protoculture and as a mutation of Protoculture itself. Regardless, the Flower of Life contains all the energy of Protoculture, but in a form that's unusable to the Zentradi or the Masters. The Invid, we're told, were once either non-sentient, or at least a non-technological species from the same planet where Protoculture originated. The Masters' uplifted the Invid and enslaved them to either grow Protoculture, or to grow the Flower of Life and convert it into Protoculture. By the time of the show, the Invid have also escaped the Masters' control, and now outnumber and overpower them. All the old Protoculture farms are controlled by Invid who use them to grow the Flower of Life for themselves, and when they come to Earth, it's to enslave humans to farm and harvest the Flower of Life for them.
 
The Invid Flower of Life
 
The Invid use bio-technological Genesis Pits to experiment with ways to better adapt the Earth to their own purposes. They also use the Pits to transform a few of themselves into human-like bodies.

So to summarize, the Invid are simultaneously the sympathetic victims of a colonialist empire, and a terrifying unstoppable invasion force. They come to Earth to transform it into a slave-tended garden for growing their sole food-source, the Flower of Life. And they control their own biology to such an extent that we see them as both giant crab-robots and as humanoid spies.
 
Marlene was grown to be an Invid spy,
but her egg was damaged and she hatched with amnesia
 
Sera retained her memories,
but found that her human form gave her human emotions
 
Now these are absolutely some monsters I want to fight. BUT, they also remind me of some other monsters, and so rather than leave well enough alone, I want to put my own take on them for Gilded Age horror gaming. What shall we call these not-Invid? I think I would call them the Invidia, the Invaders.

In Joseph Conrad and Ford Maddox Ford's novel The Inheritors, the eponymous Inheritors are humanoid invaders from the Fourth Dimension who are endlessly fascinating to actual humans, and who are successfully able to exploit this fascination to ascend to fame, power, and prominence within British society. The book ends at about the point when they're about to move from acquiring power to using it to remake the world.

The Inheritors look basically human, but their presence is like a superstimulus that overwhelms most people's psychological defenses against being abused or manipulated. It's sort of not clear to me if Conrad and Ford intended these characters to be alien invaders, or just like a new "breed" of modern humans who are unbounded by tradition - but for the sake of gameability, let's go with aliens. Likewise, it's not clear if they intend the Fourth Dimension to be a literal place, or just a metaphor, and both interpretations of 4D were pretty popular at the time, but again, for the sake of gaming, let's assume it's a place. If the Inheritors are from another world, and take on human-like bodies when they come to ours, it's possible that they have another appearance entirely when they're at home.
 
The Inheritors: An Extravagant Story by Joseph Conrad and Ford Maddox Ford, 1901

In Samuel Delaney's short story "Aye, and Gomorrah", Spacers are essentially a third gender of humanity. Delany describes them as being agender and asexual. They live full-time in space stations that orbit the Earth, but can teleport down to the planet for recreation. When they come down, they're idolized, exoticized, and fetishized by "frelks" - people whose only sexual attraction is to Spacers. The story seems to imply that most people have a low opinion of both frelks and Spacers, and Spacers seem to see frelks' attraction to them as basically a joke. Throughout the story, frelks basically beg Spacers to exploit them, and Spacers are easily able to get cash, or a favor, or a laugh at a frelk's expense.

Although Delaney writes about a public that is distinctly un-sympathetic to his main characters, he seems to be pretty sympathetic to both the frelks and the Spacers, while showing that their relationships aren't healthy for either party. They kind of can't be, since they're fleeting, and so one-sided. But what if Spacers were more like Inheritors? What if almost everyone fell in one-sided love with them the way frelks do?
 
Dangerous Visions edited by Harlan Ellison, 1967
 
In James Tiptree's story "And I Awoke and Found Me Here on the Cold Hill's Side", humans have encountered aliens, and have joined galactic civilization. We're the newest members, so we have the least technology, least political power, and are economically the poorest species in galactic civ. And a significant portion of humanity becomes sexually obsessed with aliens from the moment we first meet them.

Tiptree describes this almost exactly like superstimulus - whatever qualities we find attractive in other humans, aliens simply have MORE of those qualities, more than any human ever could, so much MORE that we become unable to feel attraction for other humans again. The humans who love aliens love them desperately and one-sidedly, and never seem to get more than a pity-fuck out of their pursuit. Tiptree never says if the aliens who go along with this exploit their human lovers, economically or in any other way. But the relationships are clearly unhealthy, both emotionally and physically, as every human who loves aliens is shown to have permanent injuries they sustained during sex.

The Invid spies with human bodies do elicit deep feelings of affection and attraction in season 3 of Robotech, but throughout the series, love between humans and aliens occurs over and over because both sides sometimes find one another alluring and irresistible. The difference is, in Robotech, this love is shown to be reciprocal and valuable. The xeno-philia or xeno-sexuality of humans and aliens alike proves again and again to be the first step toward greater mutual understanding and diplomacy. Robotech is a war story - three war stories, really - but in each season, it's people who feel inter-species attraction who make the first overtures to peace. Tiptree's vision is different, like Delaney, she imagines a lopsided attraction that leaves one side willing to sacrifice everything, and the other side only willing to condescend to interact at all for the sake of receiving their sacrifices.

(Quick thought that serves no purpose: what if there were a setting were "homosexual" referred to ANY humans who loved humans - who loved the SAME species as themselves, who loved other HOMO sapiens? What if "heterosexual" referred to humans who loved aliens - who loved DIFFERENT species? That has no real relevance to what I'm talking about here, but I would find that to be a fascinating linguistic drift.)
 
Magazine of Fantasy and Science Fiction, March 1972
 
To take another tack, in D&D's Eberron setting, the Inspired are humanoid bodies inhabited by the minds of extra-dimensional aliens - the Quori from Dal Quor. The humanoids are explicitly described as being not quite human. Their species, when not combined with a Quori to become an Inspired, are simply called Empty Vessels. The art depicting the Inspired often shows a phantasmal Quori floating behind the Inspired body. Personally, I interpret this not just as a way of illustrating that we're looking at an Inspired rather than a human, but as an indication that the Inspired sometimes project psychic images of their Quori when they're being overt about their identities.
 
Inspired and Quori
 
Inspired and Quori surrounding adventurers
 
In Jack Shear's Umberwell setting, he describes a species he calls Dreamers. Just describes Dreamers like this: "Dreamers are a rebirthed race; they are the souls of an insectoid species originating from a lost age of the city’s history reincarnated in bodies indistinguishable from the human form. If the theory that the city’s islands are the remains of a dead god is true, it may be the case that the insectoid souls of the dreamers achieved their initial sentience and innate psionic powers by feeding on a divine body as parasites. When they sleep they dream only of Scarabae - the precursor city that stood on the islands currently occupied by Umberwell."

You could imagine Dreamers as being like the Inheritors - human bodies with alien minds. You could imagine them like the Khepri from Perdido Street Station, as humanoids who simply followed a different evolutionary path to arrive at much the same place humans did. You could imagine them like the Insect-kinden from Empire in Black and Gold, as humans whose psychic powers and tribal identities draw on actual insects as a source of imagery and fictive-kinship. Or you could imagine them like the Inspired - humanoid bodies with phantasmal insects hovering behind them, like the totem animals that appear DC comics' Vixen or Mera use their superpowers.
 
Umberwell: Blackened be Thy Name by Jack Shear, 2018
 
Lin the Khepri by Justin Oaksford, 2011

In Greek myth, Invidia is the goddess of jealousy. Invasion, I think, could be imagined to be like jealousy. You want what someone else has, and you try to take it away from them.
 
Circe Invidiosa by John Williams Waterhouse, 1892
 
From there, it's a simple misspelling to arrive at Ividia, a genus within the family of pyramid-shelled snails. Is there any animal more D&D than a snail? It's almost too perfect to learn that Ividia snails are hermaphroditic, and usually parasites.
 
Turbonilla acutissima, not a member of the Ividia genus,
but still part of the Pyramidellidae family

And that, I think, is enough to start building our Invaders, our Invidia.

The Invaders come to us from somewhere beyond. Some of them claim to hail from the Crab Nebula, situated in the night sky between Aldebaran and the Pleiades. Others claim a kingdom within the Fourth Dimension, a realm but a sidestep away from our own reality.

The Invidia appear to us in humanoid guises. They are intoxicatingly beautiful, with flawless androgynous features. Some dress in men's clothes, others in women's, others in some mix. They claim no human gender, and each addresses itself like royalty, as "we" and "our". Those humans who have seen the Invidia without their clothes claim that all their bodies are alike, no matter what they wear, and that the resemblance to humanity only goes so far before giving way to impossible alien anatomy, unattainable foreign beauty. Those humans who have been trusted to see the Invidia like this are inevitably too far gone to really return to humanity. The rest of their lives will be spent as the Invidia's evangels.

Humans are like thrall before the Invidia. We lack the strength to refuse them, lack the will to oppose their desires. The first encounter with an Ividia is an unsettling, uncanny experience. They seem too good to be human, too perfect. Their strength of personality is overwhelming, their very presence, overaweing. Many who meet the Invidia fall instantly in love with them. They become suitors, followers, hangers on who accompany their beloveds everywhere they go. Others fall so deep in thrall that they become almost insensate. These "sleepwalkers" are uncanny in their own right, nearly mindless servants despite their human form.

It is as easy as breathing for the Invaders to enter the highest echelons of human society. They collect socialites and celebrities as their most valued sycophants. The Invaders' power over humans with worldly power makes their domination almost instant, almost complete.

The earth, to these Invaders, is like a garden, where they seek to grow Golden Lotus. This flower is life to the Invaders, it is the source of their abilities and their only food. It is also a powerful narcotic that affects them as opium affects humans. The effects of Gold Lotus on humans is even stronger. It can turn lotus-eaters into "sleepwalkers" or put them into a near-permanent twilight sleep. It can also imbue seemingly magical properties on the eater. The Invaders have come to earth to grow their garden, and though their vanity seems insatiable for our adoration and our praise, what they really want humanity for is to labor as their gardeners.

Though they usually appear in their humanoid form, the Invaders have other bodies as well, kept just a sidestep away in fourspace. When roused to anger, or high on Lotus, these ghostly golden bodies appear just behind the Invidia, always behind, no matter which angle they're viewed from. The translucent gold bodies of the Invidia are not human. They appear as the ghosts of giant, monstrous snails. A lesser caste of Invidia exists, who dwell on earth in their snail-bodies, and are summoned to act as soldiers when their leaders' charisma and diplomacy fails them. Sightings of the soldier caste are rare, for few can refuse the Invidia any request.
 
Should the Invidia be snails? or crabs, like the Invid?
Should they just have golden eyes? or entirely golden bodies like the Sovereign from Guardians of the Galaxy?
Consider this idea a work in progress.
 

Thursday, December 6, 2018

GFA18 - Mountain Lion Varieties & Signs

My next batch of Gongfarmer's Almanac 2018 pieces are a series of related monsters for Weird West adventures in DCC. My initial inspiration for these was the Pokemon variations meme of drawing multiple versions of the same Pokemon in a way that resembles natural genetic variation. So this is my attempt to create slightly naturalistic monsters out of some famous "fearsome critters" of American folklore. Danny Prescott edited this batch of entries.
 
  
Travelers in the western half of North America know to fear the mountain lions that stalk the rocky Cordillera region from British Columbia down to Jalisco, and are even found occasionally back East. Mountain lions are solitary predators who follow their prey for some time and often surprise unwary victims. Mountain lions look like giant house cats, standing 3' tall at the shoulder and measure 7' from nose to tail. They have short tawny fur that turns white around their mouths and down their bellies. Their ears and nose are outlined in black, as are their paws and the tips of their tails.
  
If PCs encounter a mountain lion, roll 1d6 to determine the type: (1) ball-tailed cougar; (2) cactus cougar; (3) mountain-lion cougar; (4) sabretooth cougar; (5) wampus cougar; (6) were-cougar.
  
If the characters all stop attacking and throw down all their rations, kill an animal or person for the lion to eat, or allow the lion to eat someone who has already died, any mountain lion will take its meal and retreat to its den immediately.
  
 
Signs: Some characters are skilled trackers and can discover the presence of wilderness creatures before they're encountered. Judges may allow their players to encounter clues about the identity of local monsters before encountering them directly. Use the portents below if players are potentially likely to encounter a mountain lion. A character hearing a distant wail as a sign of a nearby lion will be the first character targeted by the wail during combat. I recommend playing Ratatat's "Wildcat" quietly on repeat from the time the characters encounter a sign (or roll initiative for combat) until the end of the encounter.
  
Ball-tailed cougar: The PC hears a sound like a child bouncing a ball, over and over and over.
  
Cactus cougar: The PC smells tequila in the wind and hears caterwauling like a drunkard singing on the walk home. The character who drank alcohol most recently is now drunk again and can feel the hangover coming already.
  
Mountain-lion cougar: The PC smells ammonia in the wind, and for a moment everything goes silent as the birds stop singing and insects quit their buzzing. After a short period the natural sounds resume.
  
Sabretooth cougar: The PC feels a sudden chill in the air, like breeze blowing in off a glacier, and hears what sounds like distant thunder.
  
Wampus cougar: A cloud crosses the sun and throws the PC into shadow. The PC hears a caterwaul like a mother's cry for lost children. The character with the lowest Luck and lowest hit points faints and immediately comes to after losing 1 hit point.
  
Were-cougar: The PC hears a woman singing. He can't make out the words, but it sounds like a lonely woman singing about her cat. The male character with the highest Personality and highest Luck is sure the singer is the most beautiful woman in the world.
  
   

Wednesday, October 10, 2018

GFA18 - Alternate Plantients for MCC

My fifth 2018 Gongfarmer's Almanac article (and this is the last one I'm numbering, I swear) is a list of alternate plantient appearances for Mutant Crawl Classics. Like my alternate manimals, this is a follow-up to my earlier thoughts about MCC's plantients and to my post about Future Evolution. You may notice that common farm and yard plants get top billing here. For some of the plant types, I listed very common types as suggestions. For others, there were either too many options (I don't want to list every kind of flower I can think of, what could possibly be the point of that?) or too few (does anyone really have multiple strong images of ferns in their head, and need a table to help them decide which one to imagine now?) I think the player should be allowed the leeway to describe their plantient looking the way they want - which could include, for example, choosing to look like a pine cone instead of a pine tree if they rolled a 14. As with my other posts in this series, Keith Garrett made it better with editing, and Karim made it better with art.
   
Art by Karim
 
Table: Plantient Body Type
Roll 1d6: (1) Human body-plan with plantlike features; (2-4) Human-plant hybrid or anthropomorphic plant; (5-6) Sentient plant with roughly human-sized body, opposable thumbs, fine manual dexterity, and terrestrial locomotion.
   
   
Table: Plantient Subtype (roll 1d24)
 
1     Cereal grain - Roll 1d4: (1) rice; (2) wheat; (3) corn; (4) oats.
 
2     Leafy vegetable - Roll 1d3: (1) celery; (2) lettuce; (3) greens.
 
3     Underground - Roll 1d3: (1) bulb such as garlic/onion; (2) root such as potato/carrot; (3) rhizome such as ginger/lotus.
 
4     Vines - Roll 1d6: (1) berry/grape; (2) melon; (3) pea/bean; (4) tomato/pepper; (5) squash/gourd; (6) flowering/leaf.
 
5     Herb - Roll 1d4: (1) basil; (2) mint; (3) rosemary; (4) lavender.
 
6-7   Flower
 
8     Grass
 
9     Cluster of shoots - Roll 1d5: (1) asparagus; (2) sansevieria; (3) reed; (4) bamboo; (5) birch.
 
10     Bush/shrub
 
11     Fruit tree
 
12     Tropical - Roll 1d4: (1) palm; (2) coconut; (3) pineapple; (4) banana.
 
13     Leafy deciduous tree - Roll 1d4: (1) permanent spring flowers; (2) permanent summer green; (3) permanent autumn colors; (4) foliage progresses each time plantient gains level.
 
14    Pine conifer
 
15    Fern
 
16    Carnivorous plant - Roll 1d2: (1) flytrap; (2) pitcher plant.
 
17     Cactus or succulent
 
18     Seaweed, sponge, or coral
   
19     Fungus - Roll 1d3: (1) mushroom; (2) toadstool; (3) morel.
 
20     Moss, wort, lichen, or mold
 
21     Multiple mutations - Roll 1d20 once on this table and 1d20 once on the Mutant Appearance table.
 
22     Multiple mutations - Roll 1d20 once on this table and 1d20 once on the Manimal Subtype table (the character is still considered a plantient).
 
23     Multiple mutations - Roll 1d20 twice on this table.
 
24     Multiple mutations - Roll 1d20 twice on this table and 1d24 once on the Mutant Appearance table.
      

Monday, October 8, 2018

GFA18 - Alternate Manimals for MCC

My fourth 2018 Gongfarmer's Almanac article is a list of alternate manimal appearances for Mutant Crawl Classics. By now, I'm sure every MCC referee has their own list of alternate manimals, but consider this my hat thrown into the ring. In my view, a good list has two characteristics - first, it's inclusive enough that no one reading it immediately thinks of an animal they want that isn't on the list (and if someone really wants a specific animal? don't make them roll, just let them have it), and second, it's exclusive enough that it doesn't include any animal that you have to look up before you're able to imagine it. Ideally the list is also weighted in some way that certain general broad types of animals more common than others (and also so that, for example, me knowing 10 times as many dog breeds as cat breeds doesn't mean that dogs are 10 times more common than cats). This is a follow-up to my own earlier post about manimals in MCC. This is also an example of me trying to apply some of the ideas in Future Evolution, so farm animals, pets, and urban pests are more prominent than animals that, say, only interact with humanity in our zoos. Keith Garrett edited all my articles about MCC for the 2018 GFA, and Karim provided all the art for this series.
   
   
Table: Manimal Body Type
Roll 1d6: (1-2) human body-plan with animal features; (3-5) human-animal hybrid or anthropomorphic animal; (6) sentient animal with roughly human-sized body, expressive face, opposable thumbs, and fine manual dexterity.
   
   
Table: Manimal Subtype (roll 1d24)
   
1     Primate - Roll 1d6: (1) gorilla; (2) chimpanzee; (3) orangutan; (4) baboon or mandrill; (5) monkey; (6) australopithecus.
   
2-3   Carnivorous mammal - Roll 1d12: (1) small-breed dog; (2) large-breed dog; (3) coyote, wild dog, or jackal; (4) fox or wolf; (5) tasmanian devil or thylacine; (6) hyena; (7) domestic cat; (8) bobcat, leopard, panther, puma, or cheetah; (9) tiger or lion; (10) ferret, weasel, or badger; (11) bear; (12) dire wolf, sabretooth tiger, or cave bear.
   
4-6   Herbivorous mammal - Roll 1d16: (1-2) cow; (3) bison, buffalo, auroch, gnu, or yak; (4-5) donkey, mule, pony, or horse; (6) zebra or giraffe; (7) pig; (8) warthog or boar; (9) sheep or goat; (10-11) deer, antelope, or gazelle; (12) elk or moose; (13) alpaca, llama, or camel; (14) hippo or rhino; (15) elephant; (16) woolly rhinoceros, woolly mammoth, or mastodon.
   
7-9   Omnivorous mammal - Roll 1d20: (1-2) mouse or rat; (3) mole; (4-5) chipmunk or squirrel; (6-7) hamster, gerbil, or guinea pig; (8) pika, marmot, capybara, or wombat; (9) beaver or otter; (10) groundhog, prairie dog, or meerkat; (11-12) rabbit; (13) kangaroo; (14-15) opossum, raccoon, or skunk; (16) red panda, tanuki, or lemur; (17) panda bear, koala bear, or sloth; (18) hedgehog or porcupine; (19) anteater, armadillo, or pangolin; (20) megatherium or glyptodon.
   
10-11   Amphibian or reptile - Roll 1d10: (1) frog or toad; (2) salamander or newt; (3) iguana or lizard; (4) gila monster, komodo dragon, or goanna; (5) gecko or chameleon; (6) turtle or tortoise; (7) snake; (8) alligator or crocodile; (9) tyrannosaurus or velociraptor; (10) brontosaurus, stegosaurus, or triceratops
   
12-14   Bird or avian - Roll 1d24: (1) chicken or turkey; (2) duck, goose, or swan; (3) pigeon; (4) canary or parakeet; (5) cockatoo, toucan, or parrot; (6) cardinal, robin, or bluejay; (7) songbird; (8) hummingbird; (9) raven or crow; (10) eagle or hawk; (11) owl; (12) condor or vulture; (13) peacock; (14) pelican, spoonbill, or stork; (15) seagull or albatross; (16) penguin; (17) puffin, auk, or dodo; (18) flamingo; (19) iris, heron, or crane; (20) ostrich or emu; (21) bat; (22) kiwi, platypus, or echidna; (23) moth; (24) pterodactyl or archaeopteryx.
   
15-17   Fish or aquatic - Roll 1d20: (1) goldfish or clownfish; (2) salmon, carp, bass, or trout; (3) catfish or plecostomus; (4) sardine or anchovy; (5) puffer or blowfish; (6) lionfish; (7) swordfish, sawfish, or hammerhead; (8) piranha or shark; (9) manta or eel; (10) porpoise or dolphin; (11) seal, manatee, or walrus; (12) whale; (13) seahorse; (14) seaslug; (15) starfish or urchin; (16) jellyfish, octopus, or squid; (17) oyster or clam; (18) lobster, crab, or shrimp; (19) handfish or coelacanth; (20) placoderm, ichthyosaur, or plesiosaur.
   
18-19   Insect - Roll 1d16: (1) flea or tick; (2) cockroach; (3) mosquito; (4) spider; (5) fly; (6) ant or termite; (7) bee or wasp; (8-9) beetle; (10) grasshopper or cricket; (11) mantis; (12) scorpion; (13) worm, snail, or slug; (14) caterpillar, centipede, or millipede; (15-16) butterfly.
   
20     Protist - Roll 1d14: (1) amoeba; (2) paramecium; (3) dinoflagellate; (4) yeast; (5) algae; (6) diatom; (7) radiolarian; (8) streptococcus; (9) staphylococcus; (10) virus; (11) bdelloid rotifer; (12) tardigrade; (13) nematode; (14) slime mold.
   
21-22   Multiple mutations - Roll 1d20 once on this table and 1d20 once on the Mutant Appearance table.
   
23     Multiple mutations - Roll 1d20 twice on this table.
   
24     Multiple mutations - Roll 1d20 twice on this table and 1d24 once on the Mutant Appearance table.
     
     
I organized these more according to bodyplan and appearance rather than actual genetic lineage, which is why dinosaurs are being counted as reptiles instead of birds, while bats are counted as birds rather than mammals.
     
Umm ... I'm preeetty sure they are ...