Category Archives: Microsetting
Okay, for gameplay reasons I am totally down with a “Common” tongue, as is frequently presented in RPG campaigns, especially fantasy RPGs.
But what IS it?
Without changing any rules at all, you can help give a campaign world some interesting backstory by explaining why there is a “common language.”
Here are 20 examples, built on tropes common to d20 fantasy games.
“When the mighty empire of Te Essar collapsed, its official language was already known to most of the world, and became the common language of trade and diplomacy.”
“The deity Commonos wished all people to trade stories, and gave them a single language in which to do so.”
“The eldritch Power Words, Glyphs, and Sigils used in so many spells require significantly study to use to their full mystic potential, but their common forms are easy enough to learn, and taught to populations worldwide as a method for seeking those with a spark of spellcasting talent.”
“The Plane of Shadow is a reflection of all that occurs on the Material Plane, including all language. The Shadow Tongue is a simplified amalgam of all mortal tongues, and can be vaguely understood by any literate person.”
“The Logos Prima was invented by a travelling bard centuries ago, and carefully designed to be easily learned by anyone, from any culture. It has a single, unified spelling and sentence structure, and avoids elements that make some languages more difficult to learn, such as tonality and gendered nouns, and has a simplified structure to allow it to be picked up quickly.”
“It’s a virus. Exposure to the sound, or the sight of it, allows it to creep into your mind, and infect your thoughts with its syntax, and vocabulary.”
“They come once in each generation, to every library and school above a given size. The Solresolut, the Inevitables of Communication. Immortal teaching machines, they offer the language of the Law of the Spheres to any who will learn it, then leave the laws themselves behind. Ignorance of the law is no defense, but every mortal is given a fair chance to learn them.”
“When the world was young, the Cyclops discovered art, and architecture, and language. They built mighty fortresses and huge henge that could predict the seasons. No one knows why these cyclopean ruins were abandoned, but their uses to ancient cultures to know when to plant, when to migrate, when the moon would eat the sun ensured that the basics of what was written upon them would be learned worldwide.”
“The angels spoke Enochian, the tongue of the heavens. Devils taught it to man, to ensure they would be ready to bargain for even more knowledge.”
“It turns out if a demigod archmage genie gets annoyed enough with translation errors in her mail order service, she’ll wish ‘there was one Common language almost everyone knows’.”
“The self-replicating Printing Press Golems nearly destroyed the world. But from their ruined movable type, a single common alphabet was born… ”
“Look, humans can interbreed with almost anything. If it;’s a less common or less popular combination, we just call it a half-whatever. half-dragon. half-angle. half-orc. If it’s happened enough to develop its own culture, it gets a new name. Minotaur. Centaur. Harpy. As a result, the most popular human languages are taught to a LOT of wondering offspring…”
“The first Riddle of the Sphinx was a grand mystery for centuries. It was taught in every academy, studied by every sage. Given how crucial context is to understanding and solving riddles, it’s native tongue was taught alongside it, to ensure no nuance was lost in translation.”
“When madmen worldwide all babble and scream in the same language, it’s worth knowing what that language is, and what they are saying.”
“The Grand Trickster demanded that all understand his jests, and the skalds sought out to ensure this could be so, though it take carrying his words to every corner of the world.”
“When the gods made mortals, they gave them language. That which best spoke of rock was adopted by the dwarves. That which best spoke of wealth was adopted by the dragons. And that which best spoke of toil was adopted by the workers, crafters, and servants of the world.”
“They come to every port and trading post, in creaking ships and caravans of twisted beast. They are known by their brightly painted masks they never remove, and overly-sweet perfume scents masking a hint of rotting flesh beneath their faded robes. They buy, and sell, and trade, and make many wealthy, but they do it all in just one language. If you wish to do business with the Traders, you must learn this common trade tongue.”
“In the first seasons, the beasts all knew two languages, which gave them dominion over the material world and the spirit realm. The tool-makers stole the common words of material dominion from the beasts, and became ascendant. Now druids guard the spirit dominion language closely, and forbid that it be taught to any but those of their own order.”
“The wind whispers, the river mutters. Fires spit and curse, and the earth groans. Early people could rarely master all of any elemental tongue, but ususally learned a few key phrases from each, forming them into a set of common words and phrases that were almost universal.”
“Common? You mean Khelvish? Sure, it’s common where you are from, in the lands between the Basalt Mountains and Shallow Sea. A few folks ’round these parts know it, too. But if you want to be able to talk to everyone in these parts, you’d best learn Fworven, or at least Low Glett.”
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Sometimes when looking to create superhero worlds or adventures, all you need is an idea to run with. It could be a jumping-off point, a villain, a dead hero to draw the protagonist’s interest… just something that feels like it comes from a comicbook sensibility but (and this is the hard part) without being a direct ripoff or sharing a name with any character from mainstream comics.
So, here are a bunch.
I can’t claim they are all entirely original–many are intentionally based on existing tropes–or even that the names aren’t used in any comic/supers stories. But I developed them independently of other sources, and casual searches didn’t show parallel development of note.
These are designed for you home games or to spark new ideas original to you (though if you have some potential commercial use, feel free to drop me a line).
Aberzombie & Glitch.
Annoying, immoral preppy necromancer and technomancer who manipulate magic they barely understand, while stylishly dressed. Note that being shallow doesn;t automatically make these villains. they could be the kind of allies you avoid… until you absolutely need their help. Or even neutral to greater conflicts, and just sometimes dragged in on one side or the other.
A heavy weapons vigilante, mercenary, or assassin who uses an AK.
A villain. A terrorist who takes the unscientific belief that vaccines are dangerous and to be avoided to extremes by killing those who perform/promote vaccines, and tries to prove they are ineffectual by spreading deadly contagious diseases among vaccinated communities.
A woman with classic “brick” powers (high strength and resistance to damage) and no fucks to give about other people’s opinions. She could be a dauntless hero, a bitter villain, a self-interested mercenary, or anything in-between.
A penal superhero unit of convicted criminals who can cut time off their sentences by performing high-risk missions for the government. Run by Captain Cannon, a hardass patriotic supersolider with a cybergun arm who does as he is told and rules over the ‘Fodder’ with iron discipline.
The Fodder are run by the Combine, and operate out of a mobile secret base ship called The Trough. Cannon’s Fodder are often B- and C-grade villains (and occasionally antiheroes, vigilantes, and heroes who ended up on the wrong side of something), but are quite a dangerous force combined with the gear the Combine can arrange for them, and Cannon’s tactical acumen and willingness to sacrifice the lives of his Fodder if that’s the only way to get the mission done.
Thus while you can use noteworthy villains for your campaign’s Cannon’s Fodder, you can also just grab any terms or names you think of to be the “current” team, repurposing any write-ups you already have to represent the B List. (For example, the Feb 2019 team might include Bear Man, Deadnought, Killer Kaiman, Layaway, Punching Judy, Sister Sirocco, Spotlight, and Tigerdrake.)
A highly trained spy and combatant, who has luck that increases as the chance of failure goes up.
A team of 5 teens who can transform into powered, color-coded versions of themselves. Anywhere from Power Rangers to Sailor Scouts. Could be heroes, villains, or just an annoyance.
A berserker who gains size, strength, and resilience (including to mental powers) as he becomes angry. Most likely an antihero.
A rogue genius pharmacologist who gains massive psychic powers when high. could be an antihero, a villain, or just an unreliable hero.
A pulp-era-style detective or hit man who is happy to pit his/her skills and a single common handgun (the “gat”) against whatever superpowers foes have.
What if the Punisher had Batman’s training, resources, and skills?
That would be Hardcore.
The Knackerman, or Knacker, is a supernatural force who clears corpses from roadways and public spaces, and repurposes them as revenants. Usually the Knacker just gives abused animals a chance to return and punish their abusers, or sometimes save a beloved human in trouble. But sometimes Knacker brings back cars, or toys… or people.
Can slow down anyone or anything, so all actions and reactions take longer.
A mastermind crime boss, who is known to also have powerful connections to legitimate political authorities such as mayors, judges, and law enforcement–though no one knows exactly what those connections are. the combination of ruthless underworld agents and corrupt politicians and agents and moles makes him (or her, regardless of the name), well, untouchable.
A massively overweight werebear. Might be a cuddly hero, but might also be a bitter villain jaded from years of mockery and abuse.
Psychic Stripling Samurai Snakes.
Five sibling anthropomorphic snakes with mental powers and samurai training.
(Some of these ideas are less original than others.)
The world’s best detective, an unassuming pulp-era style investigator in a trench coat and fedora. QED can take apparently unrelated facts and use them to describe events that must have occurred to cause the known facts, thus revealing things that seemed unknown or unknowable.
A feared, immortal assassin. When you truly need someone to suffer, you Get Rekt.
The Shark Brothers.
Card Shark, Loan Shark, and Pool Shark, three mobster brothers with bites that can sever gun barrels, each with their own specialty in crime.
The idea of someone who neutralizes mutant/metahuman powers is fairly common. This idea puts a slight spin on that, as someone who neutralizes all forms of magic.
A “family” of superbeings who are evolved and sentient magic items from mythology. Some, such as the swords Durandal, Gram, and Nothung, and the rings Andvarinaut and Draupnir, were forged directly by the sorcerer/smith Weyland while others, such as Fragarach, Mjolnir, Nemean, and Tarnkappe, were reforged/rewoven by Weyland to grant them sapience, sentience, and human forms.
The Relics are reincarnated if slain, so while some have been active and alive for centuries, others are born as aparently normal humans, and then begin to gain powers of the reliquary nature sometime between their 12th and 18th years. Relics are not as a group entirely good or bad. Some, such as Durandal, appear to always be driven to work for justice. Others, such as Draupnir, seem to always seek power and wealth above all else.
And all sense that they exist to serve some great purpose in Weyland’s plans… which he refuses to talk about, though he calls them his “true children” and often aids them if they are in serious danger.
The ancient nordic sorcerer/smith of Germanic myth, though his origins are neolithic and he has survived to the modern era. Forged or reforged the Relics, causing them to be true living beings. Wayland is not evil, per se, and isn’t willing to see the world devastated, but his own plots and plans that take place over a scale of centuries, and mostly doesn’t care about “petty” issues like crime and justice.
Generally opposed by his equally immortal, but not quite as skilled, son Verlandsson, who mostly just hates his father and wants to stop the elder’s plans whatever they are, whatever the cost. Verlandsson is sometimes aided by his grandfather Vade, a giant and sorcerer/smith, who mostly just wants to be left alone.
Able to send and receive any broadcast signal. Makes an excellent “Overwatch/Quarterback/Ally in the chair” character, for good or ill, but could also be a badass in their own right with equipment and skills any superhero-level human can achieve, plus the WiFi power. Or, could have a swarm of drones. Or, all of the above.
In ancient Rome, someone who was banished from civilization was marked with the brand of the Wolf’s Head, meaning they could be hunted and killed as if a rogue wolf. One of those branded criminals turned it into a badge of honor, forming the Church of Crime and becoming the first popelike Wolfshead of All Crime.
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Blackskull (and its mistress) is a location you can use as the seed of one or more adventures. It can be a side-quest, the end of a small adventure, a goal for players to claim, or even act as a patron’s home base. Legend claims it is the remains of Akash, the Titan of All Knowledge and avatar of the Akashic Record. You can set it in a vast desert, at the center of a massive barrow ground, at the peak of a dangerous mountain, or just at the edge of a small town that has spring up to house and make money off people who come to speak to the oracle of Blackskull.
The one true power of Blakcskull is the highest chamber within the skull, known as the Lore Room, which once per day allows anyone making a Knowledge check there to gain a +10 circumstance bonus to the check, as the ancient knowledge of Akash soaks into their mind.
(Blackskull cartography from Dyson Logos, and available for use by license)
For years, Blackskull was a focal point for petty squabbles among various sects of gods of knowledge and wizards who wished to use its resources to design new forms of hybrid animals. After an unfortunate incident when two such forces combined and made a small chimera-like creature with the body and one head of a racoon, wings and head of a magpie, and additional head of an tiger keelback snake, which began stealing the holy books of all religious orders, the local baron set up a challenge that Blkacskull would be granted to the scholar who could answer the most difficult question the baron could pose.
And the winning sage was the Fel Sage, also known as the Blood of Knowledge, a minor bard lich who poses as a vampire.
The Mistress of Blackskull
The Fel Sage is legendary as a “reasonable” undead. She doesn’t have any ethical limitations on her choice of actions, and would happily burn orphanages to the ground if it further her own researches one iota. However, she is also an apt historian who has a clear view of what happens to evil overlords when they become a threat to the world at large—heroes come and destroy them. The Fel Sage doesn’t want to rule the world—that sounds like a lot of work—she just wants time to read all the books, scrolls, tablets, and folios she has gathered over more than a lifetime (which is why she became an undead to begin with—to have more time to read).
So, she used the power of suggestion to convince the baron to pose a question she already knew the answer to, answered it in a public show of her vast knowledge, and laid claim to Blackskull. As a result she even has some legal protections—as long as she doesn’t break local law, it’s illegal to kill her just for being an undead. Further, she acts as a sage for numerous adventuring parties and heroes, to ensure she has more allies than enemies—part of her plot to survive forever.
Though she used trickery to win her roost, in truth, the Fel Sage is capable of answering questions well beyond the norm for creatures of her power level. If she chooses to use the akashic communion spell she can gain a +10 insight bonus to one Knowledge check, and combine that with Blackskull’s Lore Room for a +10 circumstance bonus and her archivist version of lore master that allows her to take 20 on one Knowledge skill check per day, getting most of her Knowledge skill totals to +49 to +51. Of course even when this is her plan to answer a question, she insists such knowledge comes from days or even weeks of research, and generally only promises to have an answer after a petitioner has gone and gathered some rare book she desires (or rubbings off new ruins that have been discovered, or a drop of blood from an unidentified body that might spark a border war in a conflict zone so she can cast blood biography, or anything else that might quench her thirst for knowledge).
The Fel Sage only willingly sees people under the guise of a disguise self spell, and normally thus restricts herself to one meeting a day so as not to drain her spell resources (though she has scrolls if she is forced to break that rule). She doesn’t use her disguise self magics to appear human—that’s beyond the power of the spell. Instead she uses it to appear to be a vampire, a different form of undead than her own lich status, and an undead with a very different set of limitations and weaknesses.
While she sees significant tactical benefits to being mistaken for a vampire, her main motivation is actually pride. She is an extremely weak lich, having only barely managed to transform herself and only because she found a document with the easiest, most carefully-explained lich ritual ever. She fears mockery if the world at large ever discovered she was, essentially, the weakest lich ever. But if she poses as a vampire, her immunity to daylight and ability to claim she holds off bloodlust through ancient elixirs and pure willpower make her seem extraordinary and special.
She also uses her disguise self to make her whip look like a dagger, and to make an impressive magic ring appear on her hand, which she pretends is the source of her paralyzing touch lich power.
If a group comes to her with some question that must be answered she insist on being paid in rare knowledge and books, and often has some specific quest she insists on sending adventurers on. If possible, she picks tasks that are more dangerous than they sound, hoping anyone bothering her will be killed off rather than return for an answer—but if they do return, she sees the benefit in having adventurers who will put themselves as risk for her benefit, and treats them fairly. If any seem taken with her comely vampire guise, she does her best to establish a sense of intimacy, often creating a first name she offers to allow them to call her (which she makes up n the spot, the Fel Sage has long since forgotten her “life name,” which she considers irrelevant to her new existence).
Of course she is a lich, and she is evil. Someday, even with the tenuous protection of local law, someone will decide she has to go.
Her hope is that when that day comes, more adventurers will want to keep her around than get rid of her.
The Fel Sage
Female lich (human) bard (archivist) 7
NE Medium undead
Init +2; Senses darkvision (60 ft.), Perception +19; Aura fear (60-ft. radius, DC 19)
AC 18, touch 12, flat-footed 16 (+1 armor, +5 natural armor, +2 Dex)
hp 73 (7d8+35)
Fort +3, Ref +8, Will +7; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities channel resistance +4; rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
Speed 30 ft.
Melee whip +7 (1d3–1), touch +2 (1d8+3 plus paralyzing touch)
Ranged light crossbow +7 (1d8/19–20)
Special Attacks bardic performance 22 rounds/day (countersong, distraction, fascinate, inspire competence +3, lamentable belaborment*, naturalist +2*), paralyzing touch (DC 19)
*Represents an ability gained from the archivist archetype
Bard Spells Known (CL 7th; concentration +12)
3rd (2)—akashic communion, charm monster (DC 19)
2nd (4) alegro, blood biography, invisibility, mirror image, suggestion (DC 18)
1st (6)—beguiling gift (DC 17), charm person (DC 17), disguise self, expeditious retreat, hideous laughter (DC 17), memory lapse (DC 17), saving finale, touch of gracelessness (DC 17)
0 (at will)—detect magic, ghost sound (DC 16), light, message, prestidigitation, sift
Str 8, Dex 14, Con -, Int 14, Wis 12, Cha 22
Base Atk +5; CMB +4; CMD 16
Feats Arcane Strike, Greater Serpent Lash, Lingering Performance, Serpent Lash, Weapon Finesse
Skills Acrobatics +12, Appraise +11, Disguise +16, Knowledge (arcana) +9, Knowledge (dungeoneering) +11, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +11, Knowledge (planes) +11, Knowledge (nobility) +11, Linguistics +7, Perception +19, Perform (oratory) +16, Sense Motive +14, Spellcraft +6, Stealth +19, Use Magic Device +16
Languages Common, Giant, Polyglot, Necril
SQ bardic knowledge +3, jack of all trades*, lore master (take 20*) 1/day, magic lore*
*Represents an ability gained from the archivist archetype
Combat Gear scroll of comprehend languages, scrolls of disguise self (2), scroll of restful sleep, wand of cause light wounds (50 charges), wand of grease (50 charges); Other Gear quilted cloth armor, light crossbow with 10 bolts, whip, cloak of resistance +1, headband of alluring charisma +2, backpack, spell component pouch, 25 gp
Blackskull in Your Campaign
You can use Blackskull and the Fel Sage as traditional villains and adventure locations if you wish–just have the Fel Sage send thugs to gather lorebooks by any means necessary, the thugs steal something from friends of the PCs, and the adventure is on! Or she can become a colorful patron, always willing to answer the PCs’ questions… in return for their taking on some dangeorus mission (which gives you, the GM, an easy work-around any time your PCs are stumped–they can get the answer to any question, as long as they do an extra adventure for the Fel Sage to make up for it).
Of a PC could become the “legal” owner of Blackskull somehow, and have to kick the Fel Sage out of it.
Or the PCs could discover some foe of their is always one step ahead of them because that foe buys information from the Fel Sage, and force the PCs to decide if they want to kill her, or buy her off to gain information of her own.
It’s easy to add some encounters to Blackskull to make it a mini-dungeon. Since the Fel Sage is CR 8, throwing together some CR 4-9 monsters is easy enough. here are some examples.
*An androsphinx waits outside, having paid the Fel Sage to find him a new riddle, and he attacks anyone who tries to go in before he has his answer from her.
*An annis hag has become the Fel Sage’s apprentice, usually taking the form of a sky maid named “Lilly.” Lilly tries to get visitors to violate any of the Fel Sage’s rules, so she can kill and consume them. Also, she makes soup.
*One of the upper elvels is protected with a flame strike trap.
*A hill giant, Onks, serves as the Fel Sage’s guard. She has convinced him he is descended from the titan Akash, and that if he serves her long enough he’ll become smart. This is a lie.
*The lowest level has been blocked off and flooded, and there’s a globster in it. because the Fel Sage read about one, got one imported to study, and now doesn’t know what to do with it. She doesn’t feed it much, so it’s hungry.
The Fel Sage has stuck a lurker above in the room off the right eye socket, to protect access to the Lore room. It knows she’s rotted meat, and has no interest in eating her.
*Two bookcases are actually Wood Golems.
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Adventure Sketches are just the most basic set up, plot, twist, and development for as many or as few sessions as a GM wants to turn them into. They’re enough guidance to make plotting out a game easy, but not so much it’s hard to fit into any existing campaign.
Intended for Pathfinder, this adventure sketch can be modified to work with nearly any RPG with lawless lands, frontier zones, and numerous races.
The rapids are the most dangerous part of the great river, but are also on a branch of the river easily bypassed by those wishing to use it for travel. The land around the rapids is rockier and heavily overgrown, bad for farming and hard to travel through. It was considered to be most concerning as a potential place for bandit hideouts, but no such group was ever known to use it. As recently as a generation ago the rapids were considered too far from anything of value for any thinking group to bother with them.
But in recent years, numerous aquatic animals and magical beasts have attacked all up and down the rest of the great river, and most ponds and lakes near it. At first such attacks were only on isolated groups, mostly itinerant traders, and local settlements ignored it. But in recent months the attacks have been bolder. Major trade shipments have been attacked, and a few small thorps have been abandoned, with signs of attacks in the disused buildings.
Major merchant princes in faraway lands wish the disruptions of trade to end, and assume some brigand ranger or petty druid is finally using the lands of the rapids to set up an outlaw camp. The merchant princes wish to end the problem quickly and cheaply, and thus have placed a bounty on the leader of these presumed “rapids rogues.” The PCs are drawn into this situation, perhaps to pay off a debt, perhaps as guards for a river trader and his shipment, perhaps as a favor for a struggling vendor, or perhaps just for the bounty.
But in truth, it’s a brine dragon (a juvenile brine dragon perhaps, CR 8, and a good capstone fight for 5th or 6th level PCs) and its lizardmen conscripts that have been causing problems. The brine dragon, Breakwave, has also conquered the local nixie clan who once lived in idyllic peace in the rapids and surrounding lands. Breakwave wishes to build an empire, and forces the nixies to use their talents to train and command aquatic threats (giant caimans, anacondas, arapaima, monstrous electric eels, and dire river otters), and uses threats and bribes to turn any other nearby creatures into soldiers.
The PCs must fight their way through the rapids, learn the true nature of the threat, rescue citizens of the abandoned settlements (many of whom have been pressed into service by Breakwave), bypass monstrous and aquatic guards, and finally defeat Breakwave himself.
And then the real adventure begins.
Breakwave has angered numerous other nearby threats–attacking some, extorting others–and his death causes those threats to rush into the lands around the rapids to claim his presumed hoard. Further, without his *undesired) patronage, and with the rapids now seen as a crucial tactical location, the nixies and their care for that section of the great river are doomed–unless they can convince the PCs to protect them (perhaps in return for the nixies’ loyalty).
And the merchant princes suddenly think the PCs may be making too great a profit. And the lizardmen came from a not-too-distant tribe, who expected regular payments in return for the lizardman mercenary service, and will demand recompense for the loss of the income Breakwater provided.
The PCs can flee the situation, or try to use diplomacy to re-establish equilibrium, or claim the area as their own base of operation, of even pick up where Breakwave left off…
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This Adventure Sketch exists in direct response to backer suggestions for more Pathfinder content, and more adventure ideas. I can only take the time to write up things like this, thanks to my Patrons support! If you’d like to support this kind of material, and suggest other content I might add more of, why not join my Patreon for as little as $3 a month?
The Plains are the safest. Not safe, mind you, but not as bad as when you move too far in any other direction.
They can’t cross running water, so the Mississippi is the barrier from the East. I’ve heard the Panama Canal is as safe as you can go South, but I don’t know anyone who has gone any further than Laredo. Something about the air. Baja California is supposedly still okay, but god help them for being so far West.
There’s no set barrier between the Plains and the West Coast. The Rockies do most of the work of keeping us safe, but stay clear of the passes. Everyone knows what happened at Logan Pass, and I saw how bad things get close to Marias Pass myself. I-15 is like a line of death, and they move north-south along it much, much too easily. I-90 isn’t as bad, but it’s not good either. I don’t go farther North than Nebraska, anymore. I’m told U.S. 20 is worse, but I never saw anything on it.
I wish I could say they only come out at night, but that’s not true. They see better at night than we do, or at least most of ’em do, so night’s more dangerous. But they can move and hunt in the day, too. The leaner pickings get, the more they hunt in the light. But that doesn’t mean you should feel safe if there are people around. Some groups just haven’t been hit yet. Others make… arrangements. Arrangements that don’t go well for strangers to their area.
Shooting them in the head is great, but not strictly necessary and requires you to be sure what part is the head. If you have the ammo, center-mass is still the safest bet, but it takes a lot of lead. Clubs seems useless, and machetes are too likely to chip and bend. Spears are okay, but you need some kind of cross-brace, or they just pull themselves down it until they get to you.
Axes are good. Shovels work in a pinch, if sharpened.
Don’t listen to anything broadcast. Don’t eat anything you can’t identify, even if it comes from a can. Don’t try to read anything in a language you don’t recognize. If you think you can hear the stars, get inside. If someone near you says they can hear the stars?
Axes are good.
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I have seen a lot of interesting power-share cosmologies for magic. I enjoy exploring how magic might work, and find settings that have a codified, interesting schema of how magic works/is utilized often get my imagination going the most.
So, here’s one I don’t recall ever seeing before (though that certainly doesn’t mean it doesn’t exist).
Everyone has a maximum amount of magic capacity. Let’s say it’s on a scale from 1-100.
That power determines the strength of any spell you cast. It can never improve. If you are born a 32, you are a 32 forever.
That power is divided equally among all the spells you know.
So if you are a 32 and you know one spell? You cast it at power level 32. But if you know two spells? No matter what you do, once you know two spells, you cast them both at power level 16.
And never more or less than that.
Spells are fairly narrow. A ball of fire spell is not the same as a small spark from your thumb. If you know a ball of fire, you can’t dial it back to less than your maximum.
Some people have such weak magic capacity they can’t learn more than 1-2 spells, or the results will be so weak as to be useless.
Other people have such a powerful magic capacity that only knowing one spell is dangerous.
Of course, some governments probably want a few capacity-100 spellcasters that know just one army-crushing offensive spells.
Other spellcasters prefer having a wide range of minor powers, because while each spell is less powerful, they are more likely to have a useful spell for any given situation.
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This isn’t an effort to actually solve the question of consciousness, or quantum mechanics, or determinism.
It’s just a though experiment to see if I can make a fictional cosmology I like enough to use in games and stories.
There exists a quantum-affecting energy pattern, the énorkos. Extremely complex neural systems are created by énorkos, which are linked to them. No other system can link to an énorkos. Essentially, complex neural system are discrete slices of the whole that is an énorkos.
An énorkos can perceive all quantum superpositions. However, any specific neural system linked to an énorkos can only perceive a limited set of quantum superpositions. This means that each neural system perceives what appears to be one “reality.” In fact all superpositions exist simultaneously, but each neural system perceives only one set of them encountered by the linked énorkos.
Whenever an énorkos encounters a new superposition, it subdivides into as many neural systems are necessary for one neural system to observe each possible set of quantum positions.
Thus, an énorkos is a quantum energy state that defines consciousness, with each neural system linked to it perceiving one possible combination of collapsed wave states. Conscious things appear to impact quantum superpositions because each consciousness sees only one collapse of a superposition. All superpositions occur simultaneously, but a “living creature” only sees on reality at a time.
Sufficiently advanced technology can create énorkos, or at least link artificial neural networks to existing énorkos. There is thus a concrete difference between a Siri-like computer program with so many billions of responses it can generate that it passes any turing Test, and a true “strong” AI which is linked to an énorkos.
Similarly, if a consciousness shifts to a different position relative to its énorkos is would need to move to an alternate reality, when in fact it is only perceiving the megareality of all superpositions differently.
Also, if you have a technology that can perfectly recreate a person, AND in doing so link their consciousness to the same énorkos as their original consciousness, that is the “same” person, while a duplicate that has no énorkos link, or links to a different énorkos is a “different” person, even if on a macro scale they behave in exactly the same way.
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