Wednesday, June 29, 2011

Haunting Master Class

Last time, we discussed imaginary friends that turn out to be not so imaginary. Yesterday at WraithStop™ while discussing an article titled "Cold Spots: Fort Delaware" I mentioned the "schism in ghost lore where there are photos of half seen figures not seen by the eye, but at the same time accounts of ghostly figures indistinguishable from the living until they disappear or do the impossible like passing into a wall." What I did not mention, because this is the more appropriate venue, is that there is a rules framework that brings together both of these elements and many others that don't necessarily seem to fit together. This does beg the question if it can just be that there are disparate haunting phenomena going on that do not interrelate. The answer is of course, yes, if you want it to be that way.

First let's look at the theories that make for a cohesive set of rules for ghostly manifestations. It starts with the idea that much of it comes down to energy, and some of it to the will of the spirits in question. It starts with a ghost hanging around unseen, watching things happen. At this base state it may or may not show up in a photograph, depending on how much energy it has. When it has enough energy it becomes visible to the naked eye with the translucency depending on how much energy. Other acts such as telekinesis require energy and may or may not impact on visibility. A ghost with enough energy can chose to remain unseen or reveal itself to someone even if it has no control over its current photogenic quality. Overarching, this all may be dependent upon whether it is an active, intelligent, spectre or a residual haunting played on a loop, or not dependent on that criteria at all.

It is certainly an option to have different kinds of ghosts and hauntings that each work off of their own rule sets with as much distance or overlap as desired. Poltergeists can be noisy mischievous spirits or they can be purely psychic effects of the living. Unintelligent hauntings can be echoes of the past or entities caught up in the energy of previous events. Intelligent ghosts can be earthbound spirits or conversely non-human spirits such as devils and non-corporeal species beyond our current understanding. There are other events that can be described as a haunting such as Shadow figures and people, doppelgangers, humans travelling astrally, black eyed kids and people, and watchers and thought forms, which are ghosts created by human belief. As with everything else your setting can incorporate whatever manners and meanings work for you.

Mood: educational.
Music: Thrills In The Night by Kiss and Wake The Dead by Alice Cooper.

Kiss: Animalize
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Alice Cooper: Along Came A Spider
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Wednesday, July 28, 2010

Disconnected Series

Sometimes a story needs to be told over a length that is greater than feasible or in some manner desirable. Feasibility is quickly falling by the wayside when e-books can be of any length with no regard for spine width or holding the pages together. Desirability is a function of a few things. Cost asked for the book. The amount of time a reader is expected to stay with a story at any particular interval without seeking a change of pace. A similar need in the author either to write something different for a while or simply take a break. That author break may be researching something different later use, which doesn't break the fiction flow or feel of the current story while still giving the brain cells a chance to change gears. A series of books or stories starring the same main character(s) isn't the only kind of series. This sometimes feels like an idea that gets lost and or forgotten.

I've been thinking about this topic for the last little while because in the recent Killing Time - Horror E-Rag Issue 2-2 I released in PDF the first of my devil stories. It is titled "Toasty Warm" and so far is part of a trilogy where the only tie is that there are devils involved in the plot. Nothing else binds them. No repeat characters; not even the devils. So how is that a series? The stories are related. They are a part of the same vein of the same mythos--at least as I've done them. It's the same as they would be if they were a more coherent continuing series rather than a series in spirit or intent alone. I haven't put much more thought into the series since the conclusion of the third story. The time is appropriate to look at returning to the themes into which these stories play, what they are expressing about that corner of the mythos I wish to build, and should there be more.

The question is more what? The simple answer is that it may be time to look at pulling the strings together between these stories and bring some kind of greater coherence. This could be bringing out an overarching story that requires the previous parts--at least for the continued readership who has been witness to the events from start to newest finish--yet can stand on its own. Moving from disconnected to connected is not a given. It may not even be desirable. Sometimes trying to pull off the connection diminishes the feel that was previously held. It can weaken the strength born of their uniqueness. It may just be unfulfilling and have no bearing on the past. Either way it is a question that needs to be asked before embarking on such a goal. The rewards and the satisfaction are great if it can be pulled off though. It's something that requires a deft hand and good forethought.

Mood: reflective.
Music: Anthem of the World by Stratovarius and Sister of Pain by Vince Neil.

Stratovarius: Destiny
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Vince Neil: Exposed
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Wednesday, June 16, 2010

Your First Born, a Goat, and Three Virgins

Making a pact with the Devil for incredible magic powers sometimes seems like an easy route to power. It can hardly be worth it, even beyond the contract's infernal legalese, where the devil really is in the details. If the pact seeker takes for granted that they are indeed dealing with the Devil then it's hard to deny the opposite side of the coin that one is getting into something that is an affront to all that is holy and the real price comes after the witch's death. Still many deny such an idea as divine punishment or see themselves on the side with any power and do not fear the future. Others consider the stance of the pact granter as claptrap to awe the superstitious or misinformation to prevent the less ardent the acquisition of power. Some just do not care, or as psychology may dictate, look to punish themselves in the long term even as they chase current desires.

The contents of a witch's pact will vary depending upon a host of factors. The first of these would be the intermediary involved. It is the rare witch--we are talking about Satanic Witches so far--that gets to deal with Lucifer himself. There are a variety of powers to be granted either as inborn abilities or as spells, or a mixture of the two. There are additional boons such as familiars and other minions that may be granted. There are costs, often at all stages, but most of them come after the power has corrupted the pact seeker and has driven them to do whatever what was agreed upon. All of these are woven into the contract whether it is written and signed in blood or only enacted upon verbal agreement. Enforcement of the pact will be detailed as well. The pact itself is of course long-winded, impossibly complicated, and intended to be unbreakable.

The costs of the pact includes items meant to ensure the seriousness of the initiate, to humiliate and control them, and items and conditions desired by the pact granter. Giving up the seeker's first born is a common cost that covers all three. Sacrifices may be required at such stages as beginning the negotiations, sealing the deal, and regular intervals thereafter. What is sacrificed may be the same every time or different based on the occasion. It may include animals, children, virgins, any random human life, or more intangible sacrifices--use your imagination. There is also the cost that the witch is indentured to the granter to do as bid at any time. The witch might not be the only one asked to pay. One of the conditions may be the enslavement of others. Or the witch might be tasked to build a cult with an ever-growing number of members.

Mood: hopeful.
Music: A Charge to Keep by Iced Earth and Wicked Witch by Demons & Wizards.

Iced Earth: Framing Armageddon - Something Wicked: Pt. 1
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Demons & Wizards: Touched By the Crimson King
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Wednesday, April 30, 2008

Anatomy of a Horror Setting #2-4: Deadly Conjurations, Dark Summons

For the purpose of this setting Conjuration is the creation of something out of the essence of magic, or even by translocation it via magic. On the other side of what seems to be the same coin is Summoning, the translocation of living beings, whether they hail from across the country to across the divides of realities. This is not to say that creatures cannot be fashioned, or drawn entirely from imagination and given form by magic. In fact such a thing could fall under the purview of Conjuration, however such a power might be too strong for a horror setting, despite the obvious perks that would be possible because of it. To digress a moment, a grittier approach would be to modify existing creatures to create monstrosities and other grotesqueries, though that would not be conjuring either.

What sort of things might a Conjurer conjure? Without requiring too much forethought on the part of the Conjurer the first class of things would be items such as weapons. A person conjuring such things might be some kind of assassin, making their tools appear and disappear at will. Such tools need not be processed. A knife may be nothing more than a wedge of some material with a sharp edge along part of its length. Where Conjuration might prove more advantageous in the (figurative) realms of magic is in the hands of a more technical and modernised caster. A strong understanding of chemistry and an ability to 'summon' materials is a deadly combination. Anything from acids, to toxins and poisons, to flammable and explosive compounds would be possible.

A Summoner needs to summon living things and also be able to exert some measure of control over them, at least the unintelligent ones such as insects, and animals. Summoning creatures of this world is easy, because it is easy to know the desired species, or to research them to find the right kinds of traits. To summon a person involves more effort, starting with their true name. While not as difficult to learn as in medieval times the Summoner still needs to know the person's full birth name. The level of difficulty rises again when summoning things from the great beyond. Learning the true names of devils and otherworldly beings can be difficult. Summoning random beings is always a risky business due to their otherworldly powers and--as with humans--unpredictable natures.

Mood: relyriced.
Music: South of Heaven by Quiet Riot and Cryin' by Aerosmith.

Quiet Riot: Rehab
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Aerosmith: Get A Grip

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Wednesday, April 02, 2008

Anatomy of a Horror Setting #20: Things Never Human

There are more things between Heaven and Earth than are dreamt of in your philosophy. That is unless you're one of the ones to dream of such things. Or such a thing comes visiting. Once ghosts come up in the setting, especially the more spiritual kind, then another door is opened. The door is a question. What else is out there? Are there demons or devils? Are there things that are neither, or less definable and outside of more religious views? The choice can be to use none, one type of thing, or several things that aren't and never were human in addition to the more human parapsychological beings. Using more than one type immediately spawns a host of questions and decisions about the interaction between the potentially disparate groups.

The author of a setting has to define the inhuman supernatural forces first before getting to the connections and the tangled skein of relationships between entities. Biblical forces of evil are the easiest to make use of since so much information has been written already. Of course literature and Hollywood have their stamps all over the subject as well. There are different tacks to take in dealing with them as story elements. Do such infernal beings act independently or are they forced to work through proxies, including possessed victims? Within possession there are two apparent lines of thought that come to mind. Sometimes there is only one force involved in the possession. In others by default there has to be more than one entity involved in a possession.

The roles played by entities--sometimes identified as their own group--and beings from beyond the realm of human understanding can be the same as spirits, or the same as the psychics. They also can represent yet another layer, or complication to the setting. This new wrinkle has the potential to really make the setting diverge in a different direction, one that the setting's creator may wish to ignore. Some of these creatures may possess magic. Magic is differentiated from psychic ability past a certain level by being able to do just about anything. With the right kind of setting focus magic might also be something available to anyone. It can be an equaliser against the power of psychics. The addition of magic certainly changes the game and maybe in unwanted ways.

Mood: tired.
Music: If That's What You Want by Twisted Sister and Climb by No Doubt.

Twisted Sister: Love is for Suckers
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No Doubt: Tragic Kingdom

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