THE MOON
It's a magical factory-satellite the size of a death star, all pearlescent mirrors and inscrutable mechanisms and miraculous alchemy. Trembling and glimmering in the sky like a drop of melted bismuth. A hive-mind AI of ancestor ghosts tends lovingly to the machines, the honored dead of the First Folk, slow and austere and alien but lonely, too, for it has lost a part of itself—a piece of the moon fell to Earth a long, long time ago, then a major extinction event, now a thin band of glittering mirror-dust in the geologic record.
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(At the impact site a reef-ringed mountain still looms above the waves. Clockwork cogs of whitest ivory still turn deep beneath the rocky carapace. Fallen moon-ghosts roam its slopes, driven quite mad by the separation from their lunar comrades; also gnomes).
Its purpose is to transmute sunlight into moonlight (witchlight, polterlight) and beam it to the surface. Its silver rays seem dim to us because our waking minds can only grasp them partly. Sleeping, we see the truth. Sapient minds, as they interact with each other and the physical world, inevitably construct grand works of a different kind and on a different plane, cityscapes of political ideology, mountain ranges of customs and social norms, monuments to faith, ziggurats of accumulated knowledge. This psychic landscape is what the light of the moon reveals, and when we sleep we walk its paths.
DREAM
Travel to some far-off place, immerse yourself in the culture, and your dreams will take on new, unfamiliar shapes. Sleep amongst the mountain-peoples and your nights will be plagued by images of frightening fungal growth, sporulation, patterns of rough stone in the dark, exuberant geometry. A caravan making camp in the wilderness weeks away from anything resembling civilization still carry with them whole lifetimes of acculturation, but without the psychic presence of a living society to explore their dreams will tend towards the introspective and deeply personal. (There's something else thrumming behind these hermit-dreams, big-slow-indifferent, green-and-blue. The forest dreams, too).
A normal, well-adjusted person navigates the oneiric realm clumsily and unthinkingly and forgets their experiences within minutes of awakening. It takes a real weirdo to willingly undertake the complex brain-sculpting rituals of hypnagogic meditation and self-delusion required to dream lucidly.
GREAT BUT WHAT DOES ANY OF THIS HAVE TO DO WITH MAGIC
Spells (as we all know) are the numerous distant inbred descendants of a Noumenal idea accidentally brought into Phenomenon by an ancient species of beleaguered chimps. As alien memes largely incompatible with the simple geometries of our brains, they spend most of their time floating around
in the deep, quiet places beneath the collective subconsciousness, where the conceptual space is flexible enough to accommodate them. That's called your dreams baby.
This is how wizards get magic into their heads. They venture into Dream every night to hunt for the ammunition they need to fire their mind-rifles in the real world, diving into misty ravines of mostly-forgotten cultural influences. Actually casting a spell involves first holding one somewhere in your mind without going bananas and then, through utterance, gesture, and the occasional elaborate prop, performing the complicated task of semiosis, of encoding and externalizing the magic, producing meaning via the relating of sign to eldritch sign in a half-understood one-sided conversation with the universe.
Wizards are anti-social and creepy because they have dedicated an ever-expanding plot of mental real estate to containing and comprehending unstable Noumenal concepts. Optional Rule: Every time a magic-user attains a new level of power, be that access to spell slots of a higher level or whatever, there is a 50% chance that you must either lose 1 point of Charisma, which is boring but represents your wizard sacrificing some essential piece of his psychology in the name of mastering unknowable cosmic forces; or, alternatively, you can choose to roll to gain an Aspect of the Unheimlich as the magic erodes your ability to function in normal society.
d20
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Aspects
of the Unhiemlich
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1
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The corners of your
mouth tug insistently upwards into a distant fae smile. It now takes constant
concentration to maintain a neutral expression.
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2
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Eye contact causes
you great emotional distress. Force yourself to meet the gaze of another and
feel the adrenaline crackle in your limbs, the sweat bead on your forehead.
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3
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A dozen nervous
ticks claim your fingers and arms and legs and face, twitching tapping
clicking grinding.
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4
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Compulsive
documentation. Everything you learn must be written down, lest you forget,
lest the information slip from your memory, the sooner the better.
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5
|
The antics of
children are troubling and perplexing to you. You will flinch at their
approach and react with bewildered hostility at their continued presence.
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6
|
Your thoughts
become difficult to hold without verbal reinforcement. Creepy-ass mumbling
all the time.
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7
|
Intermittent
episodes of trembling, painless, whole-body seizures, like a struck tuning
fork.
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8
|
The intonation of
your speech smooths and dulls. Any attempts at emphasis sound disruptive and
artificial, like a shitty text-to-speech program from the 80s.
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9
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Unhealthy, morbid
fascination with
1: Bones.
2: Fungus,
mushrooms, rotten things.
3: Fire. Careful
now.
4: Bugs!
Bugsbugsbugs.
5: Plague.
6: The stars.
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10
|
You can never seem
to remember the right amount of personal space to give people. Three inches?
Four?
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11
|
You move in jerking
bursts between small moments of strange stillness, like a nervous songbird.
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12
|
Your personal hygiene
begins to degrade. The dirt caking under your fingernails and the grease in
your hair comforts you, icons of your struggles and experiences the
importance of which your foolish comrades simply do not understand. To wash
them away would be to lose something of yourself to the water.
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13
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Synesthesia.
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14
|
You are burdened
with a great deal too many secrets. Pick a small personal item from your
inventory to be your trusted confidant; tell it everything you dare not speak
of to another, every hidden truth, alone and in hushed whispers.
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15
|
Frequent sleepwalking
episodes. You don’t do anything destructive—you simply rise from your bed and
walk, silently, to the sleeping form of another, where you stand for hours, watching
them breathe through half-lidded unseeing eyes.
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16
|
In moments of
distraction, your hands move of their own accord. They seek to carve swimming
symbols into tables and walls, to fashion them out of twigs. Look at what you
have drawn and feel the shapes tickle at your brain. You almost recognize
them, but from where?
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17
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Everything must
have an assigned place, every day a detailed itinerary. Your organizational
scheme grows wildly out of control and tends to also apply to other people’s
possessions.
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18
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The vast halls of
scent are suddenly open to you! You don’t understand why you haven’t realized
it before, that everything has its own peculiar bouquet, that odors should be
sampled and relished like the finest wines, the most beautiful music. You constantly
accost your compatriots with your latest discoveries.
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19
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Nothing obvious.
The magic must have colonized some vestigial part of your psychology with absolutely
no ill effects whatsoever. You will go stark raving mad in 2d6 years.
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20
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Solipsism creeps
into your mind like black frostbite, just as deadening. It is there chanting
in the background of every conversation and every quiet moment, a nagging,
gnawing suspicion that your supposed fellows are nothing but empty soulless
objects, animated by some vast conspirator, or that they are illusions somehow
perfectly crafted to simulate intelligence, but even as you look you think
you see the flaws, tiny almost to the point of imperceptibility, and try as
you might to convince yourself otherwise the signs are there, they’re always
there as if they want you to know exactly how alone you really are, how
little the so-called “lives” of others really matter.
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