The Watcher Beyond the Veil

Back after a long hiatus! But Cosmic Cutthroats has never been far from my thoughts, and I’ve run quite a bit of it since my last post.
Today, I have an interesting in-universe mystery that adds to the setting’s weirdness, while adding a plot device that may prove useful from time to time.


The Watcher Beyond the Veil

Scientific materialists that live in Uru Ulan have an interesting time of it.

Uru Ulan is a city of almost infinite strangeness and seemingly endless possibilities. And yet, most of what goes on there seems to fit, if uncomfortably at times, into existing universal theories and plausible hypotheses. And yet, not every widely-reported phenomenon of the city does.

Like the Watcher.

Death is believed to be the end of the journey for all. Oh sure, in Uru Ulan, there are ways to “cheat” death — pay the cult of Osiris to create a clone backup, have a friend locate a duplicate from a near-identical dimension, restore a pattern from a teleportation device — but it can be argued that each of these isn’t the original.

Uru Ulan is a city rife with adventure, intrigue, dangerous exploits and narrow escapes, and the city’s many mercenaries and rogues often have very close brushes with death. And sometimes, they report that the brush was a lot closer than it looked.

Some adventurers report that they did, in fact, die, when it only seems like they did! At the very last moment, they encountered … something.

They appear in a misty non-space, in front of a misty, vaguely human-shaped figure. Sometimes they seem to imagine the classical features of a skeleton or one of their death-gods, but just as often, there’s nothing there but a nebulous form, an upright suggestion of head, arms, limbs, and torso and lower extremities.

In their minds, at that moment, they sense they have a choice. They can pass on to whatever awaits them … nothingness, transcendance, heaven, hell, or the waiting room at the local DMV … or, they can make a sacrifice and return.

The sacrifice is never something physical. It may be changing one Quality for another. It may be shifting a Level from any one Attribute to a mental Attribute, something they were lacking — they become more social, gaining Charm, for example, or they gain a newfound interest and curiosity in the world around them, gaining some Brains. A weak-willed and wishy-washy adventurer may find themselves with more Guts than previously, having faced death and come back for more.

An additional sacrifice is always required; the adventurer also loses something of their inner power and potency, losing 1 Level of EDG when presented with this choice. And in general, the adventurer only ever encounters the Dweller Beyond the Veil once. There is no compensation for this loss of EDG, beyond, well, not dying.

These sacrifices often seem to represent, in some way, a further step in personal development. Sometimes it represents redemption for a fallen hero, or a rededication to the cause of virtue in a champion of what is good and true. Sometimes though, it may represent a further fall into evil for a villain. Which makes one ask, what does the Dweller actually want? It doesn’t necessarily want goodness, as we think of it, as some come back worse than before. Maybe the Dweller records the history of the interdimensional city, and hates for a story arc to end before it’s completed. Maybe it’s a cosmic entity that likes to maintain the complex alchemical mixing-pot of the great metropolis. Or maybe it’s just a deific trickster that wants to see the punch line delivered. If anyone has a serious theory, they’re not saying.

Regardless of what’s changed and the reasons for the change, the adventurer is saved from certain death, just in the nick of time. There’s no indication that they ever went anywhere; their vision of the Dweller, even if it lasts for hours in the adventurer’s mind, takes only a nanosecond of real time. And afterward … something implausible happens. The gun jams, that would’ve splattered their brains across the bulkhead, or misfires and hits a shoulder or a piece of equipment instead. The arm swinging the sword to behead the adventurer, spasms and drops the lethal blade. The adventurer inexplicably rallies and somehow survives a deadly disease. The Dweller seems to manipulate time and probability to undo, or mitigate, whatever would have ended the adventurer’s life prematurely. If death is certain and there’s no escape, the Dweller doesn’t seem to interfere; it always intercedes in the simplest, most likely, and most easily explainable way.

So who does know about the Dweller? The Damocletian Order admits that it’s one of the subjects, beyond the Genesis Seeds, that the Order actively investigates. The Cult of Osiris gather info also, believing the figure to be Osiris himself, taking on what forms he will. The Holy Church of Vorsh will loudly imply that the figure is their cosmic figurehead, while admitting with unusual honesty behind closed doors that they have no idea, and the existence of the Dweller concerns them, somewhat.

One last point bears mentioning. Among the few that know of the Dweller and its appearances, it hasn’t escaped attention that the Dweller’s actions, saving those otherwise doomed to die, is much the same as how the city’s Servitors save unfortunate subjects of disaster from across space and time. Victims of floods, fires, hurricanes, earthquakes, and other elemental calamities find themselves rescued at the last minute by the city’s automata. Is there some link between the Dweller’s activities, and how the city has populated itself over time? Probably only the city’s founder, immortal sorcerer Ensi Abgal knows, and good luck getting an audience with, let alone a straight answer from, that one.


The concept of the Watcher came to me as I thought about the impermanence of death in comic books. Uru Ulan is in many ways a comic book setting (hence the main body font!). And I thought about how in some cases — like the recent X-Men run — the writers have actually tried to make a systematic explanation for that common trope, the hero that returns from the dead. Of course, it’s not only heroes that can come back in this way, but villains, too. This plot device also provides a convenient way for a character, betrayed by the dice, or played by a new and still reckless player, to cheat fate in the strangest ways … but only once, and not without consequence.

The Sorcerer Speaks

New in a recent version of Cosmic Cutthroats, the story of how the interdimensional metropolis of Uru Ulan came to be, in the words of its founder himself. WARNING: Shakespeare Thorspeak ensues!

ALSO NOTE: It’s entirely debatable how in-game “true” this testament is, but it’s certainly how Ensi Abgal wishes to appear to his servants and citizens.

 

“It came upon a time that I, the one others call Ensi Abgal, betook myself to found a city in the stars.

 

“I would found a city for the purposes of studying the heavens, and learning all that is in them, and obtaining such lore as had been kept from mortals even by the Neteru themselves. I would gain this great wisdom so as to be like the great king, Gilgamesh, to conquer death, and bring the serpent’s gift to all of mankind, in the name of great Marduk, and Inanna, and Ea who is above.

 

“But it is only through great study and sacrifice that Ereshkigal may be denied her due, the life of mortal man, as it has been since of old, and so my task was a heavy one. I wailed and despaired, until I built me servitors, walking men of stone.

 

“And though they served me well, they knew not the ways of the kitchen, and of speech they had none, so I looked into the scrolls of time, the past and future, and there I found for me other servants among mortal men, that I could betake me to study all the hours of the day.

 

“And some were men from other worlds, with strange flesh and strange manners, but they learned what I had to teach, and betimes their sages had aught to teach to me as well. And soon my library grew into a vast temple, and soon into a walled city, an orb of light in the endless dark.

 

“But though the wisdom granted to me by the gods is great, and the overseers beneath me good and strict, still rogues and rebels crept in among my servants, and coin and precious incense disappear into the night. And so I relay these, my edicts, to you, the people of my city. Obey them, and you shall live long and well, in this city I built. Fail, and you will be cast down from your place as a servant into shackles, or worse, into the gaping jaws of a cold and waiting grave.

 

“And do not forget, even you who call yourselves ‘nobles’ and fatten yourselves at my table, in my city, you are my servant, and if you raise a hand, or bethink you for a moment to betray and destroy he who generously raised you high … woe, woe, woe to you, and woe to your children and grandchildren, for how much worse for you will it be than for them, on whom the yoke was light!””

Story Fragment: The Dark Sorcerer

Once upon a time … I’m sure you’ve heard this story before. But you probably don’t know how it actually ended.

Once upon a time, there was an old man who was a powerful wizard. He was powerful enough to demand favors of gods, to bargain with demons, to walk unmolested through the hells of Ninhursag, who was known in the heavens and on Earth. He declared himself a lord of the world, raised armies, and strove to conquer all.

And he did. He ruled with an iron fist. His palaces overflowed with pleasures, while the peasants and common folk lived in abject poverty, wracked by monsters. Misery and injustice were everywhere. Rats swelled into vast hordes, and ate the folk alive in their home. The sky was dark by midday. Men killed one another for a loaf of bread. 

A band of heroes arose. A mighty champion. A cunning orphan. A priestess, pure of heart. Several others. The gods, jealous, were on their side, and the demons, tired of doing the sorcerers’ bidding, paved the way before them. The old tyrant scoffed, but somewhere inside, he knew. The oracles had spoken. He strove to disbelieve, but you don’t attain to great magic by ignorance.

The heroes slew the undead by the hundreds. They stormed the inner chambers. The sorcerer’s magics failed him, seemingly by chance, when they were needed most. And when the great warrior, shining and true, raised his sword, the sorcerer fell to his knees and, without hope in his heart, but at his last resort, he asked dully for mercy, for clemency.

The sword-bearer paused, lowered his weapon. Extended his hand. He extracted an oath from the black-hearted wizard. “Make this right. Redeem yourself. Save this world from the horrors you’ve unleashed, and then, using your powers, leave this world, never to return.”

The sorcerer … had foreseen all, all but this. He couldn’t have imagined that mercy could be granted for his many sins. Unthinkable! He swore the oath, though, and he was true to his word.

The warrior ruled, with a shadowy force behind the throne, his “advisor,” who none knew to be the self-same black-hearted wizard, the one all knew to be slain long ago, with a different face. With mighty spells, the land was healed. With rituals, the people thrived. Gold was discovered in the ground. The land was united through the brief unpleasantness of war, an anticlimactic war fought without slaughter, through the mage’s profound trickery. At last, the land was whole.

On a cool crisp evening, the warrior looked the old man in the eye. They were never friends, but they’d grown to … understand one another. Perhaps there was even a kernel of respect. But … there could never be trust. The warrior told the old man, “It’s time.” The wizard nodded. It was time.

The sorcerer rose into the night sky. He left this world for the heavens, to float, meditating, in the vast nothing. What more was there? If he couldn’t have the world, what did he want? He asked himself, and for a long forever, there was no reply.

Then, an image appeared in his head, then another. He thought about green shoots pushing through thick layers of ash, to welcome shafts of the sun streaming down through darkened clouds. He thought of children born to barren women, and tears of joy. He thought of men returning from wars to family and children, hanging their swords and shields on the wall, to gather rust and dust and stories. He thought of peace, and growth, comfort, and calm. Of books and stories written about tales of dread, but written with a full stomach, under a roof, with not a rat in sight.

A vast stone swam lazily through the void next to the sorcerer He looked at it. The walls of the craters on this planetoid looked something like a crenelated castle wall. Mayhap, a home, for study. For the greatest spell. A spell to bring peace and comfort, to entire worlds, for all time.

The sorcerer willed himself to fly to his new home, and it was so. In an immortal life, there was now so much to do.

Note: This isn’t necessarily the canonical origin story for Ensi Abgal and Uru Ulan, but it’s an idea, and I like it so far. I may develop it further later on, I just wanted to post it for feedback for now.

The Finest in Hand-Crafted Universes

One idea I have for Cosmic Cutthroats is to release dimension books, that would work as standalone settings. I know of one dimension-travel game that does that, so it’s not new, but it would still be fun.

Invulnerable 3rd Edition could be a sourcebook for CC, the dimension of Earth-Omega. Invulnerable itself grew out of a urban fantasy/horror game called Dirge that saw limited release online before I pulled it. In my mind, that world always had the depressing, poetic name The Vale of the Downtrodden. The sketchy setting for Wormholes & Waystations, the Sentient Assembly, would cover your space opera and giant robot genres. And I’ve always been a fan of post-apocalypse, settings, though I’ve never done more than tinker with a post-apoc setting. I have a name though, Dross Prime.

But for the core book itself, what will it play out like? How do you run a dimension travel game? I think the archetypal plot for CC will be The Seven Samurai. You’re wandering mercenary scum, you’re sucked into a local fight that’s not your own while you wait for the next dimensional gate to open, you grow to care for the locals, then, the big showdown. Of course, in a dimension travel game, you should be able to run any kind of plot. I see adventurers as money-grubbing trouble on the hoof, so Time Bandits works really well as a model, too. A major goal of most adventurers will be filling up their Edge meters, because that fuels all kinds of crazy stunts they’re capable of, so there will be a certain amount of Fear and Loathing in Las Vegas, too (note: also another Terry Gilliam film). Ultimately, the adventurers’ Qualities tell you what will grab the characters themselves and make the action personal.