heaven’s rotten bastards

Thinking about who the bad guys would be in a game where revulsion of the Weird is at least as horrifying as the Weird itself.


The Carillon is the tallest building you’ve ever seen. You’ve never seen the people who live in it, though, except for the hunters they send down to root out anathema and heresy.

Carillon Snow by Bill Dickinson, distributed under CC BY-NC-ND 2.0

Vespers

The Vespers hunters emerge in the earliest hours of the evening, when the hunt of the Carillon is youngest and most uncertain.

What might mark a Vespers hunter

  • A respectable white collar and a knotted kerchief around their neck
  • A sensible broad-brimmed hat and a long coat to keep off dirt and rain
  • A fearsomely knotted bell rope hanging from their belt
  • A thin black chapelhound on a ribbon leash

You might see them

  • Asking locals if they have seen anything or anyone unusual
  • Peering through a spyglass on a hill crest or rooftop
  • Stooped in the underbrush, examining track and spoor
  • Running faster than a human should with their chapelhound on the chase, bell rope at the ready to thrash their prey

Matins

The Matins hunters emerge in the late hours of the evening, when the hunt grows long and the darkness is at its thickest.

What might mark a Matins hunter

  • A silvered visor that conceals the eyes
  • A breastplate and shoulder cape, respectively filgreed and embroidered with prayers
  • A mirror-bladed rapier, thin enough to fit between ribs or through an eye
  • A tarnished lantern that burns sunset red

You might see them

  • Sitting quietly on a neighbor’s stoop, wiping blood off of their blade
  • Opening the town gates in the dead of night
  • Flit past your window, almost too fast to notice
  • Sitting in a circle of salt with their burning lantern, all shadows drawn in towards them

Lauds

The Lauds hunters emerge in the final hours before morning, when the hunt must be completed above all else.

What might mark a Lauds hunter

  • A heavy helmet with a cagelike grill
  • Half plate embossed with the sign of the Carillon
  • A bell hammer than chimes like a tuning fork with every impact
  • A bandolier of bombs that stink of myrrh

You might see them

  • Sprinting down the street splattered in blood, their bell hammer making all the iron nearby shiver in sympathy
  • Smashing down the door of a church
  • Throwing a bomb through the window of a local business
  • Smashing down a house’s walls with hideous strength

Compline

Compline hunters emerge upon the completion of a hunt, to lay to rest the innocents who died and dispose of those who witnessed what they ought not.

What might mark a Compline hunter

  • A stranger arriving in town the morning after a hunt
  • A rosary wrapped around the palm of the hand
  • A black-bound psalter written in an unfamiliar script
  • A long awl made from chipped bone

You might see them

  • Discreetly attend a funeral
  • Digging a grave where nobody will find it
  • Gently pushing their bone awl through someone’s throat
  • Tending those injured by a hunt

Catalina of the bells

They say there is a saint who lives in a garden terrace high up in the Carillon, impossibly beautiful and kind, who observes everything that happens in the heavens and the earth with her golden telescope. According to the stories, she cries every time she tells the hunters who must die.

i am my next trick

I’ve been reading some Laird Barron (he’s okay), playing some Bloodborne (it’s good), thinking about Lovecraft (ehhhh). It has me chewing over the way the Weird is situated in games — i.e. outside of you and dangerous when it gets in or near. What if the dangerous part of the Weird was about  the way people perceived it? Uh, anyway, here’s something I wrote.

Imagine being feared just for knowing the truth. Imagine being hated for what you are and yet more despised for what you might be. Imagine transforming into something grander than anything you could have ever imagined, and your friends and family and neighbors driving themselves further to violence and terror the closer you get.

Imagine the wonderful tragedy of shedding humanity like you shed childhood, even as everyone around you tried to drag you back.

Wouldn’t that be scary? Wouldn’t that be so sad?

What I’m saying is, Cthulhu is GAY.

Things you do in the sissy horror cosmos:

  1. Exist in a world that is not for you.
  2. Be careful.
  3. Hurt things so that they cannot hurt you, and face the consequences of doing that.
  4. Grow stronger, and therefore estranged from your old life.

class / moon orphan

nudibranch by taro taylor, distributed under CC BY 2.0

You know this secret: bodies are not for being, but becoming.

You can feel your hidden self, perfectly impossible, beyond sight or knowledge, revealed fractionally like a showman cracking open the shutter of his magic lantern, burning in your belly, shining out your face, curling like savory smoke on your tongue, refracted transiently but gorgeously through your flesh.

All form is a lie.

All shape is a gift.

Become horrendously beautiful in pursuit of your truest holy body.

what can you do?

Roll once, for now.

  1. Your back slits open lengthwise, right along the spine, revealing the delicate pink and white of your interior, blossoming into a profusion of rilled and fronded wings that let you swim through the air.
  2. Your body unfurls into manifold limbs: for holding close or pushing away or gouging deep or carrying far. You can do anything six or so determined and cooperative people could do while remaining in arms length of each other.
  3. Open your mouth all the way, then wider still, then deeper yet, until the joints of your jaw and body reconfigure like a solved puzzle box into a magnificent maw, an endless throat down into the cosmos. You can swallow any dead or inanimate thing smaller than yourself and it is gone. If it alive you do d10 damage, and swallow it if you reduce it to 0 HP.
  4. Open the rest of our eyes. You can see clearly out in the horizon in daylight, and twice as far as your could before in darkness. If you turn your myriad gazes upon a single creature, they must make a save or flee in fear.

what might you want?

To survive the hunters who come down from the Carillon. To swim forever in the starlit depths and riotous voids of the Cosmos.