The Blood of Uncanny Monsters*

Jack7

First Post
ESSAYS ON GAME DESIGN

Essay Twelve: The Blood of Uncanny Monsters*



“The Blood of the monster is the doom of the unwary.”

“He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.”

“Fantasy, abandoned by reason, produces impossible monsters; united with it, she is the mother of the arts and the origin of marvels.”

“History is not the story of heroes entirely. It is often the story of cruelty and injustice and shortsightedness. There are monsters, there is evil...”

“… I prefer the monsters of my fancy to what is positively trivial.”​


Synopsis: The Blood of Monsters is far more than the blood of simple animals, or the nerveless sap of tree limbs. The blood of the monster is a deep, potent, ancient, terrible thing, capable of warping the world, and either wondrously enabling, or viciously crippling and killing, the Hero. Beware the blood of the monster, and do not easily discard the tremendous potential it encloses within itself.


Essay: In myth it is often the case that the blood, tissues, organs, or parts of a monster have unique, if not astounding properties of their own, quite apart from those possessed by the whole or intact, living creature itself.

Yet far too often these additional (or inherent really) “monstrous characteristics” are overlooked (sometimes entirely) in fantasy, mythological, and magical gaming. Monsters are slain, their blood washes over the characters to no real effect, and the monstrous bodies or corpses thereafter simply discarded, as if they were the inconvenient, tiresome, or useless detritus of the true business of adventuring. No real consequences ensue from, or for, the slaying of monsters, from being in close proximity to them when they are killed, or from being washed and covered in the gore and curses and hatred and pollution and ferocity of their ultimate demise. The death of monsters becomes a mere mathematical and mechanical expression of character survival beyond beastly endurance, rather than a fascinating cosmic struggle between weird and uncanny physical, supernatural, and magical forces and the life-force of men. And the killing of monsters likewise has either no additional benefit, nor any additional consequence, other than the taking of their treasure or the removal of their objection to whatever goal(s) the hero currently or ultimately pursues. In short the monster is far less a real monster, far less a real threat, far less weird and far less dangerous, than if hunting and killing monsters implied nothing more mysterious, fantastic, and potentially lethal than a mere exercise in hit point reduction to “less than zero.” As a matter of fact killing most monsters in many role play games implies a level of danger and consequence that is exactly that, less than zero. Once slain or nearly slain a monster is then no more of a real threat than the paper-tiger number stats used to summarize his imaginary existence. But is this really a proper expression of the idea of monstrousness? In the imagination? In myth? Or even in-game?

Certainly not so in myth, where the blood of monsters and weird beings often has dramatic (and even sometimes life-long) effects upon the heroes who encounter such marvels, perhaps even upon nearby observers, other monsters, or the very landscape itself. In this respect I think myth is often far more engaging, richer in content and implication, tremendously more interesting, and far more versatile than typical fantasy (or other genres of) role play gaming. Monsters actually mean things in myth. They are not simply the enemy soldier du jour, dressed in some fantastic garb of hoary yet impotent flesh or rotting, undead sheets of nothingness. They are not merely “tactical challenges” as would be the case as if an infantry battalion in a wargame were suddenly compressed into a single fearsome body and sent forth to fight tooth and claw against armed adventurers. Instead monsters are “danger incarnate,” they are a warping of the woof of existence, their being alters and changes things around them, they bend reality, sicken or extend it, they reshape nature (physical, mental, and spiritual) into a monstrosity of devastating potential. In myth (from which spring the sources of the idea and shapes and names and forms of monsters in role play games) monsters are dangerous, deadly, uncanny, they distort the nature of the things they encounter, and they do all of this both within and well-beyond the very narrow confines of combat. It seems to me then that the monster should be returned to his more natural (or unnatural, depending upon your point of view) state(s) of being, a being that exudes, reflects and engenders corruption, weirdness, lethality, and real, unremitting and unrepentant peril. Both in life, and in death. *

In short I am advocating the idea that even the blood, tissues, and corpses of monsters might very well, and even in some cases definitely should, have effects both upon the characters encountering them, and upon the entire atmosphere and environment of the role-play milieu. That monsters become far more than mere combat automatons, far more than just tactical challenges, far more than an enemy in a rubber mask and a plastic suit of armor who can execute feats of multiple backflips or shoot acid from a naphtha gland in his mouth.

Monsters are not simply monsters because they look weird, because men find them to be distasteful, evil, ugly, frightening, gigantic, or unique adversaries. Monsters are also monsters because of their peculiarly monstrous qualities, which extend far beyond motive and appearance and down to the very marrow of their bones, as well as throughout the blood or ichor that washes unseen through their twisted veins. And that when this blood (and/or body) becomes exposed to the world at large, when it stains the flesh of the hero, and when the bones of monsters litter the landscape, other things occur of definite and noticeable effect. Things that are sometimes wondrous, things that are sometimes terrible, occasionally even more horrifying in implication or outcome than the threat of the original monster itself. (I use the term monster in this respect in a very generalized sense. Of course the same “monstrous properties” might be said to exist for supernatural beings and alien creatures, in horror/supernatural/adventure/superhero, and sci-fi gaming. And I would hardly argue against the same types of monstrous properties I am advocating for mythological and fantasy based monsters is such cases. Rather I would just expect that given the nature of the creature in question that such properties would manifest differently, but also quite obviously, in those other types of circumstances.)


With that in mind I am going to suggest some effects that will result from the injury, death, or shedding of the blood of uncanny monsters. Some of these effects will be light, some dramatic, some wondrous, and some terrible. Feel free to add your own ideas. This is an Interactive Essay on the notion of “Monstrosity.”


The Corpus Dejecti: First of all, let me speak about the remains or parts of a monster’s body (whether or not the creature itself has survived as a result of loss of these assets). The remains or parts of a monster are valuable because of the unique properties they bestow both upon the monster itself, and anyone else either fortunate enough, or unfortunate enough, to gain control of or contact such remains. To that end let me detail just some of the possible parts of a monster’s body that could be invaluable, a treasure in itself, or horrifically disastrous, an unshakeable and lifelong curse.


The Blood
The Brains
The Eye or eyes
The Third Eye or the Secret or Invisible Eye
The Tongue
The Horn or horns
The Scales
The Claws or nails
The Heart
The Liver
The Lung
The Glands
The Tears
The Ichor
The Tail
The Foot
The Hand
The Paw
The Snout
The Jaw
The Ear
The Tendril or Tentacle
The Wings or feathers
The Fin
The Bile
The Stolen Part
The Flesh
The Muscles
The Excretions
The prized and blood or ichor stained possessions of a monster


Each of these parts might render some beneficial aid to the possessor, or might render some monstrous curse. In the case of especially powerful or weird monsters, it might very well render both, and/or multiple effects.

In addition such tissues or remains can be prepared, modified, presented, and intentionally used (with the right knowledge) for other employments, such as:

Creating inks and parchments
Creating Book materials
Creating unique potions
Creating unique magical items
Creating technologies, machines, artifacts, and devices
Creating unique traps and tricks
Creating illusions
Creating unique spells and powers
Disrupting other things, objects, places, or events
Dispelling magics
Enhancing or disrupting miracles
Augmenting or disrupting mental or psychological powers
Augmenting or disrupting physical capabilities
Augmenting or disrupting spiritual capabilities
Invention, Design, and Craft
Summoning or turning away other monsters
Summoning or turning away the undead
Summoning or turning away demons and devils
Foreseeing possible futures
Solving puzzles
Overcoming obstacles
Developing new scripts, ciphers, and codes
Gaining control over, or freeing other creatures
Gaining control over, or freeing spirits
Communicating secretly and/or over a distance
Creating Glammors
Creating powerful blessings or curses
Making objects tough or nearly indestructible
Destroying other objects
Extending or shortening life
Curing or causing disease
Creating or controlling intense emotional states
Charming others
Exciting Love, or Hate
Allowing flight
Healing or preserving health


The Effects – I will divide effects into obviously beneficial and obviously malignant effects. Some effects may seem to fall into both categories. Some effects can be viewed as blessings, others as curses. These effects can occur on the level of the individual, or on the cosmic level (effecting the world at large), or both, when the blood, tissues, and other remains or parts of a monster become exposed to a hero or the world through direct contact. These effects are not intentionally controllable but occur as a result of the unique properties of the monsters interacting with the unique nature of the individual or circumstance to which the blood or remains of the monster are exposed. These effects can also be acute, immediate, temporary, chronic, delayed, or life-long and permanent (unless somehow brought under control or removed).


Beneficial Effects:

Magical powers increase
Sensory Capabilities improve
One can read the thoughts of others
One can know the hearts of others
New capabilities are gained
One becomes stronger
One becomes wiser
One becomes more intelligent
One becomes more charismatic
One becomes more resilient
One becomes faster or more dexterous
One’s flesh becomes invulnerable to certain things
One rarely tires or rarely needs to sleep
One needs little food
One needs little water
One becomes powerfully intuitive
One becomes prophetic
One becomes clever and ingenious
One can speak with monsters


Malignant Effects:

Magical powers decrease
Sensory capabilities become clouded, restricted, or confused
One’s own thoughts become scattered, confused, and open to suggestion
One becomes unable to understand the motives of others
Old capabilities are lost or diminish
One becomes weaker or feeble
One becomes more foolish, reckless, or unwise
One becomes denser, slow-witted, or more stupid
One becomes repugnant or repulsive to others
One becomes drained, lethargic, or inflexible
One becomes slow of body and reflex
One is easily injured or sickened
One exhausts easily and often, or is chronically anemic
One becomes uncontrollably gluttonous
One becomes a drunkard or an addict
One becomes uncontrollably arrogant and prideful
One becomes uncontrollably envious and covetous
One becomes uncontrollably lustful
One becomes uncontrollably angry, petty, and ill-temperate
One becomes uncontrollably greedy
One becomes uncontrollably despairing and cynical
One becomes uncontrollably slothful and lazy
One becomes uncontrollably bloodthirsty and vicious
One becomes easily duped and made fool of
One becomes blind
One becomes deaf
One becomes unable to smell
One becomes unable to taste
One becomes leprous
One becomes mute
One contracts a chronic and perhaps incurable disease or condition



Blessings:

Good fortune is enjoyed
Crops become plentiful
Good and pleasant weather
Enemies avoid invasion or warfare
Water supplies are clean and plentiful
The earth is enriched, plants and animals thrive
The natural environment becomes filled with beneficial magic
Wealth increases
New resources are discovered, old ones are easier to exploit
Miracles occur
The Gift of Tongues – other languages can be understood, or the language of other creatures can be understood
Powerful and beneficial creatures or allies rein habit the area
Trade prospers
Resistances to malignant forces develop


Curses:

Water becomes polluted, fouled, and poisoned
The air becomes poisonous and retched
Foul, dangerous, catastrophic, violently stormy weather
Natural disasters abound
Plagues become common
Droughts develop and wild fires break out
The earth becomes weak, polluted, unyielding and unproductive
The natural environment becomes resistant to beneficial magic or open to malignant magic or other influences
Wealth decreases and resources become depleted
Treasures corrupt or corrode
Misfortune multiplies or lingers
Confusion and misunderstandings of speech and language
Malignant serpents, insects, and other creatures spring from the ground
Warfare and Civil warfare erupt
Vulnerabilities to evil develop


The Death Curse of the Monster: Sometimes at or near the moment of their death particularly powerful, intelligent, and malignant monsters might curse an individual, a party of people, or even an entire region or nation with an especially effective and malicious curse. In such cases extreme and immediate counter-measures must be taken, sometimes even involving the undertaking of a complicated Quest, it order to nullify or reverse this curse. Otherwise, if the curse is not counteracted it may very well unfold as prophesied in a most destructive and devastating manner.


Conclusion: Make use of monsters, their blood, and their remains in a far more interesting, productive, potent, and imaginative way to reflect their real and inherent potential for creating both endless wonder, and appalling desolation.


* I use the term uncanny poetically. I do not mean to imply that a monster must be supernatural (in the gaming or mythological sense) for its blood to have weird or powerful effects.
 

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The issue we come upon here is simple - in mythology, in general your hero has a limited number of encounters with monsters. He or she fights a few over the course of their career, sure, but a D&D character might fight tens to hundreds of monsters per level - thousands in a career.

When monsters are rare, it makes sense to have the parts continue to be interseting and mysterious. But when they are the bread and butter of your existence, you have a bit of a plausibility problem. If every monster has special parts, it ceases to be special. But if only some do, why only those specific ones?
 



The issue we come upon here is simple - in mythology, in general your hero has a limited number of encounters with monsters. He or she fights a few over the course of their career, sure, but a D&D character might fight tens to hundreds of monsters per level - thousands in a career.

When monsters are rare, it makes sense to have the parts continue to be interseting and mysterious. But when they are the bread and butter of your existence, you have a bit of a plausibility problem. If every monster has special parts, it ceases to be special. But if only some do, why only those specific ones?
This, mostly.

Also, if they all have special parts with special properties they will be harvested, either to be used or sold. AD&D sort of did this with the material components for spells (and scrolls). And it could screw things up for the GM if the characters suddenly decided to start harvesting when they hadn't before. (I know some GMs who had to do some fancy footwork when the party of the moment decided to go into the monster parts business, bearing in mind that D&D has never done finance well.)
 

When monsters are rare, it makes sense to have the parts continue to be interseting and mysterious. But when they are the bread and butter of your existence, you have a bit of a plausibility problem. If every monster has special parts, it ceases to be special. But if only some do, why only those specific ones?

I think you've got a point here Umbran.

I personally am not a big fan of the thousands of orcs monster model. I prefer my monsters more rare, and far more dangerous. Substituting human monsters (like brigands, raiders, criminals, etc.) when I require quantities.

But in cases of games where the model is different than my preferred one, then I think Nifft is right too. In cases like that only powerful or uncanny (using the term loosely - I think that's what he's driving at with solos) monsters have to have unique or powerful effects.

But personally I wouldn't let on to my players what effect any particular monster or monster remains may possess. They don't find that out til they encounter it. And since every monster is unique in my game the effects are not predictable.

But with big or powerful monsters even the blood of two ancient blue dragons (as an example) could have different effects upon others when encountered. The blood of those two blue dragons could even have different effects upon the same individual. I'm not for formalizing and formulating and regulating it strictly, as much as I am for individualizing it. But others could work it differently. According to their way of operating.

Anyways, I'm kinda writ out for the moment. My eyes are blurry.

Night all.
 

I personally am not a big fan of the thousands of orcs monster model.
I prefer my monsters more rare, and far more dangerous. Substituting human monsters (like brigands, raiders, criminals, etc.) when I require quantities.

It isn't just the issue of the occasional orc horde. Even if ever encounter is with only a few individuals, you have a problem. Ten to thirteen encounters per level. By level ten, you've had 100 to 130 encounters. Even if they've all be with individual solos, that's a hundred critters. Meanwhile Sigfried and Beowulf together only ever handled a handful of monsters.

The problem is this - in the numbers D&D commonly uses, monsters are not very "uncanny". They are fairly common, even supposedly big and powerful ones. It is all well and good to say that you're using the term "uncanny" in a poetic way, but it comes down to having some sort of separation between the uncanny and the normal beasts.

One way to do it is to have a campaign where actual monsters really are rare, and most of the antagonists are human or humanoid. But how else to manage it?
 

One way to do it is to have a campaign where actual monsters really are rare, and most of the antagonists are human or humanoid. But how else to manage it?
- Lots of human antagonists
- Many skill challenges in place of fights
- Some or most combats are non-lethal (e.g. bar brawls, overpowering guardian critters without killing them)
- Magic critters, when "killed", actually dissipate to re-form their elemental / abyssal / divine / fey / shadow / far realm home. Only by killing them in that (far, far away) home do you get to perform arcane taxidermy.

Cheers, -- N
 

The problem is this - in the numbers D&D commonly uses, monsters are not very "uncanny". They are fairly common, even supposedly big and powerful ones. It is all well and good to say that you're using the term "uncanny" in a poetic way, but it comes down to having some sort of separation between the uncanny and the normal beasts.

I think I get ya now. You're defining uncanny in an entirely game-oriented quantitative way. That wasn't what I was driving at myself, but I see your point.

In cases like that I'd just leave it up to the DM to define what he or she thinks best (as far as numbers wise, and as far as what actually qualifies as uncanny) according to the requirements of their milieu, setting, world, etc. Just as right now its up to DMs to decide how much treasure to give, or how many and what kinds of monsters (and how they act) to pit the characters up against.

I mean I can suggest Beneficial effects, and Curses, and whatnot, and I did, but those are just suggestions. A DM could invent their own system, or modify what I suggested, etc. I'm not laying down you must do it this way markers, just suggestions about how to change things around so monsters are far more dangerous, and have far greater impact overall as monsters, on a setting or a game.

As for our game I've never run into monster taxidermy as Ed suggested, because, well, the remains of monsters are far too damagers for that kinda thing in my setting. If the remains of monsters trigger curses that can affect entire areas, or people groups, or can have malignant and life-long effects upon characters then most characters (and nations) wanna stay away from trade in monster corpses. You wanna destroy those remains. Even evil guys don't wanna necessarily risk suffering diseases and loss of abilities from being splattered in the blood of a monster, or having a monster eye relic make them go eventually blind. (Yes, the invisible - while it lives - Third Eye of a Beholder - just as an example - will let someone who places it on their head see many things that were previously impossible to see, but over time it makes you go physically blind, and also slowly drives you made with pain and paranoia.) That's why they are monsters, they possess and promise to others unique potential and power, but exact malignant and far higher costs in other ways. The danger to characters comes in when in the course of killing them you become vulnerable to the dangers their blood, corpses, and remains expose you too. You become warped, or tainted (I'm not just using that term in a gaming sense), or reduced in capability, though sometimes in trade you may gain an ability no one else possesses, such as the ability to accurately foresee the future whenever you wish, or becoming invulnerable to fire. You might gain the ability to understand the languages of animals, but every time a person speaks to you you hear what they say only as a lie. You might, for instance, in killing a troll get covered in its gore, and thereafter find you are immune to iron blades, but wounds now take twice as long to heal, often becoming infected, fire does far more damage to you than before, and every night you suffer exhausting and horrific nightmares. Those are just examples of how things like that are potentially dangerous and exact costs. Just possibilities. I'm not trying to limit the imaginations of whoever is running the game, just spur them on to other possibilities.

Now if you had a setting where monsters and the remains of monsters transferred to the possessor only benefits, or several benefits with only mild malignant effects, then yeah, I can see an underground or black market developing, maybe even an open market, on monster remains. That's not what I'm suggesting at all, I'm starting out from myth where monster blood and remains are generally dangerous - very, very dangerous. Part of their overall monstrousness.

In my setting, usually only mild benefits with far more malignant effects follow from too much exposure to the blood and death-throes of uncanny monsters. The more powerful the monster, the worse it is. So characters develop new methods of killing, to try and mitigate these effects or to kill at a distance if possible. Monsters also use the fact that they know they have malignant effects to their advantage, as a defense mechanism, and as an escape method. Powerful and intelligent monsters in my setting would rarely fight to the death, there's just nothing in it for them to do that. And nothing in it for the characters to rush in, chop up a dragon, get sprayed by their blood and gore, and pinned down with its death curse. Rather, you'd wanna avoid that with cleverness and craft if you could. But other people could work it different, according to the needs of their setting or game.

Now I have had characters use monster remains as a weapon against other monsters, and occasionally against evil NPCs. And I've had evil NPCs use monster remains against characters, as a weapon. Most of the time players and characters don't wanna screw with the dangers, but sometimes remains like that can be a powerful weapon or even just a scare tactic. And over time in my setting monster remains can lose potency, and of course they can be destroyed. Curses on an entire area can be broken by killing a monster as well - that is monsters can inflict not just death curses, but curse an area or a people just by being around them. So sometimes you can break curses by killing monsters as well. But as I said these are just possibilities of how to play it. I'd leave stuff like that up to the DM and to the particular demands of the individual setting. I'm sure people could come up with a lot different ideas than mine, like this one Nifft did:

Magic critters, when "killed", actually dissipate to re-form their elemental / abyssal / divine / fey / shadow / far realm home. Only by killing them in that (far, far away) home do you get to perform arcane taxidermy.

I'm pretty sure I would have never approached the problem with an idea like that. Maybe, but I doubt it.

But to reiterate, I wouldn't tell the individual DM exactly what constitutes an uncanny or powerful monster, or how exactly to work the "monster is really dangerous" problem. I'd leave that up to them to define. Me personally I wouldn't be interested in inflicting a set in stone mechanic when I don't know how their setting functions. Maybe think of it more as "try this new kinda wing design" (actually it is a very ancient wing design, I didn't invent it) but fit it to your aircraft as you need, or it works best.

Well, I gotta new case to work. Probably be gone a few days. Maybe a week or so. Might can respond when I can, maybe this weekend.

Flesh it out (get it? flesh it out?) among yourselves guys. Maybe instead I should say bloody yourselves up.
In any case see ya later. I gotta bug in a few.
 

Shelf life, return of investment, and "season" could counter for when monsters are not rare.

By shelf life, the blood or part has to be fresh and will loose any special abilities quickly.

Return of Investment, the amount of the product needed for amount of work is not worth it. Kill a 1000 orcs and get an extra year of life. (okay some would say cool)

Season - the product is only good at some time in the life of the creature in question. Only dragon that are 300 years old or during mating season.
 

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