Musical Tuesday – Gallimaufry

With the Dr Who 50th anniversary over the weekend, what could be more appropriate than picking a couple of completely random and unrelated tracks – thus creating a musical gallimaufry* – for this week’s Musical Tuesday?

(well, I could l0ad up the extended 12 inch of Doctorin’ the Tardis, but no one needs that!)

So first up, a catchy little 60’s influenced track from Brooklyn three piece The Essex Green – Don’t Know Why (You Stay)

Despite the cheery tune and soaring harmonies in the chorus the lyrics are a bit grim – but then there are plenty of other great songs like that, so who are we to argue?

Secondly I present a real gallimaufry of a track consisting of a bit of Bach combined with a 12th century student drinking song, played on synth and bagpipes by some insane Germans who’ve chosen to name themselves after a contagious medieval dancing mania. So here is Toccata by Tanzwut (excuse the 40k imagery and terrible spelling, it’s the only decent copy of the song I know of on YouTube)

It sounds scary as hell, but the lyrics (taken from the same source as Carl Orff’s famous Oh Fortuna) pretty much translate as “If you’re not here to drink then get out of our party!”, which is still kind of threatening I suppose, but less so than the treatment might suggest.

OK, I’m done for now. Tune in next week for another two tracks that might have some more effective kind of theme than not having a theme at all.

* I’ve always presumed that Gallifrey – the name of the Doctor’s homeworld – took its inspiration from gallimaufry. Exactly what this says about Time Lord society is up for debate…

Dungeons and Dragons – Necropolis

Over the last few years the plot for a grand Dungeons and Dragons campaign has slowly assembled itself in my head. For various reasons it is unlikely that I’ll ever be able to run it as an actual game, so I thought I’d make it available for anyone who’s looking for something new and perhaps different to inflict on their playing group. Below, please find part one of the campaign sketch that I have decided to name ‘Necropolis’.

Over a thousand years ago the wise and powerful cleric Angevin passed away after a long life tending to the sick and destitute. His loyal disciples constructed a temple and small monastery around his grave, which over the years became a site of pilgrimage, attracting penitents and miracle seekers from across the known world. Many sick and elderly visitors sought nothing more than to be buried near the tomb of the blessed Angevin, and a cemetery grew up, tended by the brothers and sisters of the monastery, which grew rich and powerful on the bequests of the interred.

Over the centuries the burial ground grew larger and larger, and a town grew up to service the cemetery and its visitors. The great and powerful now sought to be buried there, with towering monuments and mausoleums rising above the simpler headstones. Catacombs and ossuries were dug into the hillsides, water courses were diverted to create streams and lakes, and gardens and shaded avenues were laid out among the tombs, creating a sculpted and manicured landscape to soothe the cares of the grief stricken mourners who now accompanied the bodies of their loved ones on the long trip to their final resting place.

Now the great cemetery covers over 5,000 acres, surrounded by miles of high marble walls. The burial ground and its attendant city – full of shrines, temples, inns and taverns to cater for the many visitors – are united under the name of Necropolis. Governed by a council made up of both businessmen and clerics it is a wonder of the world, and even the poorest beggar dreams of one day going to their rest among the heroes and saints that consecrate its soil.

But, all is not well in the city of Necropolis. The Council has so far kept matters quiet, but rumors are starting to circulate that a dark force has infiltrated the formerly sacred avenues and groves of Angevin’s resting place. The people of the city are loath to enter the cemetery alone, and all but the bravest (or most foolish) will not set foot within its bounds once the shadows begin to lengthen. As the rumors spread, visitors are starting to question whether a grave at Necropolis is such a prize after all, and the Council – for reasons both sacred and profane – has decided that action must be taken.

So it is that the word has gone out – discretely – that experienced adventurers looking to make a profit in both this world and the next should apply at the Monastery of Angevin before the next full moon…

Coming Soon – What’s going on, and what the Council want the Players to do about it!

The Day of the Doctor

Now that I’ve had a couple of hours’ sleep I’d just like to reiterate just how much I enjoyed The Day of the Doctor

I have no doubt the internet will be alight with people moaning about how Steven Moffet has ruined everything and should be put up against a wall and exterminated, but I thought he did a fantastic job. The plot made sense (more than can be said for some of his efforts), the interaction between the three Doctors was spot on, Billie Piper looks like she’s had a decent meal since her last appearance, there was a throwaway line referencing the UNIT dating controversy, the cameo from Peter Capaldi was perfect, and the ‘Curator’ – well, normally silliness like that would be totally out order, but, c’mon, it was wonderful!

And the setup at the very end! I hope like hell that’s going to be the story arc for the next season, not just something they deal with in the Christmas Special.

Finally if you’re a fan of the classic series and have half an hour to spare, The Five(ish) Doctors Reboot is well worth a watch. Not only is it fun, it features literally dozens of cameos. You can poke around online to find the full thing, but here’s the trailer…

On with tonight’s repeat, and An Adventure in Time and Space

Buffalo Buffalo Buffalo Buffalo Buffalo

Jackpot! Finally got a submission read on The Shaft. It just would have been nice if they’d been sober enough to credit me ;D

For those interested, Episode 155 at 43 minutes and 48 minutes.

And here is the song that made my entry weird enough to get past the great filter that is Astragali (he still vets the submissions, right?)

Musical Tuesdays – Theme Edition

Wow, I’ve actually managed to make a second Musical Tuesday post. Maybe this will last a while after all!

The first song for this week is Christmas Island by Washington State natives Lake. Also known as Island Song, keen eared listeners will recognise it as the end theme from possibly the best cartoon series ever, Adventure Time with Finn and Jake.

Even more keen eared listeners will realise that it’s not quite the same song as the end theme. The Adventure Time version has a whole bunch of altered lyrics – although you don’t get to hear too much of them, as the end credits only run for a verse and a half. If you’re interested in a complete comparison you can track the full version down – think of it as a challenge!

In any case, this version of the song is a sweet, lo-fi ballad with a touch of the 50’s to it, which is A-OK by me.

The second track for this week is another TV ending theme, this one belonging to 80’s sci-fi series Max Headroom. Those too young to remember the 80’s may be unaware of Max and his career trajectory which went from Pepsi spokes-thing to star of a cyberpunk TV series, to interrupting late night Doctor Who reruns with incomprehensible rants about Chuck Swirsky. In any case, I remember the TV series as being a greatly entertaining distopian extravaganza set “20 minutes into the future”.

It would no doubt look pretty dated now, but then Cyberpunk itself is dated. It was the 1980’s idea of what the 21st century would look like (much as Steampunk is the 21st century’s idea of the 19th century’s idea of the 20th century). It got a few things right, but a whole lot more things wrong. Cybernetic limbs for instance are rare, and not terribly good. There certainly is a “net” – but it’s not an exciting virtual reality world made up of vector polygons, it’s a place where people post videos of their cats. Corporations are  not – as yet – in charge of private armies of mercenaries engaging in prolonged gun battles through the city streets. Climate change has mitigated the chance of constant gloomy overcast and pounding rain, and neon signs full of Chinese and Japanese logograms are mostly limited to the areas immediately surrounding Asian restaurants.

But back to the music. This end theme apparently appeared on a only a few episodes, which meant that for years the only way I’ve had to hear it is the scratchy version I recorded straight off the TV onto an audio tape circa 1989 – which features the added bonus of an announcer talking about all the action coming up on a new episode of something called Paradise. But I recently stumbled over a copy that some kind soul has put up on YouTube. So slip on your mirrorshades and chill out to a great piece of 80’s synth that may or may not have been written by that dude from Ultravox.

The Pèá Vágás

(People have been bugging me to post something to remove our new Prime Minister’s visage from the homepage. Well – to quote TISM – bash this up ya ginga!)

As is common among many human-variant species of local probability, the Zurvár use cards (pèá) for purposes of both gaming and divination. The most common set of cards are called the Pèá Vágás.

The Vágás are divided into five suits, corresponding to five elements of the Zurvár creation myth. These are lòtò (boats), katálá (fish), rindû (seabirds), táká (knots) and minak (stars). Each suit has 10 cards, numbered one to five and double one to double five. The double five of each deck is the pèá tálá or “great card” and has its own name and unique symbol…

lòtò (boats) – altáká (The Sun)
katálá (fish) – hì sùim (The Incoming Wind)
rindû (seabirds) – hì piridim (The Outgoing Wind)
táká (knots) – takal (The Takal – the knot symbol that represents the Zurvár people)
minak (stars) – minak tálá (The Great Star)

Each of the suits is associated with a number of elements and ideas, chiefly of use for divinatory purposes, but also featuring in some card games.

Suit Element Positive Aspects Negative Aspects Roles
lòtò
(boats)
Living Things Protection,
Strength
Restriction,
Intimidation
Protectors and Defenders
katálá
(fish)
Water Reliability,
Skill
Dullness,
Fear
Workers and Labourers
rindû
(seabirds)
Air Creativity,
Passion
Arrogance,
Obsession
Artists and Performers
táká
(knots)
Earth Wisdom,
Intelligence
Resistance to
Change, Passivity
Thinkers
minak
(stars)
Light Ambition,
Persistance
Greed,
Treachery
Guides and Leaders

 

The most basic form of divination is to draw three cards while considering the situation one seeks advice on. The first card reveals positives about the situation, the second negatives, and the third provides a balance between the two. Many Zurvár regard this as nothing more than outdated superstition, but a surprising number will still ‘draw the cards’ before commencing a major undertaking “just for luck”.

In addition to the attributes listed above, every card in the Vágás deck is associated with a particular profession. Again this is used for divination, but it is also used in a number of childrens’ games such as motás qudáqurn (‘balanced house’) where the players attempt to assemble a hand of compatible workers to inhabit their ‘house’.

Lòtò (Boats)
1 – Healer/Doctor
2 – Metaphysician
3 – Militia Member/Peace Officer
4 – Judge
5 – Warrior
11 – Scout/Explorer
22 – War Leader/General
33 – Advocate/Lawyer
44 – Ship’s Carpenter
55 – Ship’s Captain

Katálá (Fish)
1 – Farmer/Butcher
2 – Baker
3 – Brewer
4 – Sailmaker
5 – Carpenter
11 – Potter
22 – Weaver
33 – Labourer/Builder
44 – Metalsmith
55 – Boatbuilder

Rindû (Seabirds)
1 – Sculptor
2 – Dancer
3 – Carver/Engraver
4 – Painter
5 – Singer
11 – Musician
22 – Writer
33 – Tapestry Maker
44 – Storyteller/Bard
55 – Creator (an individual skilled in many artforms)

Táká (Knots)
1 – Student/Scholar
2 – Philosopher
3 – Accountant/Business Person
4 – Historian
5 – Researcher/Scientist
11 – Engineer
22 – Architect/Builder
33 – Marine Architect / Boat Designer
44 – Poet
55 – Sage

Minak (Stars)
1 – Messenger/Mail Carrier
2 – Parent
3 – House Elder
4 – Mayor (elected leader of a Zurvár settlement)
5 – Counselor/Adviser
11 – Mystic/Prophet
22 -Lawmaker
33 – Mapmaker
44 – Teacher
55 – Pilot

Pèá Vágás decks may easily be obtained in any Zurvár settlement and vary from cheap, printed pasteboard to elaborately engraved metal plates aimed at the fortune telling and tourist markets.