I think of all my Stormbringer redux posts, my musing on a Moorcock Bestiary (post #12) was my best work. It shows an analytical understanding of the source material, and models how to practically convert that into satisfying game mechanics.
Today, I want to exercise my monster making muscles using the principles I outlined.
First, I’ll take a monster common in FRPGs and try to Moorcock it up. Next, I’ll randomly roll the elements and try to free associate a suitably Moorcockean monster.
Let’s dive into it!
MONSTER 1 THE OWL + BEAR
I have heard that many other FRPGs use hybrid monsters, and in particular the strange hybrid of an owl and a bear seems to have taken root in the collective gamer psyche.
Although Moorcock’s symbols are largely Eurocentric, considering that he wrote Elric in America and lives in the Lone Star State, let’s use Native American iconography to make this monster special.
First, how do native americans see the owl?
The Owl possesses the knowledge of a people’s ancestors, and is the bridge between the physical and spiritual world. It ensures a continuation of the great culture of the Northwest Coast, which has lasted for thousands of years.
We can add to this its biological power of seeing in the dark, as well as its shriek which makes smaller prey freeze in their tracks.
How about the bear?
The Bear is the protector of the animal kingdom. With its great power and human-like qualities, the bear is known as the Elder Kinsman and always treated as a high-ranking quest. The also symbolizes strength, learned humility, teaching and motherhood.
Physiologically, the bear is immensely strong, has a great sense of smell, can fend off poisons, but can be scared off by bigger or louder creatures and hibernates through the winter.
So, we have a strong nocturnal hunter with ancient knowledge used to protect the animal kingdom and / or connect worlds. It could be a prince among Beast Lords, or an ancient portal guardian.
In game terms, it could be used at least two ways:
Source of Knowledge
In this context, PCs would have to find a way to wake the entity, then get its wisdom. Perhaps they have to bring back its prey, or else turn eternal day into night for it to open a gate or point them towards an elder race.
Ancient Guardian of Slumbering Secrets
In this meaning, PCs would have to make their way through a darkened maze to find a secret. Once the secret is found, the ear piercing shrieks of the guardian draw even closer, freezing PCs in their tracks. The party better have at least one sorcerer if they wish to survive intact.
As for stats, the astute reader can throw these together from the books, ie. STR of bear, DEX of owl, See in Dark 90% (45% in light), etcetera.
MONSTER 2 - Psychedelic Metaphor
The reader may remember that I devised the following schemata or taxonomy to explain the Moorcockean monsters of the Elric saga:
1 Metaphorical - Have the fiend represent some theme, such as fear, pride, greed, etc. i.e. The goblins of Myshella's castle.
2 Allegorical - Make a story behind the monster suggested by its appearance, behaviour, and powers. i.e. Grahluk and Elenoin.
3 Psychedelic - Make the creature mind-bending - trippy but also transformative. i.e. Agak and Gagak.
4 Weird - Choose a traditional monster, then flip it. i.e. Clakar for Harpies.
5 Cosmic - Have the horror be beyond mortal understanding, and sanity-rending. i.e. Kyreen.
6 Corrupted - The monster is a human warped by chaos, usually through their own choices or flaws. i.e. Pigs, Snake, Butterflyman.
Let’s roll a pair of D6 and see what inspiration we get:
1 and 3
So, a metaphorical and psychedelic monster. It should represent a theme, but also be trippy but transformative.
Let’s free associate….
The first thing that springs to mind is Timothy Leary, and his motto of “Turn on, tune in, and drop out.”
OK, so I picture Dr Leary in his trademark suit, walking out to greet a band of adventurers spoiling for some violence. The walls behind him ululate with psychedelic patterns and colours, as does his suit. He eyes their weapons and says,
“That is not the way. Don’t let the Man use you!”
If any PC tries to harm Dr Leary and hits him, there is a flash and they are transformed. Roll 1D6 and apply one of the following results. Read the Leary quote out, then apply the effects without explaining them.
1 “Learning how to operate a soul figures to take time.” PC is turned into a POW ghost.
2 “Science is all metaphor.” All skills and objects become useless, PC can’t tell his arm from his leg, a shield from a canteen.
3 “Philosophy is a performance sport - you have to play it with somebody back and forth.” The PC becomes another Leary facing his erstwhile comrades.
4 “The role of anxiety in the development of human personality is central, and it is intricate beyond our understanding.” The PC must face their most feared monster in a dark pit or on a lonely mountain.
5 “The universe is an intelligence test.” The PC is set adrift floating in the enormity of space, which looks at her with an impassive, uncaring eye.
6 “Think for yourself and question authority.” The PC is warped back to when they were given the quest, but this time from the vantage point of the one that gave it to them.
Of course, the PC can only escape the situation by eschewing violence and seeing things as they truly are, just as Earl Aubec saw the goblins of Myshella’s castle as reflections of his own fears. Players should realize that they must engage with Leary and explain who they are and why they are doing what they have come to do. The GM can either let them pass, or have Leary let himself be symbolically slain.
The metaphor, of course, is that knowing oneself is the only way to truth.
NB: If this is all a bit navel gazey and ‘not D&D enough’, you can substitute with a random creature, but I think your game will be the worse for not trying it if you have some Moorocock fans at the table.
How about them apples?
Sources
https://magpiejewellery.com/pages/first-nations-animal-meanings
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