Savagery vs. Sadism
or: On the Difficulty of Distinguishing between Gaia and Golab
So
like, this is a passage that should've probably come much sooner
in
this series, but I couldn't really find a good place to fit it in so
far.
But I still feel it is important to include, so here it goes now:
Originally, the scenario revolves just around Golab (and a tiny little, dormant presence of Netzach) - and its themes reflect that. By adding the influence of Gaia to that, how do the themes change? What's the difference between them, anyways?
There is suffering and death on the island, in spades. There is agonizing torture, cannibalism, decay, horrible bodily deformations, you name it. One might be pardoned for thinking "Isn't it all the same, whether the Death Angel of Torment or the Living Wilderness gets the characters in their grasp? Will their cruel demises not be all but indistinguishable from each other?"
Well, yes and no.
See, it's a matter of perspective, and agenda. Of what are the means and what are the ends.
The Principle of Gaia, to break down civilization, does include its fair share of torment and agony. But contrary to Golab's Principle, that suffering is not the end goal, it's just a byproduct or incidental event of the drive to tear down civilization.
Gaia will cause torrential rain that washes away bridges and roads, and sets mouldering rot to huts and the food stored inside. She will have you digested alive over the course of weeks or even months by gargantuan flesh-eating flowers. She will make the leopards toy with you cruelly as you drag yourself bleeding through the jungle, looking in vain for help or the safety of a settlement. The bugs she sends to infest your wounds will make you scream until your vocal chords tear as their eggs spread throughout your bloodstream and their larvae hatch in your brain stem.
All
this pain and despair, however, is not what she cares about. Her
endgame is simply the deterioration of all that is cultured, all that is
man-made.
The
Lord of Screams, on the other hand, has suffering as his primary and
ultimate agenda. His worshippers will also eat your dead (or living)
flesh, yes - but that's almost just the windowdressing to their orgies
of torment that are the central purpose of their cruel abuse. The
leopards influenced by him viciously maul you even if they have no
hunger to sate. They may even just ambush you once and then leave you alone,
losing interest, just because they saw an opportunity to inflict pain
and seized it simply because they could. Golab may utilize diseases,
beasts, poisonous plants, bad weather, bodily distortions, assault and
abuse, and many more tools at his disposal - but whatever he uses, it is
solely aimed at making you suffer.
As
such, the two Powers are inconsolably at odds with each other. Gaia
would have all the native settlements on Babingepa rot and crumble to
sludge, overgrown and decomposed and forgotten forever. Golab, however,
requires worshippers. He wants the settlements and their inhabitants to
suffer, yes, but he ultimately needs them to keep existing.
Gaia
needs no worshippers, she craves only primordial chaos. Such chaos also
spawns suffering, but merely incidentally and never for very long. New
growth and healing always occurs in her mad cycles as well, and
ultimately, there is just not enough meaning to it all, to lend any power to the suffering incurred.
The
sadistic purgatories of Golab and the feral onslaught of Gaia may look
very much the same to an unenlightened human being. But on a higher
metaphysical level, the two Forces have to fight each other.
What does that do to the scenario's given themes, then?
Survival: What are the characters willing to do to survive? Will they help others or prioritize saving themselves?
This theme ties in with Gaia very well. The motifs of scarce resources and interleaved scenes of calm and stress
employed by the scenario work great with the challenges posed by the
Living Wilderness. While the forces of Golab may posit the same
questions to the PCs in a sadistic and hateful manner, the influence of
Gaia will force them to make the same decisions, albeit not mailciously
but rather uncaring.
Violence & suffering: Will the PCs yield to the violence on Babingepa, or manage to withstand Golab's temptations?
Here the
scenario directly ties this theme to Golab, and rightly so. There are
no temptations from Gaia, merely the (super)natural pressures of
evolution and survival. However, one may still succumb to the violence
& suffering inherent in that. To descend into this mindset means to
have first your cultured identity, and ultimately your entire
personality gradually devolved, until only beastly instincts and primal
drives are left. Is that a fate more merciful than the purgatories of
Golab? (which are ultimately also designed to erase your personality, of course)
Your PCs might have to decide that for themselves, and the answers might vary between them.
Guilt: Will the PCs seek forgiveness for their sins from the dead who haunt them?
This
is one theme that Gaia has very little to do with. The themes of guilt,
punishment, repentance, and absolution are intimately tied to Inferno
and the Death Angels. The Living Wilderness has next to no use for these
concepts. The Grove of Souls presented in pt.3 of this series, however, creates a
certain tie-in for this theme with Gaia. Dead souls who have been
placated by sincere apologies, or had their revenge by wreaking lethal
havoc upon their spiritual and moral debtors amongst the living (read:
the PCs), may be more inclined to let themselves be guided there, and
more likely to settle down for the specific variant of "eternal peace"
that this place offers.
(The same may very well be true for PCs who have died and been drawn there by the Call of Gaia, if they can manage to forgive themselves.
Additional characters
Here I present ideas for four new characters who may have survived the plane crash on the Island of the Dead. They can be used as either PCs or NPCs.
I will not as fully develop them as the premade PCs in the original scenario text, with regards to Attributes, equipment, starting situation, etc. Rather I aim to provide ideas for the GM to flesh out and use as you see fit.
If using them as NPCs, you can use the stats for Survivors (p.152 TaOT) to represent them mechanically, and the texts below to colour their fiction.
For use as PCs, I trust you can with little effort draft up complete character sheets for them (with or without the players' input, at your own discretion) by using the existing premades as guidance and examples.
As per the advice given on p.137 of the scenario text, each of them has been given a connection to death or the dead. Additionally, some of them are set up to have pre-existing ties to Golab, Netzach or Gaia.
How to use them:
- write short blurbs for the original characters as well as the new ones here, and let players choose freely from the eight choices thus available.
- use the new PCs (or any combination of original/new ones) as a secondary party. They got washed ashore some distance away from the first party, and they never met at the beach. This can be used to showcase different venues of exploration and survival on the island.
Perhaps the two groups meet up in the finale, or perhaps roughly half of the characters in each party get captured by the sailors, and it will be up to the remaining characters to team up and try to save everyone in the showdown? - Pull a twist reveal on your players by fooling them into thinking their characters could actually die on the island. When the first PC dies, give their player a "backup" character from the unused ones to continue playing with. The next PC who dies, do the same thing... until at some point, you describe one of their original characters waking back up (as described under Golab's Influence on p.140 TaOT), back at the beach or somewhere in the jungle.
This variant requires a bit more cutting back and forth between locations and characters from you, and a firmer hand at scene framing in order to make it work - but can make for a very cinematic experience.
So here they are...
Whoa, hold up!
Some Trigger Warnings are in order for the Dark Secrets found below.
What you are about to read contains crisp and explicit mention of:
Murder of innocents, Psychological abuse, Depression and suicide,
Physical assault, Torture, Exposure and isolation, and Cannibalism.
Okay, now here they are:
Malcolm
An elderly black man (58), now retired after many long years in the military. He used to keep himself pretty well fit but with age has gotten a bit more out of shape than he likes, or may necessarily care to admit to himself.
Reason for travelling: Family visit in Thailand, goes back home to the States.
DARK SECRET: GUILTY OF A CRIME.
He was once made to perform exemplary executions on five civilians by a ruthless and brutal lieutenant. It may have been during the war in Afghanistan or Iraq, or in some other theatre of war. He had been dragged by the bullying officer for a while, for being a dutiful, but quiet and withdrawn member of the platoon, and things came to a head one day in a village full of non-combatant natives. Making a show of making the "reluctant and lazy" trooper "finally carry his weight in the war effort", the lieutenant jeered him on to shoot the defenseless innocents in the head. Under the psychological pressure, Malcolm did it, one after another, in front of a crowd of their peers gathered and kept there at gunpoint by his platoon mates. The deed has haunted and troubled him since, driving him into habitual drinking and a number of other self-destructive vices to cope with the nightmares caused by his trauma and guilt.
Personal Drive: Punish yourself.
Disadvantage: Alcoholic.
Advantage: Dead Shot or Ruthless.
Best Attributes: Violence, Perception, Coolness, Fortitude.
Katsuro
A young Japanese man (24) who works as a nurse. Humble and busybee-ish, he dedicates himself to his profession like usually only someone does who is driven by an oath or on the run from a dark past.
Reason for travelling: Going to a hospital in California for a semester of specialized medical training.
DARK SECRET: CULT SURVIVOR.
Pressured since childhood by his father to always excel, always compete, always succeed, so he could one day be worthy to take over the company, the lonely and silenced boy eventually couldn't take the pressure anymore and became severely depressed. In his youth he joined a suicide cult he first discovered in a chatroom. At first it was internet-based only, but at one point the cult had accumulated enough members in his area and there were physical meetings. Katsuro felt a deep and intimate bond connected him with the other members, like what true friendship must feel like. They renewed their suicide pact at every meeting, but when the time came to go through with it, he backed out at the last moment. The others all went through with it, and left Katsuro feeling completely alone again. Deeply devastated, he luckily found good counseling, and eventually it gave him the strength to stand up to his father and take his life into his own hands for the first time. He feels he is on a much better path now, with a purpose that fulfills him. Nevertheless, bouts of survivor's guilt, regrets, and saddening memories still plague him, even as he pursues his otherwise strong drive to make something good out of his life.
Personal Drive: Dedicate your life to contrary or redeeming ideals.
Disadvantage: Guilt.
Advantage: Field Medicine or Good Samaritan.
Best Attributes: Intuition, Reason, Coolness, Willpower.
Priya
A middle-aged Indian woman (41), supermarket worker, chatty and outgoing on the surface, but with a sad look in her eyes that her smile never quite manages to wash away. Wears a number of religious talismans and superstitious trinkets but doesn't really seem to be a remarkably devout type.
Reason for travelling: Under the guise of a well-earned holiday, she is going to see an exorcist in Seattle, to help her with the voices she hears and other manifestations she suffers.
DARK SECRETS: VICTIM OF A CRIME, VISITATIONS.
Priya died alongside her children in the course of a home invasion conducted by violently insane thugs, as retribution from a brutally ruthless local crime lord against her husband for "insulting his honor" by not being able to pay off his huge gambling debts. The thugs tortured Priya in front of her husband and children in order to make her husband tell them where he kept the family's hidden valuables. There were no such valuables though, but they ended up killing the children and leaving Priya bleeding out on the floor as they took her husband away with them, never to be seen again. The doctors later said that Priya was dead for several minutes before they arrived, but they could bring her back through resuscitation. She remembers the afterlife as... a highly unpleasant place, and ever since the dead have whispered, squealed, and screamed to her from beyond the grave. Almost every night she hears their pleas, threats, and commands. They all want something from her, and she has been plagued by many different souls over the years. But never by the only two she would care to hear from... never by her own children.
Personal Drive: Find a way to silence the entities haunting you.
Disadvantage: Involuntary Medium.
Advantage: Stubborn or Desperate.
Best Attributes: Soul, Intuition, Charisma, Willpower.
Laura
A hispanic teenage girl from Australia (15), who lives a completely normal life with school, weekend job, friends, a cute boyfriend, music, movies, and all that. Habitually stuffing herself with sweet food and drinks almost constantly, one might wonder how she is still only mildly chubby, and not much bigger yet... but hey, maybe her metabolism is just pretty good that way?
Reason for travelling: Coming from Sydney, she and a handful of schoolmates, as well as two of their teachers, are going to New York for a three weeks history/cultural school excursion.
DARK SECRET: RETURNED FROM THE OTHER SIDE.
She used to have a younger brother, Paolo. In their childhood, the siblings went on a camping trip where both of them got lost in the jungle of Northern Australia. Several search details failed to recover them - but Laura suddenly reappeared on her own, over three months later. She was completely dishevelled and mentally detached from reality. Paolo was never found. Doctors wondered about how young Laura could have managed to survive in the jungle for so long, and how she was much less malnourished and generally in physically much better shape than she should have been after that long time. She herself used to have clear memories, and would tell them freely - but the adults quickly ensured her that those were impossible events, and must be nothing but fever fantasies spawned from hunger, exposure, and loneliness. They are right, of course, and Laura has repressed her 'phantom memories' long ago. Only in her dreams do they come back these days. But there are also certain facts written in her medical records, and she remembers the adults always squirming uneasily whenever these were addressed. There were what looked like old, healed-over claw marks and bite wounds on Laura's body when they found her, and the reddish brown grime under her cracked fingernails was not just dirt...
Personal Drive: Ignore the stupid fever dream phantories as best you can, and just lead a totally normal life. Paolo would have wanted you to.
Disadvantage: Gluttony
(like Greed, but with sweets, comfort food, softdrinks, cigarettes,etc).
Advantage: Survival Instincts or Death Drive.
Best Attributes: Carisma, Violence, Perception, Reflexes.
Scene Ideas