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.

Concerning the Eldar

…you’re correct about the Eldar having a kick-ass interstellar empire back in the day. The problem was that it was too kick-ass. Life was too easy, everything served up on a platter with no challenges, which lead to the Eldar getting bored out of their pointy little skulls.

Some of them dealt with this by exiling themselves to primitive border worlds, where life was tougher (the descendents of these guys are the Exodite Eldar of the 41st millennium). The majority however started looking for things to excite them, and ended up getting into all kinds of weird and perverse stuff that would make a modern day S&M club look like a kindergarten picnic.

In the 40k universe, emotion affects the warp. The emotions of the Eldar are far more powerful than those of humans, so billions of Eldar getting their rocks off with weird excesses caused one hell of a disturbance, which culminated in the Fall (with a capital F). This involved the birth of a new Chaos God, Slaanesh, and the conversion of the core of the Eldar Empire into a breach between realspace and the warp which is known in the 41st Millenium as the Eye of Terror. The vast, vast majority of the Eldar were instantly consumed by Slaanesh, with only small numbers surviving via a number of lucky or ingenious methods.

(There’s some very old fluff that talks about some Eldar surviving within the Eye of Terror and worshiping Slaanesh. You can take or leave this as you see fit).

Additionally the Eldar had their own gods, most of whom were eaten by Slaanesh. Exactly what these gods were is open to all kinds of interpretation, but a couple of them survive in some form or other.

OK, so the survivors of the Fall…

The Exodites: As mentioned above they were on outlying planets of the Empire and weren’t corrupted like the rest of the Eldar, so they managed to survive. The Exodites avoid getting eaten by Slaanesh (which would normally happen when they die and their souls enter the Warp) by wearing psychoactive crystals called “Spirit Stones”. Spirit Stones capture their souls as they leave their bodies, and hold them safe until they can be transferred to matrix of wraithbone built into the planet and known as the “World Spirit”. The souls of deceased Eldar then chill out in the World Spirit for all eternity – or at least until someone comes along and destroys it, or a mutant tyranid vampirises it, or they need some more wraithbone constructs to trim the hedges.

The Dark Eldar: Way, way back in history the Eldar (or their creators, the Old Ones, who may or may not have been giant frogs) built a system of extradimensional tunnels that kind of go into the Warp without being part of the Warp. This is the Webway, and it allows quick travel back and forth across the galaxy with minimal chance of being eaten by Daemons. A whole bunch of the corrupted Eldar took shelter in the Webway when Slaanesh turned up, and remain there still in a vast city named Commorragh.

Because the Webway is so close to the Warp, Slaanesh can reach in and suck at their souls, so they need to either replenish their souls via mercilessly torturing other beings to death, or fend Slaanesh off with the souls of other beings, who they mercilessly torture to death.

(The Dark Eldar are not your friends.)

The Craftworld Eldar: Craftworlds are Eldar spacecraft the size of planets. They were built prior to the Fall, either (depending on which fluff you read) as trading craft traveling slower than light between Eldar worlds, or specifically as refuges for Eldar worried about the way their society was going to hell in a handbasket. In either case, some Craftworlds managed to get the hell out of Dodge before the Fall happened, and continue to sail between the stars to this day.

The Craftworld Eldar are (understandably) paranoid about falling prey to the same temptations that destroyed their ancestors. As such they control their emotions by devoting themselves to a “path” – a code of behavior similar to martial art, perfected to the nth degree. The most detailed paths in the background are those of the various Aspect Warriors, but there is a path for every job that needs to be done on the Craftworld, which presumably means there are things like “the Path of the Window Washer” and “the Path of the Waitress”. But hey, it seems to work for them.

The Craftworld Eldar also use Spirit Stones to save themselves from Slaanesh, and transfer their souls into the wraithbone structure of the Craftworld, which is called the Infinity Circuit. There is a rumour that when the last Eldar dies, the Infinity Circuits of all the Craftworlds will spontaneously combine and birth a new Eldar god, who will kick Slaanesh’s ass – but I wouldn’t bet on it. In the meantime they can temporarily pull souls out of the Infinity Circuit and use them to power wraithbone constructs, although they don’t like doing this because it’s kind of like digging up grandpa and making him wash the car.

The Harlequins: The Harlequins are merry pranksters with the mystical powers of interpretive dance and converting your internal organs into mincemeat as soon as look at you. They’re the wandering minstrels of the Webway who turn up in Craftworlds, on Exodite Planets, in Commorragh and even (on occasion) on human worlds to perform their dances, which tell the stories of Eldar history. They are protected from Slaanesh by one of the few remaining Eldar gods, who duels Slaanesh for their souls when they die. Their acrobatic skills and shiny costumes make them terrifying in combat, so if they put on a show for you, sit down, shut up, and clap at the end.

If a Harlequin offers to kiss you, politely decline.

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