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ABERRATIONS
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publisher to make copies for personal use.
Copyright 2019 Berin Kinsman. All Rights Reserved. Lighthouse System™, Worldbuilding
Power™ and respective trade dress are © and ™ 2019 Berin Kinsman. This is a work of fiction.
Any similarity with people or events, past or present, is purely coincidental and unintentional
except for any people and events presented in historical context. This is version 1.0 of this
document.
CONTENTS
Worldbuilding Power: Aberrations.............................................................3
Aberrations Themes and Motifs..................................................................................3
About the Worldbuilding Power Series....................................................................5
About Black Box Editions............................................................................................... 5
Using This Book................................................................................................................. 5
Aberrations and Characters...........................................................................7
Aberrations and Common Knowledge......................................................................7
Aberrations and Names.................................................................................................. 8
Aberrations and Appearance........................................................................................ 9
Aberrations and Specialties........................................................................................ 10
Aberrations and Character Needs............................................................................11
Aberrations and Possessions.....................................................................................11
Aberrations and Hangouts.......................................................................................... 12
Aberrations and Relationships..................................................................................13
Aberrations and Worldbuilding.................................................................14
Aberrations and Genre................................................................................................. 14
Aberrations and Location............................................................................................ 15
Aberrations and Mood.................................................................................................. 15
Aberrations and Conflict.............................................................................................. 16
Aberrations and History.............................................................................................. 16
Aberrations and Technology and Magic.................................................................17
Aberrations and Organizations.................................................................................17
Aberrations and Daily Life.......................................................................................... 18
Aberrations and Adventures.......................................................................19
Aberrations and Story Goals......................................................................................19
Aberrations and Protagonists....................................................................................19
Aberrations and Antagonists.....................................................................................20
Aberrations and Obstacles.......................................................................................... 20
Aberrations and the Call to Adventure...................................................................21
Aberrations and the Pursuit of Adventure............................................................22
Aberrations and the End of the Adventure...........................................................22
Aberrations and Character Growth.........................................................................23
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WORLDBUILDING POWER: ABERRATIONS
People frequently want to add Lovecraftian horrors to their fantasy
games, but they’ve been there since the beginning. Thing that are beyond
the day-to-day existence of a standard high fantasy setting. Creatures so
strange that their aims and desires are unfathomable. Beings that are so
unlike humans, elves, and dwarves that they surely must originate in some
alien world. These are our aberrations. Their appearance is bizarre, their
abilities frightening, and their motives utterly utterly alien. These are
things that should not exist anywhere outside of a nightmare.
In this book, we’ll show you how to utilize these dreaded oddities in
your worldbuilding endeavors. You’ll see how they can influence character,
setting, and story elements. By the end, you’ll understand how to make
aberrations into an essential, useful, and entertaining part of your
campaign.
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are the universal symbols of all that is twisted and bizarre, in any sort of
literary argument about good versus evil.
4
About the Worldbuilding Power Series
The Worldbuilding Power series books are toolkits for gamemasters,
game designers, and authors. Our hope is to inspire you to develop unique,
wondrous, and engaging fantasy worlds. These books are system-, edition-
and setting-agnostic, allowing you to interpret what role aberrations will
play in your game.
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Aberrations and Worldbuilding
How to utilize aberrations in your worldbuilding, both directly and
indirectly, are discussed in this chapter. This covers:
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ABERRATIONS AND CHARACTERS
Bizarre beings aren’t an element of all fantasy worlds. They skew
things toward horror and science fiction, depending upon how they are
presented. Their existence may or may not be inferred by religion, other
planes of existence, and the supernatural cosmology in general. Their
abilities are often psionic rather than magical, placing them outside the
normal order of things within the setting. There are rarely any clearly
established relationships between humanoid cultures and aberrations.
This means that in some settings these strange beings will be mistaken
for, or conflated with, other types of creatures. Thematically, they can fill
the same roles as demons, devils, and evil deities. It’s often easier for
people to wrap their heads around those mythological beings than it is to
fathom the existence of alien creatures so different from themselves.
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them will be. The rarer an aberration is, the greater the likelihood that
common knowledge will be steeped in superstition, rumor, and
disinformation.
At the bottom tier are those who don’t know anything about
aberrations. These are people who aren’t clerics, wizards, or planar
travelers, obviously. They have no first-hand experience with strange
outsiders, and have to go with the tales told by their culture, their religion,
and their government. Their reactions to aberrations will be based on
whatever wildly biased and inaccurate lore they believe to be true.
There are always those who think they know, based mostly on
folklore and dogma that they’ve chosen to believe. They may have some
first-hand knowledge of aberrations, based on something they saw once or
a visit to a haunted or abandoned site. They’re not in an adventure-
adjacent profession, or at least not any dealing with direct interaction with
planes or forbidden places, so at least some of their information may be
incorrect. The rest, of course, is fabrication, speculation, and rhetoric.
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the character has toward aberrations. It will show that they are significant,
literally or symbolically, to who they are as a person.
For example, a protagonist who chooses to lean into it might use alien
symbols on their clothing and equipment. Their jewelry might include
images of specific creatures, or beings associated with specific moral or
ethical behaviors. They may have tattoos of aberrations they want to be
associated with, or dress in the fashion of a faction culturally, politically, or
spiritually impacted by aberrations.
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A character playing against type might avoid that imagery. They could
go the other way, using symbols meant to reflect higher ideals. Weapons
could have motifs that evoke creatures they were designed to destroy.
Armor might be emblazoned with symbols of purity and stability. This
outward stance against aberrations will say a lot about the character.
Because there are so many variables within the fantasy genre when it
comes to character specialties, we’ve narrowed it down to three broad
categories: combat-focused, spellcasting-focused, or skill-focused. Which
specialty falls where may seem obvious, but technically any archetype
could fall under any category.
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Aberrations and Character Needs
Player characters should have individual needs beyond achieving the
adventure’s objective. Gaining experience to acquire new abilities is a goal
built into many game systems, but there should be more than that. Why do
they want more power? Is there something they’re training to accomplish,
so larger endgame that these adventures are building toward for them?
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creatures. Where do items with qualities that repel and harm aberrations
fit in the context of your worldbuilding?
A variety of magic items might draw inspiration from the weird beings
and their strange powers. These tend to lean into motif and metaphor
rather than the actual capabilities of aberrations. Emulating and protecting
against psionic in particular will be handy. Items should all guard against
the twisted moral and ethical values embodied by aberrations.
The best place to start is in the home. Do the people who live there
have defenses against aberrations? Do they ward their houses with
symbols of nature and normalcy, or protective deities? Are icons or statues
displayed in certain rooms, calling upon the guidance of specific defenders
against aberrations from their cultural history?
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Any location that’s focused on recreation – think inns, taverns, and
places of ill repute – may reference aberrations in a number of ways. The
name of the establishment might invoke a specific creature, or a named
being from the world’s lore. The decor could make it clear that the owners
are of good character, and twisted patrons are not welcome. It might serve
as a meeting place for clergy, religious pilgrims, or adventurers.
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ABERRATIONS AND WORLDBUILDING
In creating a fantasy setting, it’s important to understand that
aberrations can be an important element. Having weird, alien creatures,
unlike anything else found in the real world, can create a sense of dread
and unease with the players. If nothing else, they can provide some
juxtaposition between natural and supernatural. Vaguely defining the
abilities of an alien creature helps to muddy what its role in the world, and
among its various cultures and societies, might be.
The way that aberrations are presented in fantasy subgenres can help
to establish the elements of those genres. Heroic fantasy is going to offer
the most warped, twisted, and evil presentations of alien beings. Dark
fantasy will offer aberrations that are far more terrifying, disturbing, and
prone to graphic violence. Historical fantasy can leverage existing motifs to
increase resonance with the players.
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Aberrations and Location
Location is not just the place of your setting, but the time period it uses
or emulates. This is defined in the broadest sense, like Cold War Soviet
Union or France during the Age of Enlightenment. It implies a lot about
cultural values, political systems, and technology. Using aberrations can
help to establish context about the cultural, political, and religious values of
your setting’s location.
Similar things can be said about place. Whether it’s actual nations
from history, or generic places like “the plains” or “within the major cities”,
there will be flavor there that influences what people will want to know.
Aberrations associated with a particular climate or terrain will help to
establish a where the events in your setting are occurring.
When the setting has a darker mood, aberrations are nightmare fuel
whose mere existence can drive people mad. They bring pain and
disfigurement, with no rhyme or reason for their cruelty. There doesn’t
have to be a fight for these creatures to cause harm to a family or
community. Wrathful alien beings are a threat to civilization as a whole.
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Aberrations and Conflict
A celestial can be a plot point, rather than an adversary. There is more
to the concept of conflict than combat. It can be the clash of ideologies or
goals that create obstacles. Those obstacles, which can include battle, in
turn prevent the protagonists from achieving the story goal.
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What needs to be established as the story background will reinforce
the importance of the story goal. It can explain the motivations of the
antagonist, and help tie in disparate elements. A villain summons what he
thinks is a demon, but happens to an aberration. New construction
unearths the burial site of a forgotten alien being. A crime is committed
during a feast, and it turns out to be a bizarre creature attracted by the
noise of the crowd.
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party to a merchants’ guild to a political faction. Clearly aberrations could
be of interest to some organizations, whether they are directly or indirectly
connected to these twisted beings.
When it comes to their social life, a character may lean into motifs of
purity and kindness. Their qualities will be the inverse of aberrations, as
could the traits they seek in a mate. Other interludes will reflect the
presence of alien beings within the culture.
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ABERRATIONS AND ADVENTURES
Because these are fantasy stories, there will inevitably be supernatural
beings. Aberrations might not be magical in nature, but that could be an
important element of the plot. Their influence can affect how the
protagonist makes decisions, and what course of action the antagonist
chooses to take. There’s room for strange beings in just about every type of
fantasy adventure.
Aberrations could have a direct influence over the story goal if the
plot is driven by strange circumstances. It might be a bit of prophecy, an
unexplained disappearance, or weird weather. There is no story without
the alien, twisted presence of these beings.
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Clerics and paladins come to mind, protecting the innocent from evil and
supernatural threats. The plot will center on the aberrations’ campaign to
complete a specific immoral task, and ways that more people can be
brought around to opposed the alien creature’s objectives.
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of the thematic conversation by having them represent a force or idea
contained within the story’s theme.
By the end of the first act, the protagonist should be answering the
call. They understand the stakes, and are aware of the part they must play.
Whether the symbolic use of twisted beings has shown them the future,
proven that the threat is real, or pointed out why they are the best person
to meet the challenge ahead, they accept the story goal and are willing to
pursue it.
21
Aberrations and the Pursuit of Adventure
During Act II, the protagonists will go off in pursuit of adventure. The
role of aberrations here might be to lead them astray, or lure them into a
dark and dangerous course of action. They might be able to be the seducer,
tempting the protagonist toward a corrupt path. If nothing else, the beliefs
and values that the aberration represents should influence the decisions
the protagonist makes.
The object, of course, is achieving the story goal. By the end of the
second act, the protagonist should be prepared to do that. They’ve avoided
the obstacles, gained the information they need, and gathered the
necessary resources. Aberrations got them there. This launches the
characters into the finale.
In the finale, the protagonist will confront the antagonist and achieve
the story goal. It’s likely that they’re not gaining any new insights here, but
will be using information they acquired during the second act. Moral
lessons learned throughout the adventure should play a role. Motifs
surrounding vile creatures should be especially impactful. The thematic
point that the story was trying to make, needs to be tied up neatly here.
After everything has settled, the epilogue will help to tie up loose
ends. What happened to any remaining aberrations? Has the protagonist’s
attitude toward these alien beings changed, or has it been strengthened?
Will the meaning of the strange motifs shift or evolve as a result of how the
story concluded?
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Aberrations and Character Growth
The final part of the story is always about character growth. The
protagonist has gone through trials and tribulations, overcome adversity,
and saved the day. They have learned new things, gained new skills, and
honed their existing abilities. They have learned something about
themselves, and are a better person for having gone through what they did.
When working with aberrations as a concept, a shift in motif can signal
character growth. They might embody some other aspect that an
unfathomable alien is associated with. Less of an enigma, for example, and
more of a manifestation of a specific cultural concern.
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