Now in 2013 morlocks seem like a forehead-slappingly obvious
addition to the game. So it’s
surprising it took until 2008’s Into the
Darklands for them to really make their fantasy role-playing entrance—and
even then James Jacobs and Greg A. Vaughan seemed to feel the need to justify
their inclusion because of their sci-fi roots in H. G. Wells.
It’s also one more reason a fresh setting can be a fresh
start. Morlocks never made it into
1e or 2e, and by 3.0 there was little room for them in an Underdark full of
derro, grimlocks, meenlocks, skulks, and deep Imaskari/Lerara (not to mention
drow, duergar, ghouls, kuo-toas, myconids, etc.). But in the brand new world of 3.5 Golarion (Pathfinder
wasn’t quite a game yet, just a magazine title), they were a perfect addition,
and they promptly made their way into the first Bestiary.
And rightly so—because they’re awesome monsters. Degenerate inbred humans turned into
swarming, leaping, sneak-attacking ravening beasts?—yes, please, I want those
in my game!
Do I really need to say more? No. But I will
ask two questions: 1) Morlocks are most terrifying when they have
enablers. In The Time Machine it’s the Eloi; in Golarion it’s mongrelmen. And in your game…? And 2) just because they have light
blindness, who says you have to keep them underground…?
The morlocks living under
“The Stairway City” of Narsus have odd hunting habits—they drag their
captives (preferably unconscious) down to the sunken city of Old Narsus, then
let their captives come to and explore the ruins before hunting them down
again. This is due to the
influence of their ruler, a dapper fear-feeding bogeyman who terrifies the
morlocks more than even their worst hunger pangs.
The seneschals of
Ableworth are loyal—too loyal.
When the aristocrats of Ableworth degenerated into infighting and
inbreeding, the seneschals protected their secret feuds and hid their warped
offspring. When the elder nobles
were laid to rest and the offspring came of age, the seneschals still sent
tribute and servants to tend them in their manor houses, then their attics and
basements, and then their underground lairs. And now, generations later, the Iron Regents still send
political prisoners, repeat offenders, and hapless travelers down into the
depths to feed the morlock True Lords of Ableworth.
The world or Arbori
is just that—an arboreal jungle planet where most inhabitants (excepting
dwarves and orcs) never touch the ground, living high in the canopies. Elves rule here, supported by human
chattel and warring with the independent human states, while halflings caravans
do most of the trading and secretive fey gnomes tend the trees. But every race
knows to find secure, well-guarded shelter when nightfall comes. That’s when the morlocks come out,
leaping through the branches and snatching up anyone they catch outdoors to
take back to their terrible hidden lairs.
—Into the Darklands
54–55 & Pathfinder Bestiary 209
Arbori owes some inspiration to the world of Pryan from
Margaret Weis and Tracy Hickman’s The Death Gate Cycle. I’m not sure
how well the series has held up—the fact that I had to look up how it ended
last night is a bad sign—but the first four books were fascinating world-building
(particularly for showing a world of Fire that was not on fire—sheer genius actually).
See the 1960 The Time
Machine if you get a chance—it’s a classic. (My amazing school librarian Mr. B. used to show it, and I
am in his debt for that and so many other great movies.)
Don’t see the 2002 film, which is terrible. But it does provide an excellent lesson
on the visual language of tragedy and comedy. There’s a scene that is supposed to be the upsetting (second)
death of a woman. But because the
director frames the death through a window while her lover’s back is turned, it
stumbles into the terrain of visual dramatic irony and becomes an unfortunate
laugh scene instead. If you are
forced to watch this film, look for it—it’s an epic blunder.
No comments:
Post a Comment