Reasons to like Lovecraft: Lloigor

If you’re a fan of H.P.Lovecraft you may recognise and hopefully enjoy seeing this. If you’re unaware of H.P.Lovecraft, then peel the rime off your eyeballs and get into this world of ultimate, sanity-blasting cosmic horror…

What investigators find is not meant to be found - Blair Reynolds - from CoC scenario about Lloigor

What investigators find is not meant to be found - image: Blair Reynolds

Another incredibly dark and disturbing facet of the Cthulhu Mythos – not one of H P Lovecraft’s creations but certainly belongs within the pantheon of Great Old Ones he originally… discovered.

On first glance there appears to be several disparate definitions of the Lloigor. These include August Derleth and Mark Schorer’s trans-dimensional, tentacled obscenity (along with twin Zhar); or Colin Wilson’s invisible vortices of psychic energy that can manifest in physical forms – such as reptilian beasts – giving rise to legends of Dragons and other monsters; or as the many-angled-ones presented by Grant Morrison as capable of taking possession of body & mind of other powerful beings in other parallel universes.

I feel that this lack of clarity is actually a facet of their non-physical nature, their ability to shift their physical appearance (persona) albeit that they tend to use the same one over millenia.

lloiger - race of Mythos Great Old Ones can manifest as dinosaur - image by Anti-Grav

lloiger can manifest as dinosaur - image: Anti-Grav

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Common perceptions:

These are threads that I feel work together; I’ve pulled them into one place and added some of my own interpretations for you to use or ignore, as you see fit:

lloiger - conceptual art of the Cthulhu Mythos

A Lloiger phyiscal manifestation - image: unknown

<> Lloigor are a race as a opposed to a single entity. Highly evolved, intelligent, shockingly cruel and malevolent.  They are timeless but currently a number of them exist here on Earth, “caught up” within the space-time continuum. They are in a weakened state, leaching minimal energy from lay-lines and psychic plexus; as such they reside in the nexus of such energy-feeding networks.  As such their historical “personas” have become warped and twisted into creatures that are obsessed on acquiring energy.  Worship of them is one way they can achieve this – through ceremonial sacrifices; and so, many Lloigor,  normally utterly self-focussed and instinctively brutal, have come to investigate and comprehend the “human condition” and so sometimes play on this to ultimately achieve what they want.

<> Those Lloigor currently on Earth came from the Andromeda Galaxy to the continent of Mu (a former landmass in the Atlantic ocean) and used humans as slaves.  Humans at this point were the evolutionary descendant of Australopithecus – which had migrated millions of years earlier as a new species from the flesh-rendering pits of the Elder Things in a region that would eventually become Antarctica.  Following the destruction of Mu, the Lloigor retreated below ground (due to diminished power following destruction of their power-providing network of temples and such-like) and left their former slaves to their own devices. These early humans migrated from Mu and populated the earth.

Lloigor can manifest in terrible ways - Blair Reynolds - from CoC scenario The Watcher in the Valley

Lloigor can manifest in terrible ways - image: Blair Reynolds

<> They are fundamentally energy beings. When they do take physical form, they take the form of other creatures they have encountered – and been impressed by.  The decision behind this is complex and discussed in a moment.  The statement “they take the form” is actually misleading.  They actually teleport “the being” from a point in (local) space & time, posses its mind and body, and so use it within any other point in (local) space & time.  This is something they’ve been doing for a very long time.  The creatures so used are effectively ensnared in psychic “aspic” until next brought into play.

<> They have the ability to skim the energy from people sleeping within a few miles of their centre of activity.  Such victims wake up feeling lethargic, ill and moody.  Depression, suicide and acts of depravity are significantly higher in these locales.  Lloigor have learned not to situate themselves near major settlements; despite the appeal of a rich feast of skimmed energy; because they’re wary of certain humans, knowledgeable in the ways of the Mythos, of recognising the symptoms and so tracking them down. Therefore the Lloigor prefer more remote areas where a few people turning into degenerates might not be so readily noticed.

<> The focus point or centre of Lloigor activity in any area unfortunate enough to suffer their presence is no random location.  The Lloigor can sense energy and feed from the natural currents (however feeble) of ley lines and other natural and preternatural plexus; they occupy the nexus of these places, where there is the highest convergence of disparate energy fields for them to bask within.

<> The Lloigor employ a variety of methods to infiltrate any local human population.  Such cults are composed of individuals drawn into committing acts that are vicious, violent and sadistic; anything that causes pain and terror, two states that generate a lot of energy for the Lloigor to feast from.  Cultists will often daub “curious and disturbing symbols” on walls of public places, sometimes looking like grim gang graffiti, extending the influence of the Lloigor in that area.  More potent acts of worship involve erecting stone obelisks at key locations – sometimes several, forming a pattern – to help channel energy to the Lloigor.

Strange carved object - portent to disaster - Blair Reynolds - from CoC scenario about Lloigor

Strange carved object, portent to disaster - image: Blair Reynolds

<> Choice of physical manifestation is based on a number of motives. One motive is to have the best possible chance of enforcing their will, through violence and terror, on a subjugated “work force”.  What better than to employ a Rauisuchidae (dinosaur) or the kind of creature referred to as a dragon?  Or one of the more Lovecraftian polyp-like monsters, a mass of pseudopods and ichor-dripping maws; giving rise to August Derleth’s Twin Obscenity.  Sometimes other motives come into play; Lloiger cast themselves as an almost human character – perhaps one of the Great Magi (Non-human species from Yellow Dawn rulebook).  Whatever the choice, it is something that the Lloigor will have encountered in more powerful days (historically long time ago) and been able to ‘capture’ as a physical host to use again and again through any time in the (local) space-time continuum.

<> The Lloigor can create these physical manifestations / teleportations throughout time – but relocating such entities in space (distance from the nexus, or centre of Lloigor activity) is not possible because of the amount of energy required.  Therefore these physical manifestations / teleportations occur in the same area – again and again – over time.

<> As such, in physical form, the Lloigor are unable (or unwilling) to travel far from the centre of their activity – the nexus of their power-gathering plexus.

<>  The fact that the Lloigor is using such extreme measures for a physical manifestation means that it is not likely (or unable) to use any other physical form.  This leads to a build up of sightings and local legends of the same “thing” in a contained region.

<> Lloiger can travel much further in astral form.  However, an unusual aspect to this creates a physical phenomenon, a cold wind that blows across the land as they move.  The wind can be as gentle as a chill breeze or a furious bora that can sweep adults off their feet; the reasons of what and when are down to individual GM.

Boston Society for American Indian Preservation - Blair Reynolds - from CoC scenario about Lloigor

Boston Society for American Indian Preservation - image: Blair Reynolds

<> Any character entering the Astral Plane to investigate what is there as the wind blows across them will encounter the sanity-crushing presence of the Lloiger in !!dispersed!! form.  Like a wind – the Lloigor flow through the Astral Plane.  This is effectively like encountering the Lloigor in its native state and is extremely dangerous.  Rule data: forces an ANXIETY check or loose 1/1d10 COOL points. Subsequent consequence of insanity, if it occurs, is always desire to commit suicide (through acute depression) or perform deranged acts of depravity.

<> Teleportation is one way in which they drag potential victims to them.  They are able to ‘lock on’ by travelling (astrally) and coalescing a [bubble] around the victim – who then vanishes in the blink of an eye; the victim is taken to the centre of Lloigor activity.  Note: the process of coalescing around the victim is not immediate, it takes time and generates noticeable effects such as – static electricity discharging off anybody in the area; an ice-cold tingling across the skin of the victim; a feeling of acute menace and overwhelming depression in the vicinity, experienced by everybody but most noticeable for the victim.  Rule data: chance of success is 80% – failure results in no effect but Lloigor loses the MPs; any character going onto the Astral Plane will encounter the Lloigor and can attempt to “fight” it away through POW attacks.

<> Kinetic detonation.  One of the Lloigor’s most devastating attacks.  It is a remote attack with a range of several miles.  They can focus on an area and cause a massive explosion (not chemical or fireball, but of raw energy, pushing out a shock wave); the attack is preceded by a buzzing that is more felt than heard; ears tingle and itch. Then boom. Bodies can be ripped apart; structural walls and floors can be blown out; at a further distance the concussion wave can rupture vital organs, cause temporary deafness; and scoop up debris from the surroundings and throw it forward much like a fragmentation grenade.  This does require a lot of energy so would only be used against a significant threat to the Lloigor.

<>  Spontaneous human combustion.  Lloigor can cause a victim’s fatty tissue to melt beneath the flesh and vital fluids to boil.  They use this to cause agonising pain – to their worshippers, or if prolonged, to melt and char limbs as punishment / coercion; and in extreme circumstances, can result in a runaway effect of total combustion: there are no flames, no smoke, and a victim, if touched, only feels a little warmer than normal – but beneath their skin they’re effervescing away until their core body temperature shuts down vital organs, and still they cook away, evaporating down to charred bone and hardened tissue.

<> The cults of Lloigor can vary across racial and cultural groupings. Worship can be pro-active, by individuals aware of the monster on the fringes of their society; or they can be passive – intrusive – with the Lloigor tampering with the thoughts and dreams of people via the Astral Plane.  Also – the Lloigor may not always physically manifest as a monster, which, let’s be frank, would cause quite a stir if witnessed by the common public; some Lloigor do take the form of human beings, or other non-human creatures who have taken the human form.  The Lloigor are masters of psychological and psychic torture – they revel in causing terror and pain because of the energy that leaks out of these states.  Cultists are battered, shocked, deranged and depraved.  They participate in abduction, torture, cannibalism, rape and torture.  Some have had limbs melted away; either amputated or left twisted and charred as permanent reminders of their failure to satisfy the monstrous pleasures of these invisible masters.  Some have had worse things done to them.  Others tattoo their flesh with the chilling iconography of the Lloigor language (if you can call it that).  Characters should certainly do everything they can to avoid falling into the hands of some heinous groups, where brutal savagery is merely a component of worship.

Lloigor can manifest in terrifying ways - Blair Reynolds - from CoC scenario The Watcher in the Valley

Lloigor can manifest in terrifying ways - image: Blair Reynolds

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Scenarios of note:

  • Watcher in the Valley.  Published by Chaosium within a collection of short scenarios called “Tales of the Miskatonic Valley” and is, I think, one of their classics and should not be missed. Written by Kevin Ross and featuring some stunning interior illustrations by Blair Reynolds.
  • The Mystery of Loch Feinn. Another Chaosium product. Written by Glenn Rahman.  There’s a bunch of nasty thugs living in a remote part of Scotland; there’s a series of strange standing stones; a Loch and a monster in it. (0)(-)
  • Horror on the Orient Express.  An absolutely legendary Chaosium product.  However, the chapter containing the Lloiger, written by Russell Waters, although containing brilliant background information about the location, I dislike the concept of the cult introduced here, I think more could have been made of the wickedness of the worshippers.

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Relevant Articles:

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Related Links:

  • Horror on the Orient Express in a post-apocalyptic setting? Call of Cthulhu to Yellow Dawn conversion, a case study – click

Enjoy Cthulhu Mythos Fiction?

Take a peek at my collection of novels - available in paperback, Amazon Kindle and iBook formats.  God Seed contains an avatar of Nyarlathotep; EDGE contains a new Great Old One; as does Dog Eat Dog – set in the post-apocalyptic world of “Yellow Dawn – The Age of Hastur”.

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David J. Rodger (born 1970 in Newcastle Upon Tyne) is a British science fiction & fantasy author and game designer best known for his novels set in a near-future world of corporate and political intrigue. So far he has published five novels; four that are set in the same world: God Seed; Dante’s Fool; Iron Man Project and Edge, and one, Dog Eat Dog, set within the post-apocalyptic world of Yellow Dawn.


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Photography: sci-fi & dark fantasy – cosmic artefacts cthulhu mythos relics and architecture from an alien culture

Photography: sci-fi & dark fantasy – cosmic artefacts cthulhu mythos relics and architecture from an alien culture.

So you’re cruising around the open landscape, maybe it’s a post-apocalyptic future, or maybe you’re just somewhere really remote, and then you come across a structure that doesn’t make any sense.  Your brain questions what you’re eyes are conveying.  And maybe the air grows unnaturally chilly, you sense a smell, like ozone and the build up of eletrical energy; you begin to feel uneasy, as if  perhaps, there is something intelligence and malign observing you…waiting.  Your scalp contracts, the hairs on the back of your neck tingle and you shudder involuntarily.

cosmic artefacts cthulhu mythos relics and architecture from an alien culture image from Spomenik book copyright Jan Kempenaers 2

Image from Spomenik book copyright Jan Kempenaers

You often come across descriptions of strange objects found in bleak and remote locations within Mythos fiction (H.P.Lovecraft; August Derleth), exuding alien energies from impossible dimensions beyond the veil of the Outer Chaos, but the photographs of Jan Kempenaers within his book “SPOMENIK” really nails it.  And these are photographs. Not digital art, not fantasy renderings.  Kempenaers took and collated these amazing images as he travelled around monuments in former Yugoslavia.

Here’s some blurb from his website:

“The Antwerp-based photographer Jan Kempenaers undertook a laborious trek through the Balkans in order to photograph a series of these mysterious objects. He captures the Spomeniks in the misty mountain landscape at sundown. Looking at the photographs one must admit to a certain embarrassment. We see the powerful beauty of the monumental sculptures and we catch ourselves forgetting the victims in whose name they were built.”

- Willem Jan Neutelings

cosmic artefacts cthulhu mythos relics and architecture from an alien culture image from Spomenik book copyright Jan Kempenaers

Image from Spomenik book copyright Jan Kempenaers

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Relevant Information:

SPOMENIK Book ¦ Jan Kempenaers
published by Roma Publications
64 pp, hardcover
33 x 24 cm
€ 28,00

ISBN 978 90 77459 50 8

Jan Kempenaers website

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British sci-fi author David J Rodger - Dog Eat Dog - cyberpunk crime thriller set in post-apocalyptic world of Yellow Dawn

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Reasons to like Lovecraft: Byakhee

If you’re a fan of H.P.Lovecraft you may recognise and hopefully enjoy seeing this. If you’re unaware of H.P.Lovecraft, then peel the rime off your eyeballs and get into this world of ultimate, sanity-blasting cosmic horror…

Byakhee - Cthulhu Mythos art - copyright 2010 Fantasy Flight Games

Night flight – Byakhee artwork – Copyright 2010 Fantasy Flight Games

Byakhee

The Byakhee are an interstellar race; winged and bipedal, with a vicious fighting capability combined with a compact size, they’re often pressed into servitor duties by powerful sorcerers.  Can be used as fearless steeds, swift through any gaseous atmosphere and able to carry a person through Outer Space.  Being the most common form of encounter, bound to the Will of a human or non-human, Byakhee are usually dismissed as feeble-minded critters worthy of as much interest as a flying ant colony or stable of war-horses.

The truth is they’re on par with human intelligence and encountered on their own terms, they’re a formidable opponent.  In one aspect they’re a “barbarian race” – with almost no technology to speak of, and a primitive social order – which is a very flat hierarchy, and a dispersed “hive” mentality. This means they belong to large social groups, but individual members are often separated by vast distances.

Knowledge of these social groups is almost non-existent; they’re not one for communicating, and when bound to the Will of another – perform their duties with simple, silent and sullen obedience.  Likewise nothing is known of their origins or the higher echelons of social hierarchy -if there are any.

They are devout worshippers of Hastur  – and if placed in human terms, would be considered fanatics regarding the reverence they hold towards this truly monstrous god-like entity.

Their unique special ability is their knowledge of an arterial wormhole network that riddles the entire span of the Universe.  They have an innate capability to sense the location and distance to these ‘flaws’ in the fabric of Space-Time  thus allowing them to navigate, to traverse vast distances almost instantaneously, to avoid prolonged exposure to damaging ultra-violet radiation (Sunlight) and appear quickly when Conjured by a sorcerer.

The wormholes are an aspect of the Quantisphere, the artificial membrane created in the age of the Elder Gods that borders and contains – and some would say protects human existence.

Byakhee - Cthulhu Mythos art by Rob Torno

Byakhee – illustration copyright Rob Torno – click to view website

Byakhee are a space-orientated species so rarely communicate via sound; they have been known to make a horrible, belching, coughing-like sound when in close proximity to others (when not in space), a process which involves expelling stored gasses from neck sacks to vibrate vocal chords – this is likely to be more of a display to influence other creatures, a threat or warning, but most communication with other Byakhee occurs via thought.  This ties into the dispersed hive mentality.  They can silently cast their thoughts, as packets of information, across vast interstellar distances – utilising the arterial wormhole network.

There flapped rhythmically a horde of tame, trained, hybrid winged things… not altogether crows, nor moles, nor buzzards, nor ants, nor decomposed human beings, but something I cannot and must not recall.
    ―H.P. Lovecraft, The Festival

Byakhee were actually created by August Derleth and appear in two of his stories, “The House on Curwen Street” and  “The Watcher From the Sky”, as well as many other stories and scenarios associated with the Cthulhu Mythos.  Similar flying creatures appear in Robert E. Howards Conan the Barbarian stories.  There is uncertainty regarding the creature described in H.P. Lovecraft’s short story, “The Festival” (above) and whether or not it is the same creature Derleth used to base his Byakhee upon.

In the role-playing game, Yellow Dawn – The Age of Hastur, Byakhee are listed as follows:

NON-HUMAN SPECIES – An upright, bi-pedal creature with powerful hind-legs for squatting, and long forelimbs that end in razor sharp claws. A pair of vast membranous wings, that can fold up against its back, or unfurl and beat to create lift. They worship Hastur.

STR: 28    INT: 12    DEX: 17    Mass: 2    HP: 28
D/b: +1d8        THSP: 1        ANX: 1/1d6
Move: running with hind-legs, 6 metres; flying it can ascend from stationary by 6 metres, then 12 metres, 18 metres, and finally 24 metres per round, with flying speed of 24 metres per round (24 miles per hour).
Physical skills: 68%
Intelligence skills: 48%
Notes: Byakhee are often used as steeds by sorcerers, either to transport them to earthly or far-flung destinations. Reaching the nearest ‘worm-hole’ or portal opened by Yog-Sothoth only takes minutes once they reach Outer Space– therefore any journey to the furthest flung parts of the universe often only takes an hour or so on top of the time spent at the destination. They are invisible to IR vision and Radar.  Byakhee can fly anywhere around the world within 4 hours but they will not enter anywhere cast in sunlight. They can also access anywhere in the Milky Way Galaxy within 8 hours by use of wormholes and physical flying.

COMBAT
Immunity: none. Direct sunlight (from Earth’s Sun only) delivers 1d6 Hp damage per combat round. A UV torch delivers 1d3 Hp damage per hit. When flying away from Earth towards a wormhole, they always stick to the dark-side of the planet.
Vision: 300 metres in direction of gaze; can see in total darkness.
Ranged: none
Threat Zone: attack skill 42%
1 tail whip, range 4 metres, has a razor sharp bone tip, delivers 1d6+1+d/b stab wound (SAP).
Close Proximity: attack skill 56%, 1d4 hits.
[1-2] Claw 1d6+d/b knife damage
[3] Bite, delivers 1d4+2+d/b knife damage  . If it can deliver 5+ damage the Byakhee gains a full-bite grip on victim, draining 1 STR blood per round. This also means it is using both claws to grapple the victim from now on.
[4] Tail whip (if not used in Threat Zone this round), otherwise a bash with part of body or limb delivering 1d3+d/b stun.
Tactics: if the Byakhee has managed to get a full-bite grip, then it might decide to fly upwards, dragging the victim with it, in order to feed without risk of further attack on the ground.
Use of Magick: POW 10, will Commune with Hastur as part of worship routine; and can activate wormholes.
Further information: “Passengers” being carried through space must fend for themselves during the trip, including dealing with zero atmosphere and extreme cold (drinking space mead is the most common option).

One aspect that seems to be underestimated about Byakhee, in combat, is the tail.

I see the Byakhee tail, tipped with a piece of razor-sharp chitin, working like a lethal stabbing-blade-on-a-whip.  It creates a 360 degree threat zone around the creature and can plunge forward, in any direction.

Byakhee on their own terms

Insane worshiper of Byakhee illustration by John T Snyder taken from Call of Cthulhu scenario - A Happy Famliy - published by Chaosium

Insane worshiper of Byakhee – John T Synder

Back in the mid 1990′s I came across a Call of Cthulhu scenario called “A Happy Family” published by Chaosium. I loved it and used it to great effect with my CoC game group at the time, and again, more recently, with my Yellow Dawn players.  It charts the consequences of a solitary man, living out on the edge of a small settlement in a remote part of the world (perfect Yellow Dawn setting), who has come across a stash of arcane knowledge.  Ultimately the man conjures a Byakhee to flap down, steaming in the dark of the night from the chill of Interstellar space – utterly unbound.  And this is the part I love.  Rather than devour the fool like some mindless monster, the Byakhee puts the man into its service.  Much like a more physical version of the horrible bond between a demon and human servant, the Byakhee takes up residence in the area and begins a campaign of terror: motive, blood sacrifice for its worship of Hastur.

The illustration (left) by John T Synder is taken from the scenario and shows the madman at work before an old stone altar.

Byakhee illustration by John T Snyder taken from Call of Cthulhu scenario - A Happy Famliy - published by Chaosium

Byakhee illustration by John T Snyder

What I like is that it shows the Byakhee as a capable malefactor, a malign entity that can be just as crafty as any bad “man”.  When it came to the characters dealing with the threat, they initially underestimated what they were up against and paid horribly.  As did the main NPC in the scenario. (See below)

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Consequence of being in thrall to a Byakhee  illustration by John T Snyder taken from Call of Cthulhu scenario - A Happy Famliy - published by Chaosium

Consequence of being in thrall to a Byakhee illustration by John T Snyder

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The scenario “A Happy Family” can be found inside the equally brilliant collection of scenarios called “Adventures in Arkham Country” – published by Chaosium.

Cover of Adventures in Arkham Country - a Call of Cthulhu scenario book published by Chaosium - painting by Stephen King

Cover of Adventures in Arkham Country – painting by Stephen King

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Byakhee “bloodline” -  their connection to the Changed (Orcs) in Yellow Dawn

The Changed – also known as “Orcs” – are mutated humans, victims of the first wave pathogen that swept across Earth during the cataclysmic event known as Yellow Dawn. They’re survivors left altered at the molecular level.

Yellow Dawn - The Age of Hastur - a roleplaying game RPG written by sci-fi and dark fantasy author David J Rodger placing Cthulhu Mythos in post-apocalyptic setting

The Changed are covered in more detail in the new version of Yellow Dawn – due to be released Winter 2011

The Changed  are commonly called ‘Orcs’ because of the association between their mutated appearance and the humanoid creatures of Fantasy Fiction.  Adjusted personality syndrome makes them more feral and leaves them operating on simple emotional planes.  Enhanced physical strength and constitution; able to cope with cold and wet weather and shrug off exposure when out in the wilderness.

They thrive in outdoor environments, and their settlements tend to resemble shanty-towns, with a preponderance of scrap metal.  They often trade in bulk quantities of material taken from dead cities and sold to them by small-time rubble monkeys (scavengers).

The Changed share genetic material with Byakhee, inserted by the 1st pathogen; this is the essence of their change and why the pathogen was so fatal, the majority of human organisms simply collapsed under the strain of the genetic mutation being wrangled into them.

Some of the Changed (Orcs) experience a subconscious calling to create temples to Hastur and develop into a meta class known as Star Whisperers, or Warrior Orcs.

Star Whisperers

A few Orc Settlements have them; afflicted Changed who’ve chosen not to seek out a clan… just yet.  They remain in place and adopt a role similar to the Shaman of Native American Indians.

Whether they choose to leave or not – most Changed communities recognise the symptoms when one of their own begin the path.  The path sees an individual become a Star Whisperer and then eventually leave the community where they later transform into the murderous creatures we know as Warrior Orcs.

Although many Changed see Warrior Orcs as a curse – none discuss this outside the Changed community.  Meanwhile, those who begin the path to become a Star Whisperer are considered reverent and sacred by most Changed within that locale.  This has a lot to do with the ‘hive’ mentality wired into the genetic re-coding that took place as a result of the 1st pathogen.  Rational thoughts and personal beliefs are mainly subsumed by the powerful genetic influence: those who are gifted with the status of becoming a Star Whisperer are blessed and important, regardless of what monster they may become later in the process.

For the individual becoming a Star Whisperer a compulsion begins to form.  There are fragmentary and fleeting glimpses of a recurring vision.  At first it is impossible to decipher yet alone describe to anybody else.  There is a sense of perceptions becoming different, an evolving sense of purpose – no longer a victim but something important, beyond the context of being a human.  The night sky starts to hold a special significance.  The individual begins to spend a lot of time contemplating the darkness above and often goes into fever-like trances, where they commune with ‘something’ else and perceive a new understanding of the cosmos, and their place within it.

Eventually however, even the strongest willed individuals will succumb to the urge to leave, abandoning everything and everyone to seek out the purpose they feel is their destiny.

This becomes a long journey of discovery – solitary, surviving on their wits – following a compulsion to find a place they know exists, somewhere, where they will find the answers – or so they feel.

It is a period of intense isolation and personal fear.  They experience intense fevers and mind-jarring visions.
In their dreams – or in phased periods of disturbed wakefulness – they are visited by monstrous, insect-like creatures that float down on membranous wings fresh from the frozen depths of hard space.  They are prodded, probed, fed vile fluids and rotten, spongy and glistening solids.  The Star Whisperer grows in physical size and strength – and as they evolve, so the visions mutate and intensify.

And they begin to worship some Outer Being.  Some concept that is so vast, so alien to the human remnants of their brains, that their worship is more impulse than reason.  They scratch half-recalled symbols onto special rocks – metallic ore – and carry them on their seemingly endless journey.

Finally – the Star Whisperer will encounter others just like them, out there and alone in the Wilderness.  It is an aspect of the distended hive-pack.  The ability to bond  and find each other over great distances.

These Star Whisperers come together and begin a process of profound transformation together.

Then the Byakhee come – and so a strange union between things that were once men and monsters from the Outer Void takes place within the remote shadows of Earth.

Arterial Wormhole Network & Borgendrill Corporation

These are notes taken from my science fiction & dark fantasy novels, and include the period set before and after the apocalyptic event known as Yellow Dawn.

It possible that the Byakhee or some distant predecessor of their race were the architects and creators of the arterial wormhole network.  It is this network that is utilised by the enigmatic deep space corporation, Borgendrill.

Dante's Fool - a science fiction and dark fantasy novel by cyberpunk horror author David J Rodger

Borgendrill is covered in the action-packed occult thriller, Dante’s Fool

Originally established for deep space mining operations using hives of autonomous machine colonies, they became the focus of what’s known as the Borgendrill Enigma, when the corporate computer system evolved into a true Artificial Intelligence.  Since then Borgendrill have released a raft of new technologies that have enhanced the quality of space propulsion and development and extended the reach of Humanity off-world.

Borgendrill discovered – and exploited -  the arterial wormhole network.  Needle-craft carried people and machines through to far flung places.  New lives on new and bigger Habitats.  Very few ever make the journey back.

Out there, in the distant nebulae of alien galaxies it is a different kind of life– one with very little relation to Earth other than the genetic audit trail of evolution.  New technology such as Dark Energy Drives, Nanomech and NUPs.  Some of it washes back, seeps into the Solar System and percolates through the Orbital Colonies, but not much. Very little of this advanced technology ever makes it down to Earth – but when it does, eyebrows typically raise.

However there is an unaccounted cost to all the expansion.  Borgendrill are sharing a network used by an ancient and ferocious race.  Consequences to this should be expected.

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Related Articles – if you like Byakhee  you might like these:

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Byakhee used as malefactors in Yellow Dawn novel, The Black Lake

The Black Lake is a novel written in summer of 2012. It is set in the post-apocalyptic Earth setting of Yellow Dawn (RPG) and charts a small scientific expedition that sets out to the remote islands of Scotland. What appears to be a case of supernatural haunting rapidly develops into the full blown horror of the Cthulhu Mythos – specifically through Hastur and the minions that worship this infectious entity, the Byakhee.

 

the-black-lake-a-ghost-story-within-the-cthulhu-mythos-by-british-sci-fi-dark-fantasy-author-david-j-rodger

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THE BLACK LAKE: The Earth has been ravaged by an event known as Yellow Dawn. Ten years later, survivors are putting lives back together and probing the frontiers of a new Wilderness; whilst overhead the orbital colonies slide across the sky, removed and unaffected. Five men leave the fortress island of Malta on an expedition to the sub-Arctic waters above Scotland. They intend to undertake scientific observations of an alien meteorological phenomenon that has followed the apocalyptic event. What they find is a cosmic horror that seethes amongst the shadows of a shattered Earth. It is a story of escape and wonder, of madness and terror. David J Rodger’s trademark unforgiving rendering of harsh reality, and relentless narrative pace, are here in palm-sweating abundance, delivered in a novel that tears open a rent in the boundary of reality, providing a nerve-jarring glimpse of the Outer Chaos and the horrors that lurk just beyond the threshold of our fragile, human existence.

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David J Rodger – DATA

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