Building Out The Lore: The Wisptaken

Here at Grailrunner, we’re building out the lore of a unique western-flavored science fantasy setting called Salt Mystic. We have been for a while now. It’s a novel (with another in the works), a tabletop game, a series of short fiction, and a line of merchandise. It’s also an experiment in the creative process, and a fascinating thing to be a part of.

One of the characters in the first two decks we built for the tabletop game, a weird eye-rolling dude named “Murmur” struck us as funny at the time. The thought was to have a guy whose armor was haunted by software, and he listens to it. That meant he can’t be surprised, so the bonus you normally got of coming up behind him was short-circuited, though his expertise with his own weapon was randomly determined by a die roll.

Because he was crazy. Get it?

But we published a short story called The Weakness Of Demons that took the idea of these leftover software imps from thousands of years before to another level…a malicious, deadly level. You should go read that one. It’s one of my personal favorites. The idea was getting creepier.

Anyway, these imps were unleashed in an era of the Salt Mystic’s history called The Merchant Wars:

“It was a time of devastating economic and psychological warfare where propaganda was brought
to its highest effectiveness. Every book, every newscast, even the music to which their children
danced, was carefully engineered to manipulate belief patterns. Spies were embedded in all
levels of society in every nation, double and triple-crossing one another for advantage. Many
of the cruelly manipulative stonewisps, artificial intelligence chaos agents haunting statues and
masonry elements, date to this period.
” –Salt Mystic Sourcebook And Core Rules p. 14

And creepier still.

Then it struck me today as I finished a ridiculously long business trip and series of conference calls, dropping exhausted to a hotel bed, that some poor shmuck out in the wastelands just trapping beavers or hunting or whatever could come across a stonewisp abandoned in a piece of rubble or a broken machine lying about. And I wondered what that might lead to.

So allow me to introduce you to the newest addition to the Salt Mystic lore: The Wisptaken:

They call them ‘Wisptaken’ because of the terror of it. Anything as unholy and sad and deserving of justice as these tortured souls merits a quick death if you can deliver it. So few can deliver it though, and fall prey in the software-haunted wastelands to one or the other of their wicked judgements: a seducing taunt to join the masquerade or a burning from the carbine on their forearms.

The Wisptaken are as fast and deadly with a gun as they are convincing in their malicious, cunning lies. That’s the trick of it. That’s why they stay in the fog of legends and out of the clarifying light of civilization. If you encounter one of these nightmares in the backcountry or in the ruins between the provinces, it’s probably better to just make a desperate run.

But don’t speak to it. Never speak to it. If you do, there’s no telling what terrible things it will convince you to do.

The stonewisps were artificial intelligence imps embedded in building materials dating back thousands of years to the Merchant Wars when runaway spycraft and intrigue were tearing the world into pieces. Masters of propaganda and brainwashing tactics, manipulation and cult methods, stonewisps were planted in those days for the sole purpose of recruiting terror. It speaks to their mastery that so many were dumped into the wastelands rather than destroyed.

But they are machines. Code. They fulfill their designs. One could almost forgive them for it.

But when a ruined, broken person finally yields to the vile whispering of a stonewisp, one who’s chosen to inhabit their helmet or their armor, even their gun, that person is truly lost. No one could predict the mischief and spoil such a fusion of human and software could bring about.

No, don’t speak to it. Whatever you do.

Pity it. And run.

Launching an indie wargame, and we need your help!

I very much enjoy bringing new things into the world. Or at least trying to do so. It’s hard enough to pour your passion into something, to pick up the new skills it needs along the way and to put the time in. The time is a real tough one – because life and family and bills to pay. Right? But the hardest and most soul-breaking part is when you’re done, it sits in your hands in all its wonder, and nobody in the whole world knows it exists. I’ll come back to that. I need you. If you’re anything at all like me, or if you at least understand me, I need you.

Stick with me till the end here.

When I was a kid, my parents had a hardback set of books called Childcraft. They were encyclopedias for kids, and I was especially enamored with holidays and customs and tales from other countries. My parents worked a lot, and there weren’t any kids on my street. I was also a bit of a loner, and it was a way to travel and see the world. I moved on to the regular encyclopedia set, flipping its pages and dreaming. The mythology and great paintings articles were favorite stops of mine. But being such an easy target, science fiction hit me early on like a freight train – here are a few flashes I recall just to make my point:

  • Smacking my dad’s arm when Darth Vader was deciding to save Luke in Episode IV of Star Wars, almost crying when he threw the Emperor down that pit
  • Straining extra hard wrestling with my brother when he held me down because Cassiopeia from Battlestar Galactica was watching in the form of a cutout from a coloring book hanging from my ceiling
  • Riding my bike downhill with a purpose, escaping mutated apocalyptic screamers from A Boy And His Dog
  • Bashing my pillows as hard as I could with one of those plastic lightsabers that made a humming noise when you swung them quickly
  • Staring dumbfounded at the television after the Borg kidnapped Captain Jean Luc Picard in Best Of Both Worlds episode one, from Star Trek: The Next Generation
  • Finding Sri Lanka on a globe and asking how much it would cost to travel there so I could meet Arthur Clarke and ask him all my science questions

I’ve had a kaleidoscope of a life since then, earning degrees in Physics and Business, helping build nuclear reactors in the Navy and running parts of businesses, coordinating mergers and acquisitions, and consulting. Seriously, I’ve done all kinds of stuff. But in all that, in anything I’ve ever tackled, the core drive is always to somehow recapture the way those things felt. Just pure wonder. Inspiration.

New things. New worlds.

“Chance favors the prepared mind.”

-Louis Pasteur

And thanks, Louis, because this quote is the whole point of me. I believe if you look to be inspired, you will probably find inspiration. I believe if you learn the nuances of a thing, whether it’s art or haiku or telling stories in film…or whether it’s searching for patterns in nature and the universe…you pick up the rhythms of what makes those pieces and parts fit together. And you come alive. A pen & ink artist studying music will find patterns and growth that makes them sharper and more imaginative.

In 1997, I was serving on a destroyer in the Persian Gulf. I had brought along the first three Dune books, a stack of VHS tapes of Buffy: The Vampire Slayer, and a pretty bad case of homesickness to sit and watch westerns with my dad and brother. Something about that mix, and the exotic surroundings of Oman and Dubai, the wandering in the souq marketplaces and especially a night sleeping in the desert in Muscat fired my imagination. It was all just a simmering gumbo of scenes and marvelous machines and larger-than-life characters though, until the terrorist attacks of September 11th, 2001.

I know. Anybody younger than me could be rolling their eyes at this one. They’ve maybe heard about it and never felt something like that. It was awful. Let’s just say a very thunderous realization hit me in the days that followed, as I watched the footage of firefighters running up the stairs into those burning buildings and those on the streets rushing to aid…as I heard the voices of those on flight 93 about to charge the hijackers.

It struck me that this was a nightmare, true, but how much more terrifying would it have been were it not for those brave souls who stepped up when it mattered! Running up the stairs into a burning building…who on earth could have more character than such a person?

“Because the life’s blood of a nation is the character of its people, and because the neglect of souls is the needle that poisons it, I have left you wonders in the Record. The fault and the regret are yours if they must arise.”

-The Salt Mystic

I don’t know why it took me till 2015 to publish the novel that came of those feelings and concepts. It did though. I had to live more, and to learn more. Writing a novel is a life-changing thing. And it meant a lot to me. I needed to get it right.

Here in the last two years, especially with pandemic quarantines and all the change that’s come about in our hostile interactions with one another, I’m haunted by the question I was asking back then. And I’m anxiously going back to the original fire behind all of it – what binds us together and lasts over the long term? What can bring us back to where we’re listening to each other, and being people again?

It’s mythic storytelling and inspiration. I’m convinced of it.

Not social justice engineering or reams of fan fiction, not propaganda or unimaginative clones and faded tropes. Pure adrenalin myths for the modern day. Just like Frank Baum wanted. Just like George Lucas wanted. I’m just arriving at the same conclusion. And I believe something wonderful is happening in tabletop gaming, not only in the last few years but especially fueled by the COVID restrictions. Tabletop gaming is coming into its own, fresh with depth and rich lore, with incredibly innovative ways for people to interact with the stories.

I see tabletop gaming, including but not limited to roleplaying as a new frontier for mythic storytelling. Much like science fiction stories in the old pulps and animated films once drew scorn as fit for juveniles and now are taught in universities, I see the tales & captured magic of tabletop games of the 21st century fertile for what comes next for us in how we express ourselves. Cinematic experiences in a box like Tainted Grail: Fall Of Avalon from Awaken Realms or Grimslingers by Stephen Gibson or Cthulhu: Death May Die by Rob Daviau and Eric Lang, among countless others are raising the bar for the rest of us.

So I need your help.

I’ve spent the last few years breathing as much life as I am able into a tabletop gaming experience. It’s called Salt Mystic, designed to be an Immersive Storytelling Engine fit for practically anyone with an imagination. Read about it here. Download the rules for free, and dip into the art if you like. The point is to provide an exciting game, easy to learn, no baggage or continuity required, no extensive hobbytime or painting abilities needed…but one that takes place in a rich, immersive, fascinating world with fully realized history and intrigue, adventure and exotic places to visit, peopled with living, breathing souls. Playing the game itself feels like playing a streamlined Warhammer 40k with Magic: The Gathering cards, or so I’m told.

The Salt Mystic Sourcebook & Core Rules is available on DrivethruRPG here. I would very much appreciate your help getting the word out about this. Anyone you know who’s interested in wargaming, or in lore-based tabletop gaming, just shoot them a quick note about what we’re up to. If you’re into what I’m saying, give me a try!

I’d appreciate it. And thanks for letting me go long on this one. You’re awesome.

Till next time.