Wednesday, December 11, 2013

The Storyboards

A storyboard is a sequence of illustrations, written words and musical notes, strung together to represent a story. Stories that contain the ideas, values, opinions and culture of a nation. All civilaztions in history have them. And to see them, to read them, to recite them would invoke the magical powers of the gods.  Idea for a movie?

Monday, September 16, 2013

Les Miserables and Vampires

Based on the idea behind Pride & Prejudice and Zombies-

Myriel: a spoiled aristocrat who fled the French Revolution to return home a pious vampire. He is made the Bishop of Digne. He worships Jesus as the first mortal man ressurected and ascended to immortality by God for his sacrifice. He foresakes material wealth and dedicates his immortality to the penurious. He saves Valjean from prison and by "the blood of the martyrs" he offers Valjean immortality if he dedicates his mortal life to God.

Myriel hides in the shadows and is unseen by all, but is ever present and is even felt as the Holy Spirit by those whose faith are being tested.

Fantine, Eponine, Gavroche, the Friends of the ABC, Enjolras, Grantaire and finally Jean Valjean: rewarded ascension for their martyrdom by Myriel.

Javert: A werewolf policeman with a narrow-minded but vigilent faith in God's righteous but merciless justice.  He does not believe in the forgiveness of sin. He is wrathful and pitiless. When Valjean refuses to prove his supposed wickedness and saves Javert's life, Javert cannot bring himself to arrest Valjean later. He feels pity for the first time for the innocent, dying Marius and forgives Valjean his crimes. Realizing his supposed failure of vigilence, he ultimately offers himself to Myriel. Myriel refuses him and denounces him for his merciless rage and hatred. When Javert kills himself, Myriel sucks his blood from the Seine.

The Thenardiers: viciously killed by Myriel at the end for their unrepentent godlessness.

Cosette and Marius: Myriel heals Marius and leaves him and Cosette with their happily ever after, for innocence must flourish in the world.

Friday, August 23, 2013

Trifunctional Society

I know its tired, but I've been sitting on an idea for years. Watching True Blood and taking in the mainstreaming agenda and Sanguinista movement, and reading the news, I wonder what the world would really be like if vampires took over the world. I was thinking something like the Matrix meets Planet of the Apes:

It is Utopia. The world is a place of light and beauty. There is no poverty. No war. No prisons. No hospitals. No suffering. No desperation. Where evil is always vanquished and true love conquers all and all live happily ever after. There is no hunger, no disease, no impairment, no invalids, no deformity, no injustice, and death is silent and kind.

The Industrial Revolution never happened. The world capital is located on the Mississippi River Delta. The entire world and all its territories are under an imperialistic monarchial empire. The world language is slowly forming from the root languages of proto-English, proto-French and proto-Spanish. Provincially, the world is a feudal aristocracy heavily structured by seniority. 

VAMPIRES:
All lands are owned by the vampires. All vampires hold sovereignty. They are the lords and the judges. All wealth and trade go through the lords. They hold religious authority. They are the messengers of The Ethereal God and represent his will on earth. They are angels of mercy, of justice, and ultimately Death. Beyond the cycle of Life and Death. Beautiful. Terrifying. Predatory. Hematophagous. Their blood is offered as holy sacrement and by them are the humans delivered to heaven.

WEREWOLVES:
All wolves serve a vampire lord. They defend the humans from foreign and domestic threats, ensure tranquility and enforce the lord's law. Courageous. Righteous. Benevelent. Respectful. Honest. Loyal. They worship the Savage Hunter and follow his code. 

HUMANS:
A sustainable community indepenent of its neighbors. The producers of goods. They grow and harvest their own food and tend the flocks to feed the wolves. They mine the resources and craft the products. The commoners. The peasants. The workers. They serve the wolves and vampire lords. They worship the Goddess of Mortal Life and revere her bounties. Most humans are under glamor, blissfully oblivious of the horrors and agonies around them. 

WITCHES: The religious leaders of the matrilineal human communities, a resistence movement among the human serfs. They spur the husbands to take up arms to slay the vampire lords and conquer the Undead God in the name of freedom and the Earth Goddess of Mortal Life.

Wednesday, August 14, 2013

Whodunnit, Laguna Beach

I know I haven't posted anything in forever, but I had to note something: Clue and the Family Guy episode "And Then There Were Fewer" are two of my favorite shows. The dinner party in a large creepy house with secret passages, the mystery host, then murder after murder! What I have to note is that these are both comedies. Were these Whodunnit stories cliche by the time I came around? How about a modern, up-to-date straight-faced murder mystery thriller set in a Laguna Beach mansion on a cliff overlooking the ocean? High society dinner party, an anonymous host, the guests are (supposedly) strangers, but ALL have a secret worth killing over. There's deceit, misdirections, red herrings. And all are somehow connected.

As a possibility for a twist ending, in the vein of Cabin in the Woods, produced by Joss Whedon: The entire night is in fact a Satanic ritual to summon the Devil and bring about the end of the world. In order to prove himself worthy of being the Host (possessed by Satan and essentially becoming the Antichrist), he must turn his own home into a deathtrap. The victims must be social elite, society's leaders: the wealthy, the powerful, the political, the religious, the famous, the military. They must enter the house willingly, at least 7 murders must occur but the last murder must be done by him and he must leave the house exculpated and unaccused, all before dawn. To ensure the ritual's success, he doses his victims' dinner with an epinephrine-based drug that induces paranoia and aggression while reducing cognitive reasoning.


Friday, January 11, 2013

Anne Rice's Vampire Video Game

Imagine Assassin's Creed meets Dragon Age meets Fable:

Character Creation: You get to be anyone in almost any time period in the world. Ancient Egypt. Ancient Rome. 18th century France. 20th century America. Depending on the story you choose, your maker can be a radical loner or of a superstitious coven. You will be taught how to feed, to avoid the sun, and whatever your maker chooses to teach you, including his beliefs or philosophies. First goal? Get away alive. Next goal? Survive eternity. Extra goal? Uncover the secrets of your kind, and the world at large.
Gameplay: The whole world is open for you to explore. The safe (and boring) way to live for centuries is to avoid all humans and vampires, feed off animals and bury yourself in the earth during the day. However, you might find some gems out in the most remote parts of the world. But most of the story takes place in human cities and vampire covens. You will be tempted and mesmerized by the wonders of the world, but there would be much more risks. The story is different for every character you play, so you will never get the full story from one lifetime. Depending on willpower, cunning, or just plain luck, you can live to be a Child of the Millenia or be destroyed within a few mere decades. At least once, the story will allow you to sleep the centuries away, and while this is tempting to avoid the headache of eternity, you may miss some pivotal storylines. However, it may be wise to go under at least once to avoid madness and destruction.
Powers: As a newborn vampire, you are strong, fast, resilient, sensitive and constantly needing living blood. Thirst, left unchecked, can affect your appearance, your powers and self-control. All major factors in gameplay, especially when surrounded by witnesses. Depending on your maker, you can start from the bottom or begin exceptionally gifted. Fire and sunlight is especially damaging and potentially fatal. The greater the damage, the longer the healing time (potentially centuries), but the more powerful you will be once healed. The older you get, the more powerful you become and will need less and less blood.
Mind Gift: The most common gift among vampires, involves communicating and reading thoughts. Commanding animals. Makers and fledglings cannot communicate with this gift, unless indirectly though others. Most vampires choose to block eachother from this gift. More advanced vampires can actually move things with the mind or leave the body and explore the world as a spirit.
Spell Gift: Almost as common as the Mind Gift, it requires more skill to cloud and control the minds of humans.
Fire Gift: A rare gift, you can ignite anything with your mind. Using this against vampires is especially damaging, and lethal to weaker vampires.
Cloud Gift: Only the most advanced vampires master the ability to fly.
Humans: You can choose to discriminately feed from only evildoers, indiscriminately feed from all humans, or feed only from animals. The course of your adventure may depend on your diet. If you have a human family, you may choose to nuture and protect them through the centuries, or abandon them alltogether. Occasionally, you'll come across unique human characters you may choose to establish relationships with and even give the Dark Gift to and become a maker. The relationship will eventually end, but depending on how you treat them, the relationship may last decades and they may come to your aid in the future.
Vampires: The politics and conflicts of vampires can be treacharous. But depending on how you handle them, there can be great rewards. You can make powerful allies or enemies. Some famous vampires may pop up: Lestat, Marius, Armand, Pandora, or even Those Who Must Be Kept. You can choose to start your own coven, join an existing one and conform to their practices, or exist apart. All have rewards and consequences. Another vampire's blood can advance your powers and heal your wounds. It can be taken or given at your own risk.
Talamasca: a secret human orginization dedicated to study not only vampires, but also witches, ghosts and demons. They strictly avoid direct contact with the paranormal world, but establishing a relationship with one can prove useful.