On September 1st 1859,
amateur astronomers Richard Hodgeson and Richard Carrington independently observed
a solar flare, a flare big enough to be seen on their simple sun gazing
equipment. That solar flare preceded a coronal mass ejection sending plasma and
magnetic waves hurtling away from the sun, striking the earth. These waves became
a massive worldwide geomagnetic storm lasting two days called the Carrington
Incident.
Solar winds filled the
magnetosphere, causing bright, vivid auroras all over of the world. The storm’s
strength pushed the northern and southern lights close to the equator. Aurora’s were reported in Cuba, Jamaica, Senegal,
Liberia, and Hawaii. In California the lights were so bright, miners assumed it
was dawn and started working at 1 o’clock at night. People gathered all over
the world to watch the night sky’s display.
The disruption of earth’s electromagnetic
field disrupted the world’s telegraphic systems. Operators complained of horrible
shocks and burns, destroyed batteries, and telegraph lines jammed by auroral
activity, A few telegraphs working better than ever while disconnected to their
power sources.
The Carrington Incident may be the
first event reported and experienced world wide. The bizarre phenomenon of that
week would be perfect for a Victoriana adventure. Such huge changes to the
world could have any number of causes and effects. Here are a few ways the Carrington
Incident could be adapted for play:
Adventuring During the Carrington Incident
The Carrington Incident is so
interesting and strange it doesn’t have to be the focus of the adventure to
stand out. Its bizarre phenomenon can work well as a background, especially if
the party outfitted themselves with gadgets and marvels. Whenever a character
uses a marvel, the device could work more efficiently (added dice), malfunction
chaotically (added black dice) or explode. The more technology, the greater the
effect of the storm.
The Incident may not have only
upset the earth’s electromagnetic field, but it could have wreaked havoc on the
aetheric field as well. Magic might temporarily work in strange new ways. The
foci of petty conjurers worshiping archons of storms, sky, or sun could be
extra powerful or may suddenly activate on their own. Sigils of heat, speed,
and energy might give greater bonuses or last longer than ever before.
Thaumatergists may not be able to do their spells without glowing or catching
on fire.
The Carrington Climax
The world wide effect of the
Carrington Incident makes for a perfect climax to an adventure. What I think
would be the most fun is a decade long campaign with one adventure per year spanning the
1850’s, ending with the Carrington Incident. The player characters
successfully stopped the destruction of earth with only a few telegraph
operators hurt and the magical energy disperses majestically across the sky.
You just have to figure out a
plot evil enough to use solar radiation, the northern lights, and the entire
earth.
Here are a few campaign ideas that could lead to the Carrington
Incident:
A global conspiracy works to
bring back magic’s lost potency by realigning lost ley lines.
Archons from multiple pantheons are being pulled together into one solar deity. Kinich Ahau, Tiwaz,
Apollo, Shamash, and others combine against their will to make a galacticly powerful sun god, and one very powerful cult.
The Royal Astronomical Society
recently expelled a member recently returned from Egypt. Members murmur in back
rooms of his impossible knowledge of solar activity and the strange slow moving
servant in his employ.
Just found this site. Nice work, I love Victoriana!
ReplyDeleteThank you very much. Victoriana's unique setting has tons of historic corners to expand. That's my kind of fun too!
ReplyDelete