Re: OOC
Hm. I mean, it's inspired more by the Sirens of Greek myth, but there is some Divine Comedy inspiration I suppose, and a bit of fey imagery for the whole "you turn to retrace your steps and they go somewhere other than where you came from" thing. Basically I really like the idea of alien geometries and places where geometry doesn't work like it should, higher dimensional places, anything like that. So I integrate a lot of that into my writing, whether for games or stories. And the voices trying to undermine the heroes' confidence going into an important fight is a classic in a lot of stories of culture heroes - it gives a chance for the hero to hesitate, to be tempted or frightened or lured off the path. Whether you're talking about the Sirens, the temptations of Christ, or a superhero comic where the love interest asks the superhero to stay home from the battle because they're scared for the hero, they all draw on that same imagery of a voice undermining the hero's confidence to emphasize their steadfast bravery for continuing (or in rare cases show the tragedy as they're drawn away).
Basically, it's a slight variation on a classic theme that shows up in everything from modern religion to ancient myth to pop culture. Sometimes cliche is cliche because it works. ;)
Edit: Expanding on that a little, because I love this kind of shop talk - the alien geometries and strange movement, along with the darkness, is really there to underline that this is a strange place that doesn't work by the rules you're used to. In a Campbell-inspired view (and yes I know that's old and has been largely discredited by anthropologists, don't at me) this is the heroes moving into a different world to pursue their quest. In this case it's a very hostile world, shown by the plants being aggressive and the voices being hostile and degrading rather than tempting and seductive - it's about threat, not about the lure of the unknown.
The voices themselves, and how they speak to different characters' inner lives and directly address only them, really sort of symbolize as best I can the internal struggles of these people who now have their lives and souls on the line in the quest. You don't reach that position without a certain degree of inner stress and turmoil, and that's manifested and underlined by these external voices highlighting it. It makes them feel more mortal, more like they might really be dealing with a lot of stress and feeling very small in the face of this threat.
The candle, then, is their only tie to the world they're native to - and it's burning low. Very clear symbolism there, very clear messaging. "You're about to be adrift in enemy territory." So that's a bit of a different take than usual, rather than being a hero proudly going to another world to defeat the villain you're small and worried, huddled around a flame for light - a classic image evoking the unknown dangers of the night, going back to some of the earliest recorded stuff we have with stuff like Egyptian prayers to the sun emphasizing how important light was to survival. It's a clear image that evokes a response.
The whole of the scene was written with the goal of really underscoring that the heroes are small and facing forces and threats beyond their understanding, so that it feels more, well, there's more of a dramatic payoff when they succeed - or a sense of the tragedy inherent in fighting vast forces and losing, should they fail.
This message was last edited by the GM at 20:28, Sat 14 Aug 2021.