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    <title>The Astounding Mr. Goodner's Amazing Electric Widgets - Generic Widgets</title>
    <link>http://www.davidgoodner.com/</link>
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    <copyright>David Goodner</copyright>
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      <dc:creator>David Goodner</dc:creator>
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        <div>
          <h1>
            <font face="Arial" size="2">Magic of the Stars</font>
          </h1>
        </div>
        <div>
          <font face="Arial" size="2">
            <i>Though cold winds assail me, I will not flinch<br />
The sun warms me<br />
Though I wander the night, I am not lost<br />
The moon guides me<br />
Though I am alone in the darkness, I will not fear<br />
The stars shine above me.</i>
          </font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Above the Land, above the Lesser Air, stand the spheres
of the Greater Air, the abode of the gods.  Similarly, the Spirits of the Greater
Air stand above other Spirits.  No wizard or king can command them.  The
most Men can do is call upon them and try to live as they would wish in hopes of their
blessings.</font>
        </div>
        <div>
          <h2>
            <font face="Arial" size="2">Prayers of the Faithful</font>
          </h2>
          <font face="Arial" size="2">Only a few have the patience to learn the ways of spirits,
but every man can call upon the gods through prayer and supplication.  Men mark
the turnings of the year through rituals, make sacrifices to atone for their sins,
and pray for the favor of their gods when they feel the need.  Wiser men also
pray to thank the gods for their favors and make sacrifices to recognize their blessings. 
The gods truly have little need for such gestures, but they appreciate them.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Across the Land, there are many nations with many
gods, and, in a way, they are all real.  Most Men tie their gods to one of the
Greater Lights, the Planets.  They may have different names for these gods, but
the similarities will outweigh the differences in the end.  Men know also that
the Stars are servants of the gods.  The Spirits of the Planets are, in truth,
too far beyond mankind to answer directly.  Prayers are always heard by lesser
Spirits within each god's Sphere.  Various of the Stars have taken an interest
in different nations of Men, and lend their own flavor to the religions that have
grown up around them.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Prayers and sacrifices have a subtle effect in the
world.  The Spirits of the Greater Air rarely send down hosts of angels or part
the seas.  They gave Men the knowledge of magic for that sort of thing. 
But they provide inspiration, vision, and intuition that guide Men toward their will. 
They also grant minor boons.  When the sea-swells fail to swamp a ship, a god
might have been stilling the waves.  When a soldier survives a battle, a god
might have given him courage to fight and strengthened his shield against enemy blades. 
Those who discount the power of the Spirits of the Greater Air call such things nothing
but fortune.  Wiser men know that "fortune" is the desires of the Spirits of
the Greater Air made manifest in the lives of men.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">------------------------------<wbr />----------<br /><b>Gamespeak:</b> Divine intervention is always tricky.  Fortunately, if /everyone/
is calling on the gods, it mostly evens out.  Seeking divine favor is probably
worth a small bonus or a coincidental event every once in a while - when it will turn
the tide.  Divine displeasure can work the same way.  A king who pisses
off the gods might find his armies falling ill or his ships being becalmed until he
does something to atone.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Cinematic Unisystem Drama Points map to divine favor
pretty well.  If a character has done something to earn divine favor, he might
have some different options for spending his DP.  If he's earned divine ire,
he might end up sucking down a "When Bad Things Happen to Good People."  If I
end up using a system with no dramatic editing possibilities, then I'll probably add
one in for divine favor/disfavor.<br />
------------------------------<wbr />-------------</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">The Spirits of the Greater Air granted Man dominion
over the Land, so there is a special class of rituals concerning the powers of Lords
and Demesnes.  In many lands, the Lords claim that their power descends from
divine mandate, and they are not wrong.  However, more than a few Lords have
learned that the Mandate of Heaven can be withdrawn as easily as it was given.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Lords who lose their Demesnes, or who sicken them
through weakness of character, must appeal to the Stars to regain the mandate of their
Lands.  Often, this involves a difficult quest imposed by the Spirits of the
Greater Air, made more difficult because it is undertaken when the Lord is at his
weakest personally and politically, while his people languor in pain and despair.</font>
        </div>
        <div> 
</div>
        <div>
          <i>
            <font face="Arial" size="2">In the lands of the Val Aleen, there is said to
be a castle guarded only by women.  The Lady of these women is so beautiful that
to behold her is to be blinded as by the sunrise.  She holds a drinking horn
carved from one of the Great Beasts, and the mead of her hall, when served from the
Horn, is sovereign to all ills.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <font face="Arial" size="2">
            <i>But the Lady and the castle are like unto clouds
of mist, first appearing, then disappearing.  The Lady will only consent to grant
her horn to one pure of heart, unflinching of courage, and unwavering of will, if
that one can even find her.</i>
          </font>
        </div>
        <div> 
</div>
        <div>
          <h2>
            <font face="Arial" size="2">Prophets and Oracles</font>
            <br />
          </h2>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">When Dragada Iron Hand threw down the Pillars
of Flame and conquered the Land of Kaamar, he put to the sword all the sons of King
Elor, and took his daughters as slaves, except for one, Shalamar.  When her father
was slain before her, Shalamar screamed and fell into convulsions.  When at last
the tremors stopped, she looked up at Dragada with sightless eyes and said "Despair
thy throne, Iron hand, for only a child of my father may stay the Desert's Wraith." 
Then she fell, insensible.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">Dragada was troubled, but he knew the Desert's
Wraith had not been seen for many years, and his fortunetellers had promised him that
he had the blessing of his gods to conquer Kaamar.  Also, Dragada carried a sword
of starmetal that could slay any beast.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">That year, the Desert's Wraith arose and buried
three camps beneath the sands.  Dragada rode out to fight the Wraith, but his
sword, proof against anything that bled, was useless against a creature made of sand
and wind.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">Dragada called on his wizards and sorcerers to
protect his lands, and their spells held the Wraith at bay.  But blind Shalamar
said "Despair thy wizards, Iron Hand, for none shall stay the Wraith until a child
of my father inherits his throne.  Half your realm, you will never see again,
and all will be lost to you."</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">For a fortnight, the wards of the wizards held
the Wraith, but then they cracked, and burning sands ravaged half the kingdom. 
When the stinging grains finally stilled, an ancient temple stood revealed three days'
ride from the throne of Kaamar.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">Dragada took his warriors and his wizards, and
took also Shalamar and a priest.  Under the spires of the lost temple, Dragada
took Shalamar as his wife, and claimed her as his own before all assembled. 
Even blind, she fought like hellcat, even scratching out one of Dragada's eyes. 
But in the end, she was his, and filled with his seed.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <font face="Arial" size="2">
            <i>The wizards were able to limit the damage done
by the Wraith for three seasons, and then in the winter a son was born from Shalamar. 
Dragada named the boy his heir, and ruled Kaamar as Regent for many years, and the
Wraith was quiet, beneath the sands.</i>
          </font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Most priests are just men and women with a particular
dedication to the Spirits of the Greater Air, or a desire for the prestige of the
office.  Some are also magicians who use their power over lesser Spirits to serve
the greater ones.  But a few are truly touched by the power of the Spirits of
the Greater Air.  They are regarded as greatly blessed, but also accursed. 
No one the gods touch escapes unmarked.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Oracles can hear the Celestial Chorus, the Music
of the Spheres.  As such, they are attuned to the will of the Spirits. 
And the Spirits hear the voices of the Oracles.  Oracles speak words of prophecy
and can deliver the benedictions or warnings of the gods.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Oracles are very rare.  One might not be found
in one hundred Lands.  For some reason, most are women.  Some say this is
because womankind has a closer connection to the Celestial than males.  Others
claim it is because it is the lot of woman to be accursed and benighted for Her sins. 
Whatever the case, Oracles are sought after and cherished.  Even so, the life
of an Oracle is not one many would envy.  With senses enmeshed in the Celestial
world, she is often only barely in touch with the Land around her.  She sees
visions of past, present, and future, and hears words no mortal mind should hear. 
As such, an Oracle needs constant care.  They almost always find themselves in
the care of priests, eventually, and it is hard to say how much of an Oracle's life
she knows.</font>
        </div>
        <div> 
</div>
        <div>
          <i>
            <font face="Arial" size="2">Men speak in hushed whispers about Moria Mane,
she of the blood-red hair, who speaks the tongues of beasts and can see a man's future
in the way his shadow falls across a rose-bush.  In fact, in the Nine Hills,
most men will try to avoid letting their shadow touch roses, just in case she is watching.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">Moira Mane wears cast-off clothing, but she is
always well-dressed.  A harsh word from Moira Mane can wither crops or stay the
rain.  A kind one can save a woman's son from wolves or cure a sick child of
the night-fever.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">Moira Mane never lifts a weapon, and only carries
a copper knife.  But a black hound shadows her every step, and he'll kill any
man or beast who crosses her.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">Moria Mane has no husband, no brothers, no sons. 
But she is always heard at the Lord's Court, because no lord in the Nine Hills dares
not hear what she has to say.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">Moira Mane knows.  She knows when the rains
will come and when the tribe in the next valley is ready for war.  She knows
when the lambs will come, and who's bed you laid down in that was not your wife. 
She knows if you'll have a son or a daughter, and she knows the day you'll die.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <font face="Arial" size="2">
            <i>Don't ask Moria Mane any question you don't want
answered, or your hair might be as white as hers is red.</i>
          </font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Not all who are touched by the gods are quite so
blighted.  Prophets and Sybils hear the music of the Spheres to a lesser degree,
and are often the focus of only a few voices.  They have the same gifts as Oracles,
but are not so overwhelmed since their gifts of prophecy come upon them only occasionally. 
Prophecy can still be as much a curse as a blessing, since the gods always speak the
truth, and not all men wish to hear it.  There are at least as many Sybils as
male Prophets, and their gift of Prophecy is often stronger.  Male Prophets are
perhaps a bit more likely to master other mystical powers, and tend to be more active
and nomadic than their female counterparts, but then again, this is often the way
between men and women.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Unlike Oracles, Prophets often find themselves outside
established religious orders.  The Truths they impart stir up discord, and they
are led on paths that do not fit the regimented life of a priest.  Most Prophets
seek out some other kind of power, and have an easy time finding it.  The Spirits
of the Greater Air gave Man all the secrets he knows, save those of the Deeps, and
those are not good things to know.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">------------------------------<wbr />--<br /><b>Gamespeak:</b> Prophecy is a power that has brought many a game designer low. 
I'm pretty sure the way I'd handle it is to make it just a plot device, but if I was
feeling frisky, I might make it so that a Prophecy creates a collection of metagame
resources.  When the PCs are trying to fulfill the prophecy, they have advantages,
and can take advantage of dramatic editing.  When they're fighting against fate,
they're at a disadvantage, but will rack up Drama Points (or whatever) to help them
later.  And if they can find a way to fulfill the Prophecy and avoid the bad
side, they get the best of both worlds.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">In any case, "Prophet" or "Oracle" are probably not
things you spend a lot of character-building resources on.  They're value-neutral
at best, or a disadvantage at worst.<br />
------------------------------<wbr />------</font>
        </div>
        <div>
          <h2>
            <font face="Arial" size="2">The Starborn</font>
          </h2>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">Kemp MacKoor all his life bore the curse laid
on his father's clan when they stole the Stone of Lyssee, but he was born under Fortune's
Star.  No thatch would shelter him, no hearth fires would burn for him, and he
would never have two coins to rub together.  But Kemp MacKoor was always lucky.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">Lucky, he was, to meet each of his Red Band, who
were peerless at the skills of war and guile and stealth and strategy.  Lucky,
he was, to find the gnome caves that moved through the forest so that each day they
were in a different place, and lucky again to befriend the gnomes so they taught him
the secret of finding them.  Lucky he was to slay the dragon Kes in her den,
and take her heart that burned as hot as fire.  Lucky he was to win the love
of Lady Eleane, at least until she betrayed him.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <font face="Arial" size="2">
            <i>But that is another story.</i>
          </font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Every person born is seen by a Star, and every Star
picks out a special person to watch and guide all his life.  Prophets and Oracles,
they say, might have been chosen by too many Stars, or by no Stars at all.  But
everyone else has a single Star watching over him.  To follow that Star is to
follow your destiny.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">Destiny is a frightening thing sometimes, and a subtle
one others.  Most people go their whole life without ever hearing their Star,
but a few learn to listen, or chance to hear, and those few are legends.  Their
Stars will guide them to greatness and imbue their deeds with magic stronger than
any wizard's spell.  A child called by a Star of War will be a peerless warrior,
valorous and terrible.  He could stand against armies and slay dragons. 
A child called by a Star of Poetry may never lift a sword, but the words he scribes
could fell kings and change the course of nations.  </font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">The gifts of the Starborn are not the magics of Wizards. 
The Stars do not give Men the power to throw fire or fly on invisible wings. 
Instead, the Starborn work magic through mundane efforts.  A Starborn hunter
can track a grey hawk through a cloudy sky.  A Starborn swordsman can sharpen
a blade enough to cut light, or reverse it so it heals who it cuts.  A Starborn
singer can sing souls.</font>
        </div>
        <div> 
</div>
        <div>
          <i>
            <font face="Arial" size="2">There lived a woman in Dunnan Wood who prayed
to the gods with great fervor that her child would be blessed by the gods of War. 
The barin would be all that was left of her husband, who died in the King's war with
the Kurnish.  She prayed and sacrificed, and wore the blood of her sacrifices
on her growing belly.  By day, she called for their blessings, and by night she
prayed for revenge against the warriors who slew her man, and the king who led him
to his death.  She prayed that her child would slay the Kurnish, unseat the weak
and unsteady king, and take his daughter to wife.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">And the gods answered.  And the child was
delivered... a girl.  Even the gods of War have a sense of humor.  A Spirit
spoke her name into the mother's ear: Bellatrix.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">When other girls played with dolls, Bellatrix
wanted to play at swords with the boys, and she often gave better than she got. 
By the time she began to bleed and her breasts grew, no boy in the village could best
her.  When one boy who should have known better thought he deserved her favors,
she killed him with her bare hands, and was obliged to flee for her life, since he
was the Shire Reeve's son.</font>
          </i>
        </div>
        <div>
          <i> </i>
        </div>
        <div>
          <i>
            <font face="Arial" size="2">In distant lands, she learned the ways of sword
and spear and bow, and she came back with an army to grind the Kurnish into the rocks,
then to take the King's tower.  And she did take his youngest daughter to wife,
because gods of War are often honorable, and they enjoy happy endings.</font>
          </i>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">------------------------------<wbr />----<br /><b>Gamespeak: </b> This could end up somewhat "Exalted-like" but probably on a slightly
lower scale and a bit looser.  I like the idea of someone who really can talk
her way out of a sunburn, or sing birds down from trees.  A warrior who can fight
an entire army is hell on game balance, but he's such a great literary archetype.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">My rough thoughts are that a Starborn will have one
special profession he was born to master.  He'll pick it up as easily as he learned
to walk and talk, and then he'll get even better.  He'll be able to do flat-out
magical things with his skill.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">But there's a down-side to being Starborn. 
The Star you're born under has plans for you, and to really reach your full potential,
you have to be willing to follow them, no matter what you'd really want to do. 
It's entirely possible to be the Starborn of a war god, but really want to be a florist. 
The gods don't really care.  You're not going to be a legendary florist, and
you probably ARE going to end up in a lot of fights where your only chance for survival
is to master the ways of war.<br />
------------------------------<wbr />-------</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">So that sums it up for Celestial magic.  I put
in Oracles and Prophets and left out Fallen Stars.  Perhaps I'll put them back
in at some point, but really they're just powerful non-human beings.  I've got
Spirits of the Land for that, and Fallen Stars just complicate the issue.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">But I'm a big Neil Gaiman fan, and have a totally
inappropriate crush on Claire Danes, so don't hold me to that.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">So anyway, next is Magic of the Deep, which I'm not
quite sure how I want to approach.  I'd like to do something unexpected - maybe
take a riff from faerie-tale witches and wizards who are physically ugly as well as
morally repugnant.  The idea about Magic of the Deep is that it is WRONG. 
It's not necessarily "evil" because it could be beyond such concepts, but someone
who practices it is almost certainly going to be evil by the time he's through, even
if he started with the best of reasons.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">After Magic of the Deep, the project I set out to
do is done.  I might decide to write up one sample Land with a few Demesnes in
it, and I might decide to pursue it as either a fiction setting or a game setting. 
The former is dependent upon me coming up with a character idea I really like. 
The latter is dependent upon me hearing from a game company I really like with a system
that fits really well.  Or just deciding it'd be fun.  That might also work.</font>
        </div>
        <div> 
</div>
        <div>
          <font face="Arial" size="2">For those who already really want to game this setting,
daHob on RPG.net has been working up a very loose Savage Worlds treatment.  He's
not trying to get the magic to work the same way I describe it her, just to come up
with SW analogs for everything.  I like what I've seen of his work so far. 
It does the job well enough.</font>
        </div>
        <p>
        </p>
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      </body>
      <title>Yet Another World Building Column #7</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,15f8a9eb-5b09-4cfc-b950-fc57dbde0c4a.aspx</guid>
      <link>http://www.davidgoodner.com/PermaLink,guid,15f8a9eb-5b09-4cfc-b950-fc57dbde0c4a.aspx</link>
      <pubDate>Mon, 17 Mar 2008 22:44:35 GMT</pubDate>
      <description>&lt;div&gt;
&lt;h1&gt;&lt;font face="Arial" size="2"&gt;Magic of the Stars&lt;/font&gt;
&lt;/h1&gt;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;&lt;i&gt;Though cold winds assail me, I will not flinch&lt;br&gt;
The sun warms me&lt;br&gt;
Though I wander the night, I am not lost&lt;br&gt;
The moon guides me&lt;br&gt;
Though I am alone in the darkness, I will not fear&lt;br&gt;
The stars shine above me.&lt;/i&gt;&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Above the Land, above the Lesser Air, stand the spheres
of the Greater Air, the abode of the gods.&amp;nbsp; Similarly, the Spirits of the Greater
Air stand above other Spirits.&amp;nbsp; No wizard or king can command them.&amp;nbsp; The
most Men can do is call upon them and try to live as they would wish in hopes of their
blessings.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;h2&gt;&lt;font face="Arial" size="2"&gt;Prayers of the Faithful&lt;/font&gt;
&lt;/h2&gt;
&lt;font face="Arial" size="2"&gt;Only a few have the patience to learn the ways of spirits,
but every man can call upon the gods through prayer and supplication.&amp;nbsp; Men mark
the turnings of the year through rituals, make sacrifices to atone for their sins,
and pray for the favor of their gods when they feel the need.&amp;nbsp; Wiser men also
pray to thank the gods for their favors and make sacrifices to recognize their blessings.&amp;nbsp;
The gods truly have little need for such gestures, but they appreciate them.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Across the Land, there are many nations with many
gods, and, in a way, they are all real.&amp;nbsp; Most Men tie their gods to one of the
Greater Lights, the Planets.&amp;nbsp; They may have different names for these gods, but
the similarities will outweigh the differences in the end.&amp;nbsp; Men know also that
the Stars are servants of the gods.&amp;nbsp; The Spirits of the Planets are, in truth,
too far beyond mankind to answer directly.&amp;nbsp; Prayers are always heard by lesser
Spirits within each god's Sphere.&amp;nbsp; Various of the Stars have taken an interest
in different nations of Men, and lend their own flavor to the religions that have
grown up around them.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Prayers and sacrifices have a subtle effect in the
world.&amp;nbsp; The Spirits of the Greater Air rarely send down hosts of angels or part
the seas.&amp;nbsp; They gave Men the knowledge of magic for that sort of thing.&amp;nbsp;
But they provide inspiration, vision, and intuition that guide Men toward their will.&amp;nbsp;
They also grant minor boons.&amp;nbsp; When the sea-swells fail to swamp a ship, a god
might have been stilling the waves.&amp;nbsp; When a soldier survives a battle, a god
might have given him courage to fight and strengthened his shield against enemy blades.&amp;nbsp;
Those who discount the power of the Spirits of the Greater Air call such things nothing
but fortune.&amp;nbsp; Wiser men know that "fortune" is the desires of the Spirits of
the Greater Air made manifest in the lives of men.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;------------------------------&lt;wbr&gt;----------&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; Divine intervention is always tricky.&amp;nbsp; Fortunately, if /everyone/
is calling on the gods, it mostly evens out.&amp;nbsp; Seeking divine favor is probably
worth a small bonus or a coincidental event every once in a while - when it will turn
the tide.&amp;nbsp; Divine displeasure can work the same way.&amp;nbsp; A king who pisses
off the gods might find his armies falling ill or his ships being becalmed until he
does something to atone.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Cinematic Unisystem Drama Points map to divine favor
pretty well.&amp;nbsp; If a character has done something to earn divine favor, he might
have some different options for spending his DP.&amp;nbsp; If he's earned divine ire,
he might end up sucking down a "When Bad Things Happen to Good People."&amp;nbsp; If I
end up using a system with no dramatic editing possibilities, then I'll probably add
one in for divine favor/disfavor.&lt;br&gt;
------------------------------&lt;wbr&gt;-------------&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;The Spirits of the Greater Air granted Man dominion
over the Land, so there is a special class of rituals concerning the powers of Lords
and Demesnes.&amp;nbsp; In many lands, the Lords claim that their power descends from
divine mandate, and they are not wrong.&amp;nbsp; However, more than a few Lords have
learned that the Mandate of Heaven can be withdrawn as easily as it was given.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Lords who lose their Demesnes, or who sicken them
through weakness of character, must appeal to the Stars to regain the mandate of their
Lands.&amp;nbsp; Often, this involves a difficult quest imposed by the Spirits of the
Greater Air, made more difficult because it is undertaken when the Lord is at his
weakest personally and politically, while his people languor in pain and despair.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;In the lands of the Val Aleen, there is said to
be a castle guarded only by women.&amp;nbsp; The Lady of these women is so beautiful that
to behold her is to be blinded as by the sunrise.&amp;nbsp; She holds a drinking horn
carved from one of the Great Beasts, and the mead of her hall, when served from the
Horn, is sovereign to all ills.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;&lt;i&gt;But the Lady and the castle are like unto clouds
of mist, first appearing, then disappearing.&amp;nbsp; The Lady will only consent to grant
her horn to one pure of heart, unflinching of courage, and unwavering of will, if
that one can even find her.&lt;/i&gt;&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;
&lt;h2&gt;&lt;font face="Arial" size="2"&gt;Prophets and Oracles&lt;/font&gt; 
&lt;br&gt;
&lt;/h2&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;When Dragada Iron Hand threw down the Pillars
of Flame and conquered the Land of Kaamar, he put to the sword all the sons of King
Elor, and took his daughters as slaves, except for one, Shalamar.&amp;nbsp; When her father
was slain before her, Shalamar screamed and fell into convulsions.&amp;nbsp; When at last
the tremors stopped, she looked up at Dragada with sightless eyes and said "Despair
thy throne, Iron hand, for only a child of my father may stay the Desert's Wraith."&amp;nbsp;
Then she fell, insensible.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;Dragada was troubled, but he knew the Desert's
Wraith had not been seen for many years, and his fortunetellers had promised him that
he had the blessing of his gods to conquer Kaamar.&amp;nbsp; Also, Dragada carried a sword
of starmetal that could slay any beast.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;That year, the Desert's Wraith arose and buried
three camps beneath the sands.&amp;nbsp; Dragada rode out to fight the Wraith, but his
sword, proof against anything that bled, was useless against a creature made of sand
and wind.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;Dragada called on his wizards and sorcerers to
protect his lands, and their spells held the Wraith at bay.&amp;nbsp; But blind Shalamar
said "Despair thy wizards, Iron Hand, for none shall stay the Wraith until a child
of my father inherits his throne.&amp;nbsp; Half your realm, you will never see again,
and all will be lost to you."&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;For a fortnight, the wards of the wizards held
the Wraith, but then they cracked, and burning sands ravaged half the kingdom.&amp;nbsp;
When the stinging grains finally stilled, an ancient temple stood revealed three days'
ride from the throne of Kaamar.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;Dragada took his warriors and his wizards, and
took also Shalamar and a priest.&amp;nbsp; Under the spires of the lost temple, Dragada
took Shalamar as his wife, and claimed her as his own before all assembled.&amp;nbsp;
Even blind, she fought like hellcat, even scratching out one of Dragada's eyes.&amp;nbsp;
But in the end, she was his, and filled with his seed.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;&lt;i&gt;The wizards were able to limit the damage done
by the Wraith for three seasons, and then in the winter a son was born from Shalamar.&amp;nbsp;
Dragada named the boy his heir, and ruled Kaamar as Regent for many years, and the
Wraith was quiet, beneath the sands.&lt;/i&gt;&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Most priests are just men and women with a particular
dedication to the Spirits of the Greater Air, or a desire for the prestige of the
office.&amp;nbsp; Some are also magicians who use their power over lesser Spirits to serve
the greater ones.&amp;nbsp; But a few are truly touched by the power of the Spirits of
the Greater Air.&amp;nbsp; They are regarded as greatly blessed, but also accursed.&amp;nbsp;
No one the gods touch escapes unmarked.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Oracles can hear the Celestial Chorus, the Music
of the Spheres.&amp;nbsp; As such, they are attuned to the will of the Spirits.&amp;nbsp;
And the Spirits hear the voices of the Oracles.&amp;nbsp; Oracles speak words of prophecy
and can deliver the benedictions or warnings of the gods.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Oracles are very rare.&amp;nbsp; One might not be found
in one hundred Lands.&amp;nbsp; For some reason, most are women.&amp;nbsp; Some say this is
because womankind has a closer connection to the Celestial than males.&amp;nbsp; Others
claim it is because it is the lot of woman to be accursed and benighted for Her sins.&amp;nbsp;
Whatever the case, Oracles are sought after and cherished.&amp;nbsp; Even so, the life
of an Oracle is not one many would envy.&amp;nbsp; With senses enmeshed in the Celestial
world, she is often only barely in touch with the Land around her.&amp;nbsp; She sees
visions of past, present, and future, and hears words no mortal mind should hear.&amp;nbsp;
As such, an Oracle needs constant care.&amp;nbsp; They almost always find themselves in
the care of priests, eventually, and it is hard to say how much of an Oracle's life
she knows.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;Men speak in hushed whispers about Moria Mane,
she of the blood-red hair, who speaks the tongues of beasts and can see a man's future
in the way his shadow falls across a rose-bush.&amp;nbsp; In fact, in the Nine Hills,
most men will try to avoid letting their shadow touch roses, just in case she is watching.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;Moira Mane wears cast-off clothing, but she is
always well-dressed.&amp;nbsp; A harsh word from Moira Mane can wither crops or stay the
rain.&amp;nbsp; A kind one can save a woman's son from wolves or cure a sick child of
the night-fever.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;Moira Mane never lifts a weapon, and only carries
a copper knife.&amp;nbsp; But a black hound shadows her every step, and he'll kill any
man or beast who crosses her.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;Moria Mane has no husband, no brothers, no sons.&amp;nbsp;
But she is always heard at the Lord's Court, because no lord in the Nine Hills dares
not hear what she has to say.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;Moira Mane knows.&amp;nbsp; She knows when the rains
will come and when the tribe in the next valley is ready for war.&amp;nbsp; She knows
when the lambs will come, and who's bed you laid down in that was not your wife.&amp;nbsp;
She knows if you'll have a son or a daughter, and she knows the day you'll die.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;&lt;i&gt;Don't ask Moria Mane any question you don't want
answered, or your hair might be as white as hers is red.&lt;/i&gt;&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Not all who are touched by the gods are quite so
blighted.&amp;nbsp; Prophets and Sybils hear the music of the Spheres to a lesser degree,
and are often the focus of only a few voices.&amp;nbsp; They have the same gifts as Oracles,
but are not so overwhelmed since their gifts of prophecy come upon them only occasionally.&amp;nbsp;
Prophecy can still be as much a curse as a blessing, since the gods always speak the
truth, and not all men wish to hear it.&amp;nbsp; There are at least as many Sybils as
male Prophets, and their gift of Prophecy is often stronger.&amp;nbsp; Male Prophets are
perhaps a bit more likely to master other mystical powers, and tend to be more active
and nomadic than their female counterparts, but then again, this is often the way
between men and women.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Unlike Oracles, Prophets often find themselves outside
established religious orders.&amp;nbsp; The Truths they impart stir up discord, and they
are led on paths that do not fit the regimented life of a priest.&amp;nbsp; Most Prophets
seek out some other kind of power, and have an easy time finding it.&amp;nbsp; The Spirits
of the Greater Air gave Man all the secrets he knows, save those of the Deeps, and
those are not good things to know.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;------------------------------&lt;wbr&gt;--&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; Prophecy is a power that has brought many a game designer low.&amp;nbsp;
I'm pretty sure the way I'd handle it is to make it just a plot device, but if I was
feeling frisky, I might make it so that a Prophecy creates a collection of metagame
resources.&amp;nbsp; When the PCs are trying to fulfill the prophecy, they have advantages,
and can take advantage of dramatic editing.&amp;nbsp; When they're fighting against fate,
they're at a disadvantage, but will rack up Drama Points (or whatever) to help them
later.&amp;nbsp; And if they can find a way to fulfill the Prophecy and avoid the bad
side, they get the best of both worlds.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;In any case, "Prophet" or "Oracle" are probably not
things you spend a lot of character-building resources on.&amp;nbsp; They're value-neutral
at best, or a disadvantage at worst.&lt;br&gt;
------------------------------&lt;wbr&gt;------&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;h2&gt;&lt;font face="Arial" size="2"&gt;The Starborn&lt;/font&gt;
&lt;/h2&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;Kemp MacKoor all his life bore the curse laid
on his father's clan when they stole the Stone of Lyssee, but he was born under Fortune's
Star.&amp;nbsp; No thatch would shelter him, no hearth fires would burn for him, and he
would never have two coins to rub together.&amp;nbsp; But Kemp MacKoor was always lucky.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;Lucky, he was, to meet each of his Red Band, who
were peerless at the skills of war and guile and stealth and strategy.&amp;nbsp; Lucky,
he was, to find the gnome caves that moved through the forest so that each day they
were in a different place, and lucky again to befriend the gnomes so they taught him
the secret of finding them.&amp;nbsp; Lucky he was to slay the dragon Kes in her den,
and take her heart that burned as hot as fire.&amp;nbsp; Lucky he was to win the love
of Lady Eleane, at least until she betrayed him.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;&lt;i&gt;But that is another story.&lt;/i&gt;&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Every person born is seen by a Star, and every Star
picks out a special person to watch and guide all his life.&amp;nbsp; Prophets and Oracles,
they say, might have been chosen by too many Stars, or by no Stars at all.&amp;nbsp; But
everyone else has a single Star watching over him.&amp;nbsp; To follow that Star is to
follow your destiny.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;Destiny is a frightening thing sometimes, and a subtle
one others.&amp;nbsp; Most people go their whole life without ever hearing their Star,
but a few learn to listen, or chance to hear, and those few are legends.&amp;nbsp; Their
Stars will guide them to greatness and imbue their deeds with magic stronger than
any wizard's spell.&amp;nbsp; A child called by a Star of War will be a peerless warrior,
valorous and terrible.&amp;nbsp; He could stand against armies and slay dragons.&amp;nbsp;
A child called by a Star of Poetry may never lift a sword, but the words he scribes
could fell kings and change the course of nations.&amp;nbsp; &lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;The gifts of the Starborn are not the magics of Wizards.&amp;nbsp;
The Stars do not give Men the power to throw fire or fly on invisible wings.&amp;nbsp;
Instead, the Starborn work magic through mundane efforts.&amp;nbsp; A Starborn hunter
can track a grey hawk through a cloudy sky.&amp;nbsp; A Starborn swordsman can sharpen
a blade enough to cut light, or reverse it so it heals who it cuts.&amp;nbsp; A Starborn
singer can sing souls.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;There lived a woman in Dunnan Wood who prayed
to the gods with great fervor that her child would be blessed by the gods of War.&amp;nbsp;
The barin would be all that was left of her husband, who died in the King's war with
the Kurnish.&amp;nbsp; She prayed and sacrificed, and wore the blood of her sacrifices
on her growing belly.&amp;nbsp; By day, she called for their blessings, and by night she
prayed for revenge against the warriors who slew her man, and the king who led him
to his death.&amp;nbsp; She prayed that her child would slay the Kurnish, unseat the weak
and unsteady king, and take his daughter to wife.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;And the gods answered.&amp;nbsp; And the child was
delivered... a girl.&amp;nbsp; Even the gods of War have a sense of humor.&amp;nbsp; A Spirit
spoke her name into the mother's ear: Bellatrix.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;When other girls played with dolls, Bellatrix
wanted to play at swords with the boys, and she often gave better than she got.&amp;nbsp;
By the time she began to bleed and her breasts grew, no boy in the village could best
her.&amp;nbsp; When one boy who should have known better thought he deserved her favors,
she killed him with her bare hands, and was obliged to flee for her life, since he
was the Shire Reeve's son.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&lt;i&gt;&lt;font face="Arial" size="2"&gt;In distant lands, she learned the ways of sword
and spear and bow, and she came back with an army to grind the Kurnish into the rocks,
then to take the King's tower.&amp;nbsp; And she did take his youngest daughter to wife,
because gods of War are often honorable, and they enjoy happy endings.&lt;/font&gt;&lt;/i&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;------------------------------&lt;wbr&gt;----&lt;br&gt;
&lt;b&gt;Gamespeak: &lt;/b&gt; This could end up somewhat "Exalted-like" but probably on a slightly
lower scale and a bit looser.&amp;nbsp; I like the idea of someone who really can talk
her way out of a sunburn, or sing birds down from trees.&amp;nbsp; A warrior who can fight
an entire army is hell on game balance, but he's such a great literary archetype.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;My rough thoughts are that a Starborn will have one
special profession he was born to master.&amp;nbsp; He'll pick it up as easily as he learned
to walk and talk, and then he'll get even better.&amp;nbsp; He'll be able to do flat-out
magical things with his skill.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;But there's a down-side to being Starborn.&amp;nbsp;
The Star you're born under has plans for you, and to really reach your full potential,
you have to be willing to follow them, no matter what you'd really want to do.&amp;nbsp;
It's entirely possible to be the Starborn of a war god, but really want to be a florist.&amp;nbsp;
The gods don't really care.&amp;nbsp; You're not going to be a legendary florist, and
you probably ARE going to end up in a lot of fights where your only chance for survival
is to master the ways of war.&lt;br&gt;
------------------------------&lt;wbr&gt;-------&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;So that sums it up for Celestial magic.&amp;nbsp; I put
in Oracles and Prophets and left out Fallen Stars.&amp;nbsp; Perhaps I'll put them back
in at some point, but really they're just powerful non-human beings.&amp;nbsp; I've got
Spirits of the Land for that, and Fallen Stars just complicate the issue.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;But I'm a big Neil Gaiman fan, and have a totally
inappropriate crush on Claire Danes, so don't hold me to that.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;So anyway, next is Magic of the Deep, which I'm not
quite sure how I want to approach.&amp;nbsp; I'd like to do something unexpected - maybe
take a riff from faerie-tale witches and wizards who are physically ugly as well as
morally repugnant.&amp;nbsp; The idea about Magic of the Deep is that it is WRONG.&amp;nbsp;
It's not necessarily "evil" because it could be beyond such concepts, but someone
who practices it is almost certainly going to be evil by the time he's through, even
if he started with the best of reasons.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;After Magic of the Deep, the project I set out to
do is done.&amp;nbsp; I might decide to write up one sample Land with a few Demesnes in
it, and I might decide to pursue it as either a fiction setting or a game setting.&amp;nbsp;
The former is dependent upon me coming up with a character idea I really like.&amp;nbsp;
The latter is dependent upon me hearing from a game company I really like with a system
that fits really well.&amp;nbsp; Or just deciding it'd be fun.&amp;nbsp; That might also work.&lt;/font&gt;
&lt;/div&gt;
&lt;div&gt;&amp;nbsp;
&lt;/div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt;For those who already really want to game this setting,
daHob on RPG.net has been working up a very loose Savage Worlds treatment.&amp;nbsp; He's
not trying to get the magic to work the same way I describe it her, just to come up
with SW analogs for everything.&amp;nbsp; I like what I've seen of his work so far.&amp;nbsp;
It does the job well enough.&lt;/font&gt;
&lt;/div&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=15f8a9eb-5b09-4cfc-b950-fc57dbde0c4a" /&gt;</description>
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      <category>Generic Widgets</category>
    </item>
    <item>
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      <dc:creator>David Goodner</dc:creator>
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      <title>Yet Another World Building Column #6</title>
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      <pubDate>Tue, 11 Mar 2008 19:49:53 GMT</pubDate>
      <description>



&lt;p class="MsoNormal"&gt;
Welcome to another installment of the project that never ends.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I've
decided to change my organization style a little bit to take on "magicians" all at
once instead of spread out over Magic of the Lower Air and Magic of the Underworld.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For
one thing, I realized there was still more Magic of the Land that didn't quite fit
the mold of the earlier article.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For another thing, I'm
hideously disorganized, so that's just the way I roll.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;h1&gt;Ways of Magic&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/h1&gt;
&lt;p class="MsoNormal"&gt;
The Land provides power to kings.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Stars provide destiny
to Men.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But there are other powers and principalities
in Creation, and those who learn their secrets can become powerful, or go mad.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Men
call them wizards and witches, sorcerers and shamans, or sometimes darker names.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Wizards, by whatever name, are set apart from other men by knowledge.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
know secrets, both arcane and mundane.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They seek out knowledge
known to no other.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Their knowledge is their power and
often their downfall, because there are things Man should not ken.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Not all wizards have the same secrets, and not all men who know any secrets would
choose to call themselves wizards.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The smith who sings
the songs of fire and iron and blood as he hammers ore into a blade has found a secret,
likely taught to him by his master long ago, but he may very well know no others and
would never think to learn them.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;h2&gt;Common Magic&lt;o:p&gt;&lt;/o:p&gt;
&lt;/h2&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;The bow bends as your back must bend.&lt;br&gt;
The string holds, as your will must hold.&lt;br&gt;
The shaft is straight, as your sight must see.&lt;br&gt;
The fletchings are of falcon's feather, better to hunt.&lt;br&gt;
The falcon strikes not where the rabbit is, but where he will be.&lt;br&gt;
You do also.&lt;br&gt;
-- A huntsman's rhyme.&lt;/i&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
The simplest magic, used by practically everyone, is the magic of harmony.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
Spirits of Land and Lower Air follow patterns and forms.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Even
without knowing their languages, it is possible to interact with them in minor ways.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In
fact, it is impossible not to.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The spirits are everywhere,
suffusing everything.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The magic of the common man is built
upon harmony with the spirits.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Smith knows how to
appeal to fire and iron.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The farmer knows how to appease
the spirits of the Land and those of his crops.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The mother
is familiar with the spirits of the hearth and asks them to keep her barins healthy.&lt;o:p&gt;&lt;/o:p&gt;
&lt;p class="MsoNormal"&gt;
-----------------------&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; Common magic is just skills, at least at the beginning.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There
will be some sort of mechanism for really magical uses of skills.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
normal smith can make a sword.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A magical smith (or a wizard)
can make a sword that can slay a dragon.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
When we talk about the Starborn later on, we'll see something similar with them, I
think.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The main thing for now is to get the idea that the way this world works is that spirits
are part of everything.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A fish really does participate
in the category of "fish," as Socrates would have said.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;So
when people manipulate their environment, they're doing "magic" in a small sense.&lt;br&gt;
-----------------------&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;h2&gt;
&lt;o:p&gt;&lt;/o:p&gt;
Hedge Magic&lt;o:p&gt;&lt;/o:p&gt;
&lt;/h2&gt;
&lt;i&gt;The bitter draught cures many ills&lt;br&gt;
-- Old proverb&lt;/i&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;p class="MsoNormal"&gt;
Somewhere near every village is a hermit's hut or a witch's cottage.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Here,
the small folk may go to intercede for help with the spirit world.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;So-called
"hedge wizards" are often not very powerful, as the mighty masters of magic reckon
such things, but they can heal simple hurts and prepare minor charms and potions.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Hedge magic is often drawn from local Spirits of the Land rather than any spirits
of the lower Air.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It is sometimes drawn from no spirits
at all.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A wise old woman can dispense advice that seems
supernatural, but is really nothing more than the benefit of years of experience.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;That
same woman probably knows every plant in the nearby forest, and which will cure a
fever or cause a pox.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Most often, hedge wizards have no power to compel spirits.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
can bargain with those they can see, and they know what those spirits want and what
they fear.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Some of this knowledge is useful everywhere,
but much of it is strictly local.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As such, hedge wizards
are often rooted to one spot, a locus of power where they have struck pacts with local
powers and learned the simple secrets of the people around them.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The Hedge Wizard's tricks:&lt;br&gt;
- Healing craft and herb lore, and natural knowledge.&lt;br&gt;
- Gossip:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Often, Hedge wizards have spirits of one sort
or another to collect intelligence for them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is generally
passive watching, rather than active spying.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Besides that,
the hedge wizard is often someone respected for wisdom, so people tell him things.&lt;br&gt;
- Spiritual favors:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Anyone can learn to bargain with the
local Spirits of the Land, and most people at least learn to live with them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Hedge
magicians learn their habits and manners, and can interact with them more easily than
other people.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This primarily involves learning what minor
Spirits want, what they fear, and where they can be found.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If
the local mischievous sprites can't abide the presence of iron, then a Hedge magician
who knows this fact can ward his home against the faeries for the price of a sack
of old nails.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If he knows they can be trapped in wicker
baskets when they're drunk, and that they can't resist the lure of honey mead, then
he has a way to force them to do his bidding.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;That could
be dangerous, but useful.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Bribery can also be efficacious.&lt;br&gt;
- Minor powers:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In their truck with Spirits of the Land,
some hedge wizards earn or buy supernatural abilities.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These
will vary widely depending on what the local Spirits of the Land have to offer.&lt;br&gt;
- Speech with the dead: Hedge wizards probably pick up a little about how to deal
with Spirits of the Underworld, particularly those that manifest without being summoned.&lt;span style=""&gt;&lt;/span&gt;
&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
---------------------------&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; Hedge magic is minor magic that just about anyone might know a little
bit of.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In fact, the real keys are perfectly mundane skills
with supernatural, or seemingly supernatural, applications.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
hedge wizard is likely to use his Etiquette (Barrowmen) skill to do stuff like bargain
with the Barrowmen to find lost sheep or to fight enemies.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Anybody
else in the village could do the same thing, but they're prevented because (a) they're
afraid of the Barrowmen, or (b) they don't know what they can use to curry the Barrowmen's
favor.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mechanically, this isn't stuff the hedge wizard
has on his sheet, but to any superstitious peasant, it's plenty magic enough.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Hedge wizards are likely to have hit up any local spirits for supernatural abilities,
if such things are available.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For instance, if there were
a Spirit of the Land who could convey the power of true seeing by kissing one's eyes,
a hedge wizard is the person in the area who's likely to know that, and know how to
ask the Spirit for the power without getting cursed or killed for his trouble.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Those powers will probably be some kind of Advantages/Disadvantages with pretty straight-forward
rules, and would be available to anyone who took the correct actions.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It's
just that a hedge wizard is more likely than anyone else to know what the correct
actions are.&lt;br&gt;
-----------------------------&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;h2&gt;High Wizardry&lt;o:p&gt;&lt;/o:p&gt;
&lt;/h2&gt;
&lt;i&gt;Jared Dun was the seventh of seven brothers.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When each
of his brothers had reached his naming day and asked the village god for a gift, they
had asked for strength of arm; sharpness of eye; for swords that would not blunt;
for courage that would not quit; for limbs that would not tire; for fortunes that
would not fail.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But Jared Dun asked "May I always know
what I need to know."&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;His brothers mocked him for his
weak gift.&lt;/i&gt;&lt;i&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/i&gt; 
&lt;p class="MsoNormal"&gt;
&lt;i&gt;In the neighboring valley, there was a king who's daughter had come under a curse,
and together with her the whole valley.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Everyone slept
in endless sleep, circled round by great thorn vines.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Thus
it had been for all of Jared's life.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;And practically every
young man tried his luck to enter the enchanted wood to free the princess.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But
no matter how strong their arms or sharp their eyes or swords, no matter how tireless
their limbs or their courage, they could not pass the thorns.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;After Jared Dun was named, he took up his staff with a bundle of his meager possessions
and assayed the dark wood.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Although there was little movement,
he could hear the songs of birds, and Jared Dun reasoned that if the birds could move
through sleep and thorny vines, might he not as well?&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Whistling
the song of the birds, he entered the wood, which parted before him.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;There came he to the castle gates, which were locked.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But
Jared Dun reasoned that all locks opened with a key, and if he had one key, might
it not be persuaded to open many locks?&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He took an old
iron key from his pack and whispered to it "Open," and the key opened the ancient
lock.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;Onward, Jared Dun walked, whistling his birdsong, and the vines parted before him.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Where
they parted, they revealed rich hangings, piles of coin, and the possessions of a
wealthy king.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;At last, Jared found the princess, who slept
on in a bower, perfectly preserved except for a wound on her finger where she'd pricked
it on a spindle.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Jared reasoned that the wound was magical,
and if it were treated, she might awaken, and with her all the others.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;But then did Jared Dun reason further.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He knew this
magical wood must have been the work of a powerful Lord or Lady of the Fey, who would
likely be offended to see his work undone.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;So Jared Dun
left the princess to sleep, with naught but a kiss.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He
filled his pack with coins and jewels and returned from whence he came, and at the
edge of the wood, he buried three coins as payment to the lord of the wood.&lt;/i&gt;
&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
So-called "High Wizardry" is only a few short steps from simpler hedge wizardry.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
are steps that few people take, though.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Much that magic
can accomplish can be accomplished more easily by strength or human cunning.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
rewards of wizardry are long in coming.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;"Wizardry" itself
is a difficult term to pin down.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wizards learn to deal
with all manner of spirits, and thus no single wizard knows more than a fraction of
all the possibilities.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Spirits of the Lower Air: Wizards who learn the secrets of the Lower Air master the
powers of the physical world.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They can call down fire,
dissolve into clouds, heal wounds, and the like.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This
is accomplished through knowledge, rather than supernatural will.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
wizard learns the ways of different spirits, and ultimately their special languages,
which he may divine through meditation, study of ancient texts and natural philosophy,
and the revelations of the stars.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;At the last, a wizard
transcends mere mortal knowledge and can understand things as the spirits do.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Then,
he can call upon spirits, compel them, bind them, and use them for his own ends.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Such arts have limits.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A spirit can not be summoned where
none exist.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Nor can one be commanded to do things beyond
its personal ken.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Thus, a wizard of fire might need a
raging bonfire o're which to work his arts, and he could bend a spirit of flame to
the task of burning something, but not to the task of knitting wool into cloth.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If
a true example of a Spirit's bailiwick cannot be produced, a symbolic representation
will suffice, but the true thing is almost always to be preferred.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
A wizard can command a spirit in almost any way inside these limits.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Classically,
the commands wizards give fall into these groups:&lt;br&gt;
- Banishment: forcing a spirit to leave an area.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Banishing
a spirit ends that spirit's influence.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If the Spirit of
a fire is banished, the fire will flicker and die, although it might catch again and
have a new spirit.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If the Spirit of a city is somehow
banished (no easy feat), then the city would die.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In time,
no stone would be stacked upon another.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Although it is
far more likely that the banishment would end before the city fell.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For
a banishment to be permanent, the wizard would have to find some way to make his pronouncement
permanent as well.&lt;br&gt;
- Binding: trapping a spirit in a place, person, or object.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Spirits
do not always object to this treatment.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Binding by itself
is a useful way to trap a spirit that has become hostile or dangerous, but it is more
often used in the creation of magical tools.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Spirits can
be most easily bound into objects similar to their own natures.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Thus,
a fire spirit might be bound into a lamp easily, an iron sword with a bit more effort,
but only into a milk pail with the greatest of difficulties.&lt;br&gt;
- Service: forcing a spirit to do something.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A spirit
can exert influence directly over its bailiwick.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It can
control, aid, change, or harm that bailiwick.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Powerful
spirits can create or destroy their bailiwicks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Spirits
can also scry on things at a distance, after a fashion.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
are only really aware of their environments in the most basic ways, though.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
cloud spirit can see all the Land beneath its cloud, but it doesn't really /recognize/
that land in the way a human would, so asking a cloud spirit to describe what it sees
is like to be an exercise in frustration.&lt;br&gt;
- Summoning: Calls a spirit to the fore.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Normally, spirits
of the Lower Air are content to follow their functions without notice of human activity.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
spirit must be Summoned before it can be interacted with in any other way.&lt;br&gt;
- Warding: Warding prevents spirits of a given kind from entering an area, person,
or object.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Warding is a useful way to provide defense.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;However,
Wards have limited strength.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A wizard would have to expend
great effort to ward the bottom of a lake against water, likely far more than any
one wizard (or even a dozen) could muster.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The practice of the magic of the Lower Air always requires at least speaking, and
sometimes a great deal more.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The more complex or powerful
a command, the more difficult it is to communicate.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Thus,
a wizard who wanted to create a castle out of empty air might need to appeal to spirits
of stone through a lengthy ritual in which he invokes symbols, makes sacrifices, dances,
and chants for days.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The duration of a spirit's command
depends on how permanently it is invoked.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Spoken words
will compel weak spirits for days and strong ones for only hours or minutes.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Written
runes last longer, and carving in stone or metal lasts longer yet.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wizards
of different lands use different methods and trappings, but the end effects are generally
the same.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
------------------------&lt;o:p&gt;&lt;/o:p&gt;
&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; This is the bones of a freeform magic system.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I
am very fond of the one from Buffy, and if I end up building this, mine will be similar.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
wizard can generate any effect he can think of, but he'll need three things.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
- He'll have to know the right language.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In a system with
a lot of skills, each kind of spirit could have a different language skill.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In
a lighter system, there will still have to be some kind of limit for that.&lt;br&gt;
- He'll have to have the time and resources to do the necessary spell.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
bigger, more powerful, or more complex the effect, the more effort it will take to
"explain" to the spirit.&lt;br&gt;
- He'll have to be able to scribe the spell in a way that will last long enough.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There
are some options here: carving in stone, repeating endlessly, etc...&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For
simple, quick effects, just a few words and a gesture will be enough anyway.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
A few classics:&lt;o:p&gt;&lt;/o:p&gt;
&lt;br&gt;
- Fireball: Pretty simple.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Get a fire spirit and tell
it to blow something up.&lt;br&gt;
- Flight: A wind spirit can make you fly on the winds.&lt;br&gt;
- Transmutation: A spirit of whatever you want to transform something into can, with
great effort, transform it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The further removed the target
state is from the original state, the harder it is.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Turning
a prince into a frog until a princess kisses him is a massive effort.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
wizard who can do such a thing is not to be trifled with.&lt;br&gt;
- Scrying: essentially involves communication with a spirit who can go where you want
to see.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Sympathetic links help you scry on specific people.&lt;br&gt;
- Invisibility: Pretty hard for the magic of the Lower Air.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Spirits
of darkness or fog could conceal you under limited circumstances.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wizards
who can do this might be using different magics.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Spirits
of the Land can turn invisible, and might grant that power in return for some sort
of favor.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Spirits of the Underworld can probably also
turn invisible, or at least make people not want to notice them.&lt;br&gt;
- Cursing: A curse brought about by a Wizard probably involves placing some sort of
spirit mark on the subject so that one or more classes of spirits are hostile to him.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
sufficiently vexed Wizard could blight a town's crops, make it so that a warrior's
sword writhed in his hands unless he fought for true love, or something similar.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
really powerful one might level all sorts of difficulties, just making every Spirit
in the area somewhat hostile to the target.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The system for Spirits of the Underworld will probably be somewhat similar.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There
are just different things Spirits of the Underworld can do.&lt;br&gt;
---------------------------&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;h2&gt;Necromancy&lt;o:p&gt;&lt;/o:p&gt;
&lt;/h2&gt;
&lt;p class="MsoNormal"&gt;
The Underworld is the echo of the Lower Air.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While the
Lower Air contains what is, the Underworld contains what was.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Those
who learn its secrets are more often concerned with the past than the present.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
Underworld is not inherently evil, but it is a place of darkness.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Necromancers
aren't evil by definition, either, but those who delve to the deeps of the Underworld
are certainly drawn in that direction.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;After all, the
Underworld is between the Land and the Deep.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
In some ways, Spirits of the Underworld are easier to treat with than Spirits of the
Lower Air.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Human dead are still fundamentally human, and
can be appealed to through human reason or human vanity.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
often retain some of the goals they held in life, and can be induced to cooperate
by one who will advance those goals.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Besides, Necromancers
have the most potent currency of all, the ability to bridge the gulf between the Underworld
and the Land, however briefly.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
That ability is the key to Necromancy.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Every person who
treats with the Underworld has touched its dark shores in some fashion.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
child born with a dead twin, it is said, will be able to see ghosts all his life.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
man who dies and returns from the dead will hear the whispers of the dead.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
only survivor of a village wiped out by plague, or one who lived through a battle
because a wound made him seem dead, might find that some part of himself was left
in stygian realms.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Some pursue this path deliberately,
through self-mutilation or the drinking of poisons, or through mass sacrifices to
attract the attention of the Underworld.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There are, it
is said, even less savory ways to draw up the voices of the dead.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Not all methods need to be so dire, however.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Some Necromancers,
particularly those who are satisfied with lesser power, began with a very weak thread
tying them to the realms of the Dead and strengthened it through study and practice.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wizards
who dabble in Necromancy are often so empowered, and might be better prepared than
some to resist the call of deeper and deeper power.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
--------------------------&lt;b&gt;
&lt;br&gt;
Gamespeak:&lt;/b&gt; Necromancers aren't just Goth wizards.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They're
intimately connected to Death, and draw power through that connection.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Necromancy
is all about feeding energy into that connection and taking power out of it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Spirits
of the Dead can't normally exist in the Land.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When they
do, it's unnatural, and probably bad.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Necromancers are
able to give Spirits of the Dead, even corporeal ones, access to the Land.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;That
power &lt;i&gt;can&lt;/i&gt; be used responsibly and well, but it can easily be abused.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
An early thought is that a Necromancer's power will be largely measured in how strong
his connection to the Underworld is and how deep he's willing to go into it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
simple medium who only talks to ghosts and never even channels them into herself doesn't
need much of a connection and doesn't have to feed much energy into it - her own personal
strength is probably enough.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A terrible Dark Lord who
wants to raise an army of rotting corpses to smite his enemies probably has a very
strong connection to the Underworld - to the point that he might look like a corpse
himself - and he's going to need a lot of energy.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He might
get it from ritually killing people, or from killing a powerful being like the local
Genius Locus.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Or he might have some kind of magical artifact
that gives him the power.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;(A black cauldron, maybe...)&lt;br&gt;
------------------------------&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;Liuz was born with a dead eye.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;That milky white orb
saw things no one else could see, and her ears heard things no one else could hear.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
people of the village feared the girl, but they feared more to kill her and be haunted
by her shade, so instead they drove her from the village.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Children
would fling stones at her, and merchants would sell her only shoddy goods at too high
prices.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Everyone called her names behind her back.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
cruel spoke them to her face.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;And the cruelest spat on
her shadow when she passed in the street.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;
&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;Her mother and father protected her as well as they could.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
told her that even though the villagers were her cruel and ignorant, they were her
kin and she should try to love them.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;But in time, the old couple died, leaving Liuz alone.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Of
course the people of the village began to whisper that the girl with the dead eye
was somehow responsible, even though both of them had been old when their daughter
was born.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Soon, Liuz found life in the village intolerable
and she fled into the darkenvold, where none of the villagers would go at night, and
few even in the daytime.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;There were faeries in the darkenvold, but they avoided Liuz, all except Master
Wolf.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He told Liuz that he hated the villagers as much
as she did, because they hunted his children and denied them their rightful food with
fence and spear.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He told Liuz she would be his bride,
although she always refused him.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;She said she was of the
human world, not of the Spirit world, and would not leave her kin even though they
bore her no love.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;One day, black ships sailed up to the village, and warriors with black armor and
black swords spilled forth to raid and slay, to plunder and steal.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;Liuz watched from the shadows of the darkenvold, and Master Wolf watched with her.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;"All your kin are dead now," he said.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;"Come be my bride."&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;"I will come to your bed," she said.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;When the Wolf was sated from their lovemaking, she took her father's gutting knife
and gutted him as easily as she would a fish.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Then, still
naked and wet with the Wolf's blood, she took up her cloak and went back to the village.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Through
her living eye, she saw the black raiders as they took their pleasures from the few
survivors.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Through her dead eye, she saw the pitiful spirits
of the villagers.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;And with a voice long dead to human words, she bade them rise up and have their
revenge.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;The black-clad men were slain, and their dead rose up likewise until nothing but
Liuz stood in the village, and only crows and flies lived there.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;She still had her kin, but now she had shed her last connection to the world of
men.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;She took her people into their fishing boats and
the ships of the raiders, and now she sails the seas, looking for the land of the
men in black ships.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Her kin are hungry, and only the flesh
of Men will feed them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They waylay such sailors as they
find, and leave the ships stripped of life, but otherwise untouched, because Liuz
is not a thief.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Or so say the tales.&lt;/i&gt;
&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
A Necromancer's power is proportional to his connection to the Underworld and the
energies he can bring into play.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The least power is the ability to hear or see Spirits of the Underworld that have
the power to reach the Land on their own, either by being bound to a fetter or having
found some sort of fissure up from the Underworld.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;With
this power, the Necromancer can interact with Spirits, but has no power but his charisma
and wits with which to compel them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Even this is more
than most can do, and some Spirits can be turned from harmful courses with the right
words.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Further, if a Necromancer of even this minimal
power has the fortune to bend a few Spirits into allies, he can listen to their counsel
and sometimes benefit from their powers.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
With greater power, a Necromancer can call up Spirits from the Underworld.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He
still cannot command them, and more powerful spirits can refuse to answer.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This
is a dangerous power, since hostile spirits can answer a call if it is not sufficiently
specific.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Many Necromancers develop the ability to command the dead in limited ways.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;One
might have the ability to shroud himself from their senses.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Another
could make them flee his presence.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Still another might
learn to trace runes that will turn the dead away from a living dwelling.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Others learn to borrow power from the Dead if the Dead are willing.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
spirits of the Underworld hold the sum of the past, and some have supernatural powers
as well.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Without some sort of external energy source,
a Necromancer must allow the Spirit to enter his own body, or the body of another.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This
is a dangerous game, since the Spirit might not be willing to leave, and his presence
exacts a toll that will eventually be fatal.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Beyond this level, a Necromancer's own personal energies are likely insufficient to
bridge the gulf between worlds further.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He needs sacrifices,
gifts of power, or some other means of supplying his Spirits.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The greatest Necromancers can summon and command more powerful spirits.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
can force Spirits into dead bodies to animate them, or fetter Spirits into specially
prepared vessels.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They can call forth armies of shadow
creatures, and they can wield the powers of the Dead.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
Necromancer of this puissance needs external sources of power, and by channeling so
much of the darkness of the Underworld begins to become like a Spirit of the Underworld
himself.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In fact, the ultimate fate of all who pursue
the powers of darkness for too long is to become indistinguishable from a dead thing.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
----------------------&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; Necromancers have abilities similar to Wizards, but rather than
needing a huge breadth of knowledge, they need a depth of power to pull off the most
amazing feats.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The powers a Necromancer can use fall into
a hierarchy, with greater ones requiring both a higher "Necromancy Score" and more
"Fuel."&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
It might seem that Wizards have a better deal, and indeed they do in some ways, but
Necromancers make out well on the low end.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;At least some
Spirits of the Underworld understand human language and desires, and can be appealed
to on that basis.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;And some Necromantic powers are passive.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Everything
a Wizard can do requires conscious effort.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He has to project
his psychic senses "upwards" where a Necromancer's naturally draw "downward."&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The energy requirement is the reverse, of course.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Energy
naturally cascades downward, so Wizards can call on massive power, whereas Necromancers
have to find fuel for the more outrageous things they want to do.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Will it all be balanced in practice?&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Who knows.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I'm
still not making up real rules yet.&lt;br&gt;
-------------------------&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
And that covers the two "middle realms" in the great club sandwich that is this setting.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Next
up is the Magic of the Greater Air, and possibly the Magic of the Deep, since I'm
not really sure how much of that I want to go into.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Given
my attempts at symmetry so far, there should be ways that people can call on/be seduced
by the Spirits of the Deep, and special people who are their personal champions.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Which
is a sort of scary thought.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I'm reminded of Ashitaka in
Princess Mononoke.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He might have been touched by the Deep
and is now a "champion" against his will, slowly being overcome by it even as he's
forced to use it.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Cool.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
More generally, I've been thinking about Magic and how one of the great complaints
of many games is that it's not very "magical."&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When a
guy in a robe and a pointed hat levels his staff at you and shoots out a ball of flame,
you don't think "Amazing!&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;That man can call flames from
nothing!&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;We're doomed!!!"&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You
think "He's got at least 3rd level spells.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Could be a
problem."&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Some games try to get around this by making magic really freeform, but that doesn't
really solve the problem.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In a system like Ars Magica,
you can still narrow down what the wizard did, so the mystery is gone.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In
a really loose system, you just get a host of problems relating to exactly how much
the wizard SHOULD be able to do.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
You could try to conceal the inner workings from the players, but that presents another
problem - the players need to know what their characters can do so they can properly
play their characters.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The guy in the funny hat isn't
going to point his stick at a hostile force unless he's pretty damn sure a ball of
fire is going to shoot out.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
So I've been musing on the idea that what magic can do at any given moment may change,
but the players can see how it changes.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Castle Falkenstein's
magic deck is like this in a way.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You can see how much
"juice" is available within 100 miles or so, and that's all there is.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
I wonder if I can think of something similar.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It might
not be too hard.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A Wizard's training would tell him what
spirits are in the neighborhood, and he'd know generally what he can tell spirits
to do.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;To add a layer of mystery, there might be some
kind of arbitrary restrictions on spirits' behavior that are based on local conditions.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
Wizard is trained to be able to figure out what these conditions are and how they
affect his powers.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;To other people, they seem mysterious.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
But that could just be a useless layer of rules and complications.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
I DO want magic to be mysterious in this world.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is
a world of mysteries where Men face things beyond their ken (and generally stab those
things with swords).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;We'll have to see.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p&gt;
It's also about time to start thinking about a system, if I'm ever going to use one.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If
I just decide to use this setting for my writing, I don't really need rules.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=b818a53b-2a1a-4dcb-91b9-a0ad43d5e950" /&gt;</description>
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      <dc:creator>David Goodner</dc:creator>
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      <title>Yet Another World Building Column #5: Magic of the Land</title>
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      <pubDate>Tue, 29 Jan 2008 20:27:21 GMT</pubDate>
      <description>



&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;RPGnet participant, occasional
blog reader, and Domino Girls fan daHob has been making noises about wanting to write
up this setting as a Savage Worlds PDF, so I suppose I'd better get on with it.&amp;nbsp;
Now we're getting into the hard parts.&amp;nbsp; It's time to talk about magic.&lt;/span&gt; 
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;By "Magic" I refer to all the means
that humans have to manipulate the supernatural aspects of the world.&amp;nbsp; Of course
people in the setting have a different view than we do.&amp;nbsp; To them, there's no
division between the supernatural and mundane worlds.&amp;nbsp; And don't even get me
started on religion vs. magic.&lt;/span&gt; 
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;font size="1"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Magic of the Land&lt;/span&gt;&lt;/font&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;The Lord is the Land.&amp;nbsp; The
Land is the Lord.&amp;nbsp; This relationship is sacrosanct and unalterable.&amp;nbsp; Once
the Land recognizes a Lord, it takes its shape from his will and gives him power in
proportion to his strength.&amp;nbsp; The mechanisms of rulership vary, but they generally
involve dealing with a powerful Spirit of the Land who dominates an area.&amp;nbsp; If
a Land doesn't have a powerful spirit, one will arise to challenge its new Lord soon
enough.&amp;nbsp; Then he must either defeat it or reach some kind of accommodation with
it.&amp;nbsp; The nature of this encounter will determine, to some degree, the Land's
destiny under its Lord.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;i&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Qin-Zhang was a master of the
sword and a poet and philosopher.&amp;nbsp; He wandered the world, battling for causes
he believed to be worthy and elegant, defeating bandits and kings alike.&amp;nbsp; His
legend was, if anything, a shadow of the truth of his deeds.&amp;nbsp; But time flows
like a river from the mountains of birth to the seas of death.&amp;nbsp; Qin-Zhang knew
that in time his blade would dull, as would his wits.&amp;nbsp; He wished for a lasting
testament to his life, and for a place to lay his head when he slept, and his bones
when he died.&amp;nbsp; The warrior and philosopher wanted a home and a wife.&amp;nbsp; But
what land could be equal to his brilliance, and what woman could be worthy of his
seed?&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/i&gt; 
&lt;p class="MsoNormal"&gt;
&lt;i&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Qin-Zhang took his parchments
and inks, and his sword and armor, and went in search of his destiny.&amp;nbsp; He followed
the 
&lt;st1:place w:st="on"&gt;
&lt;st1:PlaceName w:st="on"&gt;Jade&lt;/st1:PlaceName&gt;
&lt;st1:PlaceType w:st="on"&gt;River&lt;/st1:PlaceType&gt;
&lt;/st1:place&gt;
to its headwaters, and there he found a beautiful land nestled in the shelter of five
mountains.&amp;nbsp; He climbed the first mountain, and there he found un-men with arms
like tree trunks and skin of bronze.&amp;nbsp; He slew their leader and they bowed down
before him.&amp;nbsp; He left that place and climbed the second mountain.&amp;nbsp; There,
he found a serpent of fire, which he slew also, although it cost him the finest sword
he'd ever forged.&amp;nbsp; But the serpent's entrails were of ever burning flame, and
its scales were of bright steel.&amp;nbsp; He forged a new blade, better than the old,
and journeyed to the third mountain.&amp;nbsp; On the third mountain, he found nothing
to battle, but voices howled on the winds and spoke riddles.&amp;nbsp; In a shrine on
the mountaintop, Qin-Zhang meditated for a year until he could answer every riddle,
and when he'd answered the last one, it began to rain.&amp;nbsp; Each raindrop became
a silver coin.&amp;nbsp; Qin-Zhang filled his pouch with silver, because even heroes benefit
from good rice wine and a soft bed, and journeyed to the fourth mountain.&amp;nbsp; There,
he found water spirits, immune to his blade because their flesh was as water.&amp;nbsp;
He could not pass them nor defeat them, so he paused and wrote a poem of such sadness
that it made the water spirits weep.&amp;nbsp; As they cried out their tears, they dissolved
into nothing, and joined the 
&lt;st1:place w:st="on"&gt;
&lt;st1:PlaceType w:st="on"&gt;river&lt;/st1:PlaceType&gt;
of 
&lt;st1:PlaceName w:st="on"&gt;Jade&lt;/st1:PlaceName&gt;
&lt;/st1:place&gt;
.&amp;nbsp; Qin-Zhang left that place and climbed the fifth mountain.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;The fifth mountain was higher
than any of the others, almost as high as the stars.&amp;nbsp; Qin-Zhang's steps became
heavy.&amp;nbsp; He abandoned his pack, then his scribe's pouch, and finally his silvery
sword, and ascended the peak in only his robe.&amp;nbsp; Unarmed and nearly starved, Qin-Zhang
looked up into sky more black than blue and fancied that he could reach out and touch
the stars.&amp;nbsp; As he reached up his hand, he saw a dragon descending from the sky.&amp;nbsp;
The sight so inspired him with awe that he was overcome with euphoria and fainted.&amp;nbsp; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;When he awoke, a woman stood
over him wearing a robe of gold silk with a dragon's scales embroidered into it.&amp;nbsp;
The robe was open, and he saw her charms.&amp;nbsp; She gave him rice and wine and told
him that this land was hers, and that she had been waiting for one who could take
it.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Qin-Zhang had no sword, but
he had substantial charms.&amp;nbsp; He opened his own robe and claimed the woman.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;After she was sated, the woman,
who was a dragon, told Qin-Zhang that he would have a place to lay his head when he
slept, and to lay his bones when he died.&amp;nbsp; He would have a land to rule, and
his land would never forget his name.&amp;nbsp; But he would never have a wife, and if
he ever took one, she would take away all that she had given, for what mortal woman
could be worthy of his seed?&amp;nbsp; Qin-Zhang accepted this with equanimity, and descended
the mountain.&amp;nbsp; He retrieved his sword and his scribe's pouch and his pack, and
when he descended, he found a great palace.&amp;nbsp; There, he ruled for many years.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;i&gt;Each year, Qin-Zhang would ascend
the mountain again.&amp;nbsp; In time, his blade and his wits dulled.&amp;nbsp; Age bent his
back.&amp;nbsp; And one year he did not return.&amp;nbsp; But one claiming to be his son descended
the mountain holding his sword and wearing his robe.&amp;nbsp; The man had skin of gold
and eyes of darkness, and ruled over the Empire of Qin for many years, stretching
out his hand to conquer all of the nine kingdoms.&lt;/i&gt;&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;font size="2"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&amp;lt;2&amp;gt;Powers
of the Lord&lt;/span&gt;&lt;/font&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Once a Lord has claimed a Demesne,
he has power over it.&amp;nbsp; This power can take many forms, depending on the character
of the Lord and the care he takes over his lands.&amp;nbsp; Strong Lords have strong Demesnes,
and have greater power over them than weak Lords.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Broadly, these powers fall into
three areas.&amp;nbsp; There are powers of the Heart, powers of the Eye, and powers of
the Hand.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;b&gt;Powers of the Heart:&lt;/b&gt; The
most elemental of a Lord's powers, and among the most subtle.&amp;nbsp; Powers of the
Heart are those that describe a Lord's relationship to the land he rules.&amp;nbsp; His
heart pumps blood and life into his Demesne.&amp;nbsp; If his heart is weak, his land
is weak as well.&amp;nbsp; Powers of the Heart affect the Demesne more than the Lord.&amp;nbsp;
They shape the character of its terrain, the fertility of its fields, and even the
nature of its people.&amp;nbsp; A cold, cruel Lord will rule over a harsh Demesne.&amp;nbsp;
It might be prosperous, but its prosperity will come only with struggle and pain.&amp;nbsp;
Its people will be either fearful or cruel.&amp;nbsp; Its Spirits will be dangerous.&amp;nbsp;
A kindly Lord will rule over a kindly Demesne, with happy people and lush fields.&amp;nbsp;
But it is easier to be strong and cruel than strong and kind.&lt;br&gt;
&lt;/span&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt; -------------------------&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; Powers of the Heart are the stuff that determines what the land
is like.&amp;nbsp; I'm the kind of guy who would model this by hand waving.&amp;nbsp; If I
were going to define a system for it, it'd be something like the Organization rules
for Angel.&amp;nbsp; You'd have various attributes of your land that you could assign
points to.&amp;nbsp; You'd earn points by doing lordly stuff.&amp;nbsp; I think they'd need
to be a fluid resource, rather than something you pay character points for, because
the whole point is that they can be gained and lost.&amp;nbsp; In a balanced point-gen
system, being a strong Lord would be difficult because you'd need to spend points
on Lord stuff OR personal stuff, and the system I'm trying to create says that the
more personal strength you have, the stronger your Demesne is.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Powers of the Heart will probably
work as kind of a shopping list of attributes and ratings.&amp;nbsp; You can customize
your Demesne by choosing the ones that fit best.&amp;nbsp; They'll cover a lot of things
like the general weather, the terrain, what kind of natural resources there are (although
this can't be changed radically), and even the people.&amp;nbsp; People from a land where
the Lord venerates physical strength might really just tend to be stronger than their
neighbors, but they might also be quicker to anger or a little less intelligent.&lt;br&gt;
-------------------------&lt;/span&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;b&gt;Powers of the Eye:&lt;/b&gt; The connection
between a Lord and his Demesne gives him supernatural knowledge over it.&amp;nbsp; Not
all Lords have the wisdom or insight to excel in this area.&amp;nbsp; All Lords have at
least a vague sense of the health of their Demesnes, and they receive some kind of
warnings when their lands are in immediate danger.&amp;nbsp; Depending on the character
of the Lord and the Demesne, this could come in the form of prophetic dreams, whispers
from Spirits of the Land, or supernatural intuition.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;More perceptive Lords begin to
develop means of scrying over their realms.&amp;nbsp; They might be able to locate game,
know the status of distant cities, or call into vision different parts of their land.&amp;nbsp;
Often, this knowledge comes from totem animals or Spirits of the Land who answer the
Lord's call.&amp;nbsp; Lords schooled in magic might employ scrying rituals instead.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;The knowledge gained this way is
of concern to the Land, not always to the Lord.&amp;nbsp; He might be able to send ravens
to track an invading warband, but not to follow his wife who he believes is unfaithful.&amp;nbsp;
Or perhaps he might.&amp;nbsp; The Land can be fickle.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Still more perceptive Lords begin
to know their Demesnes as well as they know their own bodies or minds.&amp;nbsp; They
know when to plant, when to harvest, and when to seek shelter from a coming storm.&amp;nbsp;
They can look upon a suspect in court and know his guilt or innocence, and what punishment
is most appropriate.&amp;nbsp; The wisest and strongest begin to become infallible, at
least insofar as ruling their Demesnes is concerned.&amp;nbsp; As with the other powers
of the Eye, these powers often have an external focus, but just as often, they are
purely intuitive.&amp;nbsp; The Lord simply is his Land, and knows it as well as he knows
himself.&amp;nbsp; Of course, this also means that a Lord can deceive himself about his
Land as easily as he does about anything else.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;-------------------------&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; These are fairly straightforward.&amp;nbsp; A Lord will have some kind
of perception level, and as it increases he gets access to deeper levels of information
and insight.&amp;nbsp; Players will probably be able to define their own "special effects,"
but the powers will be pretty constant.&amp;nbsp; There's room for some customization,
though.&amp;nbsp; A Chinese Emperor might want to know which bureaucrats will be best
for certain jobs, while a Plains Indian chief wants to be able to find buffalo.&amp;nbsp;
So some of the specific insights might vary.&lt;br&gt;
-------------------------&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;b&gt;Powers of the Hand:&lt;/b&gt; A Lord
in his place of power is fearsome to behold.&amp;nbsp; He rules his Demesne through magic
as much as through will and action.&amp;nbsp; The stronger a Lord is, the greater his
power over his Demesne, and the greater power he can draw from his Demesne.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;By keeping his Land healthy, a
Lord keeps himself healthy to some extent.&amp;nbsp; While he's defending his own Demesne,
very little can harm him, and he will not fall ill or fall victim to misadventure.&amp;nbsp;
But if hostile spirits blight his lands, or treachery weakens his will, he becomes
vulnerable.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;The Demesne also begins to answer
the Lord's will.&amp;nbsp; Its' people's loyalty comes as much from the bond between Lord
and Land as from his decisions.&amp;nbsp; Thus do strong, but cruel, Lords hold their
people in bondage.&amp;nbsp; They might hate him, but fear him too much to rebel until
some greater force inspires them.&amp;nbsp; Some Lords also learn to master the beasts
of their realms, or even the weather.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;All Lords have some sway over the
Spirits of their Demesnes, but this is not a sure or certain power.&amp;nbsp; Often, there
is a price for invoking it.&amp;nbsp; At the minimum, any Spirit of a Demesne will recognize
its Lord and not commit treason upon him.&amp;nbsp; Lords who take time to court their
Spirits' favor might be served by spectral knights, or ride upon steeds of fire.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;-------------------------&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; This will be another thing to spend points on and to advance at
different rates.&amp;nbsp; In fact, the whole thing will probably work that way, with
a Lord player choosing what aspects he cares most about and getting more points to
spend over time.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;One way to balance this against
other players would be to follow the example of King Arthur's legend.&amp;nbsp; While
Arthur was the king, his Knights were often more powerful in specific ways.&amp;nbsp;
Lancelot was the greatest of sinful knights, for instance.&amp;nbsp; So a PC party might
have a Lord with all kinds of cool Demesne powers, but his companions might be a powerful,
mysterious wizard, a Starborn bard who can literally sing birds down from the trees,
and a Starborn warrior who can't be defeated in battle.&amp;nbsp; Having those people
as friends is part of the Lord's strength.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;There will have to be a way to
gain and lose power in your Demesne, involving events like going to war, being betrayed,
or losing your heart, and acts of atonement like questing for the Holy Grail or going
out again to fight your Demesne's Spirit.&lt;br&gt;
-------------------------&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;font size="2"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&amp;lt;2&amp;gt;Banes of
the Lord&lt;/span&gt;&lt;/font&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;A Lord has to stay strong to keep
his Demesne strong, and he must periodically renew his ties to the Land.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;While a Lord is supreme in his
Demesne, he may fall victim to a greater Lord's invasion.&amp;nbsp; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;He might weaken either through
age or lack of will.&amp;nbsp; He might always know what is best for his Demesne, but
he can deceive himself, and his judgment can be clouded in personal matters.&amp;nbsp;
A Lord who rests on his laurels and falls to drink loses his strength, and his land
weakens around him.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Treachery is the greatest bane.&amp;nbsp;
Any treachery weakens the entire realm.&amp;nbsp; A strong Lord's subjects might not be
able to betray him directly, but powerful allies are not so bound, and even the least
peasant is still a Man with the ability to influence his own destiny.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;-------------------------&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; This is the stuff that costs you "Lord Points."&amp;nbsp; And generally,
the GM gets to decide which of your advantages are degraded.&amp;nbsp; The typical way
will be for them to all be degraded more or less equally, but there could be exceptions
depending on the kind of bane that hit you.&amp;nbsp; It is, of course, especially nasty
to lose your physical invulnerability in the face of a treacherous attack...&lt;br&gt;
-------------------------&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;The Land wants to be strong.&amp;nbsp;
A weakening Lord will find his Demesne slipping away.&amp;nbsp; A blind Lord might not
notice.&amp;nbsp; If he is wise or fortunate, he might have the chance to win his strength
back through some kind of act of atonement.&amp;nbsp; Such a feat is at least as difficult
as winning the Demesne in the first place.&amp;nbsp; Often, the best a weak ruler can
do is to die to atone for his sins and leave a strong kingdom for his son.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;font size="2"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&amp;lt;2&amp;gt;Succession&lt;/span&gt;&lt;/font&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;The Lord of a Demesne is not immortal.&amp;nbsp;
If a Lord becomes so, the Land begins to twist, because immortality is not the province
of men.&amp;nbsp; When a Lord dies, a new Lord is chosen.&amp;nbsp; A Lord's children share
in his command of the Demesne, and very often his chosen successor takes his place.&amp;nbsp;
The heir will have to face the same renewal ritual his predecessor faced, but this
is often easier than conquering the land the first time.&amp;nbsp; Thus, in fact, begins
the fall of many Demesnes.&amp;nbsp; The first Lord had to be very strong to take the
land.&amp;nbsp; His son doesn't need to be as strong, and thus might not be.&amp;nbsp; Wise
Lords send their sons abroad to face hardships and win victories, but this has a risk
because the son doesn't have the protection of his Demesne so far from home, and enemies
might seek to slay him.&amp;nbsp; That would, in turn, weaken the Demesne as the Lord
grieves for his lost child.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;The heirs of a Lord, and sometimes
his feudal vassals, share in his ties to the Land to a lesser degree.&amp;nbsp; They will
never have as much sway as the Lord does, but are often still quite powerful.&amp;nbsp;
A deposed Lord's subordinates lose all their powers when he is deposed.&amp;nbsp; Of course,
sometimes one of these subordinates is the one who claims the land from his ailing
Lord.&amp;nbsp; In this case, he will, of course, retain his powers and might choose to
share them with his brothers and sisters.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;-------------------------&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; This is pretty straightforward up until you get to the Feudal system,
where the King rules a big land that's cut into small pieces ruled by Dukes and so
on.&amp;nbsp; In those cases, a Duke probably has a Demesne with its own Spirit, but that
Spirit is subordinate to the greater Spirit of the King's Demesne.&amp;nbsp; The King
has power over all of the Spirits and all the Demesnes, but a Duke probably has equal
control within his own Duchy.&amp;nbsp; Lesser Lords only inherit power from their Masters,
if they get any at all.&amp;nbsp; Some people just have to get by with strength, cunning,
and charm.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;We'll get into this a little more
down below.&lt;br&gt;
-------------------------&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;font size="2"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&amp;lt;2&amp;gt;Conquest&lt;/span&gt;&lt;/font&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;The Land is a living thing, and
its Demesnes have life, breath, and will.&amp;nbsp; A Demesne wishes to be strong, and
has a natural urge to prey on the weak.&amp;nbsp; Strong Lords are often moved by this
will to conquer their neighbors.&amp;nbsp; Just as much, a land with a weak Lord will
slowly start to attract would-be conquerors as the Land searches for a worthy ruler.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;A conqueror does not have to claim
the Demesne as the original Lord did.&amp;nbsp; By force of arms, he makes himself the
new successor, and so only has to continue the rituals of connection.&amp;nbsp; Matters
are often not quite that simple, though.&amp;nbsp; The Land will seek to test its new
ruler, and might not immediately grant its powers.&amp;nbsp; The new Lord will have to
make some kind of accommodation with the Land before he rules it completely.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;If the conqueror already holds
a Demesne, the two lands are merged into one, dominated by the Spirit of whichever
was larger.&amp;nbsp; Spirits of the Land follow after the mortals in their realms, so
the conquered people may find their land changing around them as once-familiar Spirits
are displaced by new ones.&amp;nbsp; The new Lord's character will start shaping the land
within a year, as well.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Matters are more complicated yet
if the old Lord and his heirs are not slain outright.&amp;nbsp; If they escape or are
exiled, there is always the chance they can return.&amp;nbsp; The Land will accept a past
ruler or his blood more easily than an entirely new conqueror.&amp;nbsp; If the current
Lord is weak, a Demesne might even start answering to the "lost heir."&amp;nbsp; But sometimes
a Lord of a Demesne bows his head to a greater Lord.&amp;nbsp; In these cases, both lands
retain their Spirits, but the conqueror’s Demesne becomes stronger, and the High Lord's
power extends into the new realm.&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;-------------------------&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; This isn't too complicated.&amp;nbsp; It probably doesn't need a formal
system.&amp;nbsp; A deposed Lord who somehow escapes has the chance to come back and try
to get his realm back.&amp;nbsp; A callow orphan boy could turn out to be the True King.&amp;nbsp;
A King can grant power to his Dukes and Earls.&amp;nbsp; The actual mechanics of the power
work however I design the system to work.&lt;br&gt;
-------------------------&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Next up is Magic of the Lower Air,
and possibly Magic of the Underworld.&amp;nbsp; They may end up being really similar,
since a lot of the powers actually belong to the spirits, not to the magicians.&amp;nbsp;
Sorcery and Necromancy are more about knowing secrets and being able to get spirits
to do favors for you than having "superpowers."&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
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      <dc:creator>David Goodner</dc:creator>
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        <div id="1eu4" class="ArwC7c ckChnd">
          <div>
            <div>
              <font face="Arial" size="2">
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">The glacial pace continues.  Spirits
of the Underworld took me a while because I wasn't sure how to approach them, and
I wanted at least one of the nifty fiction sections like in Spirits of the Land.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <br />
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="5">
                    <font face="Times New Roman">Spirits of the Underworld</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">The souls of Men long for the Celestial
Spheres, but are drawn by morbid gravity to the Depths.<span>  </span>For those
souls that have found neither fate, there is the Underworld, a place of cold and darkness.<span>  </span>The
Spirits of the Underworld were once human souls.<span>  </span>Some might be
again, purged of their past stains until they are light enough to ascend and be reborn.<span>  </span>Others
have been twisted into something else.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font face="Times New Roman" size="3"> </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">Souls are bound into the Underworld for
several reasons.<span>  </span>Those who die without proper funeral rites to
clear their way to the heavens have nowhere else to go.<span>  </span>Worse yet,
there are rites that will bind a soul to the Underworld.<span>  </span>Even with
all spiritual care, some souls are so burdened that they cannot make the journey.<span>  </span>An
ill-chosen oath can leave a soul so bound, as can unfulfilled vengeance or desire.<span>  </span>And
finally, those slain by creatures of the Underworld are often transformed into creatures
of the Underworld themselves.<span>  </span>Thus does the curse spread.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font face="Times New Roman" size="3"> </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">The great majority of spirits of the Underworld
are incorporeal and trapped within the cavernous depths.<span>  </span>They can
be called up by sorceries in the dark of the night.<span>  </span>Such spirits
might have greater or lesser power.<span>  </span>The strongest can kill men,
or drive them to madness.<span>  </span>The weakest might be able to do no more
than dim the light in a room or create a chill.<span>  </span>But even the weakest
of spirits might have knowledge.<span>  </span>Those who practice the Dark Arts
most often seek knowledge.<span>  </span>Spirits do not willingly part with their
secrets, however.<span>  </span>There is always a motive or a price.<span>  </span>Only
the most powerful or clever of Necromancers escape such transactions unscathed.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font face="Times New Roman" size="3"> </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <i>
                    <font size="3">
                      <font face="Times New Roman">This was the fall of Ahankara, that
the people were prideful and haughty, and denied hospitality to a passing traveler.<span>  </span>This
man bore the dark mark, and saw the world through one dead eye.<span>  </span>He
spoke no ill of those who wronged him, but in the dark of night dropped a polished
black stone into the town well.</font>
                    </font>
                  </i>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <i>
                    <font face="Times New Roman" size="3"> </font>
                  </i>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <i>
                    <font size="3">
                      <font face="Times New Roman">Every night thereafter, the dead arose
to howl through the city on dark, cold winds.<span>  </span>They grew stronger
with the waning of the moon, and weaker under Her light.<span>  </span>Under
the new moon, anyone caught outside was in risk of death, and of arising as a shade
himself.<span>  </span>At other times, the howling was enough to sunder sleep
and to erode sanity.</font>
                    </font>
                  </i>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <i>
                    <font face="Times New Roman" size="3"> </font>
                  </i>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <i>
                    <font size="3">
                      <font face="Times New Roman">The people of Ahnkara were wealthy,
and promised gold to any wizard who could banish the ghosts, but the ghosts whispered
to the necromancers of Ahankara's sin, and none would stay.<span>  </span>To
this day, no one knows what sin Ahankara committed against the wandering sorcerer.<span>  </span>Her
once proud people were reduced to being wanderers themselves, and if they settled
anywhere, ghosts would come to hound them.<span>  </span>In time, few people
even remembered where the city was.</font>
                    </font>
                  </i>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <i>
                    <font face="Times New Roman" size="3"> </font>
                  </i>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <i>
                    <font size="3">
                      <font face="Times New Roman">And at the center of a ruined city,
at the bottom of a well, perhaps the stone still sits.</font>
                    </font>
                  </i>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font face="Times New Roman" size="3"> </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">Some Spirits of the Underworld do not
need to be summoned.<span>  </span>They are bound to the Land, fettered to some
place or thing or time.<span>  </span>Most often, this is the result of a sorcerer's
spell.<span>  </span>The slaves of a mortal king might be bound to guard his
grave and protect his grave-goods from robbers.<span>  </span>Rarely, though,
an object or place exerts such a strong pull that a soul might be bound to it naturally.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font face="Times New Roman" size="3"> </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">Spirits so bound are more resistant to
the light of day than others.<span>  </span>Their powers are often diminished,
but they can still act or speak.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font face="Times New Roman" size="3"> </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <i>
                    <font size="3">
                      <font face="Times New Roman">Kal the Bloodwulf took the land of
Geth by force of arms and force of will.<span>  </span>The symbol of his rule
was Kallenfang, a sword crafted for him by the greatest swordsmith of his age.<span>  </span>Fire
and Blood were bound into the blade's metal, and the heart of the Dragon of Geth was
set into the pommel.<span>  </span>With the blade in his hand, Kal was unbeatable
until slain by trechery.<span>  </span>His son, Kel, took up Kallenfang, and
with it, took up the might of his father.<span>  </span>Kel died in the plague
years, and the whole land mourned, for Kel was as dauntless as his father, but far
kinder.<span>  </span>The blade passed to his grandson, Dal, a child of Kel's
daughter.<span>  </span>Many thought that when Dal came to rule Geth, he would
have to face the dragon, but the great wyrm recognized his claim, and he ruled with
his grandsire's wisdom and his greatsire's courage.</font>
                    </font>
                  </i>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <i>
                    <font face="Times New Roman" size="3"> </font>
                  </i>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">
                      <i>The land of Geth fell many years ago,
but the line of the Bloodwulf survives.<span>  </span>They are slayers and reavers
and men of great renown, with the courage of heroes and the wisdom of kings.<span>  </span>And
one day, one of them will destroy each of the petty kings who rule what once was Geth,
and rebuild the Bloodwulf's domain.</i>
                    </font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font face="Times New Roman" size="3"> </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">Still other Spirits of the Underworld
are able to leave its depths in corporeal bodies, grotesquely reanimating their own
corpses or sometimes the corpses of others.<span>  </span>Ghouls, Revenants,
and Vampires are of the Underworld even though not in it.<span>  </span>The Land
rejects such beings, and the light burns them to some degree, although they might
withstand it longer than fleshless shades.<span>  </span>Animate Un-Dead are
often very difficult to destroy.<span>  </span>Magical rituals might serve, or
weapons of Power.<span>  </span>Fire is often efficacious.<span>  </span>One
fortune of Men is that many such creatures are vulnerable to some special thing, often
silver, the Moon's metal.<span>  </span>But in the night, when ghouls are shrieking
for your blood, silver might be in short supply.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font face="Times New Roman" size="3"> </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">----</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">
                      <b>Gamespeak:</b> Spirits of the Underworld
will be handled in a similar manner to the Spirits of the Land.<span>  </span>They'll
have a list of capabilities the GM can "shop" from.<span>  </span>I expect that
there will be some kind of bestiary of sample monsters, but I want the setting to
be mysterious, so I'm leaving a clear option for unique Spirits.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font face="Times New Roman" size="3"> </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">One power Spirits of the Underworld might
have is the ability to possess humans.<span>  </span>This could be good or bad,
depending on the degree of control and the motives of the spirit.<span>  </span>I'm
particularly considering it in the case of fettered spirits.<span>  </span>Someone
wearing the torc of a bound ghost might be able to draw on his strength and skill.<span>  </span>Alternately,
the medallion of an ancient sorcerer might hold his soul and take control of whoever
puts it on so that the sorcerer could live again.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font face="Times New Roman" size="3"> </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">Some basic rules that bind all Spirits
of the Underworld:</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">-Light is bad for them.<span>  </span>To
some degree, they're bound by darkness.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">-The Land rejects them.<span>  </span>Spirits
of the Underworld have some sort of taint they spread.<span>  </span>It could
just be a chill in the air, or it could be that plants die, milk sours, and so on.<span>  </span>The
worst ones might spread plague just by existing.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font size="3">
                    <font face="Times New Roman">-Spirits of the Underworld exact some
price on creatures of the Land.<span>  </span>Ghosts will share their secrets,
for a price.<span>  </span>Revenants need revenge.<span>  </span>Vampires
drink blood.<span>  </span>A Spirit of the Underworld can't just exist, although
the price doesn't have to be particularly terrible.<span>  </span>In one of the
above examples, it's just that the holder of Kellenfang has to uphold the Bloodwulf
legacy, or the sword will reject him and the spirits won't advise him or lend him
their strength.</font>
                  </font>
                </p>
                <p style="margin: 0in 0in 0pt;">
                  <font face="Times New Roman" size="3">----</font>
                </p>
              </font>
            </div>
          </div>
        </div>
        <p>
        </p>
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      </body>
      <title>Yet Another World Building Column #4</title>
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      <pubDate>Thu, 29 Nov 2007 16:04:38 GMT</pubDate>
      <description>&lt;div id="1eu4" class="ArwC7c ckChnd"&gt;
&lt;div&gt;
&lt;div&gt;&lt;font face="Arial" size="2"&gt; 
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;The glacial pace continues.&amp;nbsp; Spirits
of the Underworld took me a while because I wasn't sure how to approach them, and
I wanted at least one of the nifty fiction sections like in Spirits of the Land.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="5"&gt;&lt;font face="Times New Roman"&gt;Spirits of the Underworld&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;The souls of Men long for the Celestial
Spheres, but are drawn by morbid gravity to the Depths.&lt;span&gt;&amp;nbsp; &lt;/span&gt;For those
souls that have found neither fate, there is the Underworld, a place of cold and darkness.&lt;span&gt;&amp;nbsp; &lt;/span&gt;The
Spirits of the Underworld were once human souls.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Some might be
again, purged of their past stains until they are light enough to ascend and be reborn.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Others
have been twisted into something else.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;Souls are bound into the Underworld for
several reasons.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Those who die without proper funeral rites to
clear their way to the heavens have nowhere else to go.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Worse yet,
there are rites that will bind a soul to the Underworld.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Even with
all spiritual care, some souls are so burdened that they cannot make the journey.&lt;span&gt;&amp;nbsp; &lt;/span&gt;An
ill-chosen oath can leave a soul so bound, as can unfulfilled vengeance or desire.&lt;span&gt;&amp;nbsp; &lt;/span&gt;And
finally, those slain by creatures of the Underworld are often transformed into creatures
of the Underworld themselves.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Thus does the curse spread.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;The great majority of spirits of the Underworld
are incorporeal and trapped within the cavernous depths.&lt;span&gt;&amp;nbsp; &lt;/span&gt;They can
be called up by sorceries in the dark of the night.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Such spirits
might have greater or lesser power.&lt;span&gt;&amp;nbsp; &lt;/span&gt;The strongest can kill men,
or drive them to madness.&lt;span&gt;&amp;nbsp; &lt;/span&gt;The weakest might be able to do no more
than dim the light in a room or create a chill.&lt;span&gt;&amp;nbsp; &lt;/span&gt;But even the weakest
of spirits might have knowledge.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Those who practice the Dark Arts
most often seek knowledge.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Spirits do not willingly part with their
secrets, however.&lt;span&gt;&amp;nbsp; &lt;/span&gt;There is always a motive or a price.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Only
the most powerful or clever of Necromancers escape such transactions unscathed.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;i&gt;&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;This was the fall of Ahankara, that
the people were prideful and haughty, and denied hospitality to a passing traveler.&lt;span&gt;&amp;nbsp; &lt;/span&gt;This
man bore the dark mark, and saw the world through one dead eye.&lt;span&gt;&amp;nbsp; &lt;/span&gt;He
spoke no ill of those who wronged him, but in the dark of night dropped a polished
black stone into the town well.&lt;/font&gt;&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;i&gt;&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;i&gt;&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;Every night thereafter, the dead arose
to howl through the city on dark, cold winds.&lt;span&gt;&amp;nbsp; &lt;/span&gt;They grew stronger
with the waning of the moon, and weaker under Her light.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Under
the new moon, anyone caught outside was in risk of death, and of arising as a shade
himself.&lt;span&gt;&amp;nbsp; &lt;/span&gt;At other times, the howling was enough to sunder sleep
and to erode sanity.&lt;/font&gt;&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;i&gt;&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;i&gt;&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;The people of Ahnkara were wealthy,
and promised gold to any wizard who could banish the ghosts, but the ghosts whispered
to the necromancers of Ahankara's sin, and none would stay.&lt;span&gt;&amp;nbsp; &lt;/span&gt;To
this day, no one knows what sin Ahankara committed against the wandering sorcerer.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Her
once proud people were reduced to being wanderers themselves, and if they settled
anywhere, ghosts would come to hound them.&lt;span&gt;&amp;nbsp; &lt;/span&gt;In time, few people
even remembered where the city was.&lt;/font&gt;&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;i&gt;&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;i&gt;&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;And at the center of a ruined city,
at the bottom of a well, perhaps the stone still sits.&lt;/font&gt;&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;Some Spirits of the Underworld do not
need to be summoned.&lt;span&gt;&amp;nbsp; &lt;/span&gt;They are bound to the Land, fettered to some
place or thing or time.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Most often, this is the result of a sorcerer's
spell.&lt;span&gt;&amp;nbsp; &lt;/span&gt;The slaves of a mortal king might be bound to guard his
grave and protect his grave-goods from robbers.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Rarely, though,
an object or place exerts such a strong pull that a soul might be bound to it naturally.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;Spirits so bound are more resistant to
the light of day than others.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Their powers are often diminished,
but they can still act or speak.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;i&gt;&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;Kal the Bloodwulf took the land of
Geth by force of arms and force of will.&lt;span&gt;&amp;nbsp; &lt;/span&gt;The symbol of his rule
was Kallenfang, a sword crafted for him by the greatest swordsmith of his age.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Fire
and Blood were bound into the blade's metal, and the heart of the Dragon of Geth was
set into the pommel.&lt;span&gt;&amp;nbsp; &lt;/span&gt;With the blade in his hand, Kal was unbeatable
until slain by trechery.&lt;span&gt;&amp;nbsp; &lt;/span&gt;His son, Kel, took up Kallenfang, and
with it, took up the might of his father.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Kel died in the plague
years, and the whole land mourned, for Kel was as dauntless as his father, but far
kinder.&lt;span&gt;&amp;nbsp; &lt;/span&gt;The blade passed to his grandson, Dal, a child of Kel's
daughter.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Many thought that when Dal came to rule Geth, he would
have to face the dragon, but the great wyrm recognized his claim, and he ruled with
his grandsire's wisdom and his greatsire's courage.&lt;/font&gt;&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;i&gt;&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;&lt;i&gt;The land of Geth fell many years ago,
but the line of the Bloodwulf survives.&lt;span&gt;&amp;nbsp; &lt;/span&gt;They are slayers and reavers
and men of great renown, with the courage of heroes and the wisdom of kings.&lt;span&gt;&amp;nbsp; &lt;/span&gt;And
one day, one of them will destroy each of the petty kings who rule what once was Geth,
and rebuild the Bloodwulf's domain.&lt;/i&gt;&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;Still other Spirits of the Underworld
are able to leave its depths in corporeal bodies, grotesquely reanimating their own
corpses or sometimes the corpses of others.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Ghouls, Revenants,
and Vampires are of the Underworld even though not in it.&lt;span&gt;&amp;nbsp; &lt;/span&gt;The Land
rejects such beings, and the light burns them to some degree, although they might
withstand it longer than fleshless shades.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Animate Un-Dead are
often very difficult to destroy.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Magical rituals might serve, or
weapons of Power.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Fire is often efficacious.&lt;span&gt;&amp;nbsp; &lt;/span&gt;One
fortune of Men is that many such creatures are vulnerable to some special thing, often
silver, the Moon's metal.&lt;span&gt;&amp;nbsp; &lt;/span&gt;But in the night, when ghouls are shrieking
for your blood, silver might be in short supply.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;----&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;&lt;b&gt;Gamespeak:&lt;/b&gt; Spirits of the Underworld
will be handled in a similar manner to the Spirits of the Land.&lt;span&gt;&amp;nbsp; &lt;/span&gt;They'll
have a list of capabilities the GM can "shop" from.&lt;span&gt;&amp;nbsp; &lt;/span&gt;I expect that
there will be some kind of bestiary of sample monsters, but I want the setting to
be mysterious, so I'm leaving a clear option for unique Spirits.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;One power Spirits of the Underworld might
have is the ability to possess humans.&lt;span&gt;&amp;nbsp; &lt;/span&gt;This could be good or bad,
depending on the degree of control and the motives of the spirit.&lt;span&gt;&amp;nbsp; &lt;/span&gt;I'm
particularly considering it in the case of fettered spirits.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Someone
wearing the torc of a bound ghost might be able to draw on his strength and skill.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Alternately,
the medallion of an ancient sorcerer might hold his soul and take control of whoever
puts it on so that the sorcerer could live again.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font face="Times New Roman" size="3"&gt;&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;Some basic rules that bind all Spirits
of the Underworld:&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;-Light is bad for them.&lt;span&gt;&amp;nbsp; &lt;/span&gt;To
some degree, they're bound by darkness.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;-The Land rejects them.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Spirits
of the Underworld have some sort of taint they spread.&lt;span&gt;&amp;nbsp; &lt;/span&gt;It could
just be a chill in the air, or it could be that plants die, milk sours, and so on.&lt;span&gt;&amp;nbsp; &lt;/span&gt;The
worst ones might spread plague just by existing.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font size="3"&gt;&lt;font face="Times New Roman"&gt;-Spirits of the Underworld exact some
price on creatures of the Land.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Ghosts will share their secrets,
for a price.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Revenants need revenge.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Vampires
drink blood.&lt;span&gt;&amp;nbsp; &lt;/span&gt;A Spirit of the Underworld can't just exist, although
the price doesn't have to be particularly terrible.&lt;span&gt;&amp;nbsp; &lt;/span&gt;In one of the
above examples, it's just that the holder of Kellenfang has to uphold the Bloodwulf
legacy, or the sword will reject him and the spirits won't advise him or lend him
their strength.&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p style="margin: 0in 0in 0pt;"&gt;
&lt;font face="Times New Roman" size="3"&gt;----&lt;/font&gt;
&lt;/p&gt;
&lt;/font&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;
&lt;/p&gt;
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      <body xmlns="http://www.w3.org/1999/xhtml">Hi y'all.  This has taken a while,
because I kept forgetting to send it to my laptop, from which I do most of my blog
posting, so it languished in obscurity in a sad, forgotten folder on a different computer
until I remembered to email it to myself.<br /><br />
But now, at long last, a little more of my latest exercise in world-building is ready
for your perusal.<br /><br /><font size="5">Spirits of the Lower Air</font><br /><br />
The Lower Air encircles the Land, marking out safe boundries beyond which the Land
cannot exist.  The purpose of the Air is to provide the Land with breath. 
Sound, light, warmth, shadow, cold, and flame all travel through the medium of Air. 
And these are not just nameless forces, they are living things, breathed out by the
Land.  They are the Spirits of the Lower Air.<br /><br />
Unlike the Spirits of the Land, Spirits of the Lower Air are almost always incorporeal. 
They live only in their earthly manifestations, and never step beyond them. 
In every shadow is a sprit of shadow, but only in exceptionally rare circumstances
will the shadow spirit take any action beyond slowly moving across the wall as the
sun passes in the sky.<br /><br />
The Spirits of the Lower Air can be categorized, but some defy easy classification. 
Almost every natural occurance or element has a spirit.  The works of Man can
sometimes give birth to spirits as well, or perhaps to transform the spirits already
inside.  A sword of legend that has slain dragons and kings and lovers might
have its own spirit that embues the sword with great power and Will, but not all swords
have spirits beyond the iron in their blades.<br /><br />
Some philosophers even doubt the individuality of the Spirits of the Lower Air. 
Does a storm spirit retire to his bed when the storm abates, only to return for a
new storm?  Or does each new storm have a spirit that lives and dies within the
span of the storm?  The Spirits themselves are little help in answering the question. 
Their perception of time is different than that of Men.  While a spirit can understand
such concepts as "wait until later" or "before this, that," it will be utterly baffled
by such questions as "when were you born?" or "How long have you lived?"  In
fact, most Spirits of the Lower Air can only speak of concrete, immediate things,
and seldom speak at all other than to acknowledge commands.<br /><br />
----<br /><b>Gamespeak:</b> Spirits of the Lower Air have pretty simple balliwiks.  A Fire
spirit can make things burn, keep things from burning, and control fire to a limited
extent.  A really powerful Fire spirit might be able to make water burn, but
most couldn't.<br /><br />
I'm thinking that Spirits of the Lower Air will have limits to their duration. 
I'll probably get into this more in the magic section, but the basic idea is that
if you summon a fire spirit and take it out of the fire, it can only last so long,
and as it expends its energy, it gets weaker and will discorporate sooner.<br /><br />
Anchoring the spirit in some way could give it longer time duration.<br /><br />
Spirits can only be called up within their elements.  To summon a fire spirit,
you need a fire, and the bigger the fire, the bigger the spirit you could summon. 
Human manufacture changes what spirits are available.  For instance, a lump of
raw iron ore could be used to summon a rock spirit, but if that iron were smelted
and refined and beaten into a sword, the spirit would then be a sword spirit. 
If the sword were broken, the sword spirit would die (only to live again if the sword
were somehow re-forged) and those particular fragments of iron might not be useful
to summon anything anymore.<br />
----<br /><br /><font size="5">Spirits of the Greater Air</font><br /><br />
Beyond the Land and Lower Air is the perfect Celestial realm.  Men cannot go
there, and nothing from the Celestial spheres can easily enter the land.  The
Lunar Sphere marks the barrier between the Lower and Greater Air.  Naturally,
this means that on nights when the moon is dark, the barrier is weaker.  New
Moons are times of portent.  Lunar eclipses are major events.<br /><br />
The Spirits of the Greater Air are both most and least like men above all other spirits. 
They understand the passage of time as Men do, although as immortal beings they see
more of it pass.  Unlike spirits of the Lower Air, the Spirits of the Greater
Air are visible to human eyes, hanging in the sky.  The barrier of the Lunar
Sphere separates Man from the Spirits of the Greater Air.  Men can call upon
them, but cannot summon them or bind them, and Spirits of the Greater Air never touch
the Land.  When a star falls, the spirit is consumed and destroyed, leaving only
a shard of stone.  This stone, when found by Men, is of great power, but is no
longer a spirit.<br /><br />
Legends say this is not always true.  Sometimes, a Spirit of the Greater Air
longs so deeply for the Land that he might fall from the sky and survive, diminished
in power and cast into the form of a man or beast.<br /><br />
----<br /><b>Gamespeak:</b> as an unabashed fan of Neil Gaiman's Stardust, I am very likely
to include rules for fallen stars, but I'm not completely decided.  At the moment,
this is a very "human" setting.  Adding any sort of demihuman should not be done
lightly.<br />
----<br /><br />
The Greater Air is marked by spheres encircling the Land like nested dolls. 
Each Sphere is the domain of one of the most powerful spirits of the Greater Air,
the Spirits who shape the destiny of the Land.  Men all recognize these Spirits
in some form, although the details, and even the names, might differ.<br /><br />
First is the Lunar Sphere.  The Moon is one of the two Spirits closest to the
Land, and the one that gives it light in the darkness.  She (although the Spirits
are not bound by human sex, the Moon is almost always seen as a female spirit by the
peoples of the Land) represents Life in its physical, changing aspects: fertility,
birth, aging, and eventual death, plants, animals, and the like.  The Spirit
of the Moon seeks to elevate mankind by bringing Man into harmony with the Land.<br /><br />
Second is the Solar Sphere.  The Sun is the second Spirit closest to Man, and
brings life-giving light to the Land.  Without Light, the Land would be cold,
dead, and unseen.  The Spirit of the Sun holding purvue over life, healing, purity,
and inspiration.  His are the spiritual domains of life, and he seeks to elevate
Men's souls.<br /><br />
Next is the Mercurial Sphere.  The Dawnstar treasures knowledge above all else. 
This includes philosophy,  secrets, and languages.  It is the Spirit of
Mercury who orders the Stars to reveal the secrets of the universe.<br /><br />
(aside: Yes, I know that the morning star and the evening star were really both Venus. 
Work with me here)<br /><br />
Fourth is the Venusian Sphere.  The Spirit of Venus is concerned with the "soft"
or "gentle" emotions, and seeks to elevate Man through love, beauty, and art. 
She inspires poets and romantics.<br /><br />
Fifth is the Martian Sphere.  The Red Star is the star of War.  The Spirit
of Mars finds elevation in conflict: constant striving, challenging, biting, scratching
for advantage.  The Red Star finds Men at their best in the midst of a struggle.<br /><br />
Sixth is the Jovian Sphere.  The Spirit of Jove admires all forms of strength,
and believes the best way for Man to ascend is through the wisdom and strength of
kings.  It is by Jove's will that a Lord may rule his Land.<br /><br />
The seventh, and final Sphere is the Saturnian Sphere.  Beyond this, is the Abyss. 
The Spirit of Saturn sets limits.  He separated the Land from the Air, and the
Lower Air from the Greater Air.  He separates life from death and day from night.  
<br /><br />
Within the Celestial Spheres, there are countless stars.  Each is aligned with
one of the Greater Lights, serving and supplimenting it.  Some of these are part
of the celestial chorus, singing the eternal music of the Spheres.  Others take
a direct interest in human affairs, watching life play out far below.<br /><br />
When Men send up prayers and sacrifices to the Celestial Spheres, the Spirits hear
them.  For reasons of their own, they sometimes deign to answer.<br /><br />
----<br />
Gamespeak: Spirits of the Greater Air are essentially gods and angels.  They
don't often communicate with individuals.  The greatest of them don't even really
care about countries or dynasties.  They're only interested in the ideals they
represent, and exert constant subtle influence to promote those ideals.  Mars'
light shines down on men and makes them dream of war and blood and glory.  Lesser
spirits associated with Mars might communicate with specific men, but only rarely. 
Men can pray to the gods, and by doing so can forge a slightly stronger connection
to them, which sometimes results in minor miracles.<br /><br />
The big exception to this will be discussed in the magic section.<br />
----<br /><br /><br />
So, that's it for now.  Spirits of the Underworld and of the Deep remain, and
are actually not written yet.  I'm trying (futily) to do NaNoWriMo again this
year, so I probably won't have time to get to them for a couple weeks, at least.<br /><p></p><img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=7f0d651f-4d7d-4960-ba51-1daa541a5da8" /></body>
      <title>Yet Another World Building Column #3</title>
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      <pubDate>Thu, 15 Nov 2007 16:15:42 GMT</pubDate>
      <description>Hi y'all.&amp;nbsp; This has taken a while, because I kept forgetting to send it to my laptop, from which I do most of my blog posting, so it languished in obscurity in a sad, forgotten folder on a different computer until I remembered to email it to myself.&lt;br&gt;
&lt;br&gt;
But now, at long last, a little more of my latest exercise in world-building is ready
for your perusal.&lt;br&gt;
&lt;br&gt;
&lt;font size="5"&gt;Spirits of the Lower Air&lt;/font&gt;
&lt;br&gt;
&lt;br&gt;
The Lower Air encircles the Land, marking out safe boundries beyond which the Land
cannot exist.&amp;nbsp; The purpose of the Air is to provide the Land with breath.&amp;nbsp;
Sound, light, warmth, shadow, cold, and flame all travel through the medium of Air.&amp;nbsp;
And these are not just nameless forces, they are living things, breathed out by the
Land.&amp;nbsp; They are the Spirits of the Lower Air.&lt;br&gt;
&lt;br&gt;
Unlike the Spirits of the Land, Spirits of the Lower Air are almost always incorporeal.&amp;nbsp;
They live only in their earthly manifestations, and never step beyond them.&amp;nbsp;
In every shadow is a sprit of shadow, but only in exceptionally rare circumstances
will the shadow spirit take any action beyond slowly moving across the wall as the
sun passes in the sky.&lt;br&gt;
&lt;br&gt;
The Spirits of the Lower Air can be categorized, but some defy easy classification.&amp;nbsp;
Almost every natural occurance or element has a spirit.&amp;nbsp; The works of Man can
sometimes give birth to spirits as well, or perhaps to transform the spirits already
inside.&amp;nbsp; A sword of legend that has slain dragons and kings and lovers might
have its own spirit that embues the sword with great power and Will, but not all swords
have spirits beyond the iron in their blades.&lt;br&gt;
&lt;br&gt;
Some philosophers even doubt the individuality of the Spirits of the Lower Air.&amp;nbsp;
Does a storm spirit retire to his bed when the storm abates, only to return for a
new storm?&amp;nbsp; Or does each new storm have a spirit that lives and dies within the
span of the storm?&amp;nbsp; The Spirits themselves are little help in answering the question.&amp;nbsp;
Their perception of time is different than that of Men.&amp;nbsp; While a spirit can understand
such concepts as "wait until later" or "before this, that," it will be utterly baffled
by such questions as "when were you born?" or "How long have you lived?"&amp;nbsp; In
fact, most Spirits of the Lower Air can only speak of concrete, immediate things,
and seldom speak at all other than to acknowledge commands.&lt;br&gt;
&lt;br&gt;
----&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; Spirits of the Lower Air have pretty simple balliwiks.&amp;nbsp; A Fire
spirit can make things burn, keep things from burning, and control fire to a limited
extent.&amp;nbsp; A really powerful Fire spirit might be able to make water burn, but
most couldn't.&lt;br&gt;
&lt;br&gt;
I'm thinking that Spirits of the Lower Air will have limits to their duration.&amp;nbsp;
I'll probably get into this more in the magic section, but the basic idea is that
if you summon a fire spirit and take it out of the fire, it can only last so long,
and as it expends its energy, it gets weaker and will discorporate sooner.&lt;br&gt;
&lt;br&gt;
Anchoring the spirit in some way could give it longer time duration.&lt;br&gt;
&lt;br&gt;
Spirits can only be called up within their elements.&amp;nbsp; To summon a fire spirit,
you need a fire, and the bigger the fire, the bigger the spirit you could summon.&amp;nbsp;
Human manufacture changes what spirits are available.&amp;nbsp; For instance, a lump of
raw iron ore could be used to summon a rock spirit, but if that iron were smelted
and refined and beaten into a sword, the spirit would then be a sword spirit.&amp;nbsp;
If the sword were broken, the sword spirit would die (only to live again if the sword
were somehow re-forged) and those particular fragments of iron might not be useful
to summon anything anymore.&lt;br&gt;
----&lt;br&gt;
&lt;br&gt;
&lt;font size="5"&gt;Spirits of the Greater Air&lt;/font&gt;
&lt;br&gt;
&lt;br&gt;
Beyond the Land and Lower Air is the perfect Celestial realm.&amp;nbsp; Men cannot go
there, and nothing from the Celestial spheres can easily enter the land.&amp;nbsp; The
Lunar Sphere marks the barrier between the Lower and Greater Air.&amp;nbsp; Naturally,
this means that on nights when the moon is dark, the barrier is weaker.&amp;nbsp; New
Moons are times of portent.&amp;nbsp; Lunar eclipses are major events.&lt;br&gt;
&lt;br&gt;
The Spirits of the Greater Air are both most and least like men above all other spirits.&amp;nbsp;
They understand the passage of time as Men do, although as immortal beings they see
more of it pass.&amp;nbsp; Unlike spirits of the Lower Air, the Spirits of the Greater
Air are visible to human eyes, hanging in the sky.&amp;nbsp; The barrier of the Lunar
Sphere separates Man from the Spirits of the Greater Air.&amp;nbsp; Men can call upon
them, but cannot summon them or bind them, and Spirits of the Greater Air never touch
the Land.&amp;nbsp; When a star falls, the spirit is consumed and destroyed, leaving only
a shard of stone.&amp;nbsp; This stone, when found by Men, is of great power, but is no
longer a spirit.&lt;br&gt;
&lt;br&gt;
Legends say this is not always true.&amp;nbsp; Sometimes, a Spirit of the Greater Air
longs so deeply for the Land that he might fall from the sky and survive, diminished
in power and cast into the form of a man or beast.&lt;br&gt;
&lt;br&gt;
----&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; as an unabashed fan of Neil Gaiman's Stardust, I am very likely
to include rules for fallen stars, but I'm not completely decided.&amp;nbsp; At the moment,
this is a very "human" setting.&amp;nbsp; Adding any sort of demihuman should not be done
lightly.&lt;br&gt;
----&lt;br&gt;
&lt;br&gt;
The Greater Air is marked by spheres encircling the Land like nested dolls.&amp;nbsp;
Each Sphere is the domain of one of the most powerful spirits of the Greater Air,
the Spirits who shape the destiny of the Land.&amp;nbsp; Men all recognize these Spirits
in some form, although the details, and even the names, might differ.&lt;br&gt;
&lt;br&gt;
First is the Lunar Sphere.&amp;nbsp; The Moon is one of the two Spirits closest to the
Land, and the one that gives it light in the darkness.&amp;nbsp; She (although the Spirits
are not bound by human sex, the Moon is almost always seen as a female spirit by the
peoples of the Land) represents Life in its physical, changing aspects: fertility,
birth, aging, and eventual death, plants, animals, and the like.&amp;nbsp; The Spirit
of the Moon seeks to elevate mankind by bringing Man into harmony with the Land.&lt;br&gt;
&lt;br&gt;
Second is the Solar Sphere.&amp;nbsp; The Sun is the second Spirit closest to Man, and
brings life-giving light to the Land.&amp;nbsp; Without Light, the Land would be cold,
dead, and unseen.&amp;nbsp; The Spirit of the Sun holding purvue over life, healing, purity,
and inspiration.&amp;nbsp; His are the spiritual domains of life, and he seeks to elevate
Men's souls.&lt;br&gt;
&lt;br&gt;
Next is the Mercurial Sphere.&amp;nbsp; The Dawnstar treasures knowledge above all else.&amp;nbsp;
This includes philosophy,&amp;nbsp; secrets, and languages.&amp;nbsp; It is the Spirit of
Mercury who orders the Stars to reveal the secrets of the universe.&lt;br&gt;
&lt;br&gt;
(aside: Yes, I know that the morning star and the evening star were really both Venus.&amp;nbsp;
Work with me here)&lt;br&gt;
&lt;br&gt;
Fourth is the Venusian Sphere.&amp;nbsp; The Spirit of Venus is concerned with the "soft"
or "gentle" emotions, and seeks to elevate Man through love, beauty, and art.&amp;nbsp;
She inspires poets and romantics.&lt;br&gt;
&lt;br&gt;
Fifth is the Martian Sphere.&amp;nbsp; The Red Star is the star of War.&amp;nbsp; The Spirit
of Mars finds elevation in conflict: constant striving, challenging, biting, scratching
for advantage.&amp;nbsp; The Red Star finds Men at their best in the midst of a struggle.&lt;br&gt;
&lt;br&gt;
Sixth is the Jovian Sphere.&amp;nbsp; The Spirit of Jove admires all forms of strength,
and believes the best way for Man to ascend is through the wisdom and strength of
kings.&amp;nbsp; It is by Jove's will that a Lord may rule his Land.&lt;br&gt;
&lt;br&gt;
The seventh, and final Sphere is the Saturnian Sphere.&amp;nbsp; Beyond this, is the Abyss.&amp;nbsp;
The Spirit of Saturn sets limits.&amp;nbsp; He separated the Land from the Air, and the
Lower Air from the Greater Air.&amp;nbsp; He separates life from death and day from night.&amp;nbsp; 
&lt;br&gt;
&lt;br&gt;
Within the Celestial Spheres, there are countless stars.&amp;nbsp; Each is aligned with
one of the Greater Lights, serving and supplimenting it.&amp;nbsp; Some of these are part
of the celestial chorus, singing the eternal music of the Spheres.&amp;nbsp; Others take
a direct interest in human affairs, watching life play out far below.&lt;br&gt;
&lt;br&gt;
When Men send up prayers and sacrifices to the Celestial Spheres, the Spirits hear
them.&amp;nbsp; For reasons of their own, they sometimes deign to answer.&lt;br&gt;
&lt;br&gt;
----&lt;br&gt;
Gamespeak: Spirits of the Greater Air are essentially gods and angels.&amp;nbsp; They
don't often communicate with individuals.&amp;nbsp; The greatest of them don't even really
care about countries or dynasties.&amp;nbsp; They're only interested in the ideals they
represent, and exert constant subtle influence to promote those ideals.&amp;nbsp; Mars'
light shines down on men and makes them dream of war and blood and glory.&amp;nbsp; Lesser
spirits associated with Mars might communicate with specific men, but only rarely.&amp;nbsp;
Men can pray to the gods, and by doing so can forge a slightly stronger connection
to them, which sometimes results in minor miracles.&lt;br&gt;
&lt;br&gt;
The big exception to this will be discussed in the magic section.&lt;br&gt;
----&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
So, that's it for now.&amp;nbsp; Spirits of the Underworld and of the Deep remain, and
are actually not written yet.&amp;nbsp; I'm trying (futily) to do NaNoWriMo again this
year, so I probably won't have time to get to them for a couple weeks, at least.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=7f0d651f-4d7d-4960-ba51-1daa541a5da8" /&gt;</description>
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      <category>Generic Widgets</category>
    </item>
    <item>
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      <dc:creator>David Goodner</dc:creator>
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      <title>Yet Another World Building Column #2</title>
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      <pubDate>Thu, 04 Oct 2007 19:32:03 GMT</pubDate>
      <description>And now we're back.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Obviously, when I said magic was next,
I really meant Spirits were next.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You got that, right?&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;No,
seriously, since I write these things off the cuff, I sometimes change my mind midway
through.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Spirits are so fundamental to how everything
in this setting works that I decided I needed to handle them, first.&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;
&lt;p class="MsoNormal"&gt;
I’m breaking this down into sections, since otherwise it would be pretty long.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;(Also,
this way I get several days worth of content instead of just one)&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;font size="6"&gt;Spirits&lt;/font&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Man and beast share their world with Spirits, born in the echoes of creation long
ago.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Spirits ruled the world before the rise of Men, and
some say they will rule it again when the last Man dies.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Sometimes
allies, sometimes enemies, Spirits are at least as variable as humans, and wield fantastic
powers.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;font size="5"&gt;Powers of Spirits&lt;/font&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The ways of Spirits are not the ways of Men.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Men are bound
by flesh.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Spirits are part of the eternal Land or the
boundless Air.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They are creatures of Will, rather than
of Flesh.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But they are also constrained in ways that men
are not, enmeshed in their roles or lacking in substance.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Each Spirit is bound, to some degree, by its nature.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
Hunting Beast must hunt.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A spirit of flame must burn.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
spirit of a lake cannot journey out to other lands.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But
within its purview, a spirit can be very powerful.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
----&lt;br&gt;
&lt;b&gt;Gamespeak&lt;/b&gt;:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;My thoughts are that this needs to be
a freeform system.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A spirit will be defined by attributes
that tell you how powerful it is, and what areas it can influence.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Then
there's a system for calculating how powerful a spirit needs to be to generate a given
effect.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;On a scale of 1 to 5, a fire spirit with a 1 might
just be able to light a candle, while a 5 STR fire spirit might be able to set a whole
city afire.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A Spirit's stat block would have whatever
basic statistics are needed, plus its power level (possibly different for each of
its areas of influence).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Then some common/well-known specific
effects would be a good idea, so you don't have to calculate them on the fly every
time you need them.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The Buffy Magic system is a pretty good guideline, with its definitions of effect,
duration, number of people, and so on.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I'll probably end
up with something like that.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The goal is to produce a system where the GM always knows what a given spirit can
do, and the players can make informed guesses, but there's still room for surprises.&lt;br&gt;
----&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;font size="5"&gt;Spirits of the Land&lt;/font&gt;&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The Spirits of the Land are manifestations of the Land's will and character.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
land with no spirits withers and dies, becoming a blasted wasteland where nothing
grows and nothing can survive for long.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Far from the places
of Man, the Spirits of the Land are vast and powerful.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Primitive
men in this primordial wild often worship them as fearsome and terrible gods. &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;Wild
Spirits of the Land generally have the form of great beasts.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In
places where the rule of Man dominates, the Spirits are diminished, but no less vital.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
are shaped by men's wills into forms closer to human.&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;font size="4"&gt;Wild Spirits&lt;/font&gt;&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The Spirits that dwell in the wild are often savage and terrible, but also often hold
ancient secrets and awesome powers.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Only the bravest,
or most foolish of men can face them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The risks are great,
as are the rewards.&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;The Black Woods of Gothe are ruled by a black bear taller than a house, with burning
embers for eyes, and with claws that can sunder tree trunks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Anyone
who brings iron into the forest raises the black bear's rage.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In
his presence, fires will not burn, and shadows become visions of men's darkest fears.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;By
day, the bear is never seen.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Only the sharpest arrows
will pierce the dark bear's hide, and any hurts he takes one night will be healed
by the next.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;i&gt;Stories say that a warrior who kills the dark bear will gain his power - skin that
turns blows, and strength beyond mortal ken; shadows that answer his call, and power
over flame.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;No one has done so yet.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Kenning
Men say that one can, on the first new moon of spring, approach the bear carrying
neither weapons nor flame, and the bear will judge the man's worthiness.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For
a worthy man, the bear will answer any one question, and give the man one of his teeth,
which may be made into a spear tip or a dagger sharper than steel.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But
if the man is judged unworthy, the bear will kill him and devour him, such that no
one remembers his name.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Still other stories say that if
the man is found worthy, the bear will still kill him, and he will rise three nights
hence as a bear himself.&lt;/i&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;br&gt;
&lt;br&gt;
Each land has one totemic spirit, a Genius Locus.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;To defeat
or treat with that spirit is to become a Lord.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Thereafter,
the Land recognizes its Lord and rewards him when he is strong.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
Land makes demands of its Lords, though, and these demands must be met, else great
doom befall the Lord.&lt;span style=""&gt;&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;Once, a mighty city stood on the mountain called Drakencrag.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
city's first king slew the dragon of the mount with a sword forged from starmetal.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As
the dragon died, he granted the king and his descendants dominion over the mountain,
the valley, and the fertile plains beneath, so long as the people never slew any&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;of
the lesser dragons that lived in the mountains, and each shepherd left his first ewe
of the year as an offering to the dragons when it was a year old.&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;For many years, the people prospered.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Their hunters
brought back full sacks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Their fields produced more than
sufficient grain.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Their warriors brought back great plunder
in raids against weaker neighbors.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Until there came a
king who grew tired of the wyrms that sometimes stole from his herds or burned his
crops.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;With the sword of his fathers, he slew a wyrm.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Thereafter,
the city knew no peace.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A plague of wyrms descended, burning
the city and the surrounding villages, and killing those who lived there.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
king and his warriors fought back, but they were defeated, and the starmetal blade
was lost.&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;Now the Drakencrag is once again ruled by a great and powerful dragon, and legends
speak of the wondrous treasure that might be found in the ruins of the city.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
people who dwell in the valley and the fields beyond will slay such wyrms as descend
from the hills to steal sheep, but they never pursue the wyrms into the mountains,
for that is surely death.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;To appease the Dragon, they
must now sacrifice to him a virgin girl who has just begun to have her moontime each
year on the longest night.&lt;/i&gt;&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Not all Spirits of the Land are gigantic or dangerous.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Even
in wild places, there are some spirits that can be helpful to men, although even these
spirits are not to be crossed.&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;Many wild places are home to the Little People, who look like misshapen effigies
of humans.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They are attracted to human activity, but seldom
do more than watch from a distance.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Few travelers ever
get more than a glimpse of them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When unobserved, the
little men will steal small objects, often hanging them in the tree branches nearby,
or work other small mischief.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But other times, they will
mark safe trails, or lead lost travelers from danger with their haunting voices, which
warble like birds and click and croak like frogs and insects.&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;A man who touches a little man will have good luck all day, so some people think
to capture one and keep it in a cage.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a poor idea,
since the others will take great offence and work their small mischiefs on the captor
and everyone around him, and even if he releases the captive, they will never stop
hounding him.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Or so say the legends.&lt;/i&gt;&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;font size="4"&gt;Spirits of Man&lt;/font&gt;
&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Spirits do not only dwell in the primordial wilds.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
are part of the Land, and as such are found everywhere upon it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But
in places dominated by Man, they are diminished in form and power.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This
does not mean they are powerless, by any means.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;In the ancient city of 
&lt;st1:City w:st="on"&gt;
&lt;st1:place w:st="on"&gt;Illyum&lt;/st1:place&gt;
&lt;/st1:City&gt;
, after the sun has set, fortunate men (or unfortunate ones) will sometimes see a
trio of women, shapely in form, but clothed head to toe in red wrappings, with red
cloaks hiding their heads and silver, eyeless masks hiding their features.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These
women sometimes walk, sometimes dance to inaudible music, but never speak.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Everyone
knows that the Red Ladies are harbingers.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Anyone who actually
hears their music will die in a fortnight.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If he can actually
hear them sing, he will die that very day.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;Very rarely, a Red Lady will stop and lay hands upon a person, always a woman or
a child.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If she bestows her blessings upon a grown woman,
that woman will conceive a child within the next year.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If
she chooses a child, that child will not fall ill until his beard begins to grow (if
a boy) or her moontime begins (if a girl).&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;Once in a great while, only two Red Ladies will appear.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
will dance through the city plaza in broad daylight, and everyone in the square will
hear the haunting music.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The pair will pick out a woman
in the plaza, be she young or old, pretty or ugly, and dance around her, finally taking
her hand and leading her from the plaza in a frenetic, spiraling dance.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Anyone
who tries to stop them will be compelled to dance as well, although not to follow.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Those
stricken will dance until the next sunrise, if they do not die first.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
chosen woman will be led away and will never be seen again.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
next time the Red Ladies appear, there will be three again.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;Many peoples know of household spirits, like the Brown Men as small as mice, always
dressed in clothes made from scraps of cloth and decorated with bits of stone and
metal.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Brown Men live in the shadows beneath cupboards,
in the gaps between stones, and in the void between roof and rafters.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
prefer rough, somewhat shabby dwellings over the fine houses of the rich.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wise
people will leave out a bit of food for them, and make sure the odd scrap of good
fabric falls to the corner, because Brown Men will protect the house they live in.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
chase away vermin, and do not foul what bits of food they steal for their own use
as rats would do.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Sometimes, they might also deign to
do small chores like patching a leaking thatch roof or mending a small broken thing
left laying out.&lt;span style=""&gt;&lt;/span&gt;
&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/i&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;i&gt;If they are well-treated, they will also protect the inhabitants from hostile magics.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Whenever
a malevolent entity or evil spell targets a member of the household or a guest, a
Brown Man can choose to sacrifice his life in the stead of the original target.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
next day, the lady of the house will find his corpse, blackened to a cinder, on the
hearthstone.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When this happens, it is important that the
inhabitants of the house honor the little cinder with a proper funeral, scaled down
to its size.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Otherwise, the remaining Brown Men might
give offence and leave the house.&lt;/i&gt;
&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
----&lt;br&gt;
&lt;b&gt;Gamespeak:&lt;/b&gt; Spirits of the Land will have fairly esoteric power purviews like
"Healing" or "Hearth" or "Hunting" (although they won't all have to begin with the
letter "H.")&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I'll try to avoid the more elemental ones
like "Fire" or "Storms" because those should be the realm of Spirits of the Lower
Air.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But fire or storms might be part of a Spirit of the
Land's repertoire.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A spirit of fear might only appear
during storms.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Genius Locus of a volcano could well
have a body made of burning lava.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I'll have to think about
how those work.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Next up, Spirits of the Lower Air.
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
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      <category>Generic Widgets</category>
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        <p class="MsoNormal">
Seems like people would get bored of these.<br /><br />
Seems like I should finish the other world I started designing before I start designing
a new one.<br /><br />
Life is full of things that seem really obvious, but aren't. :)<br /><br />
"Kickin' it Old School" has kind of fallen by the wayside because I decided I wasn't
really all that interested in sky pirates.  I didn't feel like I had anything
really cool to do, and I couldn't work up much enthusiasm.  Since this blog is
purely voluntary, I'm letting that project languish in the back corners of my mind
and the non-updated corners of my blog.<br /><br />
But all is not lost.  Another old idea of mine has bubbled to the surface, and
I think I'll use my blog to hash it out for a while.  For now, I'm just concentrating
on the setting, without thinking about rules or game systems.  (Well, I say that,
but really I'm thinking about rules and game systems, just not writing down the specifics.) 
My goal is to build the world and figure out how stuff in it is supposed to work, <i>then</i> figure
out how to represent it mechanically.<br /><br />
So, let's get started.<br /><br />
Origins<br />
This world came to me from several sources.<br /></p>
        <ul>
          <li>
  Princess Mononoke, with a modernizing world pressing up against an ancient,
magical world.  I love the talking animals and the god of the forest.  I
love how magic isn't something intrinsic to any of the human characters.  People
with magical knowledge use it the same way that people in the real world use practical
knowledge.</li>
          <li>
  The Arthurian mythos (also seen in other places) with the King's ties to the
Land.  The King is the Land, and the Land is the King.  While Arthur was
strong and true, his power extended across the world.  When he was laid low by
sloth, treachery, and falsehood, the very land weakened, and eventually Camelot fell.</li>
          <li>
  A desire of mine for a world where "Magician" doesn't mean "Superhero in robes." 
(Not that there's anything wrong with that.)  I like the idea that "Magic" is
the manipulation of forces external to man.  What this means in comparison to,
say, a D&amp;D Wizard or a Mage: the Awakening Mage is pretty subtle.  On the
surface of matters, there's not much difference between casting a fireball spell and
summoning a fire spirit to tell it to burn someone, but there's a big difference in
what the magician thinks about it, and a lot of little differences in how it all plays
out.</li>
          <li>
  A little bit of Hermetic lore I picked up in various places (including RPG.net,
where all the cool kids hang out): One of the laws of Hermetic Magic (of which I'm
ignoring many more) is that human magic can't affect anything beyond the Lower Air
- which is to say the moon's orbit.  Shadowrun had the same rule, as I recall. 
I wonder if the guys at FASA were inspired the same way I was.  Another bit is
"As above, so below," which points to a symmetrical world.</li>
        </ul>
        <p class="MsoNormal">
          <br />
These tidbits floated around in my cluttered brain until they collided, and the shape
they took was of a fantasy world with a different flavor than the bog-standard High
Fantasy world I'm used to.  I started thinking about how this world might fit
together and what the people who lived there would act like.<br /><br />
So, without further ado, here's the world:<br /><br />
The World<br /><br />
In the center of creation is <i>The Land</i>, where men and beasts dwell.  On
the Land is fresh water and every manner of plant and animal.  The Land shelters
life, and is Alive.  The Land is sometimes a lover to be cherished, a teacher
to be respected, or a foe to be defeated for your survival.<br /><br />
The Spirits of the Land live upon it and within it.  They take their shapes from
the Land's nature and power.  In the deep wilds, the Spirits of the Land are
huge and fearsome.  In the places of men, the Spirits of the Land are smaller
and tamer, diminished and changed by the presence of Men.<br /><br />
The Wise might know the ways of the Spirits of the Land, but cannot compel them with
words learned in the movements of the Stars.  Men must contend with, or supplicate,
the Spirits of the Land, for they can be deadly enemies or powerful allies. 
Every demesne within the Land is ruled by a powerful Spirit, a Genius Locus. 
A Man (or Woman, the spirits don't really care) who can bind this Spirit to himself
through force of arms, cunning, or sacrifice, becomes the Lord of this demesne. 
Thereafter, the Land answers to the Lord, so long as he remains true to it.<br /><br />
Above and around the Land is the Lower Air, home to incorporeal spirits.  The
Spirits of the Lower Air are reflections of the primordial world.  A Spirit of
Fire is the essence of flame, and dances in every candle and sleeps in every ember. 
Spirits of Storms dwell in the heart of raging maelstroms, making the wind blow, spitting
lightning, and crying out with voices of thunder.  Ponderous and slow, the Spirits
of Stone are hard and impenetrable when they are young, but over centuries are worn
down to Spirits of Sand.  Everything has its Spirit, its archetype and first
cause.  Those who follow the Wise ways can learn the language of the Stars, which
allows them to speak to these spirits, and sometimes to command them.<br /><br />
Normally, Spirits of the Lower Air are incorporeal and only able to affect the Land
in limited ways.  Spirits of Storms do not cause storms, they are born in them,
and they rarely take notice of specific places to savage or to avoid.  They only
interact with Men when they are called to do so, or in times and places of power.<br /><br />
Beyond the Lower Air is the <i>Greater Air</i> (or the Higher Air).  Here, dwell
the Spirits of the Greater Air.  The Spirits of the Greater Air can never be
summoned or compelled, only entreated.  They cannot directly affect the Land,
but they can inspire Men and Spirits to do their will.  
<br /><br />
The Spirits of the Greater Air wish to see Man ascend, but they are not united in
the belief of how Man should ascend, or what ascension means.  Thus, the Spirits
of the Greater Air often contend with each other.<br /><br />
Every Star is a Spirit.  Their movements through the heavens reveal secret knowledge
to those who learn to read it.  Every person is born under a specific Star, and
some people are chosen by their Stars as special agents.  Only through these
Champions do the Spirits of the Greater Air directly act upon the Land.  To follow
one's Star is to follow one's Destiny, often into greatness, but just as often into
death.<br /><br />
As above, so below.  There are worlds of Spirit beneath the Land, as well as
those above it.  Beneath the Land, and in every dark place, there is the <i>Underworld</i>. 
Those human spirits that cannot ascend beyond the celestial sphere and are not dragged
into the ever-darkness of the Deep dwell in the Underworld, as do fallen and corrupted
Spirits of the Land and of the Lower Air.  The Underworld is not evil itself,
but much evil dwells there.  It is a place of stagnation and rot, but also a
place of ancient knowledge.  Some who follow the path of the Wise learn to treat
with the Spirits of the Underworld.<br /><br />
Like Spirits of the Lower Air, Spirits of the Underworld are generally incorporeal
and unable to treat with Men.  They can be called and bound, and they can touch
the Land in times and places of power.<br /><br />
Beneath the Underworld, and beyond the Land, is the Deep.  
<br /><br />
The Deep touches all waters.  The Sea is a barrier to the magics of the Land. 
No man can rule the Sea, even if he slays 1000 Krakens.  Similarly, the magics
of the Land often have difficulty passing over water.  The magics of the Lower
Air are generally unaffected, but the Spirits that dwell over the Deep are not the
same as those who dwell over the Land, except for those of the wind, which blows everywhere.<br /><br />
People of the Land are always suspicious of those who choose to live their lives over
the Deep, and those who live on the waves are rarely comfortable on the Land.<br /><br />
In the Deep, terrible spirits dwell.  As the Spirits of the Greater Air wish
to see Man ascend, the Spirits of the Deep seek to drag Men down and diminish Mankind. 
Men who fall to despair or hatred, or who were born under fallen Stars sometimes hear
the voices of these Spirits.  The Spirits of the Deep will offer knowledge and
power and strength to those who hear them, but such power destroys the user as surely
as it destroys all around him.  The Stars will not shine upon such a one.<br /><br />
Next up, Magic (which might be split into several parts)
</p>
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      </body>
      <title>Yet Another World Building Column #1</title>
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      <pubDate>Sun, 30 Sep 2007 02:15:37 GMT</pubDate>
      <description>

&lt;p class="MsoNormal"&gt;
Seems like people would get bored of these.&lt;br&gt;
&lt;br&gt;
Seems like I should finish the other world I started designing before I start designing
a new one.&lt;br&gt;
&lt;br&gt;
Life is full of things that seem really obvious, but aren't. :)&lt;br&gt;
&lt;br&gt;
"Kickin' it Old School" has kind of fallen by the wayside because I decided I wasn't
really all that interested in sky pirates.&amp;nbsp; I didn't feel like I had anything
really cool to do, and I couldn't work up much enthusiasm.&amp;nbsp; Since this blog is
purely voluntary, I'm letting that project languish in the back corners of my mind
and the non-updated corners of my blog.&lt;br&gt;
&lt;br&gt;
But all is not lost.&amp;nbsp; Another old idea of mine has bubbled to the surface, and
I think I'll use my blog to hash it out for a while.&amp;nbsp; For now, I'm just concentrating
on the setting, without thinking about rules or game systems.&amp;nbsp; (Well, I say that,
but really I'm thinking about rules and game systems, just not writing down the specifics.)&amp;nbsp;
My goal is to build the world and figure out how stuff in it is supposed to work, &lt;i&gt;then&lt;/i&gt; figure
out how to represent it mechanically.&lt;br&gt;
&lt;br&gt;
So, let's get started.&lt;br&gt;
&lt;br&gt;
Origins&lt;br&gt;
This world came to me from several sources.&lt;br&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&amp;nbsp; Princess Mononoke, with a modernizing world pressing up against an ancient,
magical world.&amp;nbsp; I love the talking animals and the god of the forest.&amp;nbsp; I
love how magic isn't something intrinsic to any of the human characters.&amp;nbsp; People
with magical knowledge use it the same way that people in the real world use practical
knowledge.&lt;/li&gt;
&lt;li&gt;
&amp;nbsp; The Arthurian mythos (also seen in other places) with the King's ties to the
Land.&amp;nbsp; The King is the Land, and the Land is the King.&amp;nbsp; While Arthur was
strong and true, his power extended across the world.&amp;nbsp; When he was laid low by
sloth, treachery, and falsehood, the very land weakened, and eventually Camelot fell.&lt;/li&gt;
&lt;li&gt;
&amp;nbsp; A desire of mine for a world where "Magician" doesn't mean "Superhero in robes."&amp;nbsp;
(Not that there's anything wrong with that.)&amp;nbsp; I like the idea that "Magic" is
the manipulation of forces external to man.&amp;nbsp; What this means in comparison to,
say, a D&amp;amp;D Wizard or a Mage: the Awakening Mage is pretty subtle.&amp;nbsp; On the
surface of matters, there's not much difference between casting a fireball spell and
summoning a fire spirit to tell it to burn someone, but there's a big difference in
what the magician thinks about it, and a lot of little differences in how it all plays
out.&lt;/li&gt;
&lt;li&gt;
&amp;nbsp; A little bit of Hermetic lore I picked up in various places (including RPG.net,
where all the cool kids hang out): One of the laws of Hermetic Magic (of which I'm
ignoring many more) is that human magic can't affect anything beyond the Lower Air
- which is to say the moon's orbit.&amp;nbsp; Shadowrun had the same rule, as I recall.&amp;nbsp;
I wonder if the guys at FASA were inspired the same way I was.&amp;nbsp; Another bit is
"As above, so below," which points to a symmetrical world.&lt;/li&gt;
&lt;/ul&gt;
&lt;p class="MsoNormal"&gt;
&lt;br&gt;
These tidbits floated around in my cluttered brain until they collided, and the shape
they took was of a fantasy world with a different flavor than the bog-standard High
Fantasy world I'm used to.&amp;nbsp; I started thinking about how this world might fit
together and what the people who lived there would act like.&lt;br&gt;
&lt;br&gt;
So, without further ado, here's the world:&lt;br&gt;
&lt;br&gt;
The World&lt;br&gt;
&lt;br&gt;
In the center of creation is &lt;i&gt;The Land&lt;/i&gt;, where men and beasts dwell.&amp;nbsp; On
the Land is fresh water and every manner of plant and animal.&amp;nbsp; The Land shelters
life, and is Alive.&amp;nbsp; The Land is sometimes a lover to be cherished, a teacher
to be respected, or a foe to be defeated for your survival.&lt;br&gt;
&lt;br&gt;
The Spirits of the Land live upon it and within it.&amp;nbsp; They take their shapes from
the Land's nature and power.&amp;nbsp; In the deep wilds, the Spirits of the Land are
huge and fearsome.&amp;nbsp; In the places of men, the Spirits of the Land are smaller
and tamer, diminished and changed by the presence of Men.&lt;br&gt;
&lt;br&gt;
The Wise might know the ways of the Spirits of the Land, but cannot compel them with
words learned in the movements of the Stars.&amp;nbsp; Men must contend with, or supplicate,
the Spirits of the Land, for they can be deadly enemies or powerful allies.&amp;nbsp;
Every demesne within the Land is ruled by a powerful Spirit, a Genius Locus.&amp;nbsp;
A Man (or Woman, the spirits don't really care) who can bind this Spirit to himself
through force of arms, cunning, or sacrifice, becomes the Lord of this demesne.&amp;nbsp;
Thereafter, the Land answers to the Lord, so long as he remains true to it.&lt;br&gt;
&lt;br&gt;
Above and around the Land is the Lower Air, home to incorporeal spirits.&amp;nbsp; The
Spirits of the Lower Air are reflections of the primordial world.&amp;nbsp; A Spirit of
Fire is the essence of flame, and dances in every candle and sleeps in every ember.&amp;nbsp;
Spirits of Storms dwell in the heart of raging maelstroms, making the wind blow, spitting
lightning, and crying out with voices of thunder.&amp;nbsp; Ponderous and slow, the Spirits
of Stone are hard and impenetrable when they are young, but over centuries are worn
down to Spirits of Sand.&amp;nbsp; Everything has its Spirit, its archetype and first
cause.&amp;nbsp; Those who follow the Wise ways can learn the language of the Stars, which
allows them to speak to these spirits, and sometimes to command them.&lt;br&gt;
&lt;br&gt;
Normally, Spirits of the Lower Air are incorporeal and only able to affect the Land
in limited ways.&amp;nbsp; Spirits of Storms do not cause storms, they are born in them,
and they rarely take notice of specific places to savage or to avoid.&amp;nbsp; They only
interact with Men when they are called to do so, or in times and places of power.&lt;br&gt;
&lt;br&gt;
Beyond the Lower Air is the &lt;i&gt;Greater Air&lt;/i&gt; (or the Higher Air).&amp;nbsp; Here, dwell
the Spirits of the Greater Air.&amp;nbsp; The Spirits of the Greater Air can never be
summoned or compelled, only entreated.&amp;nbsp; They cannot directly affect the Land,
but they can inspire Men and Spirits to do their will.&amp;nbsp; 
&lt;br&gt;
&lt;br&gt;
The Spirits of the Greater Air wish to see Man ascend, but they are not united in
the belief of how Man should ascend, or what ascension means.&amp;nbsp; Thus, the Spirits
of the Greater Air often contend with each other.&lt;br&gt;
&lt;br&gt;
Every Star is a Spirit.&amp;nbsp; Their movements through the heavens reveal secret knowledge
to those who learn to read it.&amp;nbsp; Every person is born under a specific Star, and
some people are chosen by their Stars as special agents.&amp;nbsp; Only through these
Champions do the Spirits of the Greater Air directly act upon the Land.&amp;nbsp; To follow
one's Star is to follow one's Destiny, often into greatness, but just as often into
death.&lt;br&gt;
&lt;br&gt;
As above, so below.&amp;nbsp; There are worlds of Spirit beneath the Land, as well as
those above it.&amp;nbsp; Beneath the Land, and in every dark place, there is the &lt;i&gt;Underworld&lt;/i&gt;.&amp;nbsp;
Those human spirits that cannot ascend beyond the celestial sphere and are not dragged
into the ever-darkness of the Deep dwell in the Underworld, as do fallen and corrupted
Spirits of the Land and of the Lower Air.&amp;nbsp; The Underworld is not evil itself,
but much evil dwells there.&amp;nbsp; It is a place of stagnation and rot, but also a
place of ancient knowledge.&amp;nbsp; Some who follow the path of the Wise learn to treat
with the Spirits of the Underworld.&lt;br&gt;
&lt;br&gt;
Like Spirits of the Lower Air, Spirits of the Underworld are generally incorporeal
and unable to treat with Men.&amp;nbsp; They can be called and bound, and they can touch
the Land in times and places of power.&lt;br&gt;
&lt;br&gt;
Beneath the Underworld, and beyond the Land, is the Deep.&amp;nbsp; 
&lt;br&gt;
&lt;br&gt;
The Deep touches all waters.&amp;nbsp; The Sea is a barrier to the magics of the Land.&amp;nbsp;
No man can rule the Sea, even if he slays 1000 Krakens.&amp;nbsp; Similarly, the magics
of the Land often have difficulty passing over water.&amp;nbsp; The magics of the Lower
Air are generally unaffected, but the Spirits that dwell over the Deep are not the
same as those who dwell over the Land, except for those of the wind, which blows everywhere.&lt;br&gt;
&lt;br&gt;
People of the Land are always suspicious of those who choose to live their lives over
the Deep, and those who live on the waves are rarely comfortable on the Land.&lt;br&gt;
&lt;br&gt;
In the Deep, terrible spirits dwell.&amp;nbsp; As the Spirits of the Greater Air wish
to see Man ascend, the Spirits of the Deep seek to drag Men down and diminish Mankind.&amp;nbsp;
Men who fall to despair or hatred, or who were born under fallen Stars sometimes hear
the voices of these Spirits.&amp;nbsp; The Spirits of the Deep will offer knowledge and
power and strength to those who hear them, but such power destroys the user as surely
as it destroys all around him.&amp;nbsp; The Stars will not shine upon such a one.&lt;br&gt;
&lt;br&gt;
Next up, Magic (which might be split into several parts)
&lt;/p&gt;
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      <title>Beyond the Game Shelf: Blink</title>
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      <pubDate>Wed, 21 Mar 2007 00:09:28 GMT</pubDate>
      <description>


&lt;h1&gt;Blink&lt;br&gt;
&lt;/h1&gt;
&lt;p class="MsoNormal"&gt;
Welcome to what might be a new feature for The Astounding Mr. Goodner's Amazing Electric
Widgets: "&lt;i&gt;Beyond the Game Shelf&lt;/i&gt;."&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;By the title,
I of course mean real life - or at least non-gaming related stuff.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I
read more genre fiction than is probably good for me: fantasy novels, comics, horror,
science-fiction.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;And a lot of it inspires my gaming.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I
read mainstream fiction, too, and that's a good resource as well.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If
you can stand the plots, nothing in this world will teach you more about character
interaction than a romance novel.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;(Albeit a fairly limited
view of character interaction, but the ability to generate conflict without violence
or external stakes is a valuable one)&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
But fiction is just a tiny slice of the world, and it's filtered through the needs
of a story.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There's so much more out there that's worth
a look.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;So, recently, I've resolved to start reading more
non-fiction.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Of course, as enlightening as that is, there's not really any reason for me to inflict
my reading on you.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I'm not really interested in writing
book reviews, and even if I was, I'm sure you could find other people to write them
better.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;So why are we here?&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Well,
I apply a lot of what I read or pick up from other sources to my gaming just like
the movies I watch and the comics and books I read.&lt;span style=""&gt;&lt;/span&gt;
&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
So, let's get started.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Today I ran across a book called &lt;a href="http://www.gladwell.com/blink/"&gt;&lt;i&gt;Blink&lt;/i&gt;&lt;/a&gt;,
by Malcolm Gladwell.
&lt;/p&gt;
&lt;h2&gt;Brief review&lt;o:p&gt;&lt;/o:p&gt;
&lt;/h2&gt;
&lt;p class="MsoNormal"&gt;
Blink is a book about how we think without thinking, our instinctive judgments that
are often correct.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Every person has the ability to take
in a situation at a glance - Gladwell calls it "thin-slicing."&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
book opens with an example: a museum is offered a rare statue in amazing condition.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
proceed cautiously, hiring experts to study the style, provenance, even the stone
with the most advanced techniques available.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The experts
agree that the statue is likely genuine.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Except that several
other experts simply take one look at the statue and are convinced it's a fraud.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;And
they were right. &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;In a second, with just a glance, they
got better information than a team of lawyers, investigators, and art experts could
compile in months.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Blink is all about why and how, and what it means.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The book covers cognition, instinct, and how our instincts can be manipulated.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Then
it goes on to talk about how and why our instincts mislead us or fail us.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It's
written for popular consumption, so there's not much in the way of technical language.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
writing was lively and easy to follow, with lots of examples.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In
fact, every section was built around case studies to illustrate the points.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
After reading it, I have what I consider to be a good lay-person's knowledge about
cognition, instinct, and reflexive decisions.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I learned
a bit about how they affect people unawares (like the fact that the package your ice
cream comes in affects the way it tastes), and how they can be trained.&lt;span style=""&gt;&lt;/span&gt;
&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;h2&gt;But What Does It All Mean?&lt;o:p&gt;&lt;/o:p&gt;
&lt;/h2&gt;
&lt;p class="MsoNormal"&gt;
The real point of all this is how I think Blink might affect my gaming.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I'll
focus on three areas.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;b&gt;Playing&lt;/b&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
From a player's perspective, I began to see just how limited the world revealed in
an RPG really is.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;An expert on ancient Greek art can take
one look at a statue and tell whether it is genuine or fake.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He
won't know how he knows, but he'll know.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But as a player,
I'm limited to what the GM tells me.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Finding out the statue
is fake probably involves asking for a perception roll of some kind, if I even think
to ask.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Thinking to ask involves me realizing the statue
is important, whereas in real life, an art expert constantly makes these judgments.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
On the other hand, I'm starting to re-think the way I think about combat.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;One
really interesting section talked about the way our perceptions shift under stress.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As
your heart rate goes up, your brain filters out extraneous data so you can focus on
the task at hand.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;At about 110, you reach a sweet-spot
where distractions are distant, and the world seems to move in slow motion.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But
past that spot, your performance rapidly diminishes.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Tunnel
vision sets in, your ability to make rational decisions is impaired.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Even
your coordination drops as blood retracts from your surface muscles to protect you
from injury.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Trained cops can completely lose it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;And
the psychological aftermath of a shooting can be devastating.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This
is stuff I knew before, but it helps to be reminded.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
I enjoy playing cool, steady combat monsters, but I should give a lot more consideration
to how a less seasoned character would behave in a fight.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I
should also give more thought to the kind of psychology that makes someone find a
firefight exciting, but not cripplingly scary.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It's probably
not a happy place to go.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;b&gt;GM-ing&lt;/b&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
All the above applies from the other side as GM.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I need
to think about ways to convey a lot of subtle information very quickly.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;What
I'm thinking of is a look a each character's skills and stats to get some general
thresholds of info.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In my beloved Unisystem, it might
go like this.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;(This is a rough draft.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I
haven't thought all this completely through yet)&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Perception + Skill total of 2 or so: The PC is actively impaired.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He
gets outright disinformation sometimes, unless he takes time to look carefully.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In
combat, he could easily get tunnel vision and not notice the movement of any characters
or environmental factors other than his chosen target.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He'll
see his target in the most threatening possible way.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He
won't be able to hear much at all.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Perception + Skill total of 4 or so: The PC knows what would be obvious to an average
person.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Almost everything I tell him would be true, but
he wouldn't always get told everything.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I'd throw in really
obvious social cues like "the guard looks bored" or "the guy walking by looks kind
of dangerous."&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The player would have to ask for more,
and would need to rely on perception tests.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In combat,
he tends to have a tight focus, and might not notice anything beyond it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Situational
Awareness obviously negates most of these penalties.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;That's
what it's for.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Perception + Skill of 8-ish: Now you're talking about a major expert.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
baseline knowledge I'd give this guy is really high.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Without
even a skill roll, he could spot a fake statue unless it was REALLY good (but he'd
need to do research and tests to PROVE what he knows).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
people expert would be able to tell more about the people he meets - I'd still probably
use opposed tests for some things, but not all of them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
combatant with this kind of skill is aware of almost everything going on around him,
and can easily stay in control of himself.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Perception + Skill of 10 or more: Now you're talking about someone with godlike instincts.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He's
the kind of person who, if he's a musician, can identify another musician's style
from just a note or two.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As a combatant, I might even
start giving someone like this hints about what his opponent is going to do next.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Unless
something unrelated to the fight pushes him over the edge, he probably never loses
control.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
I don't know how much of that I'd implement formally, or what I might add to it, but
at the very least I'm going to start keeping it in mind.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
guy playing the mechanical genius can probably tell when an engine has problems just
by walking by.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The girl who's an Olympic triathlete (read
"Sniper") probably has the ability to size up ranges without even thinking about it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I
should just tell her "it's right on the edge of medium range" before she even asks.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;b&gt;Designing&lt;/b&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
I'm a pretty rules-lite kind of designer.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If I were to
design a game, there wouldn't be weighty systems to support casual perception, but
I can kind of see how someone would go about designing them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For
a rules-heavy kind of game, a combat system that takes into account tunnel vision
and the like might be kind of neat.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
For a game that deals with psychology like Unknown Armies or World of Darkness, a
system to measure the initial effects of stress might be as interesting as the existing
systems that measure the aftermath.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Say you enter combat
and roll some kind of willpower test, modified by your previous combat experience.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It
might be part of your initiative roll.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The result gives
you modifiers to know what's going on around you.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A bad
roll could send you into kind of a berserker rage against one target, completely unaware
of the other potential threats, or worse yet unaware that your target isn't really
a threat at all.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A good roll might give you extra actions,
or the ability to change your action based on what other characters choose to do because
you're so hyper-aware.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
But, like I said, I'm a rules-lite kind of guy.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
So anyway, that's Blink.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If I get the time to sit down
with it, I think the next one of these will be How to cheat at Everything, by Simon
Lovell.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I skimmed it at work a couple days ago, and it
had some really interesting stuff.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But don't count on
it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The whole point of this blog is that I don't have
to be consistent. :)
&lt;/p&gt;
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        <h1>
          <span style="font-size: 10pt; font-family: Arial;">Nature Red in Tooth and Claw</span>
          <br />
        </h1>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">And now it's time to populate the
world, which might seem a little out of sequence since I don't have a world map or
anything.  Life is funny that way.  That'll happen soon enough.  But
for today's exercise, I don't really need any details about the terrain.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">Today, we're doing monsters. 
And probably some plants and slimes and stuff, but mostly monsters.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">Back in ancient days of yore, I
pretty much just assumed anything I wanted from the Monster Manual (and later the
Fiend Folio) could be found in my world wherever I wanted it.  Education about
the basics of geography, climatology, and ecology would come later, along with a more
developed understanding of world building in general.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">Now I know better, at least a little
bit.  My world-populating is done with a more considered process.  I start
by answering several questions.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">
            <i>What kind(s) of creatures exist?</i>
            <br />
A game set on modern earth with few or no supernatural elements has "only real ones." 
A game set in a Star Wars-esque Space Opera universe could have all kinds of strange
beasties.  For my purposes, we're somewhat closer to the latter than the former. 
I don't necessarily want hundreds of sentient species or thirty-seven varieties of
"ork" but there's more than just normal animals.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">
            <i>Why do the species that exist
exist?</i>
            <br />
Once again, on earth, this is pretty easy to answer.  The Flying Spaghetti Monster
did it.  But for my D&amp;D style game world, there are more complicated answers.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">
            <b>Normal creatures</b>
            <br />
Humans, horses, sheep, frogs, and whatnot (all the normal stuff) got there in pretty
much the "normal" way.  Whether it's evolution, intelligent design, or outright
creation isn't completely important.  The point is, all these organisms were
created through the union of Mother Earth and Father Sun.  They're the normal
flora and fauna.  In the absence of all the stuff that makes the campaign world
cool, they'd be all there is.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">
            <b>Fantastic Beasts</b>
            <br />
The next category I know I'll have are "good" monsters.  These might not actually
be "good" in the sense of being nice or not trying to eat people, but they're more
closely related to the world than the ones that will follow.  These will mostly
be the creations of various gods.  Some may also have been created by powerful
wizards.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">Fantastic Beasts are somewhere
between the zone of "animals you should only kill if you need to" and "monsters it's
always a good idea to kill."  Of course, for much of human history this line
was drawn between "people and livestock in your village" and "Everything else," so
that's not a huge deal.  But the point could matter if there are demihumans who
don't fit into the other categories.  Orks (a staple of fantasy genocide) will
be Goblinkin (see below).  Elves will be Faeries (see below).  But what
about Centaurs?  I'm not sure I'm going to have Centaurs, but it could come up.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">A better example might be Gnolls,
or perhaps Lizard Men.  Goblinkin will all be bad.  It's in their nature. 
But Gnolls might just be "barbaric."  Slaughtering a Gnoll rading party would
be perfectly moral.  Wiping out a Gnoll village would be more dubious. 
Declaring war on the Gnoll race just because they exist would be pretty much evil.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">This gets into the whole area of
D&amp;D's Alignment system, and whether Alignments are external absolutes or internal
guidelines.  I'll come back to that later if necessary.  For now, I prefer
to leave myself a note and otherwise avoid the issue.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">Right now, I suspect the majority
of Fantasitc Beasts will be wizardly creations: golems, sorcerous hybrids, the ever-popular
mimic, and so on.  The picture of the world that's building in my mind is a place
of nearly Space-Romance level pulp sci-fi wizardry rather than the more classic Tolkien-derrived
high fantasy.  We'll see if that remains to be the case.  Staying with high
fantasy was one of my goals, but goals get discarded all the time.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">
            <b>Faeries</b>
            <br />
The Fey Folk, all the demihumans and probably the Dragons, came to the world from
somewhere else.  I haven't worked out where that is yet, but it'll come to me. 
I do see one potentially tricky decision ahead.  The demihumans who had innate
powers will almost certainly have to have lost them in order to be playable characters. 
In the stories, it's all well and good for the Faerie Lords to be able to reshape
the world to their whims with glamours and beguile men's minds, but in game that makes
them way too powerful/expensive to play alongside normal humans.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">I have a few ideas about how I'm
going to deal with that when the time comes.  If I don't make this a D&amp;D
game, the problem may be more manageable.  I wrote up a fairly decent Sidhe Quality
for a Buffy game that isn't too awfully expensive.  If I stick with D&amp;D,
I'll have to work out some kind of schism between the PC demihumans and their more
powerful counterparts.  That should be manageable.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">The idea that the "worldbound"
Faeries have lost some of their power is one I'll probably keep.  It gives me
a source of vastly powerful potential threats, and makes the PC-level Faeries nicely
angsty.  There are also potential plots involved in why they lost their power
and how they might get it back.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">
            <b>Goblinkin</b>
            <br />
In a way, the Goblinkin are dark mirrors of the Fey.  In fact, I could end up
drawing on the Seelie/Unseelie dichotomy and saying the Elves and their kin are the
(sort of) good Faeries and the Goblins and their kin are the (Just about universally)
bad ones.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">Continuing with that line of thought,
the Goblinkin are similar to the Faeries in that they aren't native to the campaign
world.  They came here from elsewhere - brought by the Darkness or Created by
the Darkness.  They're BAD, always.  There's no way to redeem the orks or
civilize the goblins.  Evil is in their bones.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">Which brings up an interesting
point where Half-orks are concerned.  I'd love to just skip them, but they're
part of the project goals.  So I'll take the dodge that the "human" half of a
Half-ork gives the "ork" half the chance to be a free moral agent.  Half-orks
still probably have violent inclinations and dark desires, but they can master them.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">So then the question is, why are
the goblinkin always evil?  Wouldn't it be more fun to be morally ambiguous?</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">Well, maybe.  But there's
plenty of moral ambiguity left as it is.  Humans can be good or evil, too. 
Having one thing you know it's okay to go hit is... liberating.  Goblinkin, as
tools of the Darkness, are a constant threat and symptom of the corruption of the
world.  They're meant to be used in a few ways:<br /></span>
        </p>
        <ul>
          <li>
            <span style="font-size: 10pt; font-family: Arial;">
              <i>Easy targets</i>:  Not
every adventure, or even every campaign, needs to be a deeply nuanced morality tale. 
While I'm not planning to have the goblinkin live in caverns with 10x10 foot halls,
guarding treasure chests full of stuff they don't use, I do see them as useful for
melodramatic adversaries akin to zombie pirates, Imperial stormtroopers, and Nazis
in other forms of pulp-inspired gaming and literature.</span>
          </li>
          <li>
            <span style="font-size: 10pt; font-family: Arial;">
              <i>A campaign-spanning adversary</i>: 
In Lord of the Rings, the conflict that most people saw was humanity and its allies
against the boundless hordes of orks.  The more important conflict was Frodo's
purity and bravery against Sauron's will and corruption, but that was more subtle,
and not as fun for the other PCs.</span>
          </li>
          <li>
            <span style="font-size: 10pt; font-family: Arial;">
              <i>A backdrop to other things</i>: 
The goblinkin can be a constant, low-grade threat.  They've mostly been pushed
out to the worst of the wastelands.  A goblin war is a possibility, but not a
probability.  So humanity has moved on to other pursuits, and other conflicts. 
But the threat of the goblin lands always lurks.  If the relatively prosperous
human civilizations were to decline for some reason - say, an internal war - the goblins
might see their chance to strike again.</span>
            <br />
          </li>
        </ul>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">
            <b>Dark Faeries</b>
            <br />
Goblinkin may be a subset of Dark Faeries, but for the moment I'll keep them separate. 
The main creature I see in the "Dark Fey" category are the Drow Elves.  (I might
rename them "Sluagh" if I veer away from D&amp;D)  They're Elves who betrayed
their kin because the Darkness could give them back some of the power they lost when
they became worldbound.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">Drow are almost trite these days. 
I hope I'll be able to put a new spin on them and make them more interesting. 
Drow should be (to my mind) utterly terrifying, seldom-seen, and as beautiful and
terrible as a pit of vipers.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">
            <b>Fell Beasts</b>
            <br />
As the dark reflection of Fantastic Beasts, Fell Beasts are big, nasty monsters beholden
to the Darkness.  This is sort of the same catch-all category as Fantastic Beasts. 
If something doesn't fit well somewhere else, it goes here.  I can also imagine
a few specific Fell Beasts, akin to the Kraken of Greek Mythology or the Terrasque
in D&amp;D - terrible forces of nature, rather than animals.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">It could also include smaller stuff,
monsters that are too powerful to make the cut as goblins, but too cool to leave out. 
I could also see this as a category for demons, unless I decide to make demons and
devils a separate category unto themselves.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">
            <b>Undead</b>
            <br />
So at last we come to that which lives without life.  The obvious route is to
make undead be servants of the Darkness, but I think I'm going to go a different way. 
Back in the mythology segment, I killed off a bunch of gods when their worshipers
were all wiped out.  But can a god really die?</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">What if, instead, the dead gods
lived on as the hollow shells of gods, and their power stretched out from beyond the
grave of the heavens and created a twisted semblance of life?  What if they're
like a cancer that might be cut away or burned into remission, but is never really
cured?</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">When someone dies outside the protection
of the living gods, his spirit might not be able to rest easily.  He might rise
as a wraith or a ghost, or even a vampire.  Improperly buried bodies might rise
as ghouls, hungry for the flesh of the living.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">Cunning, or foolish, magicians
and insane or evil priests might learn to harness the forces of these dead gods for
unholy spells.  They'd be able to raise zombies and skeletons to serve as slaves
and warriors.  They might find a way to slip between life and death as Liches.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">And there'd be a third major pole
of power, opposed to the living gods because of jealous hatred, and opposed to the
Darkness out of cold-burning desire for revenge.  That's always nice to have.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">
            <b>Celestials and Infernals</b>
            <br />
I haven't completely settled on a structure for the higher/lower planes yet. 
Until I do, I'm not sure what the inhabitants of those planes will be like. 
Demons might fall into the category of "Fell Beasts," and there might not be angels
in the conventional sense at all.  But it's a possibility, so I'm leaving the
option open.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">So that pretty much covers the
broad classes of creatures.  When I get ready to fill in the blanks, I'll have
a guide to follow.  From here on out, I'll be working on progressively more specific
stuff.  I think one more "broad strokes" piece is in the offing, where I start
trying to rough out the basics of the ethnology of the world.  Then, just about
all the bones will be in place and I'll have to start making specific decisions.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">Things will slow down then. 
My free time and attention span will stay the same, while the amount of work involved
in producing a finished piece will go up.</span>
          <br />
        </p>
        <p class="MsoNormal">
          <span style="font-size: 10pt; font-family: Arial;">That's also about the point where
I have to really decide on mechanics to use, and I honestly have no idea which way
I'll go.  It should be fun to find out, though.</span>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=2761336b-74dc-41b2-b398-1ef31d27608d" />
      </body>
      <title>Kickin' It Old School: Part 4</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,2761336b-74dc-41b2-b398-1ef31d27608d.aspx</guid>
      <link>http://www.davidgoodner.com/PermaLink,guid,2761336b-74dc-41b2-b398-1ef31d27608d.aspx</link>
      <pubDate>Thu, 10 Aug 2006 19:23:57 GMT</pubDate>
      <description>&lt;p&gt;
&lt;/p&gt;
&lt;h1&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Nature Red in Tooth and Claw&lt;/span&gt; 
&lt;br&gt;
&lt;/h1&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;And now it's time to populate the
world, which might seem a little out of sequence since I don't have a world map or
anything.&amp;nbsp; Life is funny that way.&amp;nbsp; That'll happen soon enough.&amp;nbsp; But
for today's exercise, I don't really need any details about the terrain.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Today, we're doing monsters.&amp;nbsp;
And probably some plants and slimes and stuff, but mostly monsters.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Back in ancient days of yore, I
pretty much just assumed anything I wanted from the Monster Manual (and later the
Fiend Folio) could be found in my world wherever I wanted it.&amp;nbsp; Education about
the basics of geography, climatology, and ecology would come later, along with a more
developed understanding of world building in general.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Now I know better, at least a little
bit.&amp;nbsp; My world-populating is done with a more considered process.&amp;nbsp; I start
by answering several questions.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;i&gt;What kind(s) of creatures exist?&lt;/i&gt;
&lt;br&gt;
A game set on modern earth with few or no supernatural elements has "only real ones."&amp;nbsp;
A game set in a Star Wars-esque Space Opera universe could have all kinds of strange
beasties.&amp;nbsp; For my purposes, we're somewhat closer to the latter than the former.&amp;nbsp;
I don't necessarily want hundreds of sentient species or thirty-seven varieties of
"ork" but there's more than just normal animals.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;i&gt;Why do the species that exist
exist?&lt;/i&gt;
&lt;br&gt;
Once again, on earth, this is pretty easy to answer.&amp;nbsp; The Flying Spaghetti Monster
did it.&amp;nbsp; But for my D&amp;amp;D style game world, there are more complicated answers.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;b&gt;Normal creatures&lt;/b&gt;
&lt;br&gt;
Humans, horses, sheep, frogs, and whatnot (all the normal stuff) got there in pretty
much the "normal" way.&amp;nbsp; Whether it's evolution, intelligent design, or outright
creation isn't completely important.&amp;nbsp; The point is, all these organisms were
created through the union of Mother Earth and Father Sun.&amp;nbsp; They're the normal
flora and fauna.&amp;nbsp; In the absence of all the stuff that makes the campaign world
cool, they'd be all there is.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;b&gt;Fantastic Beasts&lt;/b&gt;
&lt;br&gt;
The next category I know I'll have are "good" monsters.&amp;nbsp; These might not actually
be "good" in the sense of being nice or not trying to eat people, but they're more
closely related to the world than the ones that will follow.&amp;nbsp; These will mostly
be the creations of various gods.&amp;nbsp; Some may also have been created by powerful
wizards.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Fantastic Beasts are somewhere
between the zone of "animals you should only kill if you need to" and "monsters it's
always a good idea to kill."&amp;nbsp; Of course, for much of human history this line
was drawn between "people and livestock in your village" and "Everything else," so
that's not a huge deal.&amp;nbsp; But the point could matter if there are demihumans who
don't fit into the other categories.&amp;nbsp; Orks (a staple of fantasy genocide) will
be Goblinkin (see below).&amp;nbsp; Elves will be Faeries (see below).&amp;nbsp; But what
about Centaurs?&amp;nbsp; I'm not sure I'm going to have Centaurs, but it could come up.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;A better example might be Gnolls,
or perhaps Lizard Men.&amp;nbsp; Goblinkin will all be bad.&amp;nbsp; It's in their nature.&amp;nbsp;
But Gnolls might just be "barbaric."&amp;nbsp; Slaughtering a Gnoll rading party would
be perfectly moral.&amp;nbsp; Wiping out a Gnoll village would be more dubious.&amp;nbsp;
Declaring war on the Gnoll race just because they exist would be pretty much evil.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;This gets into the whole area of
D&amp;amp;D's Alignment system, and whether Alignments are external absolutes or internal
guidelines.&amp;nbsp; I'll come back to that later if necessary.&amp;nbsp; For now, I prefer
to leave myself a note and otherwise avoid the issue.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Right now, I suspect the majority
of Fantasitc Beasts will be wizardly creations: golems, sorcerous hybrids, the ever-popular
mimic, and so on.&amp;nbsp; The picture of the world that's building in my mind is a place
of nearly Space-Romance level pulp sci-fi wizardry rather than the more classic Tolkien-derrived
high fantasy.&amp;nbsp; We'll see if that remains to be the case.&amp;nbsp; Staying with high
fantasy was one of my goals, but goals get discarded all the time.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;b&gt;Faeries&lt;/b&gt;
&lt;br&gt;
The Fey Folk, all the demihumans and probably the Dragons, came to the world from
somewhere else.&amp;nbsp; I haven't worked out where that is yet, but it'll come to me.&amp;nbsp;
I do see one potentially tricky decision ahead.&amp;nbsp; The demihumans who had innate
powers will almost certainly have to have lost them in order to be playable characters.&amp;nbsp;
In the stories, it's all well and good for the Faerie Lords to be able to reshape
the world to their whims with glamours and beguile men's minds, but in game that makes
them way too powerful/expensive to play alongside normal humans.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;I have a few ideas about how I'm
going to deal with that when the time comes.&amp;nbsp; If I don't make this a D&amp;amp;D
game, the problem may be more manageable.&amp;nbsp; I wrote up a fairly decent Sidhe Quality
for a Buffy game that isn't too awfully expensive.&amp;nbsp; If I stick with D&amp;amp;D,
I'll have to work out some kind of schism between the PC demihumans and their more
powerful counterparts.&amp;nbsp; That should be manageable.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;The idea that the "worldbound"
Faeries have lost some of their power is one I'll probably keep.&amp;nbsp; It gives me
a source of vastly powerful potential threats, and makes the PC-level Faeries nicely
angsty.&amp;nbsp; There are also potential plots involved in why they lost their power
and how they might get it back.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;b&gt;Goblinkin&lt;/b&gt;
&lt;br&gt;
In a way, the Goblinkin are dark mirrors of the Fey.&amp;nbsp; In fact, I could end up
drawing on the Seelie/Unseelie dichotomy and saying the Elves and their kin are the
(sort of) good Faeries and the Goblins and their kin are the (Just about universally)
bad ones.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Continuing with that line of thought,
the Goblinkin are similar to the Faeries in that they aren't native to the campaign
world.&amp;nbsp; They came here from elsewhere - brought by the Darkness or Created by
the Darkness.&amp;nbsp; They're BAD, always.&amp;nbsp; There's no way to redeem the orks or
civilize the goblins.&amp;nbsp; Evil is in their bones.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Which brings up an interesting
point where Half-orks are concerned.&amp;nbsp; I'd love to just skip them, but they're
part of the project goals.&amp;nbsp; So I'll take the dodge that the "human" half of a
Half-ork gives the "ork" half the chance to be a free moral agent.&amp;nbsp; Half-orks
still probably have violent inclinations and dark desires, but they can master them.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;So then the question is, why are
the goblinkin always evil?&amp;nbsp; Wouldn't it be more fun to be morally ambiguous?&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Well, maybe.&amp;nbsp; But there's
plenty of moral ambiguity left as it is.&amp;nbsp; Humans can be good or evil, too.&amp;nbsp;
Having one thing you know it's okay to go hit is... liberating.&amp;nbsp; Goblinkin, as
tools of the Darkness, are a constant threat and symptom of the corruption of the
world.&amp;nbsp; They're meant to be used in a few ways:&lt;br&gt;
&lt;/span&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;i&gt;Easy targets&lt;/i&gt;:&amp;nbsp; Not
every adventure, or even every campaign, needs to be a deeply nuanced morality tale.&amp;nbsp;
While I'm not planning to have the goblinkin live in caverns with 10x10 foot halls,
guarding treasure chests full of stuff they don't use, I do see them as useful for
melodramatic adversaries akin to zombie pirates, Imperial stormtroopers, and Nazis
in other forms of pulp-inspired gaming and literature.&lt;/span&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;i&gt;A campaign-spanning adversary&lt;/i&gt;:&amp;nbsp;
In Lord of the Rings, the conflict that most people saw was humanity and its allies
against the boundless hordes of orks.&amp;nbsp; The more important conflict was Frodo's
purity and bravery against Sauron's will and corruption, but that was more subtle,
and not as fun for the other PCs.&lt;/span&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;i&gt;A backdrop to other things&lt;/i&gt;:&amp;nbsp;
The goblinkin can be a constant, low-grade threat.&amp;nbsp; They've mostly been pushed
out to the worst of the wastelands.&amp;nbsp; A goblin war is a possibility, but not a
probability.&amp;nbsp; So humanity has moved on to other pursuits, and other conflicts.&amp;nbsp;
But the threat of the goblin lands always lurks.&amp;nbsp; If the relatively prosperous
human civilizations were to decline for some reason - say, an internal war - the goblins
might see their chance to strike again.&lt;/span&gt; 
&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;b&gt;Dark Faeries&lt;/b&gt;
&lt;br&gt;
Goblinkin may be a subset of Dark Faeries, but for the moment I'll keep them separate.&amp;nbsp;
The main creature I see in the "Dark Fey" category are the Drow Elves.&amp;nbsp; (I might
rename them "Sluagh" if I veer away from D&amp;amp;D)&amp;nbsp; They're Elves who betrayed
their kin because the Darkness could give them back some of the power they lost when
they became worldbound.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Drow are almost trite these days.&amp;nbsp;
I hope I'll be able to put a new spin on them and make them more interesting.&amp;nbsp;
Drow should be (to my mind) utterly terrifying, seldom-seen, and as beautiful and
terrible as a pit of vipers.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;b&gt;Fell Beasts&lt;/b&gt;
&lt;br&gt;
As the dark reflection of Fantastic Beasts, Fell Beasts are big, nasty monsters beholden
to the Darkness.&amp;nbsp; This is sort of the same catch-all category as Fantastic Beasts.&amp;nbsp;
If something doesn't fit well somewhere else, it goes here.&amp;nbsp; I can also imagine
a few specific Fell Beasts, akin to the Kraken of Greek Mythology or the Terrasque
in D&amp;amp;D - terrible forces of nature, rather than animals.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;It could also include smaller stuff,
monsters that are too powerful to make the cut as goblins, but too cool to leave out.&amp;nbsp;
I could also see this as a category for demons, unless I decide to make demons and
devils a separate category unto themselves.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;b&gt;Undead&lt;/b&gt;
&lt;br&gt;
So at last we come to that which lives without life.&amp;nbsp; The obvious route is to
make undead be servants of the Darkness, but I think I'm going to go a different way.&amp;nbsp;
Back in the mythology segment, I killed off a bunch of gods when their worshipers
were all wiped out.&amp;nbsp; But can a god really die?&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;What if, instead, the dead gods
lived on as the hollow shells of gods, and their power stretched out from beyond the
grave of the heavens and created a twisted semblance of life?&amp;nbsp; What if they're
like a cancer that might be cut away or burned into remission, but is never really
cured?&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;When someone dies outside the protection
of the living gods, his spirit might not be able to rest easily.&amp;nbsp; He might rise
as a wraith or a ghost, or even a vampire.&amp;nbsp; Improperly buried bodies might rise
as ghouls, hungry for the flesh of the living.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Cunning, or foolish, magicians
and insane or evil priests might learn to harness the forces of these dead gods for
unholy spells.&amp;nbsp; They'd be able to raise zombies and skeletons to serve as slaves
and warriors.&amp;nbsp; They might find a way to slip between life and death as Liches.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;And there'd be a third major pole
of power, opposed to the living gods because of jealous hatred, and opposed to the
Darkness out of cold-burning desire for revenge.&amp;nbsp; That's always nice to have.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;b&gt;Celestials and Infernals&lt;/b&gt;
&lt;br&gt;
I haven't completely settled on a structure for the higher/lower planes yet.&amp;nbsp;
Until I do, I'm not sure what the inhabitants of those planes will be like.&amp;nbsp;
Demons might fall into the category of "Fell Beasts," and there might not be angels
in the conventional sense at all.&amp;nbsp; But it's a possibility, so I'm leaving the
option open.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;So that pretty much covers the
broad classes of creatures.&amp;nbsp; When I get ready to fill in the blanks, I'll have
a guide to follow.&amp;nbsp; From here on out, I'll be working on progressively more specific
stuff.&amp;nbsp; I think one more "broad strokes" piece is in the offing, where I start
trying to rough out the basics of the ethnology of the world.&amp;nbsp; Then, just about
all the bones will be in place and I'll have to start making specific decisions.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Things will slow down then.&amp;nbsp;
My free time and attention span will stay the same, while the amount of work involved
in producing a finished piece will go up.&lt;/span&gt; 
&lt;br&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;span style="font-size: 10pt; font-family: Arial;"&gt;That's also about the point where
I have to really decide on mechanics to use, and I honestly have no idea which way
I'll go.&amp;nbsp; It should be fun to find out, though.&lt;/span&gt;
&lt;/p&gt;
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      <dc:creator>David Goodner</dc:creator>
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      <title>Kickin' It Old School: Part 3</title>
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      <pubDate>Mon, 07 Aug 2006 22:07:38 GMT</pubDate>
      <description>&lt;p&gt;
&lt;/p&gt;
&lt;span style=""&gt; &lt;/span&gt; 
&lt;h1&gt;
&lt;o:p&gt;&lt;/o:p&gt;
History of the World, Part 1&lt;o:p&gt;&lt;/o:p&gt;
&lt;/h1&gt;
&lt;p class="MsoNormal"&gt;
With my bare bones set, I usually start trying to figure out how to put the pieces
in order.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I've got some ideas floating around, unattached,
as it were.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Since I have to start somewhere, I find that
a rough chronology is as good a spot as any.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It'll end
up changing in response to ideas I develop later, probably multiple times.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But
for now, it'll do.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The way I usually do this is with a pseudo-timeline.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I'm
not going to try to assign dates yet, just put events in order.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;At
the end, I'll have a pretty good idea of how the setting developed from the "Big Bang"
or whatever.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;(This being a fantasy world, it could be
a cosmic sneeze, or any number of other things)&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
What you're going to see below is actually a pretty poor representation of my timeline.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You'll
just see it all laid out in order.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There's no good way
to show you the deletions, rewritings, and additions.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You
will probably see the uneven writing.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I go pretty freely
between "game text" and dry (or occasionally sarcastic) descriptions that just get
the point across without being particularly pretty.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This
isn't the final product.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It's just my notes.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;h2&gt;The First Age
&lt;/h2&gt;
&lt;p class="MsoNormal"&gt;
In the beginning, there was nothing.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Father Sun and Mother
Earth joined, and created the world.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The races of man
were few and scattered, and worshiped the Mother and the Father.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
might have used different names, but they worshiped the same entities.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
There was a third being at the beginning of time, the Darkness.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
Darkness was opposed to creation.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Light burned him.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
softest earth was like daggers to his feet.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He retreated
to the darkest places and slept.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In his sleep, his dreams
were of blood and fire and pain, of destruction to all that had been created.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;And
because he was a god, his dreams were real.&lt;o:p&gt;&lt;/o:p&gt;
&lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Father Sun and Mother Earth saw that their creation would be despoiled by the creatures
of Darkness, so they dreamed together, and their dreams were of gods and angels to
defend the earth.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Father Sun and Mother Earth were exhausted
by their efforts and fell into sleep.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Their children,
the gods, divided the tribes of men among themselves and shepherded over them.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
They young gods were dreams, and were shaped by the dreams of their worshipers. 
&lt;o:p&gt;&lt;/o:p&gt;
&lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;h2&gt;The Second Age
&lt;/h2&gt;
&lt;p class="MsoNormal"&gt;
The foundations of modern civilizations were laid.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Each
god or group of gods "adopted" a part of the world and the people found there.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Some
gods roved around, and had different guises in different lands.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
rest, though, took on racial characteristics - shaped by their people and in turn
shaping them.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
During this time period, the gods lived on the earth as beings of flesh and spirit,
just like humans, but vastly more powerful.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They eventually
forced all the demons into the dark places, beyond the reaches of men.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;(In
point of fact, into a physical "Underworld" that can be reached by going deep enough
underground.&lt;o:p&gt;&lt;/o:p&gt;
&lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
In a way, it was a golden age.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But it was not to last.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Warfare
between neighboring states led some people to wipe out others.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
"orphaned" gods sometimes died, but other times went mad. &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;Among
those who went mad, some were tempted to the Darkness.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;h2&gt;The Third Age&lt;o:p&gt;&lt;/o:p&gt;
&lt;/h2&gt;
&lt;p class="MsoNormal"&gt;
Eventually, as they always do, things went all to hell.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
dark gods (those who had been corrupted by the Darkness) unleashed the forces of Darkness
on earth.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They attracted worshipers to the Darkness, which
allowed for the Reign of Darkness.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This lead to years
of plague, the release of fell beasts and goblinkin, storms of ice and fire, and finally
a global cataclysm as the Darkness tried to destroy the earth and all life upon it.&lt;o:p&gt;&lt;/o:p&gt;
&lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Humanity found allies in the Fey, who entered the world to battle against the Darkness.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But
even so, the tide was turning against the light.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
The gods realized they'd failed their worshipers and sacrificed themselves to save
the world.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They fell into dreams and used their dreaming
power to preserve their people's lives and keep the world from destruction.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They
forced the denizens of Darkness into the Underworld, and by their blood sealed the
Darkness away.&lt;o:p&gt;&lt;/o:p&gt;
&lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;h2&gt;The Fourth Age
&lt;/h2&gt;
&lt;p class="MsoNormal"&gt;
The world had nearly been torn asunder, and much of the surface was still overrun
with poisons, flames, and goblinkin.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Many people retreated
to the sky, on magical islands born on the wind.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Those
who remained on the ground had to be hard and fierce, or were corrupted by the remnants
of Darkness.&lt;span style=""&gt; &lt;/span&gt;
&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
There were years of upheaval in the wake of the cataclysm.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A
new order emerged.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The sleeping gods could no longer protect
their servants directly, and further, they had learned that it was better to inspire
and guide humans than to treat them like sheep.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Or possibly they figured out that they couldn't lead them around like sheep anymore.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
only way to influence mortal events was through living conduits -clerics, essentially.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Either
way, this marked the end of the age of the gods and the beginning of the age of man.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Some time into the fourth age is when most of the cool stuff of the game will happen.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There
will be modern countries, with their interrelations mostly worked out.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Allies
and enemies will mostly have the battle lines drawn, and everything is more or less
at a stasis point, with the possibility for major change just a few key events away.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;h2&gt;Where Do We Go From Here?
&lt;/h2&gt;
&lt;p&gt;
With the history done, I have kind of a road-map for future developments.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
I know that the world is layered.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There are sky islands,
surface settlements, and underdwellers.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I also know roughly
when each came into being and what you're likely to find in them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
"Civilized World" is mostly going to be found up in the sky, with things getting more
dangerous (and profitable for adventurers) as they get lower.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;With
massive geological upheaval, I also have a nice excuse for lost cities and dungeons;
always a good thing for a "Dungeons &amp;amp; Dragons" game.&lt;br&gt;
I know there are multiple pantheons of gods.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I'll have
to think about how they interrelate.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;What happens when
two gods of the Sea clash?&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Or when a cleric leaves his
homeland?&lt;br&gt;
I know where orks and goblins and monsters came from, by and large.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p class="MsoNormal"&gt;
I also know I'll probably be revisiting the history for more work at some point.&lt;br&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
I still haven't figured out quite who the dragons are.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The
easiest answer, though, is that they're Faeries, just like the Elves and other demihumans
- more powerful, but of the same stuff.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;So I'll have to
figure out how they fit into the overall scheme of things.&lt;/li&gt;
&lt;li&gt;
Exact details of which gods went to the Darkness and when will also be important.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;That'll
come into play when I start designing the gods and their religions.&lt;/li&gt;
&lt;/ul&gt;
&lt;p class="MsoNormal"&gt;
&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
So, lots of work still ahead, but I can see how it's shaping up now.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;My
next step is likely to be flora and fauna, which mostly means monsters.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But
I could start with cultures or something if that strikes my fancy instead.&lt;o:p&gt;&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
Fourth Age history will be expanded more than any of the previous ages once I start
really writing the world's history.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Before that, history
was almost more myth than fact.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Different regions probably
have different takes on what happened.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But now that I
have the basics down, I can start skipping ahead to the modern age and working my
way back along the path, rather than trying to build everything from the most ancient
past to the present in exact order.&lt;o:p&gt;
&lt;br&gt;
&lt;/o:p&gt;
&lt;/p&gt;
&lt;p class="MsoNormal"&gt;
In fact, I don't really want to get too detailed with history until I have to.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Leaving
some gaps gives me more options as I go along.
&lt;/p&gt;
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        </p>
        <h1>Where to Begin?
</h1>
        <br />
So, I've undertaken to create a world.  After I say "Fiat Lux" and take the rest
of the day off, what do I do next? 
<br /><br />
Twenty years or so ago, I'd sit down with a piece of hex paper and sketch in a big,
vaguely Australia-shaped continent with a few islands off to the sides, and start
filling in terrain any old way that struck my fancy.  Deserts next to forests
near the coast?  No problem. 
<br /><br />
But now I'd like to take a little more care.  I want to create a fantastic, yet
internally consistent environment.  This task is made a little more difficult
since I'm thinking in terms of a Dungeons &amp; Dragons game.  I have to have
room for wizards, elves, magic items, and monsters.  Dragons would be nice, too. 
Otherwise, it's just "Dungeons &amp;" and nobody wants that. 
<br /><br />
I have some touch points I need to hit for this to be a good world.<br /><br /><ul><li>
It has to be a place to have adventures.  Further, I don't want to design a world
with one overriding conflict.  I could do that pretty easily.  It's even
my usual mode of setting design these days.  I just want to try something else.</li><li>
It has to be a recognizable setting - but not just plain vanilla.  Worlds that
are basically earth with different continents need not apply.  I want something
different.  Something fantastic.</li><li>
It has to be viable.  But that's fairly easy with magic mucking around with things. 
I just need to be sure not to overdo the magic.</li></ul><br />
So before I get too married to any one concept, I'm going to brainstorm stuff I think
would be cool.  Not all of it might make the cut, but I'll give everything a
good look.<br /><br /><h2>
Brainstorming
</h2><ul><li>
Sky pirates!  Flying ships in general are cool.  Possibly even something
more like real aircraft, rather than boats with wings.</li><li>
Magic as technology.  It's been done, of course, but in the D&amp;D mode, it
makes a lot of sense.  If one out of 1000 people, even, can cure the sick, create
light, or throw blasts of fire, that's going to change things.  Even with just
one out of 10,000 that's an important issue.  But let's keep the magic "magical"
as much as possible.  It won't take on the forms of technology, just fill the
functions.  I'll go for all new forms if I can get them.</li><li>
Ancient ruins.  Ruins in various types are a staple of the genre.  But let's
see if I can come up with a really cool reason for them.</li><li>
More nuanced religion.  I have it in my mind that people worship different kinds
of things.  Druids might be mystics who are in tune with some kind of nature
spirit.  Clerics could be chosen by real, existing gods who are physically present
in the setting - or maybe it's not necessary to have "faith" at all.  Anyone
who follows the necessary rituals can attune himself to a source of cosmic power. 
I'll have to think about it, but one way or the other, religion needs to be a big
part of the setting.</li><li>
Mecha.  Everything goes better with Mecha.  Or is that tobasco sauce?</li><li>
I'd like to do something really new with the demihuman races.  I'm not quite
sure what yet.</li></ul><br /><h2>
Cruel and Unusual Geography
</h2>
One of the big things I'd like to see in this setting is a new foundation.  I
really like Creation from Exalted.  D&amp;D's Hollow World was cool, too. 
The little pocket realms from Ravenloft are neat, as are the "floating" realms in
the Faerie world in Deleria.  There are some other neat options, looking a little
further afield.  Discworld (by Terry Prattchet) is a flat disc held aloft by
four elephants on the back of a giant turtle.  There was a nifty video game called
Septera Core (I think) with a world made of nested spheres that align once in a while. 
And in the late, lamented comic book "Meridian" (alas, Crossgen, we hardly knew ye),
the world was made up of islands that floated in the air over a poisoned world.<br /><br />
Yeah.  I like that.<br /><br />
There are some issues, of course.  What kept the islands up?  Where did
they islanders get food and water?  Way up in the air, there are probably problems
with solar radiation and thin air, for that matter.  So I'm going to have to
come up with some answers.<br /><br />
In the comic, the rocks floated because they were largely made of a buoyant ore. 
Ships flew because trees that fed their roots from tainted ground absorbed whatever
chemical made the rocks float.  Of course then one wonders how the ships ever
got down to the surface, and why they'd be ship-shaped.  It's not really a very
good idea.  There's no reason to build a flying craft that's only water-tight
on the bottom, or to limit yourself to sails only on the top.<br /><br />
That's all in the fine details, though.  For now we're working in broad strokes.<br /><br />
The world used to be pretty normal - a spheroid floating in space around a sun (or
maybe with a sun and moon orbiting around it.  Why not?).  Then there was
a major cataclysm, which is pretty common in Fantasy literature.  The cataclysm
ushered in the modern world with floating cities and all.  I'll have to decide
when that happened.  The world will be a lot different if it happened "yesterday"
than "untold generations ago."  I'll probably shoot for somewhere in the middle. 
Shadows of the world that was can still be found in the world that is.<br /><br />
I'll have to decide how many islands there are, how big they are, and how close together. 
For now, let's assume they're far enough apart that it takes several days to sail
from one to another, although they could be arranged in "archipelagos" to some extent. 
They were primarily mountainous regions that were torn from the earth and floated
in the sky.<br /><br />
Rather than a "natural" phenomenon, my sky islands will be artifacts.  Each one
has a Heartstone that makes it fly and provides other needed functions.  Without
the heartstone, the island sinks back to the earth - probably fairly rapidly and uncomfortably
for anyone standing on it.  Larger landmasses take bigger, or more, heartstones.<br /><br />
Sky Islands might move slowly, drawn on currents, or pushed by magic.  Maybe
just a few of them can and the rest are still mostly stationary.<br /><br />
Since Heartstones are a major resource, everybody has to protect them.  Evil
islands could raid their neighbors and steal their heartstones.<br /><br />
Down below, what would we have?  Whatever it is, it drove a lot of people up
to the sky.  I'm envisioning a blasted, cracked world, and the fissures lead
down into hell (perhaps literally).  There's still life of a sort, perhaps even
verdant life in places, but poison seeps up from the depths to taint and kill it.<br /><br />
And there need to be ruins: cities choked with alien plant life, fallen islands, older
structures that nobody understands.  Brave explorers can try to delve into the
secrets of the past and try to bring up ancient treasures.<br /><br /><h2>
Places to Go, People to See
</h2>
With a rough idea of what the ground (and lack of ground) under everyone's feet will
be like, I'm ready to move on to who the people are and where they go.<br /><br />
First of all, there are at least two, possibly three obvious groupings<br /><ul><li>
Islanders</li><li>
Surface-dwellers</li><li>
Subterranean cultures</li></ul><br />
Dungeons &amp; Dragons also provides some groups to consider<br /><ul><li>
Humans</li><li>
Elves</li><li>
Dwarves</li><li>
Halflings</li><li>
Gnomes</li><li>
Half-orks, which means I have orks.</li><li>
And possibly others.  Half-elves fit in somewhere, and there's various monster
races like centaurs.</li></ul><br />
I'd like to avoid monocultures for any of these groups.  At the very least, there
will be different cultures represented on the islands, the surface, and the "underdark,"
rather than just "Islanders," "Surface people," and "Dwellers below."  I haven't
decided how to implement the demihumans yet.  Depending on how wide-spread they
are, they could have fewer cultures than the humans (who are presumably natives) do.<br /><br />
At this stage of my planning, all I have are some ideas.<br /><ul><li>
Islands are mostly individual city-states.</li><li>
A powerful empire or trade federation that controls multiple Islands and possibly
is also significant on the surface.</li><li>
I'd like to see Dwarves as a major power.</li><li>
There should be cults.  Every setting needs cults.  This one can have crazy
druid cults dedicated to corruption and pollution.</li></ul><br />
There will, no doubt, be more later.  But now I have some bare bones to start
with.  Next, I need to start working out some specific issues that will shape
the rest of the world development.  But that's a post for another day. 
<br /><br /><img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=462f7d97-8dc4-48b0-886b-dce8ab1b3838" /></body>
      <title>Kickin' It Old School: Part 2</title>
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      <pubDate>Thu, 03 Aug 2006 01:13:27 GMT</pubDate>
      <description>&lt;p&gt;
&lt;/p&gt;
&lt;h1&gt;Where to Begin?
&lt;/h1&gt;
&lt;br&gt;
So, I've undertaken to create a world.&amp;nbsp; After I say "Fiat Lux" and take the rest
of the day off, what do I do next? 
&lt;br&gt;
&lt;br&gt;
Twenty years or so ago, I'd sit down with a piece of hex paper and sketch in a big,
vaguely Australia-shaped continent with a few islands off to the sides, and start
filling in terrain any old way that struck my fancy.&amp;nbsp; Deserts next to forests
near the coast?&amp;nbsp; No problem. 
&lt;br&gt;
&lt;br&gt;
But now I'd like to take a little more care.&amp;nbsp; I want to create a fantastic, yet
internally consistent environment.&amp;nbsp; This task is made a little more difficult
since I'm thinking in terms of a Dungeons &amp;amp; Dragons game.&amp;nbsp; I have to have
room for wizards, elves, magic items, and monsters.&amp;nbsp; Dragons would be nice, too.&amp;nbsp;
Otherwise, it's just "Dungeons &amp;amp;" and nobody wants that. 
&lt;br&gt;
&lt;br&gt;
I have some touch points I need to hit for this to be a good world.&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
It has to be a place to have adventures.&amp;nbsp; Further, I don't want to design a world
with one overriding conflict.&amp;nbsp; I could do that pretty easily.&amp;nbsp; It's even
my usual mode of setting design these days.&amp;nbsp; I just want to try something else.&lt;/li&gt;
&lt;li&gt;
It has to be a recognizable setting - but not just plain vanilla.&amp;nbsp; Worlds that
are basically earth with different continents need not apply.&amp;nbsp; I want something
different.&amp;nbsp; Something fantastic.&lt;/li&gt;
&lt;li&gt;
It has to be viable.&amp;nbsp; But that's fairly easy with magic mucking around with things.&amp;nbsp;
I just need to be sure not to overdo the magic.&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
So before I get too married to any one concept, I'm going to brainstorm stuff I think
would be cool.&amp;nbsp; Not all of it might make the cut, but I'll give everything a
good look.&lt;br&gt;
&lt;br&gt;
&lt;h2&gt;
Brainstorming
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;
Sky pirates!&amp;nbsp; Flying ships in general are cool.&amp;nbsp; Possibly even something
more like real aircraft, rather than boats with wings.&lt;/li&gt;
&lt;li&gt;
Magic as technology.&amp;nbsp; It's been done, of course, but in the D&amp;amp;D mode, it
makes a lot of sense.&amp;nbsp; If one out of 1000 people, even, can cure the sick, create
light, or throw blasts of fire, that's going to change things.&amp;nbsp; Even with just
one out of 10,000 that's an important issue.&amp;nbsp; But let's keep the magic "magical"
as much as possible.&amp;nbsp; It won't take on the forms of technology, just fill the
functions.&amp;nbsp; I'll go for all new forms if I can get them.&lt;/li&gt;
&lt;li&gt;
Ancient ruins.&amp;nbsp; Ruins in various types are a staple of the genre.&amp;nbsp; But let's
see if I can come up with a really cool reason for them.&lt;/li&gt;
&lt;li&gt;
More nuanced religion.&amp;nbsp; I have it in my mind that people worship different kinds
of things.&amp;nbsp; Druids might be mystics who are in tune with some kind of nature
spirit.&amp;nbsp; Clerics could be chosen by real, existing gods who are physically present
in the setting - or maybe it's not necessary to have "faith" at all.&amp;nbsp; Anyone
who follows the necessary rituals can attune himself to a source of cosmic power.&amp;nbsp;
I'll have to think about it, but one way or the other, religion needs to be a big
part of the setting.&lt;/li&gt;
&lt;li&gt;
Mecha.&amp;nbsp; Everything goes better with Mecha.&amp;nbsp; Or is that tobasco sauce?&lt;/li&gt;
&lt;li&gt;
I'd like to do something really new with the demihuman races.&amp;nbsp; I'm not quite
sure what yet.&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
&lt;h2&gt;
Cruel and Unusual Geography
&lt;/h2&gt;
One of the big things I'd like to see in this setting is a new foundation.&amp;nbsp; I
really like Creation from Exalted.&amp;nbsp; D&amp;amp;D's Hollow World was cool, too.&amp;nbsp;
The little pocket realms from Ravenloft are neat, as are the "floating" realms in
the Faerie world in Deleria.&amp;nbsp; There are some other neat options, looking a little
further afield.&amp;nbsp; Discworld (by Terry Prattchet) is a flat disc held aloft by
four elephants on the back of a giant turtle.&amp;nbsp; There was a nifty video game called
Septera Core (I think) with a world made of nested spheres that align once in a while.&amp;nbsp;
And in the late, lamented comic book "Meridian" (alas, Crossgen, we hardly knew ye),
the world was made up of islands that floated in the air over a poisoned world.&lt;br&gt;
&lt;br&gt;
Yeah.&amp;nbsp; I like that.&lt;br&gt;
&lt;br&gt;
There are some issues, of course.&amp;nbsp; What kept the islands up?&amp;nbsp; Where did
they islanders get food and water?&amp;nbsp; Way up in the air, there are probably problems
with solar radiation and thin air, for that matter.&amp;nbsp; So I'm going to have to
come up with some answers.&lt;br&gt;
&lt;br&gt;
In the comic, the rocks floated because they were largely made of a buoyant ore.&amp;nbsp;
Ships flew because trees that fed their roots from tainted ground absorbed whatever
chemical made the rocks float.&amp;nbsp; Of course then one wonders how the ships ever
got down to the surface, and why they'd be ship-shaped.&amp;nbsp; It's not really a very
good idea.&amp;nbsp; There's no reason to build a flying craft that's only water-tight
on the bottom, or to limit yourself to sails only on the top.&lt;br&gt;
&lt;br&gt;
That's all in the fine details, though.&amp;nbsp; For now we're working in broad strokes.&lt;br&gt;
&lt;br&gt;
The world used to be pretty normal - a spheroid floating in space around a sun (or
maybe with a sun and moon orbiting around it.&amp;nbsp; Why not?).&amp;nbsp; Then there was
a major cataclysm, which is pretty common in Fantasy literature.&amp;nbsp; The cataclysm
ushered in the modern world with floating cities and all.&amp;nbsp; I'll have to decide
when that happened.&amp;nbsp; The world will be a lot different if it happened "yesterday"
than "untold generations ago."&amp;nbsp; I'll probably shoot for somewhere in the middle.&amp;nbsp;
Shadows of the world that was can still be found in the world that is.&lt;br&gt;
&lt;br&gt;
I'll have to decide how many islands there are, how big they are, and how close together.&amp;nbsp;
For now, let's assume they're far enough apart that it takes several days to sail
from one to another, although they could be arranged in "archipelagos" to some extent.&amp;nbsp;
They were primarily mountainous regions that were torn from the earth and floated
in the sky.&lt;br&gt;
&lt;br&gt;
Rather than a "natural" phenomenon, my sky islands will be artifacts.&amp;nbsp; Each one
has a Heartstone that makes it fly and provides other needed functions.&amp;nbsp; Without
the heartstone, the island sinks back to the earth - probably fairly rapidly and uncomfortably
for anyone standing on it.&amp;nbsp; Larger landmasses take bigger, or more, heartstones.&lt;br&gt;
&lt;br&gt;
Sky Islands might move slowly, drawn on currents, or pushed by magic.&amp;nbsp; Maybe
just a few of them can and the rest are still mostly stationary.&lt;br&gt;
&lt;br&gt;
Since Heartstones are a major resource, everybody has to protect them.&amp;nbsp; Evil
islands could raid their neighbors and steal their heartstones.&lt;br&gt;
&lt;br&gt;
Down below, what would we have?&amp;nbsp; Whatever it is, it drove a lot of people up
to the sky.&amp;nbsp; I'm envisioning a blasted, cracked world, and the fissures lead
down into hell (perhaps literally).&amp;nbsp; There's still life of a sort, perhaps even
verdant life in places, but poison seeps up from the depths to taint and kill it.&lt;br&gt;
&lt;br&gt;
And there need to be ruins: cities choked with alien plant life, fallen islands, older
structures that nobody understands.&amp;nbsp; Brave explorers can try to delve into the
secrets of the past and try to bring up ancient treasures.&lt;br&gt;
&lt;br&gt;
&lt;h2&gt;
Places to Go, People to See
&lt;/h2&gt;
With a rough idea of what the ground (and lack of ground) under everyone's feet will
be like, I'm ready to move on to who the people are and where they go.&lt;br&gt;
&lt;br&gt;
First of all, there are at least two, possibly three obvious groupings&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Islanders&lt;/li&gt;
&lt;li&gt;
Surface-dwellers&lt;/li&gt;
&lt;li&gt;
Subterranean cultures&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
Dungeons &amp;amp; Dragons also provides some groups to consider&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Humans&lt;/li&gt;
&lt;li&gt;
Elves&lt;/li&gt;
&lt;li&gt;
Dwarves&lt;/li&gt;
&lt;li&gt;
Halflings&lt;/li&gt;
&lt;li&gt;
Gnomes&lt;/li&gt;
&lt;li&gt;
Half-orks, which means I have orks.&lt;/li&gt;
&lt;li&gt;
And possibly others.&amp;nbsp; Half-elves fit in somewhere, and there's various monster
races like centaurs.&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
I'd like to avoid monocultures for any of these groups.&amp;nbsp; At the very least, there
will be different cultures represented on the islands, the surface, and the "underdark,"
rather than just "Islanders," "Surface people," and "Dwellers below."&amp;nbsp; I haven't
decided how to implement the demihumans yet.&amp;nbsp; Depending on how wide-spread they
are, they could have fewer cultures than the humans (who are presumably natives) do.&lt;br&gt;
&lt;br&gt;
At this stage of my planning, all I have are some ideas.&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Islands are mostly individual city-states.&lt;/li&gt;
&lt;li&gt;
A powerful empire or trade federation that controls multiple Islands and possibly
is also significant on the surface.&lt;/li&gt;
&lt;li&gt;
I'd like to see Dwarves as a major power.&lt;/li&gt;
&lt;li&gt;
There should be cults.&amp;nbsp; Every setting needs cults.&amp;nbsp; This one can have crazy
druid cults dedicated to corruption and pollution.&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
There will, no doubt, be more later.&amp;nbsp; But now I have some bare bones to start
with.&amp;nbsp; Next, I need to start working out some specific issues that will shape
the rest of the world development.&amp;nbsp; But that's a post for another day. 
&lt;br&gt;
&lt;br&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=462f7d97-8dc4-48b0-886b-dce8ab1b3838" /&gt;</description>
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      <category>Generic Widgets</category>
    </item>
    <item>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
        </p>
        <h1>In the Beginning (or a little before)
</h1>
        <br />
        <h2>Introduction
</h2>
Back in the day, I loved nothing better than to sit down with a pad of loose-leaf,
college-ruled paper, some hex paper, some graph paper, and a pencil and some colored
pencils and whipping up D&amp;D campaign worlds.  My high school gaming days
were never given over to a single, generations-spanning campaign.  We'd switch
GMs and settings often, so I ended up writing a lot of campaign worlds.<br /><br />
In retrospect, it is probably a kindness that I didn't keep any of them, because they
were pretty bland.  Mostly, it was just an exercise in poorly thought-out maps
and ideas where I stuck in everything from the PHB and the Monster Manual.  By
the time I got better at world design, I had mostly abandoned D&amp;D as a system.<br /><br />
But the appeal remains.  And now I have this bright, shiny blog that constantly
hungers for new content.  So I've decided just for the heck of it, it'd be fun
to whip up a campaign world.  Maybe someone will like it enough to offer me money
to finish it. :)<br /><br />
So, here are the parameters:<br /><ul><li>
My world has to have room for every race in the Player's Handbook.</li><li>
I'm not allowed to add any new PC races.  I will try to avoid adding new monster
races.</li><li>
All the Player's Handbook classes have to be present and make sense in the setting. 
I am, however, allowed to suggest that certain class/race combinations are frowned
upon.</li><li>
Should the time come, I am allowed (ye even encouraged) to write new PrCs.  But
mostly I'm planning on skipping the mechanical sections.</li></ul>
My goal is to create a basic gazetteer that covers every region in the setting, world
and "nation level" history, and discusses races and classes in some depth.  I
might also do some maps.  It'd give me an excuse to learn some more about Campaign
Cartographer.  When the world guide is done, I'll consider mechanics.  Maybe
I'll even use d20, but I'm leaning toward Unisystem, since it's what I dearly love.<br /><br />
But rather than just produce the world book and post it here, I'm going to use the
blog to post my initial thoughts, then assemble them into the coherent book at the
end.<br /><br />
Now, let's begin.<br /><br /><h2>Setting Flavor
</h2>
Most D&amp;D worlds derive from Middle Earth, and hence are European-flavored worlds
with Elves off to one side, Dwarves off to another, and Hobbits hanging around somewhere. 
There are Wizards and Clerics, and incredibly powerful monsters like Dragons, and
yet normal, mortal humans tend to rule most kingdoms.  And I'm not going to completely
condemn that approach.  It produces a setting that's familiar to most players,
so it's easy to communicate.  If you have to spend too much time figuring out
the setting, you have a very hard time doing anything else.  Tekumel and Journe
have their hardcore fanbase, but they have never reached a lot of popular appeal simply
because they're difficult to get into.<br /><br />
And yet, there's no good reason that a D&amp;D world would look anything like medieval
Europe.  Why wouldn't magical "technology" have caused massive societal changes? 
Why aren't Dragons in charge?  Spell-resistant, damage resistant, magic-using
creatures with massive damage capabilities would be hard to beat.<br /><br />
For that matter, why should we limit ourselves to a spherical world floating in space? 
How about a flat disc with the bowl of heaven up above?  That'd sure be easier
to map, let me tell you.<br /><br />
So my goal for this setting is to find a good middle-ground, to produce a setting
that isn't too tied to convention, but stays close enough to it to be comfortable. 
I'm looking for a novel approach to traditional material, rather than a whole new
paradigm.<br /><br />
Over the next few posts, I'll be looking at many of the common assumptions of a D&amp;D
world and seeing how I can bend, twist, and shape them to work for me.<img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=c5bd4803-9ae3-46ef-940d-cc350710e956" /></body>
      <title>Kickin' It Old School: Part 1</title>
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      <pubDate>Mon, 31 Jul 2006 18:34:22 GMT</pubDate>
      <description>&lt;p&gt;
&lt;/p&gt;
&lt;h1&gt;In the Beginning (or a little before)
&lt;/h1&gt;
&lt;br&gt;
&lt;h2&gt;Introduction
&lt;/h2&gt;
Back in the day, I loved nothing better than to sit down with a pad of loose-leaf,
college-ruled paper, some hex paper, some graph paper, and a pencil and some colored
pencils and whipping up D&amp;amp;D campaign worlds.&amp;nbsp; My high school gaming days
were never given over to a single, generations-spanning campaign.&amp;nbsp; We'd switch
GMs and settings often, so I ended up writing a lot of campaign worlds.&lt;br&gt;
&lt;br&gt;
In retrospect, it is probably a kindness that I didn't keep any of them, because they
were pretty bland.&amp;nbsp; Mostly, it was just an exercise in poorly thought-out maps
and ideas where I stuck in everything from the PHB and the Monster Manual.&amp;nbsp; By
the time I got better at world design, I had mostly abandoned D&amp;amp;D as a system.&lt;br&gt;
&lt;br&gt;
But the appeal remains.&amp;nbsp; And now I have this bright, shiny blog that constantly
hungers for new content.&amp;nbsp; So I've decided just for the heck of it, it'd be fun
to whip up a campaign world.&amp;nbsp; Maybe someone will like it enough to offer me money
to finish it. :)&lt;br&gt;
&lt;br&gt;
So, here are the parameters:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
My world has to have room for every race in the Player's Handbook.&lt;/li&gt;
&lt;li&gt;
I'm not allowed to add any new PC races.&amp;nbsp; I will try to avoid adding new monster
races.&lt;/li&gt;
&lt;li&gt;
All the Player's Handbook classes have to be present and make sense in the setting.&amp;nbsp;
I am, however, allowed to suggest that certain class/race combinations are frowned
upon.&lt;/li&gt;
&lt;li&gt;
Should the time come, I am allowed (ye even encouraged) to write new PrCs.&amp;nbsp; But
mostly I'm planning on skipping the mechanical sections.&lt;/li&gt;
&lt;/ul&gt;
My goal is to create a basic gazetteer that covers every region in the setting, world
and "nation level" history, and discusses races and classes in some depth.&amp;nbsp; I
might also do some maps.&amp;nbsp; It'd give me an excuse to learn some more about Campaign
Cartographer.&amp;nbsp; When the world guide is done, I'll consider mechanics.&amp;nbsp; Maybe
I'll even use d20, but I'm leaning toward Unisystem, since it's what I dearly love.&lt;br&gt;
&lt;br&gt;
But rather than just produce the world book and post it here, I'm going to use the
blog to post my initial thoughts, then assemble them into the coherent book at the
end.&lt;br&gt;
&lt;br&gt;
Now, let's begin.&lt;br&gt;
&lt;br&gt;
&lt;h2&gt;Setting Flavor
&lt;/h2&gt;
Most D&amp;amp;D worlds derive from Middle Earth, and hence are European-flavored worlds
with Elves off to one side, Dwarves off to another, and Hobbits hanging around somewhere.&amp;nbsp;
There are Wizards and Clerics, and incredibly powerful monsters like Dragons, and
yet normal, mortal humans tend to rule most kingdoms.&amp;nbsp; And I'm not going to completely
condemn that approach.&amp;nbsp; It produces a setting that's familiar to most players,
so it's easy to communicate.&amp;nbsp; If you have to spend too much time figuring out
the setting, you have a very hard time doing anything else.&amp;nbsp; Tekumel and Journe
have their hardcore fanbase, but they have never reached a lot of popular appeal simply
because they're difficult to get into.&lt;br&gt;
&lt;br&gt;
And yet, there's no good reason that a D&amp;amp;D world would look anything like medieval
Europe.&amp;nbsp; Why wouldn't magical "technology" have caused massive societal changes?&amp;nbsp;
Why aren't Dragons in charge?&amp;nbsp; Spell-resistant, damage resistant, magic-using
creatures with massive damage capabilities would be hard to beat.&lt;br&gt;
&lt;br&gt;
For that matter, why should we limit ourselves to a spherical world floating in space?&amp;nbsp;
How about a flat disc with the bowl of heaven up above?&amp;nbsp; That'd sure be easier
to map, let me tell you.&lt;br&gt;
&lt;br&gt;
So my goal for this setting is to find a good middle-ground, to produce a setting
that isn't too tied to convention, but stays close enough to it to be comfortable.&amp;nbsp;
I'm looking for a novel approach to traditional material, rather than a whole new
paradigm.&lt;br&gt;
&lt;br&gt;
Over the next few posts, I'll be looking at many of the common assumptions of a D&amp;amp;D
world and seeing how I can bend, twist, and shape them to work for me.&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=c5bd4803-9ae3-46ef-940d-cc350710e956" /&gt;</description>
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