 Friday, January 04, 2008
Here's one more that turned out pretty well, I think.
 Saturday, December 29, 2007
This one is a fairly lackluster effort, but still amusing.
 Tuesday, December 04, 2007
Here's another piece of Domino Girls art - the first panel of issue 2, colorized by the magic of the lasso tool and the paintbucket tool. I'd love Domino Girls to be more "solid" looking, and am experimenting with ways to make it look a little better. The picture here was done to look a bit like sepia toned photographs. I'm thinking that I'll go for a more straight black & white look in the actual comic, so the colored bits will look better. (As it is, gold would just look like part of the usual color scheme) I have yet to try anything fancy like filters. We shall see how that goes, but only after I get a new computer or more RAM.
 Thursday, November 29, 2007
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.
Spirits of the Underworld
The souls of Men long for the Celestial Spheres, but are
drawn by morbid gravity to the Depths.
For those souls that have found neither fate, there is the Underworld, a
place of cold and darkness. The
Spirits of the Underworld were once human souls. Some might be again, purged of their
past stains until they are light enough to ascend and be reborn. Others have been twisted into something
else.
Souls are bound into the Underworld for several
reasons. Those who die without
proper funeral rites to clear their way to the heavens have nowhere else to
go. Worse yet, there are rites that
will bind a soul to the Underworld.
Even with all spiritual care, some souls are so burdened that they cannot
make the journey. An ill-chosen
oath can leave a soul so bound, as can unfulfilled vengeance or desire. And finally, those slain by creatures of
the Underworld are often transformed into creatures of the Underworld
themselves. Thus does the curse
spread.
The great majority of spirits of the Underworld are
incorporeal and trapped within the cavernous depths. They can be called up by sorceries in
the dark of the night. Such spirits
might have greater or lesser power.
The strongest can kill men, or drive them to madness. The weakest might be able to do no more
than dim the light in a room or create a chill. But even the weakest of spirits might
have knowledge. Those who practice
the Dark Arts most often seek knowledge.
Spirits do not willingly part with their secrets, however. There is always a motive or a
price. Only the most powerful or
clever of Necromancers escape such transactions
unscathed.
This was the fall of Ahankara, that the people were
prideful and haughty, and denied hospitality to a passing traveler. This man bore the dark mark, and saw the
world through one dead eye. He
spoke no ill of those who wronged him, but in the dark of night dropped a
polished black stone into the town well.
Every night thereafter, the dead arose to howl through
the city on dark, cold winds. They
grew stronger with the waning of the moon, and weaker under Her light. Under the new moon, anyone caught
outside was in risk of death, and of arising as a shade himself. At other times, the howling was enough
to sunder sleep and to erode sanity.
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. To this day, no one knows what sin
Ahankara committed against the wandering sorcerer. Her once proud people were reduced to
being wanderers themselves, and if they settled anywhere, ghosts would come to
hound them. In time, few people
even remembered where the city was.
And at the center of a ruined city, at the bottom of a
well, perhaps the stone still sits.
Some Spirits of the Underworld do not need to be
summoned. They are bound to the
Land, fettered to some place or thing or time. Most often, this is the result of a
sorcerer's spell. The slaves of a
mortal king might be bound to guard his grave and protect his grave-goods from
robbers. Rarely, though, an object
or place exerts such a strong pull that a soul might be bound to it
naturally.
Spirits so bound are more resistant to the light of day
than others. Their powers are often
diminished, but they can still act or speak.
Kal the Bloodwulf took the land of Geth by force of arms and force of
will. The symbol of his rule was
Kallenfang, a sword crafted for him by the greatest swordsmith of his age. Fire and Blood were bound into the
blade's metal, and the heart of the Dragon of Geth was set into the pommel. With the blade in his hand, Kal was
unbeatable until slain by trechery.
His son, Kel, took up Kallenfang, and with it, took up the might of his
father. Kel died in the plague
years, and the whole land mourned, for Kel was as dauntless as his father, but
far kinder. The blade passed to his
grandson, Dal, a child of Kel's daughter.
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.
The land of Geth fell many years ago, but the line of
the Bloodwulf survives. They are
slayers and reavers and men of great renown, with the courage of heroes and the
wisdom of kings. 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.
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.
Ghouls, Revenants, and Vampires are of the Underworld even though not in
it. The Land rejects such beings,
and the light burns them to some degree, although they might withstand it longer
than fleshless shades. Animate
Un-Dead are often very difficult to destroy. Magical rituals might serve, or weapons
of Power. Fire is often
efficacious. One fortune of Men is
that many such creatures are vulnerable to some special thing, often silver, the
Moon's metal. But in the night,
when ghouls are shrieking for your blood, silver might be in short
supply.
----
Gamespeak: Spirits of the Underworld will be handled in a
similar manner to the Spirits of the Land.
They'll have a list of capabilities the GM can "shop" from. 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.
One power Spirits of the Underworld might have is the
ability to possess humans. This
could be good or bad, depending on the degree of control and the motives of the
spirit. I'm particularly
considering it in the case of fettered spirits. Someone wearing the torc of a bound
ghost might be able to draw on his strength and skill. 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.
Some basic rules that bind all Spirits of the
Underworld:
-Light is bad for them. To some degree, they're bound by
darkness.
-The Land rejects them. Spirits of the Underworld have some sort
of taint they spread. It could just
be a chill in the air, or it could be that plants die, milk sours, and so
on. The worst ones might spread
plague just by existing.
-Spirits of the Underworld exact some price on creatures
of the Land. Ghosts will share
their secrets, for a price.
Revenants need revenge.
Vampires drink blood. A
Spirit of the Underworld can't just exist, although the price doesn't have to be
particularly terrible. 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.
----
 Thursday, November 15, 2007
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. But now, at long last, a little more of my latest exercise in world-building is ready for your perusal. Spirits of the Lower AirThe 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. 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. 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. 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. ---- Gamespeak: 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. 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. Anchoring the spirit in some way could give it longer time duration. 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. ---- Spirits of the Greater AirBeyond 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. 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. 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. ---- Gamespeak: 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. ---- 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. 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. 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. 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. (aside: Yes, I know that the morning star and the evening star were really both Venus. Work with me here) 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. 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. 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. 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. 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. 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. ---- 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. The big exception to this will be discussed in the magic section. ---- 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.
 Thursday, October 04, 2007
And now we're back.
Obviously, when I said magic was next, I really meant Spirits were
next. You got that, right? No, seriously, since I write these things off
the cuff, I sometimes change my mind midway through. Spirits are so fundamental to how everything
in this setting works that I decided I needed to handle them, first.
I’m breaking this down into sections, since otherwise it
would be pretty long. (Also, this way I get
several days worth of content instead of just one)
Spirits
Man and beast share their world with Spirits, born in the
echoes of creation long ago. Spirits
ruled the world before the rise of Men, and some say they will rule it again
when the last Man dies. Sometimes
allies, sometimes enemies, Spirits are at least as variable as humans, and
wield fantastic powers.
Powers of Spirits
The ways of Spirits are not the ways of Men. Men are bound by flesh. Spirits are part of the eternal Land or the
boundless Air. They are creatures of
Will, rather than of Flesh. But they are
also constrained in ways that men are not, enmeshed in their roles or lacking
in substance.
Each Spirit is bound, to some degree, by its nature. A Hunting Beast must hunt. A spirit of flame must burn. A spirit of a lake cannot journey out to
other lands. But within its purview, a
spirit can be very powerful.
---- Gamespeak:
My thoughts are that this needs to be a freeform system. A spirit will be defined by attributes that
tell you how powerful it is, and what areas it can influence. Then there's a system for calculating how
powerful a spirit needs to be to generate a given effect. 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. 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). 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.
The Buffy Magic system is a pretty good guideline, with its
definitions of effect, duration, number of people, and so on. I'll probably end up with something like
that.
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. ----
Spirits of the Land
The Spirits of the Land are manifestations of the Land's
will and character. A land with no
spirits withers and dies, becoming a blasted wasteland where nothing grows and
nothing can survive for long. Far from
the places of Man, the Spirits of the Land are vast and powerful. Primitive men in this primordial wild often
worship them as fearsome and terrible gods. Wild Spirits of the Land generally have the
form of great beasts. In places where
the rule of Man dominates, the Spirits are diminished, but no less vital. They are shaped by men's wills into forms
closer to human.
Wild Spirits
The Spirits that dwell in the wild are often savage and
terrible, but also often hold ancient secrets and awesome powers. Only the bravest, or most foolish of men can
face them. The risks are great, as are
the rewards.
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. Anyone who brings iron into the
forest raises the black bear's rage. In
his presence, fires will not burn, and shadows become visions of men's darkest
fears. By day, the bear is never
seen. Only the sharpest arrows will
pierce the dark bear's hide, and any hurts he takes one night will be healed by
the next. 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.
No one has done so yet. 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. 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. But
if the man is judged unworthy, the bear will kill him and devour him, such that
no one remembers his name. 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.Each land has one totemic spirit, a Genius Locus. To defeat or treat with that spirit is to
become a Lord. Thereafter, the Land
recognizes its Lord and rewards him when he is strong. The Land makes demands of its Lords, though,
and these demands must be met, else great doom befall the Lord.
Once, a mighty city stood on the mountain called
Drakencrag. The city's first king slew
the dragon of the mount with a sword forged from starmetal. 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
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.
For many years, the people prospered. Their hunters brought back full sacks. Their fields produced more than sufficient
grain. Their warriors brought back great
plunder in raids against weaker neighbors.
Until there came a king who grew tired of the wyrms that sometimes stole
from his herds or burned his crops. With
the sword of his fathers, he slew a wyrm.
Thereafter, the city knew no peace.
A plague of wyrms descended, burning the city and the surrounding
villages, and killing those who lived there.
The king and his warriors fought back, but they were defeated, and the
starmetal blade was lost.
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. 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. 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.
Not all Spirits of the Land are gigantic or dangerous. Even in wild places, there are some spirits
that can be helpful to men, although even these spirits are not to be crossed.
Many wild places are home to the Little People, who look
like misshapen effigies of humans. They
are attracted to human activity, but seldom do more than watch from a
distance. Few travelers ever get more
than a glimpse of them. When unobserved,
the little men will steal small objects, often hanging them in the tree
branches nearby, or work other small mischief.
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.
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. 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. Or so say the legends.
Spirits of Man
Spirits do not only dwell in the primordial wilds. They are part of the Land, and as such are
found everywhere upon it. But in places
dominated by Man, they are diminished in form and power. This does not mean they are powerless, by any
means.
In the ancient city of Illyum,
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. These women sometimes walk,
sometimes dance to inaudible music, but never speak. Everyone knows that the Red Ladies are
harbingers. Anyone who actually hears
their music will die in a fortnight. If
he can actually hear them sing, he will die that very day.
Very rarely, a Red Lady will stop and lay hands upon a
person, always a woman or a child. If
she bestows her blessings upon a grown woman, that woman will conceive a child
within the next year. 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).
Once in a great while, only two Red Ladies will appear. They will dance through the city plaza in
broad daylight, and everyone in the square will hear the haunting music. 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. Anyone who tries to stop them will be
compelled to dance as well, although not to follow. Those stricken will dance until the next
sunrise, if they do not die first. The
chosen woman will be led away and will never be seen again. The next time the Red Ladies appear, there
will be three again.
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.
The Brown Men live in the shadows beneath cupboards, in the gaps between
stones, and in the void between roof and rafters. They prefer rough, somewhat shabby dwellings
over the fine houses of the rich. 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. They chase away vermin, and do
not foul what bits of food they steal for their own use as rats would do. Sometimes, they might also deign to do small
chores like patching a leaking thatch roof or mending a small broken thing left
laying out.
If they are well-treated, they will also protect the
inhabitants from hostile magics.
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. The next day,
the lady of the house will find his corpse, blackened to a cinder, on the
hearthstone. 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.
Otherwise, the remaining Brown Men might give offence and leave the
house.
---- Gamespeak: 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.") 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.
But fire or storms might be part of a Spirit of the Land's repertoire. A spirit of fear might only appear during
storms. The Genius Locus of a volcano
could well have a body made of burning lava.
I'll have to think about how those work.
Next up, Spirits of the Lower Air.
 Tuesday, October 02, 2007
Today's Found Writing is on a post-it note. That doesn't really carry to a scan, but I want you to know it was a pain to bring home because it stuck to stuff in my wallet. Incidentally, I find it amusing that evidentally a lot of people get to my blog via google image search for some variant of "Tattoo Writing" (and even more will, now). I wonder if someone out there somewhere has a grocery list tattooed on his arm.  This looks a lot like one of my grocery lists - short, and fairly random. I bet the person who owned this post-it note lives close to the store. Unlike me, he or she is probably in a relationship, since the list originally held two kinds of shampoo. (But then again, it's crossed off. Maybe they broke up. I wonder which one got to keep the cat)
 Saturday, September 29, 2007
Seems like people would get bored of these.
Seems like I should finish the other world I started designing before I start
designing a new one.
Life is full of things that seem really obvious, but aren't. :)
"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.
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, then figure
out how to represent it mechanically.
So, let's get started.
Origins
This world came to me from several sources.
-
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.
-
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.
-
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&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.
-
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.
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.
So, without further ado, here's the world:
The World
In the center of creation is The Land, 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.
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.
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.
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.
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.
Beyond the Lower Air is the Greater Air (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.
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.
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.
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 Underworld. 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.
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.
Beneath the Underworld, and beyond the Land, is the Deep.
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.
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.
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.
Next up, Magic (which might be split into several parts)
© Copyright 2009 David Goodner
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