 Tuesday, January 29, 2008
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. Now we're getting into the hard
parts. It's time to talk about magic.
By
"Magic" I refer to all the means that humans have to manipulate the
supernatural aspects of the world. Of course people in the setting have a
different view than we do. To them, there's no division between the
supernatural and mundane worlds. And don't even get me started on
religion vs. magic.
Magic
of the Land
The Lord is
the Land. The Land is the Lord. This relationship is sacrosanct and
unalterable. Once the Land recognizes a Lord, it takes its shape from his
will and gives him power in proportion to his strength. The mechanisms of
rulership vary, but they generally involve dealing with a powerful Spirit of
the Land who dominates an area. If a Land doesn't have a powerful spirit,
one will arise to challenge its new Lord soon enough. Then he must either
defeat it or reach some kind of accommodation with it. The nature of this
encounter will determine, to some degree, the Land's destiny under its Lord. Qin-Zhang
was a master of the sword and a poet and philosopher. He wandered the
world, battling for causes he believed to be worthy and elegant, defeating
bandits and kings alike. His legend was, if anything, a shadow of the
truth of his deeds. But time flows like a river from the mountains of
birth to the seas of death. Qin-Zhang knew that in time his blade would
dull, as would his wits. 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.
The warrior and philosopher wanted a home and a wife. But what land could
be equal to his brilliance, and what woman could be worthy of his seed?
Qin-Zhang
took his parchments and inks, and his sword and armor, and went in search of
his destiny. He followed the Jade
River to its headwaters,
and there he found a beautiful land nestled in the shelter of five
mountains. He climbed the first mountain, and there he found un-men with
arms like tree trunks and skin of bronze. He slew their leader and they
bowed down before him. He left that place and climbed the second
mountain. There, he found a serpent of fire, which he slew also, although
it cost him the finest sword he'd ever forged. But the serpent's entrails
were of ever burning flame, and its scales were of bright steel. He
forged a new blade, better than the old, and journeyed to the third
mountain. On the third mountain, he found nothing to battle, but voices
howled on the winds and spoke riddles. 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. Each raindrop became a
silver coin. 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.
There, he found water spirits, immune to his blade because their flesh was as
water. 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. As they cried
out their tears, they dissolved into nothing, and joined the river of Jade.
Qin-Zhang left that place and climbed the fifth mountain.
The fifth
mountain was higher than any of the others, almost as high as the stars.
Qin-Zhang's steps became heavy. He abandoned his pack, then his scribe's
pouch, and finally his silvery sword, and ascended the peak in only his
robe. 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. As he
reached up his hand, he saw a dragon descending from the sky. The sight
so inspired him with awe that he was overcome with euphoria and fainted.
When he
awoke, a woman stood over him wearing a robe of gold silk with a dragon's
scales embroidered into it. The robe was open, and he saw her
charms. 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.
Qin-Zhang
had no sword, but he had substantial charms. He opened his own robe and
claimed the woman.
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.
He would have a land to rule, and his land would never forget his name.
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? Qin-Zhang accepted this with equanimity, and descended the
mountain. He retrieved his sword and his scribe's pouch and his pack, and
when he descended, he found a great palace. There, he ruled for many
years.
Each year,
Qin-Zhang would ascend the mountain again. In time, his blade and his
wits dulled. Age bent his back. And one year he did not
return. But one claiming to be his son descended the mountain holding his
sword and wearing his robe. 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.
<2>Powers
of the Lord
Once a Lord
has claimed a Demesne, he has power over it. This power can take many
forms, depending on the character of the Lord and the care he takes over his
lands. Strong Lords have strong Demesnes, and have greater power over
them than weak Lords.
Broadly,
these powers fall into three areas. There are powers of the Heart, powers
of the Eye, and powers of the Hand.
Powers
of the Heart: The most elemental of a Lord's powers, and among the most
subtle. Powers of the Heart are those that describe a Lord's relationship
to the land he rules. His heart pumps blood and life into his
Demesne. If his heart is weak, his land is weak as well. Powers of
the Heart affect the Demesne more than the Lord. They shape the character
of its terrain, the fertility of its fields, and even the nature of its
people. A cold, cruel Lord will rule over a harsh Demesne. It might
be prosperous, but its prosperity will come only with struggle and pain.
Its people will be either fearful or cruel. Its Spirits will be
dangerous. A kindly Lord will rule over a kindly Demesne, with happy
people and lush fields. But it is easier to be strong and cruel than
strong and kind.
-------------------------
Gamespeak: Powers of the Heart are the stuff that determines what the
land is like. I'm the kind of guy who would model this by hand waving.
If I were going to define a system for it, it'd be something like the
Organization rules for Angel. You'd have various attributes of your land
that you could assign points to. You'd earn points by doing lordly
stuff. 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. 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.
Powers of
the Heart will probably work as kind of a shopping list of attributes and
ratings. You can customize your Demesne by choosing the ones that fit
best. 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. 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. ------------------------- Powers
of the Eye: The connection between a Lord and his Demesne gives him
supernatural knowledge over it. Not all Lords have the wisdom or insight
to excel in this area. 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. 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.
More
perceptive Lords begin to develop means of scrying over their realms.
They might be able to locate game, know the status of distant cities, or call
into vision different parts of their land. Often, this knowledge comes
from totem animals or Spirits of the Land who answer the Lord's call.
Lords schooled in magic might employ scrying rituals instead.
The
knowledge gained this way is of concern to the Land, not always to the
Lord. He might be able to send ravens to track an invading warband, but
not to follow his wife who he believes is unfaithful. Or perhaps he
might. The Land can be fickle.
Still more
perceptive Lords begin to know their Demesnes as well as they know their own
bodies or minds. They know when to plant, when to harvest, and when to
seek shelter from a coming storm. They can look upon a suspect in court
and know his guilt or innocence, and what punishment is most appropriate.
The wisest and strongest begin to become infallible, at least insofar as ruling
their Demesnes is concerned. As with the other powers of the Eye, these
powers often have an external focus, but just as often, they are purely
intuitive. The Lord simply is his Land, and knows it as well as he knows
himself. Of course, this also means that a Lord can deceive himself about
his Land as easily as he does about anything else.
-------------------------
Gamespeak: These are fairly straightforward. A Lord will have some
kind of perception level, and as it increases he gets access to deeper levels
of information and insight. Players will probably be able to define their
own "special effects," but the powers will be pretty constant.
There's room for some customization, though. 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. So some of the specific insights
might vary.
------------------------- Powers
of the Hand: A Lord in his place of power is fearsome to behold. He rules
his Demesne through magic as much as through will and action. The
stronger a Lord is, the greater his power over his Demesne, and the greater
power he can draw from his Demesne.
By keeping
his Land healthy, a Lord keeps himself healthy to some extent. While he's
defending his own Demesne, very little can harm him, and he will not fall ill
or fall victim to misadventure. But if hostile spirits blight his lands,
or treachery weakens his will, he becomes vulnerable.
The Demesne
also begins to answer the Lord's will. Its' people's loyalty comes as
much from the bond between Lord and Land as from his decisions. Thus do
strong, but cruel, Lords hold their people in bondage. They might hate
him, but fear him too much to rebel until some greater force inspires
them. Some Lords also learn to master the beasts of their realms, or even
the weather.
All Lords
have some sway over the Spirits of their Demesnes, but this is not a sure or
certain power. Often, there is a price for invoking it. At the
minimum, any Spirit of a Demesne will recognize its Lord and not commit treason
upon him. Lords who take time to court their Spirits' favor might be
served by spectral knights, or ride upon steeds of fire.
-------------------------
Gamespeak: This will be another thing to spend points on and to advance
at different rates. 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.
One way to
balance this against other players would be to follow the example of King
Arthur's legend. While Arthur was the king, his Knights were often more
powerful in specific ways. Lancelot was the greatest of sinful knights,
for instance. 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. Having those people as friends
is part of the Lord's strength.
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.
-------------------------
<2>Banes
of the Lord
A Lord has
to stay strong to keep his Demesne strong, and he must periodically renew his
ties to the Land.
While a
Lord is supreme in his Demesne, he may fall victim to a greater Lord's
invasion.
He might
weaken either through age or lack of will. He might always know what is
best for his Demesne, but he can deceive himself, and his judgment can be
clouded in personal matters. A Lord who rests on his laurels and falls to
drink loses his strength, and his land weakens around him.
Treachery
is the greatest bane. Any treachery weakens the entire realm. 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.
-------------------------
Gamespeak: This is the stuff that costs you "Lord
Points." And generally, the GM gets to decide which of your
advantages are degraded. 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. It is, of course, especially nasty to lose
your physical invulnerability in the face of a treacherous attack...
-------------------------
The Land
wants to be strong. A weakening Lord will find his Demesne slipping
away. A blind Lord might not notice. If he is wise or fortunate, he
might have the chance to win his strength back through some kind of act of atonement.
Such a feat is at least as difficult as winning the Demesne in the first
place. Often, the best a weak ruler can do is to die to atone for his
sins and leave a strong kingdom for his son.
<2>Succession
The Lord of
a Demesne is not immortal. If a Lord becomes so, the Land begins to
twist, because immortality is not the province of men. When a Lord dies,
a new Lord is chosen. A Lord's children share in his command of the Demesne,
and very often his chosen successor takes his place. 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. Thus, in fact, begins the fall
of many Demesnes. The first Lord had to be very strong to take the
land. His son doesn't need to be as strong, and thus might not be.
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. That would, in turn,
weaken the Demesne as the Lord grieves for his lost child.
The heirs
of a Lord, and sometimes his feudal vassals, share in his ties to the Land to a
lesser degree. They will never have as much sway as the Lord does, but
are often still quite powerful. A deposed Lord's subordinates lose all
their powers when he is deposed. Of course, sometimes one of these subordinates
is the one who claims the land from his ailing Lord. In this case, he
will, of course, retain his powers and might choose to share them with his
brothers and sisters.
------------------------- Gamespeak: 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. 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. The King has power over all of the Spirits and all the Demesnes,
but a Duke probably has equal control within his own Duchy. Lesser Lords
only inherit power from their Masters, if they get any at all. Some
people just have to get by with strength, cunning, and charm.
We'll get
into this a little more down below.
-------------------------
<2>Conquest
The Land is
a living thing, and its Demesnes have life, breath, and will. A Demesne
wishes to be strong, and has a natural urge to prey on the weak. Strong
Lords are often moved by this will to conquer their neighbors. 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.
A conqueror
does not have to claim the Demesne as the original Lord did. By force of
arms, he makes himself the new successor, and so only has to continue the
rituals of connection. Matters are often not quite that simple,
though. The Land will seek to test its new ruler, and might not
immediately grant its powers. The new Lord will have to make some kind of
accommodation with the Land before he rules it completely.
If the conqueror
already holds a Demesne, the two lands are merged into one, dominated by the
Spirit of whichever was larger. 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. The new Lord's
character will start shaping the land within a year, as well.
Matters are
more complicated yet if the old Lord and his heirs are not slain
outright. If they escape or are exiled, there is always the chance they
can return. The Land will accept a past ruler or his blood more easily
than an entirely new conqueror. If the current Lord is weak, a Demesne
might even start answering to the "lost heir." But sometimes a
Lord of a Demesne bows his head to a greater Lord. 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.
-------------------------
Gamespeak: This isn't too complicated. It probably doesn't need a
formal system. A deposed Lord who somehow escapes has the chance to come
back and try to get his realm back. A callow orphan boy could turn out to
be the True King. A King can grant power to his Dukes and Earls.
The actual mechanics of the power work however I design the system to work.
-------------------------
Next up is
Magic of the Lower Air, and possibly Magic of the Underworld. They may
end up being really similar, since a lot of the powers actually belong to the
spirits, not to the magicians. Sorcery and Necromancy are more about
knowing secrets and being able to get spirits to do favors for you than having
"superpowers."
 Friday, January 11, 2008
There's an RPG.net thread about Darth Vader's costume. Someone posted a picture often seen in the more fanboyish parts of the internet of a girl in a sort of "bondage queen Vader" outift that, while cool, never quite worked for me. So this evening I sat down and hashed out a rough sketch of what might work better. Very rough sketch. Really rough. You have been warned. (Because it's a really, really rough sketch)  My improvements over the original are mostly keeping elements from the real Darth Vader costume. The armor on the legs (now equipped with spurs) and the paldrons (now attatched to the collar with chains) harken back to the real deal. The cape-like thing extending from the helmet both feminizes the suit even further, and harkens back to Vader's cape. If I were to really make this costume for some insane reason, I'd use sheer black or gray fabric with a metalic tint. The main problem I had with the original bondage queen vader design is the abrupt cut-off of the helmet. I think the collar solves that nicely, and transitions well to the halter top. I made up for covering up the top of the breasts by throwing in a little undercleavage. Cause that's just the way I roll. (Well, really I roll nothing at all like that, since I'm a short, fat guy instead of a hot babe, and I don't do cosplay)
 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.
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