Choose life. Choose cannibalism. Choose a great big machete, choose taxis, wheel wrenches and air raid sirens. Choose undeath, bloody vomitus, and no pulse. Choose a cozy catastrophe. Choose a fortified country manor. Choose a happy ending. Choose one last hit of juicy, juicy brains. Choose to run and wonder if survival is as good as it gets. Choose rotting away for 28 days, a shambling, smelly, shrieking twat. Choose your future. Choose life.
(No, I didn't write the flavor text, it was in the sidebar on YouTube. But I wish I had!)
Wednesday, September 30, 2009
WNW: Brainspotting
Labels:
Wednesday Night Wackiness,
Zombies
Tuesday, September 29, 2009
Pellatarrum: Destruction of the Nightspire
And now I can finally answer the question I mentioned being asked on Friday.
Part 5: The Destruction of the Nightspire
It should come as no surprise to anyone that the Beholders rebelled against their Illithid masters, and a bloody, genocidal war was fought between them. What should come as a surprise is how it ended.
The Illithid race had taken residence within the Underworld's version of the Dayspire (hereafter called the Nightspire to avoid confusion). The Beholders, seeking to topple their masters from their place of power, decided to destroy that fortress and cast them out into the light, which the Illithids shunned.
It's debatable which is more impressive: the fact that the Beholders actually managed to destroy a monolith of infinite height and immense width, or their startling lack of thought regarding what would happen as a result of that destruction.
For one, a spire of infinite height, when toppled, must perforce fall forever. To this day, mountain-sized chunks of Nightspire strike the surface of the Underworld regularly in an infinitely large spread.
Second, by virtue of having one side constantly exposed to the Positive Energy and the opposite to Negative Energy, the Nightspire (like its cousin, the Dayspire) was an immense magical battery, which is why the Illithids took residence there in the first place. When these charged fragments of Nightspire strike the surface, they explode in a cataclysmic shower of energies. Sometimes this is Positive Energy, and sometimes it's Negative. Sometimes everything is turned to glass for a mile. Other times, life is spontaneously created. Sometimes that life is a fluffy bunny. Sometimes it's an owlbear. Sometimes it's a Tarrasque.
Third, without the Nightspire to counterbalance the topside's Dayspire, the entire disk of Pellatarrum sank until it found a new equilibrium. This resulted in the legendary "Day of Rising" on the topside, where the Positive and Negative Planes appeared to rise from midway across the disk to their current 10:00 am positions. The topside has been the better for this ever since... the underside, not so much, as both "suns" have apparently sunk below its horizon.
Fourth, recall that in order to practice magic, a caster needs 8 hours of rest to regain the ability to cast spells. With the destruction of the Nightspire, the entire underside lost its day/night cycle. Without that cycle, there are no circadian rhythms; without those rhythms, there is no rest, and therefore no ability to practice magic. In a very real way, the Spire itself was a regulatory mechanism for magic, and without its governor, magic went berserk. In a world without observable time, "instant" spells can last forever and "permanent" spells can wear off within minutes.
In short, the underworld is now a hellish, blasted landscape of eternal explosions, erratic magic, and random bursts of creation and/or destruction. No sane creature would want to live there. This of course makes it the perfect destination for someone seeking to create or destroy an artifact, or risk death for a shortcut to power. Perhaps like Siegfried, the character inherits a permanent Stoneskin effect, or learns the secret to casting a level two Fireball by studying the magical environment.
Or perhaps he's devoured by a herd of vorpal bunnies.
Regardless, nearly all of the underside's original inhabitants retreated into deep caves in order to survive the apocalypse. Eventually, some of them were able to travel through the underdark into the caves on the top side of the disk. This is why nearly all aberrations are found in caves -- they are slowly migrating upwards.
Part 5: The Destruction of the Nightspire
It should come as no surprise to anyone that the Beholders rebelled against their Illithid masters, and a bloody, genocidal war was fought between them. What should come as a surprise is how it ended.
The Illithid race had taken residence within the Underworld's version of the Dayspire (hereafter called the Nightspire to avoid confusion). The Beholders, seeking to topple their masters from their place of power, decided to destroy that fortress and cast them out into the light, which the Illithids shunned.
It's debatable which is more impressive: the fact that the Beholders actually managed to destroy a monolith of infinite height and immense width, or their startling lack of thought regarding what would happen as a result of that destruction.
For one, a spire of infinite height, when toppled, must perforce fall forever. To this day, mountain-sized chunks of Nightspire strike the surface of the Underworld regularly in an infinitely large spread.
Second, by virtue of having one side constantly exposed to the Positive Energy and the opposite to Negative Energy, the Nightspire (like its cousin, the Dayspire) was an immense magical battery, which is why the Illithids took residence there in the first place. When these charged fragments of Nightspire strike the surface, they explode in a cataclysmic shower of energies. Sometimes this is Positive Energy, and sometimes it's Negative. Sometimes everything is turned to glass for a mile. Other times, life is spontaneously created. Sometimes that life is a fluffy bunny. Sometimes it's an owlbear. Sometimes it's a Tarrasque.
Third, without the Nightspire to counterbalance the topside's Dayspire, the entire disk of Pellatarrum sank until it found a new equilibrium. This resulted in the legendary "Day of Rising" on the topside, where the Positive and Negative Planes appeared to rise from midway across the disk to their current 10:00 am positions. The topside has been the better for this ever since... the underside, not so much, as both "suns" have apparently sunk below its horizon.
Fourth, recall that in order to practice magic, a caster needs 8 hours of rest to regain the ability to cast spells. With the destruction of the Nightspire, the entire underside lost its day/night cycle. Without that cycle, there are no circadian rhythms; without those rhythms, there is no rest, and therefore no ability to practice magic. In a very real way, the Spire itself was a regulatory mechanism for magic, and without its governor, magic went berserk. In a world without observable time, "instant" spells can last forever and "permanent" spells can wear off within minutes.
In short, the underworld is now a hellish, blasted landscape of eternal explosions, erratic magic, and random bursts of creation and/or destruction. No sane creature would want to live there. This of course makes it the perfect destination for someone seeking to create or destroy an artifact, or risk death for a shortcut to power. Perhaps like Siegfried, the character inherits a permanent Stoneskin effect, or learns the secret to casting a level two Fireball by studying the magical environment.
Or perhaps he's devoured by a herd of vorpal bunnies.
Regardless, nearly all of the underside's original inhabitants retreated into deep caves in order to survive the apocalypse. Eventually, some of them were able to travel through the underdark into the caves on the top side of the disk. This is why nearly all aberrations are found in caves -- they are slowly migrating upwards.
Labels:
Pathfinder,
Pellatarrum,
Role-Playing Games,
Worldbuilding
Monday, September 28, 2009
Pellatarrum: The Underworld
Part 4: The Underworld
And so it was that, for a time, the races of Pellatarrum lived in peace.
Unless, of course, you counted the bottom of the disk.
Which no one did, because as far as the Elder Races were concerned, it was just a bottom. If they gave it any thought at all, they would probably suppose that anything on the reverse side of the disk would just fall into the sky and eventually hit the Elemental Planes, because when the Material Plane was being created the Dwarves had insisted upon having objective gravity (something about how it was the foundation of the plane, and without it everything would fall about the place, and the Elves and Dragons chose just to cede the point rather than endure centuries of Dwarven sulking and complaining).
But in actuality, the bottom of the disk was fertile and habitable. Much like Australia in our own world, its biology had moved in a direction different from the topside. Creatures of the underworld tended towards chitinous shells, tentacular appendages, and inherent abilities both strange and wondrous. The underworld is the origin of all aberrations... which is probably the result of its most notable inhabitants, the Illithid.
Illithids, also known as Mind Flayers, were ancient when the elder races were young, and in fact predate even the Genies. They are the sole surviving civilization of the Godswar, and they managed this because they fled into the Astral Plane to escape the destruction of the Material. For eons they remained there, buttressed upon the corpses of dead gods, their incredible mental powers growing ever stronger within the timeless realm of pure thought and psychic energy. And then one day -- if days could truly be measured in the timeless, silvery waste of the Astral -- something remarkable happened: reality was re-forged.
The Illithids rejoiced at this, in their own alien way, and left their sterile fortresses to colonize this new world. They imported their livestock (food, slaves, and beasts of burden) and proceeded to adapt their environment to suit them. Or, to be more precise, they altered a strain of livestock to make the necessary adjustments for them, because the Illithids had better things to do than manual labor.
And thus were born the Beholders, who after their genetic uplift were far, far smarter than their masters ever expected...
(Note: some readers may feel I am repeating myself with the "Elder race creates a slave race which gains independence" motif. This is deliberate, as recurrence of patterns is a key theme in Pellatarrum. This is a cosmos with a clockwork progression of seasons, reincarnation, and an "as above, so below" relationship between the Material and Elemental Planes. In short, I'm not being lazy, I'm establishing a theme.)
And so it was that, for a time, the races of Pellatarrum lived in peace.
Unless, of course, you counted the bottom of the disk.
Which no one did, because as far as the Elder Races were concerned, it was just a bottom. If they gave it any thought at all, they would probably suppose that anything on the reverse side of the disk would just fall into the sky and eventually hit the Elemental Planes, because when the Material Plane was being created the Dwarves had insisted upon having objective gravity (something about how it was the foundation of the plane, and without it everything would fall about the place, and the Elves and Dragons chose just to cede the point rather than endure centuries of Dwarven sulking and complaining).
But in actuality, the bottom of the disk was fertile and habitable. Much like Australia in our own world, its biology had moved in a direction different from the topside. Creatures of the underworld tended towards chitinous shells, tentacular appendages, and inherent abilities both strange and wondrous. The underworld is the origin of all aberrations... which is probably the result of its most notable inhabitants, the Illithid.
Illithids, also known as Mind Flayers, were ancient when the elder races were young, and in fact predate even the Genies. They are the sole surviving civilization of the Godswar, and they managed this because they fled into the Astral Plane to escape the destruction of the Material. For eons they remained there, buttressed upon the corpses of dead gods, their incredible mental powers growing ever stronger within the timeless realm of pure thought and psychic energy. And then one day -- if days could truly be measured in the timeless, silvery waste of the Astral -- something remarkable happened: reality was re-forged.
The Illithids rejoiced at this, in their own alien way, and left their sterile fortresses to colonize this new world. They imported their livestock (food, slaves, and beasts of burden) and proceeded to adapt their environment to suit them. Or, to be more precise, they altered a strain of livestock to make the necessary adjustments for them, because the Illithids had better things to do than manual labor.
And thus were born the Beholders, who after their genetic uplift were far, far smarter than their masters ever expected...
(Note: some readers may feel I am repeating myself with the "Elder race creates a slave race which gains independence" motif. This is deliberate, as recurrence of patterns is a key theme in Pellatarrum. This is a cosmos with a clockwork progression of seasons, reincarnation, and an "as above, so below" relationship between the Material and Elemental Planes. In short, I'm not being lazy, I'm establishing a theme.)
Labels:
Pathfinder,
Pellatarrum,
Role-Playing Games,
Worldbuilding
Saturday, September 26, 2009
Pellatarrum: The Lesser Races
Part 3: The Lesser Races
And so it was that after the creation of Pellatarrum, each of the former slave races -- now the elder races in this new world -- went their separate ways, seeking only to create a new life for themselves in peace.
Which is a polite way of saying they hated each other, and the tenuous alliance needed to create the new Material Plane was now gone for good.
The Dwarves claimed the Dayspire as their own, and to this day it is their ur-kingdom and cultural center. The Elves disappeared into the seas, though a cultural schism resulted in some of their number relocating to the forests. The Orcs claimed the hills and crags, and the Dragons disappeared into the skies of whatever climate they found most favorable.
So having accomplished their grandest goals and living in a paradise of their own making, it's only natural that they would wage war against each other.
It's easy to blame the Orcs, but they were creatures of fire, whose nature is to consume and destroy without regard for consequences. They created the Goblinoid races as servitors and foot soldiers, and within a few years had amassed an army which numbered greater than the other races combined. Their intent was to drive all non-Orcs from Pellatarrum and claim it for themselves alone.
There was some opposition to this, as you might expect, but the remaining races were too few in number to contest the Fire Horde. Their only salvation lay in another alliance, and yet they could not tolerate the others enough to engage in any form of diplomacy, so each elder race created their own servitors to act as couriers, diplomats, go-betweens and assistants.
The Dragons, fewest in number of all the races, created Kobolds to represent them in council and guard their treasure and eggs when not in their lairs.
Elves created the Gnomes specifically to parlay with Dwarves. Short in stature and comfortable underground, yet also inherently magical and full of whimsy, they proved ideal for this task.
Similarly the Dwarves sought to find common ground with the Elves, and so created Humans. Shorter than Elves but taller than Dwarves, they could comfortably talk to both, balancing Dwarven practicality with Elven emotion.
Thusly united under a common banner and able to communicate effectively, the races of air, earth and water shattered the people of fire, slaughtering the Orc leaders and destroying their capital. To this day, the Orcs remain a broken people, still driven to fight and consume but without a unifying culture or history. They squabble amongst themselves, and even their former servitor races oppose them.
The other races, not wishing to have history repeat itself yet again, emancipated their servitor races once they were numerous enough to develop their own society and culture. For the most part, the Gnomes and Humans remain on good terms with their parents, though there is the occasional disagreement. Kobolds, on the other hand, promptly re-enslaved themselves to their Draconic patrons. The only reason that free Kobolds exist today is because there are far more of them than there are Dragons to give them orders.
No one knows where or how Halflings were created. They just appeared one day, shortly after the Fire War. Scholars theorize they may be a Gnome-Human hybrid, but experimentation seems to prove that the two races are not interfertile. The Halflings themselves believe they were created along with Pellatarrum itself, incarnations of the cooperative spirit needed to create the world and the desire for contentment shared by all races. As such they are more than happy to share "their" world with the other races, but remain quietly confident that they will eventually inherit it all.
And so it was that after the creation of Pellatarrum, each of the former slave races -- now the elder races in this new world -- went their separate ways, seeking only to create a new life for themselves in peace.
Which is a polite way of saying they hated each other, and the tenuous alliance needed to create the new Material Plane was now gone for good.
The Dwarves claimed the Dayspire as their own, and to this day it is their ur-kingdom and cultural center. The Elves disappeared into the seas, though a cultural schism resulted in some of their number relocating to the forests. The Orcs claimed the hills and crags, and the Dragons disappeared into the skies of whatever climate they found most favorable.
So having accomplished their grandest goals and living in a paradise of their own making, it's only natural that they would wage war against each other.
It's easy to blame the Orcs, but they were creatures of fire, whose nature is to consume and destroy without regard for consequences. They created the Goblinoid races as servitors and foot soldiers, and within a few years had amassed an army which numbered greater than the other races combined. Their intent was to drive all non-Orcs from Pellatarrum and claim it for themselves alone.
There was some opposition to this, as you might expect, but the remaining races were too few in number to contest the Fire Horde. Their only salvation lay in another alliance, and yet they could not tolerate the others enough to engage in any form of diplomacy, so each elder race created their own servitors to act as couriers, diplomats, go-betweens and assistants.
The Dragons, fewest in number of all the races, created Kobolds to represent them in council and guard their treasure and eggs when not in their lairs.
Elves created the Gnomes specifically to parlay with Dwarves. Short in stature and comfortable underground, yet also inherently magical and full of whimsy, they proved ideal for this task.
Similarly the Dwarves sought to find common ground with the Elves, and so created Humans. Shorter than Elves but taller than Dwarves, they could comfortably talk to both, balancing Dwarven practicality with Elven emotion.
Thusly united under a common banner and able to communicate effectively, the races of air, earth and water shattered the people of fire, slaughtering the Orc leaders and destroying their capital. To this day, the Orcs remain a broken people, still driven to fight and consume but without a unifying culture or history. They squabble amongst themselves, and even their former servitor races oppose them.
The other races, not wishing to have history repeat itself yet again, emancipated their servitor races once they were numerous enough to develop their own society and culture. For the most part, the Gnomes and Humans remain on good terms with their parents, though there is the occasional disagreement. Kobolds, on the other hand, promptly re-enslaved themselves to their Draconic patrons. The only reason that free Kobolds exist today is because there are far more of them than there are Dragons to give them orders.
No one knows where or how Halflings were created. They just appeared one day, shortly after the Fire War. Scholars theorize they may be a Gnome-Human hybrid, but experimentation seems to prove that the two races are not interfertile. The Halflings themselves believe they were created along with Pellatarrum itself, incarnations of the cooperative spirit needed to create the world and the desire for contentment shared by all races. As such they are more than happy to share "their" world with the other races, but remain quietly confident that they will eventually inherit it all.
Labels:
Pathfinder,
Pellatarrum,
Role-Playing Games,
Worldbuilding
Friday, September 25, 2009
Pellatarrum: The Dayspire & Creation Myth
Yikes. Would you believe I started writing this beast on Sunday?
As much as I'd like to have everyone believe I've thought of everything beforehand, creating anything is very much a matter of "Oh crap, how did I miss that, now I have to fix it," usually with much pacing and flailing about and sometimes smashing crockery. This week has seen me sit down to write something, only to discover as I'm arm-deep in creativity that not only did I miss something critical, but fixing it demands I radically re-think whatever I had originally planned.
As you probably know by now, I do not easily discard beloved ideas, but sometimes they gotta go. Fortunately, I had some very competent help, and while the replacement ideas may not be as elegant as what I originally planned, I think they make up for it with sheer nastiness.
So, onward with the post, and I hope it makes up for my recent silence.
In my Cosmology Overview post, longtime reader Mxyzplk asked a series of questions regarding light, shadow, etc, and it took me forever to realize what he was actually asking, which is this:
"Palette, it seems to me that given your description of this world, and especially in the cross-section of figure 4, that the disk of Pellatarrum evenly bisects the energy planes which produce day and night. This means that the "sun", if you will, is at the same height regardless of the time of day, and as such there are going to be really crazy sunrise-like shadows all the dang time. How do you address this?"
And I say, I blame my deficient art skills, because figure 4 is for representational purposes only and is not to scale and I should have said so in the first place. Sorry!
Properly addressing this confusion requires a multi-part explanation. I apologize ahead of time for the massive infodump this has become.
Part 1: The Dayspire
Assuming a perfectly smooth, circular track, and a horse that could sustain a 30 mph gallop, a rider at the base of the Dayspire that started riding in the direction of rotation at noon could just keep pace with the sun. This equals a diameter of 720 miles which, to put that in perspective, is two-thirds the size of Olympus Mons, the biggest mountain in the entire solar system.
Yes, that's the entire state of Hawaii in red.
Now, while the Dayspire is smaller than Olympus Mons, it has one thing over on its larger Martian cousin: instead of being a cone, the Dayspire is a cylinder of usually consistent thickness (slightly larger at the base due to sloping, etc.) So when I say it blots out the sun (or the Energy Planes, same thing in this case) it really does eclipse it.
Now what's interesting about this is that sunrises -- we'll call them sunrises for simplicity -- are really strange because they're sideways. As you face the Dayspire, the sun will peek out from the right hand side, transit behind you, and then set to your left. The entire time the sun is in the sky, it is approximately at what we on Earth would consider to be 10:00 am.
So, sadly, you never get any high noons. On the other hand, everyone knows what time it is just by orienting themselves toward the Dayspire (easy to do on level ground, as this is a flat world and the Spire has infinite height) and looking at the angle of shadows on the ground.
But how is this even possible? We have to go back to the beginning.
Part 2: The Engines of Creation
The reason there are no gods on Pellatarrum is because they are all dead, having perished untold eons ago in a glorious Götterdämmerung that destroyed not only the mortal realm (Material Plane), but also the abodes of the gods themselves (the various Outer Planes).
Yes, you read that correctly. The entire Great Wheel destroyed, along with all the gods, demons, devils, angels, blessed and damned souls, and everything in between, because when all of their inhabitants were destroyed, there was nothing left to keep the planes in existence. This is the ultimate scorched earth, mutually assured destruction scenario.
Now, if you're a reasonably competent god, you know what's going to happen, and that it's unavoidable, because prophecies have been talking about this sort of thing for millennia. So you throw a hail mary by making sure at least some of your worshippers survive by relocating them in places you hope won't be destroyed and instructing them to keep believing in you no matter what. You play the long odds that you won't be forgotten and will get prayed back into existence.
As it turns out, the enclaves which survived were located on the various Elemental Planes, probably because they were considered to be a cosmic ghetto by the various deities. Does Vulcan reside on the plane of fire? Does Pele? No, they live in the Outer Planes. Elementals don't have souls, the gods reasoned, and therefore they were below godly notice.
Or, to put it another way: in case of Nuclear War, Antarctica simply isn't going to get hit.
So these races made their homes on the Elemental Planes, and while some died, others managed to adapt and thrive. Time passed; races interbred and evolved. Eventually, they became the dominant cultures there.
But a funny thing happened, or rather didn't happen: the gods never returned. This was partly due to loss of worshippers, who either resented their god for abandoning them or lost hope after years of unanswered prayers, and partly because it just takes a huge amount of time and prayers to not only re-grow a god, but also create his divine plane from nothingness.
However, systems have a way of balancing themselves. Even without their gods, the Priests could still channel Positive and Negative Energy, and from there it was a short step to worshipping the Energy Planes themselves. Souls must come from somewhere; why not the cosmic fount of creation? Positive Energy forms the souls, which then progress across the Elemental Planes where they are incarnated into the faithful, and when they die the souls either return to their source of creation for another go-round or they are judged tainted and are consumed by Negative Energy. It's clean, it's elegant, and it even answers certain questions like "Without gods, who answers my prayers?" Answer: the souls which exist as pure energy. Not turly a god, more like a hivemind consciousness, a basic operating system of worship. Input prayer, output spell.
More time passed. The dominant cultures on each plane become planar aristocracy, and are what we now call Genies (the Djinn, Efreet, Marid, and Dao races). In turn, they created subservient races: Dragons (air), Dwarves (earth), Elves (water) and Orcs (fire).
Yet more time passed, and the slave cultures of each plane realized that their fortunes would never change without direct action. Yet their masters were too powerful to overthrow, and there is no other place for them to go where they can be free. Unless the old legends are true...
Eventually, the sages of the four races come to the conclusion that since the old Material Plane was a combination of all 4 elements, it should be possible to create a new one using resources siphoned off from each of the Elemental Planes.
It was a dangerous undertaking of epic proportions, one which cost hundreds of years and countless lives, but in the end, powerful magic and ancient artifacts were used at the heart of each plane, and thus the Engines of Creation began to make a new Material Plane.
TL;DR break inserted here. Continued next post.
As much as I'd like to have everyone believe I've thought of everything beforehand, creating anything is very much a matter of "Oh crap, how did I miss that, now I have to fix it," usually with much pacing and flailing about and sometimes smashing crockery. This week has seen me sit down to write something, only to discover as I'm arm-deep in creativity that not only did I miss something critical, but fixing it demands I radically re-think whatever I had originally planned.
As you probably know by now, I do not easily discard beloved ideas, but sometimes they gotta go. Fortunately, I had some very competent help, and while the replacement ideas may not be as elegant as what I originally planned, I think they make up for it with sheer nastiness.
So, onward with the post, and I hope it makes up for my recent silence.
In my Cosmology Overview post, longtime reader Mxyzplk asked a series of questions regarding light, shadow, etc, and it took me forever to realize what he was actually asking, which is this:
"Palette, it seems to me that given your description of this world, and especially in the cross-section of figure 4, that the disk of Pellatarrum evenly bisects the energy planes which produce day and night. This means that the "sun", if you will, is at the same height regardless of the time of day, and as such there are going to be really crazy sunrise-like shadows all the dang time. How do you address this?"
And I say, I blame my deficient art skills, because figure 4 is for representational purposes only and is not to scale and I should have said so in the first place. Sorry!
Properly addressing this confusion requires a multi-part explanation. I apologize ahead of time for the massive infodump this has become.
Part 1: The Dayspire
Assuming a perfectly smooth, circular track, and a horse that could sustain a 30 mph gallop, a rider at the base of the Dayspire that started riding in the direction of rotation at noon could just keep pace with the sun. This equals a diameter of 720 miles which, to put that in perspective, is two-thirds the size of Olympus Mons, the biggest mountain in the entire solar system.
Yes, that's the entire state of Hawaii in red. Now, while the Dayspire is smaller than Olympus Mons, it has one thing over on its larger Martian cousin: instead of being a cone, the Dayspire is a cylinder of usually consistent thickness (slightly larger at the base due to sloping, etc.) So when I say it blots out the sun (or the Energy Planes, same thing in this case) it really does eclipse it.
Now what's interesting about this is that sunrises -- we'll call them sunrises for simplicity -- are really strange because they're sideways. As you face the Dayspire, the sun will peek out from the right hand side, transit behind you, and then set to your left. The entire time the sun is in the sky, it is approximately at what we on Earth would consider to be 10:00 am.
So, sadly, you never get any high noons. On the other hand, everyone knows what time it is just by orienting themselves toward the Dayspire (easy to do on level ground, as this is a flat world and the Spire has infinite height) and looking at the angle of shadows on the ground.
But how is this even possible? We have to go back to the beginning.
Part 2: The Engines of Creation
The reason there are no gods on Pellatarrum is because they are all dead, having perished untold eons ago in a glorious Götterdämmerung that destroyed not only the mortal realm (Material Plane), but also the abodes of the gods themselves (the various Outer Planes).
Yes, you read that correctly. The entire Great Wheel destroyed, along with all the gods, demons, devils, angels, blessed and damned souls, and everything in between, because when all of their inhabitants were destroyed, there was nothing left to keep the planes in existence. This is the ultimate scorched earth, mutually assured destruction scenario.
Now, if you're a reasonably competent god, you know what's going to happen, and that it's unavoidable, because prophecies have been talking about this sort of thing for millennia. So you throw a hail mary by making sure at least some of your worshippers survive by relocating them in places you hope won't be destroyed and instructing them to keep believing in you no matter what. You play the long odds that you won't be forgotten and will get prayed back into existence.
As it turns out, the enclaves which survived were located on the various Elemental Planes, probably because they were considered to be a cosmic ghetto by the various deities. Does Vulcan reside on the plane of fire? Does Pele? No, they live in the Outer Planes. Elementals don't have souls, the gods reasoned, and therefore they were below godly notice.
Or, to put it another way: in case of Nuclear War, Antarctica simply isn't going to get hit.
So these races made their homes on the Elemental Planes, and while some died, others managed to adapt and thrive. Time passed; races interbred and evolved. Eventually, they became the dominant cultures there.
But a funny thing happened, or rather didn't happen: the gods never returned. This was partly due to loss of worshippers, who either resented their god for abandoning them or lost hope after years of unanswered prayers, and partly because it just takes a huge amount of time and prayers to not only re-grow a god, but also create his divine plane from nothingness.
However, systems have a way of balancing themselves. Even without their gods, the Priests could still channel Positive and Negative Energy, and from there it was a short step to worshipping the Energy Planes themselves. Souls must come from somewhere; why not the cosmic fount of creation? Positive Energy forms the souls, which then progress across the Elemental Planes where they are incarnated into the faithful, and when they die the souls either return to their source of creation for another go-round or they are judged tainted and are consumed by Negative Energy. It's clean, it's elegant, and it even answers certain questions like "Without gods, who answers my prayers?" Answer: the souls which exist as pure energy. Not turly a god, more like a hivemind consciousness, a basic operating system of worship. Input prayer, output spell.
More time passed. The dominant cultures on each plane become planar aristocracy, and are what we now call Genies (the Djinn, Efreet, Marid, and Dao races). In turn, they created subservient races: Dragons (air), Dwarves (earth), Elves (water) and Orcs (fire).
Yet more time passed, and the slave cultures of each plane realized that their fortunes would never change without direct action. Yet their masters were too powerful to overthrow, and there is no other place for them to go where they can be free. Unless the old legends are true...
Eventually, the sages of the four races come to the conclusion that since the old Material Plane was a combination of all 4 elements, it should be possible to create a new one using resources siphoned off from each of the Elemental Planes.
It was a dangerous undertaking of epic proportions, one which cost hundreds of years and countless lives, but in the end, powerful magic and ancient artifacts were used at the heart of each plane, and thus the Engines of Creation began to make a new Material Plane.
TL;DR break inserted here. Continued next post.
Labels:
Pathfinder,
Pellatarrum,
Role-Playing Games,
Worldbuilding
Monday, September 21, 2009
Interceptorizor
A combination of feeling crappy and a post which threatens to spiral out of control has forced me to give you this, in an effort to hew to some kind of schedule, no matter how half-assed it may be.
Labels:
Phoning it in
Friday, September 18, 2009
Pellatarrum: Gods
Or lack thereof, to be accurate, because there are no gods in Pellatarrum.
You see, I've always been fascinated with the concept of clerics who somehow get their powers from worshipping an ideal rather than an entity, and wondered if it would be possible to extrapolate that abstraction further. Is it possible to get spells from worshiping an alignment? What about a plane? Or energy?
The people of Pellatarrum do just that. Remember that the Positive and Negative Energy Planes serve as sun and anti-sun. They are visible reminders of life and death which sweep across the face of the world daily, and clerics naturally channel positive or negative energy. From there it's a simple, natural step to the Church of the Light and the Cult of the Dark.
What exists on those planes? The PEG is the source of all souls (much like the Guf of Hebrew lore) but it's not like you can really interact with them in any meaningful way short of high-level magic. They are soul-stuff, and you... aren't. It's like trying to to have a conversation with a bacterium; there's a huge metaphysical divide which cannot easily be breached.
The NEG, of course, is simply rotten with stuff you can interact with, but none of it is healthy. Undead, intelligent undead, incorporeal undead, powerful undead, and of course entropy itself all wait for you with cold, grasping hands.
There are angels and demons of a sort, though. The enigmatic Xag-Ya and Xeg-Yi are there as well, doing... whatever it is they do. For all we know, they could be planar janitors or interior decorators. The point being, any time the GM needs something angelic or demonic to appear, you get these guys. They aren't really good or evil per se, but they are incarnate energy of either creation or destruction, so they fill basically the same roles,a nd without the mess of alignment afterwards!
But still, that leaves us without suitable extraplanar shorthand for good guys and bad guys, doesn't it? For that, we need only cast our gaze upwards at the Elemental Planes.If you need good guys, then Djinni fit your bill, and their counterparts the Efreeti make dandy villains. The Chaotic Neutral Marid will hopefully satisfy Jeff Rients' passion for chaos frogs, and the Dao are greedy bastards.
What to do if someone casts "Summon Monster" and needs a celestial or fiendish critter? Use the "elemental creature" template from the Manual of the Planes instead. A fire element scorpion will certainly get someone's attention!
Another nice benefit this has is that it puts the Gray -- those who worship nature, the land, or seasons -- into a position of increased usefulness. It's handy to be able to rebuke or control elemental creatures when spellcasters are summoning them willy-nilly.
So there are no gods in Pellatarrum. (Druids and elemental clerics get their power from the elemental planes themselves.) There are, in fact, no Outer Planes at all. The Ethereal and Shadow planes do exist, but they're coterminous to the Prime Material (which in this case is the infinite disk of Pellatarrum and nothing else) and as such don't really merit a special "place" on the map. Souls come from the Positive Energy Plane, and when they die they go...
Well, it depends. And that's a subject for another post.
You see, I've always been fascinated with the concept of clerics who somehow get their powers from worshipping an ideal rather than an entity, and wondered if it would be possible to extrapolate that abstraction further. Is it possible to get spells from worshiping an alignment? What about a plane? Or energy?
The people of Pellatarrum do just that. Remember that the Positive and Negative Energy Planes serve as sun and anti-sun. They are visible reminders of life and death which sweep across the face of the world daily, and clerics naturally channel positive or negative energy. From there it's a simple, natural step to the Church of the Light and the Cult of the Dark.
What exists on those planes? The PEG is the source of all souls (much like the Guf of Hebrew lore) but it's not like you can really interact with them in any meaningful way short of high-level magic. They are soul-stuff, and you... aren't. It's like trying to to have a conversation with a bacterium; there's a huge metaphysical divide which cannot easily be breached.
The NEG, of course, is simply rotten with stuff you can interact with, but none of it is healthy. Undead, intelligent undead, incorporeal undead, powerful undead, and of course entropy itself all wait for you with cold, grasping hands.
There are angels and demons of a sort, though. The enigmatic Xag-Ya and Xeg-Yi are there as well, doing... whatever it is they do. For all we know, they could be planar janitors or interior decorators. The point being, any time the GM needs something angelic or demonic to appear, you get these guys. They aren't really good or evil per se, but they are incarnate energy of either creation or destruction, so they fill basically the same roles,a nd without the mess of alignment afterwards!
But still, that leaves us without suitable extraplanar shorthand for good guys and bad guys, doesn't it? For that, we need only cast our gaze upwards at the Elemental Planes.If you need good guys, then Djinni fit your bill, and their counterparts the Efreeti make dandy villains. The Chaotic Neutral Marid will hopefully satisfy Jeff Rients' passion for chaos frogs, and the Dao are greedy bastards.
What to do if someone casts "Summon Monster" and needs a celestial or fiendish critter? Use the "elemental creature" template from the Manual of the Planes instead. A fire element scorpion will certainly get someone's attention!
Another nice benefit this has is that it puts the Gray -- those who worship nature, the land, or seasons -- into a position of increased usefulness. It's handy to be able to rebuke or control elemental creatures when spellcasters are summoning them willy-nilly.
So there are no gods in Pellatarrum. (Druids and elemental clerics get their power from the elemental planes themselves.) There are, in fact, no Outer Planes at all. The Ethereal and Shadow planes do exist, but they're coterminous to the Prime Material (which in this case is the infinite disk of Pellatarrum and nothing else) and as such don't really merit a special "place" on the map. Souls come from the Positive Energy Plane, and when they die they go...
Well, it depends. And that's a subject for another post.
Labels:
Pathfinder,
Pellatarrum,
Role-Playing Games,
Worldbuilding
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