Editing
The other side of Godtime
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==The Leaving of Pavis== . * The leaving of Pavis will take place on the dusk of the last day of sacred time. * All Pavis worshippers, even lay members, will leave. Any worshippers of gods caught up in his 'Pantheon' will leave. This includes enemies. * Anyone within the confines of the zola fel river from the temple of the twins to the base of the grantlands will be drawn there. This includes all sentient lifeforms and spirits The New Valley When Pavis is moved it will effect the entire of his claimed areas and deeds. *This includes, by extension, Pavis, New Pavis, Pavis county, Sun county and a fair portion of the zola fel river [as far as the grantlands] *This could include other areas, including adari, the mountain of the faceless statue and the lands in which his power works, but these would involve other creatures consent, so are doubtful. *The new land is mediterranean, with low hills mimicking the Stormwalk mountains to the west of the river. *The plains are devoid of nomads, only those trapped within Pavis lands are here. *The paps will be represented in part, as the Zebra tribe is part of Pavis. *Zola Fel will be a river spirit and part of the Pavis pantheon.There is a great need for a friendly river-god... Iron works differently here, and steel is known. "Cold iron" is a technique of ironsmithing that never raises iron above the curie point, keeping it's original ferromagnetic properties. Iron has antimagical properties. Steel can be magicked. The techniques known to the smithing cults in Pavis will be unique in the world. Effects *Sorcery will work as per MRQII, with the spells of each grimoire highly specialised. sorcerors will be able to add to their 'spell books' *Combat effects as per MRQII, with all the blood and guts that will bring. *Spirits 'sleep' within the natural world a lot more. They are less independently active. *Gods here are a little different. Orlanth is known, as are most of the lightbringers, but they fulfill different roles and are worshipped alongside other deities. *They are more impersonal, less intimate, harder to 'know'. Heroquesting here is impossible, there is no access to the heroplane. *Lunars will lose connection with their goddess. Their divine magics dont work.They will qickly find an analogue. *Divine magic is normally gained through worship of a pantheon or secret order. Individual god worship is unusual, confined to gloranthan refugees. Some runes here are more prominent or have different meanings. Some minor gods or spirits are more powerful here, some are unknown. Grasses and foods are compatible. The area has more regular rainfall and dry seasons, and is far more heavily wooded in the North. Pavis will be the first Gloranthan god to shift his entire domain into the Quest-World. He can only do this to keep the great compromise and create a victory, thus cleaning the net of time. Others. *Ancient Yelmali terraced holdings to the south, beyond the great steppes. A full yelmali culture with cavalry, archers and hoplites as coordinated forces. In a constant state of tension with the surrounding taurean tribes. *Centaur/other tauren domination of the high plains. **In gloranthan terms, they worship primal ancestors, heroes and the natural forces of the world. **There are a multitude of centaur analogues, divided into three types. ***Herbivores/omnivores. Centaurs [horses], ? [deer], ? [camel], minotaurs [cattle], ? [sheep] & [goats]. ***Omnivore/Carnivores. ? [lions], ? [leopards], ? [tigers], ? [wolves]. ***Manotaurs. Hybrids that reverse or modify the normal taurean form. Greek minotaur, satyr, harpies, hawk-men, dog-men, etc. *Far to the east, the Questworld book settings [more colonial/sparse]. This culture is originally gloranthan [refugees from the second age/arkat wars], but has drifted considerably over the years. They worship loose equivalents of the Gloranthan gods the PC's are familiar with, and include orlanthi and sun cultures, elves [very different here], dwarves [different] and trolls [no curse!]. there are praxian remnant cultures amongst them, including storm bull and herdmother. *Saurig/saurians to the north. They are nothing like dragonewts. Their culture is incredibly ancient, and includes slave races of every species. They inhabit the wet jungle low and highlands. *Scattered human tribes. Generally relics of lost/ stranded groups. In the temperate regions to the west, there are several minor groups of humans. *Otherworldy remnants. Glorantha is not the only world to deposit its anomolies and flotsam here. Discuss with players what they are comfortable with. *Demonology rules from old white dwarf articles - remnant of the first [human] society who lived here. *Primal figures here that are reflected in earthly and other worldly legends. Giants, monsters, demigods, demons and devils. New pavis/old pavis. Everything is the same physically. The world it is that is different.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information