The other side of Godtime

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The other side of godtime is the Quest-World, a place hard to reach for gods and man alike.It is a world in which Law and chaos are different in their natures and the gods are more removed. Glorantha has had an influence here, as there have been a steady trickle of lost heroquesters, tribes removed by very great magics or things swept up in the eternal battle or other points where godtime intrudes into the middle world. The world itself is different in nature and runs on different laws. It is less overtly magical but more subtly so...all the mechanical aspects of gloranthan magic are the same, it is just that they are a different type of magics to others practiced in the Quest-World. It is a sphere that orbits a star and has four moons [though three are small and distant enough to be seen as stars]. It has seasons based on axial tilt and distance from the sun. However, all of these impersonal forces are, in some sense, also living entities, or gods. Gods do not walk this world, Founders do not manifest and cacodemon cannot be brought into it. Things are different, but the same.

The lands are largely uninhabited except in pockets. Remnants of others who have been and gone here can be found. Native sentient species run to tauren races, shapechangers and saurians. Humans are fairly rare.

When Pavis is twinned 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. The 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.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. 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 Centaur/other tauren domination of the high plains. Far to the east, the Questworld book settings [more colonial/sparse] Saurig/saurians to the north. Scattered human tribes. Generally relics of lost/ stranded groups. Otherworldy remnants. Glorantha is not the only world to deposit its anomolies and flotsam here.

New pavis/old pavis. Everything is the same physically. The world it is that is different.