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Month Index: September, 2006
From: Dreamer <dreamer@??????.?????.??.uk> Date: Tue, 19 Sep 2006 23:11:30 +0100 Subject: Re: Maj Space: The Belt - Veiled Worlds
This is the first draft of a proposed addition to The Belt, in Maj Space, which potentially allows the GM to change the entire social and political make-up of the system. Veiled Worlds - 19/Sep/06 One of the reasons that the dwarves are cautious about exploring The Belt is that they have so far discovered at least three 'Veiled Worlds', something which they make considerable attempts to hide from non-dwarves. These attempts have been mostly successful, but there are still a few myths about there being some very strange worlds in The Belt. A Veiled World is one which from a distance looks just like a boulder, at least 25 ft. in diameter. As you get closer to one, within about ten times its diameter, it seems to get bigger (or maybe you get smaller, it is difficult to tell). As you get to it's diameter away you find you are entering the air envelope over an entire world, typically spherical, of diameter between 10 mls (size class B (Diminutive)) and 4,000 mls (size class D (Small)). Landing on and leaving these worlds is just as difficult as if they were a conventional world of that size, and they are just as prone to have weather, so an incautious approach with an insufficiently powerful means of travel might mean that you are stranded there. Leaving a veiled world by any means, whether for visitors or locals, means that they 'get bigger' when leaving, and 'get smaller' on arrival. This also applies to magical travel via things like Teleport and Gate. The only hint that there is a veiled world around is the 'veil' which surrounds them. This is the sun getting very slightly dimmer, so as to gather enough light from a large enough area of wildspace to illuminate the world properly. This dimming is easily overlooked, unless you are a very experienced traveller in The Belt - attempting to map its extent so as to guess where the veiled world, in the centre is, would not be an easy task. GM Option: If desired some veiled worlds may be 'locked', so that those who are living on them may not leave until someone visits them from the outside. This 'unlocks' them, and the locals can then come and go as freely as anyone else. Cruel GMs might have 'locked' worlds that wont let visitors leave, either, until some sort of special task is done. Such a lock would also affect things like Teleport, and you would need something like Gate to evade the lock. It is possible the dwarves are afraid to let something really nasty free from a locked world into The Belt. Veiled worlds allow the GM to place anything they like in The Belt, and have the world quite difficult to find again, except to the most skilled navigators. Entire 'lost' civilizations that only the exploring player-characters initially get to know about can be placed there. It is recommended that GMs think carefully before adding any intelligent races to such worlds which do not appear elsewhere in the system. -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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