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MistworldThe world, mysteries, mastery and transcendence: You live in a world infused with magic. The sun in the sky cycles through a rainbow of colors, each of the seven moons in the sky is home to a hero-saint, and magic is real. The world itself, seen from a distance, looks like a ball of frayed steel wool, floating in seas of mist. People live on islands that thrust themselves out of the mist, they travel between islands on flying boats, magical pathways and trade routes that do not go too far into the mist. Deep below, where the light of the seven moons does not reach, in the perpetual dark, are undead, of seven kinds. There are mysteries of mastery that one can reach after a lifetime of study, or, one can gain access to matrix magic by being initiated to one of the pathways of the seven saints. In return, the initiate has a duty, a compulsion, to travel and strive against evil for a season. Many people choose the "easy" path to magical enlightenment, wear the colored magical shirt of their patron saint, and travel for somewhere between eighteen months and two years. This is your world, this is Mistworld. But, what are mysteries, what is mastery, what is the path to transcendence? In a magical or heroic world view, the sort that mankind has had for most of the recorded time that there have been men keeping records, there are always societies, lodges, brotherhoods and affiliations. They serve several purposes. First, they bond men together by choice. A Cheyenne Dog Soldier chose to join the Dog Soldiers, to join to them as blood brothers. A coastal Maneater did the same. Second, they provided a set of roles or guidelines for behavior, a human pack with rules and security of knowledge. Third, all of them promised access to the true magic, to mysteries, some in this life (such as the Pythagoreans and musical scales and higher geometry), some in the next (Isis, Heracles). Most fantasy role playing games and settings seem to ignore this feature of historical fantasy and life. Both Mistworld and Shattered Norns embrace the concepts of mysteries, mastery and transcendence. |
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Sample Mysteries: Mistworld actually has a human mystery, which makes it possible to live a healthy and happy life in spite of the background levels of radiation and heavy metals. The Herdsman (one of the saints)'s light from that moon has the same effect on animal life. To the extent that an animal is exposed to the light of that moon, once a fortnight, that animal will have resistance to poison and radiation. A "stock" fantasy world would have racial mysteries for elves and dwarves. Orcs are elves without their racial mystery. Kobalds are dwarves without the racial mystery. Shamen are a mystery path. The required skill is Spirit Speech (also a spell casting skill as well as a language). The route includes access to a fetch. Mysteries exist for almost any role, and are available if there is sufficient population mass to sustain a society, from Smiths (the mystery of iron is ancient) to Sorcery to the various magical and warrior societies. There especially are mysteries of the sword and the spear and the bow that focus on transcendence with sword skills and special abilities that come into play with those weapons and the typical use of those weapons. Characters may partake of more than one mystery.
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Beginning with
Mastery:
Mastery occurs when a skill is perfect or close to perfect. The Master Mason, the Master Smith, the Master Swordsman, all of those are archetypes. In game terms mastery occurs when:
Then a Mystery: Mysteries are affiliated groups, somewhat like a RQ religion, that have a secret, a brotherhood or society organization, and a path to transcendence. Without all three a mystery is nothing more than a social club. To be able to join or walk a mystery one must:
Finally Transcendence:
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