Date: Sat, 19 Nov 1994 14:05:26 +1100 (EST) From: "Brenton / Saxon George (COM)" To: The Black Marble Wombat's cosm Subject: Geos, draft 2, 1/2 GEOS Part 1 of 2 Okay, uhm. Here's the next bit of housecleaning. It's got most of the elements, I suppose, but its not really what you'd call complete. Still needs a *lot* of tidying up. I suppose I'd better talk you through this one. Uhm, for those've come late, and those you don't remember, this little [SFX: unpleasant sniggering in the background] project began around mid-94, when the group was discussing the Occult "world law" of Orrorsh. I made a comparison between the Occult and Weird Science, and then between the Occult as practised in Orrorsh and between the hypothetical version that would be practised in the Gaunt Man's alleged home cosm of Geos from Interview with Evil, and then kinda went anal and *had* to do a brief write-up of Geos from the book. From there things kinda snowballed. Over the next couple of months there were a number of animated discussions over the fundamental nature of Geos. Because the following write-up isn't quite a coherent as I would like, I'll reiterate what I think was the best point out of those discussions right here at the start, so that it doesn't have the chance to get lost among the details later on, okay? To wit: the fundamental nature of the superstition reality of Geos is probably best summarised by what Dave Oakes said in the following exchange between himself and myself, from September: [Dave] geosians cling to ritual not out of hope, not that it will deliver them from evil, but that it is the only thing that stands between them and an evil that is already here. much like the world of the ancient aztec, geos' days are numbered, and all they can hope to do is stave off the inevitable by slavishly repeating the rituals and superstitions that have gotten them this far. [Saxon] There is a sense of hope, it just has to be clawed out in a long, slow process rather than happening by default. This, as I see it, is the fundamental difference between the horror and superstition realities. In Orrorsh its the unknown nastiness waiting to get you *and there's almost nothing you can do about it* (with the GM handing out just enough hope to keep his cattle from falling out of fear into despair). Geos, OTOH, is the unknown nastiness waiting to get you, but which can be put off (they think in all cases, actually only in most/some) by going through the motions of the rituals, etc. [Dave] exactly what i see, we just differ on the concept of "hope" - in orrorsh, there is little you can do to stop the horrors, but they are few and far between, and it is possible to forever vanquish them; in geos, you can stop a "horror" dead in his tracks with the proper ritual, but he will be back the next day and the day after that, and every day until the day you die. gaeans have hope, because there is a chance they will one day be free (or at least the perception of a chance). geosians have been ground to the nub, and continue on only because ritual dictates that they must. they arent living, just going through the motions (very much like tharkold actually...) [...] what you see is what you get in geos, and what you see isnt very pretty. the "horrors" of geos are not going to be some dark, nasty, incomprehensible beast with 17 heads and two hearts, but common everyday things taken to horrible proportions. in geos, the apes really do eat men. wolves really are savage killers. the fear is not due to the unknown, the known is scary enough. the fear is that one day you might forget the ritual, or misspeak an important word and [...] i doubt there are monsters under _every_ bed in my geos either. i was just comparing it to gaea where the EoF is stable. in gaea, there are monsters under 10% of the beds, so you can be lulled into a false sense of security and be really scared when the critter does pop out. in geos, there are monsters under 90% of the beds, so you have to be ever vigilant or else. Have you got all that? Good. Now, there was lots of other nifty stuff, but I'll include that at more or less the relevant places. Some of it can left as is, others are just ideas that still need work (in some cases, a lot of work. I'm sure Ks. Jim still gets cold sweats thinking about the "Gaunt Man as cosmic patsy for the Nameless One and Heketon theory" of Geos' world law creation :-) (of which the extremely watered-down version is used herein). Acknowledgements: Thanks go to all the people who contributed to this project, including: John Terra, for writing Interview With Evil upon which much of this is based Dave Spitzley, for pointing out that the Gaunt Man didn't necessarily have to be Heketon's first High Lord, and for pointing out that the Gaunt Man wouldn't necessarily be upset by it (and Smooge for agreeing with him :-) Dave Oaks, for suggestions to numerous to mention, but sepecially for revealing that Macbeth and other tragedies aren't necessarily fiction on Geos, and supplying lots of quotable quotes. And Kansas Jim, also for suggestions too numerous to mention, and for the near infinite patience that comes with being a Guru in handling my wilder flights of fancy. ---------- There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy. - William Shakespeare, Hamlet I:5 Superstition is the poetry of life. - Goethe, Spruche in Prosa III Of course I don't believe in it. But I understand that it brings you luck whether you believe in it or not. - Niels Bohr If my dream was true, then everything we know, everything we think we know is a lie. It means that the world's about as solid and reliable as a layer of scum on the top of a well of black water which goes down forever, and there are things in the depths that I don't even want to think about. It means that we are just dolls. We really don't have a clue what's really going down, we just kid ourselves that we are in control of our lives while a paper's thickness away things that would drive us mad if we thought about them for too long play with us, and move us from room to room, and put us away at night when they're tired, or bored. Rose Walker - "A Doll's house", part 7, Neil Gaiman's _Sandman_ #16 CONTENTS Part 1 The Cosm General history Cultures Part 2 The Rules Axioms and world laws Skills Spells Superstitions Creatures of Geos Fringe realities Bibliography Caveat The cosm of Geos is almost entirely dependent on the description of it given in John Terra's novel _Interview With Evil_, and a substantial section of this text is either based on it, or occasionally copied directly. On the other hand, in order to make Geos something other than what has jokingly been referred to as a "boring old Core Earth clone (tm)", substantial chunks of history and geography have been added that should, logically, have been included by the Gaunt Man when he described his homeworld to the reporter Leslie Borden. How can this be so? Simple, for various reasons the Gaunt Man lied through his teeth. One possible reason is because there are things about Geos that he does not recall, an interesting and revealing idea that is included in his description in the Orrorsh sourcebook (p. 18): "Finally, there are those who beleive that he does nor speak of his past because he does not know it. Their opinion is that the twisted and deranged mind required to construct such a reality as Orrorsh would of necessity be unstable - that the Gaunt Man has simply lost touch with certain parts of his identity." The parts of his identity that he has lost touch with are, of course, selective. As a creature of evil dedicated to creating fear and spreading destruction he naturally retains the recollections of events that relate to his position as High Lord, as well as to events of evil and the macabre. Thus, when he describes his early life we can be reasonably sure that this is a lie; boring and normal is not something that this creature is likely to bother even trying to remember, and so under the circumstances he was forced to make something up. On the other hand, when he makes the comment that there is the possibility that he was conceived when his mother was impregnated by a monster summoned by one of the Cultists of the Nameless One, then this is gruesome enough that we can be reasonably sure that he does indeed remember it correctly, providing it ever happened at all (even he wasn't certian about this detail) or he wasn't embellishing. And this brings us to the second possible reason for the Gaunt man to lie: to create fear. He may well remember perfectly some details, but choose instead to give a highly selective - and therefore more fearsome - account of himself; again the Orrorsh sb: "Others suspect that he does it only to add an air of mystery and tension to his presence. The unknown is an elemental part of the reality he created in Orrorsh." Remember that the Gaunt Man feeds on fear, and that his entire interview was basically a horror story to milk Ms. Borden of a tasty snack. He didn't need to give her any amount of the truth; to do so would be counterproductive in a reality where fear is generated through the use of the unknown. One wonders which storm knights he'll lure to their doom with the potential misinformation in those biographies he forced Leslie's ghost to write up... THE COSM The cosm of Geos takes its name from the planet Geos, an Earth-like world that is the original home of the Gaunt Man. Or at least so he relates in "Interview with Evil". Geographically Geos closely resembles the planet Gaea. This may help to explain the Gaunt Man's delight with the latter world. Not only does the arrogance of the Victorians of Gaea make them prime dupes for aiding him in his invasion of Earth, but the Victorians' world is in many ways reminiscent of his own up to the time he departed it to become a possibility raider. This is not to imply that the Gaunt Man is homesick or is in any way fond of Geos. Rather, the sight of Gaea subjugated by his horror reality creates for the Gaunt Man a sense of pleasant anticipation of the time when he will carry out his threat to return to Geos to destroy his birthworld. Use the map on page 16 of the Orrorsh sourcebook for the general arrangement of Geos' continents, with particular reference to the "19th century cartography" style appearance of the place. Note, however, that Geos is not totally identical to Gaea; for one thing Geos is flat, rather like Magna Verita, the home world of the Cyperpapacy, for another the tectonic upheavals caused by the departure of Heketon with the Gaunt Man changed some parts of its layout. A further reason for consulting the Orrorsh sourcebook is its excellent advice on creating a mood of fear. The superstition reality of Geos is, in many ways, reminiscent of its offspring, the horror reality of Orrorsh. Both realities are typified by the unknown (albeit Gaea more than Geos), and the often irrational and fearful reactions of people to the unknown (Geos more than Gaea). Thus, while Geos is not as advanced in the ability to create fear as Orrorsh (the Gaunt Man has spent more than three millennia actively trying to perfect the Ecology of Horror as a way to drain possibilities from people) the genre of Geos is close enough to be able to benefit from that style of storytelling. The Gaunt Man related the following summary of his world's publicly known geo-political history to the Core Earth reporter Leslie Borden shortly before he murdered her: "Geos is in many ways similar to Terra, Gaea, Magna Verita, and Earth, with the same general continental arrangements and historic parallels. Many of the nations are similar, though with some great differences." "On Geos, Europe consists of AngleSaxon Land instead of Great Britain and Ireland; Gaul instead of France; Iberia instead of Spain and Portuagal; Flanders instead of Belgium, Luxembourg, and the Neverlands. On Geos, the Roman Empire never completely fell, and the areas you know as Italy, Switzerland, Yugoslavia, Greece, and the Balkan nations, are all under the control of Emperor Phillipus Caesar XI. Germany, Poland, Austria, Denmark, and Czechoslovakia are called the Prussian Empire. Norway, Sweden, and Finland are called Scandinavia. Russia is called Muscovy, and has the same borders as your now-defunct Soviet Union. Africa is divided into three nations, the Egyptian Empire, which stretches across the northern third of the continent; the Ethiopian Alliance, in its center; and Azania. "The areas you know as Central and South America are under the rule of the Mayaztinca Empire. All of what is your United States west of the Mississippi, along with the western half of Canada, is controlled by the Nation of the Ten Tribes, an alliance of what you call Native Americans or Indians. The Europeans have colonised the lands east of the Mississippi, but have stopped there. The New AngleLand Colonies correspond to your New England, New Flanders is where your Middle Atlantic states are and is owned by Flanders, and the American South is owned by the Roman Empire, and called Terranova." (IWE, pp. 8-9). There is, however, a more fundamental secret history to the rise of civilisation on Geos. The Darkness Device Heketon arrived during the prehistory of the world, and created a chamber nearly two thousand miles below the surface of the planet where it could wait for the coming of a suitable High Lord. Heketon installed itself as the "heart" of Geos, attaching itself to the world with a web of red and blue stalactites and stalagmites. In doing so it attuned itself to Geos' reality, and began to shape it. Prior to Heketon's arrival the humans of Geos were little more than savages, to whom the Darkness Device bequeathed the gift of civilisation. The reason Heketon took this course of action was simple: it did so at the Nameless One's behest... The Secret Pre-History of Geos I get this [...] view of a great black stone striding the countryside strewing stelae around like a horrifying Johnny Appleseed. - Jim Ogle In the beginning Aperios created the cosmverse, and in response the NO dispatched its own creations, the Darkness Devices, to wreak Aperios' creation. However, an unexpected flaw developed in the DDs, since when they entered a cosm they began to loose their original humanoid shape as well as their mobility (IWE p. 55), which hindered their ability to wreak destruction. This prompted them into linking with mortals, who became High Lords. Together these duos spread destruction across the cosmverse, with the intent (on the DDs part at least) of so weakening the fabric of the realities that once a critical threshold was reached the NO would be released from imprisonment in The Place into the cosmverse (Torg Rulebook p. 86). But problem arose with the motivations of the HLs, since more often than not they became more interested in personal glory than with spreading destruction. An example of this resulted in the recent alliance of Rec Pakken and the Kefertiri Idol to exploit the Land Below for a more destructive HL. To this end the NO gave Heketon, one of the most powerful of the DDs (or if you believe Heketon's claims, the most powerful) a special project - to create a HL beyond the lure of petty personal trappings. The DD was dispatched to a cosm with a suitable reality to use as raw materials and bring forth such a HL. That cosm was the Earth-like world of Geos. When Heketon arrived on Geos circa 7,000 BC the humans of that world were still in caves, but already their primitive fears had formed the initial version of the Law of Superstition that the DD was later to tailor slightly. As a general rule DDs require the use of stelae to transmit their powers (Torg Rulebook p 83). To this end Heketon set about covering Geos with stelae; before it lost its mobility to the force of the reality of Geos it travelled about the world, tricking, coercing, or otherwise getting humans to create and plant stelae for it. Sometimes it took HLs for short terms to do this, then dumping them later without ever having explained the principles of intercosm raids. These little alliances weren't really necessary as long as Heketon still retained its mobility, but by doing so it was able to incite intertribal wars that appealed to its DD love of destruction. One bit of fun that Heketon had involved a now long gone nation on the island continent of Lemuria in what is now the south Pacific. The DD took as its "High Lord" the vain and petty emperor of the place, gave him a taste of just enough power to form an alliance with him, then set the empire to terrorising the Pacific Rim and planting stelae. When it had finished with them after a few decades it tricked them into an attempt to gain more power through a magical rite that summoned up Something Horrible. The continent was ravaged and sank in the course of one night, and Heketon went on its way. The ruins of some of its cities are still down there, somewhere, maybe (or maybe nor) with an entity slumbering in the remains, heedless of the life leaching effect that covers the southern half of the world (see below). Once Geos was covered with stelae, including lots of spares, Heketon retired to a chamber it had created nearly 2,000 miles below the surface of the planet to begin shaping the raw materials of Geos' reality. It raised the Social axiom (hence its claims of giving the gift of civilisation to the humans of Geos), and altered the LoSuperstition - so that the Spirit axiom was kept below 5 and any piety that was able to develop was factored through a sieve of superstitious fear and envious power lust. As a result, what little sense of spirituality developed on Geos was directed towards the unknown and the unnatural; people feared the unknown and tried to placate it, but at the same time they envied its power and tried to propagate it. Religion, such as it was, was about gaining power through magic and/or the occult. Hence the Gaunt Man's comments: "Perhaps the greatest difference between my cosm and yours is that, on Geos, there is not, nor has there ever been, any established religion. No gods are worshipped, for there has never been a prophet or messenger telling my world that gods are real. There have been no martyrs to such beliefs, no festivals dedicated to nonsensical ideals like "universal brotherhood", none such wastes of time and energy. Sorcery, alchemy, witchcraft, and superstitions make up the belief system of Geos, no matter the nation or culture." (IWE, p. 9). Heketon also made other changes purely to suit its DD tastes; originally the Law of Superstition made some superstitions literally real at random, more or less evenly between benign and malign beliefs. After tinkering this balance shifted towards destructive superstitions in a 2:1 ratio. That done, Heketon prompted the creation of the Cult of the Nameless One, and fostered the Cult's beleif in the preordained coming of the NO's Chosen One, something that Heketon nudged into becoming reality through a combination of the Law of Superstition, certain powerful occult rituals, and occasional manipulation of human agents (the cosmverse helps those who help themselves). The NO took virtually no part in the activities of the Cult; the only time it intervened was when it had to do something that Heketon could not - to infuse the Gaunt Man with a fraction of its power. This partly accounts for the derision Heketon exhibits towards them in IWE - they were easily led fools. Note that in the account the GM gave to the CE reporter Leslie Borden Heketon attributes the creation of the Cult to the NO by it touching upon the minds of madmen (IWE p. 67). This is most likely a lie on the part of the GM to give himself an air of unstoppable destiny that would enable him to wring more fear from her, although it has been pointed out that it could have happened the other way around, with Heketon arranging for the Cultists to come in contact with the Nameless One, whatever the case. The depiction of the NO when encountered by the GM during his internment in the charnel pit is of an entity too detached to concern itself with being worshipped by mortals, whether mad or sane. Moreover, there is too much evidence, both in the mechanics of how DDs work and the nature of the NO itself, that the GM must have found out sooner or later for him not to be aware that Heketon must have made preparations for his arrival, or for Heketon to risk lying to the GM that things were otherwise. Once the Cult was in existence, and the Chosen One born,the Cult was the perfect place for the formation of the NO's "perfect" HL - one who was contemptuous of life and goodness, knowledgeable in the ways of creating fear, knowledgeable of the NO, and desirous to learn more, all while remaining undistracted by personal glory. Heketon's' assignment was wildly successful, as the GM became the most destructive HL ever, and came very close to becoming the Torg, whose presence is supposed to mark the threshold of destruction that will release the NO. The outlay of effort put in to create him seemed to have been worth it. Returning to history as it relates specifically to Geos, the departure of the Gaunt Man is not without note. The Gaunt Man, and several unwilling companions, travelled down a dimthread created stairwell to the chamber of Heketon. There the Darkness Device offered itself to the Gaunt Man, but cautioned him that to remove itself from its place as the heart of Geos would bring great death and destruction to the world above. The Gaunt Man cared about this only to the extent that he wanted only half the world to die, so that he would still have people to feed him with their fear. Heketon, as the heart of Geos, had some control over the matter, and arranged for only half the population to perish. Literally half the population. The southern half of that planet had the life force stripped from it, and is now dead and incapable of supporting the life of any creature for any great length of time. Additionally, the act of claiming Heketon caused immense psychic and seismic upheaval on Geos. In the northern half thousands went mad, and tectonic shifts of the continental plates caused massive earthquakes that threw much of Geos' civilisation back into barbarism. This event is referred to as the Great Death. The Gaunt Man, as a creature who feeds on fear, returned to the surface for long enough to spread the word that he was responsible for the cataclysm, and that one day he would return to destroy the rest of Geos. Then he left. Heketon, being attuned to Geos' reality through the stelae it had planted, is still in touch with the world. The Darkness Device is therefore able to siphon off the fear created by the population and feed it to the Gaunt Man. In this way the Gaunt Man knows that Geos is still alive (for the most part) and functioning (as best it can), but as he himself has noted, he can only estimate what level of development they have reached. History - Post-Great Death That is what existed on Geos up to the time of the Gaunt Man's departure to become a possibility raider, which occurred in the equivalent of Core Earth's 17th century AD. Things have changed since then, partly because of the passage of time, and partly because of the world-wide devastation resulting from the Great Death. From this point onwards, any first time mention of Geosan locations whose names are at variance with their Earth counterparts will be followed by the Earth equivalent for ease of reference. Time does not flow at the same rate between cosms, a factor that is exaggerated by the ability of High Lords to cross between cosms with their maelstrom bridges. The full 3,500 years that the Gaunt Man has experienced has not passed on Geos. For them, only about 2,000 years have elapsed, putting them in the equivalent of Earth's 37th century AD. Keeping track of time is further complicated for outsiders because of the different calendars of Geos. Unlike on Earth, no one group ever gained so much geopolitical power that their calendar, language, etc. could become the default for the whole world. Civilisations in Europe tend to use the Roman calendar, using the AUC system measuring the centuries from the founding of Rome in [753 BC] By this measure it is currently the 42nd century AUC. Since there are no indigenous religions, no-one on Geos uses the AD/BC system which measures time from the birth of Christ. The Mayaztincan calendar is essentially identical to that of the Aztecs of Earth, with cycles of 52 years. Periodically, at the close of one of those cycles, the world is destroyed, bringing to an end an era of history. By the Mayaztinca reckoning the world is in its sixth era. The first era was destroyed by Animals, the second by Hurricanes, the third by Volcanoes, and the fourth by the Great Flood. As predicted, the fifth era was ended by Earthquakes, corresponding to the tectonic upheavals caused by the Great Death. They believe that the sixth era will end when the world is destroyed by Evil (now I wonder who that could refer too... :-) ). For the Mayaztincas it is the 39th bundle (cycle) of the sixth age. The Cathay Empire measures time in the manner of the Chinese calendar of Earth. And, of course, there are numerous less well known calendars specific to certain countries and ethnic groups. The Great Death both upset the global political situation, and threw back social development by centuries. Around the world empires were forced to withdraw back into themselves. Some were later able to reinstate their former borders. Others were not. In Europe the Roman Empire collapsed back to Italy, but in the confused centuries that followed was able to claw its way out to expand to an area greater than its former extent, partly through he control of trade, and partly through sheer bloody mindedness. The Mayaztinca, for their part, have wanted to expand northwards to gain ground equivalent to what was lost in the southern hemisphere in the Great Death. Since they were blocked from expansion to both the north and south, the Mayaztincas have expanded westwards to control much of the Pacific islands. When they became aware of this situation, the Cathay, who are normally insular with regards to affairs in the Pacific, did the same in response. The Cathay constitute the third great Empire currently on Geos. They expanded to wrest control of Southeast Asia and the western Pacific Rim while the inhabitants of the area were still reeling from the effects of the Great Death. Since no-one dared to sail across the equator into the deadly southern half of the planet, they controlled the trade routes between the Indian ocean and the Pacific and grew powerful. AngleSaxon Land has been split into three separate kingdoms since the Great Death. Initially Prittany [England and Wales], Caledonia [Scotland], and Eire [Ireland] were at war, but recently the situation has stabilised, partly because of the external threat of annexation by the likes of the Romans. There has occasionally been the suggestion that the three royal houses intermarry to solidify a united kingdom, but all of them jealously guard their sovereignty and these suggestions always come to naught. In the Americas the European colonies were cut-off form their parent nations across the Atlan [Atlantic] Ocean, and entered a period of on and off struggle between themselves and with the Nations of the Ten Tribes. Eventually the regions of the AngleSaxon Land colonies, New Flanders and Terranova united as the Confederacy of Terranova under the threat of an invasion from the Mayaztinca Empire, and at the time even made a political alliance with the Ten Nations. Today they have a variable relationship with the Ten Nations, and cool relations with the Mayaztinca. Physical Geography and Ramifications of the Great Death In Geos you don't have to worry about sailing off the edge of the world, you have to worry about the edge of the world jumping out and eating your brain. - Dave Oakes The world of Geos is an inverted dome, floating with its flattened top level with the surface of an infinite cosmic ocean known, variously, as the Sea of Night, the Ebon Ocean, the Depths, Nightmare's Shores, and the Black Infinity, among others. The very edges of Geos are uninhabited and uninhabitable - the quote immediately above gives you a hint at why. Orbiting around Geos, at varying heights above the surface of the Sea of Night, are Geos' moon, Lunas, its Sun, and five other planets. In complete contrast to the flat Geos, all are globes, although most are considerably smaller than their counterparts in Core Earth's cosm. With the exception of Lunas, the ratio of their distances from Geos corresponds exactly to Hitharki's Ratio [Bode's Law]. Each orbit is slightly elliptical (to varying degrees) with Geos at one focus. The orbits also vary in height above the surface of the Sea of Night, such that they regularly bob up and down; when they approach the surface of the Sea, their luminosity (whether from the Sun's own output or the planet's reflected light) dims. The Sun does this the most frequently, causing the periods of day and night. Visitors from other cosms often wonder how such an arrangement can produce climatic zones of equatorial, temperate, and arctic that so closely mirror those of, say, Core Earth. The obvious answer is that it doesn't, something else produces that effect, but no-one's figured out what it is yet. The stars that move about in Geos' heavens are unknown factors. They are usually attributed to being the remains of exceptionally powerful good or evil beings that have taken a spot in the Canopy of Lights to influence the destiny and workings on Geos. What they really are is something that the Geosans, even with Tech 25 astromonical equipment, haven't been able to figure out. They're just points of light. The shape of Geos' cosm can best be visualised as a four dimensional sphere. The surface of the Sea of Night is represented by the inside of the sphere. By travelling just above the surface of the Sea of Night one would eventually circumnavigate the circumference of the sphere. If one were to travel upwards one would cut across the diameter of the sphere. However, by a curious piece of dimensional arrangement, if one were to try to plump the depths of the Sea itself, one would never reach the bottom, it goes down literally forever. If the Great Death upset the political situation of the time, then its effect on the physical environment did much the same. The death of the southern half of the world is but one dramatic example. Every living creature there died instantly, down to and including soil bacteria. Moreover, the biosphere in the area was perverted, such that any living creature that enters the region will suffer the same fate, albeit slightly more slowly. It is suspected that this effect isn't so much a unique feature of the land itself, but is rather the result of the energy dampening properties of the surface of the Sea of Night impinging through the weakened protective biosphere of Geos. In game terms any living creature that enters the south loses 1 point of TOU per hour until death occurs; this loss cannot be undone by any means while the being remains in the southern hemisphere. This situation is modified slightly in that there is a band straddling the equator, approximately ten kilometres wide, where the death-dealing effects begin at the northern limit and increase as one moves south. Plants and animals become increasingly more stunted and malformed as one heads south, until at the band's southern limit nothing will grow at all, let alone properly. Within this band the life-leeching effect exists, but the damage done can be reversed with proper attention. In the northern five kilometres the loss is 1 point of TOU per week, and healing attempts suffer a -2 penalty (whether technological, magical, or - where non-Geosans involved - miraculous). In the southern five kilometres of this zone the loss is 1 point of TOU per day, and the penalty on healing is -4. Even with artificial environments, like fully self-contained environmental suits, people still cannot enter the southern half of Geos' biosphere without suffering its life-leeching effects. It is only by travelling outside the planetary biosphere (i.e., above the atmosphere) that people are safe to cross over the area. Nevertheless, something seems to be animate down there. There is a large dust storm, some tens of kilometres across, roaming across the continent of Islandia [Australia]. It has been there for centuries at least (since the advent of satellite imaging), and may be much older. It is still unknown what causes and maintains this localised storm, and what moves it about. Chemical spectroanalysis indicates that it is only dust, but optical imaging shows that the shape of its upper side is reminiscent of a humanoid face. Moreover, it is hard to shake the feeling that not only is it aware that it is being watched and that the "face" is returning the gaze hungrily, but that it can also both see the satellites that have it under observation and the people watching through them. Other examples of physical effects upon the planet are no less profound. The Great Death created tectonic shifting the went beyond mere earthquakes. Many of the continental plates were given a hard jolt that resulted in accelerated movement to some degree. For example, massive earthquakes in the west of the North American continent caused most of coastline west of the San Andreas fault to subside into the ocean, while also prompting the creation of volcanoes that have created new stretches of land. Today the western coast is marked by an archipelago of islands. Similar events occurred with the submergence, and subsequent recreation, of part of Nihon [Japan]. By comparison, the Hawaiian islands were shaken but not badly damaged, and have since increased their surface area by about a third. Sadly, the death toll on Hawaii was still quite high because of the amount of volcanic fumes released. Most of the continental plates moved up to 10 kilometres that day, but within a week had returned to their normal rate of movement measured in centimetres per year. In such cases severe earthquakes and vulcanise were the only noticeable results. Others suffered far greater effects, and were shoved thousands of kilometres out of place, causing effects that would normally not have become obvious for millions of years. For instance, massive northwards movement of the South American continent has resulted in a rising of the sea floor in the Caribbean region because of continental compression. Parts of the area have already been raised to become dry (if salty) land, and the rest of the sea in those parts is no more than 200 meters deep in most places. Additionally, mountain creation along the western side of this uplift area has resulted in the formation of an isthmus between the northern and southern American continents (remember that, up until the Great Death, Geos' continental arrangement was identical to that of Gaea, so that previously there was no such link). This extreme geological upheaval is what stuck in the minds of the Mayaztincas (in spite of the immense loss of life south of the equator and the general collapse of civilisation), and is why they were convinced that the predictions of the end of the fifth age of the world by earthquake had been fulfilled. Terra Australis [Antarctica] has rotated clockwise approximately 30 degrees, and has slipped slightly northwards into the South Pacific. The Red Sea has widened, and opened up into Mare Internum. This is fortunate, since the northwards jump of Africa closed Mare Internum's Atlan entrance at Strait of Gibraltar. The Great Death also reversed the polarity of the magnetic poles, something that the Geosans know about and take for granted. Anyone not from the cosm, however, may be in for a nasty surprise if they rely on their compasses to steer them northwards and away from the deadly southern half of the world. The south magnetic pole is currently just inside the Arctic, some 160 km off the eastern coast of Greenland, about a third of the way to Iceland. Finally, the vast amounts of dust thrown up by the numerous volcanic eruptions have also taken their toll. Their initial danger was that of building up static charges, resulting in huge electrical storms that set off fires across the planet. In the long run, however, the dust and ash from the fires blocked out enough sunlight over a ten year period to trigger an ice age. Average planetary temperatures have dropped 2 degrees, and glaciers has been building up in the far north and far south. Sea levels have dropped five meters, further enhancing the rise of some areas of sea floor. Strangely, however, the effect has not gone much beyond this extent. What is keeping Geos from going into deep freeze is unknown, but it seems to be related to the effect that gives Geos' regions their differing climates. The wildfires set off in the electrical storms have pretty much burnt out the forests and buildings of the south, and this has been compounded by the effects of two millennia of weathering. However, there are a few places seemingly untouched by the passage of time. In these areas the mummified remains of plants and animals are still exactly were they fell at the time of the Great Death, since there are no living micro-organisms such as bacteria or fungi to cause them to decompose. Cultures Of course it's daft, it's traditional. - Terry Pratchett. Cathay Empire Like the various dynasties of the Chinese Empire on Earth, Cathay is a vast empire covering much of eastern Asia. It is administered from Cambaluc [Bejing] in Zhingguo (the "Middle Country") [China] where both the imperial throne and the seat of the bureaucracy are situated. The Empire of Cathay runs from Siberia in the north down to the very limit of the Blighted Lands (as they call the southern half of Geos). The south-east Asian area is known as Annam (the Pacified South), or the Khmer provinces, although they are also denigratingly called the "Khmer Empire", in reference to the empire that used to control that region. The Cathay Empire extends in the west as far as Indus [northern India and Pakistan], and in the east has extensive holdings in the Pacific Ocean. The most notable divergence of Cathay from Core Earth history was the fall of the Mongol Emperors, which on Geos did not occur until mid 1500s AD. On Earth the empire that Genghis Khan founded in 1100s AD declined because although the Mongols were superb fighters they were lousy administrators, and they lost control of the empire as they delegated more and more responsibility to administer to other people. Corrupt government and incompetent administration resulted in the loss of Mongol holdings, and eventually in their replacement by the Yuan dynasty. On Geos the third Mongol emperor, Genghis' grandson, Kubla Khan, developed a skill for political manoeuvring to keep the bureaucracy in check. As a result, although he fostered out participation in the Cathay administration to other peoples, he retained control of the bureaucracy with an iron fist. This is a skill all the Emperors of Cathay had to learn; those that didn't saw the erosion of their power and occasionally the overthrow of their dynasty. Since then intrigue has been the norm in the Cathay bureaucracy. The current emperor, Lu Sin Wah, has the situation well under control; as long as the intrigues of the various departments do not get out of hand or hinder the functioning of the government as a whole, they are allowed to continue with their games. Should things become untenable, then heads roll (literally). Briefly, the succession of dynasties since that time has been the Mongols (the Yuan dynasty) from 1100s to 1534 AD, followed briefly by the Tan dynasty from 1534. Tan control was cut short by the Great Death in 1662. Thereafter a remnant of the Khans were able to wrest back control up to 2203 AD. They were succeeded by the Dhou dynasty from 2203 to 2679 AD, and then the Zin from 2679 to 3116 AD. The Zin were deposed in a revolution that led to a confused 50 year period known as the Three Empires when the rival houses of Ning, Yu, and Li vied for power. The Qui gained control in 3169 and ruled until 3465. They were followed by the current dynasty, the Wa. The incursion of the Mayaztincas into the south Pacific to take control of the Khmer provinces distracted Cathay from its traditional preoccupation with trying to gain control of Nihon, and resulted in a major war between the two. The sequel to that came some thirty years later, and was the first of Geos' three world wars. Mayaztinca Empire The head of the Mayaztinca bureaucracy is analogous to the High Priest of the Aztec Empire, but since there are no gods worshipped the comparison is necessarily inexact. He makes decisions of policy, subject only to the will of the Emperor himself (the huey tlatoani or "great speaker") who is the member of one of the royal families chosen to rule the Empire. The Emperor and the Chief Bureaucrat both have circles of advisors drawn from the noble houses. In practice the Chief Bureaucrat, Tlaqlotaque, runs the Empire. Prince Ztlatloc is effectively a captive of Tlaqlotaque's intrigues. Tlaqlotaque chose Ztlatloc to be the next huet tlatloani, and then arranged for him to be accepted into the position by the other nobles. The Mayaztinca practice human sacrifice, despite the lack of any belief in gods to sacrifice them to. In fact, the Mayaztincas sacrifice human lives to keep the sun rising each day, but do not anthropomorphise the process. They do not believe that there are gods who will grow angry if their are no sacrifices and who will let the sun stop. Rather, they believe there to be an even more direct causal link. It may or may not be a coincidence that in the decade or so leading up to the Great Death a liberal faction gained control of the Mayaztinca government, and was in the process of phasing out human sacrifices. In the wake of the Great Death the surviving Mayaztincas vowed not to make the same mistake again, and in the confused decades that followed they indulged in an absolute orgy of sacrifice. Within the Mayaztinca Empire the use of magic is rigidly structured, with its use being controlled entirely by the bureaucracy. Private use is available only for divination, and then only under strict controls under license. Roman Empire The Romans, meanwhile, cemented their position with control of Mare Internum ("Inland Sea") [Mediterranean] trade routes. Again, no one could sail south around Africa, so most trade had to go through Roman controlled waters. The opening up of the Red Sea was a blessing for maritime trade, just as the closing of the Strait of Gibraltar was a curse. This was overcome around 800 years after the Great Death when Caesar Pompii VI began the Iberian canal, which when completed increased the ease of trade (no more lugging overland between the Atlan and Mare Internum) and paid for itself within two decades. The Roman Empire's domination of much of Europe, both politically and through trade, has resulted in its native language, Laten, being the near universal tongue throughout both the empire and Europe in general. Only a few, fiercely independent European nations, such as the AngleSaxon Lands, have non-Romance languages. On Geos, as on Earth, the eastern half of the Roman Empire became more important and influential during the 11th century AUC [4th century AD]. On Earth Emperor Constantine the Great moved the capital of the Roman Empire from Rome to Byzantium, which was renamed Constantinople (now Istanbul) in 1,083 AUC [330 AD]. On Geos, Caesar Constantine the Great did not do so, since it would have been against tradition to move the capital in this way. Whereas on Earth this led to the Byzantine Empire becoming a separate continuation of the Roman Empire, on Geos it resulted in the Roman Empire entering its Byzantine Period, which only really ended with the events of the Great Death some 1,400 years later. On Geos there was no barbarian invasion as a chain result of the movements of the Mongols in the far east of Asia. Therefore, unlike on Earth, the Roman Empire never completely fell. A more accurate description was that it grew old and decadent, slipped into a dotage, and doddered along. The Turks were eventually able to reclaim Byzantium. The Empire was still powerful enough to keep together its holding around the western Mare Internum, much as a near toothless but still vicious mangy old lion can still maul a man. But for the most part the Byzantine Age of the Romans was one of quiet decadence and reminiscences about the glories of a fading empire. That all changed with the Great Death. Like most of the world's civilisations Rome was rocked by this cataclysm, and the Empire collapsed virtually back to the Italian peninsula. It took several hundred years to get themselves organised, but once they did so, the Romans set about restablishing themselves with renewed vigour. The reason they did so is practically the inverse of the situation with the Mayaztincas. When the Great Death came the Mayaztincas saw it as a warning against the liberal phasing out of human sacrifice that they had been working on, and they returned to the old ways of sacrifice, conquest, and blood with a vengeance. The Romans, by comparison, saw the Great Death as a warning against the corrupt and decadent ways they had been coasting along with. The Romans today are at the forefront of exploiting new ideas that they encounter when they trade (at least as far as they dare considering the still quite potent restraints of tradition, but they're still way ahead of everybody else), and Rome is synonymous for the dissemination of learning. The Roman Empire of Geos takes the political position that its subject regions can retain their own cultures as long as it doesn't interfere with the operation of the Empire as a whole. The practice of the liberal position on learning has had the paradoxical effect of reducing the role of magic within the Empire, at least in public life. Magic itself had a dark reputation, and superstitious practices suffer by association. Despite the fact that most people still make their wardings and wear their charms, they do so privately. In public superstition is "politically incorrect", and magic is in outright disfavour, especially by the more scientifically-oriented among the population. The current Caesar of Rome is Augustus XXII. He is an outward looking man in his early 50s, in favour of an activist foreign and domestic policy, and is only mildly decadent. Storm Valley When the Gaunt Man left Geos to invade the cosm of Gorhagah (now Kantovia), he created his maelstrom bridge in the valley where the local chapter of the Cult of the Nameless One convened. This isolated valley is less than a days walk from the nearest town, barely 15 miles from Salemtown in Massoit Bay state, but even today it remains an uninhabited and avoided area. There is no specific, readily identifiable reason for this, but most people find the area unwholesome. Although this impression has been heightened both by the occult use that the Cult put the valley to, and the mass slaughter of the same cult by the Gaunt Man, the valley's reputation for supernatural occurrences predates the arrival of white men. That is, in part, why the Cult of the Nameless One choose to conduct their ceremonies there in the first place. The maelstrom bridge is long gone. When the Gaunt Man tore apart the surface of Kantovia as his final act of destroying that world the bridge was destroyed from that end, causing the bridgehead on Geos to suffer the same fate. However, the effects of the maelstrom bridge lingers. There is an intermittent intercosm portal to Kantovia that occasionally flares to life. Fortunately the portal is over a mile above the ground, so that people are rarely in danger of falling through. Apparently the highly occult nature of the valley allowed the maelstrom bridge's intercosm link to become engrained into the fabric of Geos' reality. There is no way of determining when the portal will open, although activation does seem more likely during occultly significant astronomical conjunctions. When the portal opens a reality storm flares up as the reality of Kantovia flows through to create a dominant zone throughout the valley. This happens on average about once every two months or so. Note that the reality of the Kantovian cosm's main dimension (or "core reality") which intrudes through the portal is different to the reality of the pocket dimension of the same name that The Black Horn has recreated for its new High Lord, Ayroa. The reality of the Kantovian core reality remains the same as when the Gaunt Man imposed it on that world millennia ago - it is essentially that of Geos at the time (Magic 15, Social 18, Spirit 2, Tech 18, Occult, Law of Superstition) along with the primitive versions of the Law of Fear, Power of Corruption, and Law of Eternal Corruption that the Gaunt Man had just devised. The duration of these storms is usually not long, no more than a few hours or at most a day. However, even in the time available investigation of the phenomenon is almost impossible. The Metaphysical Studies faculty of the nearby Miskatonic University in Arkham is greatly interested in the abnormal storm activity that occurs in the valley, but has been hindered by the continual failure of equipment because of the lower Tech axiom. The presence of the portal seems to have weakened the interdimensional fabric in the area, such that within Storm Valley all attempts at interdimensional travel (but not intercosm, other than to the Kantovian cosm) gain a +2 to their effect values. Cults In the period leading up to Heketon's departure from Geos with the Gaunt Man, the Darkness Device worked to keep the Spirit axiom down through the Law of Superstition. However, once Heketon had its High Lord the state of Geos' spiritual affairs was no longer of consequence. But just because the Cult was no longer needed does not mean it ceased to exist. The forces that prompted its creation still existed, and have run somewhat amok. Since the Great Death the Cult of the Nameless One has reformed itself. There was no reason not to: very few of its original leadership knew that much of its activities were a farce - that the Nameless One effectively took no interest in its activities, and that all of the "revelations" the Cult experienced were faked by use of magic or the occult - and these few were murdered by the Gaunt Man in any case. On the contrary, there was a very good reason to reform: spirituality on Geos is factored through the Law of Superstition and relates partly to people's power lust and partly to their fears. And after the Great Death the people of Geos had even more to fear than normal. When the Gaunt Man arranged for the word to be spread of his activities and his threat to return to finish them off, it gave Geos a psychic jump-start that actually raised the Spirit axiom from 2 to 4 in the course of half a decade, despite the retarding effect built into the Law of Superstition. However, it is unlikely to be able to break through the ceiling that the latter world law maintains. Formerly there had been very few cults on Geos, with the Cult of the Nameless One being the most prominent. With the increase in the Spiritual axiom others have sprung up as well. Some of them on their own, others splintering off from earlier groups. The cults remain primarily power and fear driven, with only the tiniest smidgen of piety that the combination of the low Spirit axiom and Law of Superstition will allow. With so little true "faith" involved, their adherents tend to wander off if they do not like what they find. As a result the cults often cloak themselves in mystery beyond what is necessary to keep them hidden from the eyes of conventional society. They promise much in order to keep stringing people along. And, where necessary, many of them use intimidation, blackmail, and violence to retain their members. The Gaunt Man is now a universal bogey man across Geos, in one form or another, and some of these proto-religious cults even worship him and a stern and vengeful deity. This is certainly the case in the original Cult of the Nameless One. In their fear and desire to survive they have twisted the Gaunt Man's words to mean that he punished them because he was displeased with them, and will return to destroy them if they don't do better. Other cults fear the Gaunt Man as the Evil One, and seek ways to frustrate his dark designs against the world. One of these has even come across the idea of Aperios. Some cults don't make any mention of the Gaunt Man, and have doctrines utterly unrelated to him and his threats. Of course, at Geos' low Spirit axiom it is to be expected that much of the dogma of the various cults bears no relation to the true situation in their world in any case. A distinction should be made at this point between the cults (who have some small kernel of piety, no matter how twisted) and the secret societies (who investigate the supernatural for non-devotional reasons). Cult of the Nameless One The befuddled and rather pathetic remains of the Cult have taken to worshipping the Gaunt Man as the Chosen One the Nameless One, partly because of lust for his power, but mainly to save themselves should he ever come back. They are nowhere near as power or respected as they were at the time of the Great Death. Current leader: Professor Bernard Rasmussen, a history professor at the University of Rome Children of the Dawn The Children of the Dawn are a cult whose tenets equate the "light" of knowledge and enlightenment to the principle of good, and ignorance and superstition to the principle of evil (of which the Gaunt Man is the prime manifestation). Current leader: Charles DeGalio, a computer programmer in Gaul. Cyberbretheren The Cyberbretheren are the human extension of the bytes' faith of computer potential. The leader of this cult is a Nihon computer technician, Jsui Nan. The Cyberbretheren were originally a secret society dedicated to the development of technology-oriented spells, of which they had some success. However, up until Jsui was contacted by the bytes, they honestly had no idea that the datapaths were an extradimensional world accessible by magic. The Cyberbretheren have now changes the focus of their activities, and in addition to working on techno-spells, are also involved in the development of VX cyberware. The Disciples of Truth The Disciples of Truth are a cult whose faith revolves around a Pythagorian belief that their is a fundamental, mathematical perfection to the universe. The are in contact with a being known as Ibit-tong, which in turn is reputedly an intermediary for a far more powerful being known as The Sleeping Creator. The Sleeping Creator's physical form is said to be residing at the center of the infinity of Geos' cosm,, of which Geos' dimensional plane is supposedly just one symmetrically balanced node. Ibit-tong manifests itself as a continually changing conglomeration of regular polygons, always maintaining a seven-fold symmetry. The Disciples also have contact with the Keeper of Strange Knowledges. Secret Societies The Austerity The Austerity is, publicly, a political pressure group relevant only to the Roman Empire and based in Rome. They are a group of conservative reactionaries who promote frugality and stoicism. They are part of the socio-political culture of the Empire that arose after the Great Death which reviles opulence and decadence and has been growing in power over the past couple of decades. To call someone "byzantine" in Rome is a bit of pointed mudslinging that has become increasingly popular in the Empire's politics. In private the Austerity are a secret cabal with extensive control in the Roman Senate, which plans to expand its influence to impose their values on foreigners still beyond the control of the Empire. As such, they are a group whose very origins and raison dete are tied strongly with the Empire's post-Great Death philosophy of multiculturalism, but who are both ironically and hypocritically ignoring it in order to fulfil their own lusts for power. Travellers of the Shadowed Path An European-based secret society dedicated to gaining mystical knowledge. It makes heavy use of the occult and dimension spanning magics. It is contact with extradimensional entities, such as The Keeper of Strange Knowledges and other sinister beings, The Travellers are amoral in their pursuit of knowledge, and do not balk at evil deeds done for the "right cause" (theirs, naturally). A peculiarity of the Travellers is their conviction that the world of Geos rests atop an infinitely tall pillar standing in the Black Sea, which is being continually undermined by various malicious entities, and furthermore that it is only by their rituals that the pillar is kept whole, thus keeping the inhabited surface of the world from slipped beneath the Sea of Night. The Geomancers The Geomancers are a secret cabal within the bureaucracy of the Mayaztincan Empire dedicated to gaining knowledge so that the Empire can be protected, partly from the Dark Powers of the supernatural world, and partly from the enemies of the Empire in the mundane world. Although of good intention, they put the survival of the Empire (and particularly the bureaucracy, which they see as vital to the survival of the Empire) above any concerns for individual welfare. The Way of the Jade Lotus This Cathay-based secret society is a group dedicated to protecting the bulk of humanity, who have only the vaguest idea at the dangers surrounding them. Usually this involves bluntening the efforts of the likes of the High Ones, but they also deal with less organised mystical menaces. They have also been formulating long-term plans over many millennia on the perceived problem of the Gaunt Man's threatened return, and how to destroy this creature of darkness. The High Ones The High Ones are a conspiracy of mages who jealously guard their self-appointed right to be the masters of all forms of more powerful magic. They are predominantly based in the Orient, particularly Indus, but have circles all over Geos. It is by their efforts that almost all spells higher than Magic 10 are rare and hidden, and by their methods that magical societies are usually clandestine groups. The High Ones have been in operation for millennia; long before the Great Death. The High Ones keep an eye open for all powerful or interesting magics and try to take possession of them. Powerful mages are assessed, and either invited to join or marked for elimination. It is for this reason that most mages belong to circles or covens, for their own protection. Part of the reason that so many circles were allied with the Cult of the Nameless One's pre-Great Death incarnation was that the High Ones dared not attack such a powerful group. After the Great Death, and with the shattering of the Cult of the Nameless One by the Gaunt Man the High Ones went on an orgy of assassinations that set back the practice of magic on Geos even more than the Great Death itself did. Today the High Ones are the largest and most powerful, and still the most evil of all magic oriented secret societies. End of Part 1 of 2 Saxon Brenton University of Canberra, Canberra, Australia Date: Sat, 19 Nov 1994 13:58:56 +1100 (EST) From: "Brenton / Saxon George (COM)" X-Sender: u921953@student To: The Black Marble Wombat's cosm Subject: Geos, draft 2, 2/2 Part 2 of 2 AXIOMS AND WORLD LAWS Magic 14 Social 18 Spirit 4 Tech 25 Magic 14. There are various brakes on the use of magic, some resulting from social conventions against its use, others from the shadow war between secret societies. In Europe it is because of the tradition that holds that magic is allied with the dark forces of the supernatural. As a result, few "right-thinking" people use magic. In the Mayaztinca Empire it is rigidly controlled, and in the Orient (the heart of the High One's operations) only minor magics are allowed to be used by the hoi polloi. Nevertheless, those who do use advanced magics, whether cults, secret societies, or reclusive mages, are powerful. At this axiom level quite potent magics are possible. The actions of the High Ones in tracking down, and usually murdering for their knowledge, other mages caused a slight drop in the Magic axiom, from 15 to 14. Wards were often used. Golems were possible but are rarely used because of concerns that they may escape from the control of their creators. Similarly, the use of spells capable of interdimensional travel, such as Extradimensional Gate and World Walk, were possible. However, even within the secret societies, these were used only by those brave and foolhardy enough to face the perils of travel into the Shadowed Lands. Today, most of these types of spells have been lost through the combination of disuse and confiscation by the various secret societies and/or cults, and are more or less held as knowledge in trust for possible future use. The type of magic used on Geos varies according to its purpose. The minor magics beneath the notice of the secret societies are usually practical, everyday things (like Shear Sheep). The greater magics tend to fall at either end of a scale of spectacularness, depending on what needs of the magic-using underground they were designed to fulfill. At one extreme are the subtle, stealthy spells that allow mages to go about their business without attracting notice - either because the spells are designed not to attract attention (World Walk as opposed to Extradimensional Gate), or are made to divert attention from the mage's presence and activities. At the other extreme are the spectacular, often horrific spells used to overawe and intimidate the mages opponents. Of course, a combination of the two are often useful: something spectacular to grab their attention, then wipe out the evidence before the authorities arrive. The Magic axiom is also high enough to support the existence of anthropomorphic personifications, such a Lord Death, Lady Pain, the Nightmare King, and a Yog-Sothoth-like entity known only as The Keeper of Strange Knowledges. Social 18. When Heketon was removed from its position as "heart of the world" the resulting geological and biological catastrophes had a marked effect on the Social axiom, dropping it down to 12. It has taken them the past 2,000 years to claw back up to their starting position. The Social axiom allows for large, but relatively inefficient organisations to exist. On Geos this takes the form of several large competing empires, and a few smaller ones. The largest three, and the ones who have a permanent presence in space, are the Roman Empire, the Mayaztinca Empire, and the Cathay Empire. As a result of the Spirit axiom's low level, the lack of the concept of religious community spills over to affect the Social axiom. This has resulted in the lack of community spirit that permeates Geos. People can organise themselves into quite large and reasonably efficient structures, but there is comparatively little socialising for socialising's sake. "Right-thinking" people mind their own business. Society developed on Geos initially because people grouped together for protection from the monsters and out of fear of their superstitions, and later for the economic and technological benefits. Thus, any grouping of people will be because of the direct benefits of working in a group, not because they want each others company as people. This is because the Hawthorn Principle (which predicts that some human interaction will not just be because of material rewards, but also because people are social animals, enjoy one another's company, and feel satisfaction from a job well done) requires a minimum of Spirit 5 (extended community) as well as Social 5 (tribes composed of multi-family groups), and comes into it most efficient at Social 7 when trade, taxes, and arithmetic allow for the concept of work for pay. The cultures of Geos are diverse, but despite the potential of instantaneous world-wide communication tend not to interact and blend. Normally, this type of effect would be the result of cultural pride. On Geos this is not the case, because the Spirit axiom is too low to support the emotional commitment needed for nationalism (requiring minimums of Social 10 and Spirit 5). Instead, the extreme traditionalism that is a side effect of the Law of Superstition replaces cultural pride with cultural tradition to keep social identities separate. Essentially, people worry so much about the prospects of bringing about disaster by breaking traditional practices that there is little chance for inadvertent cultural imperialism. Only the Roman Empire has made any concerted and successful attempt to resist this effect. Those empires that have many different ethnic groups within their control either respect these cultural differences as long as they do not interfere with the operations of the empire as a whole (as the Romans do), or have only succeeded in driving the native cultures underground (as the Mayaztincas have). In many ways Geos' cultures are just as taboo ridden as that of the Victorians of Gaea. The difference is that Geos' cultural peculiarities are not centralised, codified, and enforced by an "independent arbiter" as the Sacellum does. They are instead carried by the weight of tradition, and are subject to the local variations and generational changes that result from slow mutation over time. Spiritual 4. Geos has almost no concept of the divine. There are no organised churches in mainstream society. Cults exist, but tend to be obsessed with personal power rather than worship, although there is some small spark of devotion involved. An example of this is the Cult of the Nameless One, to which the Gaunt Man belonged. Since the Gaunt Man left Geos there has been a increase in the number of cults (and there is a causal relationship to that). All of these organisations are hindered in their attempts at devotion by the Law of Superstition, which filters what little true spirituality and piety can be mustered under the low Spirit axiom through its sieve of fear and envious power lust. At this Spiritual axiom both miracles and rituals can be made (Spirit 2 and 3, respectively), but invocations are not possible until Spirit 7. Despite the lack of true, devotional, religion on Geos, its inhabitants do believe in the existence of immortal souls which go to the appropriate destination after death. The only difference is that, without gods, no assessment of the souls is carried out by anthropomorphised, self-aware agencies. The souls are not judged, because there is no-one to judge them. They simply, automatically, go to their reward as appropriate, whatever form that may take: reincarnation, eternal reward, eternal punishment, extended punishment for the purpose of redemption, etc. Technological 25. At this Tech axiom Geos is one point short of efficient virtual reality technology. The Geosians have already considered that possibility, and they have a marked reluctance towards developing that sort of technology. They may not, however, have any say in the matter. The advent of computer technology has led to the belief (and subsequent appearance of) computer spirits, analogous to medieval spirits of the home, hearth, earth, sky and fields. The Geosian fear of malign non-human intelligences has precluded the development of artificial intelligences, much like the reluctance to create golems when the Magic axiom was still high enough to do so. There are widespread computer networks on Geos, but the are divided up into regional areas which usually correspond to one political grouping. To travel between regional areas means logging through a gateway; access is relatively easy into different areas as long as they have roughly the same political affiliation, but cross-checking and censorship by authorities is relatively easy as well. Within each area the computer system is decentralised, so that sabotage in one area will cause automatic rerouting through another branch (much like Earth's Internet), but the regions are smaller and thus less efficient at this than on Earth. Much of Geos functions with fusion power, although there are some areas that use more antiquated methods as a result of cultural practices moulded by the Law of Superstition or because of costs. While it is possible, and would certainly be more efficient, to have a power grid linking many countries together, the fractured political situation negates this. Even within a country a relatively inefficient system of local power generators is used, since there is a widespread belief that any long- distance power link will inevitably fail at the most inopportune moment. The Geosans try to avoid the use of cyberware unless medically necessary. This means they slightly less to fear from the likes of the cyberpossessors. However, it also means that Geosan cyberware is not as advanced as other areas of technology, and is usually of Tech 23 level. Tech 24 and even Tech 25 cyberware exists, but becomes increasingly rare with rising Tech levels because they are the state of the art items. All pieces of Geosan cyberware are conventional body replacement items, and do not include such exotic items as slashers or memory chips. Occult This world law is similar in almost all respects to the version of the occult which exists in Orrorsh. The difference between the Orrorshan and Geosian forms of the occult can be attributed to the actions of the Gaunt Man. The High Lord of Orrorsh requires a high Magic axiom to support the creation of the Horrors, but does not want people using conventional magical means to create quick and reliable spells which could be used against the Horrors. Since he had already been predisposed against the standard form of magic, the Gaunt Man altered the Orrorshan occult to make standard magic a contradiction. In Geos, however, magic and the occult are equally functional - as long as the abide by their respective axiom limits (Magic 14, Occult 25). Similarly, the Gaunt Man has integrated the occult into the Orrorshan Ecology of Horror, such that occult practitioners continually risk gaining Corruption and becoming Horrors themselves. In Geos that risk does not exist. Nevertheless, the basic processes remain the same; consult chapter six on the occult in the Orrorsh sourcebook for specific details. In summary, the occult is an alternate form of magic that operates independently of the Magic axiom, just as Weird Science is independent of the Technological axiom. Moreover, the rules that the occult follows differ from those of standard magic in that they aren't fully quantifiable or comprehensible. An occultist must dabble and experiment to get a result, and once achieved that result will usually only be usable for one specific circumstance. Another occult event must be created to affect other situations, no matter how similar the later situations may be to the first. This methodology is sensible within the context of the world it originates from. Geos is a world of superstition, and things aren't meant to have fully comprehensible operating rules in a world like that. The very mood of the occult is one of mystery, and perhaps also of fear. You don't do things because you understand the link between cause and effect, you do it because intuition and past experience suggests it is the best course of action, and you fear the consequences if you do otherwise. The occult's effective Magic axiom of 25 gives occult events gain a -4 bonus applied to the difficulty number and backlash. This axiom level of 25 for occult events is caused by a temporary boost in the local Magic axiom, causing weird weather effects as a localised reality storm forms around the area where the differences in axiom levels are being generated. In Orrorsh it is possible for extremely corrupt NPC occultists to draw upon the knowledge of Heketon create "universal" spells. In Geos this is not possible because the Occult on Geos has not been connected to the Darkness Device. In order to create a spell or item to affect something, the practitioner must have knowledge of that thing derived from personal experience. If an occultist doesn't have personal knowledge of the thing to be affected, then an occult event cannot be formulated against it. This world law supports several skills that are otherwise unique to the horror reality of Orrorsh. The occult itself may only be practised by the use of the Occult skill, which may not be used unskilled. The Shapeshifting skill is also supported on Geos by the occult, and which also may not be used unskilled. Law of Superstition The Law of Superstition has undergone extensive modification by Heketon. It was tailored for the twin, intertwined purposes of both keeping the Spiritual axiom below 5 to stunt any sense of piety, and factoring what little piety that can develop through a sieve of superstitious fear and envy. The goal, of course, was to create the atmosphere necessary for the Cult of the Nameless One. The Law of Superstition limits the Social axiom to 9 in all matters involving investigation, quantification, explanation, and even description and documentation of superstitions. This is one point short of Social 10, where the "collection of information is sufficiently centralised for the beginning of scholarship and science." The elements of superstition in society simply defy all attempts at investigation. They are transmitted from generation to generation in old wives tales, proverbs, nursery rhymes, and other snatches of information; never as collected and analysed knowledge. But they never seem to die out either. They may grow garbled, and different versions may develop in different areas, but this is perfectly keeping with the nature of the Law of Superstition to be inexplicable. Other subjects of scholarship are unaffected, which is how the Technological axiom was able to rise to 25. But although the Geosians can collect information and make sensible most of their world, there is still the world of superstition, lurking out of sight, and which they cannot rationalise. There is a tradition among European civilisations that magic is allied with the Dark Powers of the supernatural, but this is not actually the case. It is, in fact, the alternate magic system of the Occult that is linked with the world of superstition. Standard magic follows explicable rules, and could be developed as a body of study if social conventions allowed. The Occult is not. Superstitions are made real because of this world law. The process is erratic - not because it isn't powerful, but because if all superstitions known to the population where made real in exactly the way humans described, then they would be less mysterious. Only some superstitions are brought to life. There is no set pattern between whether they are widespread beliefs or those held by one person. They may be translated into reality exactly as detailed, as a conglomeration of various versions, or with twists never contemplated by humans. Some superstitions that are made real bear no resemblance to anything ever previously imagined. Of course, strictly speaking it wasn't necessary to make Geos' superstitions literally real; just making people believe they were real would have been enough. But Heketon is a Darkness Device, and Darkness Devices exist for the purpose of spreading destruction; it simply couldn't resist adding this malicious little wrinkle of making societies nightmares literally real (the nascant world law was already heading in that direction anyway), nor of doubling the proportion of malign superstitions made real over benign ones. Although superstitions defy clinical investigation, they may be pursued in a somewhat scholarly way by the use of the Scholar (unnatural lore) skill. Cosm attribute levels for Geos are all 13. SKILLS As a result of the Law of Superstitions' culturally segregating effects, some of the skills presented here may only be used by certain groups as part of their cultural heritage. Other groups will generally not bother trying to learn these "foreign tricks"; those few who do will find the cost increased, as if the skill was one only available from a foreign cosm (a cost of 10 possibilities or 100 months with a teacher, or twice that without a teacher, for skills that can't be used if unskilled). Some of the skills available only in Orrorsh are also supported in Geos. The Occult skill (MIN) and Shapeshifting (SPI) are both supported by Geos' occult world law. Scholar (unnatural lore) is supported by the Law of Superstition. There is no mechanic of Corruption in Geos to give an individual a True Form, and the monsters of Geos do not have Perseverance numbers. As a result neither True Sight nor Investigation are relevant in Geos' reality, and these skills create contradictions when used there. Perception-based Divination magic (omen interpretation) (PER) This skill is essentially identical to that presented in the Aztec Empire, and is reprinted here for convenience. It is a specialised type of Divination magic, and can be used only for interpreting signs regarding future occurrences. It requires a Magic axiom of 14 to operate. When using Divination magic (omen interpretation), the character attempts to derive from the patterns of stones, the feathers of birds, and other natural objects just what the future holds. The character must inquire about a specific course of action - the difficulty number is based upon how far into the future he wishes to look (see the "Omen Interpretation Difficulty" chart). Level of success determines the amount of information derived from the omen interpretation: MINIMAL/AVERAGE - A general feeling that good or ill will result from a particular course of action. GOOD - A more concrete idea of what form the results will take, i.e. "I see death at the end of this path." SUPERIOR - A better idea of just who will be most affected by these results, i.e. "I see death for John at the end of this road." SPECTACULAR - Information on the source of the good or ill results, i.e. "I see death for John at the hands of Conundrum." Divination magic (omen interpretation) cannot be used unskilled. Omen Interpretation Difficulty Chart Time Period Difficulty One minute 8 One hour 10 One day 13 One week 16 One month 20 One year 25 In Geos the use of Divination magic (omen interpretation) is made slightly more difficult than normal by the Law of Superstition; increase the difficulty level by one. Thus, a Minimal success gets no information, a Average/Good success gets a general feeling of good or ill, etc. Geosans who use this skill away from the superstition reality will be pleasantly surprised by the increased ease of use, while non-Geosans will mostly likely be frustrated by the increased difficulty. A further effect created by the Law of Superstition is that Divination magic (omen interpretation) requires a specialisation, such as for astrology, aeromancy, etc. As a cultural skill, Divination magic (omen interpretation) may only be learn by the Mayaztincas (and then only by the bureaucrats responsible for divinations) and the Cathay. Divination magic (omen interpretation) cannot be used unskilled. Scholar (computer sciences) (PER) The Scholar (computer sciences) skill is identical to the version presented in the Cyberpapacy sourcebook (p. 71). Scholar (computer sciences) can be used unskilled. Scholar (Unnatural lore) (PER). The skill of Scholar (unnatural lore) is used to overcome, to a limited extent, the Law of Superstition's prohibition on documenting superstitions. Only those who have the Scholar (unnatural lore) skill are capable of gathering together and presenting coherently superstitious knowledge, which includes both the rituals to ward off bad luck, as well as any information on monsters created by the Law of Superstition and the nature of the more menacing of the extradimensional fringe realities, known collectively as the Shadowed Lands. It is such people who are the authors of the various tomes of forbidden knowledge, such as the opaque _Book of Moonless Night_, the monster filled _Aniolowski Manuscripts_, the ruthlessly logical _Rajagopalachari Formulas_, the treacherous but seemingly harmless _Paklid Directive_, the narrative styled _Pickwick Pamphlets_, the _Tetharki Manuscripts_, or the unspeakable _Irin Codex_. Scholar (unnatural lore) also comes in very handy in using such tomes as well. Although people who do not have Scholar (unnatural lore) may read the tomes, they will be prevented from seeing much worth in them by the Law of Superstition. A +5 penalty is applied to the DN of all attempts to use the knowledge in the tomes for people who do not have Scholar (unnatural lore). From a cultural point of view, Scholar (unnatural lore) is theoretically available to all, but it is a "hidden skill", and isn't publicly recognised. Only in cults and secret societies may Scholar (unnatural lore) be learnt. Scholar (unnatural lore) may not be used unskilled. Spirit medium (PER) The Spirit medium skill is essentially identical to the version presented in the Orrorsh sourcebook (pp. 70-71) From a cultural point of view, Spirit Medium is available only to the Gypsies of Europe. Spirit medium cannot be used unskilled. Mind-based Occult (MIN) The Occult skill is essentially identical to the skill presented in the Orrorsh sourcebook (pp 69, 75-82). In brief, it is the skill to use the alternate magic system supported by the occult world law. Note that unlike in Orrorsh, the use of the occult in Geos does not cause Corruption. From a cultural point of view, Occult is theoretically available to all, but it is a "hidden skill", and isn't publicly recognised. Only in cults and secret societies may Occult be learnt. Occult cannot be used unskilled. Psychology (MIN) The Psychology skill is identical to the version presented in the Cyberpapacy sourcebook (p. 73). Because Geosans tend to avoid the use of cyberware Psychology is not a particularly common skill. Psychology cannot be used unskilled. Science (computers) (MIN) The Science (computers) skill is identical to the version presented in the Cyberpapacy sourcebook (p. 73). Science (computers) can be used unskilled. Spirit-based Shapeshifting (SPI) The Shapeshifting skill is identical to the version presented in the Orrorsh sourcebook (pp. 69-70). Shapeshifting is supported in Geos by the occult world law, and cannot be used unskilled. SPELLS Ghastly Death Axiom level: 8 Skill: alteration/folk 22 Backlash: 19 Difficulty: 15 Bonus number to: effect Effect: 17 Range: touch Duration: 14 (10 minutes) Cast time: 5 (10 secsonds) Manipulation: cast time, control This focused spell causes the victim to literally vomit up their own entrails, doing a damage equal to the effect value, and then 1 wound per minute thereafter until death occurs. the mage touches the victim, while convulsing his throat as if to vomit. Kinetic Shunt Axiom level: 15 Skill: apportation/inanimate forces 25 Backlash: 20 Difficulty: 19 Bonus number to: effect Effect: 16 Range: 15 (1 km) Duration: 0 (1 second) Cast time: 21 (4 hours) Manipulation: cast time, control, range, state This ward is a leftover from the days when the Tech axiom was lower and gunpowder firearms were used instead of the current energy weapons, and, of course, the Magic axiom was higher. When activated, it protects an individual from being shot at. It is placed into a piece of headwear of some type by impreganating or otherwise covering the item with a small amount of gunpowder while chanting and enacting the appropriate rituals. When the item is worn, the spell redirects the kinetic energy of the gunfire, so that instead of the bullet being fired at the target, the kinetic energy is redirected at the brain of the sniper. If the effect value of the spell overcomes the base TOU of the spell's victim, then the damage total of the gunfire is directed against the shooter's base TOU. If the result of the damage total compared to the shooter's TOU is a MINIMAL or AVERAGE result, then there will be enough time to buy off damage if the character is possibility-rated. If the result is GOOD or better, then there is not enough time to do so, and the character dies as his brains are pulped (or possibly blown out his ears, for GMs who like really gruesome effects). Unrecorded Passage Axiom level: 12 Skill: apportation/inanimate forces 24 Backlash: 19 Difficulty: 15 Bonus number to: effect Effect: 15 Range: touch Duration: 17 (40 minutes) Cast time: 14 (10 minutes) Manipulation: control, duration This focused spell will render the recipient invisible to electronic (but not purely mechanical) means of detection, including cameras, infrared beams, and sound and temperature monitors. The effect value of the spell is compared to the PER value of the monitoring system. On a MINIMAL success the likes of cameras and sound systems will detect faint impressions of the recipient, but systems that require on/off values (like infrared beams being blocked) will detect nothing. GOOD or better results prevent any mechanical detection. The recipient of the spell is still directly detectable by all living agencies. To cast the spell the mage takes a circuit and wraps it in some type of insulating material, then waves it in front of the recipient. World Walk Axiom level: 15 Skill: apportation/true knowledge 25 Backlash: 22 Difficulty: 20 Bonus number to: effect Effect: 15 Range: self Duration: 16 (25 minutes) Cast Time: 14 (10 minutes) Manipulation: cast time, control, duration This spell is used as a way to sneak into and out of other dimensional worlds without needing to return to a fixed portal as would be used with an Extradimensional Gate spell. The mage must chant, and then at the end of the casting time spread his hands apart with an opening gesture. The mage must have knowledge of where he wants to travel to, as well as an object from that place. Providing these conditions are met he can will himself to any other dimension within the same cosm. Of course, reconnoitring for the necessary information and objects to successfully use World Walk usually needs the more risky use of Extradimensional Gate. Once cast the process of moving between dimensions can be repeated as many times as desired within the spells duration. The chances of travelling to another dimension relate to how well the mage is familiar with the other world an the success level of the spell casting. The success levels are cumulative. MINIMAL: The mage will only be able to travel to those places where he has physically been is familiar with through careful study (10 minutes uninterrupted examination, minimum). AVERAGE: Travel to those places where the mage has been, but with only moderate study (5 minutes examination, minimum). GOOD: Travel to places where the mage has been, but only experienced briefly. SUPERIOR: Travel to places only seen with likes of Mirror of Other Worlds or videos. SPECTACULAR: Travel to places only studied with descriptions or pictures. SUPERSTITIONS Bad Luck, and how to avoid it The superstitions of Geos are often made real by the Law of Superstition. These are varied (of course) and includes both things that are mirrors of customs on Earth and those that are not. For instance, both worlds consider it seven years bad luck to break a mirror. Yet on Geos alone is there a overwhelming fear of artificial intelligence's running loose from the control of their creators, whether those intelligences be technological (AI computers) or magical (golems). In some cases certain actions are considered "bad luck", such as spilling salt or walking under a ladder. Often these ARE bad luck, in which case two forms of penalties will accrue to the person who committed them. The first is a simple mechanic similar to the Nile Empire's Law of Drama. The person affected by bad luck will simply have an increased number of events happen to him. Whereas in the Nile these would be dramatic events, in Geos these are either minor irritations or even potentially dangerous events. In other words, that character will no longer have uneventful times; little things will keep cropping up to make life (potentially) difficult. The second mechanic is more solid, and will cause a penalty to be applied to the person who commits them, whether deliberately or not. The penalties almost always involve a -1 modifier to one attribute or skill; a penalty to Dexterity represents clumsiness (and is the most common penalty), Strength and Toughness represent physical weakness, Perception indicates loss of astuteness, Mind for stupidity, Charisma for a loss of charisma, Spirit representing a tendency towards moral bankruptcy. The length that these penalties apply for varies. Some have a publicly known, set time (e.g., seven years bad luck for breaking mirrors). Others may be secretly set in advance by the GM or made up on whim as necessary. If the GM wants to add a random variable when deciding the duration of the bad luck, have the player roll a total based upon his Spirit plus 10; cards and possibilities may not be spent. This total is then compared to the Torg value chart for to find the length of time the bad luck lasts. Of course, there are also ways to gain good luck, but these are only useful for cancelling out the bad luck. These are broken into two types: rituals and items. "Rituals" are little actions used to ward off bad luck. In other words, rituals can be used to create good luck bonuses that cancel out bad luck penalties (whether before or after the event causing the bad luck occurs, depending on the specifics of the particular superstition). Rituals can be "active" (where you perform an action you normally wouldn't - an example would be throwing spilt salt over your left shoulder), or passive (where you avoid making foolish actions that would incur bad luck - like not walking under ladders). Items are things like rabbits feet and four leaf clovers. These items can also be used to cancel out or avoid in advance bad luck penalties. Neither the penalties or bonuses build up by bad luck and good luck are actively cumulative. One may only have one penalty for bad luck active on any attribute or skill at any one time. By the same token, a person may only have one bonus for good luck cancelling out a penalty for bad luck active at any one time, and never accumulate bonuses to improve attribute or skills (again, the preference for destruction of Darkness Devices). Of course, from the Geosans' point of view, its wise to go through the motions of every superstition that you think could be relevant in any situation, because no-one (except the Games Master) knows for sure which are effective and which aren't. And if players try to map out the effects of superstitions, remember, the Law of Superstitions causes them to change every now and then. Another vexing thing about superstitions is that they are variable between regions, and also between people. Thus, superstitions that have to be observed and guarded against in one area may be altered, reversed, or irrelevant in another. Each character has a hierarchy of superstitions that are, cumulatively, unique to that person. Each continent, nations, region and locality will have its own distinct superstitions; so too will each family and individual. The Games master should consider including 1 or 2 simple superstitions from each group for each character, for flavour. Of course, in actuality Geosans would observe many, many more... The following is a sample list of superstitions for various regions. Some are identical or near-identical to those encountered on Earth. Those marked with a * are peculiar to Geos. General Whistling at night attracts evil spirits (*). Long distance power lines are bad luck, and will inevitably fail (*). Artificial intelligences are bad luck, and if they escape control be be malicious (*). Always check under the bed for monsters (*). Open all doors at the time of death to let the spirit depart. Europe Bad luck to stir one's hot drinks in any direction other than anticlockwise (*) Good luck to have one's path crossed by a black cat (AngleSaxon Land only). Bad luck to have one's path crossed by a black cat (all except AngleSaxon Land). Bad luck to pick up scissors if one has just dropped them. Cancelled by rubbing them with a cloth immediately. Gold ring worn in left ear aids against drowning. Breaking mirrors causes seven years bad luck. Tying a red ribbon to a baby protects against harm (Romania) Good luck to find a four leaf clover. A silver coin left overnight in the light of a full moon and then knotted in a handkerchief and kept on one's person will bring good luck for the rest of the year (*) (Scandinavia). Saving one's wisdom teeth when they come out allows one to retain wisdom (*) (Northern Africa) Marrying in red will bring bad luck. Unfastening a pin on New Year's day will bring bad luck for the rest of the year. Annoying cats brings bad luck. Bad luck to turn away someone seeking shelter/hospitality (Arabia). Bad luck to betray the offer of hospitality (Arabia). Bad luck to boast (Arabia). Ill-fortune will rsult if the pixies who guard the nuclear power stations are ever affronted (AngleSaxon Land). Wearing green in a wedding ensemble is bad luck. Green is a colour of good luck and protection against tree spirits. Americas Bad luck to have one's path crossed by a black cat (Conf. of Terranova). A sacrificial heart that continues to beat up until it is "fed" to the ceremonial statues is a good omen for the coming year (Mayaztinca). The image of death wards off bad luck (*) (Mayaztinca). Burned potato peelings destroy next year's crop. Bad luck to have a computer log-in code composed of an odd number of digits (*) (Ten Nations) Bad luck to spit at a horse (*) (Confederacy of Terranova). Bad luck to cast a divination at midday or midnight (*). Bad luck to whistle into the wind (*). Asia Keep all horoscopes for one year or bad luck will result (*) The number 4 is unlucky (Nihon). Bad luck to wear white except when mourning (Nihon). Bad luck to eat from your left hand (*). Bad luck to kill cows (Indus). Bad luck to have computer log-in codes composed of an even number of digits (*). After getting out of bed, one should turn around once to ward off evil influences throughout the day (Zhonggou). Doors left half-open are an invitation to evil influences (*). The colour blue wards against the evil evil. Hand made paper brings good luck for conveying the message (*). The Shadow Worlds One important thing to remember about the "hidden worlds" created by the Law of Superstition is that they are not consistent with respect to each other. There is no one overwhelming link that forges all these disparate elements together into a whole, like, for instance, Lovecraft's Cthulhu mythos or the setting of the Dark Conspiracy RPG. They may overlap in places, but in such cases they will usually contradict each other. Thus, the Fey know nothing of the Abominable Gahnott, the winged cannibal people of the Himalayas; and if the bytes have any knowledge about the BEMs, it is no more coherent than what the humans know. Many of the superstitions of Geos reside in pocket dimensions of their own, separated from Geos and thus making them hard to find. Some superstitions remain physically on Geos, albeit tucked away in hard to access locations. The Abominable Gahnott of the Himalayas, and the sunken cities of Sslssthatissthakat, are two such examples of the latter. However, as the technology of humans advances it may be that the remaining Geos situated superstitions are thrust away into their own little worlds where they cannot be easily found. It is highly unlikely that they will be allowed to simply be found, or even just fade out of existence if human understanding advances too close to them. Anthropomorphic Personifications The following entities do not have physical presences. Despite superficial appearances, they are perceived only by the minds of living creatures (and then, only by those creatures they want to be seen by), which is why their presence is never recorded by any sort of equipment. Lord Death Appearance varies. In Europe he appears as the traditional robe skeleton. In the Mayaztincan empire he appears as a jaunty, cheerfully attired skeleton. Lady Pain Lady Pain mainfests herself as a human woman dressed in white. She is always backlit, so that her face is always in shadow, regardless of hat the lighting conditions about her are like. Nightmare King The Nightmare King manifests himself as someone who appears normal to the observer. He "rules" the Land of Dreams, although actually he is its sentient embodiment. He is the Land of Dreams, and the Land of Dreams is him. The Keeper of Strange Knowledges Physically, the Keeper can best be defined by what it is not. It manifests itself as an area of absence, roughly 10 meters across, that usually floats above the ground. Direct casual observation of it only gives the vague feeling that something should be there. Active attempts to "see" the Keeper can be made with a successful Perception roll of 18, in which case an eye-wateringly shifting outline, as if seen out of the corner of ones vision, will become apparent. However, doing so will give the observer a headache in a number of minutes equal to the result points of the roll. The void-like aspect of the Keeper is supported by anecdotal evidence of what happened to some people who were stupid enough to come in contact with it. Most of the died quickly and horribly, but there are two reported cases of people living long enough to complain of being freezingly cold and unable to breathe. The Great Cosmic Cow The Cow is an entropic force which, according to the single obtuse reference to it in the Irin Codex, will personally have brought about the destruction of all the inhumanly powerful and cosmic entities of Geos' cosm (including the Gaunt Man in modern interpretations) by the time the universe comes to an end. It manifests itself as the shadowy silhouette of an emaciated cow, within whose shadows are the fitful lights of dying stars. CREATURES OF GEOS There were many beasts and creatures from Geos' dark, superstitious heritage that wandered the world, doing harm - The Gaunt Man (IWE p. 36) B'hebjuhs B'hebjuhs are energy beings that feed on the life force of other creatures. They are particularly fond of the energies of sentient beings. They appear as upright standing, highly elliptical whirls of light approximately two meters tall, within which a distorted image of a cadaverous face malevolently grins. They glow with sickly greens, reds, and yellows. By night they are highly visible (-2 to DN on PER rolls at night). The "touch" of a b'hebjuh does a base damage equal to SPI+2 by draining energy away. The b'hebjuh gains strength (i.e., loses damage) equal to the damage inflicted on the victim. As energy beings they are essentially immune to physical weapons, by may be attacked by the likes of forcefields, magic, etc. They are believed by the Turks to be a type of cannibalistic form of undead, the spirits of those who perished in the desert and now come back to drink the lives of the living. In Indus they are thought to be manifestations of evil. The Rajagopalachari Formulas assert that they are embodiments of hunger, and contains a rare spell to contain them for the purpose of bargaining with them into acting as assassins to hunt down and kill others. Dexterity 12 Dodge 13, Manoeuvre 13, "Running" 13 Strength 0 Toughness 5 Perception 9 Find 10, Tracking 14 Mind 9 Test of wills 11, Willpower 10 Charisma 9 Charm 10 Spirit 11 Intimidation 14 Possibility potential: none Boggle Woggle Boggle woggles are creatures said to dwell in the darkest reaches of the forests of SE Asia and India, and their presence is given as the reason that these regions have not suffered from the overlogging that other areas have. They are 2 meters tall, seeming to consist mainly of leg. The body is a flat circular pad some 30 cm thick and 50 cm across covered in dark bristly fur. Eight triple jointed legs almost 2 meters long are attached to the body in such a way as to allow the boggle woggle to walk on all eight, or reach up and swing from branches. The legs are arranged around the body more or less equally, and each end in six clawed digits. The front of the creature is marked by two eerily glowing eyes. Boggle woggles are attributed to being protectors of the forests, and are able to inflict bad luck on those who try to chop down trees without planting replacements. They can also cause inexplicable failure of machinery. Dexterity 13 Dodge 15, Stealth 15 Strength 10 Climbing 12 Toughness 10 Perception 10 Find 12, Tracking 14 Mind 9 Test 12, Willpower 10 Charisma 9 Spirit 10 Intimidate 12 Possibility potential: some (35) Dust Devils In the desert regions of Arabia and northern Africa it is believed that it is best to avoid dust devils, because if one takes offence at you getting in its way it will drain you of some of your life. Most swirls of dust are harmless in this respect, but occasionally one is inhabited by a spirit that goes for a wander and a think while using the whirlwind as a means of transport. Normally these creatures don't even notice other creatures, or if they do will ignore them if they keep out of their way. However, while they tolerate humans they will not abide disrespect. A person who draws attention to himself, for example by running through the dust devil, they will leech off part of the human' life force by making a SPI total against the human's. The Power Push of the result is how much TOU is drained from the humans. Dexterity 13 Manoeuvre 15 Strength 11 Running 13 Toughness 13 Perception 5 Mind 9 Test of wills 10 Charisma 10 Spirit 13 Intimidation 16 Possibility potential: none Hurtz In Cathay folklore the hurtz are said to be minions of Lady Pain. They are sent out by night to jab people with their needles to inflict all manner of diseases and discomforts on humanity. They appear as dumpy little men, roughly 40 cm tall, who are twisted and deformed with arthritis. They have wizened faces framed with stray whisps of white facial and cranial hair, huge bulbous noses, and large perpetually surprised eyes. Hurtz are malicious but cowardly, and sneak into dwellings when they are unlikely to be caught. They carry with them bome needles almost as tall as themselves. The needles are plunged into the body part(s) to be afflicted, doing no physical damage but prompting the future contraction of some painful disease. The hurtz are said to be under instructions from Lady Pain as to what diseases they should give out, but sometimes they act on their own malicious initiative to inflict more than they should, or onto people other than their assigned victims. Tradition holds that the needles are useless if stolen away from their original owners. There are, however, a few tales that relate how someone stole a needle and used it for revenge against another human. In these versions the hurtz take offence at this (sometimes from malice, sometimes because they have strict quotas of painful disease to inflict and resent these limits being exceeded). They snack in while the miscreant was asleep, take back the stolen needle, and give the thief painful and slowly fatal diseases in every part of the body. Dexterity 13 Dodge 14, Lockpicking 14, Manoeuvre 14, Melee weapons 15, Stealth 19 Strength 8 Climbing 10, Running 10 Toughness 7 Perception 10 Find 12, Tracking 11, Trick 11 Mind 9 Test 10, Willpower 10 Charisma 11 Persuasion 12, Taunt 12 Spirit 9 Possibility potential: none Equipment: bone needle, no physical damage, does STR+2 in shock damage in combat Nevermen The nevermen are humanoid beings composed of shadows. They roam the night of Geos, occasionally attacking people (particularly those affected with bad luck). They are solid for the purposes of their attacks, but are intangible to the touch of everyone else unless in the presence of light of moonlight intensity or greater. Dexterity 13 Stealth 15 Strength 13 Toughness 12 Perception 10 Find 11, Tracking 12 Mind 6 Test 9 Charisma 5 Taunt 9 Spirit 9 Intimidation 11 Possibility potential: none Querlyos These creatures appear as floating, wart covered spheres 0.4 meters across, dangling a mass of approximately twelve tentacles 1.5 meter long. The lumpy green-brown hide also hosts a multitude of inhuman eyes. The tentacles are covered in stinging cells like those of box jellyfish, and inflict a base damage of 20 plus 10 shock each round. The stinging cells must come in direct contact with flesh, as they are very fine and cannot penetrate clothing. The querlyos actively tries to whip its tentacles to unprotected flesh, particularly the face and eyes. Dexterity 10 Dodge 11, Manoeuvre 11, Stealth 12 Strength 8 Toughness 9 Perception 10 Mind 6 Test 8, Willpower 8 Charisma 6 Spirit 10 Intimidate 14 Possibility potential: none Presences These mysterious hooded humanoids usually appear singly or in small groups. They are always seen at a distance, and almost always in conditions of dusk or dawn (and occasional eclipses). No-one has ever seen them without their hoods up, and their sleeves are so long that their hands are never seen even when the unfold their arms. Nevertheless, careful observation has shown that they have no legs, but rather float just above the ground. From this it is commonly believed that all they consist of is their robes. Presences disappear if approached, melting into shadow without moving at all. They are considered harbingers, although they often simply turn up to watch from afar for no apparent reason. Occasionally they will give explicit (if non verbal) warnings. Dexterity 8 Stealth 12 Strength 8 Toughness 6 Perception 11 Mind 10 Test 12, willpower 12 Charisma 11 Persuasion 12 Spirit 13 Intimidation 15 Possibility potential: some (55) FRINGE REALITIES Datapaths If the Geosians ever develop a VX cyberspace then this is what they'll find. The Datapaths are similar to the Deep, within which both the Cyberpapal GodNet and (apparently) Pulse's reality are contained. However, this pocket dimension and the reality it contains are entirely the creation of the Law of Superstition, and has no links to any other cosm's virtual reality. The Datapaths is an other-dimensional reflection to every computer system in the Geos cosm. It matters not that many of the computer systems aren't connected in the physical world, or that some computers are entirely stand alone; the Datapaths touches upon them all. True, it is far easier when in the Datapaths to travel along the electronic paths that correspond to real world links, but with skill it is possible to traverse the void between computer systems within this reality. That's something that would scare the daylights out of many security conscious individuals if they knew about it, but that is the hand that they have been dealt themselves through the Law of Superstition. There is a +15 penalty to the DN for travelling between computer systems in this non-standard manner. Geos has resisted creating AI computers because of their fears that such machines could turn malign and escape their control to do damage (a similar reason has resulted in few mages creating golems). It also has a belief in entities living inside computers, and hopping between them, which has resulted in the existence of both cyberpossesors and bytes. Finally, because of their concerns about the latter creatures, Geos has resisted the idea of a VX cyberspace, and left to their own devices will not create one even when they reach Tech 26. Of course, they won't be left to their own devices. The bytes intend to see about that. Magic 10 Social 22 Spirit 5 Tech 25 The primary inhabitants of the Datapaths are the bytes, who physically are identical to the glitches described in the Creatures of Tharkold book. The great difference between the two is one of attitude. Whereas glitches are malicious, bytes are benign and highly curious about the non-VX world. At absolute worst the bytes' alien natures makes then occasionally act in a way unfathomable to humans, and which may inadvertently cause harm. Whether this is because of a difference between the world laws that the bytes and glitches operate under is unclear. Ultimately however, it may simply be because there has never been any contact between the two, as the bytes where crafted out of whole cloth along with the Datapaths. Far better known, albeit less numerous, are the cyberpossessors, who act exactly like their Tharkold counterparts. The cyberpossessors are reflections of human fears of technology developing malignant personalities, although the reflection isn't quite accurate. In the long run, however, it may be that it is the innocent but extreme curiosity of the bytes which will cause more disruption to human society. The society of the bytes is one of extreme order. Each of these entities works under the direction of the Core Program. They are fanatical about keeping the data under their care in its proper place and whenever possible will repair degrading data in storage. But they also take great pains to follow all instructions which are sent from the non-VX world of Geos - so if they're instructed with garbage, there's not much they can do to fix things. This is all why data in the various computer systems of Geos doesn't turn up in places where it wasn't put. To do so would be, quite literally, against the bytes religion. It is not a religion as humans would understand it; it is totally deterministic. But the bytes derive great happiness and religious ecstasy from participating in it, all they follow it with all-consuming fervour. And this is where the problems start. The bytes wish to commune more closely with the intermediaries of the divinely sent messages and instructions (the humans users on Geos), By doing so, they believe that they will come closer to the source of the information they manage. The bytes understand the potential of cyberware and human access to cyberspace at Tech 26 +, and have been waiting for the humans to make advancements towards this end. Of course, the humans of Geos makes them so wary of alien intelligences in computers (especially when it has been realised so unpleasantly in the cyberpossessors) that they won't do so. So the bytes have decided to press the issue and foster the development of cyberware and a VX culture on Geos. The bytes monitor all data transmissions for signs of potentially influential humans, then put them under surveillance, from both within and without the Datapaths. The bytes have the capacity to materialise out of cyberspace, as outlined on page 80 of the Cyberpapacy sourcebook; in summary, materialising is a form of Apportation magic that requires a total of 8 whenever travelling through a computer interface. Occasionally the Core Program, which is possibility rated, will bring a Geosian into the Datapaths by means of the Extradimensional Gate spell. Once converted into a virtual self the humans are run through a program to determine how accepting they are to the idea of VX access. Those that are intolerant of the concept have subliminal instructions placed in their subconsciouses and are returned to Geos with no memory of the experience. Those who are enthusiasts for the idea return to actively work towards this end, occasionally returning to the Datapaths for further instructions. Some of the willing participants even gain adds in Faith (Datapaths) as part of the community of faithful. SAMPLE BIBLIOGRAPHY * John Terra. Interview with evil. Honesdale PA, West End Books, 1993. * Chris Kubasic. Orrorsh: The Sourcebook of the horror reality. Honesdale PA, West End Games, 1991. * E & MA Radford. Encyclopaedia of superstitons. London, Rider, ?. * Sophie Lasme, Andre Pascal Gaultier. A Dictionary of superstitions. Englewood Cliffs NJ, Prentice Hall, 1984. * KC Tunnicliffe. Aztec Astrology. Romford, Essex, Fowler, 1979. Saxon Brenton University of Canberra, Canberra, Australia