Sunday, April 25, 2010

The Squared Law, The Cubed Law and Trian's flawed idiocy...

The Squared Law of Planar Stacking and thoughts of the Cubed...

It is quite possible that the fall (as it is so colloquially termed by the layman) was triggered by energies released by the activation of the Grotius Cube during the God wars. As is my wont, I will examine my theories on the subject so that future scholars can see the thought process of what (undoubtedly) is a great historical figure in their time.

Let us start that with what we know:

1. The Grotius Cube was activated approximately 500 years ago during the God Wars. It was created by renowned artificer Nisendor Insenthel
2. The Grotius Cube works on the cubic law of Planar binding. This is NOT a law that I am currently familiar with. Indeed, the SQUARED law of planar stacking served as the basis of much metaphysical theory of my time.
3. The Cubic law was apparently forwarded by one Ansanthum Grotius, a theoretician that I am unfamiliar with (despite the fact that he predates me by several centuries).
4. The Astral plane seems to have either been removed or amalgamated with wherever it is that the gods live. This has therefore likely resulted in a large reduction of the total number of planes. Since things powered or using the Squared Law of Planar stacking were highly dependent upon this number, a reduction in the total number of planes would have greatly reduced their power
5. Trian's multi-planar divergent theory appears to be at least partially correct. I was, however, told that there significant issue with the theory. Of course there are! Anyone even glancing at his meta-stasic calculations could see that! Consider the following timeline (based upon our current apparent temporal location) and note the 400 year echo:
a. Roughly 1100 years ago the Squared law of Planar stacking was postulated leading to the creation of extra-dimensional spaces and serving as the power source for the creation of the Aeries.
b. Roughly 700 years ago (400 years later) Mount Pushkin was discovered and the link to Furlough was established. This increased the linked Realm count from one to two.
c. Roughly 500 years ago, during the God Wars, the Grotius Cube was created. This was the first (and as far as I know only) example of an application of the Cubic law of Planar stacking.
d. 97 years ago (roughly 400 years later) a magical realignment occurred. The result of this may have been the connection of a third Realm to Haven. Indeed the energies that created the tiefling may have originated from this realm.
It is now necessary to examine the Squared law of Planar Stacking before trying to recreate the Cubic law. I will also, unfortunately, be forced to examine Trian's multi-planar divergence theory.

The Squared Law of Planar Stacking
The Squared Law of Planar Stacking states that energy resistance caused by the proximity of different planes decreases by the square of their distance.

Of course, in this case distance is an abstract concept and doesn't necessarily refer to physical distance (though in the case of extra-dimensional spaces it can)

The direct consequence of this is that Planes (and extra dimensional spaces) cannot exist within the same Meta-Magical space. The planes themselves exude a repulsive force that keeps them apart. In the case of extra-dimensional spaces, this force is fairly weak on the physical plane and can actually be overcome. The result of two planes co-existing is spectacular, to say the least.

There are (or were) three known exceptions to this law. They are (were) the Prime Material, the Shadow, and the Astral Plane these three Planes exist conterminously (ie their separation is effectively 0). This exception is what allowed the creation of extra dimensional spaces which are, in essence miniature planes created as bubbles within the Astral.

There were a multitude of practical consequences and applications of the Squared Law. I will outline some of the most prominent here:
1. The creation of Extra-Dimensional spaces. I discuss this above. Effectively these spaces are miniature Planes and share most of their characteristics.
2. A great energy source. Two specially created extra dimensional spaces can be kept in close proximity and the resulting repellent energy can be siphoned off and used for other purposes. Indeed, the Aeries use this as their power source. It is difficult to establish these sources and, the spaces will eventually evaporate but this discovery did result in the establishment of a powerful and relatively stable energy source.
3. Higher level magics. The metaplanes are under a constant inward pressure. It is unknown what this pressure represents (though it may be proof of an outer edge of the universe). As a result of this pressure, the outer planes were constantly generating HUGE amounts of energy as the Squared Law pushed them apart. In particular, several groups of planes or Plane Sets generated tremendous energies as dozens or even hundreds of planes resisted being forced together. Higher level magics (both Arcane and Divine) tap into this energy source to supplement the metasphere. Additionally, this is a common source of magic used by magical items.

The current planar landscape seems to have been completely rearranged. For starters, there seem to be VASTLY fewer planes. This, in part, explains my inability to access many of my former spells and the lack of function of many of my arcane implements.

Trian's multi-planar divergence Theory (Such as it is...)

I already have it on good authority that there are flaws in the following but that it is PARTIALLY correct. Thus it is worth at least a partial examination of the theory. I will skip the rambling and often flawed meta-mathmatical proofs and cut to the basis of the theory.

Haven and Furlough each represent separate realms rather than planes. Each appears to encapsulate its own set of planes (though some theorists hold that the Astral Plane is, in fact, common between the two). Up until the fall the two appeared to share the same metaphysical rules and magic worked the same in both.

Common wisdom is that there are exactly two such realms and that (in some way) they balance each other out access was assumed to always have been possible but simply was not discovered until recently. Trian's theory, conversely, postulates that there are an infinite number of realms that do not typically have access to each other. Some event in the past cause Furlough and Haven to come into contact.

Trian's theory is more compelling in a number of ways. In particular, it better explains the limited access points between the two realms as well as the timing of the contact. The specifics are where the flaws begin to creep in.

The Cubic Law of Planar Stacking (and beyond?)
The basic tenant of a cubic law of Planar Stacking would be that energy resistance caused by the proximity of different planes decreases by the CUBE of their distance. This does not match with observed results but could be explained if the additional energy was being dumped into another "place" (excuse the imprecise language).

This does, somewhat follow from the squared law. If one looks at energy output from two proximate planes on ONLY the material plane, energy output only appears to rise in a LINEAR fashion as they approach. The squared growth curve is only observable if one includes the astral and shadow planes (curious how this bears out in the new planar reality – I must get some proper instrumentation!). Thus it is conceivable that even GREATER energy is occurring but on a currently unobserved plane or "place".

It would appear that the Grotius Cube operates (operated?) by harnessing this law. Since it appears functional, the law appears to hold merit.

Here is where we get into dangerous territory. Where was that energy going? What was the consequence of interrupting its flow? Might this energy having been keeping Trian's Realms apart? By tapping into the cubed part of their energies, did the Grotius Cube set into motion the "collision" of a third Realm? And if a third, is there a fourth or more. Perhaps the truth is that the energies of planar stacking are truly INFINITE but they are all that are keeping our Realm separate from INCREASINGLY disparate ones.

Tieflings, Primal Magics, and an annoying banging...

It would appear that the changes wrought upon this world were greater even than I expected. While a shifting of the metamagical planes had obvious effects upon the performance of both Arcane and Divine conjuring, it also appears that there were additional implications.

I will be ordering my notes by topic rather than a strict chronological ordering as the usefulness of this is greater.

It would appear that the nation of Barrera has been afflicted by some form of transformational magic. The result of this is that they have been infused with extraplanar energies resulting in a change of form. I have witnessed this event in action as Olen, the brother of my challenging student Voss, was exposed to these energies. It has resulted in him growing horns and a tail. It has also had some emotional and intellectual impact upon him but I have been unable to fully determine the extent of these changes. It remains to be seen if these are simply the result of the trauma of transformation or if Olen is now being influenced by another presence.

The encounter that resulted in Olen's transformation seems to fit a pattern that was outlined on a map we obtained from some other transformed creatures. Unlike the residents of Barrera (who referred to themselves as Tieflings) these creatures did not have the same level of civilization. They resembled wolfmen or bipedal hyenas. I believe the old Eladrin wordform would be gnoll. They had captured a number of races (humans, goblins, elves, Halflings, dwarves, wolves, dogs, and cattle) and were exposing each in turn to extraplanar energies. We stopped this exposure but I was forced (as a precaution) to dispose of the goblins who seemed to be about to transform. I would have wished to hold at least one as a specimen to examine the transformation but felt that the ethical argument with the rest of the party untenable. As it was, Olen's newly agitated state seemed to have made him unable to listen to my reasoning. Perhaps if he better understood the metaphysics...

During the encounter I was, at least, able to take extensive notes on the rift itself. It seemed to be leading to a plane of anger and fire (not a plane I am familiar with further increasing the evidence of a planar flattening). We have since also encountered some undead that seemed to be animated with pieces of demonic flesh rather than the typical application of necromantic energies.

In any event, having rescued these groups, we led them back towards the elvish settlement. At the settlement, I engaged some shamen and druids in a discussion of magics. Several decades after the fall (the fall was timed at our crossing between universes) it appears that they began to draw energy through nature. Druids existed in our time, of course, but they drew their magical control through a Collective Spontaneous Thaumological Field (see: A treatise on the origins of magic in the modern world - Savin Thonät). It appears that this is different now. At first, while wading through the nature coloured gibberish of these "practitioners" I assumed that this was the manifestation of a Collective Spontaneous Thaumological Field coalescing a new consciousness. Or, given the constant reference to the Mother, simply a new manifestation of an old one.

But this is different. Before, druidic powers manifested as divine energy. Now they are something different, something more primal. Indeed, the forest itself seems to have taken on an intelligence and will of its own. We encountered this phenomena while moving through the forest to return the dwarves to Seigholm. The forest has grown wild, way more quickly than the passing of 97 years would account for. A central tree, towers over the forest and here we encountered creatures that appeared to be ambulatory fungus. They appeared to share a hive mentality of a sort so it is unclear whether they were actually intelligent or simply the puppets of a central mind. The result is that these primal powers are subtly different from the divine that they seem to have replaced. More raw and less controlled. It will be curious to see what their long term consequences will be upon their users.

Oh for access to an arcane library! All I have picked up is a basic magical primer from a goblin caster (a poorly instructed specimen to say the least). I am familiar with the book but this copy has an added introduction. It also, curiously, lacks a scrivener's mark. Clearly a scribe too embarrassed to admit to the work (I don't blame them, it is a poor tomb)

Finally, there has been an intermittent "banging" as if upon a great forcefield reverberating through the magical field (or manasphere). This event has been increasing in frequency but is, blessedly, getting less powerful. It originates to the South East (towards Barrera) and is quite annoying.

A bit of history we have heard it (I definitely question the source). It appears that Barrera and Ascension have been at war for fifty years (hence the Ascension citizens using the Barreran's transformations to literally demonize them). Local belief (at least amongst those of Ascension) is that during the fall, the Son tried to kill the Father and successfully killed the Daughter and wounded the Mother. I suspect if I could question a Barreran on the topic they would (given their worship of the Son) give quite a different answer.

Thursday, April 8, 2010

Summary of the game so far

Broad characterizations of what you know. Dates (especially past dates) are generalizations, not exact.

Time 0 = the time (year) that we started my campaign

Time -1000+
- the civilized races come to Haven, fleeing from elsewhere. Why is shrouded in myth - the only consensus is that they were fleeing some great and mighty foe.
- they start fighting with the goblins, who were in Haven first.

Time - 1000 to - 500
- the goblins are beaten, in part because of the near complete genocide of the hobgoblin race. Goblins remain a constant menace at the edges of civilization. The goblin gods (if they ever existed) largely disappear.
- the split between the elves/eladrin, and the halflings/gnomes occurs. Gnomes and elves are nature/primal oriented, halflings and eladrin civilization/arcane oriented.
- the first eladrin flying cities called Aeries are created.
- the eladrin and the dwarves fight a war over the magical minerals needed to build Aeries. There is no clear winner, and eventually a truce is made.

Time -500
- the portal between Furlough (where Yulia is from) and Haven (where the rest of you are from) is discovered by a Halfling named Pushkin. The portal on Haven is ontop of a mountain, that in Furlough is in a valley.
- there were the God War between the gods/worlds of Furlough and Haven
- Kobolds and Dragonborn all first appeared at that time, almost exclusively in Furlough. A very few orks appear in Haven.
- the town of Reunion and the Hold of Treffenholm are destroyed and the trench/scar was created. This was done by a massive discharge of divine energy either near or through the portal
- this occurred at the same time (and very close proximity) to a ritual being performed on the Grotius cube. The purpose of the ritual was to project the contents of the cube into the god plane of Haven.
- while the ritual was being performed, Treffenholm was being attacked by soldiers from Furlough. The occupants of Treffenholm were protecting the ritual. The Furlough soldiers spoke of a Petrovich who they were trying to rescue.
- the ritual was being performed in a cathedral. The cathedral doors had the son on one door, and the other 3 on the other. Voss's memory was that the cathedral in Ascension has similar doors, but all 4 gods on both, the son in the front of the other gods on one door, and behind the other gods on the other.

Time -500 to -1
- Steirholm is created next to the ruins of Treffenholm and Second Chance is built near the ruins of Second Chance. Relations between the two worlds become friendly again.
- the Order of Saint Tach'ol is created (an order of paladins, Olen belongs to it). It becomes a source of law and order, serving as guards, police, and justice system for many city states. It originates from Furlough. The paladins are free to worship which gods they wish.
- Prince Burundis of Ascension founds a new colony. Things go bad and contact disappears. The Undead kingdom springs up where the colony was.

Time -1
- The Undead Kingdom, led by the Lich-Queen Felosial, invades the territories allied to Ascension. Barrera (the other major city alliance) refuses to help, citing that it was Ascension's own fault. The party is sent to Furlough to get help.
- The party does get a pledge of help from the Furlough portion of the Order of Saint Tach'ol and several major Furlough kingdoms

Time 0
- on the way to the portal, magic suddenly stops, with a vacuum sensation coming from the portal to Haven. Magical works (namely a dam - and Voss's floating travel case) fail. The characters feel drained of their powers (they were 3.5 level 12 before) and their magic abilities and items no longer work, nor can they access their gods.
- closer to the portal, the party finds some orks. After some investigation, it turns out they are transformed humans. They hadn't realized that they had changed. They no longer speak common, but seem to understand it.
- at the portal complex itself, the floor is covered with a red goo, smelling of blood. No attendants are found. The portal is flickering, barely active. The PCs go through.

Time 0+?
- each of the PCs has a rather intense, personal and mysterious experience during their trip through the portal.

Time +97
- the players arrive in Haven. Some time has passed (97 years, to be exact). The rules of magic have changed, and the PCs slowly learn to adapt to them. Its late summer/early fall.
- the PCS return to Second Chance, to find it besieged by goblins, who have conquered the dwarven hold of Steirholm. Food and iron are in particular short supply. The PCs are greeted as heroes, having rescued a mule train carrying iron ore from a goblin ambush.

- the players later learn that Haven too was badly hit by this event, with all magic disappearing. It is known as a dark time with much suffering. Since that time, no Aeries (the floating Eladrin cities) have been seen at Second Chance. Most there believe the gods are dead - except perhaps Fenor, the Son, whose cleric (Varsuk) is insane (and is the oldest human in the town, though appearing young other than his white, Einstein-esque hair) but is the only person in Second Chance (other than the PCs) still able to do divine magic. Magic, however, has recently been reappearing. Both Kayla, the dwarven smith (who seems to fancy Baern) and Amasta, the halfling alchemist (a trickster, and daughter of the local barkeep) appear able to make items which are, for all intents and purposes, magical. Mr. Templerun (Amasta's father) also brews a surprisingly fine ale for such a small and remote town. The halfling drill sargeant (Griddle) also seems surprisingly competent for a rural militiaman. Marcus, a rotund and balding human, seems able to use arcane magic, but only through lengthy and complicated rituals. He teaches Savin some of these.

- at the mayor's (a dwarf named Grunskin) request the PCs find and rescue a group of kobolds, who were worshipping a blue dragon (Vermafex). The blue dragon was having the kobolds ambush supply trains to Second Chance. On confronting the dragon, the PCs learn that it was doing so because the goblins had captured its eggs, and were holding them ransom. The PCs agree to rescue them in return for a cessation of attacks - provided the PCs do so within the goblins deadline (a bit less than a month). They also find the remains of a dwarven explorer, who was searching for something called the Grotius cube. On the remains was a partial map to the ruins of Treffenholm, a dwarven hold destroyed in the God War. The Eladrin characters learn they can teleport, which is something new to them.

- the PCs rescue (from a bunch of rats of various sizes) a girl who has fallen into a hole. The hole turns out to be a silo, from which the PCs discover a stockpile of rice (much needed by a Second Chance facing a long winter with no resupply) and a way into the Steirholm.

- using the map, the PCs enter the ruins of Treffenholm. They right some drowned undead corpses, then come to a cathedral, full of skeletons from the God War. The doors to the cathedral have the Son on one side, and the other gods on the other, as if greeting him. Voss remembers the cathedral doors in Ascension being very similar, but with all 4 gods on each side. The PCs find a chamber, in it a large orb sitting on a square box in the middle of a magic circle (the players assume the box contains the Grotius cube). The PCs determine that the circle serves to concentrate energy into the orb (which is a containment device), which would then release its energy/contents into the divine plane (aka where the gods live). The orb is intensely magical. Upon entering the cathedral, some skeletons reanimate, once again fighting, the dwarven/halfling skeletons protecting the chamber where the PCs found the orb, the dragonborn/kobold skeletons fighting towards it, seeking to free a "Petrovich". Olen's plate armour becomes magical again.

- the PCs find their way to the Scar, a large gash through the mountain, which was caused by a magical blast from the Furloughans during the God War, and which destroyed Treffenholm. On the way, they find a magical campsite, left behind 97 years ago by the above dwarven explorer. It still functions, though is a bit worse for the wear (but is gradually self repairing). Anyway, at the scar, they fight their way across a rope bridge and into the captured dwarven hold of Steirholm, freeing some slaves in the process (though Savin had killed some goblin slaves during the battle). The goblins are using the slaves to dig rocks out of the Scar, which radiates with residual magic.

- once inside, they link up with an escaped slave, who leads the party to the leader of a rebellion against the goblin conquerors. The PCs are surprised to learn that the leader is a goblin himself (as are many of the rebels), hiding from the hobgoblins due to him refusing to give up worshipping the goblin mother goddess. Apparently, a man-wolf prophet had appeared before the goblins 3 years ago, preaching that the goblins would regain their place in the world and requiring them to worship the goblin war god. It was this prophet, known as "Lord Teeth" who was behind the goblins conquering Steirholm.

- soon after the talk, the rebels are attacked by hobgoblin soldiers, and are forced to flee. The PCs end up hiding a store room, which holds a long disused portal. The heroes barely hold out long enough to get the portal working again. The PCs escape through the portal, but unfortunately Yulia is left behind.

- a week later, they receive a signal from the rebels that the portal is again safe. The PCs use it to teleport back into Steirholm. They soon reunite with the rebels and Yulia.

- they work out a deal with the rebels - if they free the prince of Steirholm (a slave of the goblins), the rebels will guide them to where they think the dragon eggs are held. The PCs free the prince (and a number of other slaves) in a rock crushing factory - the goblins are crushing the rocks excavated from the scar into powder, from which they are able to seperate the more magical portions.

- from the rock press, the PCs flee the goblin reinforcements, during which they become separated from Savin, who sees the freed slaves to the rebel camp. The others flee down a series of huge gears, barely making it in time to the flow valve for the sluice gates, which they pull to cut off the pursuit. They then make their way up to the aerie (formerly holding tamed griffons and falcons), where the eggs are held by a mad goblin who likes to perform strange arcane experiments on those Lord Teeth feels fit to punish.

- the PCs fight and defeat the mad goblin and the abominations he had created with his experiments - he had used strange powers focused through a series of lenses to warp a halfling, a hobgolbin and two of the dragons into horrible mutations. During the battle, he also used his contraption on the players - those hit felt that both their form and their sanity was going to shift into something else. Soon after the battle, where the device was focused for several turns, a hole breaks in the walls of reality, spilling forth several tentacled horrors whose attacks were against the PCs grip on reality. With some effort, they too are vanquished. The players recover the mad goblin's diary, which they soon have translated (I will e-mail you highlights of it soon). They also recover one egg, but learn from the diary that Lord Teeth has the other.

- with the help of the rebels, the PCs develop a plan to get them to his chambers. They rebels trick one of the generals into an ambush by the PCs, who kill him (and his body guards - and some demon wolves) to steal his pass. The Eladrins then disguise as hobgoblins, and lead their dwarf and dragon born "prisoners" to the Lord's chambers. There they meet and defeat his goblin bodyguards, capturing his seneschal, who, in exchange for sparing his life, agrees to deactivate the wards set by the Lord Teeth on his private sanctum. The seneschal is true to his word, but is slain by Lord Teeth. The PCs manage to kill the Lord Teeth and some more demon wolves, finding the last dragon egg and another magical portal, this one having been created by the Lord Teeth. Voss takes a bone scribed with runes from the pile of ashes and bones that are all that are left of Lord Teeth, finding that it serves as a magical wand.

- with the Lord Teeth dead, the rebels convince the goblins to revolt against the hobgoblins and bugbears, and they free Steirholm. They find, however, that the goblins had looted much of the hold's armoury and treasury, likely having sent it through Lord Teeth's portal along with many sacks of the magical powder made from the rocks of the Scar. The players are greeted as heroes, and are given many rewards - some by the dragon Vermafex, who is relieved to have some of her children returned but saddened to hear of the deaths of the others.

- the PCs (save Yulia, who stays behind), head through the portal, to hopefully discover where Lord Teeth was sending things, and perhaps to make their way back to Ascension.



And the events since await a further update....

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