-------------------------------- Q: Where do baby gods come from? -------------------------------- The Walraven concept of godhood is blatantly inspired by Terry Pratchett's book _Small_Gods_. To quote Acius (Feb 8, 2001): "... gods are dependent upon their worshippers ... The more devout worshippers a god has, the stronger they become. Gods cannot destroy each other directly, but they may attack one another's worshippers, and thus diminish the power of their neighbors. Even killing all the worshippers of a god doesn't guarantee their death -- it takes them anywhere from years or centuries to decay, depending on their former powers, and in that time they might get personally involved in some heavy proselytizing. In essence, the pantheon is fixed in the short term, but in the long term it can change." So, what did he mean? :P In short, a god is the recipient of worship energy. He is able then to use this energy however he feels like, but most gods tend to use the energy in a manner that they calculate as best able to ensure the continued production of said energy. Only intelligent beings are capable of producing this energy, and they often generate it unconsciously. A god becomes deified when he has received enough worship energy to cause his ascention beyond whatever previous state he may have existed in. The amount of energy required to cause this transformation is beyond substantial. -------------------------------------- Q: Can players receive worship energy? -------------------------------------- Of course not. Since I have no intention of allowing players to become gods, it stands to reason that I won't bother writing a system that risks their being able to receive sufficient energy to become elevated. ------------------------- Q: Define "sufficient"... ------------------------- Well, considering that the halfling totems are not only the weakest gods in our current pantheon, but are also the youngest ones, we can look at the circumstances of their creation. They were created ex nihilus by all of the worship energy put into the construction of the desert shrines. This implies that in order to empower an ideal to the point where it has enough energy to become a very wimpy little god, it would take the concerted effort of an entire tribe of people on a daily basis for many years. To transform an existing being into a godlike state would probably require more energy, but as the being has the added advantage of already existing and being able to impact worshippers directly, it is probably better equipped to receive that energy in the first place. Previous existance is also a nice bonus because it means that you don't need to worry about fading away in the case that the energy stops flowing... -------------------------------------- Q: So, what about the Gnomish friends? -------------------------------------- The 'gods' of the gnomish people are three retired archmagi who were pretty durned close to a state of godhood on thier own before being adopted by the little people. In their case, it probably didn't take very much energy to effect the transformation so much as an extended duration of that energy in order to sustain them while the transformation took place. They take a very active role in their people's lives. The gnomes are rather pragmatic when it comes to their gods, they know that they exist because they come to dinner. When the gods are helpful, it is just another aspect of The Pattern, and isn't anything more spectacular than knowing that smoke turns raw pork into nummy bacon. The gnomish gods are incredibly powerful. They could probably flatten Asile and Buamer without much effort (thus stopping the whole slave trade, etc...) but they consider that to be cheating. They also don't really work very much together - each one has known the other two for centuries and they have their little squabbles and send each other cards for their birthdays and such - but they generally work alone. If all three actually worked together on a project it would be pretty scary, but I'd be more afraid of the one who could wrangle them into a state of extended cooperation. -------------------------- Q: Is the planet sentient? -------------------------- There is no great and universal 'gaia' spirit of Final Fantasy lore. The planet is nothing more than a collection of matter that has conveniently managed to adhere together in such a way as to provide a rather pleasant spot for spring picnics. Rodenon made sure of that. Individual locations are teeming with earth mana, and are thus 'alive'. Every rock, tree, and flower has a spirit. But, those spirits are unique individuals and not one great conglomeration. This means that worship energy (or druidic requests for favors) that are targetted at 'nature' and not at a specific god wind up going not to the glowing mass at the planet's core, but to whatever local earth spirits are present and available. -------------------------------------------- Q: When plants die, where do their souls go? -------------------------------------------- I told you, the planet doesn't have a single soul! Oh, wait, plants. Right. It really depends on how they die. Plants are very strong earth mana. If they are just cut up and eaten or whatever, then their energy is absorbed by the consumer. If they burn or rot or whatever, the energy dissipates and is then reclaimed by the plane itself. If they are defiled - ie, drained entirely - the spirit is destroyed. This is the case with anything that has its mana completely sucked out. It ceases to be. --------------------------- Q: What about planets then? --------------------------- See above. If a planet were to die, lots of energy would shoot all over the place as all of the individual spirits would be released from whatever force it is (grabity) that holds them together. I expect we'd see ripples in all of the planes as a result. ---------------------------------------- Q: Can we kill another planet from here? ---------------------------------------- Oh, probably. I don't see me letting people have spaceships any time soon though. ;) -------------------------------------- Q: Is there a moon? Is the world flat? -------------------------------------- Yes. No. To quote Acius from a seriously old copy of the Codex: "The world of Walraven is very similar to Earth. Its solar and lunar cycles are the same." A great deal of the rest of that particular essay has since been deprecated, but that core holds true. The world has exactly one moon. It is pretty and blue. It takes roughly 30 days to circle the planet. There are 365.25 days in a year, and the old elven calendar does, in fact, make provision for a leap day. The world isn't exactly spherical so much as it is a cyllinder right now. I am very much stymied as to how we would make it into an actual sphere without wasting a lot of math and effort for a fairly insignificant gain. That said, yes, the world will be circumnavigable. I have a continent that wraps around the map. ------------------------------------ Q: Other continents with other gods? ------------------------------------ Yes. There are essentially four major geological features on the planet once you get past the big oceans. Ihaya, two other continents, and The Archipelago. The archipelago is situated west of Ihaya and extends from about as far north as Falmar to the antarctic circle where it ends in Tatko Island. The majority of the islands are uninhabited and are frankly uninhabitable. The other two continents _are_ populated. By different peoples than live on Ihaya. They are rather primitive. Players will have to wait for an exceedingly long time before we write the quests that will play out the discovery of these other continents. ------------------------------------------------------------------------------ Q: Are you ever going to fix the stupid bugs with the favor system and prevent people from getting bolted by gods that they don't follow and stuff? ------------------------------------------------------------------------------ Yes. [Wait as Allaryin takes time out from the conversation to make a few patches to the favor system that should make the gods significantly less bolt happy] The game needs to make a distinction between actions that call the attention of a god directly and those that do not. There need to be different ways in which to affect favor. For instance, right now, my butchering of a lumberjack would offend several of the gods. But only if they notice. Right now, they're all noticing. In theory, your average mountain troll should be able to get by without paying much attention to the gods as they pay little attention to him. Thus, when he eats a lumberjack, it shouldn't get him into trouble. There is no elegant solution to this. It is a fuzzy mathematical problem that I would have solved years ago if I had a good way of doing it. People now have faith skills that will help tremendously. Basically, the higher you allow your faith skills to become, the more accountable you become to the various powers that be. As mentioned earlier, the gods' primary motivation is the acquisition of more worship. Thus, if you have a history of having provided a god with energy, he will work to retain you. But, because they are also pragmatic, they should eventually stop committing energy to you as you become inactive. ---------------------------------------------------------------------- Q: Will it be realistically possible for priests to lose their powers? ---------------------------------------------------------------------- I think that signing onto the team roster puts you into the realm of being permenantly watched by the gods in question. If you fall out of favor with Cerina, she will stop answering your queries. But, as a priest, she will continue to work you over with the lightning stick until you reform. A bit of alignment readjustment and a few hundred points of mana spent in penitence will probably be required in order to cast spells from a particular god again once you've offended them to the point where they stopped listening. ------------------------------------------------------- Q: What will the knowledge.religion skills be good for? ------------------------------------------------------- The knowledge skills help with two things. First, they will help you better know when you have done something to impact your favor. Right now, this is entirely handled by the devotion skill, but in the future as more gods are added and more actions become able to impact favor, the individual knowledge skills will become invaluable in tracking this sort of thing. Second, they will be required in order to gain access to higher level prayers. Just like you have skill pre-reqs for spells and crafting recipes, the same thing applies to faith-based magic. ----------------------------------------------------------- Q: Are the PW's the only ones who can travel to the planes? ----------------------------------------------------------- No. The Planeswalkers will not have the planar travel market cornerd by any means, but they are the only group in the game who has planned abilities that will allow them to travel to each and every one of the planes. Different magical guilds will have different abilities (either by spell, ritual, or a special object in the guild hall, etc...) that allow them to go to other planes appropriate to their functions. The full details on this sort of thing have yet to be completely fleshed out - it's waiting for us to actually write the planes - which thing is kind of pending on the physical world itself being fully developed, I imagine. -------------------------- Q: Where do the gods live? -------------------------- The seven human gods need to have some sort of Olympus/Valhalla-esque place of unified residence. There is not really any suitable location on the plane of earth for them to hang out, so I believe that they need to have carved themselves out a cozy little chunk of the plane of spirit. It grants them a closeness to their worshippers while still keeping them distant enough to be aloof and mighty. More on that place later. The dragon gods are easy, as they are deceased spirits, they dwell in their plane of origin - fire. The gnomish gods live on Asile and the halfling gods live in the desert. The All Father lives in his forbidden city-type shrine on Tol Ainmir. The dwarven and orcish gods are all that remain, then. Murtavo has been banished to the plane of darkness where he rules over the wraiths and demons. Rodenon quite likely has a residence in the plane of spirit, and while it would be separate from that of the human gods, he would probably have some sort of guest home with them for whenever he comes to visit. The orcish gods are not terribly powerful, as the orcs are vaguely embarrassed of them any more. This does not lend them well to an extra-planar residence. I think the best place for them to live would be in a sunken city in the frozen waters to the north of Gromash. -------------------------------------------------------------- Q: If you go to the appropriate plane, will you meet the gods? -------------------------------------------------------------- If you go to the right part of the right plane, it is entirely possible. ---------------------------------------------------------------------------- Q: What is the material composition of the planes? Cosmological positioning? ---------------------------------------------------------------------------- The game world _is_ the plane of earth. Just as it is not composed entirely of stone matter, neither is the plane of fire composed entirely of burning gasses. The important part is that the energy that holds things together on the plane in question is the right sort - this world is held together by earth mana and the fire plane is held together by fire mana. There are plenty of 'physical' locations in all of the planes. The human gods have a solid city that they live in. Murtavo is not just a floating spirit but probably has a little palace of his own. There is a bit of material bleeding across the borders of the planes. This is especially true on the plane of earth, which is located at the center of everything (in a sort of metaastrographical sense). As mages are constantly fiddling with things and ripping channels between the different planes, mana and matter are both drawn through. Other than the planes of earth, spirit, and darkness, which are parallel to each other, none of the other planes actually touch. It is only as these channels are opened that a connection is made. Visualization time. http://simud.org/images/plane-positions.png At the center of our little metaverse, we have the planes of earth, spirit, and darkness. Imagine them as a sphere divided into layers, spirit on top and dark on the bottom. In a ring around this ball are much smaller spheres representing each of the four winds. A constant stream of energy arcs between them in little flashing tendrils that pop in and out of existance at eyeball-melting speeds. Above this ring is the plane of order. Below it, chaos. Occasional flashes of energy arc around the world (nucleus of our little atomic model) between them. Situated beyond the ring of the winds are the other four planes. Stick water to the southwest and lightning to the northeast, fire to the southeast and ice to the northwest. Each of these pairs also has its set of arcs passing mana back and forth around the whole mess. Add do it tendrils of energy flowing from each of these planes to the plane of earth where mere mortals are fiddling with things what they ken not. --------------------------------------------------------------------- Q: So why can't we just grab mana as it fires off between the planes? --------------------------------------------------------------------- You don't know where the mana will be as it shoots along its little path. But, you do know (spiritually speaking), where the core of each plane is, and you then open your own little channel, arc the energy to your own location, and use it. ------------------------------ Q: How does counterspell work? ------------------------------ By inserting chaos mana into the middle of another mage's casting, thus disrupting the flow of everything and generally making his pattern awful to control. ------------------------------------------ Q: What is a spell? How does alchemy work? ------------------------------------------ Every spell is an algorithm for the energy to follow. You pull the energy out of its location and line it up between the points where you want it to flow. This is one reason why crystals are appropriate capacitors for mana energy, they provide a gridwork for the energy to flow along. Alchemy is nothing more than fabricating these spell patterns and then locking them into stasis somehow - in most cases, a liquid matrix. This is also the basic theory behind scrolls and other formal representations of spells. --------------------- Q: What about pearls? --------------------- Huh? Well, pearls aren't technically 'stones' and they're definately not crystals, so why do you plan on allowing them to be used as mana batteries? Pearls are powerful condensations of earth matter. They have also developed in connection with a living, growing being. While they may not be crystaline, they are a bajillion concentric spheres, and if that isn't a matrix, I don't know what is. If anything, pearls should come pre-supplied with mana from their creative hosts. Some types probably will.