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[LoGS] KULT of Gossamer (a map of sorts)

Started by JesterRaiin, May 31, 2016, 05:50:46 AM

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JesterRaiin

This is a small invention of mine based on ideas introduced in KULT RPG's setting and, by proxy, from Kabbalistic concepts. I've been using it for session taking place in Amber RPG and recently in Lords of Gossamer & Shadow. This isn't anything especially clever, or detailed, merely a set of roadsigns that might be useful for any GM who wants a bit of order in place of "everything, ever place might be connected to every other place".

Side note: this isn't an attempt to turn it into an esoteric discussion, so pay no attention to simplifications I made on the way (providing you see them and it bothers you in any way).

Oh, this is WIP. I'm gonna add some details later, provide more examples and such.

Without any further ado, the "Tree of Life" - the map of Gossamer multiverse (which I like to call "Metropolis", just like in the KULT's setting):



The underlying idea is to perceive each Gossamer world, each domain as a place corresponding with certain principle representing "a strong point" in Kabbalistic concept known as "the Tree of Life". The more any world seems to be in tune with one of these principles, the closer to its core it is. The more it starts to resemble an amalgam of one or more principles, the further from its core it lies. Each "strong point" resembles a giant grape cluster, where each fruit is a spherical universe similar to those around it.

In this variation of the game, it's far easier to reach similar worlds, than to travel from one "cluster" to a different one. When one attempts to do so, he moves across paths connecting said "clusters". It is impossible then to move directly from, say "Malkut" worlds to those known as "Keter". One has to visit whole bunch of places on the way, what in turns introduces the possibility of starting additional plot-seeds, learning a thing or two about the reality of Gossamer and such.

By the way, said "paths" are filled with worlds too, although they are much scarcer than those found in "clusters", usually very different to one another (as opposite to "cluster"-worlds where two worlds close to each other might seem one and the same, at least if one doesn't spend time actively seeking differences).

Let's start from the bottom:

MALKUTH - Malkut is all about blind evolution, sometimes "one step forward, two steps back". Worlds built around this principle are primal, savage, brutal, impossible to tame. A jungle that knows no civilization aside of some primitive tribal structures would be a good guess. While the general landscape is pretty much the same, no roads, no buildings, no territory stays the same for long. Gigantic forests might be there no more next time a PC re-visits same place, only to be found again, even bigger and more alive next time. It's all very confusing if one seeks stability, but also far from complete chaos - where once was a mountain, there will be a mountain. It's just that back then it was covered with a glacier and now there's a foliage all over it.

Good place to disappear, since "jungle covers all tracks". It's a home to some among most savage beasts and creatures, so caution is advised, unless one seeks exactly that - a challenge.

Possibilities: The Lost World by Arthur Conan Doyle. Hollow Earth Expedition or Call of Cthulhu scenarios taking place in "savage lands".


YESOD - Rising high. "Inbetween" worlds, described best by overused "a place of many contrasts" sentence. Worlds that stand one foot in the savagery, and other in civilization, but seem unable to settle for either. The moment one becomes too strong, other steps in and when there seems to be no more place for two of them, a cataclysm happens and everything undergoes "a reboot". Our Earth with all its colorful history of scientific progress and brutal butchery for no good reasons is a perfect example of a Yesod world.
If players seek Earth-like havens, it's probably there.

Possibilities: Pretty much every urban scenario ranging from fantasy to SF, where the element of "weird" isn't that strong.


NETZACH - Struggle & victory. Conquest. Conflict. War-torn worlds, battlefields, ruined worlds, places where different forces struggle on many levels ranging from physical to purely mental. Somehow, life always find a way to come back and rebuild everything, so even ruined and burned to the ground worlds are sure to rise once again... And become giant battlefields.
Good place to study Warfare or find a weaponry. Or to seek death, because inhabitants of such worlds are shaped by conflict and simply don't know any different way.

Possibilities: "Prisoners of Power" reality. Sigil, the centerpiece of Planescape RPG lies somewhere on the road between Netzach and Tiferet.


HOD - Inner growth. Think monasteries, cathedrals, everything what serves the purpose of learning as much about inner world as possible. It doesn't have to be highly religious territory, and if you decide to present it as such, then don't forget that god-less religion is perfectly acceptable concept. Calm, peace, silence defines these worlds and only those taught in ways of mind might perceive an enormous struggle hidden beneath the most obvious layer of reality. A simple traveler, looking like a harmless old person, might be an ancient seeker of truth, constantly struggling with horrific inner demons, even when he stops to cheerfully greet a player character.
Good place to study Psyche and relevant disciplines.

Possibilities:


TIFERET - The center of the multi-verse, the place connected to every other place (aside for the most remote territory of Malkut) and one players are sure to visit (even for a short moment) every time they travel far away. A true labyrinth, gargantuan bucket of apparently completely different pieces that somehow work together. Where Yesod worlds seem to be somehow reasonable and logical, governed by natural evolution and civilized advancement, Tiferet worlds are wild, insane, alien, merging unlikely elements. An ancient, ruined palace might be merged with a skyscraper made of steel and glass and their-its inhabitants might wear armor pieces on top of corporate-like business clothing.
You might find everything here. Every commodity, piece of equipment, a gossip, a data. It might be harder to get than in more relevant worlds, but it's sure to be there, all at once. Think Walmart rather vs small, dedicated shops.
Here's where Lucien is sure to be found most of times.

Possibilities Nexus: the Infinite city RPG, Over the Edge RPG


CHESED - "More than enough". Rich places, treasures, plenty of useful resources. Considerably calm worlds that know little conflict because there's "more than enough" for everyone. Because of that, laws of economics don't apply that well there and concepts like money, or exchange aren't well understood by its inhabitants. There's a warning for all travelers: it is expected to have some general higher purpose before visiting Chesed worlds, because the abundance of everything might be enough for less strong-willed characters to simply abandon their former path and spend the eternity basking in free luxury, however they understand the concept. Those peaceful worlds became graves of many legends, who survived the hell of Netzah battlefields and thought themselves to be pure enough to withstand the judgment of Geburah.
If players seek resources (be it riches, manpower or else) it's Chesed worlds where they should go. Warning: everything here is in pretty "raw" status. Think "strong and willing newbies" rather than "veteran soldiers".

Possibilities:


GEBURAH - "No more, no less". Worlds governed by logic, precision and advanced science. Perfect place for cybernetic or cold societies where emotions aren't valued very high. Here's where all chaotic influences (Umbra) are weakest and sorcery (if exists) is considered a technology and resembles math patterns rather than "an art". Hive-like societies, those void of animal-like atavism, pure, clean in body, mind and thought are to be found there. They usually follow some higher purpose, like making the world "a better place", so it's not uncommon to find Geburah worlds waging a holy crusade against chaos, or utopias (or apatiopias, depending on whom you ask) with every aspect of society's existence being constantly monitored, perfected, optimized.
Ideal place to seek precise equipment, high-tech technology, scientists and their advice... Also, the home of inquisitorial forces - those who see things, measure them, weight and judge. And sometimes, punish. Severely. Beware.

Possibilities: Huxley's Brave New World.


CHOKMAH - Dreams, art, abstract vastness. Worlds are rather tiny and fluid, archipelagos of tiny islands, floating over an ocean of... unspecified things. It's most chaotic place, where nothing is certain, nothing stays the same for long, where madness and insanity begets abstract ideas and art of unmatched levels. Here's where all rules and laws are optional and whatever follows them might feel threatened and powerless (weakest Eidolon).
While Chokmah worlds are highly valued by all who seek enlightenment, they are considered dangerous, because it's a place where Dwimmerlaik - harbingers of chaos - are sure to be found.

Possibilities:


BINAH - Knowledge. Understanding. Patterns. Information. Geburah might be a practical application of these concepts, but it's Binah world's where things are "dissected", studied, described with theories, where raw Chokmah-like concepts gain shape and become understandable ideas. Universities, libraries, places of wisdom. The biggest difference between these parts of multiverse and Hod's worlds is the one between a geologist, who might never leave his study, and a cave explorer, who can't tell the difference between a stalactite and a stalagmite, but who goes "deeper" for the purpose of being there. Think a quantum physicist vs a buddhist monk.
If answers and knowledge are what you seek, it's here.

Possibilities:


KETER - The pinnacle. Power. Authority. Infinite palaces and castles, where things far more powerful than one could imagine are to be found, and where beings far greater than gods are said to exist. One is expected to behave properly around these parts and frankly, there's little chance he will simply be allowed to walk these halls without achieving recognizable status first. After all, this is the place where most powerful Lords of Gossamer dwell, train their armies and from where they send them to most distant parts of multi-verse.
This is "secure" zone with "only allowed guests" types of entrances. Here one should seek a powerful ally, an artifact. Here's where McGuffins and plot devices await players... Providing they finish a long and dangerous adventure that ultimately awards them with an entry ticket first.

Possibilities:


DA'ATH - It's somewhere out there, but where exactly, no one knows. It's said to await on a crossroad formed by Keter-Tiferet (Gimel) and Chokmah-Binah (Daleth) paths, but plenty of travelers swear to walk those paths without spotting anything resembling mysterious the mysterious thing called Da'ath. What it is? An enigma. A giant breach in reality. The Void, the Shadow. Some swear it's a territory, other claim it's a state of mind. Some say Da'ath is the space separating all worlds, some are sure it's a closed - massive, but still limited - zone. Wars has been waged because of that and countless worlds are said to be swallowed by it.
No one knows for sure... But pretty much everyone is convinced that Da'ath simply is.

Possibilities:
"If it\'s not appearing, it\'s not a real message." ~ Brett

finarvyn

Nothing to contribute, other than: "Wow. That's a cool concept!" :cool:
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

JesterRaiin

Quote from: finarvyn;902096Nothing to contribute, other than: "Wow. That's a cool concept!" :cool:

Thanks. Turns out that an attempt to simplify the concept I'm already using and a proper translation takes far more time I initially thought it'll take.
"If it\'s not appearing, it\'s not a real message." ~ Brett

finarvyn

Well, I like the visual nature of the world-mapping that you've done. I'm sure I can't see all of the elements that you have in your head, but I appreciate the way it's put together.
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

JesterRaiin

Quote from: finarvyn;902101Well, I like the visual nature of the world-mapping that you've done. I'm sure I can't see all of the elements that you have in your head, but I appreciate the way it's put together.

Well, full concept consists of two "trees" like this one multiplied by a few layers of reality, the lowest one being kind of abstract concept understandable only for the most powerful Logrus/Umbra/Chaos denizens. Still, I assure you it's not merely a thought experiment - I've been using it since years, even in AMBER. Once players got accustomed to it, they liked the idea of being able to tell where they are, even if it was still vague "somewhere around..."

I'm not sure how people deal with "where" problem in other parts of the world. Around here Amber and it's derivatives are almost virtually unknown and there are only a handful of us - people playing it.
"If it\'s not appearing, it\'s not a real message." ~ Brett