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<blockquote data-quote="reason" data-source="post: 1973915" data-attributes="member: 6022"><p>Funny, almost an inversion of what I enjoyed of the PS setting. I like the feel of a different but more or less normal place where the strange intruded through every crack and crevice. It's like having the Godtime right on top of the world to the point at which supernatural beings showing up one evening at the pub is a real likelihood.</p><p></p><p>I'm aiming for this feel in the use of the <a href="http://www.principiainfecta.com/archives/the_enclave/lore/the_farthest/index.php" target="_blank">Farthest</a> as a device in my <a href="http://www.principiainfecta.com/archives/the_enclave/index.php" target="_blank">Enclave</a> setting. It is other worlds, other planes without the gates - no barrier: e.g.</p><p></p><p>----</p><p></p><p>From <a href="http://www.principiainfecta.com/archives/2005/01/the_wayward_vis_1.php" target="_blank">the Wayward visitor</a>:</p><p></p><p>"Port cityfolk and the insular landsmen shun the inn of The Cursed; it has a bad and not entirely undeserved reputation amongst commoners. The Farthest Inn spills into the Wayward Visitor - the winding passages, shadowed rooms and hidden alcoves of the interior almost seem to encourage it. Visitors here are stranger and more different than most from the near Farthest. It is not just a matter of oddly colored eyes, unusual scents, strange clothing and an unrecognized language. Some of the rough and tumble folk in Port - from the militia, Seafarers' Guild, noble family retinues or less reputable groups - treat a drunken night at the Wayward Visitor almost as a rite of passage.</p><p></p><p>One Visitor in particular has been in the Wayward Visitor for as long as any of the staff, and is as much responsible for the reputation of the inn as any. It stares from darkened corners, red eyes and long teeth buried in a brutish body, like an overfed Neth dipped in pitch. It drinks ale on the house and causes no trouble. There are many interesting stories as to its origin and associations, but no one who knows the truth is saying anything."</p><p></p><p>From the <a href="http://www.principiainfecta.com/archives/2005/01/the_powers_that_1.php" target="_blank">Powers that Be</a>:</p><p></p><p>"The Powers of the Enclave are said to be hidden in the deep Farthest. The same sages who wrote of the Quintessential Realms referred to these Powers as Ideals, "reflections cast from the pool of creation, each one known by a thousand names yet instantly recognized at first sight.""</p><p></p><p>From <a href="http://www.principiainfecta.com/archives/2004/12/the_year_of_win_1.php" target="_blank">the year of winter</a>:</p><p></p><p>"Not much more than a generation past, Trespassers spilled into the Enclave from deep within the Farthest Winter. Monsterous forms of ice and sleet trampled trees, cattle, warriors and the works of mortals underfoot, plunging the land into deepest winter for a year. Neth froze solid in their encampments, Ammander townsfolk starved, and even the Datarii suffered greatly.</p><p></p><p>The Trespassers of Farthest Winter were ultimately banished through the courage, wizardry and sacrifice of the renowned Emerald Company. To this day, the Trespassers rage and howl within the ruined Winter Fortress, far from Enclave towns and cities, warded and rendered powerless. </p><p></p><p>This is why the common Ammander folk say that winter is always just beyond the Farthest Hills."</p><p></p><p>----</p><p></p><p>I think that that same lack of barrier (relatively speaking) between supernatural and natural, between the strange and the normal, that there is nothing preventing the otherworldly walking into the "normal" world - and the exploration of what that means - in PS is what made it so interesting in feel. In that sense, the feel of a Sigil-based PS campaign joins a heritage of work of this sort of universe in SF and fantasy that goes back quite a ways.</p><p></p><p>In terms of delving into the Godtime/beyond/other realms, I like that to remain hard, dangerous and strange even though you can get there just by walking with your eyes closed for a few minutes...</p><p></p><p>Reason</p></blockquote><p></p>
[QUOTE="reason, post: 1973915, member: 6022"] Funny, almost an inversion of what I enjoyed of the PS setting. I like the feel of a different but more or less normal place where the strange intruded through every crack and crevice. It's like having the Godtime right on top of the world to the point at which supernatural beings showing up one evening at the pub is a real likelihood. I'm aiming for this feel in the use of the [URL=http://www.principiainfecta.com/archives/the_enclave/lore/the_farthest/index.php]Farthest[/URL] as a device in my [URL=http://www.principiainfecta.com/archives/the_enclave/index.php]Enclave[/URL] setting. It is other worlds, other planes without the gates - no barrier: e.g. ---- From [URL=http://www.principiainfecta.com/archives/2005/01/the_wayward_vis_1.php]the Wayward visitor[/URL]: "Port cityfolk and the insular landsmen shun the inn of The Cursed; it has a bad and not entirely undeserved reputation amongst commoners. The Farthest Inn spills into the Wayward Visitor - the winding passages, shadowed rooms and hidden alcoves of the interior almost seem to encourage it. Visitors here are stranger and more different than most from the near Farthest. It is not just a matter of oddly colored eyes, unusual scents, strange clothing and an unrecognized language. Some of the rough and tumble folk in Port - from the militia, Seafarers' Guild, noble family retinues or less reputable groups - treat a drunken night at the Wayward Visitor almost as a rite of passage. One Visitor in particular has been in the Wayward Visitor for as long as any of the staff, and is as much responsible for the reputation of the inn as any. It stares from darkened corners, red eyes and long teeth buried in a brutish body, like an overfed Neth dipped in pitch. It drinks ale on the house and causes no trouble. There are many interesting stories as to its origin and associations, but no one who knows the truth is saying anything." From the [URL=http://www.principiainfecta.com/archives/2005/01/the_powers_that_1.php]Powers that Be[/URL]: "The Powers of the Enclave are said to be hidden in the deep Farthest. The same sages who wrote of the Quintessential Realms referred to these Powers as Ideals, "reflections cast from the pool of creation, each one known by a thousand names yet instantly recognized at first sight."" From [URL=http://www.principiainfecta.com/archives/2004/12/the_year_of_win_1.php]the year of winter[/URL]: "Not much more than a generation past, Trespassers spilled into the Enclave from deep within the Farthest Winter. Monsterous forms of ice and sleet trampled trees, cattle, warriors and the works of mortals underfoot, plunging the land into deepest winter for a year. Neth froze solid in their encampments, Ammander townsfolk starved, and even the Datarii suffered greatly. The Trespassers of Farthest Winter were ultimately banished through the courage, wizardry and sacrifice of the renowned Emerald Company. To this day, the Trespassers rage and howl within the ruined Winter Fortress, far from Enclave towns and cities, warded and rendered powerless. This is why the common Ammander folk say that winter is always just beyond the Farthest Hills." ---- I think that that same lack of barrier (relatively speaking) between supernatural and natural, between the strange and the normal, that there is nothing preventing the otherworldly walking into the "normal" world - and the exploration of what that means - in PS is what made it so interesting in feel. In that sense, the feel of a Sigil-based PS campaign joins a heritage of work of this sort of universe in SF and fantasy that goes back quite a ways. In terms of delving into the Godtime/beyond/other realms, I like that to remain hard, dangerous and strange even though you can get there just by walking with your eyes closed for a few minutes... Reason [/QUOTE]
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