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Region Creation Guidelines

In an effort to be more inclusive we thought it might be useful to sort of expand the scope of things a bit as regards to Regions of Play.

The idea is that Midwrathe should be an inclusive campaign setting where the campaign players and GMs can impact the setting. Many of us came here after witnessing the failure of the RPGA Living Campaigns to deliver on this promise. Toward this end we wish to expand the scope of things a bit as regards to Regions of Play.

There are basically two sorts of regions created by individual local GMs: In-Midwrathe Regions (In-Regions) and Out-of-Midwrathe Regions (Out-Regions).

In-Midwrathe Regions are ordinary places. These are areas of low magic, relative low entropy, and places that generally follow the overriding guidelines for lands within Midwrathe (lots of commoners, rarity of magic, possible baneful effects for arcane spellcasting). Ossein Dale, the Isle of Ratjik, and the City of Renoga are prime examples of In-Regions. These are lands that are subject to the Crown of Pendar where the Pendarin Church of Leron attempts to see to the spiritual well being of all. The Generic Midwrathe CCG (Character Creation Guideline) is used as the initial basis for all In-Region Regional CCG's. Points of deviation are expected but Regional GMs should endeavor to keep with the flavor and feel of Midwrathe, its lands, its history, and its peoples.

Out-of-Midwrathe Regions are generally not ordinary places. These are places that exist beyond the Shadow Gates. While it is possible for adventuresome folk to travel between Midwrathe and these lands beyond--such traffic is not for the faint of heart or the foolish. The folk of Midwrathe regard these areas as lands of fancy, myth, legend, and extreme peril. The inhabitants of such places are thought to be demons or faeries with the power to damn the soul. In practical terms Out-Regions can be anything the creating GM desires: heaven or hell, war torn battlefield or giant mead hall. The rules and guidelines of Midwrathe do not apply in such places. Magic may be as common or scarce as the creators decree and the creatures therein may be as fanciful or dire as desired. Out-Regions are the personal domains of those that create them and the Portals of Midwrathe campaign staff will not pass any rules restricting or inhibiting conduct within them.

GMs developing Out-Regions need not abide by strictures put forth in the Generic Midwrathe CCG. They may utilize whatever process or character creation method they desire. It should be noted that, in general, Portals of Midwrathe is a shared campaign and that characters can be expected to travel from one region to another. Out-Region GMs should not design settings that create characters that are not playable in other regions (unless this is their stated goal). In general less powerful characters will fit best in most In-Midwrathe Regions.

However, once people or items pass into Midwrathe from Out-Regions the rules and metaphysical laws of Midwrathe are in effect. And the effects that a particular item, spell, or power had in an Out-Region may not hold true once that item, spell, or power passes into Midwrathe. The Portals of Midwrathe campaign staff has full authority and autonomy when deciding how things from Out-Regions work in Midwrathe. As a general guideline wildly entropic effects and powers have a tendency to provoke very spectacular and deadly results. Some Out-Region magic items may not function at all.

Travel between Midwrathe and Out-Regions is effected by the use of Shadow Gates. In general Shadow Gates take two forms: those Shadow Gates with geographic stability and some greater or lesser degree of temporal stability (fixed gates), and Shadow Gates of no fixed geography or temporal stability (non-fixed gates). Non-fixed gates are generally summoned by arcane or divine rituals specific to the particular Out-Region to which the gate provides access. There are non-fixed gates that provide access to multiple Out-Regions, such as the Hall of World Mirrors, though the rituals used to summon these gates are fraught with mishap.

The duration of fixed gates is generally unknown; though there has been some speculation that it is inversely proportional to the amount of entropic forces issuing forth from such gates. There are forces in Midwrathe that are sensitive to the harmonics generated by Shadow Gates that tend to foster this speculation (in practical terms if too much weird and powerful stuff starts issuing from a gate--it gets shut down).

Characters traveling from Out-Region to Midwrathe are subject to the normal rules that apply to Midwrathe characters once they are in-region. Instructors are required to learn new skills, classes, some feats, and most spells. Some deities may be unresponsive (they don't exist in Midwrathe). Spell acquisition by sorcerers and bards is not automatic. (We will need to develop rules to cover this.) To facilitate integration GMs of Out-Regions may suggest methods by which any specific facets of their regions and characters native to it might be adjudicated.

This gives everyone a little playground to call their own if they desire. If they want to play in the communal sandbox they can play In-Region. If they want a sandbox that they can freely litter with their own discarded toys; they can play Out-Region. The idea is that the realm of Midwrathe provides the connection point...it is the middle ground between worlds (so to speak). It has its own rules, style, and dogma that may differ from what some folks would like to do. To accommodate all styles of play we have Out-Regions.

Yes, we expect that moderating the transition from In-Region play to Out-Region play is going to be challenging. But everyone needs to remember, that at the table, the GM is the final arbiter. If he doesn't like the stripe of your PC, or that PC's mega-magical destruct-o-blaster, he has the right of refusal. Alternately, he can say that the entropic forces of Midwrathe have rendered your mega-magical destruct-o-blaster an inert chunk of tasty blue fudge with almonds.

To ease things somewhat GMs maintain Out-Regions need to clearly indicate what they are going to allow in their realms in both their Regional CCG's (Character Creation Guides) and in their Regional Proposals, and where it differs from Midwrathe. Out-Region GMs should also suggest methods by which anything strange could be adjusted to fit with Midwrathe Prime.

Crossover Regions are areas that span a Shadow Gate. GMs wishing to create such regions will need to devise the particulars of the area immediately around the Midwrathe side of a known Shadow Gate and the region on the far side of the gate. If  the gate opens into a known and developed Out-Region, the GM of the Crossover Region need only develop are physical area immediately around the far side of the Shadow Gate. GMs also need to consider how both sides of the Gate interact and how they affect the world at large on either side.

Due to the fact that Shadow Gates are not permanent, such areas are temporary at best. Shadow Gates that remain stable for long periods of time are of interest to the local power-blocs especially if any sort of wealth could be gleaned from beyond the gate. And then there are those that traffic in trans-gate artifacts: be they magical or just interesting.

On the Midwrathe side Crossover Regions might encompass a sort of a tent village with hucksters, beggars, vagrants, and ne'er-do-wells attempting to make some coin off travelers. There might also include a camp of The Wandering Folk: a semi-fey gypsy-like cult of folks who wander from gate site to gate site as one closes and another opens. Legends state that the Wandering Folk know exactly when and where long-term gates are due to open.

Certainly the Pendarin Church of Leron would be interested in controlling such sites: as travelers from beyond might harbor all sorts of noxious diseases and curses. They might work to dissuade folks from interacting with the gate...or prevent demons and dangerous Otherworlders from entering Midwrathe. This falls under the aegis of the Order of Saint Slyvester. The Slyvesterins are a quasi-martial order of the Orthodox Church of Leron. They deal with a lot of weird stuff and have the power to handle things when they get rough. Though the Slyvesterins are not well regarded by the main body of the Pendarin Church.

 

 

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