Today it’s something for the Federation-Apocalypse campaign: Kevins personal realm. Since Kevin has qualified as a minor deity, and bought the ability to create an afterlife-dimension for his followers, here it is… Anyone interested in the mechanics of becoming a deity can be check the classless d20 rules in Eclipse: The Codex Persona (available in print HERE or in a shareware version HERE)
The Realm of Kadia:
Having tapped – however unconsciously – into the massed power of this followers, and thus having been infused with Godfire, Kevin has gone ahead and created his own divine realm and afterlife for them.
In general, the creator of a realm gets to:
- Determine whether or not people can be injured there and, if they can be, whether or not they can “die”. For example, in dream- and cartoon- realms it’s often impossible to be truly injured. In hell-dimensions you may not be able to “die”, or even lose consciousness, no matter how badly hurt you are. In many “afterlives” you can “die”, but will simply wake up again at an appropriate location – whether that’s beneath the great tree of life, in Odin’s great hall, or in bed. Secondary effects in this category include enhancing or negating healing, aging, and similar effects.
- Determine the general nature of the realm – it’s layout and description, whether the local timerate is fast or slow in comparison to the Prime Material Plane / The Core, and the realm limitations on technology, magic, psychic powers, and other special abilities – although magic points may be spent to overcome such limitations in the Manifold setting.
- Grant ability packages worth up to 24 CP within the realm. These can be set up on a general basis (such as in the Dragonworlds, where everyone gets 24 CP off the cost of buying draconic powers if they choose to do so), be handed out to individuals, or a mixture of the two. In the Manifold setting this translates into up to three skill points off the cost of any local identity.
- Define any stable dimensional access points, such as links to other realms. The creator can also define whether the realm is easy to reach, can be reached normally, or is difficult to reach otherwise, as well as how difficult it is to open gates or create overlays within it.
- Buy Sanctum abilities, and have them apply to the entire realm.
- Selectively suppress or enhance particular powers within the realm as long as he or she has access to at least one point of Godfire. Unfortunately, this is limited to (Cha Mod) modifications at any one time. In general, the realm-creator can suppress particular types of powers (reducing their effects by 3 levels) or enhance them (increasing their effect by one level, either making effects easier to use or adding metamagic), but is not him- or her-self subject to this suppression. The available modifications tend to default to suppressing the efforts of other deities: An intruding deity must expend one point of Godfire per point of suppression to invoke Godfire against the will of the dimension-creator, but that will suffice to overcome such resistance for hours or days.
Kadia is an afterlife realm; you can’t actually die there: being “killed” simply results in waking up back at the mall a few hours later. You don’t age, and pretty much any physical, minor magical, or minor psychological problem – physical injuries, diseases, minor curses, the effects of weaponized memes, and similar difficulties – will go away within a few hours of arrival.
Of course, since the creation of Kadia was a partially unconscious process, it was strongly influenced by his own assumptions about what reality “should be” like – in this case, a mixture of Core Earth and the Wylds of Faerie.
Towards the center, Kadia looks a lot like Core Earth – futuristic computer-operated and -supervised cities and accommodations, built over underground support systems and industries, and mixed with a gardens and recreational “wilderness”. Unlike Core, the wilds are deeper, wilder, and more beautiful than is possible in a nonmagical realm – not to mention being populated with minor fey and wonderful supernatural creatures.
There are giant malls to hang out in, recreational complexes and amusement parks, historical exhibits and re-enactments from the earths history, campgrounds, extremely high mountains to climb, animal exhibitions, sparring setups, hunting reserves (for both normal and shapeshifted forms), gardens, sailing, fishing, games, mecha battles, enhancement clinics, whitewater rafting and boating, and pretty much everything else a youngster could want. Of course, there are also larger allowances (especially for Kevin’s Thralls), plentiful and uncrowded facilities, easier access to personal enhancements and easier magic (so that the Thralls can play with, and practice with, their powers more).
Further out, there are wilder and more dangerous zones: if you decide to go tiger-hunting with a knife and spear, spend a few months living in an ice-age zone as a hunter-gatherer, ride a dragon into battle, or fight a duel, you may well find it a painful experience before you wake up back at the mall.
Non-phantasm staff and playmates are still gradually being collected – but Kevin has begun trying to hire staff from Core, stressing the benefits of visiting the place. He needs entertainers, show coordinators, speciality chefs, and similar types. He’ll also be offering limited recreational access for other core youngsters, so any thralls who are there will have people to hang out with – although that requires parental or computer consent, since the local age of majority is notably lower than in Core (although the protection from weaponized memes may make it attractive anyway). Finally, he’ll be purchasing property-class uplifted animals, simply to add some variety to the population.
There are some notable legal differences between his realm and the Core: Age of Majority is adolescence. Those who voluntarily, and with full disclosure, accept obedience-programming are legal (rather than de facto) property – but their owners are responsible for their actions, care, and treatment. Limited-term indenture-contracts are legal, although indenturees retain the rights to proper care, a certain amount of time of their own, to owning property and accumulating money for later use or to buy time off their contracts. Ensouled slaves imported from other realms are considered indentured. Phantasms have more limited rights, but gratuitous abuse is still grounds for mandatory psychological counseling at the very least. Kevin is, of course, pretty much the final arbiter.
The realm does encourage some things: visitors can easily pick up 8 CP worth of minor shapeshifting, witchcraft, or magic. Kevins followers – if any – get 16 CP worth of such abilities. Thralls get the full 24 CP – usually devoted to bonus uses for their shapeshifting, extra Power and/or faster Power recovery.
There are links to several planets in Core, as well as to most of Kevin’s properties elsewhere, but the realm is semi-private. Overlays or “Reality Bubbles” are, however, fairly easy, costing a mere two points of mana to set up.
Kevin is investing in the Sanctum abilities, but hasn’t yet established many of them.
Finally, at the moment, Kevin is suppressing Weaponized Memes (-3 levels), spells and psychic powers of above level five (-6 levels, counts as two choices), non-follower gates and reality bubbles (requires 9 extra mana to set up, counts as three choices), enhancing transformation magic (one level easier to use), and suppressing other deities use of Godfire (use requires two extra Godfire points, counts as two choices).
To some extent, the entire place is a commercial: it showcases the benefits of working for Kevin, and will make it easy to investigate his contract and allow anyone who’s interested to sign up: the details will be released onto the local network relatively shortly. At least as importantly, there are usually some thralls around to show off and recruit.