| BLloyd607502 |
What would a planet want exactly?
Its mentioned in the Worldwound campaign book that there's a secret well below Greengrave where those who re so inclined can get in touch with the spirit of the world of Golarion, or at least whatever it is that drives the Green Faith.
One of my players (A druid) is planning to slip by the demons guarding it with the help of the Sirabrae and get in touch with this sentience before sealing the well so the demons can't corrupt the entire world/consume its soul.
He's hoping to become Heirophant/Pope of the Green Faith by doing its will.
What on earth would a planet even want?
What could it give him?
How would a planet think?
I've got plans for the arc itself involving Shaorhaz and the White Stag so plot/encounters aren't a problem.
But how it would interact with him, its goals, so on, particularly after it hasn't been contacted by its worshipers in a small age (And the Worldwound has appeared since it did) how should/could I play this?
How would the spirit of an entire world act?
| Cevah |
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There are a number of planets in Sci-Fi that are intelligent. They are used to what has always been there, and likely want to remain the same. They might see life as a plague on the surface, or as a symbiote that greases the wheels.
A planetary intelligence will also think at a very slow pace. It can react instantly, but making a decision could take years.
The most recent version I can think of is EWA from the movie Avatar. It listens but does not take sides. What you player wants is what he hero of Avatar achieves. He speaks to it at a sacred site, and is not only heard, but answered. I can see the player's character gaining respect of others, but not gaining position. If he has the Leadership feat, then he can gain follows and a cult of the planet.
Another series is the cartoon Captain Planet. It had many ecological themes, but was more about people taking action to undo pollution than about the planet telling them what to do.
For what the planet might do, how about this:
1) Give visions of the affected area to alert the druid of the need. The druid then decides if the situation is one they can handle. Enough declines, and he looses the connection.
2) Send the party to a location near (center of?) a problem. Like teleport, but rather a ritual the druid enacts to alert the planet that he is ready. It will not return him, but the party could teleport home.
3) Buff the party by a Stoneskin effect or a Bull's Strength, or some other spell effect suitable to the need as seen by the planet.
Scenarios for planetary need:
1) Planar intrusion -- one of the elemental planes is leaking into the material plane. Two plots: A) Bad guys are causing this, so party must stop them. B) Naturally occurring, and the party has to create a solution. Plot B requires more problem solving, Plot A has more combat.
2) Planar invasion -- some planar group has used a gate or something, and are causing mass destruction in a small area. Special magic that alter the landscape are recommended for the bad guys.
3) Magical seal -- something is preventing a river's course from changing, or a volcano from erupting. Party is to break the seal and releasing the forces of the planet to activate. The party is protected from the catastrophe by an unexpected ritual-like teleport out of the immediate danger. Secondary effects may still cause problems.
4) Kaiju birth -- it is time for a Kaiju to be born. The party has to create the conditions for the birth of the Kaiju. They may also need to spend some time rearing the Kaiju to a point where it can survive on its own.
/cevah