Occult Regions of the Known Worlds

This article was partially informed by the concept of regio as presented in "Ars Magica" (kudos to Mark Rein-Hagan and the other designers who have made that particular game such a success over the years). My purpose here is to examine the gaming possibilities presented by the various highly occult areas found in the Known Worlds, and their effects on the occult abilities manifested by sentients within their bounds. This was initially intended as an extension of the rules presented elsewhere on this site for domain management and macro-scale play in Fading Suns. As the ideas were churned however, it became clear that the concepts which informed that particular premise were easily applicable to even normal Fading Suns campaigns.

Note for the benefit of any foaming, inbred bible-belt rednecks who have accidentally been allowed onto a computer and might be viewing this page: any reference to occult abilities or regions in this article is in connection with the mythos of the fictitious universe presented in the role-playing game "Fading Suns" by HDI. It does not claim to be, and is in no way intended as, some sort of Paganists or Satanists primer for the real world ("Gosh, two uses of the word occult in a single sentence; these role-players really must be demon-worshippers after all!")...

Ley Lines | Focal Regions | Game Mechanics | Varient Power Forms


Ley Lines

Doramus and the Terraformer's Art
The scattered and hoarded notebooks of Doramus, the master terraformer of the late Second Republic, contain several references to 'Geomantic Forces'. These forces are, according to the Worldbuilder, directed around the crust of a planet via esoteric conduits reminiscent of the ley lines of Terran myth. According to the writings of Doramus and the greatest students of his school, including Willian Tamberlaine and Gilgar, all unterraformed planets possessed a natural field of geomantic energy which can be tapped by those conversant in its ways.

According to Doramus the process of industrial terraforming as practised during the Second Republic usually disrupted the geomantic field of a planet much as a delicate circuit can be destroyed by exposing it to the influence of a high-powered electromagnet. Only planets which have been terraformed with the greatest of care and regard for their spiritual wholeness are capable of maintaining their geomantic fields intact. Pentateuch, Byzantium Secundus and, until recently, Grange/Pandemonium are considered the pinnacle of the so-called "worldshaper's art". The brute force terraforming of the planet Rukh Doramus considered to be an abhomination.

The geomantic power either created or destroyed by the process of terraforming is a recurring theme in the Fading Suns setting. The Sirocco of Pentateuch, the shifting lands of Pandemonium and the Stigmata of J'waltan (on Stigmata) are all significant locales. The concrete effects of this energy on the planets where it is found have never been disclosed, often it is left as one more mystery to be solved. The connections between geomancy, the Symbiot Lifeweb and the terraforming engines required to keep many planets stable has been hinted at in published material however.

Geomantic energy is believed to flow and accumulate in particular areas according to certain, rather esoteric, laws. It supposedly springs from the interactions inherent in the functioning the geosphere as laid down by the Pancreator. These energies are supposedly amplified by those of the biosphere (living mass) and noosphere (thinking elements) present on a world. All this accumulating energy can, according to clues gleaned by Eskatonic and Engineer scholars from the scattered notes left by the masters of the terraforming art, be directed into channels or used as a power source by those who possess the technical and/or spiritual knowledge required. Such lore was never widely known however and has, since the Fall of the Republic, been regarded by the Universal Church as best-forgotten hubristic dabbling with the Pancreator's laws. Finding information on geomancy in the Known Worlds of the 50th century is all but impossible. To paraphrase "Weird Places": the science of terraforming died with the fall of the Second Republic, as an art it was born and died with Doramus.

Much like a drainage system or canal network which is left unattended, the geomantic channels created on the planets of the Known Worlds by Doramus and his contemporaries have functioned largely unattended for centuries. However, the neglect necessitated by the Fall and the rise of new value systems and social priorities has meant that the safeguards implemented by the more long-sighted worldbuilders have often fallen into disrepair and dereliction over the course of time. Industrial development, mining and pollution can all disrupt the flow of geomantic energy through an area, gradually leading to the malfunctioning of the great terraforming machines which make many planets livable, or have unforeseen physical or spiritual complications.


Focal Regions - Mystic Shrines and Secret Temples

Geomantic energy, being occult in nature, is most likely to attempt to find an outlet ('earth' itself, if you will forgive the whimsy) through areas of spiritual significance. Standing stones, medicine lodges, shrines to the Prophet or his Apostles will all form 'hot spots' of psychic energy, places of power for the spititually attuned. Over the course of time these locations will become focal regions of spiritual power, as the Wyrd generated or expended by the living inhabitants of the area attracts and amplifies the geomantic power drawn to the spot. Locations of great spiritual significance to different faiths and belief systems would thus come to act as 'reservoirs' of geomantic Wyrd energy.

There are numerous possible locations for geomantic 'hot spots' throughout the Known Worlds. Some of these, indeed most, will be reflected by some form of man-made or natural signifier of their importance. Others however, will be nondescript. For example: perhaps one venerable tree in Woodytree Forest is revered as "The Tree-Father" or "Grandfather Oak" by local Gjartins. They attribute powers of healing, prophecy and protection to this tree and claim a wise(wo)man of virtue can share its powers. If the tree is harmed the power disappates. Likewise the cave on Grail where Amalthea healed the Prophet may allow miracles of healing to occur for reasons ineffable to the faithful. Both locales function by having the faith of the pilgrims to that location tap the geomantic energy present.

Perhaps the most curious thing about these focal locations is that they gradually take on the tone of the people who believe in them. Over time they become more spiritually supportive to people who share the beliefs which inform the site, and antithetical to those who believe otherwise. To cite one example which I have used in my own campaign: the ruined Temple of Anikrunta on Criticorum is still a place of great spiritual power to the Ukari (who often make forbidden pilgrimages to it), but makes humans who visit the ruins uneasy. Obun avoid that particular locale like the plague, due largely to the 'bad vibes' it gives off.

Often one religion will come to dominate an area on the ruins of another. Being focused by the belief of the people living there the aspect which a particular focal area's geomantic energy takes can shift in a dynamic process over time. As the dominant faith of an area moves from one religion to another (due to persecution, mass conversion, migration, etc.), the geomantic tone often changes as well, although very slowly at times (vide the previous example of the Temple of Anikrunta. Even though it has been deserted and unused for centuries no rival religion has taken control of the geomantic power in the area...). The process of 'converting' a geomantic focal point can be greatly accelerated if the focus becomes part of the mythos of the new dominant religion. For example: a shrine to the Prophet means a great deal to both Kurgans and Universalists, but nothing to Gjartins/Erdgheist believers. Vice-versa for Grandfather Oak: to the 'Zebulonites' he's just a particularly old tree covered in pagan fetishes and juju. If, on the other hand, the tree becomes famous as a site where the Prophet taught...


Games Mechanics & Effects

The simplest way to implement geomantic energy fields, ley lines and geomantic nodes in play is to borrow a concept from "Ars Magica", "Werewolf" or "Pendragon" and treat a focal area as a reserve of mystical energy which may be drawn on by people of a particular belief system. This interpretation accords with tales of a mystic, sorcerer or priest always being at his/her most potent when on hallowed or spiritually protected lands with which he/she is intimately familiar. After all, only a fool or a hero would beard a wizard in his tower, or insult a nature priest while in the wilderness...

Perhaps the best way to institute geomantic foci in play is to treat them as areas where certain characters are able to replenish their Wyrd at a greatly accelerated rate, similar to a stationary Wyrd Tabernacle or Soul Shard. The primary rationale for this is that I interpret Wyrd as the energy used to manipulate the spiritual and numinous howsoever it occurs in Fading Suns. I suggest the following mechanics for using these sites:

An exception to the rule about the nature of the dominant faith in the area governing who can draw power from a locale should be made for Annunaki artefacts such as Gargoyles and monoliths. These artefacts, being inherently Occult in nature, are usable by any belief system (hence their huge value and the wars which break out whenever one is found).


Varient Occult Power Forms

Presented below are a few quick thumbnail sketches of ways in which this article can be taken further. Although I may return to them at some point in the future they are primarily intended as points of interest which other GMs may want to pick up on.


The ideas presented above may turn FS a little bit too mystical for some tastes. I would advise those people to stick to the game world as written by HDI, who get paid to think about the effects this stuff has on game balance and what-not. To everyone else I would advise caution, but emphasize that the ideas presented in this article have the potential to make for a fun and differerent-tasting Fading Suns campaign.

This file last modified 29/06/2000.