Gauntlet
From Edge of Darkness Wiki
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The barrier that separates the [[Fallen World|physical world]] from the [[Shadow Realm]] ([[Hisil]] in [[First Tongue]]), the spirit world. | The barrier that separates the [[Fallen World|physical world]] from the [[Shadow Realm]] ([[Hisil]] in [[First Tongue]]), the spirit world. | ||
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Once, it’s said, werewolves could walk freely between the worlds. They had only to concentrate for a moment and bring the spirit part of their natures to the fore, and they were treading the paths of the spirit wilds. It was as if the physical world were just one more aspect of the spirit world, a different level within it that the werewolves could reach easily. Conversely, spirits could slip across the Border Marches and into the physical world, taking their leisure and alien pleasures among the creatures of flesh. | Once, it’s said, werewolves could walk freely between the worlds. They had only to concentrate for a moment and bring the spirit part of their natures to the fore, and they were treading the paths of the spirit wilds. It was as if the physical world were just one more aspect of the spirit world, a different level within it that the werewolves could reach easily. Conversely, spirits could slip across the Border Marches and into the physical world, taking their leisure and alien pleasures among the creatures of flesh. | ||
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Even other supernatural entities — vampires, warlocks or stranger things — have been known to vie for control of a spirit locus in order to tap the power for their own reasons. | Even other supernatural entities — vampires, warlocks or stranger things — have been known to vie for control of a spirit locus in order to tap the power for their own reasons. | ||
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=== Stepping Sideways === | === Stepping Sideways === | ||
For a character to step from one world to the next, the player rolls [[Pool::Intelligence]] + [[Pool::Presence]] + [[Pool::Primal Urge]]. The werewolf must be in the area influenced by a locus to even attempt stepping sideways, unless he’s using the [[Rending the Gauntlet]] rite (p. 165). The following factors affect the roll: | For a character to step from one world to the next, the player rolls [[Pool::Intelligence]] + [[Pool::Presence]] + [[Pool::Primal Urge]]. The werewolf must be in the area influenced by a locus to even attempt stepping sideways, unless he’s using the [[Rending the Gauntlet]] rite (p. 165). The following factors affect the roll: |
Revision as of 00:24, 11 June 2015
The barrier that separates the physical world from the Shadow Realm (Hisil in First Tongue), the spirit world.
Once, it’s said, werewolves could walk freely between the worlds. They had only to concentrate for a moment and bring the spirit part of their natures to the fore, and they were treading the paths of the spirit wilds. It was as if the physical world were just one more aspect of the spirit world, a different level within it that the werewolves could reach easily. Conversely, spirits could slip across the Border Marches and into the physical world, taking their leisure and alien pleasures among the creatures of flesh.
Now, though, the spirit world resists that transition.
The wall that has risen between the worlds is virtually impassible in most places, and it takes considerable effort and energy to move through even in those places where it is weak. This wall is called the Gauntlet, or Zathu. Some Ithaeur talk of the Gauntlet as a scar, a barrier formed as the wound of Father Wolf’s murder healed. Others say it’s a natural defense, formed by the spirit of the world itself.
The spirit world, while still tied to the material world, seems to shun anything that comes from there. Most people cannot travel between the worlds or even perceive that anything apart from the material world exists. The resistance runs both ways. Spirits attempting to pass into the physical world, perhaps to avoid the constant decay that threatens the Shadow, must find a place where the Gauntlet is weak before making the crossing.
These loci, areas where the Gauntlet is shallow, have thus become shadow battlefields. Spirits seek to enter the physical world to carry out their unearthly imperatives, the Azlu and Beshilu strive to either seal off these weak spots or tear them wide open, and the Uratha fight among themselves for control of the most valuable crossings.
Even other supernatural entities — vampires, warlocks or stranger things — have been known to vie for control of a spirit locus in order to tap the power for their own reasons.
Parent | Realms Invisible +, Shadow Realm +, and Realms + |
Pool | Intelligence +, Presence +, and Primal Urge + |