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Running an Occult Game Running an Occult Game

 The word "occult" refers to that which is hidden or occluded, and it encompasses a wide range of strange disciplines known to only a few. Ancient though they may be, the mysteries of the occult remain obscure, protected by hermetic orders or locked within esoteric repositories of knowledge.
 In an occult adventure, the characters uncover clues as they search for the meaning behind perplexing events and supernatural phenomena. The tone is usually ominous and laden with secrecy and veiled threats as the characters untangle each portentous thread of occult mystery. Ordinary folk seldom recognize the patterns beneath events; only the truly initiated, undaunted by the risks to mind, body, and soul, dare plumb the depths of the occult in order to protect their world from unseen dangers.

Incorporating the Occult Incorporating the Occult

 Incorporating occult themes into games where magic is commonplace requires careful consideration. Think of the occult like layers of an onion. By peeling back these layers one at a time, PCs can be at first perplexed by, then increasingly familiar with, the strange rules that govern this parallel world. But once PCs become comfortable with one occult reality, they discover a new deeper, darker layer.
 In occult adventures, each new piece of the puzzle opens up more questions than it answers, and the mysteries of the story and plot are carefully nested like so many matryoshka dolls. In such games, haunts do not hesitate to reveal the causes for their spiritual contamination, and ritually marked corpses are far more than atmospheric window dressing. The very locations adventurers investigate may themselves be intrinsically linked by mysterious ley lines to other locations with similarly disturbing histories.

Occult Elements Occult Elements

 As characters in an occult campaign start to discover the hidden strands that connect seemingly unrelated events, they begin to interact with the bizarre, esoteric trappings of occult stories, including the following elements.

Mysteries within Mysteries Mysteries within Mysteries

 Standard adventures present a problem, obstacles in the form of monsters and traps, and a resolution. By comparison, occult adventures are subtler. The key to the adventurers' success often lies in investigating the unknown and the inexplicable, or following a trail of clues to its source. Strange phenomena, bizarre murders, and eerie occurrences are regular hooks in occult adventures, and the characters must peel away layer after layer to find the truth.
 This is not to say that an occult adventure can't also include heroic battles, dungeon exploration, or swashbuckling. It's a good idea to vary the tone and pacing of the campaign from time to time, and sometimes seemingly ominous portents can turn out to be red herrings, which have their own value in occult adventures.
 The occult elements in your story might also fade in and out of a campaign with an altogether different main theme, recurring every few adventures as side treks that at first have little to do with one another――or so it would seem. The further the PCs progress in the campaign story, the more clearly they begin to distinguish the patterns underlying all of their adventures. For example, the PCs might discover that all of the unearthed graves they encountered throughout several adventures were the resting places of an order of scribes who penned a tome foretelling the apocalypse. When it's time to reintroduce the occult storyline, the GM need only present a fresh clue that ties back to earlier adventures to draw the characters once again into the world of the occult.
 Piecemeal Mysteries:Mystery adventures can be tricky to write, as the GM cannot always foresee when clues are too obvious or too obscure, and either case may be frustrating for the players. Bringing the occult into the campaign one small piece at a time creates the illusion of unseen forces moving in secret, even if neither the GM nor the players know the nature of the mystery at the beginning of the campaign. As the campaign progresses and more pieces fall into place, the mystery reveals itself and takes a definite shape.
 Clues Only for the Initiated:Game Masters often try to conceal vital information in games to preserve mysteries for fateful, well-timed reveals. And all too often, canny PCs find a way to acquire the information early, disrupting the GM's carefully planned adventure and spoiling its momentum through overreliance on a few choice clues. While such reticence may sometimes be necessary to preserve intrigue and guide PCs, occult games dole out information more readily and more frequently, but in a slightly different manner. Because the most significant clues in an occult mystery may be hard to even recognize as clues, such methods can not only more easily screen the key bits of information that do propel the plot forward, but also create a more mysterious atmosphere.
 Red Herrings That Aren't:Red herrings should not always be dead ends. Instead, they may serve to set up further adventures for the PCs, leaving them with the uneasy sense that strange events driven by bizarre, eldritch motivations are hidden in the world all around them. For example, while the PCs are on the trail of a murderous demon cult, misinformation might lead them to a secret society involved in unusual initiation rites. While the lead may be a dead end in terms of their original investigation, perhaps the PCs discover the group's seemingly innocuous initiations actually involve dangerous necromancy.
 Building PC Involvement:Sometimes the best way to involve the PCs in a campaign is to ask them what they want. At the beginning of your occult campaign, ask each player to come up with a personal mystery for his or her character, such as having witnessed an unusual phenomenon or having experienced an inexplicable event as a teenager. A PC may have brief flashbacks to her childhood of visits by men in blood-red robes and disturbing animal masks, for example. The character's search to discover the meaning of this memory may lead her down dark paths, particularly when she spots a street preacher wearing the tattered remains of one of the robes in a nearby city, and discovers from him that as a child, the PC was a candidate for an apocalyptic cult. Other hooks might include the unknown fate of a friend or relative, or the significance of a city monument's unconventional design. It may center on a certain location, like a place seen in recurring dreams or the ghost-haunted gardens of some overgrown manor. It could have to do with a mysterious object, such as a locket that throbs painfully in the hands of a psychometrist or an ancient tome containing twisting, backwards writing in which a new word is scribbled each day.
 Some hooks may play major roles in the campaign, while others turn out to be minor anecdotes. Regardless, an adventure hook based on a character's curiosity, need, or longing is an invaluable tool for building player investment in the story.

Unseen Realms Unseen Realms

 When running an occult game, consider replacing some of the NPCs who broker information with spirits, daemons, otherworldly entities, and mortals who traffic in the occult, such as a medium who channels spirits from a ramshackle wooden hut at the edge of a misty bog. Occult adventures emphasize the search for obscure, hidden knowledge beyond the ken of mortal minds. Such information is the province of spirits and lost souls who wander those rarely trod paths.
 Some buildings may have mysterious symbols hidden in their architecture, or were designed to attract or channel occult power. For instance, adventurers who disturb the cairn of a powerful sorcerer might soon discover that the occult nature of the structure itself kept his soul in check. And, of course, GMs should design interconnected webs of intrigue that subtly display these patterns, daring PCs to pull the loose threads of reality and unravel all that they know, exposing the terrible secrets that lie beneath.
 In a campaign steeped in occult lore and practice, spirits and demons might be the major quest-givers, regular allies, foils, or adversaries, and their machinations pull the PCs in multiple directions. They might all seem virtuous, or may all seem reprehensible, but they all want something, and they are willing to use the PCs as pawns to achieve it. An uncooperative angel may give the characters information only grudgingly, whereas a devil who wants something might be more forthcoming.

The Power and Price of Knowledge The Power and Price of Knowledge

 The quest for knowledge features prominently in occult adventures. Knowledge and power invariably come at a price, however, even if the cost isn't immediately evident. Calamity strikes when mortals rush blindly in, throwing open the doors to powers that they do not yet comprehend.
 As the characters begin to perceive the occult world that surrounds them, consider the dreadful fates and terrible sacrifices that they might face as they immerse themselves ever deeper into the occult. The price of knowledge or power may seem cheap at first――the memory of a PC's first kiss or the smell of a spring rain――but in the end, these snippets of humanity are a terrible price to pay, and the characters' own desires or desperation may prove their undoing.
 In the depths of the occult underworld, initiates barter for the true names of demon princes, exchange rare formulae for the creation of artificial life, and broker in corpses that conceal terrible secrets. Such mystical bargains are rarely fair trades of power, and hermetic orders and cults manipulate these exchanges to devalue the knowledge traded away and inflate the value of the knowledge earned.

Strange Rules and Peculiar Patterns Strange Rules and Peculiar Patterns

 The behavior of occult denizens often falls into unusual patterns. As discussed above, these patterns often manifest in architecture, but they also show up as odd coincidences that have significance for occult investigators, such as corpses discovered in symbolic patterns. Occult creatures themselves are beings of eccentric habits, and PCs may exploit their patterns of behavior to expose or confront them, perhaps discovering the celestial alignments that must happen in order for some diabolical plan to finally come to fruition.
 Knowledge of these strange rules and peculiar patterns often holds the key to an antagonist's defeat. In a typical mystery adventure, the GM might keep secret the means of causing a monster's demise. But occult knowledge could give investigating player characters unusual opportunities to learn more about their foes. Perhaps divinations or phrenological readings reveal multiple weaknesses characters could exploit, though not all of them are real, and some may even empower the antagonist. Ultimately, the only way to find out may be to encounter the antagonist directly, but putting the acquired knowledge to the test may be a more dangerous affair than the PCs initially realized.

Fates Worse Than Death Fates Worse Than Death

 When death is final and unknown, it is as mysterious to living beings as it is terrifying. Characters accustomed to communicating with spirits, however, know that death is not the end. In fact, characters skilled in the occult might willingly wander the Ethereal Plane to quest, converse, and mingle among the bodiless spirits that reside there. In these games, characters usually have a pretty good idea of what fate awaits them, and what the final reward――or punishment――will be for their actions in life.
 In occult adventures where characters can leave their bodies, travel in dreams, and project their forms onto the Astral Plane, the death of the physical body could come to hold less significance. Therefore, present the characters with fates worse than death. This might amount to a torturous "living" death, such as the eternal enslavement and torture of the soul or a debilitating madness that gradually renders a psychic creature mindless and insane. Since death in fantasy roleplaying games is typically either the end of a character's story or a small inconvenience before resurrection, look for ways to offer an escape from death using occult characters' knowledge of the spirit world――but at significant cost to their bodies, minds, or souls.

Esoteric Atmosphere Esoteric Atmosphere

 Setting the scene is important in occult adventures, which rely upon creating an eerie atmosphere of tension, dread, and wonder in the presence of the supernatural. GMs can use props and tools to create a physical atmosphere around their players that draws them in to the emotional realm of the adventure. A room illuminated by flickering candles suggests darkened seance chambers or occult rituals, and a prepared library of sounds and voices brings settings and characters to life. If the characters are occult initiates or psychics, or they consult a fortune-teller or a medium, consider using cards, crystals, talismans, talking boards, and other such items as props in those scenes. Challenge yourself to give the players goose bumps a few times over the course of your campaign.

Occult Themes Occult Themes

 The following campaign themes combine the elements of occult adventures in different ways, and are meant to serve as packages to help GMs open the door of the occult in their campaign worlds.

The Occult Underworld The Occult Underworld

 The Unseen Realms and Strange Rules and Peculiar Patterns elements introduce an occult underworld that operates beneath the veneer of everyday life. Members of the occult underworld masquerade as the ordinary folk who occupy every stratum of society. In adventures that use this theme, an air of paranoia and dread looms as the characters investigate dark mysteries. No one is safe. No one can be trusted.
 Not every secret society holds a dark agenda, however, and indeed some secret orders exist to oppose the machinations of evil cults. In time, the characters in an occult adventure might join such an order, or the party itself may come to be recognized as its own faction amongst the occult underworld.
 Moving the antagonists' goals forward creates tension and a sense of urgency, and helps to motivate the characters. Even if the characters manage to anticipate the villains' every move, you can heighten the feeling of dark agendas running beneath the surface of your campaign by creating a list of minor, unrelated victories for the secret factions the characters oppose. Perhaps while the characters are distracted stopping a cult from transforming the city gates into a portal to Hell, elsewhere a smaller branch of the cult summons a powerful devil as the first step in another part of the cult leader's overarching plan.
 Another way to impress the theme of a ubiquitous occult underworld upon the characters is to hit them close to home. Choose an important NPC dear to one of the characters to be a member of a secret society or a cult that the characters oppose. Consider the scenes in which your NPC has appeared and create an ulterior motive for the character within those scenes that advances the agenda of the secret society or cult to which the NPC belongs. Handled well, this character's motivations will seem clear to the PCs in hindsight, as if you had planned the betrayal from the beginning.

Spiritual Warfare Spiritual Warfare

 Occult elements such as Mysteries within Mysteries, The Price and Power of Knowledge, and Fates Worse Than Death can combine to create a powerful overriding campaign theme highlighting the struggle for dominance between the worlds of the living and the dead. The veils between the worlds are worn thin. Haunts, ghosts, and lost souls are commonplace, though they are not the true antagonists; in such campaigns, the real villains are often powerful outsiders with legions of minions who specialize in the harvesting of souls for a profitable black market in the nether realms. Spirits who seek rest are a common occurrence, and PCs are tasked with discovering the means to help the dead move on one way or another, either through completing tasks a soul left incomplete in life, or by laying the spirit to rest permanently through force of might. Stakes are high in such games, and death is never the end.

Into the Great Beyond Into the Great Beyond

 GMs who explore the Power and Price of Knowledge and Unseen Realms elements will eventually reveal the presence of parallel realities to this Material Plane. Rather than venturing outward to distant lands, your occult adventurers might turn their focus inward to the strange realms of thoughts, dreams, spirits, and the soul.
 When planning adventures along this theme, think about ways the characters can probe the realities before their eyes on a deeper level. For instance, as they investigate mysteries, you may want to occasionally provide ways for them to explore the Transitive Planes, and even the Outer Planes, to discover clues.
 A mindscape is typically a surreal puzzle environment where the characters accomplish their tasks by navigating the mindscape and deceiving or satisfying the controlling mind, overcoming its defenses, unlocking its doors, and learning the secrets buried deep within.
 GMs should be prepared to adjudicate scenes where the characters project themselves into nonphysical realms. Adventures along this theme might find the characters entering the twisted mindscape of an insane or possessed victim, or they might enter the mindscape of an enemy to steal hidden knowledge or implant subconscious suggestions.

Fear and Reverence of the Unknown Fear and Reverence of the Unknown

 The Mysteries within Mysteries and Unseen Realms elements emphasize the feeling of otherworldly awe that the occult inspires by showing how the everyday world reacts to eerie phenomena. In occult adventures, ordinary people tend to fear unknown circumstances over which they have little control. Rumor and superstition only exacerbate their distress, and a frightened populace can swiftly resort to extreme measures, including holy inquisitions and witch hunts, in order to regain some assurance of security, no matter how short-lived it be. As a result of societal paranoia, the occult might be a forbidden art for the characters, and one that they must keep secret. Adventures might involve finding and communicating with other occult initiates by signals, tokens, or a specialized cant, while the adventurers bravely fight a shadow war on behalf of a world that shuns them.
 As another take on this theme, the common crowd could develop a worshipful fascination toward people or entities skilled in the occult arts, consulting them for knowledge of the future or employing their psychic talents to quickly learn what ordinary folk cannot normally see or know. On the other hand, twisted individuals who wield occult power often attract lackeys and slaves willing to serve the dark arts, and the ranks of wicked cults teem with dangerous, unscrupulous predators enraptured by their charismatic cult leaders.

Ultimate Occult Ultimate Occult

 GMs who wish to fully immerse PCs in an exclusively occult campaign will likely incorporate most or all of the occult elements, and brew multiple, overlapping themes to propel their campaigns toward darker realms. Without changing any game mechanics, arcane and divine classes can share in a game in which the characters are exceptional beings who dare to use powers beyond mortal ken.
 NPCs with supernatural powers should be rare, or should conceal themselves from the world at large. Large and powerful churches may exist, exerting significant economic and political power, but only a few individuals ever perform miracles, and even these persons of extraordinary faith may fall out of favor with church doctrine. Perhaps in such campaigns there are no true gods, or their status as divine entities cannot be proven. It may be that the so-called gods are actually various spirits and other inscrutable forces that occupy the space between dimensions. The Outer Planes and the gods who dwell there may be just a shared manifestation of the collective consciousness, which appears to exist only because people believe that it does.

Occult Adventure Seeds Occult Adventure Seeds

 The following adventure seeds play on the elements and themes integral to occult adventures.

A Brace of Imps A Brace of Imps

 Rumors of the corpses of strange creatures appearing for sale in the city are confirmed with the display of a brace of dead imps in a local market. Where are they from, and why are they here?
 Discovery:The characters overhear the rush of fear and excitement when the corpses of two imps appear for sale in a local bazaar. It is soon revealed that the source of the corpses is a local ragpicker with some knowledge of the occult, who discovered the imps discarded behind an old lodge building of a defunct fraternal society. Soon, another pair is discovered, and more pairs follow on its heels. What could be causing their appearance, and who is killing them two at a time?
 Adversary:The imps are actually the messengers of a powerful devil once in league with the defunct secret society. A sorcerer recently took up residence in the old lodge, and the imps began appearing with tempting offerings from their diabolical master. The sorcerer slew the daily emissaries and disposed of their bodies. Their master is angered by the spellcaster's violent response to his daily demands, and soon more powerful forces well out of the sorcerer's league may appear to exact revenge. Can the PCs come to the sorcerer's aid, or are they already too late?
 Further Adventures:The PCs may gain a new ally in the form of the sorcerer, or a powerful antagonist if she takes the devil's bargain. Does the ragpicker know more than he is willing to admit? What dark secrets does the lodge hold that the devil may seek for himself?

Feast of Souls Feast of Souls

 With alarming frequency, the rising of the morning sun reveals multiple brutal murders from the night before, and the victims' souls, now separated from their mortal vessels, have failed to answer their bereaved relatives' calls during seances. Someone, or something, is harvesting the souls of the deceased before they can reach their ultimate reward.
 Discovery:The PCs encounter two competing seance circles that seek to uncover the murderer and the fate of the victims' souls. But both groups' ambitions are murky, and their combativeness threatens to rip the community apart. The PCs enter this chaotic scene as desperation sets in among the victims' families, who only want the comfort of knowing their relatives' souls have found final rest.
 Adversary:The seance circles began with good intentions, but one of them is unwittingly the pawn of a night hag, unknowingly concealing her dread ambitions. The night hag has extorted the local thieves' guild to gain its services by holding its leader hostage with her dream haunting ability. The guild is now murdering innocent victims so that she can bind their souls to her heartstone. She has also extorted a talented spiritualist in service to one seance circle to use his phantom in place of the rival circle's summoned spirits, sabotaging the group closest to discovering the terrible secret behind the murders by spreading disinformation and deceit. The PCs must reveal the truth behind these proceedings by exposing the fraudulent spiritualist or infiltrating the thieves' guild to discover the identity of the true mastermind behind the murders, before they can finally shatter the hag's heartstone and bring rest to the souls of the dead.
 Further Adventures:Destroying the hag's heartstone frees the bound souls within, but did the hag have a deeper, more insidious motivation than the mere collection of souls for profit in the evil planes? Perhaps she had captured the spirit of a powerful, corrupt entity that now threatens the city with darker strife after gaining its freedom. The PCs have brought peace to the community for a time, but at what price, and what deadly machinations await?

Golem's Revenge Golem's Revenge

 Years ago, a vicious purge sought to wipe the poor and wretched from their homes in the city's slums, until a mysterious creature came to their salvation. Now, a generation later, the bodies of city authorities are left broken on the slum's streets for all to see.
 Discovery:The PCs are called on to investigate the murders and find the corpses brutally smashed and savagely disfigured in ways hardly possible for mortal man. Locals suspect a dimwitted strongman from a traveling freak show, but the true culprit is a deadly clay golem once built for protection.
 Adversary:The secret society responsible for the original purge is planning another. They decided it would be truly poetic if the same protector that stopped the previous purge became the spark for the new one. Using the awaken construct* spell, the son of the purge's original architect awakened the old protector, whose creator had since died of old age, and convinced it that he was its father. After sending it out to commit murders of authorities and build anger against the slums, the young aristocrat plans to betray the golem and come out of that betrayal as the hero who stopped the murders, as he leads a second retributive purge of the slums.
 Further Adventures:The PCs may defeat the golem, but unless they uncover the true plans of the secret society, they haven't thwarted the new purge. Will the PCs come to the rescue of those who cannot protect themselves? Convincing the golem of the truth might net the PCs a powerful ally, but if they destroyed it, they might need to find the old golem crafter's notes and try to teach themselves the occult rituals he used so they can fashion a new golem, if they are to have any hope of defeating the cult's foul undertaking.

Lost Souls Lost Souls

 When a wise and benevolent ruler mysteriously falls unconscious and begins to waste away, turmoil erupts throughout the land as various factions vie for power.
 Discovery:The ruler's regent, a skilled spiritualist, desperately seeks the PCs. The PCs must take a dangerous psychic journey to the Ethereal Plane, the Dimension of Dreams, or both, in order to find the monarch's errant mind or soul and bring it back before the body dies and the land is divided by strife. If the PCs perish while on this journey, their bodies suffer the same fate as the ruler.
 Adversary:The ruler has no desire to return to the sorrows of life on the Material Plane, and opposes the PCs at every turn. On the Ethereal Plane, the ruler's spirit makes a procession toward Heaven accompanied by the spirits of loyal knights. The procession visits the ethereal versions of three places significant to the ruler in life. If the characters travel to the Dimension of Dreams, these places are idealized memories rather than ethereal haunts.
 Regardless of the reality the PCs visit, the ruler resists them. The characters must learn the true reasons for the ruler's sorrow and convince the mind or soul to return to the body. Along the way, they may clash with the ruler's champions as they seek to accomplish their goals.
 Further Adventures:If the ruler's coma was result of the dark arts or an attempted assassination, the true culprits may lurk in ambush for the characters as they voyage through these strange realms. And as the characters explore, they find the processions of other rulers heading toward Heaven or Hell. Are these events all somehow connected?

The Menhir The Menhir

 Every generation, the people of a village on a windswept moor venture out to a solitary menhir, where they join hands and say old words in a language that's been passed down from generation to generation. Farther from this place, in a hidden hillside glen, is a smaller circle of stones――one for every generation――with human bones buried below, the remains of offerings.
 Discovery:The PCs stop at the village during the course of their adventures. During their stay, the villagers welcome them and throw a feast, declaring one PC to be the "monarch" of the harvest and a villager the PC's symbolic "consort." During the night, the villagers make a clumsy attempt to abduct the honored PC and bring him to the menhir (if they fail to abduct the PC, they snatch a second villager instead). The villagers abandon their homes and gather around the menhir, chanting words in a forgotten language. The chosen monarchs are within the circle, seemingly unharmed. If the PCs don't interfere, the next day the king and queen are simply gone, and the villagers claim ignorance of their whereabouts and seem reluctant to investigate.
 Adversary:A psychic ghost or aberrant horror bound to the menhir manifests every generation to feed on the offerings provided by the villagers. When the being feeds, the menhir glows with a soft golden radiance, and the land for miles around becomes rich and fertile for a whole generation. If the PCs stake out the menhir during the night of the sacrifice, they have a chance to fight the creature, and if they rescue the sacrifices, the creature comes after them.
 Further Adventures:Creatures of psychic power are attracted to a ley line passing through the menhir. Following the ley line leads to other villages with their own menhirs; those that were denied their sacrifices are now surrounded by dry and desolate land where nothing lives. Ley lines lead from these menhirs as well, on and on throughout the world. Generation after generation, the beings bound to these menhirs feed and grow more powerful. How can the PCs release the common folk from these mysterious horrors?

Mind Trap Mind Trap

 The PCs find a remarkable amount of success during their exploits, but all is not as it seems.
 Discovery:After concluding a previous adventure, the PCs celebrate a job well done. During their revelry, they meet a woman who is excited for their success and invites them to her villa. She offers comfortable beds, fine foods and drinks, and the run of her abode. She tells them they are welcome to stay as long as they like, if they help her with a simple task.
 Adversary:The woman is actually the consciousness of an ancient being imprisoned within an immersive mindscape. It long ago stopped trying to escape its mental prison, and now all it wants is some companionship. The PCs were unknowingly drawn into the consciousness's mindscape at some point during their previous adventure, and are now trapped there with it. The consciousness creates whatever the characters desire, weaving a compelling tapestry of experience at first indistinguishable from the material world. Eventually, the characters figure out that wealth, fame, and fortune are falling into their laps just a little too easily and realize they must find a way out of the mindscape.
 Further Adventures:The PCs might decide to destroy the mindscape――perhaps by traveling to the Dimension of Dreams, and possibly even freeing the ancient consciousness in the process. Other trapped creatures might exist inside the mindscape, and freeing them might provide the characters with future contacts or adversaries.

The Order The Order

 Following a series of disasters or a virulent plague, the desperate populace places its faith in a fanatical faction of an otherwise reputable church. With great resources now at their disposal, the zealots promise to undo the curse by appeasing the gods through punishment of evildoers and heretics.
 Discovery:"Witch hunters" begin an inquisition and arrest anyone who dabbles in magic or the supernatural, including clerics of other faiths. The PCs enter the scene when the witch hunters attempt to arrest them or their allies, or when family members and close associates are captured by the order.
 Adversary:Outwardly, the leader of the order, the Truthseeker, appears to be its most rational and penitent member. In truth, this person is a psychic tyrant who uses his abilities to read minds and expose enemies of the order. In short time, the splinter faction becomes a powerful cult as the Truthseeker trains the witch hunters to read minds and tell the future. The PCs might simply rescue their allies from the order, or they might expose the Truthseeker.
 Further Adventures:As the Truthseeker's cult gathers power, how does the original church respond? How many cities and towns has it infiltrated, and how readily does it swell its numbers? Did the cultists cause the tragic events that led to their rise to power? Even if the PCs stop the Truthseeker, is another cult member ready to take up the mantle?

Portrait of Evil Portrait of Evil

 The PCs are tasked with looking into a series of disappearances in a major city. During their investigation, they accidentally come across evidence that implicates a local noble. While the evidence is conclusive in their eyes, it's inadmissible to the local courts, and they soon find themselves at odds with the accused. The PCs are unaware that their suspect is the owner of a soul portrait.
 Discovery:As the PCs delve into the background of the accused, they learn that despite her youthful appearance, she is well into her seventies. Further research reveals that a series of her acquaintances, competitors, and family members disappeared in the years following her thirtieth birthday. Detailed investigation discovers the accused's obsession with a portrait commissioned in her late twenties, a portrait that some visitors describe as a vision of a rare and radiant beauty, and others speak of only in haunted whispers.
 Adversary:The accused noble is defended by a legion of mercenaries who are too powerful for the PCs to assault directly. The soul portrait prevents divinations that would reveal her true nature, projecting the image of her innocent younger self. While the PCs are sure she is the cause of the disappearances and other crimes, the noble deflects any blame by means of her sizable wealth and perceived charitable nature.
 When the PCs truly become a threat to her, the noble attacks those closest to them using various forms of harassment and torture. The PCs have to contend with a foe empowered by the (mistaken) belief that she can suffer no consequences from her actions. Eventually, unless the PCs find a way to catch the accused in a situation where her portrait can't protect her, they are forced to take the law into their own hands.
 Further Adventures:When the accused is defeated, her image moves to the background of the soul portrait, and the PCs are left with the unsavory task of deciding what to do with the artifact. Less scrupulous PCs may decide to take it for themselves, commissioning an artist to add their likenesses to the canvas, having learned of the powers bequeathed by the portrait. PCs with stronger morals might seek to destroy the artifact, but will soon learn that only the owner of a soul portrait can destroy it――and at the high cost of another's life.

心霊地所 Occult Locations


鎮守霊 Loci Spirits


鎮守霊のルール Loci Spirit Rules


堕落 Corruption


行為 効果
暴力的な行為を犯す 1だけヒット・ポイントの減少
殺生を犯す 犠牲者の3ヒット・ダイスにつき1だけヒット・ポイントの減少(最小1ヒット・ポイント)
アニメイト・デッドの発動 作成したアンデッド1体につき1ヒット・ポイントの減少
クリエイト・アンデッドあるいはクリエイト・グレーター・アンデッドの発動 発動した呪文のレベルにつき1だけヒット・ポイントの減少
悪の来訪者の招来 招来した悪の来訪者1体につきヒット・ポイントを1だけ減少
悪の来訪者の招請 発動した呪文のレベルにつき1だけヒット・ポイントの減少
ディセクレイトの発動 2だけヒット・ポイントの減少
アンハロウの発動 4だけヒット・ポイントの減少
成功裡の執行 鎮守霊の儀式の2ヒット・ポイントの復元
コンセクレイトの発動 2ヒット・ポイントの復元(最大でも1日に1回)
ハロウの発動 4ヒット・ポイントの復元


鎮守霊の要素 Elements of a Loci Spirit

 堕落効果/Corruption Effect:この項目では堕落した場合に鎮守霊の効果が何になるかを簡潔に記している。

鎮守霊の作成 Creating a Loci Spirit


特質の種類 CRの修正
儀式が複数の技能判定を要求する 追加の技能判定1つにつき+1
永続的効果 1つ目を超える追加の永続的効果につき+1
単一 -1
仲間 0
恩恵 +1
癒し難い 1 -1
堕落に惰弱 2 -1
1 癒し難い鎮守霊はヒット・ポイントを復元する効果から通常の半分の量しか回復しない。
2 堕落に惰弱な鎮守霊は堕落行為からヒット・ポイントを通常の倍失う。

慈悲深き司祭 脅威度5 Benevolent Priest

 術者レベル 5レベル
 hp 10; 儀式 〈知識:宗教〉DC25、〈生存〉DC25
 効果 執行司祭が適切な小枝と野苺の貢納を執行する時、鎮守霊が、執行司祭とその仲間へと献上する為のクリエイト・フード・アンド・ウォーター呪文と同様の食事の載った盆を持ちクレリックの礼服を纏っている太った幽けき男として発現する。
 堕落効果 クリエイト・フード・アンド・ウォーターコンテイジョン(DC14)になる。

幽き戦士たち 脅威度5 Ghostly Warriors

 術者レベル 5レベル
 hp 10; 儀式 〈交渉〉DC25、〈芸能:朗誦〉DC25
 効果 壮麗かつ活力溢れる儀式を行えば、古の鎧を纏った幽き姿の幹部たちが鎮守霊の効果範囲内にいるクリーチャー全員の前で跪き、自分たちの武器を示し、アライン・ウェポンの恩恵を授ける(受容者それぞれは秩序あるいは善のみから選択する)。
 堕落効果 アライン・ウェポンシャター(DC13)になる。

英雄の声 脅威度4 Hero's call

 術者レベル 4レベル
 hp 8; 儀式 〈知識:歴史〉DC24、〈芸能:朗誦〉DC24
 効果 儀式司祭は太古の昔からの勇敢な英雄に嘆願し、その英雄の偉業を回想し、儀式司祭独自の探求の為にその英雄の力を要求する。儀式が成功する場合、その英雄の像は敬礼の一種として剣を掲げ、儀式司祭はヒロイズム呪文の利益を得る。
 堕落効果 ヒロイズムスケアー(DC13)になる。

新しい霊障ルール New Haunt Rules


聖水 Holy Water


品縛霊と憑霊霊障 Item-Bound and Possessing Haunts


連鎖霊障 Chained Haunts


降霊と霊的意思疎通 Seances and Spirit Communication


霊障の明瞭化 Clarifying Haunts


種類 脅威度修正値
武闘派(ヒット・ポイントは脅威度×6に等しい) +3
品縛霊(アイテムに拘束されている)) -1
連鎖(ゴーストと結びついている) -1
迅速(イニシアチブ値20で発現) +2
浮遊霊(移動速度を得る:飛行10ft.[良好]) +1
範囲拡大(半径が倍になりCRにつき10ft.になる) +1
憑霊(クリーチャーに取り憑いている) +1
怨嗟(術者レベルとセーヴDCが2上昇する) +1
靄(AC=10+脅威度に加え非実体の特質) +1

新しい霊障 New Haunts


ラップ音の霊(CR1) Rapping Spirit


ラップ音の霊 CR1

 術者レベル 1レベル
 感知 〈知覚〉DC10(壁、床、そして家具を微かに叩く音を聞くのに)
 hp 4; 弱点 ハイド・フロム・アンデッドで欺ける; 発現条件 接近; 再発現 1日
 効果 騒がしい霊が自身の不安を生者に齎す際、動揺した叩打音と鳴り響く鈴の合唱が付近の固い表面から発する(最大でもメイジ・ハンドによって物理的に操作されて生じうるもの)。この超常の叩打を聞く者全てはコーズ・フィアー効果の影響を受ける(意志・DC11・無効)。
 破壊 霊の属性に依るが、ラップ音の霊は概して自身の定命の遺体を安らかな眠りに就かせるよう頼むか、PCたちに自身の死の復讐を頼む。頼みを満たせばこの霊障は霧消する。

要求のある死者(CR3) Demanding Dead


要求のある死者 CR3

 術者レベル 1レベル
 感知 〈知覚〉DC15(僅かな呟き声を聞き冷風を感じる)
 hp 13; 弱点 ハイド・フロム・アンデッドで欺ける; 発現条件 接近; 再発現 1日
 効果 この霊障は生者の行動に影響を与えようとし、犠牲者をサジェスチョン効果あるいは呪文レベル上昇コマンド(どちらでもセーヴDC14)の目標にする。霊障の属性と目的に依るが、示唆を受けたアクションは悪意(有害な方法で犠牲者を微妙に動かしたり会話に矛盾を撒いたりする)か善意(生者の世界に自身の野望を伝えようと謎めいた自動書記や無意識の譫言を促す)に満ちているかもしれない。
 破壊 要求のある死者は概して自身の定命だった頃の死体の安息や生前満たせなかった望みの再解決を求める。要求を満たせばこの霊障は霧消する。

お化け蟲(CR5) Spectral Vermin


お化け蟲 CR5

 術者レベル 5レベル
 感知 〈知覚〉DC15(壁をひっかく音を聞く)
 hp 22; 弱点 ハイド・フロム・アンデッドで欺ける; 発現条件 接近; 再発現 1日
 効果 この浮遊霊の霊障は古い伽藍堂や湿った地下牢を徘徊する。この霊障が起動した時、幽体ラットの骸骨の遺体が部屋の罅と亀裂それぞれから溢れ出て、サモン・スウォーム呪文と同様に範囲を走り回り通行人を貪り喰らう。
 破壊 キャラクターは範囲内の普通のキャット1匹を儀礼的に殺さなければならない。そのキャットのゴーストが発現し1週間かけてそのエクトプラズミック・スウォームを食い尽くし、キャットもラットも永遠の眠りに就く。

悪性武器(脅威度7) Malignant Weapon


悪性武器 CR7

 術者レベル 7レベル
 感知 〈知覚〉DC25(武器に触れた時に遠くから哄笑を聞く)
 hp 36; 弱点 インヴィジビリティで欺ける; 発現条件 特殊(下記参照); 再発現 1日
 効果 この霊障武器の持ち主がこの武器でのクリティカル・ヒットを確定させようとする時に、その範囲では即座に耳障りな哄笑が反響する。その武器を中心とした半径35フィート以内の全てのクリーチャーは以降8ラウンドの間ソング・オヴ・ディスコード呪文(意志・DC17・無効)の影響を被る。この武器の持ち主が影響を受けた場合、彼女はそのクリティカルを確定させるためのロールに+2のボーナスを得る。
 破壊 この武器は同意するハグの魔女団の大鍋で沸騰させなければならず、そうすればその武器と大鍋が同時に破壊される。

狡猾なる存在(CR9) Insidious Presence


狡猾なる存在 CR9

 術者レベル 10レベル
 感知 〈知覚〉DC20(悪性の存在を感じ僅かな譫言を聞く)
 hp 40; 発現条件 接近; 再発現 1日
 効果 この霊障はポゼッション*(意志・DC20・無効)と同様に生きている宿主を僅かに憑依して恐怖と傷をより広い世界に撒こうとする。最初に宿主のクリーチャーに憑依する時、この狡猾なる存在は数ヶ月の間シャドウ・カンジュレーション効果を使ってうまい恩恵を授けるかもしれない(宿主を助ける仲間を招来するなど)。だがすぐに、霊障の内なる悪性が凌駕し、シャドウ・カンジュレーション(セーヴが適切ならDC18)を使って有害なあるいは命取りですらある効果を宿主に向けて発生させる。
 破壊 狡猾なる存在は無垢なるクリーチャーがこの霊障を自発的に体内に受け入れてそれからこの霊障を永久に破壊するため意図的に自らの命を捧げた場合のみ破壊される。

レイ・ライン Ley Lines


レイ・ラインの質 Qualities of Ley Lines


レイ・ラインの発見 Finding Ley Lines


レイ・ラインの使用 Using Ley Lines


心象風景 Mindscapes


精神仮面 Mental Masks


二層の心象風景 Binary Mindscapes


没入型心象風景 Immersive Mindscapes


心象風景の特性 Mindscape Traits


明瞭性 Transparency

形状と大きさ Shape and Size
 内包型/Self-Contained Shape:この物理特性を見せつける心象風景は永久に続くように見えるが、その中のクリーチャーがどの方向に移動しようと空間的な繋がりは本当はその空間自身に折り返している。そうした心象風景はどこかで循環する階段で構成されているかもしれないし、一本道に見えるが開始地点と終着地点が同じ場所である曲がりくねる隧道かもしれないし、立方体の一面の出口が常に移動者を反対側へと戻す四次元超立方体かもしれない。例えば内包型の中世様式の城塞は旅人が入り口の門から出るのを認めるかもしれないが、裏のポータルによってのみ再入場できると分かることになるかもしれない。

返照 Feedback

重力 Gravity
 通常の重力/Normal Gravity:重力は物質界と全く同様に機能する。
 無重力/No Gravity:重力は存在せず、何者かによって動きを制御されていない限り複数の物品がお互いとの関係がどうあろうと空間を漂っており、制御されている場合は別の物品かクリーチャーにぶつかって動きが何らかの変化を遂げるまで一定の速度で直線に移動する。

時間 Time
 通常の時間流/Normal Time:時間は通常通り流れる。
 遅い時間流/Slow Time:特定の状況では、心象風景の創造者は時間の流れを遅めたいと願い、心象風景内の者に、心象風景内での活動で現実世界の時間よりも時間を浪費させたがるかもしれない。これが起こる時、心象風景内の1ラウンドは完遂までに現実世界で2ラウンド以上かかる。
 速い時間流/Rapid Time:別の例では、心象風景の創造者は心象風景の時間を現実世界よりも早めたいと願うかもしれない。その例では、心象風景内の2以上のラウンドの活動は完遂するまでに現実世界で1ラウンドしか経過しない。制御者は大量の時間を費やして複雑な精神的考え物を熟考し、それから心象風景から出て実際の時間を全く失わずに仲間と合流できるかもしれない。

属性 Alignment
 軽度な属性/Mildly Aligned:軽度な属性の心象風景は住人が気付くか気付かないかという極めて些細な効果を生じる。このような状態では、その証拠は秩序のクリーチャーの為の整然とした庭や善属性の生き物の為の理想的な天候の長閑な田舎として表れる。
 強度な属性/Strongly Aligned:強度な属性の影響を受けた心象風景は常に気付ける個性を示す。天候単体で正反対の対立属性の生物に不快感を、あるいはダメージさえ与えるかもしれない。強度な属性の心象風景の創造を願う創造者は獲物にこうした特質を気付かれないようにするのが困難であると気付くかもしれない。忍び寄る属性の影響は、内に捕われた者に全てが見える通りではないという手がかりを与えるだろう。

魔法 Magic
 通常の魔法/Normal Magic:魔法が通常通り振る舞う没入型心象風景において、キャラクターとクリーチャーは呪文、疑似呪文能力、そして魔法のアイテムを通常通り使用できる。呪文は消費され、チャージ回数や使い捨てアイテムは費やされる。魔法によって与えられるダメージは本物であり、現実世界の肉体もその心象風景が有害である場合それに従って傷つく。しかし、物理的操作を要求する魔法(ポーションを飲むなど)は予期される方法通りには振る舞わない(キャラクターはポーションを「飲んで」何も起こらないことに気付く)。術者の精神がここを別の場所だと勘違いしている間に一部の占術魔法が現実世界で起こっているのは何かについての詳細を齎す場合、それは奇妙なあるいは馬鹿げた情報を提供するかもしれない。クリーチャーが心象風景から出る時、中にいる間に使った魔法は消費されている。
 魔法の枯渇/Dead Magic:魔法は心象風景の中では全く働かない。魔法の解放に要求されるエネルギーの招来や操作の努力は妨害され、心象風景を創造したクリーチャーあるいは物体の念術的障壁を通り抜けられない。そうした事例では、心象風景は中に捕われた者を騙そうと偽りの正の結果を生み出すかもしれないし、出さないかもしれない(例えば、治癒魔法は実際に作用していない時に作用しているように見えるかもしれない)。結果が心象風景で発生するかに関わらず、クリーチャーは魔法を消費しない。唯一の例外はその念術呪文が、魔法の枯渇する心象風景内でさえ動作して心象風景の働きを操作するよう特別に設計されたものであり、それは通常通り消費される。
 魔法の変容/Altered Magic:魔法は心象風景内で全く異なる振る舞いを見せるかもしれない――増強阻害制限、あるいは暴走の次元界魔法の特性のルールを使うこと。

秘要次元界 Esoteric Planes


正のエネルギー界 Positive Energy Plane

 The Positive Energy Plane is the source of all life, the Cosmic Fire at the heart of the multiverse that gives birth to mortal souls. The plane has no surface and exists as an emanation of life-giving energy radiating from an incandescent interior that resembles the molten heart of an active star. Ironically for a plane associated with life, the Positive Energy Plane can be extremely deadly to mortal visitors, as its ambient energies are so powerful that a mortal shell cannot absorb them without bursting. At certain vertices, the refraction of the Cosmic Fire's rays create islands of solidity where the plane's energies are not so extreme, and some manner of life as mortals understand it becomes possible. Here, upon vast shimmering fields, phoenix-feathered creatures known as the jyoti tend to orchards of glowing, anemone-like trees as tall as mountains, sprouting immature souls like glossy, liquid fruit. The xenophobic jyoti dwell in complex cities of crystal specially designed to reflect the weird luminescence of the Cosmic Fire. Jyoti seldom venture from these structures, focusing all of their energies on their sacred charge of tending and defending the nascent souls of the multiverse. At the center of each jyoti city is an imposing gate to a star in the cosmos of the Material Plane. New souls pass through these gates and ride waves of light to find incarnation in mortal vessels.
 If the jyoti dedicate themselves to the protection of incubating immature souls, the other primary inhabitants of the Positive Energy Plane, the manasaputras, dedicate their existence to assisting the spiritual development of mortals. These "sons of mind" are the powerful psychic incarnations of mortals who have endured scores of mortal reincarnations, with each step becoming more attuned to the universal undersoul. The greatest and most powerful of the manasaputras――the glory-clad solar kumaras――dwell within the heart of the Cosmic Fire, and claim to be in communication with it. Lesser manasaputras like agnishvattas, barhisads, and manus spread through the Inner Sphere to initiate mortal adepts in the occult nature of the multiverse, so that they too might step once again into the light that birthed them.
 For reasons unknown even to the eldest natives, divine beings cannot enter the Positive Energy Plane. Refugees from the vengeance of the gods or those hoping to hide important relics from certain divinities sometimes venture to the Positive Energy Plane to negotiate with the jyoti, who over the centuries have amassed an astounding trove of world-shattering artifacts, illegitimate half-mortal bastards, heretics, and other dangers.

負のエネルギー界 Negative Energy Plane

 The orthodox view of the Inner Sphere casts the Negative Energy Plane as the jealous rival of its positive-energy twin, an empty infinite void of entropic darkness antithetical to creation, fit only to consume and destroy. Negative energy is itself a dark opposite of life-giving positive energy, yet while it is most often a source or tool of destruction, it is also the animating force of the undead. The ancient wisdom of occultism seizes on this seemingly paradoxical association with creation and posits that entropy clears the slate for what's next as the multiverse inexorably marches along an unimaginably vast evolutionary cycle of its own. Perfection is not a fixed state. It is always growing and changing. To say that there is one "natural" state――for instance, utter oblivion――that constitutes perfection is as impossible as imposing a limit on the infinite. Occultists believe that this destruction allows for and drives change.
 Nonetheless, negative energy sustains the undead, who throng to the sterile and desolate gulfs of nothingness that compose the overwhelming expanse of this dark and terrifying realm. The plane offers few solid surfaces, so the undead present here tend to be incorporeal and capable of taking flight on the soul-chilling currents that seem inexorably to guide visitors toward the absolute darkness at the plane's heart. This inner blackness connects via portals to the black holes scattered about the cosmos of the Material Plane. Records of astral voyages to the Material Plane side of these portals relate tales of the accretion disks of black holes swarming with incorporeal undead trapped within the event horizon.
 Within the plane, where the concentration of negative energy reaches an absolute, it begins to manifest a crystalline material that grows into beautiful and deadly structures of absolute entropy. When these crystals form strange angles, the plane gives birth to a sceaduinar. These vile creatures hate life and unlife alike, and exist only to sow entropy and destruction. Somehow, their manifestation seems to drain a measure of the plane's entropic energies, ironically making the regions around these haunting snowflake structures the most stable and survivable regions in the otherwise hostile plane. While negative energy is less of a concern, the sceaduinar themselves represent a significant threat to visitors.
 The ancient wisdom suggests that the jyoti hate the sceaduinar for their knowledge of the role destruction plays in the creation of souls, and the jyoti fear the exposure of that information. The Negative Energy Plane's most terrible and hateful residents, the undead abominations known as nightshades, care little for this squabbling between the planes. Theirs is a quest to eradicate all life in the cosmos, to cloak the stars of the Material Plane in darkness, and to quench the Cosmic Fire, no matter the consequences.

物質界 Material Plane


エーテル界 Ethereal Plane

 スピリチュアリストはエーテル界から霊を呼び求め、自分たちの身体的な精神を霊たちが棲まえる避難所として開放する。鍛錬を積んだスピリチュアリストの助けと実践により、霊は2つの世界の狭間にある薄幕として機能する幽き物質である心霊体の鞘で自身を包む事で隣接する次元界において物理的な姿を取る事さえ出来る。These spirit guides are known as phantoms, and while they are loyal to the spiritualist to whom they are bound, the emotional connection to the Ethereal Plane remains strong, manifesting in jealousy and fiery outbursts from even the kindest of souls. The ectoplasmic nature of the Ethereal Plane is extraordinarily susceptible to the thoughts and emotions of the plane's inhabitants. The ethereal version of a physical location is informed not just by its actual dimensions and appearance, but also by the memories and impressions of the spirits that haunt it. For example, on the Ethereal Plane, an old mansion might look as it did in the era of its ghostly inhabitants. If those spirits find final rest, their memories cannot sustain the structure, and it falls into an ethereal ruin. Some incorporeal spirits become so entwined with the emotional nature of the plane that they can manifest these ectoplasmic vistas in an overlapping location on a neighboring plane, temporarily cloaking it in a disturbing reflection of some past incarnation.
 In a similar way that locations in the outside world possess overlapping etheric reflections, mortal creatures also have ethereal doppelgangers in the form of etheric doubles that exactly overlie their physical forms. The etheric double is a vessel for the cosmic breath of life that gives a creature animate force, most commonly known as ki. This energy collects in seven blazing vortices of colorful energy known as chakras, which bind the etheric double and the physical body together and distribute vital life energy to both. This energy extends 2 to 3 feet beyond the outlines of the creature's physical form to create its aura, a nimbus of colorful occult energies that reveals much about a creature's disposition and emotional state.
 A creature's etheric double, aura, and chakras are not visible except to those with the knowledge or magic to see them. From the Material Plane, this involves esoteric use of the Perception skill by a creature with the Psychic Sensitivity feat or any of a number of spells. From within the Ethereal Plane, all it takes to observe the interplay of these forces is simple concentration――if you know what to look for, it becomes plainly visible. Interpreting this information, of course, is another matter. An etheric double is outlined in violet-gray or blue-gray luminescence. Unlike an astral body generated by astral projection or a lucid body of the Dimension of Dreams, an etheric double is not normally capable of acting as a separate vehicle of consciousness.
 Finally, the sweeping expanse of the Ethereal Plane is home to countless pocket realities known as demiplanes. Many of these unique realms are the private domains of powerful arcane spellcasters, the playgrounds of minor gods, the experiments of the inscrutable elohim, or the prisons of creatures that pose such danger to the cosmos that they must never be released.

夢の次元 Dimension of Dreams


  • 異なる時間流:明晰体と物理的肉体を以て夢の次元を訪れるクリーチャーの両方は、その夢景の時間流の特性の対象となる。
  • 動的な変動性:クリーチャーは明晰体で夢景に入った時、重要な装備がないや雪崩の只中の極地の山腹の上にいるといった不利益を蒙りながら夢の次元内に到着するのを避ける為の【魅力】判定(DC15)に成功しなければならない。セーヴに成功するとその夢見人は完全な健康体で、全ての一般的な装備を纏って発現する(夢の中で使用される呪文と魔法のアイテムは現実世界では実際には消費されない)。しかし最悪の状況でさえ、明晰体は不可思議な――不可能ですらある――離れ技を行える。標準アクションとして、夢にいる間そのクリーチャーの【魅力】ボーナス(最低1)に等しい回数夢見人は呪文を発動する、発動されたかのように呪文の効果を得る、魔法のアイテムを召喚するといった不可能なアクションを試みれる。これには【魅力】判定(DC10+発動される呪文あるいは複製される呪文効果のレベルまたは召喚されるアイテムの術者レベルの半分;魔法的でないアイテムは術者レベル0である)の成功が要求される。他の不可思議な離れ技もGMの認可によって可能であり、【魅力】判定のDCはGMによって決定される。判定に失敗する場合、その夢見人はその離れ技を行えない。物理的肉体を持って夢に入るクリーチャーは最初の判定を行う必要はなく、アイテムあるいは呪文効果を創造する又は不可思議な離れ技を行う能力を得ないが、それ以外では夢景の奇妙な現実に対処しなければならない。
  • 魔法の暴走:明晰体と物理的肉体を伴って夢の次元を訪れているクリーチャーの両方は夢景の魔法の暴走の対象となる。

アストラル界 Astral Plane


アカシック・レコード(アカシャ年代記) Akashic Record


  • 異なる時間流
  • 有限
  • 静的

ボーンヤード The Boneyard


  • 無時間:時間、飢え、渇き、災厄(病気、呪い、毒など)、そして自然的治癒はボーンヤードで機能しないが、旅人がボーンヤードを離れた時にそれらは機能を取り戻す。
  • 神力による変動性:ボーンヤードに領域を持つ神格は回数無制限でこの次元界を変容できる。
  • 強度な中立属性
  • 魔法の増強:[即死]の補足説明を持つ呪文や擬似呪文能力、死や安息の領域の呪文や擬似呪文能力は増強される。

外方次元球 Outer Sphere

 アストラル次元界の銀色の虚空は、内方次元球の端から、ボーンヤードから送られた霊魂がその信念と属性に調和した領界にある死後の最終的な目的地として到着する外方次元球の諸次元界へと伸びている。 ここに到着する頃、即座に来訪者あるいは神格の従者として受肉しなかったそうした定命の魂はペティショナーとして知られる事になる。定命の人生を超越しているため、彼らの過去の事物は時が過ぎるほどになくなっていく。置き去りにしてきたものを覚えている少数のペティショナーでさえ自分の為の懊悩は出来ず、代わりに目前にある極楽浄土あるいは地獄の景色に集中する。