View Full Version : The Half-Time World

2013-02-21, 04:09 PM
Once upon a time, the world began, and was divided. Night and day, early and late. "Good" would be seperate from "Evil", "Chaos" seperate from "Law". The world would be simple, and in accordance with the theory, it would run itself. Civilizations formed on the world, operating seperate from each other. Then one day, strange people started aopearing..

This is a somewhat oddball setting using the 3.5 SRD, Generic Classes only, and E6 (capped advancement at level 6, switching to 'epic' feat collection instead). Races allowed are: Human.

Relevant Tropes: Dark World (http://tvtropes.org/pmwiki/pmwiki.php/Main/DarkWorld)/Mirror World (http://tvtropes.org/pmwiki/pmwiki.php/Main/MirrorWorld), Crapsack World (http://tvtropes.org/pmwiki/pmwiki.php/Main/CrapsackWorld), Humans Are Cthulhu (http://tvtropes.org/pmwiki/pmwiki.php/Main/HumansAreCthulhu), Gray and Grey Morality (http://tvtropes.org/pmwiki/pmwiki.php/Main/GreyAndGrayMorality), A World Half Full (http://tvtropes.org/pmwiki/pmwiki.php/Main/AWorldHalfFull), Dual World Gameplay (http://tvtropes.org/pmwiki/pmwiki.php/Main/DualWorldGameplay)

There are elemental stuff like rocks, water, and so on, including a lot of big trees of old breeds. Those just exist full stop. Everything else has a unit of alignment; these can be detected by "detect alignment" type spells. Things are either Lawful OR Chaotic OR Evil OR Good, and there is no distinctive "neutral". EVERYTHING has this Ethical acts have alignments too, so your acts can affect your alignment; the universe is utterly deontological, and the "end effects" or circumstances of an act are totally unimportant as far as the alignment system and universe are concerned.

To things in the world, this doesn't really matter. The creatures of the night are "Always Evil" no matter how many healing spells or good deeds they do. A lot of their *furniture* is "Always Evil" too. Law is midnight till noon, Chaos noon till midnight, Good is day, Evil is night. At night, the sun suddenly vanishes and is replaced by the moon and vice versa. Lots of effects roll over and adjust themselves at that moment. Things only exist during the time associated with their alignment.

Then groups of humans started appearing, naked and without memory. Humans can have two elements of alignment.. but it doesn't matter because humans exist all day and all night. They break all the rules. And they are terrifying.

Still trying to decide on what to populate the world with in terms of non-human stuff. I'm thinking of having something Gnoll-like as scavengers at night, and i'm not sure what to have in the day, with hangers-on for the other duality, but i'm just not sure what some good ideas for that would be. Any ideas?

I'm planning on letting people cast from books using Ritual Magic, so level 4 spells would be available. This would probably include a form of Raise Dead, since that is useful and not too campaign breaking. (It's the higher powered versions that start to be problematic. It's not too hard to assasinate the lord of the city and steal his head so that the body isn't "reasonably intact", but if they can get the king back without the body it breaks things.)

As far as planes, the outer, alignment planes are available, but not the inner ones. (Maybe save for some sort of ethereal.) This heightens the glitchiness, because when humans started dying they found themselves in empty, unoccupied and unbuilt planes and started setting up house.

2013-02-21, 11:15 PM
This sounds fascinating. I would love to see how this actually plays out.

2013-02-21, 11:52 PM
This heightens the glitchiness, because when humans started dying they found themselves in empty, unoccupied and unbuilt planes and started setting up house.

No Angels, devils, or demons? Does the "natural" life not have souls?

Also, human souls just live on the outer planes of alignment like its a material plane? Do they eat, drink, and sleep too?

2013-02-22, 01:02 AM
Also, human souls just live on the outer planes of alignment like its a material plane? Do they eat, drink, and sleep too?

No more than spirits would in a "normal" plane. It's just that in their case, they go to the "appropriate plane" for their alignment, but that alignment is supposed to be impossible, so there isn't anything from that world, including outsiders, there. They're all minus world planes.
It's a bit like having some ridiculous Thing From Beyond show up in your game world and die, and you ask "What was your alignment?" "Purple." "..wha?" Everything from the world that's supposed to be there goes to the (N)G, (N)E, C(N), and L(N) planes that are actually set up in a normal way. (The TN plane doesn't get any souls, and is an administrative plane.) Humans don't go there because their alignment isn't set up the "normal" way. Which makes them... even more terrifying to everything that was there first.

2013-02-22, 01:09 PM
This world sounds incredibly interesting.

2013-02-22, 04:10 PM
Yeah, explains a bit about why adventurers usually have to fight everything else so often; monster relations are hostile because "Ia ia Human Fthagn".
I'm just trying to come up with some more ideas about the pre-existing monster cultures and empires and such.
Probably easiest for any given area to have two primary races that are on opposite timeshares, with some mediary servants of the other two so that they can communicate things. ("When we vanish, tell them we want to put a stone block trap in in the east hallway here. And ask whether they are planning on digging any more in the west hallway.")

2013-03-14, 08:34 PM
Any thoughts on this thingy to flesh out the casters?
Scribe Spell Manual
Creates a manual which can be used by a spellcaster to cast the spell contained as a spell completion item. This consumes one of the casters spells for the day of the appropriate level. Casters must study the manual for 8 hours to learn how to use that specific manual before it can be used. All spells cast from a manual are cast using the Ritual Magic metamagic feat, requiring assistants equal to 1-spell level (assistants can be untrained, but must be willing, present, and able to act). Spell casting time is a minimum of 1 hour.
Once the manual has been studied, the caster is treated as knowing the spell for purposes of item creation and research while the manual is in their possession.

2013-03-14, 08:45 PM
Do the night creatures know about the day creatures?

What do they think when their stuff is suddenly moved around? I assume that they remember their existence contiguously.

2013-03-14, 11:00 PM
The night stuff knows about the day stuff, and can communicate/deal with them to some extent using AM/PM stuff. As far as a "day" thing is concerned, the sun never sets, but the world flips twice, once when the AM/PM flips and one when dark happens (and PM/AM flip); they never need sleep or rest, and anything that would require that just resets at the bigger of those flips. Everything in the normal world is used to this and just considers it normal; a day creature is accustomed to the AM and PM things flipping and just treats it a bit like having to deal with possibly annoying roommates who are only in the house while you're at work/sleeping.
A creature that operates for all four shifts, however, is basically Cthulhu as far as they're concerned.

2013-03-19, 10:01 AM
For night, you might want to have elves and orcs. If you're going by Tolkien, elves were born in the night and night was protection from the sun until evil corrupted it. Dwarves would be good early candidates. Also, since good, evil, chaos, and law have NOTHING to do with ethics for the natives, that should be a totally alien concept to them and they should not associate any of those with morality or ethics.

Another thing is the fact that there are no inns in this world, and beds would only be for the sick.

So, their will be groups that worship the humans, and seek to help them and/or use their power to the advantage of the worshipers?