Living Land World Laws

    While the Living Land sourcebookdoes have world laws in it, they were not presented as such. They were called "Game Rules" and they are rather disjointed and incomplete when compared to the way world laws were written up in later sourcebooks. This is my attempt to reinterpret and redefine the Living Land's world laws.

THE DEEP MIST

    The Deep Mist is a natural feature of the environment in the cosm of Takta Ker; why it did not appear in the Living Land until the third month of the invasion is unknown. One theory is that Baruk Kaah somehow managed to hold back the Deep Mist until such a time as he felt the need for it, but the ability to keep a world law from functioning is not something easily done, even by a Darkness Device as powerful as Rec Pakken. Plus it's a long-term strategy that seems out of style for the High Lord.
    A second theory is that while the Deep Mist is natural to Takta Ker, it does not appear in the realm until conditions there are similar to that in the cosm. Kaah may not have summoned the Deep Mist as much as alter the environment in the Living Land so that the Deep Mist would then appear on its own.
    The Deep Mist completely covers Takta Ker and the Living Land; it is a thick, grey fog that extends in all directions and reaches a height of over a mile. The Deep Mist is warm and humid, and creates what Core Earthers consider a hot and muggy day without sunshine (the Mist diffuses sunlight sufficiently that while everything is well lit, the sun itself is at best an indistinct bright spot in the sky.)
    While Core Earthers (and most other people) find the Deep Mist uncomfortable, the natives of the Living Land, including people transformed to the reality, find the Deep Mist quite comfortable. Of course the fact that they go around naked may explain why they find the warmth enjoyable! The Mist also affects sound, muffling it over long distances and causing strange echoes, so that it is difficult to determine the direction a sound comes from.
    The Deep Mist is uncomfortable enough to non-natives that it increases the difficulty of all survival skill checks for finding food and shelter in that kind of environment to a base difficulty of 10. Natives of the Living Land do not suffer from this penalty as the Mist does not bother them so they only have a difficulty of 5 . This increase in the difficulty number is assuming that the non-natives are attempting to live off of the land (eating berries, roots, small game, etc) instead of hunting for food (i.e., big game/dinosaurs).
    Characters who have sufficient rations or choose to hunt for food will only suffer the penalty if they need to find shelter, but note that Lanala's Love of Life has a way of depriving characters of food they bring into the Living Land. Rules concerning trapping and hunting big game in the Living Land are given in the Living Land sourcebook on pages 68-69.
    On a "clear" day (a day without cloud cover) the Deep Mist reduces the range of normal vision to 30 meters; on a cloudy day the range of normal vision drops to 20 meters. In either condition, details can only be discerned within 10 meters. Beyond that, out to the range of vision, objects only appear as silhouettes and shadows. Occasional breaks and thin patches in the Mist may allow for detail to be seen at greater range but rarely will there be any opportunity to see anything beyond the 20 to 30 meter range.
    It is important to note that the see through mist miracle of the jakatts does not extend the overall range of visibility, it just improves the quality of vision within the effect range of the miracle. For example, a blessed jakatt who received a result of 15 meters from the meter would be able to see details out to that distance instead of 10 meters, but his maximum range is still limited to 20 or 30 meters depending on conditions. A minimal success on this miracle provides no real benefit since the range of the miracle is only 10 meters, the same distance the jakatt could see details normally.
    At night, visibility is limited to 10 meters regardless of how powerful of a light source is being used. Past that range, the Deep Mist diffuses light effectively enough to create a "wall" of whiteness. Those who are not within 10 meters of a light source at night will be able to see the "white wall" created by a light source at distances up to 20 meters away (i.e., they will see where you are before you can see them).
    On "clear" moonless nights, characters without a light source are able to see out to a distance of a few meters due to the Deep Mist diffusing starlight; on nights with a moon, characters can see out to 10 meters if the moon is full, less when it is not. (Note that like the sun during the day, the location of the moon will not be apparent). The see through mist miracle has no noticable effect at night.
    One obvious problem of not being able to see very far is that it increases the chances of people getting lost while travelling through the Living Land. This is detailed in the description of the direction sense skill in the Living Land sourcebook (pp 66-67).
    The Deep Mist further confounds attempts at travel by interfering with the use of magnetic tools such as compasses; in the Living Land, compasses will not work EVEN IN REALITY BUBBLES because the swirling Mists somehow scrambles the magnetic lines of force the compass detects; in the Living Land a compass will just spin randomly as eddies in the Mist keep changing what the compass thinks is "north".
    Global Positioning System (GPS) receivers will likewise not function correctly in the Living Land because the radio signals from satellites that the GPS uses to triangulate its position are also scrambled by the Deep Mist.

LANALA'S LOVE OF LIFE

    Lanala loves life; it is her source of sensation and any death causes a loss of those sensations. Her love for life and grief over death has two effects in the Living Land. The first, her love, is that she helps keep her children alive. She also rewards those who risk their lives to provide her with sensations. The second, her grief over death, causes signs of death to quickly vanish so that she (through her followers) does not have to see it.
    Any activity devoted towards preserving life receives a +3 bonus to its action value. This bonus can be applied to many things, such as using first aid or medicine to treat injuries, the performance of a healing miracle, Toughness rolls to resist disease and a character's daily healing roll that they make to recover from wound damage. Even healing acts that are contradictions in the Living Land, such as the use of psychology to treat mental damage or the use of a magic spell like Awaken to heal someone of their shock and KO damage, will get the +3 bonus.
    For those who place themselves at risk to provide Lanala with sensations, even if they are not consciously aware of it, Lanala gives them a small blessing to help them survive the experience. A character who the gamemaster feels is in a situation where she's having a strong physical or emotional experience gets a +1 bonus to the action value of any actions she takes that will keep the character alive, such as an active defense during an intense combat encounter or to swing over a deep ravine on a dangling vine with the acrobatics skill to escape from danger.
    Note that this bonus is only granted when the person is in real danger of being killed; using acrobatics to swing on a vine over a placid river would not get the bonus, nor would it apply to a character in combat if that character is not in serious danger. For example, a fully-armed Monitor from the Star Sphere with a reality bubble up who was being pestered by a small lizard wouldn' t get the bonus if he actively defended against the lizard's bite. On the other hand, if he's being chased by an angry carnol there's a definite chance of death involved so he would get the bonus.
    This aspect of the world law is active; Living Land characters can receive these bonuses while outside the realm as long as they are not disconnected or in a pure zone of a foreign reality.
 
    The second effect of Lanala's love is the rapid decomposition of dead material. Anything that dies in the realm or cosm is subject to very rapid rapid disintegration, fast enough that within a day even a borr aka corpse will be reduced to nothing more than a large compost heap. In this way there is a quick turnover in life, and it serves to quickly remove dead things from Lanala's sight. For items killed within the Living Land, use the Corrosion Chart on p67 of the Living Land sourcebook.
    Some materials brought into the Living Land from outside will also be affected by this world law. Depending on how "natural" a product is, the more likely it will disintegrate inside the Living Land.
    It is possible to use technology to avoid the rapid decomposition of materials, although this of course runs the risk of disconnection. Vacuum-sealed containers of metal or opaque glass (Tech 18) will protect materials from Lanala until opened. While the container is sealed, Lanala can't detect what is inside the container and so it escapes her "love". Note that transparent containers, even if vacuum-sealed, will not protect items from Lanala's decomposition since she will still be able to "see" them. And as soon as the container is opened, decomposition will begin anyway.
    The amount of processing involved in the manufacture of the item is the primary indicator of how long a once-living item can survive in the Living Land:


Example: A realm runner is making his first supply run into the Living Land. Unprepared for it, he has unwisely chosen to wear cotton underwear and socks, denim pants, a cotton/polyester blend shirt, a leather belt, sneakers and a wool felt fedora.

    His belt is the first thing to go; it's old so it begins to fall apart almost immediately and is completely gone after only a few more seconds. Everything else aside from his shirt and sneakers will begin to fall apart within a day and will be completely gone after another day or two.
    The cotton fibers in his shirt will similarly be gone within a day or two but the polyester fibers will be unaffected; his shirt will be quite ratty-looking but could still be wearable. His sneakers are mostly rubber and nylon with a little bit of leather trim. The trim will disintegrate almost immediately but the rest of the shoe will remain intact. (If his sneakers use laces instead of velcro strips, those may also disintegrate depending on their material.)
 
    This aspect of the World Law is passive and will not affect Living Land characters when they are not in the realm or cosm. (So you cannot have an edeinos rot food simply by holding it for a few hours.)

LAW OF LIFE

    Lanala recognizes three categories of objects in the Living Land; living, unliving, and dead. Living objects are just that, alive. The distinction between unliving and dead is that dead objects were once alive while unliving objects have never been alive. Most jakatts in the Living Land though do not make this distinction between unliving and dead objects; anything that isn't alive is to them a "dead thing".
    Non-native people are often called "dead things" by jakatts, even though they are obviously alive, because to most jakatts all living things in the universe are part of Lanala. Anything that is not part of Lanala is therefore not alive, so it must be "dead".
    Some, though not all, jakatts feel that it is their duty to bring these "dead" people to life. This usually involves exposing the "dead" person to an intense physical sensation (they're easier to create than emotional ones) which will hopefully lead to Lanala rewarding them for the sensation. If the "dead" person accepts Lanala as his lover (by responding favorably to the reward Lanala gave him), then the jakatt has succeeded in "bringing that person to life". Those who do not choose to become part of Lanala remain dead, and dead things need to be eliminated since their presence causes Lanala pain....
    In game terms, whenever a character who does not have faith(Keta Kalles) is exposed to an intense physical (or even emotional) sensation while in the Living Land, there is a chance that they will have a "religious experience" when Lanala receives their sensation. It will usually be up to the gamemaster to determine what constitutes an intense experience; a seasoned combat veteran may feel a small amount of fear when confronting an edeinos in battle, but it's probably not an intense sensation. On the other hand, if the veteran is surprised by a flame warrior leaping onto him from out of nowhere, the sudden shock of the attack or the pain caused by the warrior's flaming touch would probably qualify.
    When one of these "religious experiences" occurs, the gamemaster generates a bonus value, rerolling on 10's and 20's, and adds it to an action value of 11 (the average faith skill of most jakatts in case you're wondering.) This is compared to the character's faith or Spirit attribute value and the result points are used on the General Results Table:
    Jakatts will usually not attack or interfere with a character who is having one of these "religious experiences" other than to encourage them to accept Lanala's love and become one of them. In game terms, during the round the character is stunned no jakatt will attack the character, even if they were trying to kill the character just moments before. However, if the character does not appear to have become "one of them" due to the experience they are free to continue attacking him in the following round.
    This aspect of the world law is rather unique in the cosmverse since it primarily affects only non-natives since almost every native already has faith(Keta Kalles). Characters of the Living Land reality who does not worship Lanala (such as those newly transformed to the reality) will eventually be converted to Keta Kalles by this world law, as he cannot escape the effects of it except by disconnecting in an alien realm.
    While it's not too important to the jakatts, the distinction between unliving and dead objects is an important one, as the other aspect of the Law of Life affects the unliving (dead objects are affected by the Lanala's Love of Life ). Simply put, the world law discourages people from using or keeping unliving objects by causing unliving objects to become seperated from living ones.
    In other words, people lose unliving things very often in the Living Land. (Dead objects can be used as tools or kept, but Lanala's Love of Life will guarantee that the object can't be used for very long.) Note that unlike the jakatts, the world law does not consider those outside Keta Kalles to be "dead", so people cannot get around losing items by claiming that only the "living" are affected by this world law.
    Objects do not just vanish into thin air. The world law will instead cause situations to occur or take advantage of existing events such that there will be plenty of opportunities for unliving objects to be seperated from the person carrying them. Examples of this are given on page 70 of the Living Land sourcebook.

Rec Pakken, Gotaks, and the World Laws

    Rec Pakken and Baruk Kaah have made two notable alterations to the world laws of the Living Land during their careers as Realm Raiders. These changes have been made so that the Darkness Device can perform its functions without interference from the cosm's reality (or from Lanala if you prefer to look at it that way.)
    The first change they made was to theLaw of Life ; Rec Pakken is not a living thing, nor is it a dead thing, so it must then be an unliving thing. As a result, the world law kept trying to seperate Kaah from Pakken, and that was not acceptable. The law has been modified so that Rec Pakken is considered to be a living object. The stone knives that gotaks use to perform sacrifices are actually pieces of the Darkness Device itself ("leaves from the trees of the Black Forest"); as such, they are also immune to the world law so the gotaks do not have to worry about losing them the way they would with actual stone knives. The knives also provide a direct conduit back to Rec Pakken for the possibility energy given up by any sacrifical victim killed with one of the knives.
    The second change was made to allow the existence of stelae. Living Land stelae are made up of the remains of living creatures wrapped in vines and other now dead plant materials. Lanala's Love of Life would normally turn stelae into compost within a day of their creation, which is not very useful to the Darkness Device. The solution was the Make Stelae miracle. The power for this miracle comes from Rec Pakken and not Lanala. The miracle has the effect of tricking the world laws into considering the stelae to be a living object (which is why it bleeds during the ceremony used to activate a stelae). The package of remains that are blessed by this miracle are also energized by the Darkness Device at that time and may be used immediately as stelae if necessary, or stored for later use.



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page last modified 7/18/2000