Godstones : Revised Version

First Appeared: Encyclopedia Harnica 6 (June 1984)
Written By: N.Robin Crossby
Edited: Lance Gutteridge (1st appearance only)
Revised:1989-03-13 by N.Robin Crossby
Copyright: 1984 N.Robin Crossby & Columbia Games Inc.
Copyright: 1989 N.Robin Crossby


One of the greatest enigmas on Hârn, on Kethira and in the Kethrian family of worlds (see KELESTIA) are the Godstones. They go by several names, but on Hârn Godstone is most commonly used.

Appearance

The typical godstone is a ten foot high monolith, five feet by three at the base and four feet by three at the top, projecting from a base, five feet square and three feet thick; the base is usually buried so that its upper surface is flush with ground level, leaving only the monolith (upper part) visible. Godstones are sometimes set into pseudostone walls, in which case they are harder to detect.

Godstones are made of a featureless, grey, stone-like material called pseudostone, which is frequently used in Earthmaster construction. Pseudostone is impervious to physical harm and, when touched, usually seems to be at body-temperature or to have no temperature at all (ie. does not hold or conduct heat).

If the Godstone is active (turned on) its front side will frame an eight foot high regular trapezoid (4' at the base, 3' at the top) of sheer blackness. This opening is the "gate". The other side remains a shade of grey regardless. If the stone is passive (turned off) the front is indistinguishable from the back. Godstones are completely immobile. Even if the ground is dug away from beneath its base, a Godstone will remain in place, floating in mid air if necessary. However, the Earthmasters set most of their Godstones in pseudostone floors making this kind of experiment difficult. Godstones may be disguised by the addition of wood, stone or other facings and have occasionally been hidden by spells of illusion.

The grey colour of the Godstones has attracted the interest of many investigators. A close examination of the surface reveals a regular pattern of microscopic black and white areas. The areas of black appear to absorb light totally. The white areas reflect all light but are not mirror-like, since they scatter light equally in all directions. The areas of black appear to be trapezoidal in shape in identical proportions to an active gate. None of the investigators have been able to attach any significance to this observation.

Origin of the Godstones

While similar artifacts have at times been constructed by members of the Shek-Pvar, and others, it is believed, by educated Hârnians at least, that the Godstones were constructed by the Earthmasters, a culture that occupied all or part of the Kethrian family of worlds fifteen to twenty thousand years ago. It is conjectured that the Godstones were used for transportation and that explains the lack of any visible evidence of roads being built by the Earthmasters.

Function of the Godstones

Assuming everything is in working order, a person who steps into the gate of a Godstone will vanish utterly. His physical body will be destroyed and (if he has reasonable luck) he will appear at another place with a reconstituted body. It takes no skill or talent to walk into a Godstone (perhaps some courage, however).

The physical bodies of living things are manifestations of their personal "auras" or souls. Godstones act upon the auras of their users; it is this, the aura, that is actually teleported to a new location. Normally, only an item that has an aura of some kind will appear at the destination with the traveller. All living things have auras and will get through, although not always in the same form. (See "Possessions" below.)

Likely Destinations

Any Godstone encountered will either be passive (turned off) or active and open and set to a particular destination. The most likely destinations are Godstones, but godstones may be set to locations without godstones or to mobile entities, including people. People with strong wills/auras can open or close godstones, and/or read/change the destinations to which they are set. All that is required is knowledge of how such things are done.

Metamorphosis

If a traveller uses a Godstone to move from one world to another there is a good chance that his physical form and/or his personal powers and attributes will have changed when he reaches his destination. Travellers from one world to another usually find these characteristics brought somewhat into line with the norm in the destination world. Mages travelling from a magic- strong to a magic-weak world will usually have their magical powers sharply curtailed or eliminated. Gunpowder, for example, will not ignite on Kethira. These changes are a feature of the nature of Kelestia and no one has much hope of finding a way around them.

One special feature of the Godstones is that they act to protect their users. In changing a traveller's bodily form, a properly functioning Godstone will insure that the new form will be able to survive in the destination world. Each traveller usually has a particular form for each world he goes to. But, since the body is a manifestation of the aura, if the traveller's personality has changed markedly in the interim, he may look considerably different on his return.

The Locations of Godstones

The Earthmasters seem to have built structures out of pseudostone and locally available material specifically to house Godstones. These structures sometimes have space clearly intended to house Godstone users in transit. No scholar presently living anywhere in the Kethrian family of worlds, of either the arcane or scientific school, has ever discovered the underlying principles of the Godstones beyond the simple observation that they are manifestations of psionic (aural) phenomena. In other words, they are not physical artifacts at all.

Godstones and Lahr-Darin

The Hârnic Isles on Kethira have one of the largest concentrations of Godstones in the Kethrian family of worlds. There are no fewer than eleven Godstones known to the mages of Melderyn and there are legends of another, greater than the rest, the twelth Godstone, supposedly located in the fabled city of Lahr-Darin. There is no reliable evidence to support the existence of Lahr-Darin, but it is said to be the only fully functional settlement of the Earthmasters. Other worlds and locales have similar legends, but none are more persistent. Lahr- Darin is allegedly located at the heart of a mountain somewhere on Hârn. Most say it is to be found in the Jahl range, although some say it is Hârn's greatest peak, Mount Wynan (9766'), and others point to its sister peak Mount Woben (9597'). It is said that, "he who would rule the worlds need only find Lahr-Darin" and this would be true if it contained only half the wonders attributed to it. Of course, legends that associate great, vanished cultures with mountains (invisible majesty with tangible majesty) are extremely common and in consequence have little credence. Nevertheless, the mages of Melderyn pursue any reports of the lost city's location.

In most cases, the local population has little or no direct knowledge of nearby Godstones. They may be aquainted with shadowy tales of weird gates to dark places. Most regard Earthmaster sites with awe and avoid them when possible.

A few reports have reached Hârn as to the precise locations of Godstones on other worlds. Pymel the Meticulous wrote a cryptic note in his journal after returning from Terra:

...in Aegiptus was there one and Maya and also in Lanitus, but the last is sunk beneath the gray waves... and others there were too...
Of Midgaad he wrote:

...Where dwells the white, the gray and the dark ones and too the fiery fiend, there they stand a-brooding..
Few have been even this generous in telling of the locations of Godstones, even on their own worlds. Most people who discover a Gate keep it secret. Pymel inscribed these words in his personal journal which was released to his fellow arcanists only after his death.

There have been a few reports of Godstones that stood free, that is without a structure to house them. Pymel, a major source for such "common knowledge", writes:

There atop Haraka's Hill, but a few flights from the village square it stood. Dour and forbidding it encompassed the aspects of the villagers and they walked ever in its shadow and deemed their lives accursed that they should be born to dwell their lives in such a damn'd place as that...
Pymel does not say where he encountered this unhappy village. He goes on to say that the villagers referred to the Godstone as a, "well of souls forsaken" and made regular sacrifices to it by casting people through the gate. This latter practice is not uncommon among primitive peoples who dwell near the gates.

The Elder Peoples

The Sindarin have a dislike of Godstones, despite the fact that there is one located within their kingdom at Pesino. Many elves have the innate ability to step from one world to another without any artificial aid and have no use for the gates. Furthermore, the Godstones' artificial psionic field tends to interfere with the Sindarins' particularly sensitive auras and cause discomfort.

The Khuzdul are less sensitive to the psionic fields of the Godstones, but they keep the stone in Azadmere closed for their own reasons. This may be because the Khuzdul have weak auras and consequent difficulty in using Godstones. Those Melderyni who have "knowledge" of the matter believe that they probably used the Godstones of Kiraz and Azadmere to immigrate to Hârn and do not wish to see them used again by that which they were fleeing. Khuzan interest in the Earthmasters seems to be limited to their building techniques, particularly the creation of pseudostone. But even these studies were let lapse when they discovered enough of the secret to realize that they could never duplicate Ancient masonry. The masons of other races have taken similar interest, but with even less success.

Experimentation With Godstones

Not everyone believes that the Godstones are impervious to physical harm. One celebrated case is that of Huros the mage who is said to have built his home around a Godstone and, after years of trying, managed to damage it. There was an explosion that destroyed everything for nearly half a league around; any who went near the crater for several years thereafter sickened and died. The story is difficult to verify and may be a rumour started by the Sindarin or the Melderyni to discourage abuse of these powerful artifacts.

Other experiments have been attempted with Godstones but reports on the results are sketchy and may be totally fictional. There is one report of a Godstone being used as a handy place to toss garbage. As most of this had no aura it was consumed by the Godstone and probably not transported anywhere. This situation continued for some years, but eventually something must have overloaded, or so the story says, and what appeared to be all the garbage ever thrown in suddenly exploded out of the Godstone making the surrounding area uninhabitable for some time.

People have thrown inanimate objects into a gate with ropes around them, but all this seems to do is act like there is a room inside that one cannot see into. The object and the end of the rope sit there until they are pulled out. If an animate object is thrown in on a rope, the rope can be pulled out but the animal/person is gone, no matter how bound in the rope to start with.

Similar Artifacts

Godstone-like artifacts and effects occasionally come in other forms. Some accomplished mages have developed spells to duplicate teleportal operations, but spells, curses and divine intervention seem to work on somewhat different principles (See KELESTIA). The Earthmasters themselves are said to have left a number of devices that share attributes with the Godstones. The existence of the "Jeriberi" has been rumoured but never established. These are said to be portable Godstones that cast a cone-shaped field which acts on any object whatsoever, even if it has no aura. The Jeriberi are claimed to be the size and shape of an egg, made of pseudostone and operated by telepathy. Even if such an object were used in public it would be difficult to distinguish its effect from that of some spell or miracle.

Another example of an artifact that employs the same principles is the Sli-Hordrh; supposedly a translucent, pseudostone tetrahedron. One is secretly possessed by Daelda the king of Evael. Sli-Hordrh (it has never been clear how many of these there are) are reputed to only act on a part of the aura of their wielders, allowing their body to remain intact (and conscious?) while their point of perception wanders at will (something like astral travel).

Miginath, the king of Kaldor, is said to number among his possessions the (a?) N'Garith, an exquisite bowl that looks like pure white jade and grants visions to those who gaze within.

The most readily available and largest known artifact with Godstone-like effects is Gazer's well located on Foulspawn Hill at Elkall-Anuz. Gazers' Well, while it seems to be an ordinary reflecting pool, has water in which anything that cannot swim or tread water will sink, even wood. Even though there is a tunnel not too far beneath it, the well seems bottomless; anything cast in seems to disappear from the world. Lothrim the Foulspawner believed that the "bottom of Gazers' Well" was somewhere in Yashain. Lothrim was obsessed with proving his belief and would often have bystanders seized, weighted and thrown into the well. He would then stand for hours staring into the waters for some vision of his "volunteer ambassador". In case someone should appear on the surface, supposedly travelling in the other direction, he had a permanent guard stationed so that they could be seized for questioning.


GM Notes

The following sections have been revised to bring them more into line with Hârnmaster.

Godstones operate at GM discretion; if a GM does not like the descriptions and/or rules we have presented, they should be left out of the campaign or modified to fit. Since they represent the easiest way to travel between worlds (see KELESTIA) GMs may use the gates to link different worlds under one or several GMs into a "megagame" where player-characters and NPCs can travel from one world to another in the course of their adventures. Each world may operate under different physical laws (game rules). Characters who make the transition from a world where they have incredible powers in a "magic-strong" or "easy-rule-set world" should find their abilities reduced when they arrive in a magic- weak environment like Kethira or Terra (and vice-versa). In such a megagame, each player might, in effect have several sets of characteristics; each set would apply to the same character, but would reflect changes of personal powers as he moves from one world to another. There are a number of interesting possibilities here.


Rules to Handle Godstones

Two personal attributes are needed to use the Godstones, AURA and WILL. If the rules system you are using does not include them each may be determined by rolling 3d6 (Humans).

Note: the Earthmasters had Auras in the 13-28 range. They would have had a much easier time handling the Godstones.

Some rules have versions of these characteristics that may be used. "Psi-Power" or "Psychic Sensitivity" (or perhaps even "Intelligence" or "Wisdom") may replace Aura. "Willpower" or "Mental Strength" can be used as Will. In any event, neither characteristic should go beyond the basic range of 1-20 (on Kethira anyway). GMs may adjust as needed.

Attribute Testing

Aura and Will are tested according to the Hârnmaster rules (Skills 8). The attribute is multiplied by 1, 2, 3, 4, 5, 6 or 7, to produce a "Target Level". Target levels may be modified at GM discreton. Any TL larger than 95 is treated as 95 and any TL lower than 5 is treated as 5.

A percentile roll is made. If the roll exceeds the Target Level the attempt fails; otherwise it succeeds. Any percentile roll divisible by five (5) is a critical result all other rolls indicate marginal results: Hence there are four possible levels of success: Critical Failure (CF); Marginal Failure (MF); Marginal Success (MS); or Critical Success (CS).

Operations

Apart from simply stepping through, characters may attempt to ATTUNE TO, READ or RESET a godstone:

Attunement

Before a character can attempt any other operation on an active or passive Godstone, he must attune to it. Any character with an Aura may attempt attunement: the character enters a light trance while touching the stone. The time requied for the operation is 20-Aura (minimum 1) seconds.

Attunement may be attempted by any character with an Aura and represents an empathic relationship between the stone and the character, who enters a mild semi-trance. Attunement is attempted by testing 5xAura. The results are interpreted as follows:

 [CF] 4d6 FP, E4 Shock Roll, No attunement.
 [MF] 2d6 FP, E2 Shock Roll, No attunement.
 [MS] 1d6 FP, Character Attuned
 [CS] Character is attuned.
As a result of an attempt at attunement, a character may acquire fatigue (FP) and/or be obliged to make a shock roll (E#). Once Attuned (MS/CS) the character may attempt one of the other operations that follow. An attuned character remains attuned until he voluntarily breaks the link, steps through the stone's portal, or accidently breaks the link by failing at some operation.

Reading the Setting

An attuned character may attempt to read the setting of an active godstone (the destination at which those entering the stone will arrive). The roll is made against 5xAura:

 [CF] 3d6 FP, E3 Shock Roll, No information.
 [MF] 2d6 FP, E2 Shock Roll, No information.
 [MS] 1d6 FP, Character reads setting.
 [CS] Character reads setting.
Note: that only the character who has actually read the setting should be given this information as he may wish to mislead others in the party. The information given should be restricted to a visual description of the destination, unless the character has been there before.

Note: that experienced characters will soon note the difference between an active and passive Godstone by the presence or absence (respectively) of the black "gate" on its front, but even this basic difference may occasionally be disguised by illusory spells.

GMs do not have to keep track of the settings of Godstones in their world(s) since they are changed from time to time by the several dozen NPCs who use them.

Godstones need not be set to other godstones. They may be set to places, and can, with greater difficulty, even be set to persons. In practice, however, most godstone users prefer to set the godstone they are using to another godstone since this provides a way back.

Resetting

It is possible to set a new destination by mentally visualizing the desired destination and exerting WILL. This operation may be attempted by any attuned character on an active or passive Godstone. Note that changing the setting of a passive stone opens it and renders it active.

The Resetting roll is made against Will times a multiple (WM). The basic WM is three (3), but varies according to several facors. The WM may not be less than one, nor more than five.

Shutting Down
If the new destination is nowhere, that is the character is attempting to close the Gate, increase WM by one (to four) and ignore all other WM modifiers.

Destination Type
Because of the force nexus that godstones embody, another godstone is the easiest destination. Moving items, such as people, are hardest. Increase WM by one if the destination is/is near another Godstone and reduce it by one if the destination is mobile (eg. a person).

Clarity of Visualization: Mental Training
A certain amount of mental discipline, and a little talent, is required to convey an accurate vizualization of the intended destination. Those with good mental training, such as sorcerers or priests, have a better chance. To reflect mental discipline, the GM may increase or decrease the WM by one.

Clarity of Visualization: Familiarity
If the character has never been to the destination, reduce WM by 2. If he is particularly familiar with it (eg. it is his bedchamber) increase WM by 1.

Clarity of Visualization: Memory
A good memory will help provide detail for the vizualization if the character has actually been there. Increase WM by one if the character's Intelligence/Memory is over 13; reduce it by one if the attribute is less than 8.

Macro-Kelestian Distance
Distance through the dimensions which godstones exploit has little to do with normal spacetime. Nevertheless, godstones have a higher affinity with the worlds in which they are located, and more affinity with other worlds in the family than with extra- familial environments. The godstones employ established, natural paths through the cosmic all and the ease of linkage was apparently not affected by the Earthmaster's construction.

Consult the Article "Kelestia" to determine the Accessability between worlds in the Kethrian family. For a moderate Link decrease WM by 1; for an intermediate lind by 2 and for a hard link by 3. If there is no link shown reduce WM by 4, and if the destination is entirely outside the Kethrian family, reduce WM by 5. This may make the intended destination impossible for some people to reach.

Making the Reset Roll

Once the WM is calculated the GM rolls against WMxWill and reads the result off the following table:

[CF]  5d6 FP, E4, Godstone shuts down character deattunes.
[MF]  3d6 FP, Godstone resets randomly character deattunes.
[MS]  2d6 FP, Godstone sets to intended destination.
[CS]  Godstone resets to intended destination.
Note that with MS/MF, the accuracy of the reset is not automatically apparent and the character must re-read the setting if he wishes to determine if he was successful. This can be rather awkward if the party is in a hurry.

Random Generation of Godstone Settings

The following tables may be used to randomly generate the setting of any godstone found in the Kethrian family of worlds. The tables do provide the most information on Hârnic godstones, however.

TABLE I: TYPE OF DESTINATION 

01-35 Godstone is Closed 36-75 Set to Another Godstone 76-99 Set to a location with no godstone. 00 Set to a person (GM discretion).

TABLE II: WORLD SETTING

The following table may be used to randomly generate the destination world for any Godstone on any world in the Kethrian Family. A roll of 00 indicates a setting outside the Kethrian Family.

Origin World  Blesd  Kethr  Losen  Midga  Shere  Terra  Yashn
-------------------  -----  -----  -----  -----  -----  -----
Blessed Realm 01-39  40-59   60    61-96    97    98     99
Kethira       01-09  10-49   50    51-64  65-74  75-79  80-99
Midgaad       01-34  35-44   45    46-96    97    98     99
Sherem         01    02-39   40     41    42-96   97    98-99
Terra          01    02-78   79    80-88    89   90-98   99
Yashain        01    02-71   72    73-74  75-78   79    80-99
TABLE III: NORTHWEST LYTHIAN SETTINGS

The following table can be used to randomly generate the settings of Godstones on the Hârn, Ivinia or Shorkyne Regional maps. NB: there may be more stones (especially in Shorkyne) but these are the ones we have committed to. The grid location is given in square brackets. The first (lower case) letter is a code for the regional map (h:Hârn, i:Ivinian, s:Shorkyne).

 %Roll DESTINATION  %Roll DESTINATION

 01-05 Anisha [hH5] 51-55 Imeruva [sG8]
 06-10 Azadmere [hL4]  56-60 Korkorum [iK5]
 11-15 Bejist [hK8] 61-65 Maruchom [iF6]
 16-25 Cherafir [hN0]  66-70 Pesino [hH7]
 26-30 Dinibor [sF6]71-75 Ridow [hH0]
 31-35 Elkall-Anuz [hI6]   76-80 Telumar [hL7]
 36-40 Kiraz [hF4]  81-85 Tesien [hD7]
 41-45 Gedan [hJ2]  86-90 Xyryam [iK4]
 46-50 Hedegu [sC0] 91-00 Other (GM discretion)
If the destination generated is the same as the Godstone's location, the GM may assume that the Godstone.

Possessions

Since godstones act on the aura of the traveller, items devoid of aura may not be transported. All living things have aura, and most once-living things such as woolen clothes or wooden tools, usually have enough residual aura to accompany their owners. Some enchanted weapons have artificial aura.

Persons of reasonably high aura are generally able "drag through" Low-Aura or Auraless items with which they are wearing, holding or carrying within a few inches of their skin. For any given item the GM may test a multiple of the carrier's Aura. The multiple depends on the nature of the item in question, as follows:

Recently Dead Animal           7xAura
Recently Dead Vegetable        6xAura
Long Dead Animal               5xAura
Long Dead Vegetable            4xAura
Untempered Mineral             3xAura
Tempered/Worked Mineral        2xAura
Items which are not reconstituted at the destination are stored in the memory of the Godstone from which their carrier departed. If the same traveller later selects this Godstone as a destination within a reasonable period of time, some or all of his lost possessions will be restored to him.

The loss of valued possessions often comes as a nasty surprise to users of the Godstones. A number of mages who use Godstones have developed spells to give important possessions temporary artificial aura.

How Godstones Reset

When a Godstone is given a mental image of a new location and the command to reset it conducts a search for a location that resembles the image. Since mental images can be inaccurate or confused, the Godstone can also get confused. Sometimes the image is so poorly constructed that the Godstone is forced to reject it (this results in unconsciousness for the would-be operator).

Godstones search for a new setting location in a spiral pattern from their actual location and will usually accept the first near correspondence to the image they are given. The more detailed the image, the more likely success becomes.

The spiral search is conducted on a supra-spatial basis (ie. according to the warping in spacetime). This usually means the Godstone's own world first, then other worlds of the Kethrian family. When searching other worlds the spiral begins at the stone's own correspondence point (if any). It will generally begin the search of other worlds with the last world it was set to. Most visual images presented to Godstones can be matched with several possible locations on each world. Only those with the mental discipline to create extremely precise mental images enjoy a high degree of success in selecting destinations.

Miscellaneous Options

The preceding are designed as guidelines rather than strict rules. Other GM variations can develop various malfunction types and effects (these present some interesting possibilities). As the number of Godstones under the GM(s) control increases, probability tables forsettings,random destinations, malfunctions etc. may be developed as needed (few GMs will have difficulty with this).

Some Possible Malfunctions

Anatomical Confusion: ever see "The Fly"...?

Aural Confusion: a stone that forgets which physical manifestation belongs to which traveller.

Delay: a year and a day in the life...

Backsnatching: once a godstone gets the character's pattern it continues to teleport him between worlds at random intervals, regardless of his location...

Inter-Correspondence: a stone that confuses destinations with their correspondence (Burasi) points.

Overlapping: a stone that doesn't realize that two physical objects cannot occupy the same space simultaneously.

If you have any suggestions, let me know...