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The Otherworlds
The Otherworlds
Ancestors either
dwell in a Midrealm, in their tombs, or among their people.
If the latter, their Gods and cult traditions teach them how
MIDREALMS
Like a Godsrealm or Afterlife, a Midrealm de-
velops a mythic character powerful enough to make
it a domain of its own. Consequently, travelers can’t
reach it except through the appropriate gate or Axis
Mundi (as non-ideal places, they cannot be visited
through a Touchstone). The smallest Midrealms are
alleys, glades, and temples that cannot be entered
except through the proper methods. The largest
hold mountains and nations. Without the proper
means of access, a Midrealm takes up no space in
The World, though it will usually either possess a
rough geographic correspondence set by tradition, or
be said to exist somewhere near its most prominent
gate. Mythic Bleed commonly occurs in these places.
In certain parts of the United Kingdom, campers
dream of Camelot, and everything grows a bit bigger
near a gate to Jotunheim.
T he World has its own wonders, from places the Gods set
aside for their own use, to hidden kingdoms and wild
places that defy conventional mapping. Some pantheons
preserve on any unclassified paperwork.
When strange places manifest dangerous
and disruptive phenomena, these same
don’t hold to stories of ideal heavens and gloomy destinies for governments turn to a network of consultants:
historians, anthropologists, engineers, and
the dead. All the Gods set their eyes upon The World, and
local cult figures. In corrupt or less-developed
have sent servants there, raised earthly Scions, or personally communities, cults, vigilante groups, and
walked on mortal soil, defining legendary and holy places with even gangsters might be given the job. When
their actions. Some wondrous places arise out of no particular caution, bulldozers, and rituals fail, they’ll ask
myth at all. Their existence might have been raised through for a Scion’s assistance.
the magic of mortal hopes and fears, or bound to the nature
of things by Fate.