By Greg Stafford
Latest revision: 20 Feb 2003
I want to start off by re-informing everyone that people do not normally HeroQuest within the God World, Spirit Plane or the Essence Dimensions. That is, not normally in a hostile or aggressive manner since it’s so easy for a mere mortal to be entirely crushed out of existence. If someone belongs there then they fit, are welcome, and cause no disruption to cause them to be hammered into shape or cast out.
First of all, the three worlds are different from each other, and his is intentional. They, being the primal sources of magic, share their nature with the magic that they provide. They, being different, provide different magic.
The God World is of huge things. They are magnificent and grand, massively supernatural and beyond the normal reckoning of mortal people. Its realms are distinctly set apart from each other, and when one is there and finds a way to get to another ones of its levels that level is distinct and separate, and the person sees that the more powerful realms are rather much inside the lesser ones.
For instance, to find a way to Orlanth’s Treasure Box, where he keeps his Mystic Gateway, one will first have to get into the realm of the demigods, then get past that into the Great City of Orlanth, and from there into Orlanth’s Hall, from there into his private rooms, and somewhere in there is hidden the box that is sought. These have borders that can be discerned and are stable.
The Spirit Dimension is made of smaller bits that are distinct, but they are contained within larger and more powerful realms.
If one wishes to find Kargzant’s access to the Infinite Realm they can start at Waha’s Camp, which is surrounded by the Great Herd. Keep going, outside of that into the Happy Herding Realm, which lies in the Vast Plains of the Spirit. Wander on through that, and perhaps they will open up to the Infinite Flatland, whose outer borders fade away into the Infinite.
These regions are indistinct from each other, often overlapping and including the lesser within the greater. They tend to shift and meld at times, merging and offering no distinct boundaries. This is one of the great dangers of the Spirit Plane, for beings of tremendous magnitude can be anywhere.
The Essence Planes are abstract, generally appearing as if they are the inside of a room. To reach Solace one must go first to the Spell Plane, which might appear as a representation of the power of a spell. This might be abstract or geometric, always contains an emotional aspect of the power, and is inhabited by the energy required to power a spell. These spell nodes have links, a corridor or perhaps a cyclone or a wormhole, to a higher realm of the Saint/Founder Plane. This is behind a barrier that must be passed, and it would look like the palace room or humble cave where the saint resides. It almost always has the original copy of the grimoire or other sacred tomes that the saint made to establish himself as a saint or founder. These, in turn, are connected to the archetypal realm of the original, living runes. These are entirely abstract, and to be within them one experiences the presence and being of that specific archetypal rune power. The next level, that of Joy or Solace, has limits that are so vast that they are undetectable by normal mortal facilities and even by most immortal senses. To progress beyond his, to the Eternal Infinite, one must discern its boundaries and find the tunnel “upwards to God.”
Thus the divine magic comes from within the individual, as if it was within him. Its beings are huge, being gods and goddesses. The power is something you are.
Spirit magic comes from beings who are smaller and more personal than the gods. The spirit, often in a power item, is something you have.
Essence magic comes from understanding the abstract secrets of the world. It is something that you know. It manifests from the abstract as a spell, a discharge of energy to change the world.
I hope this is helpful.
- Accessing Eternity (2006)
- Belintar’s Book: Aldrya’s Own Story (1998)
- Embodied & Disembodied Spirits Q&A (2004)
- Greg Sez – Moon Names (2008)
- Greg Sez Guest: Does the Emperor party or not? (Jan 1999)
- Greg Sez Guest: Dragon Slayers and Dragons of Saird (Feb 1999)
- Greg Sez Guest: EAST ISLES: United or not? (Jan 1999)
- Greg Sez Guest: The Mighty Janube (Nov 1998)
- Greg Sez Guests: Five Troll Questions (Sep 1999)
- Greg Sez: Barbarians – Heortlings, Vingkotlings, and Orlanthi (Jan 1998)
- Greg Sez: Between the Devil and the Dawn Age (Aug 1998)
- Greg Sez: Chaos Taints Q&A (2007)
- Greg Sez: Divinity and Gender (2009)
- Greg Sez: Ducks and Eggs (Dec 1997)
- Greg Sez: Ernaldan Initiation Rites
- Greg Sez: Esrolian Q&A (2001)
- Greg Sez: How Big Is My God? (Oct 1998)
- Greg Sez: How Does the Red Emperor Rule? (Feb 1999)
- Greg Sez: How Many Humakti?
- Greg Sez: Humakt Illuminated? (Apr 1998)
- Greg Sez: Information about Elves (Jan 2000)
- Greg Sez: Malkioni Literacy (May 1999)
- Greg Sez: Metals In Prax (Feb 1998)
- Greg Sez: Mistress Race Trolls
- Greg Sez: Orlanthi Groups Q&A (2008)
- Greg Sez: Orlanthi Initiation Rites
- Greg Sez: Rathori Creation Myth
- Greg Sez: Second Age Peloria and Carmania (2007)
- Greg Sez: Sheng Seleris in Hell (May 1998)
- Greg Sez: Tada’s High Tumulus (Feb 2000)
- Greg Sez: The Kingdom of War (Jul 1998)
- Greg Sez: The Mother of Monsters (Aug 2009)
- Greg Sez: The Nature of Harmony and Fertility (Jun 1999)
- Greg Sez: The Red Emperor (Sep 1998)
- Greg Sez: The Sky World (Aug 2009)
- Greg Sez: The Southpath Gods (Jul 1999)
- Greg Sez: What is it with the Underworld? (Apr 2007)
- Greg Sez: Who Are the Blue Peoples? (Mar 1998)
- Greg Sez: Who are the Dog Fathers? (May 1999)
- Greg Sez: Who was Baroshi? (Jun 1998)
- Greg Sez: Why do the Giants use the River of Cradles (May 1999)
- Greg Sez: Yelmalio (Mar 2000)
- Hero Wars: Beyond Humanity (2000)
- Hero Wars: Wyters Q&A (2002)
- HeroQuest 1: Heroes and Immortals Q&A (2005)
- HeroQuest 1: Heroquesting (2003)
- HeroQuest 1: Landscape Bands Q&A (2004)
- HeroQuest 1: Types of Heroquests (2006)
- Library of Londarios: Ancestors of the Lenshi Kings (1998)
- Library of Londarios: Clarifying the Primal Worlds (Feb 2003)
- Library of Londarios: Danmalastan (1999)
- Library of Londarios: Deneskerva the Great Sister
- Library of Londarios: Postcards From Glorantha (Mar 2004)
- Library of Londarios: Stellar FAQ (Dec 1999)
- Library of Londarios: The Abiding Book (1999)
- Library of Londarios: The Birth of Elmal (1993)
- Library of Londarios: The Kings of Seshnela, Part One (1999)
- Library of Londarios: The Kings of Seshnela, Part Three (1999)
- Library of Londarios: The Kings of Seshnela, Part Two (1999)
- Library of Londarios: What the Mystic Taught Me (1998)
- Lives of Sedenya (2006)
- Myth of the Month: Aedin’s Wall (2000)
- Myth of the Month: Chariots and Chariot Gods (2003)
- Myth of the Month: Clouds (2000)
- Myth of the Month: Enemy Gods of the Orlanthi
- Myth of the Month: History of the Race of Trolls (1998)
- Myth of the Month: How Orlanth Met Ernalda (1998)
- Myth of the Month: How the Islands Came Apart (1998)
- Myth of the Month: How Vith Pacified the Anti-Gods
- Myth of the Month: Malkioni Otherworld (2001)
- Myth of the Month: Morden Defends the Camp (1999)
- Myth of the Month: Orlanth makes a Ring (1998)
- Myth of the Month: Shang-Hsa (1998)
- Myth of the Month: Shargash the Destroyer (1998)
- Myth of the Month: The Blue Dragon Sshorga (Dec 1999)
- Myth of the Month: The Orogeria Moon (1998)
- Myth of the Month: The Vithelan Creation of the World (1998)
- Safelster in the First Age
- Sites at the Dawn (2006)