Fisher Kingdom: Difference between revisions

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== Tabletop Games ==
== Tabletop Games ==
* The ''[[TORG]]'' game had several parallel Earths invading "the real world" each one had a tendency to warp the new inhabitants to the new rules of that domain. Player characters had the ability to resist this effect to some degree.
* The ''[[TORG]]'' game had several parallel Earths invading "the real world" each one had a tendency to warp the new inhabitants to the new rules of that domain. Player characters had the ability to resist this effect to some degree.
* [[Planescape|The old AD&D cosmology]] (previous to 4th Edition) featured the Outer Planes of Elysium (pure Good) and the Gray Waste of Hades (pure Evil). A non-outsider on Elysium experiences increasing joy and satisfaction while there and finally has to make a will saving throw or fall under the control of the plane, becoming a petitioner of Elysium. In Hades, a nonoutsider experiences increasing apathy and despair : colors become grayer and less vivid, sounds duller, and the risk of entrapping is the same as in Elysium (albeit less nice).
* [[Planescape]] (*D&D cosmology after [[Mystara]] and before 4th Edition) featured the Outer Planes of Elysium (pure Good) and the Gray Waste of Hades (pure Evil). A non-outsider on Elysium experiences increasing joy and satisfaction while there and finally has to make a will saving throw or fall under the control of the plane, becoming a petitioner of Elysium. In Hades, a non-outsider experiences increasing apathy and despair : colors become grayer and less vivid, sounds duller, and the risk of entrapping is the same as in Elysium (albeit less nice).
** Not to mention how certain layers of the Abyss will change you into a [[Our Zombies Are Different|bodak]] just for visiting them.
** Other settings that don't use the standard cosmology may also include planes or regions with the "entrapping" trait of Elysium and Hades (like Dolurrh in [[Eberron]]).
** Other settings that don't use the standard cosmology may also include planes or regions with the "entrapping" trait of Elysium and Hades (like Dolurrh in [[Eberron]]).
** Abyss (extreme [[Chaotic Evil]] plane) has places where [[Brown Note|sheer mind-blasting horrors and evil]] may not only kill a mortal visitor, but also instantly change into a [[Our Zombies Are Different|bodak]]; those who die in more survivable parts of Abyss may or may not raise as bodaks one day later too. A bodak is neither alive nor has all common undead traits, attacks anything that moves [[Death Seeker|in hope of being destroyed]] and its gaze in turn kills others; occasionally retains its mind almost completely, but majority keep just enough of traces to make them more unsettling.
** One [http://www.planewalker.com/080306/hidden-layers-arborea fan-created expansion of Arborea] has the deeper layers of that plane progressively make a traveller younger the deeper they travel.
** One [http://www.planewalker.com/080306/hidden-layers-arborea fan-created expansion of Arborea] has the deeper layers of that plane progressively make a traveller younger the deeper they travel.
* This is how [[Arcadia]] works in ''[[Changeling: The Lost]]''. Abducted humans find themselves forced into a role by [[The Fair Folk|the True Fae]]; similarly, the laws of physics in Arcadia have been thrown aside in favor of contract law, so they need to sign onto their masters' Contracts in order to survive. Both combine to physically twist the human into a new role—be it a loyal hound, a perfect lover, or a tree.
* In [[Ravenloft]], Darkon is a type 1 kingdom. Anyone from outside Darkon who stays for too long will have their memory altered to believe that they had always lived there, even to "adopting" random tombs as belonging to ancestors. Natives euphemistically refer to the phenomenon as "Finding one's roots". The Necropolis is a more blunt type 2: Enter, and you die and become one of the Undead residents.
* In [[Ravenloft]], Darkon is a type 1 kingdom. Anyone from outside Darkon who stays for too long will have their memory altered to believe that they had always lived there, even to "adopting" random tombs as belonging to ancestors. Natives euphemistically refer to the phenomenon as "Finding one's roots". The Necropolis is a more blunt type 2: Enter, and you die and become one of the Undead residents.
** From "Expedition to Castle Ravenloft", Strad has a connection to Barovia... literally. He gains supernatural powers on top of being a super-vampire from three fanes that makes him virtually impossible to kill.
** With Dark Lords it works [[Fisher King|both]] ways, but are "chained" to the land and their curses. From "Expedition to Castle Ravenloft", Strahd has a connection to Barovia... literally. He gains supernatural powers on top of being a super-vampire from three fanes that makes him virtually impossible to kill.
* This is how [[Arcadia]] works in ''[[Changeling: The Lost]]''. Abducted humans find themselves forced into a role by [[The Fair Folk|the True Fae]]; similarly, the laws of physics in Arcadia have been thrown aside in favor of contract law, so they need to sign onto their masters' Contracts in order to survive. Both combine to physically twist the human into a new role—be it a loyal hound, a perfect lover, or a tree.
* A more nightmarish variation comes from ''[[Warhammer 40,000]]'' (who else?) in the form of the [[Negative Space Wedgie|Eye of Terror]] and certain Daemon-infested planets within, in particular the [[Mind Screw|Planet of Sorcerers]]. The longer you stay on one of these Daemon worlds, the more mutated you become, until you become a mewling, degenerate lump of writhing flesh. Ahriman of the Thousand Sons attempted to use his magic and try and save his troops from mutation. [[And I Must Scream|It, um, didn't work out too well.]]
* A more nightmarish variation comes from ''[[Warhammer 40,000]]'' (who else?) in the form of the [[Negative Space Wedgie|Eye of Terror]] and certain Daemon-infested planets within, in particular the [[Mind Screw|Planet of Sorcerers]]. The longer you stay on one of these Daemon worlds, the more mutated you become, until you become a mewling, degenerate lump of writhing flesh. Ahriman of the Thousand Sons attempted to use his magic and try and save his troops from mutation. [[And I Must Scream|It, um, didn't work out too well.]]
** Evidence also suggests that the Eye of Terror may be similar to the ''[[The Cat Returns]]'' example above (just not involving cute [[Catgirl|Cat Girls]]). In the 4th edition Chaos codex, it mentions that the only thing keeping the Chaos Marines alive, (mostly) unchanged, and (relatively) sane is their sense of purpose and undying hatred for all things Imperial.
** Evidence also suggests that the Eye of Terror may be similar to the ''[[The Cat Returns]]'' example above (just not involving cute [[Catgirl|Cat Girls]]). In the 4th edition Chaos codex, it mentions that the only thing keeping the Chaos Marines alive, (mostly) unchanged, and (relatively) sane is their sense of purpose and undying hatred for all things Imperial.
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* This happens in ''[[Don't Rest Your Head]]'' to most of those who get lost in the Mad City. They slowly lose their real selves until all that's left is their profession. They will just start to work ceaselessly until something happens to kill them. The only people immune to this are the Awake, and even they occasionally submit to it willingly given [[Fate Worse Than Death|the alternatives]]
* This happens in ''[[Don't Rest Your Head]]'' to most of those who get lost in the Mad City. They slowly lose their real selves until all that's left is their profession. They will just start to work ceaselessly until something happens to kill them. The only people immune to this are the Awake, and even they occasionally submit to it willingly given [[Fate Worse Than Death|the alternatives]]
* The Wyld in ''[[Exalted]]'', home of [[The Fair Folk]], has a stronger and stronger mutating effect on those who enter it the deeper in they travel. The Exalted are much more resistant to it than mere mortals are, however—and thanks to their tattoos, the Lunar Exalted are almost entirely immune.
* The Wyld in ''[[Exalted]]'', home of [[The Fair Folk]], has a stronger and stronger mutating effect on those who enter it the deeper in they travel. The Exalted are much more resistant to it than mere mortals are, however—and thanks to their tattoos, the Lunar Exalted are almost entirely immune.



== Video Games ==
== Video Games ==