Rough Labyrinth Rules

The nature of the Labyrinth is a strange one, as much of it's "rules" appear to mirror those of the Wyld. It is a place where direction, gravity, and environment have little meaning on their own. While this is true, the reasons are completely different. The Wyld is a place of unending growth and vitality. It bursts with potential. It is unpredictable not from a lack of pattern or order, but from a flood of disparate ones. Too many to rule any one place at a time, and so the fabric of the world shifts between them and so it becomes madness.

By contrast, the Labyrinth is a place where reality itself dies. The reason it seems unstable is from a lack of any real pattern or reality. It is questioned by sages and savants if it really exists at all as a place. As such, the place mirrors those within it. The minds, or more properly the souls, can shape it if they understand it's nature. Those with a strong sense of self can impose that sense over their environment.

By channeling that sense of self through one of it's defining virtues, they can gain a pool of dice. This attempt must be with a virtue appropriate to the situation, and is like any normal channeling of a virtue. The character rolls Willpower + (Virtue) standard difficulty. Every success grants a imposition point that can be added to rolls on a one point for one die basis or can be spent to change the Labyrinth.

Unfortunately, there are places where there is an ambient sense of being. This may be due to Nephwracks focusing the existance of their followers, the presence of some great being, or from other more arcane reasons. These include the amphiskopoloi, the temples of the Malfeans, and other places of myth that have lain unchanging through the ages. This does not mean that changes can't be wrought, but anything beyond actions that can aid the character's own actions draw penalties.

<more to come>