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Originally Posted by martinl
I had an interesting thought today - roughly:
There's a lot of scary supernatural crap in DF dungeons, yet this stuff only rarely gets out and wreaks havoc. You know, Druids are mighty in natural settings, but druidic sanctity keeps them from going all Treebeard on the cities. There is probably something similar for underworld critters like green slime that allows them to convert organic matter into green slime in 4 seconds flat underground but keeps them more tame when transplanted to Mrs. McGrudy's cabbage patch.
So how about it? There is some underworld Power (or possibly Powers) who's sanctity ("Underworld Might?") applies to the supernatural powers and might of various underworld critters.
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Personally I'd go with alignment sanctity. Some places are Unholy. Some places are Holy. Some places are Natural. Some places are Twisted. You see in the later Witch World books where there's a valley ruled by the Light and a plethora of spots tainted by the Dark and the protagonists actually break a long and wary truce by blundering into Dark areas and killing stuff.