Difference between revisions of "Map the Multiverse"

From RPGnet
Jump to: navigation, search
(Created page with "Category:Amber Category:Campaign Resource Category:Alternate Settings Category:Multiverse In Patternbound, my ''Godbound'' conversion for the Amber setting, I...")
 
Line 8: Line 8:
 
I realized it might be a fun project if everybody wrote up their campaign worlds, favorite settings (from games, novels, TV shows), etc. and posted them using this system-agnostic rules. Kinda like we were mapping the multiverse.
 
I realized it might be a fun project if everybody wrote up their campaign worlds, favorite settings (from games, novels, TV shows), etc. and posted them using this system-agnostic rules. Kinda like we were mapping the multiverse.
  
It started as a [https://forum.rpg.net/showthread.php?833153-Map-the-multiverse! thread], but as it grew, I thought a wiki would be an interesting resource.
+
It started as a [https://forum.rpg.net/showthread.php?833153-Map-the-multiverse! thread], but as it grew, I thought a wiki would be an interesting resource. So join the effort and map all the realçities you know. And don't worry trying to insert references to Amber -- they are not necessary.
  
=='''The basics'''==
+
Have fun!
 +
 
 +
='''The Basics'''=
 
Creation is divided into four axes of existence, with Amber and the Courts of Chaos at opposing extremes: the poles. The axes are: Magic, Tech, Time, and Weird. Each has 10 degrees of variation (40 in total, 42 if you count Amber and the Courts of Chaos) and the cross-reference of these steps creates a coordinate system for the multiverse.
 
Creation is divided into four axes of existence, with Amber and the Courts of Chaos at opposing extremes: the poles. The axes are: Magic, Tech, Time, and Weird. Each has 10 degrees of variation (40 in total, 42 if you count Amber and the Courts of Chaos) and the cross-reference of these steps creates a coordinate system for the multiverse.
  
Line 20: Line 22:
  
 
• '''Albiona:''' Victorian, Institutionalized Magic, British Earth; a Shadow where the 19th-century British empire rules over a significant part of Earth with the help of the magi from the Royal Institute of Thaumatology.
 
• '''Albiona:''' Victorian, Institutionalized Magic, British Earth; a Shadow where the 19th-century British empire rules over a significant part of Earth with the help of the magi from the Royal Institute of Thaumatology.
 +
 
• '''Conehill:''' Wild West, Pleasure, Blue Humans; Conehill is the greatest city in the world of Azure and there you can find all sorts of delightful past-times, from the chemical to the sensual, but also a quick death.
 
• '''Conehill:''' Wild West, Pleasure, Blue Humans; Conehill is the greatest city in the world of Azure and there you can find all sorts of delightful past-times, from the chemical to the sensual, but also a quick death.
  
'''TRIP DURATION'''
+
==='''Trip Duration'''===
 
Each step in an axis represents one day of regular shadow walking, four hours of hellriding, or nine days of traveling the Royal Way. So, going from a Shadow at 3541 to another at 3563 would take 4 days, 16 hours or about five weeks, respectively; the difference between the two Shadows being four steps: two in the Time axis and two in the Weird axis.
 
Each step in an axis represents one day of regular shadow walking, four hours of hellriding, or nine days of traveling the Royal Way. So, going from a Shadow at 3541 to another at 3563 would take 4 days, 16 hours or about five weeks, respectively; the difference between the two Shadows being four steps: two in the Time axis and two in the Weird axis.
  
Line 29: Line 32:
 
Moving between Shadows within the same set of coordinates should be substantially faster than regular shadow movement. And travel between reflections should be even quicker. Going from Albiona to Conehill, from the example above, should take hours of shadow walking, no more. Shifting from Albiona with a closed bakery to another version where said business is still open should take a minute, at most.
 
Moving between Shadows within the same set of coordinates should be substantially faster than regular shadow movement. And travel between reflections should be even quicker. Going from Albiona to Conehill, from the example above, should take hours of shadow walking, no more. Shifting from Albiona with a closed bakery to another version where said business is still open should take a minute, at most.
  
'''INTERPRETING SHADOW'''
+
==='''Interpreting Shadow'''===
 
Of course, this system depends heavily on interpretation. Two people can have different ideas on how to stat a given reality. For example, the Shadow that houses the Star Trek setting is clearly No Magic, Space Opera, x2 time rate, and has psionics (Weird 4). But it also has a plethora of near omnipotent entities, like Q. Someone might think it belongs in Weird 5, 6 or even 7.
 
Of course, this system depends heavily on interpretation. Two people can have different ideas on how to stat a given reality. For example, the Shadow that houses the Star Trek setting is clearly No Magic, Space Opera, x2 time rate, and has psionics (Weird 4). But it also has a plethora of near omnipotent entities, like Q. Someone might think it belongs in Weird 5, 6 or even 7.
  
Line 38: Line 41:
 
Note that a reality’s subrealms are not different Shadows. The D&D world of Oerth (from Greyhawk) is a Shadow that includes the Prime Material Plane and all the other dimensions, like elemental planes, the Happy Hunting Grounds, the Abyss etc. It’s up to the GM if shadow walking or shadow shifting allows a character to move between these subrealms.  
 
Note that a reality’s subrealms are not different Shadows. The D&D world of Oerth (from Greyhawk) is a Shadow that includes the Prime Material Plane and all the other dimensions, like elemental planes, the Happy Hunting Grounds, the Abyss etc. It’s up to the GM if shadow walking or shadow shifting allows a character to move between these subrealms.  
  
=='''The Axes'''==
+
='''The Axes'''=
 
This section explains what each step in the axes means. Most are straightforward, with only Weird being more open to interpretation. Still, readjusting the steps in the axes if you want a different distribution shouldn’t be problematic.
 
This section explains what each step in the axes means. Most are straightforward, with only Weird being more open to interpretation. Still, readjusting the steps in the axes if you want a different distribution shouldn’t be problematic.
  
 
The notation for the axes isn’t difficult to remember: Magic, Tech, Time and Weird, or MTTW (kinda like Matthew). Magic and Tech are the two most common parameters to describe worlds in RPGs, so they come first. This way, you know the second T has to stand for Time.
 
The notation for the axes isn’t difficult to remember: Magic, Tech, Time and Weird, or MTTW (kinda like Matthew). Magic and Tech are the two most common parameters to describe worlds in RPGs, so they come first. This way, you know the second T has to stand for Time.
  
[[File:The_Axes.jpeg|center|frame]]
+
[[File:axes.jpg|center]]
 +
 
 +
='''Magic Axis'''=
 +
This represents the abundance of magic in a Shadow. The more widespread the magical energy in a reality, the more probable it’s that its manipulation is known and employed. This correlation, though common, isn’t necessarily true. Two Shadows, one with an open war between mystical factions and another where magic is secret and practiced by covert groups, can both have a Normal Magic level. On the other hand, there can exist a No Magic Shadow in which the inhabitants believe magic and its effects are real, and so perform spells and rituals (ineffectually).
 +
 
 +
Magic tends to be Shadow-specific: traditions from one reality don’t work in another, unless it’s a reflection or a very similar Shadow. For example, Harry Potter magic doesn’t work in Middle- Earth, and Arda’s magic has no power in Shadowrun’s Sixth World. There can be versions of these Shadows that allow extraplanar traditions to work normally, but these will have a higher Weird than the original.
 +
 
 +
Magical energy is, usually, inexhaustible, but in some Shadows it is a finite resource. Casting spells, enchanting artifacts and any other uses will deplete magic. Such realities will have a higher Weird rating too.
 +
 
 +
Mechanical effects of the magic level in a Shadow are left to the GM, but can be plundered from her favorite RPG systems. The ones listed below, like special traits for magic-users and recharging rates, are just examples and may be absent, higher or lower, as desired.
 +
 
 +
• '''No:''' this Shadow lacks magical energy. Magic items don’t work (a +2 sword is just a sword) and creatures made of mystical energy or dependent on magic to survive die.
 +
 
 +
• '''Trace:''' there’s a minuscule amount of magic and accessing it may require a special trait. It takes years, maybe decades, to harness enough energy for even a minor effect. Magic item abilities may not work or do so almost imperceptibly, and recharging may be impossible or take a very long time (x1,000). Creatures made of mystical energy or dependent on magic to survive will wither and, eventually, die. Some may be able to survive in a very weakened and painful state.
 +
 
 +
• '''Very Low:''' magical energy is extremely low, but usable. Accessing it may require a special trait. Casting spells and enchanting are strenuous activities that take time. Magic items function at a very reduced efficiency and recharging takes a long time (x100). Creatures made of mystical energy or dependent on magic to survive can live, but are weakened.
 +
 
 +
• '''Low:''' magic level is not optimum, but allows regular practice, so that sorcery becomes a “profession”. Wielding magical energy may still require a special trait. Casting spells and enchanting are difficult activities that take time. Magic items function at reduced efficiency and recharging may take longer (x10). Creatures made of mystical energy or dependent on magic to survive live, but are not at full power.
 +
 
 +
• '''Normal:''' the “regular” level of most magical Shadows. Magic is abundant enough that sorcery is another common activity in society, though its practice may require some special trait. Casting spells and enchanting function at the appropriate level of difficulty and exertion of the tradition. Magic items, as well as recharging, operate normally. Creatures made of mystical energy or dependent on magic to survive exist without any problem.
 +
 
 +
• '''High:''' magical energy is so abundant that most everyone can perform it, even if they lack any special trait. Casting spells and enchanting are easier. Magic items may perform better and recharging is faster (x10). Creatures made of mystical energy or dependent on magic to survive may be strengthened and/or feel inebriated.
 +
 
 +
• '''Very High:''' magic is so prevalent, anyone can use it. At this level, technological development may be impaired, since most everyone relies on magical solutions. Casting spells and enchanting are very easy. Magic items operate at higher levels of ability and recharging is incredibly fast (x100). Creatures made of mystical energy or dependent on magic to survive have their powers enhanced and may be in an almost permanent high.
 +
 
 +
• '''Ubiquitous:''' magic is everywhere. If magical energy were water, this Shadow would be the abyssal depths of the ocean. Not only everyone can use magic, but most fauna and flora may also be magically active. Casting spells and enchanting are almost effortless and can have flashier results, be they successful or not. Magic items operate at far higher levels of ability and recharging is almost instantaneous (x1,000). Creatures made of mystical energy or dependent on magic to survive become extremely powerful and may feel overconfident or even megalomaniacal.
 +
 
 +
• '''Wild:''' like a Ubiquitous Shadow on steroids. The roaring maelstrom of magical energy makes magic easy, simple and unpredictable. Casting spells may be as easy as speaking and can have far-reaching consequences; using a common object in an emotionally significant manner may create powerful artifacts. Creatures made of mystical energy or dependent on magic to survive become godlike and may change completely in psychological terms. Some may not survive, unable to handle the powerful energies present.
  
=='''Timeline'''==
+
'''Omni:''' this Shadow not only has Wild magic, but is also permissible to all magical traditions in the multiverse. Any sorcerer or witch from any Shadow can perform magic here. Some Shadows at this level are nothing more than vast reservoirs of magical energy that can be tapped from other realities.

Revision as of 11:45, 25 September 2018


In Patternbound, my Godbound conversion for the Amber setting, I created a system to describe Shadows and navigate through them. I even wrote up some genre settings in it and prepared a spreadsheet.

I realized it might be a fun project if everybody wrote up their campaign worlds, favorite settings (from games, novels, TV shows), etc. and posted them using this system-agnostic rules. Kinda like we were mapping the multiverse.

It started as a thread, but as it grew, I thought a wiki would be an interesting resource. So join the effort and map all the realçities you know. And don't worry trying to insert references to Amber -- they are not necessary.

Have fun!

The Basics

Creation is divided into four axes of existence, with Amber and the Courts of Chaos at opposing extremes: the poles. The axes are: Magic, Tech, Time, and Weird. Each has 10 degrees of variation (40 in total, 42 if you count Amber and the Courts of Chaos) and the cross-reference of these steps creates a coordinate system for the multiverse.

Each combination of the four coordinates references an area of creation that groups together all Shadows that share those traits. So two Shadows that both have Low Magic, an Industrial tech level, a time rate 10 times faster than Amber, and no “weirdness” will be found at coordinates 3430. It’s what Amberites call the “law of congruency of correspondences”.

This doesn’t mean they are exactly alike (they can be if they are reflections, slightly different versions of the same universe). One might be a Victorian Shadow where occultists ply their trade through the Royal Institute of Thaumatology, while the other is a Wild West reality where magic is virtually unknown.

Differentiating between two Shadows at the same coordinates can be done by name, Tags and a two- or three-line description. For example, the two Shadows above could be described as:

Albiona: Victorian, Institutionalized Magic, British Earth; a Shadow where the 19th-century British empire rules over a significant part of Earth with the help of the magi from the Royal Institute of Thaumatology.

Conehill: Wild West, Pleasure, Blue Humans; Conehill is the greatest city in the world of Azure and there you can find all sorts of delightful past-times, from the chemical to the sensual, but also a quick death.

Trip Duration

Each step in an axis represents one day of regular shadow walking, four hours of hellriding, or nine days of traveling the Royal Way. So, going from a Shadow at 3541 to another at 3563 would take 4 days, 16 hours or about five weeks, respectively; the difference between the two Shadows being four steps: two in the Time axis and two in the Weird axis.

Between Shadows at 0000 and Amber, or 9999 and the Courts of Chaos, there’s only 1 step, not four. Yggdrasil, the intelligent tree that sits midway between Amber and the Courts of Chaos is just a few hours from 4444 or 5555 Shadows.

Moving between Shadows within the same set of coordinates should be substantially faster than regular shadow movement. And travel between reflections should be even quicker. Going from Albiona to Conehill, from the example above, should take hours of shadow walking, no more. Shifting from Albiona with a closed bakery to another version where said business is still open should take a minute, at most.

Interpreting Shadow

Of course, this system depends heavily on interpretation. Two people can have different ideas on how to stat a given reality. For example, the Shadow that houses the Star Trek setting is clearly No Magic, Space Opera, x2 time rate, and has psionics (Weird 4). But it also has a plethora of near omnipotent entities, like Q. Someone might think it belongs in Weird 5, 6 or even 7.

If you are the only GM, that’s not an issue, but if the master seat is rotatory, it can create problems. Try to discuss and reach a compromise. For example, all those ultrapowerful beings in Star Trek seem to be highly evolved species that transcended their physical form, not insanity-inducing cosmic monstrosities. So, in a way, they are the result of the Thematic Powers Weird level.

Someone might argue that, in this case, maybe Tech should be bumped up to Singularity, but it’s always better to stat a Shadow based on the traits of its most prominent area of interaction. Star Trek is not a setting where people are running around ascending into higher dimensions or rebuilding star systems. These things exist (a Shadow is a whole universe, after all), but are not the norm in Star Trek. Thus, the appropriate Tech level is Space Opera.

Note that a reality’s subrealms are not different Shadows. The D&D world of Oerth (from Greyhawk) is a Shadow that includes the Prime Material Plane and all the other dimensions, like elemental planes, the Happy Hunting Grounds, the Abyss etc. It’s up to the GM if shadow walking or shadow shifting allows a character to move between these subrealms.

The Axes

This section explains what each step in the axes means. Most are straightforward, with only Weird being more open to interpretation. Still, readjusting the steps in the axes if you want a different distribution shouldn’t be problematic.

The notation for the axes isn’t difficult to remember: Magic, Tech, Time and Weird, or MTTW (kinda like Matthew). Magic and Tech are the two most common parameters to describe worlds in RPGs, so they come first. This way, you know the second T has to stand for Time.

Axes.jpg

Magic Axis

This represents the abundance of magic in a Shadow. The more widespread the magical energy in a reality, the more probable it’s that its manipulation is known and employed. This correlation, though common, isn’t necessarily true. Two Shadows, one with an open war between mystical factions and another where magic is secret and practiced by covert groups, can both have a Normal Magic level. On the other hand, there can exist a No Magic Shadow in which the inhabitants believe magic and its effects are real, and so perform spells and rituals (ineffectually).

Magic tends to be Shadow-specific: traditions from one reality don’t work in another, unless it’s a reflection or a very similar Shadow. For example, Harry Potter magic doesn’t work in Middle- Earth, and Arda’s magic has no power in Shadowrun’s Sixth World. There can be versions of these Shadows that allow extraplanar traditions to work normally, but these will have a higher Weird than the original.

Magical energy is, usually, inexhaustible, but in some Shadows it is a finite resource. Casting spells, enchanting artifacts and any other uses will deplete magic. Such realities will have a higher Weird rating too.

Mechanical effects of the magic level in a Shadow are left to the GM, but can be plundered from her favorite RPG systems. The ones listed below, like special traits for magic-users and recharging rates, are just examples and may be absent, higher or lower, as desired.

No: this Shadow lacks magical energy. Magic items don’t work (a +2 sword is just a sword) and creatures made of mystical energy or dependent on magic to survive die.

Trace: there’s a minuscule amount of magic and accessing it may require a special trait. It takes years, maybe decades, to harness enough energy for even a minor effect. Magic item abilities may not work or do so almost imperceptibly, and recharging may be impossible or take a very long time (x1,000). Creatures made of mystical energy or dependent on magic to survive will wither and, eventually, die. Some may be able to survive in a very weakened and painful state.

Very Low: magical energy is extremely low, but usable. Accessing it may require a special trait. Casting spells and enchanting are strenuous activities that take time. Magic items function at a very reduced efficiency and recharging takes a long time (x100). Creatures made of mystical energy or dependent on magic to survive can live, but are weakened.

Low: magic level is not optimum, but allows regular practice, so that sorcery becomes a “profession”. Wielding magical energy may still require a special trait. Casting spells and enchanting are difficult activities that take time. Magic items function at reduced efficiency and recharging may take longer (x10). Creatures made of mystical energy or dependent on magic to survive live, but are not at full power.

Normal: the “regular” level of most magical Shadows. Magic is abundant enough that sorcery is another common activity in society, though its practice may require some special trait. Casting spells and enchanting function at the appropriate level of difficulty and exertion of the tradition. Magic items, as well as recharging, operate normally. Creatures made of mystical energy or dependent on magic to survive exist without any problem.

High: magical energy is so abundant that most everyone can perform it, even if they lack any special trait. Casting spells and enchanting are easier. Magic items may perform better and recharging is faster (x10). Creatures made of mystical energy or dependent on magic to survive may be strengthened and/or feel inebriated.

Very High: magic is so prevalent, anyone can use it. At this level, technological development may be impaired, since most everyone relies on magical solutions. Casting spells and enchanting are very easy. Magic items operate at higher levels of ability and recharging is incredibly fast (x100). Creatures made of mystical energy or dependent on magic to survive have their powers enhanced and may be in an almost permanent high.

Ubiquitous: magic is everywhere. If magical energy were water, this Shadow would be the abyssal depths of the ocean. Not only everyone can use magic, but most fauna and flora may also be magically active. Casting spells and enchanting are almost effortless and can have flashier results, be they successful or not. Magic items operate at far higher levels of ability and recharging is almost instantaneous (x1,000). Creatures made of mystical energy or dependent on magic to survive become extremely powerful and may feel overconfident or even megalomaniacal.

Wild: like a Ubiquitous Shadow on steroids. The roaring maelstrom of magical energy makes magic easy, simple and unpredictable. Casting spells may be as easy as speaking and can have far-reaching consequences; using a common object in an emotionally significant manner may create powerful artifacts. Creatures made of mystical energy or dependent on magic to survive become godlike and may change completely in psychological terms. Some may not survive, unable to handle the powerful energies present.

Omni: this Shadow not only has Wild magic, but is also permissible to all magical traditions in the multiverse. Any sorcerer or witch from any Shadow can perform magic here. Some Shadows at this level are nothing more than vast reservoirs of magical energy that can be tapped from other realities.