Editing
Map the Multiverse
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Shadows= This is the list of the Shadows that have been described already. Here they are listed in alphabetical order. In the future, there may be individual pages for each axis or even for each reality. All write-ups include the author, unless it was made by me, in which case no one is listed. ===Alussein=== '''Coordinates:''' 0615 (No, Modern, x2, Superabilities) '''Tags:''' Modern Earth, Alien experiments, People with powers '''Description:''' a 10,000-year-old alien genengineering program led to the appearance of superpowers in humans and now the world has to deal with them, while the aliens have come calling. '''Notes:''' this is the world of my [http://www.rpg.net/columns/superseeds/superseeds25.phtml Alussein] ''Superseeds''. ===Arcem=== '''Coordinates:''' 6315 (Very High, Renaissance, x1, Superabilities) '''Tags:''' Broken, Demigods, Chaos attack '''Description:''' this Shadow has been sundered by divinely powered conflict. It’s also under attack by Chaos forces using Black Roads, called Night Roads locally. '''Notes:''' this is the setting of the ''Godbound'' RPG. There’s so much magical energy in Arcem, its inhabitants were creating artificial gods and transhuman bloodlines a thousand years ago. Also, more than one nation has advanced clockwork mechanisms, hence the Renaissance Tech level. And I chose to treat godbound as paranormals, instead of an aspect of the magic level. ===Arkham=== '''Coordinates:''' 4568 (Normal, Early Modern, x100, Mythoic) '''Tags:''' Cthulhu, Roaring ‘20s, Slow Time '''Description:''' the Shadow where the stories crafted by Lovecraft’s and friends take place, always circa 1920s. '''Notes:''' this is an example of how you can play with the coordinate system to create any universe you want. The Slow Time ensures there will always (for game purposes) be the ‘20s. However, it also means that spending one day there will mean more than three months have gone by on Amber and about a month and a half on Earth. ===Earth-616/Metropolis=== '''Coordinates:''' 4637 (Normal, Modern, x10, Cosmic) '''Tags:''' Marvel/DC, Super-Heroes, Slow Time '''Description:''' the main comic book Marvel or DC Earth, where times seems to run slower than normal. '''Note:''' these Shadows are Slow Time to represent the “compressed timeline” aspect of these comic book universes. The cinematic versions may have lower Weird. ===Earth (Amber)=== '''Coordinates:''' 0610 (No, Modern, x2, None) '''Tags:''' Modern Earth, Corwin/Flora '''Description:''' our world in the “present” and where Corwin spent 400 years. It was also Flora’s personal Shadow for a while. '''Note:''' I chose a No Magic Earth, but I can see up to a Low Magic one, as they use it on GURPS. Note that Earth is considered Flora’s personal Shadow, although Corwin spent a long time here. According to Sign of the Unicorn, one Amber day is 2.5 Earth days. So I chose to use Earth as the basis for the time flow of the Shadows based on genre media, i.e., most of them are Time 1. ===Earth (Bar Crawl)=== '''Coordinates:''' 0610 (No, Modern, x2, None) '''Tags:''' Modern Earth, Beers/Ale/Brewing '''Description:''' it is an Earth mostly like other Earths. It does however have a singular gift that the locals are blissfully underaware of. The beer/brewing (and other fermenting products) is just "that much better" in terms of taste and alcohol content. Many a traveler has made a stop on this Earth just for a pint. Random was known to stop at from time to time, on his way to Corwin/Flora's Earth. He has also imported many a cask of beautiful product to Amber. '''Note:''' just like yeast that changes in the environment, the brewing products brought to other shadows or Amber quickly lose that special quality unless used immediately - if you are lucky. '''Write-up:''' [https://forum.rpg.net/member.php?2488-MoonHunter MoonHunter] ===Earth (Juncture 122)=== '''Coordinates:''' 3524 (Low, Early Modern, Pulpy x5, Thematic Powers) '''Tags:''' 20s-30s Earth, Pulp, Juncture 122 '''Description:''' seems like a normal world of this era. There might be some vigilante and adventuring types running around with low powers. '''Note:''' on some nights, you can see the juncture 122 in space somewhere near Mars. It is a space warp that connects this Earth to Mongo. '''Write-up:''' [https://forum.rpg.net/member.php?2488-MoonHunter MoonHunter] ===Eleventh Billion=== '''Coordinates:''' 2602 (Very Low, Modern, x1, Significant Detail) '''Tags:''' Environmental Collapse, A Whole New World, Real-World Magick '''Description:''' in the face of humanity quickly filling up the Earth to her carrying capacity, a small coven of occultists, called the Babylon 5, started the Eleventh Billion movement. They hope to spread and replicate the ritual they used to find the realm/planet they call Nibiru. It may or may not be a group delusion, but at least it's hope that we can relieve the pressure on the planet. If they learn of the Shadows and the Tree, they might start to search for ways to increase this Shadow's Magic or Weird coordinates. '''Note:''' I wrote two things in this Shadow way long ago on my blog. '''Write-up:''' [https://forum.rpg.net/member.php?15769-Tristissima-amp-Nevermore Tristissima & Nevermore] ===Emotion’s Echo=== '''Coordinates:''' 2636 (Very Low, Modern, x10, Metahumans) '''Tags:''' Magical Girl, Paradox of Significance, Existentialist '''Description:''' a team of magical girls are the only supers in this Shadow, vast and empty of anything relatable to humans. As they struggle to deal with -- because fighting is laughably beyond futile -- the great cosmic beings, they discover that their love and their queerness are the only things that matter. '''Write-up:''' [https://forum.rpg.net/member.php?15769-Tristissima-amp-Nevermore Tristissima & Nevermore] ===Federation/Republic=== '''Coordinates:''' 0814 (No, Space Opera, x2, Themed Powers) '''Tags:''' Star Trek/Star Wars, Psionics/The Force '''Description:''' the Shadows where you can find Kirk, Spock, Picard and company; and Jedi, Sith, lightsabers, hyperspace, and Old and New Republics, respectively. '''Note:''' there may be a case for Republic to be Weird 5, given the vast array of abilities the Force provides. ===High Castle=== '''Coordinates:''' 0613 (No, Modern, x2, Paranormal) '''Tags:''' Nazi Earth, World Jumpers '''Description:''' a Shadow Earth in the ‘60s where the Axis won the Second World War. Certain people have the ability to jump back and forth to an Earth with a history similar to our own. '''Notes:''' this is the setting of The Man in the High Castle TV series, an adaptation of the eponymous book by Philip K. Dick. Note that the “regular” Earth they jump to is not the Shadow Earth described above, because this one has world jumpers, so it’s also Weird 3. ===Homeline=== '''Coordinates:''' 0613 (No, Modern, x2, Paranormal) '''Tags:''' Modern Earth, Infinity Unlimited, Parachronic Travel '''Description:''' a world almost identical to the Earth Corwin spent time on until 1995, when it made the fairly shocking discovery of the ability to travel to other Shadows on a large scale through purely technological means. Since then it has set up a thriving economic model based on the exploitation of nearby Shadows, and even found itself in a long-term Cold War against a rival Shadow Earth with a similar technology. This form of Shadow travel is extremely limited, and can only access a small subset of Shadows, but is still potentially useful for Amberites. They remain ignorant of both Amber and Chaos. '''Note:''' primary setting for GURPS Infinite Worlds. '''Write-up:''' [https://forum.rpg.net/member.php?51638-Anonymous-GM Anonymous GM] ===Merbunny=== '''Coordinates:''' 4306 (Normal, Renaissance, x1, Metahumans) '''Tags:''' Adventurers, Colonialism, Religious '''Description:''' a world of magic and warriors in which the great colonial powers of Aoqina -- the halfling Holbytlan Empire; Orvad, where humans ensure their freedom by selling it off; and angel-descended Natsiyaasim -- have begun to colonize other continents, with all the problems that implies. A wide range of religions find themselves suddenly interacting in creative new ways as cultures meet. '''Note:''' like any good D&D world, this setting is a bit too complex and pastiche for me to easily sum up. I perceive it as very definitely having a specific perspective and a particular flavor, but I have trouble explaining what that is other than "D&D written by me". '''Write-up:''' [https://forum.rpg.net/member.php?15769-Tristissima-amp-Nevermore Tristissima & Nevermore] ===Middens & Morals=== '''Coordinates:''' 4212 (Normal, Medieval, x2, Significant Feature) '''Tags:''' Chivalries, Psychological, Slow Time '''Description:''' a fantastic Shadow, where the most capable and powerful heroes are those who manage to navigate both great virtue and intense mental trauma, it questions deep into the tension between a world that wounds and the longing to earn Heaven. '''Write-up:''' [https://forum.rpg.net/member.php?15769-Tristissima-amp-Nevermore Tristissima & Nevermore] ===Middle-Earth=== '''Coordinates:''' 5210 (High, Medieval, x2, None) '''Tags:''' Tolkien, Third Age '''Description:''' Arda circa the Lord of the Rings trilogy. '''Note:''' First- and Second-ages Arda may have even higher levels of magic; for these cases, Magic 6 doesn’t seem off. ===Mongo (Juncture 122)=== '''Coordinates:''' 3829-F (Low, Space Opera, x5, Cross-Shadow [fragment]) '''Tags:''' Patchwork world (different environments), Empire, Electropunk (atomic-future looking), Juncture 122 '''Description:''' Mongo was a world fragment, an outer echo. It went on to conquer a real world and incorporated fragments of that world (and its people). This process has continued on and on for 18 worlds now (hence why each region is so different and has different peoples). '''Note:''' Mongo is next to juncture 122, a space warp that connects Mongo to an Earth. The current emperor is a Chaos Lord named Ming who has Mongo as his own growing domain. (Logrus Powers, augmented by some mad science, allows him to bring worlds to built up Mongo) '''Write-up:''' [https://forum.rpg.net/member.php?2488-MoonHunter MoonHunter] ===Munster=== '''Coordinates:''' 3611 (Low, Modern, x2, One Feature) '''Tags:''' Modern Earth, Ritual Magic, Monster Black Ops '''Description:''' the discovery of magic during World War II allowed this Earth's nations to weaponize monsters and use them in clandestine operations. '''Notes:''' this is the world of my [http://www.rpg.net/columns/superseeds/superseeds31.phtml Monster-Soldiers] ''Superseeds''. Although the monster commandos could be included in the Magic level, I thought the weaponization aspect was unique, especially in a Low mana situation, and merit a bump in the Weird axis. ===Newuniverse=== '''Coordinates:''' 3615 (Low, Modern, x2, Superabilities) '''Tags:''' Recent Event, Super-Heroes, The World Outside Your Window '''Description:''' Depending on the Event in question, this Shadow may end up inexorably increasing its Weird rating, and may naturally migrate towards the same coordinates as the more traditional supers Shadows. '''Write-up:''' [https://forum.rpg.net/member.php?173697-empulsive empulsive] ===Noetic Space=== '''Coordinates:''' 1852 (Trace, Space Opera, x50, Significant Detail) '''Tags:''' Contract Feudalism, Secret Elite, Spiritualist FTL '''Description:''' a secretive Spiritualist religious movement revealed the secret to FTL travel to the conspiracy known as Argus in order to end the War Against the Greys. Now, a form of contract-based feudalism welds together the human race in a vast empire, while starships hook their noetic drives to the Casey Jones Effect and power their Electrical Messiahs with sex. '''Note:''' I discovered ''Traveller'' while also binge-reading Kenneth Hite's ''Suppressed Transmission'' series of ''Pyramid'' articles. This was the result. '''Write-up:''' [https://forum.rpg.net/member.php?15769-Tristissima-amp-Nevermore Tristissima & Nevermore] ===Other Side=== '''Coordinates:''' 4616 (Normal, Modern, x2, Metahumans) '''Tags:''' Modern Earth, Dimensional Cold War, Gate to This Side '''Description:''' A four-color super-hero world that due to a failed experiment found itself connected to an alternate reality, This Side. '''Note:''' this is one of the two worlds described in [https://www.rpg.net/columns/superseeds/superseeds89.phtml The Other Side] ''Superseeds''. ===Planetary=== '''Coordinates:''' 4617 (Normal, Modern, x2, Cosmic) '''Tags:''' Wildstorm, Super-Heroes, Secret History '''Description:''' the world looks normal on the outside, but there's a secret history of wonder. Archeologists of the impossible try to uncover these buried truths. '''Note:''' the setting of the ''Planetary'' comic book. Unlike the Marvel and DC universes, there's no "compressed timeline". ===Postprana=== '''Coordinates:''' 1115 (Trace, Bronze Age, x2, Superabilities) '''Tags:''' Earth, Post-apocalyptic, Prana powers '''Description:''' after psionic aliens use the Earth as their battleground by possessing regular humans and employing them as combat vessels, the survivors try to rebuild civilization with the help of the possessed, who retain the ability to manipulate the psychic energy ''prana''. '''Note:''' This is the world of my [http://www.rpg.net/columns/superseeds/superseeds8.phtml The Prana Warriors] ''Superseeds''. The Trace Magic is a way to maybe explain why certain things seem possible, like psionics. ===Re-enchantment=== '''Coordinates:''' 3767 (Low, Near Future, x100, Cosmic) '''Tags:''' Supers, Conspiracies, Weird Horror '''Description:''' the greatest supers combine several power sources -- cyborg half-angels mutated by exposure to irradiated ghost rock and the like --, while lesser supers live lives overstuffed with conspiracy, horror, and weirdness. Nothing here is tasteful or easy or pure; everything leaves one feeling slightly trippy and dirty. History is based on Earth's, but diverges in the latter half of the 19th century with the development of a Balkanized North America. '''Write-up:''' [https://forum.rpg.net/member.php?15769-Tristissima-amp-Nevermore Tristissima & Nevermore] ===Solar Frontier=== '''Coordinates:''' 0711 (No, Near Future, x2, One Feature) '''Tags:''' Colonized Solar System, Slow Time, Exceptionally Efficient Engine '''Description:''' in a universe where FTL is impossible, we've spread out all over the solar system thanks to a miracle engine technology. Humanity is anywhere and everywhere in the system, even some isolated enclaves out in the Oort, and the system is constantly crisscrossed by ships of every type imaginable in a hard sci-fi, follow the laws of physics (just don't look in the engine room!) kind of place. '''Note:''' it's just slow enough to be annoying, and just interesting enough to be enticing to a certain kind of person. And then poof, you've lost a couple weeks at home... '''Write-up:''' [https://forum.rpg.net/member.php?173697-empulsive empulsive] ===Status Quo=== '''Coordinates:''' 4623 (Normal, Modern, x5, Paranormal) '''Tags:''' Magical Conspiracy, Earth, Deep History '''Description:''' an Earth much like our own, this one is deliberately kept that way by a conspiracy of magic practitioners that exists as a society parallel to, but hidden from, the world. They maintain the Status Quo, which keeps humanity safe. '''Note:''' the Status Quo can be a good or a bad thing, in the end. Sometimes both. Who are the good guys and who are the bad guys depends on your point of view. Also, they don't have nearly the monopoly on magic that they think they do, but shhh... '''Write-up:''' [https://forum.rpg.net/member.php?173697-empulsive empulsive] ===Stellar Imperium=== '''Coordinates:''' 1722 (Trace, Space Opera, x5, Significant Detail) '''Tags:''' Hardish Sci-Fi, FTL, Space Feudalism '''Description:''' not that much further advanced technologically than the SOLAR FRONTIER, this Shadow features on significant difference - it has a working faster than light drive. This particular FTL technology lends itself to the creation of a pseudo-feudal civilization across the whole of explored space. '''Note:''' given the speed at which the Shadow is running, and the instability of the civilization's government, who knows how much longer the imperium will last? Also, what's with that tiny trace of magic? '''Write-up:''' [https://forum.rpg.net/member.php?173697-empulsive empulsive] ===Stirring Shadows=== '''Coordinates:''' 4714 (Nornal, Near Future, x2, Thematic Powers) '''Tags:''' Cyberpunk, Magic, Gonzo '''Description:''' magic cycled back around the turn of the century, and dragons jockey with CEOs for power; nightmares from the past stir and awaken; and the forgotten lurk, scuttle and strike in the shadows. '''Note:''' the setting of the ''Shadowrun'' RPG. '''Write-up:''' [https://forum.rpg.net/member.php?109520-Jeep-Eep Jeep-Eep] ===This Side=== '''Coordinates:''' 0611 (No, Modern, x2, One Feature) '''Tags:''' Modern Earth, Dimensional Cold War, Gate to Other Side '''Description:''' a regular Earth until 1998, when a failed experiment opened a rift to an alternate reality, Other Side, where super-humans exist. '''Note:''' this is one of the two worlds described in [https://www.rpg.net/columns/superseeds/superseeds89.phtml The Other Side] ''Superseeds''. There might be an argument that a gate to a parallel world would rank as Weird 2, but I feel like it can be fit inside Weird 1. ===Walker=== '''Coordinates:''' 0612 (No, Modern, x2, Significant Detail) '''Tags:''' Earth, Zombies, Harsh '''Description:''' a zombie rising led to the collapse of civilization. Now, survivors try to band together and overcome the worst of humankind's. '''Note:''' the setting of the TV show ''The Walking Dead''. ===Worldtree=== '''Coordinates:''' 7197 (Very High, Bronze Age, x1,000, Cosmic) '''Tags:''' Slow Time, Mythopoetic '''Description:''' worlds upon worlds are nestled in the branches of an enormous, mystical tree in this Shadow, where time runs slow as molasses. High Magi, Awakened Beasts, Elementals, and countless tribes of infinite diversity makes their homes in the leaves, but we dare not speak of what lives in the roots. '''Note:''' Is this the actual Yggdrasil? '''Write-up:''' [https://forum.rpg.net/member.php?173697-empulsive empulsive] ===Z Nation=== '''Coordinates:''' 1613 (Trace, Modern, x2, Paranormal) '''Tags:''' Earth, Zombies, Gonzo '''Description:''' a zombie rising led to the collapse of civilization. Now, survivors try to rebuild the world amid elite conspiracies, evolving zombies and new apocalyptic threats. '''Note:''' the setting of the TV show ''Z Nation''. The Weird covers the different types of zombies and the zombie telepathy/control ability. Originally, Magic was No, but I upgraded it to Trace.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information