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[[Category:Alternate Settings]] | [[Category:Alternate Settings]] | ||
[[Category:Multiverse]] | [[Category:Multiverse]] | ||
− | In [http://patchlord.com/patchworld/patternbound.html Patternbound], my ''Godbound'' conversion for the Amber setting, I created a system to describe Shadows and navigate through them | + | |
+ | In [http://patchlord.com/patchworld/patternbound.html 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. | 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. | ||
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Have fun! | Have fun! | ||
− | + | ='''The Basics'''= | |
− | =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. | ||
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• '''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. | ||
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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. | ||
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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. | 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. | + | 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. |
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− | =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. | ||
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[[File:axes.jpg|center]] | [[File:axes.jpg|center]] | ||
− | + | =='''Magic Axis'''== | |
− | ==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). | 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). | ||
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− | ==Tech Axis== | + | =='''Tech Axis'''== |
This refers to the technological advancement found in a Shadow. Low tech, up to Medieval level, tends to be multiversal: a plough pulled by oxen, a bow and a miller’s wheel will function in any Shadow. There’s a reason Amberites use swords and horses, instead of disintegrators and flying cars. | This refers to the technological advancement found in a Shadow. Low tech, up to Medieval level, tends to be multiversal: a plough pulled by oxen, a bow and a miller’s wheel will function in any Shadow. There’s a reason Amberites use swords and horses, instead of disintegrators and flying cars. | ||
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• '''Singularity:''' ascension, cosmic engineering, Dyson spheres/ringworlds; Ancient/highly evolved civilizations. | • '''Singularity:''' ascension, cosmic engineering, Dyson spheres/ringworlds; Ancient/highly evolved civilizations. | ||
− | + | =='''Time Axis'''== | |
− | ==Time Axis== | ||
This axis concerns the rate of time flow in relation to Amber. In Shadows at level 0, time passes at the same speed as in Amber. In those realities at higher Time ratings, time flow can be faster (fast time) or slower (slow time). | This axis concerns the rate of time flow in relation to Amber. In Shadows at level 0, time passes at the same speed as in Amber. In those realities at higher Time ratings, time flow can be faster (fast time) or slower (slow time). | ||
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Fast-time Shadows tend to be more common or, at least, more interesting to Amberites, so the default assumption for Shadows of Time greater than 1 is that they are fast time. If that’s not the case, then a Slow Time Tag should be included in its description. | Fast-time Shadows tend to be more common or, at least, more interesting to Amberites, so the default assumption for Shadows of Time greater than 1 is that they are fast time. If that’s not the case, then a Slow Time Tag should be included in its description. | ||
− | + | =='''Weird Axis'''== | |
− | ==Weird Axis== | ||
This measures the chaotic anomalies that differentiate Shadows from similar ones. It means a Shadow is closer to the Courts of Chaos than it should be given its traits. The Weird rating should be based on the most prominent/powerful anomaly. If the Shadow has two discrepancies of equal level, then it can be bumped to the rating above. | This measures the chaotic anomalies that differentiate Shadows from similar ones. It means a Shadow is closer to the Courts of Chaos than it should be given its traits. The Weird rating should be based on the most prominent/powerful anomaly. If the Shadow has two discrepancies of equal level, then it can be bumped to the rating above. | ||
Details covered by Tech or Magic don’t justify a Weird rating greater than zero. For example, zombies are not an unusual thing to have in a magical world, so no Weird. In a modern Earth with no magic, though, such as The Walking Dead setting, they are, especially if the technological “explanation” is clearly handwaving. Seers or people with the Sight don’t merit a Weird rating if the origin of their power is magical. | Details covered by Tech or Magic don’t justify a Weird rating greater than zero. For example, zombies are not an unusual thing to have in a magical world, so no Weird. In a modern Earth with no magic, though, such as The Walking Dead setting, they are, especially if the technological “explanation” is clearly handwaving. Seers or people with the Sight don’t merit a Weird rating if the origin of their power is magical. | ||
− | Shadows located between Yggdrasil and the Courts of Chaos (see the Merlin Asks sidebar in the next page) tend to have strange physical laws, even if their Weird rating is zero. Examples include anomalous gravity, chemical oddities, cosmic aberrations and so on | + | Shadows located between Yggdrasil and the Courts of Chaos (see the Merlin Asks sidebar in the next page) tend to have strange physical laws, even if their Weird rating is zero. Examples include anomalous gravity, chemical oddities, cosmic aberrations and so on. |
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The names of the level are just examples of conditions for that step. | The names of the level are just examples of conditions for that step. | ||
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• '''Mythoic:''' insanity-inducing, dimensional-bending cosmic monstrosities can be found here. | • '''Mythoic:''' insanity-inducing, dimensional-bending cosmic monstrosities can be found here. | ||
− | • '''Cross-Shadow:''' these Shadows are so close to the Courts of Chaos that the boundaries between realities are tenuous. You can find worlds that are a patchwork of different Shadows. Cynosure, Sigil, Nexus and such exist at this level. Here you also find Shadows that are permissible to all technologies and/or magical traditions from other realities. | + | • '''Cross-Shadow:''' these Shadows are so close to the Courts of Chaos that the boundaries between realities are tenuous. You can find worlds that are a patchwork of different Shadows. Cynosure, Sigil, Nexus and such exist at this level. Here you also find Shadows that are permissible to all technologies and/or magical traditions from other realities. |
− | + | ='''The Map'''= | |
− | =The Map= | ||
Patternbound includes a spreadsheet that functions as the map in which these coordinates are plotted. In order to facilitate the inclusion of new worlds by everyone, there is now an online version of the spreadsheet. | Patternbound includes a spreadsheet that functions as the map in which these coordinates are plotted. In order to facilitate the inclusion of new worlds by everyone, there is now an online version of the spreadsheet. | ||
− | + | It can be accessed here. (tbd) | |
− | + | ='''Shadows'''= | |
− | =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. | 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. | All write-ups include the author, unless it was made by me, in which case no one is listed. | ||
− | + | =='''Arcem (from ''Godbound'')'''== | |
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'''Coordinates:''' 6315 (Very High, Renaissance, x1, Superabilities) | '''Coordinates:''' 6315 (Very High, Renaissance, x1, Superabilities) | ||
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'''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. | '''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:''' | + | '''Notes:''' 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) | '''Coordinates:''' 4568 (Normal, Early Modern, x100, Mythoic) | ||
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'''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. | '''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'''== | |
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'''Coordinates:''' 0610 (No, Modern, x2, None) | '''Coordinates:''' 0610 (No, Modern, x2, None) | ||
− | '''Tags:''' Modern | + | '''Tags:''' Earth, Modern Day, Corwin/Flora |
'''Description:''' our world in the “present” and where Corwin spent 400 years. It was also Flora’s personal Shadow for a while. | '''Description:''' our world in the “present” and where Corwin spent 400 years. It was also Flora’s personal Shadow for a while. | ||
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'''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. | '''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-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. | |
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− | ''' | + | '''Note:''' these Shadows are Slow Time to represent the “compressed timeline” aspect of these comic book universes. The cinematic versions of these may have lower Weird. |
− | + | =='''Federation/Republic'''== | |
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'''Coordinates:''' 0814 (No, Space Opera, x2, Themed Powers) | '''Coordinates:''' 0814 (No, Space Opera, x2, Themed Powers) | ||
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'''Note:''' there may be a case for Republic to be Weird 5, given the vast array of abilities the Force provides. | '''Note:''' there may be a case for Republic to be Weird 5, given the vast array of abilities the Force provides. | ||
− | + | =='''High Castle'''== | |
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'''Coordinates:''' 0613 (No, Modern, x2, Paranormal) | '''Coordinates:''' 0613 (No, Modern, x2, Paranormal) | ||
− | '''Tags:''' Nazi | + | '''Tags:''' Earth, Nazi World, 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. | '''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. | ||
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'''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. | '''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. | ||
− | + | =='''Middle-Earth'''== | |
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'''Coordinates:''' 5210 (High, Medieval, x2, None) | '''Coordinates:''' 5210 (High, Medieval, x2, None) | ||
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− | == | + | =='''Planetary'''== |
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'''Coordinates:''' 4617 (Normal, Modern, x2, Cosmic) | '''Coordinates:''' 4617 (Normal, Modern, x2, Cosmic) | ||
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'''Tags:''' Wildstorm, Super-Heroes, Secret History | '''Tags:''' Wildstorm, Super-Heroes, Secret History | ||
− | '''Description:''' | + | '''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. |
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− | '''Note:''' | + | '''Note:''' The setting of the Planetary comic book. Unlike the Marvel and DC universes, there's no "compressed timeline". |