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🎨 Creative Cause I'm getting older: 101 worlds in an interconnected (science) fantasy multiverse

MoonHunter

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Parts of The Patrol that I have not mentioned in any depth are The Guardians and The Rangers.

The Patrol in general are rank and file TransD people, that are highly trained in combat, investigation, and the quirks of TransD existence. They are a combination of Police, Spies, Spec Ops, and a scholar of TransD science/ ways. None of them are as good as a given specialist, but they are good enough to deal with everything. While people are prone to think of them as mooks, they are minor if not major characters. Also remember that they can be hypnotrained for various skills, languages, and such, to be perfect for a given sphere.

The Special Patrols run specific regions, such as Otherwhen, The Road, or a given space. These agents could be mooks. They now their tiny corner of the *verse so well, they are an expert there. Pull them out of their regions, and they show their deficits. The exception to this might be Road Patrol, given the sheer size of The Road, they will be trained to a level almost beyond a Patrolman... with a specialty in the area they frequent.

There are more quiet special patrols (not quite secret). They deal with Astreal Zones, The Dream Realms, certain Fey, or a particular kind of crisis (TransD Thunderbirds, Worm fighters, Following certain Celestial/Dio beings, etc, etc)

A Sheriff runs a given region of The Patrol and Special Patrol. Some spheres have a Sheriff in charge of patrol operations.

The Rangers: These are individuals or small teams of Variants.(*1) It is a division of The Patrol that handles exotic situations, normally beyond the abilities of Patrol or Special Patrol agents. Variants are innately capable and useful tools. They can handle many a situation beyond the normal. Unfortunately, Variants are usually behind events beyond the normal. Most societies do not look upon variants favorably. They tend to disrupt the social orders and sometimes the ways of their worlds. Politely they might be accepted, but they are seldom embraced. (Think about super heroes and how the government or society sometimes embrace them and sometimes they blame them for everything/ throw them in prison/ or chase them down with pitchforks and torches/ shotguns and pickup trucks/ grav sleds and pulsars.) They are often marginalized, thus fall into lives of crime or desperation. Variants are the boogey men, much like The Rooks or The Family. The Rangers are assigned to are as usually far enough away from their Homespheres that the stigma of being variant would not be active. If you traverse far enough, people just assume you are a normal for your sphere.

(*1) Marvel Comic Fans would call them Mutants. They could be mutants, mutates, hybrids (people and some super species). Some Variants are metaforms, while others have exotic magic, mind powers, cybernetics, or just abilities beyond the norm for their sphere. These people may or may not break the way of their world.... but they will generate D-Stress because in reality, they don't belong there.

Guardians: These are the Elite of the Watch. They are just like the Watch, with perhaps more training. Upon being awarded Guardianship, they are given a gryphon feather and a D-Matrix tool. With the Bands, they have TDE abilities beyond what is normally possible. If they can amplify the use of the Ways, thus can be nearly Meta Level in a metaflow, or superior power user in those flows, or even tech abilities/ skill bonuses in those ways. They go into the most complex situations, being a Society equivalent of "a movie action hero". Some Guardians are variants, but most are straight up patrol agents. (*2)

(*2) They are a great deal like Green Lanterns (James Bond if he was a Green Lantern or Nova Corp member). In Metaways, their abilities include solid energy creation and manipulation. However, if a Green Lantern left a Meta Flow set of spheres, their powers would stop. Not so with Guardians. D-Adaption is a potent ability anywhere. The ability to use any "way" on a sphere by D-adapting themselves to the sphere. Teleportation, while not as fun as flight, is a useful movement ability in less flashy situations.

*These notes will be transcribed to the blog entries eventually. Rangers and Guardians are there for "super hero" chronicles in the greater *Verse. You can run a police, or special operation, or espionage like chronicle with Agents, Special Agents (which are actually ranked lower than Agents), and Rangers.
 
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MoonHunter

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Chronicle Frameworks: These are the ones I think would be good fun. There might be more...

Waunderers: These are people who stumble through the veil and somehow obtain an ability to traverse the spheres (with varying degrees of control). This is the default format for the TransD setting. Players/ character will slowly gain more and more experience and connections, slowing becoming part of TransD Society.

--- -0- ---

Patrol Agents: You can be attached (working in a given station or location set), unattached (able to go anywhere on business), special (my job is this specific location with its unique properties). Find an interesting place (or set of places) to patrol and let the Agents loose to protect it from all comers. In my mind, if you are not a waunderer chronicle, you are defaulting to Patrol Agents.

Patrol Agents - Rangers/ Guardians: Like Agents, but with cooler characters. Agent chronicles can slowly upgrade to Ranger/ Guardians. Ranger Groups are usually rescue teams, retrieving accidental or lost transD travellers and equipment.

Armsmen Order: Another day in the life of a warfare specialist. You are hired as extra guards or as military forces against a given foe. Your adventures are missions or special events in the daily grind of battle and blood.

Clanners: You are all part of a given clan. Unlike most of your clan that might travel now and again, your work for the Clan requires you to go many places. You may be some kind of troubleshooter or you might be another kind of specialist. This chronicle set up usually requires everyone to be of the same clan.

Collectors: Most companies are procuring resources. Now when it is business to business, it is usually a Raptor clan project. Sometimes you have to dig it up, cut it down, scoop it up, and so on. Big economy things will be based on companies (which may or may not be Raptor or some business clan).

Then there are peoples who gather things and bring them to market. Collectors obtain what they can. Some call them scavengers, others scoopers, others call them rabble. They go searching for a good score, based on their sphere, their skills, and their equipment. So they will be salvage teams looking for space junk, dive teams looking for goods, night flyers who come down and collect bio-extract from herbivores herds, and so on. Some come swooping in when a world is breaking down and gathering up good stuff. Others just thieve things that people won't notice for a while and don't quite violate Society Law.

They are all covered by The Collector's Order. So a group of people with some equipment and a D-vehicle of some kind (or the ability to Traverse through spell or such) charter together a group and go out in search of things that will bring in EUs. Some Collector Crews are short term, one shot things. Other crews keep going ad infinitum, bringing their children into the business.

Crew: You are all the crew of a ship (which may or may not have regular TransD Abilities). You are probably of the same clan, but not all of you. As you travel, you will experience new and interesting things... and some of them will lead to dramatic situations.

Family Crew: Well, we all can't be on the right side of the law. These are your organized crime characters doing their jobs.

Operatives: You are freelancers. People pay you to solve problems or gather information. Some of this is semi-legal, others of it are of questionable legality. If you work for a clan or a ministry, you might get some special protection. Some of you are just hired for a general job and as long as the EUs roll in or the contract is honored, you keep doing the job.

Scribes: You are government employees/ Council employees. You work for various ministries, often all of you from the same one. You are out doing things for the Council. Most of it is pretty mundane, but sometimes it can be interesting. You will normally be Scribes/ Clerks, Patrol Agents, and maybe an Operative or two in your group.

Trailblazers: Your job is to scout "new spheres", find new trods/ realms, and go places no one has notably/ legally gone before. You go there, you find out as much as you can, do a survey, and bring the information back to the Cartographers or your employer..



Again, This should go to my blog postings about this setting. However, it should be here for people to see some possible options.
 
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MoonHunter

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110) A Repost from https://forum.rpg.net/showthread.php?801344-101-Birthday-101-Fantasy-Setting-Campaigns

Erde

Erde is a low magic fantasy world. Its' realm map, the physical map, is not much different from Earths. However, there are collocated lands. You travel away from stable, populated lands, like deep enough in the forests or high enough into the hills or far enough into the ocean, or just that under traveled shortcut road, you will leave Erde (the Realm) and find yourself in a Near Realm. These near realms will be similar enough to the realm lands around them in appearance and terrain, but there will be differences.

In the Near Realms spells of sorts will work, magical creatures might occur, and things can be mighty strange. It is the way of Erde that if you travel anywhere over a great distance there is a chance of moving into or out of a near realm. Only those with pathfinding abilities can ensure you avoid, enter, or leave Near realms.

Note: If you travel far enough through a Near Realm, you can reach the Far Realms – where things can be very, very different.

Elves and those who are pathfinders can negotiate the realms, easily allowing people to get from point A to B without getting lost in a near realm. The Northmen are thick with this talent, thus their ability to sail such distances and not be lost. The Elves tend to live in Near Realms, making the villages and town hard to get to without a pathfinding gift. They universally pathfinders.

The general historical trends of Earth replayed on Erde, with some differences in the details. It is 1420 by local reckoning. The boundries of known world are those of the ancient Empire of Alexander. The Great Empire, after Alexander, is a forgotten half memory, having fallen nearly 1000 years ago. Still bits of ruins and traditions hang about. The Church of the Twelve (The Twelve are the Followers that founded the church after The Martyr taught them the Holy Ways) has not been as successful in converting everyone. In the last century or so, there has been new sects and new schools of thought. The Faith finds itself warring among itself and having these conflicts echoed in the real world as Orthodox forces and either the Reformed, Localists, or Charters, sided forces fight. (The prophet sect is common in what we would call North Africa and had on and off conflicts with the Orthodox faith for the last three hundred years.) The Elves and Northmen are still generally pagan or those still following the old ways. The Elves are common in the Germanies, Northern Lands, and are most common on the Isles, north and northwest of Europa. On the Isles, they live with closer to the Humanity than on the Continent. The Northmen were once only feared raiders.... now they are feared traders with the Nordian clans raiding still. Kingdoms are moving towards Nations. The Germanies and Italies are trying to unify their factured principalities. Various ruler are hitching their star with the new ways of faith. Trade is begining to bloom, as pathfinders and map makers work out best routes.

Magic in the realm is just a matter of probability shifting (changing the chance something will happen) and the occasional "insight"- knowing things they could not (including the future. The Faith. the Hospitalist Order of Monks mostly, uses magic to improve healing. In Near Realm, shaping of things, moving with the mind, and sending of thought are possible. In Far Realms, great magics are possible... sometimes those magics escape to a near realm. (Note: One Order of Monks, the newly claimed Celestines, have found a path to a Far Realm that is "close to God's Heaven", full of Celestials (angel like people). They are the current fuel to the conflicts in the Faith). Pathfinding is an innate magical talents, much like luck, bardic music, healers gift, and beguiling beauty/ voice.

Elves are people. Okay, they tend to be a little shorter than average, with blonde hair and very blue eyes, but then the Northmen are just tall with blonde hair and blue eyes. You can tell by looking at one that they are an Elf, much the same way you can sush out someone from The Italies or Espana. Their lands confound the cartographers being near realms, but on the continient they are mostly in and all around the Germanies. (There is a bunch of near realms in The Isles, and sometimes they live in the Realm as well). They have a knack for magic. It is common for them for they do not have The Faith looking over their shoulders for magical sins. They do have a strong crafting tradition, their goods are something special. They don't do much metal work. That is for the Dwarves, the shorter elf folk from the North (contrasting with the huge Northlanders). Elves of the Isles (and sometimes elsewhere) have a knack for the bow and a fancy dancy fighting style much like the Espanairds and Italian duelists (Fencing and a Kyu-jitsu like bow martial art). They don't truck with Fire arms (Muskets and such), but give them some time.

If you want to add Trolls as a big strong people from the Near Realms who venture out into the Realms, then that would be okay. In region of the Golden Cities of Old (i.e. Greece and lands east), there are near realmers that are half men half beasts (satyrs, centars, mermaids, and such... with the occasional one walking in the realm (and weakening a bit if they do).
 

MoonHunter

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I found a thread that fits well with this thread. It is Encounters on an interdimensional roadtrip

Now the thread was a mix of things that would happen on various worlds and what could be on The Road.

The Road? Oh here... read this....

The Road (14)? It is one of the main tools of TransD society.

The Road is a transdimensional pathway. Given enough time and effort, you can travel to any sphere or realm. It just takes a little TDE or just the perfect timing... or a map that has made the trip. (Okay a vortex manipulator will do... but they are more of a travel aide.) The Road appears to be a road of the same location or era. The vehicles are varied from 28th century atomic cars, to 1950s caddys, to horses/ carriages, flying carpets, dragon mounts, and sandals. There can be stores, fuel stops, and rest stops along The Road.

Note: The Main Roadways take you from the void to the twenty two key worlds to The City. The Roadway has branches, off ramps and turns. They take you to dimensions based off the key worlds. (There is the key bend that occurs on Earth line - being a prime alternate of great dimensional strength - has so many worlds exit off of it. (Plus a number of "short cut side routes" that are linked to it through dreams). Many side roads are paths that follow things with the same key vibration - (scales road, takes you to all the worlds with strong dragon vibration/imagery with worlds you can reach via other routes).

The Road is its own space... which is odd because it is not a realm or sphere. While there are fringe points that are colocated with a reality, most of the road comes from "no where". Isonic friction occurs where dimensions butt up against each other, where weak points - bridges and natural portals occur. Since the isonic vibrations are associated with roads, it appears as a road of that dimension and location.

Each Clan protects The Road (and side roads) around their regions. The Patrol outriders runs up and down the road, from the City Depot down to the void. They look for those in distress as well as enforcing Council Law.
You know, a Car Wars esk Trucking chronicle, based on The Road, would be kind of cool.

This was all originally inspired by Zelazny (though his was limited to time).



https://en.wikipedia.org/wiki/Roadmarks
 
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MoonHunter

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It has been two weeks since I posted in this thread. I think I just started going through withdrawls. I was thinking about writing up some non-Society worlds, but that would be another thread.

"Oh look, someone thought we needed 101 more locations in The City". Well just the itch I needed to scratch.
 
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MoonHunter

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33) The Ken Studio of The Arte is a post all about The District Notes.

District 1 is "inside the comma" of District 3. District 3 was probably the first district that manifested here in Otherwhen, with everything else spiraling out from it. In District 1, there has been the civilization pulled from various places through the 20 portal points that exist (All are standing gate points, none are periodic). The Twenty became the foundation for TransD Society. People from The Twenty explored out beyond their district (Zone in the old parlance) and found the other districts and their peoples. It was they who found The Road and how it also connects The *Verse. It was they who perfected The Arte and stumbled over D-Drives (the last point is contested).

District 1 is very urban and developed now, but still has the "hodgepodge charm" of millennia gone by. The buildings and features all come in a wide variety of styles and designs. Buildings are clustered tightly together, but seldom built up high on top of each other. The streets are still wide, but there are many pedestrian roads that are not. It is a place of Any Ways (but top octaves (hypertech, hypermagic, etc) are not possible here.

Note: Most of "the historical buildings" from so long ago (like the long house where the first Council meetings were held) were torn down and built over. To the people of the district of that time, they were just old buildings not things of historical importance.
So Now I have 20 more worlds to do. I might not do a full write up for each one, so it will be an expanded list at worst. These twenty worlds needs to meet two criteria: 1) Must represent a main genre of gaming and 2) should be a location where a Clan could have an origin from.
 

MoonHunter

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Pile of spheres...


Note: The Wolves, specifically, did not come from The 20.

Silver List of The 20

* Terra: Atomic Future (system space, rockets, jetpacks, and beamers) Comets

* Sapphire: A world that looks like a Roger Dean Cover. Mostly covered with ocean, dotted with archipelago islands, full of wonder. (Magic and Ships... some Dragons and Dolphines) It is a Machi Echo (like a Camelot Echo).

* Gearde: True medieval Fantasy - Rook Home (Darker fantasy). All these thousands of years and still a mud slogging medieval world.

* Albion: King Arthur's Kingdom did not fall due to outside influences. So shinning knights with some modern touches tucked away in back (Okay, we need an order (or three) of noble knights hiding in the listing....)

* Old Earth: An Earth (Dominion) - no magic. Opens up in Canada. It is a Raptor home. Pre Great War way back when. It is currently a pulpy 30s adventure feel to the sphere. Dieselpunk tech.

* Greenlands: It is a jungle earth - full of dinosaurs, ice age critters, primitive peoples that have been developed up to the 17th century over the last few thousand years, mostly through Old Earth here (their gate is right across the way... so it was the first thing they encountered) The Raptors used its resources as "capital" to make more things.

* Cambrian: A world of nobility with magic. Magic Knights and Wizard Lords. Strangely enough, not much has changed here over the millenia.

* Eretos: Greek Heroes realm. Star Trek Philospher Run Universe. Where the core Crystals come from. It looks like an atomic future world now.

* Erth: an Albion world with tech. Steam Punk More magics than normal, so fantasy bits. Technology has moved on a bit, but it is still mostly mechanical/ clocworks. The course of this wold was changed when they encountered the knights of True Albion.

* Teree: A Teree with more magic - Wizards and Swordsmen.

* Shendan: A sphere with a great deal of classic manifestation and many colocated fey realms.

*Ebido: A world of importance in its slice. It has been a world at war in some way or another since the beginning. Then it was Mecha Knights defending the world from Insectoid INvaders. It has been space battles, but still Knights/ honor warriors defend it. The Basics are Blue here.

* Earth: A meta sphere. Where the Super Beings decided to take over. Now we have a meta level nobility running the show. (And some genetic rebels out there). They don't come over very often, since they find their powers diminished. (This world colored Society's view of Meta/ Variants from the beginning.)

*Hel: It is a world destroyed by some cataclysm. Hard to exist there for long. Some life scrapes by. But it has been a few thousand years. The ecology is coming back. Some Panthers and Wolves are exploring and colonizing... helping the mutated survivors.

*Talamh: A sphere stuck in the 1700s. The gate comes out of some standing stones, out from the middle of no where. Nobody wants to live near the gate as it spits out things not just from District 1. Most of these things spit out are either "variants" or supernatural kinds. The world is full of supernatural kinds... hiding in plain sight.

*Zhōngjiān wángguó: A middle kingdom dominated sphere which uses The Arte and Chi. It has developed greatly in the last few thousand years. While maintaining much of its proper character, it has slowly adopted technology up to its transhuman maximum of tech octave. It is not the home of The Lanterns, but they do have a strong presence here.

*Deedol: This is a post cataclysm world. Society lived in the ruins of the great society before it. They scavenge technology and utilize the animals that remained. It was one of the core societies that helped form The Spiders... because here, there are giant spiders used as pets and beasts of burden.

*Creea: An a'Lantean sphere. Here The Great Disaster was more of a fizzle. It is a place of psi tech, crystal tech, and anti-gravity (these people love antigravity, like Philly loves Cheesesteak, and will use any excuse to use it). Some people joke that they would leave their sphere more often if their antigravity chairs, tables, and rafts would work in more places. Spiders and Proto-Crystals

*Terra: A Rome Dominated World. It looks surprisingly like Earth of the 1920s at this point in time. Elements from this world fell into many of The Clans and Orders.

*Delgania: A world which seems to be pastoral and full of Greek Styled temples, buildings, and such. The beings that live there are actually Spirit Beings, evolved to a higher level of existance, who could treat a local reality like a child treats a box of legos. Their slice is one of a Stellar Confederation. From time to time, a party of Fleet members, finds its way through the gate because some Delganian thought it was "a proper thing to do".

Any suggestions?
 
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MoonHunter

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I am happy and unhappy with that list of 20. It does give some of the elements needed to create The Clans and Society. It was originally supposed to be representative of 20 key gaming environements. I am beginning to think that I should stick with foundation. Still ideas to work with.
 

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131) Shanada Three Red Diamond (limited quarantine, but all fey are eliminated.)
Carcosa/ Insanire- Hastur Also a Ectoline

Like Camelot of Albion, Tanelorn of The Green, or Machi by The Emerald Seas, Carcosa is a manifestation of the True City - the mythic pulse that brought forth Otherwhen. Carcosa produces echos through *Verse, like all of them. While Camelot and Machi shape other worlds, Carcosa like Tanelorn bring echos to it.

The pattern of Carcosa (its equivalent of The Arthurian Cycle) is one of love, beauty, the King of Yellow, and the spiral of madness because of needs frustrated by honor and drives of others.

It is a City No More. Its beauty is unparalleled still, though there are no more living people there.

The Ghosts, bound to the cycle and the city, still exist there. Any who travels there might be caught up in the ghosts' playing out their last season - forever doomed to repeat it.

Very special Rangers act as a rescue squad to rescue those who accidentally traverse there. They also attempt to close all Trods from any Realm to here... (often sanitizing The Realm before it can spread its Madness. Wonderland Echos are some of the few Insanire realms that are not forcibly corrected).

There are those across the *verse who are drawn through trod and roadway to Carcosa... so to either live the madness or possibly break the cycle. Some are souls who had a splinter once here. The EctoRangers will rescue them, or try... but many are too far gone by the time they get here.


51) Cartographers to the Yellow Path

The name is much more poetic in the original sanskrit. These are people, usually of a magical orientation, who have had "The Dream". (*1) They have felt the presence of Carcosa. Carcosa is one of the manifestations of The True City - like Camelot, Tanelorn, and Machi. The Dream of the City was broken by Madness (like Camelot was by War/ Love, Tanelorn by Dust/ Time, and Machi by Faith/Greed). It echos across the tapestry of existence. Souls that have been touched by it are driven to find a way there... through space... through time... through dimension. These scholars and magic user search for others who have dreamed (as each has a part of The Yellow Key to Find it), artifacts touched by it (or were part of it), and for pathways that could bring them closer. If they seem driven, they are. If they seem mad, it is because many are. Standing between a Yellow Cartographer and a clue results in them taking any means against you to reach The Clue.

(*1) Yes, there are members who search of academic or personal reasons, rather than The Dream. If they get close enough, they receive the dream.
 
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MoonHunter

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132) The Labyrinth I thought I had written this up... but I missed it I guess.

Not quite an Infini-realm and a bit like The Road and the universe of doors and stairs, The Labyrinth links a VLN spheres and realms. It may link everything or at least more than The Road. The disadvantage of this realm is it is hard to navigate. There are no simple paths or maps. It requires an affinity or knack to utilize this realm of walls, hedges, and narrow pathways, to easily find your way anywhere. Those without experience or knack, the process can take quite a while... if not a lifetime.

The Minotaurs live through the Labyrinth, much the same way The Gargoyles live through out the *Verse. They can use its power to traverse to and from the Labyrinth - in a way much like The Arte.
 
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