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

MoonHunter

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23) Agros

Agros is your standard Dragon Clan World. Magic Ways of course. (Note: What makes Agros interesting is that while the locals follow their traditional parahermetic magics, any mode of magic will work here.) Technology is pre-steam (though a great deal of wind and waterwheel use). Feudal in political stance, where various cantons are given out to magical elites in reward for service done, service done by the family, and political needs, by the Mage King (Local Clan Leader - who usually does what the Grey Council - The Dragon Clan Council tells her to do.). The lesser nobles, the knights and Men at Arms, are servants to their lordly patrons, enforcing rules and protecting people from the occassional monster. Non-Noble people have a small spells (cantrips and charms), but the for the most part... it is your normal feudal collection of freemen, boundmen, and serfs. Everyone has a patron who grants them things and whom they owe services, as defined by their contracts. The world is in the Alemanic flow, so it is very deep wooded, cool, and stern in outlook.

Like most magical worlds, there are your occassional demonic incursion by a Dark Lord, but like most Dragon Worlds... it is well defended and the clan, as always, is adamant "about the line" no Demon shall pass. There has been no lasting demon war (just demonic skirmishes) since The Dragons have taken over the world.

For those that are paying attention to these things, worlds like this are the great power of The Dragons in the Council. They have dozens of these worlds, with each person under their protection (World Members and Protectorates), counting as partial votes as when compared to travelling members, granting them political power in The Council.

On last element of note: In the White Northern Tundras, there is a large colony of Kern (Wolf People). They were taken in by the Dragons in trade for political favors from The Panthers. Mostly, they live apart. They are still Dragon Protectorates. They will occassionally go south to see what is there. They will even go through the gates to see what other worlds there are. (Since they are Dragon Protectorates, they can not be banned from Gate use... but they are not encouraged.)
 
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MoonHunter

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24) Blue Fleur

This is a beautiful green world with a notable amount of ecodiveristy and biodiversity (much like Earth). It is a moderately populated world, which for a Wolf Clan World, is heavily populated. The Wolves use dispersed farming methods and some aquaculture to feed their people here. (Only the coordinators are members of the Farming Order). The technology is akin to the early steam age (1800s). The steam buses follow the few semi-paved roads and link the various communities, with the occasional portal rings for transport farther.

The world's ways are why this resource rich world is a Wolf World. Small scale, low impact high tech will work, but the greater the impact/ size of the technology (or the number/ concentration of tech), the greater the Warp Storms it attracts. (An Intensity Way). The World is green and only allows bio-magics (plants and animals), thus when there is D-Stress from too much tech or too intense tech, the "monsters" from other dimensions with more empowered ecologies (such as the one true dragon) that emerged from the storms can be quite... dangerous. (Actually the biggest danger to the planet was an invasive species of lung fish that infested the waterways after a warp storm... it nearly killed off the ecology.)

Blue Fleur is named after the blue poppy like plants that florish here. They are scattered everywhere. They are planted decoratively where there is civilization, and along the main roadways. Many of the locals identify strongly with their world, so they will have small blue fleur tattoos. Those that are trained here will also get the tattoos.

The main "city" is Greater Prairie. It is an area with three dozens clusters (villages) in a relatively small area, where they have to import food from outside the cluster zone. This is where The Flyer Field is (alcohol powered autogyros for emergency use).

Greater Prairie has The Blue Tower (which is only three stories tall). It is the primary location for The Clan to teach Green Magics and Bio-magics (there are often Dragon adjunct teachers and students here).

On the very edge of the clusters, actually in Lesser Prarie, is the Gate Terminal (with magical rather than tech gates), which leads to off world and the four other on-world gates. (The locals can all tell when the gates activate, as there is a quiet thunder like rumble "in the distance" as the way of the world are stressed.)

Lesse Prarie has the medical and research center, such that it is, for the sixteen large xeno-preserve bubbles that dot the eastward plains. Mostly they triage creatures and package samples, then send them to other places where they can do "proper analysis". However, they will sometimes "buckle it up" and do things that are just beyond what should be expected given the ways here.


This world has been in the Wolf Fold for over eight hundred standard years. In the last few years, there has been a major presence of Crystal Clanners. The locals grumble as they cause all that thunder activating the gates more often than they should be (and sometimes they use van like shuttles to transfer in and out). They are here for a rare prize. Tucked away in the Southern Lands, one inconvenient gate jump away, is a Forerunner Site. Forerunners culture spanned the *Verse before The Clans and Society came into being, which means most of their sites are tens of thousands, if not hundreds of thousands, years old. They are the ones responsible for the D-Matrices and a number of unique dimensional artifacts. Here, tucked away in a small high altitude valley, is a cluster of hexagonal buildings, with multicolored crystal pylons inside. It is a rare well preserved site with artifacts that have never been seen before. They are doing intense research here... and they are always verging on a warp storm (just too much tech active in an area). There are always dispersed high purple clouds with the occasional lightning inside the clouds in the mountains. Their studies seem to be on the edge of great advances in D-Technologies.. well worth inconveniences (or dangers).

The rumbling of storms is a common sound in the Southlands and becoming more common all over the sphere. This has become a point of contention between Wolves and Crystals... so much so that they are restricting the Crystals greatly and may eject them from the sphere.

Once The Wolves find out that there have been "tiny incursions" from the warp, all research here will end. The Crystals are cutting corners while running against the clock/ discovery.

Sometime soon, the Crystals are going to accidently unleash a massive warp storm... which will cause such havoc that the sphere will be forever changed.
 
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MoonHunter

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From the posts of Infinite World Musings
Earth aka Neptune's World
This should be post 7B

There is a reason that world was added to this thread. Other than just being a great place to travel to, there are things going on in the background. This is why Waunderer's Way is a great meta setting... it can be running in the background of any game world. It just depends if you are "in the know" or if one of the TransD elements make a big enough splash that you notice them (though they will have covers, sometimes very flimsy covers, that will make sense to those without knowledge of Society... Which is more believable, Industrial Spies hired by a European Consortium or Aliens from a different World?).

If you were reading this as a supplement, you could run this straight without any TransD elements - because lets face it they do a great job of hiding themselves/not bringing attention to their secret nature. A big percentages of the characters would have no contact with a transD element anyways. These are just in the background. But if you want it in the background or want it to impact characters... here is what is going on.


This is a sphere has a strong Dolphine and Spiders presences on it. This worldline (more accurately one mad man on this world line) has developed aquatic technologies that can be produced at much lower tech octives than normal. These new techniques attract the Spider Clan, while the products attract Dolphines. The Patrol Scouts are still surveying the world, trying to determine if this technology is open (usable at equivalent tech octives) or ways (can only be used on this world because of the reality rules.) (Note: it seems to be transferable).

There are bills brought up infront of the council about "notable clan activity and interference" before a proper survey can be done by the scouts. Mostly this is political wrangling, trying to tie up The Dolphines or work a trade or compromise of favors, with other clans.

The Dolphines actually have several enclaves as well as business units here. Their sites are all using local materials (mostly). The only things that are off world are the hoppers/ sleds. That is the official word. The Clan Leader, one Elijah, is trying to cement his clan's control over the sphere (as a protectorate or semi-open world). He needs to expand quickly and ensure that it will. Thus there may be (are) some materials or bioforms that do not match the sphere. Depending on the severity of the OOP items, it might warrant Patrol intervention. Still these colonies are growing and developing nicely. They are serving as strong bases for the Dolphines' expansion and plans.

The Spiders are simply engaging in appropriate industrial training and espionage. They tried to strike a deal with The Watch to gain contact with Dr Neptune (or at least an insertion), but that failed. (Most Claners and members of Society do not know The Watch eists. The Spiders seem to have it more as an open secret, not discussed with Out-Clanners. It may have to do with The Spiders discovering various Time Travel related technologies over the centuries.) The Spiders are also attempting to purchase several companies on this sphere. They are working with a team of Sword Clanners to do so. (It seems The Sword Clanners have been active here before.. (and before the Melt) They will use Greys as agents.)

If you want to weave other clans into this sphere, you can.

Spider notes This clan does not get much love.
Many clans use Technology (and manufacturing) of The Spiders, the way they use Magics of The Dragons. They are things they need and purchase them with resources or favors. So many of the cool items that a Society member might have, are made by Spiders or Spider sponsored subsidiary. (General items are usually made by Raptors or other business orriented Clans/ Orders, or simply purchased or imported from conventional sources). Spider Items tend to be imported from other sphere (still made by or owned by Spider Operations). They have ideals of craftsmanship and major customization over bulk numbers. While they will do mass production, mass production is for putting "most of it together" so it can be done as they go.

They are also about Science... applied science. While Crystals are all about expanding knowledge and pushing away frontiers, Spiders are about "Cool, what can I do with this." Spiders tend to focus on Cyberwave spheres (cyberpunk), Steam sectors/flows, transhuman sectors/flows, and share space with the Comets in space orriented spheres. (Despite Dragon issues, they are also in Technomagic Way Spheres.) Anywhere the tech octive moves past the mid 20th C of Homeline or there is a Powerform that uses a Tech like focus (like some Steam/clockworks), you will usually find Spiders.

You also tend to find Spiders on worlds in the Supers Flow. Most of that hypertechnology does not work (or work very long) outside of those flows/ sectors, but it is interesting to work with.


Who does synthetics... bio goods. Wolves would find it in their domain, but many find the idea distasteful. (Perhaps only one branch of the clan does it.) Spiders might do it, but it is not their normal thing. Raptors could be all over that, but lack the expertise. Maybe the Crystals do it... because nobody else is and they have no qualms about it. It could be their revenue stream.

Note to Self: Raptors are all about shipping and trucking. Import and export of goods and materials (services, besides banking, are usually from Orders or other groups.) are their main businesses. Transportation systems allowing them to sneak in and out materials and good from closed or semi-open spheres, as something gets on a train and goes somewhere else. They are the reason that Cargo Containers seem standardized across all the *Verse. They are mostly in the transportation service (even if they are producing the goods or developing the material).
 
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MoonHunter

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4b) from Into the Stellar Age

This is a Comet Zone... they are very into the Atomic Future Sectors.... where space travel is easy. They sponsor several blister colonies in the Mid and Outer systems. They use them as transfer points using transD active vehicles.

They use the various domes around various planets as transfer point. The advantage of Space Bases is that they can transition in and out of a dimension, but the people of the core world are totally unaware of any strange activity. The Saucers - space vehicles that utilize TransD drive technoogy - then can slip in to the desired world.

The Big Comet advantage is that they are not tied to Spheres. They can be in the same quantum zone as a sphere, but completely separate.

One thing that needs to be mentioned is that most True Worlds (Important Worlds of a given dimension) are not in the Earth Spot. Sometimes you can travel between different planets in the same dimension faster through transD travel to true worlds than via space travel. For example you could transfer between the Star Trek Federations key worlds plus Organia and six or seven other worlds in that galaxy. The Comets can use their transport speeds to their advantages. (Note: The reverse is also sometimes true, where a warp jump beats travelling through several TransD jumps to reach that far out.)

One thing last thing to notice... There are a ton of Earths in the Verse. Mostly if you are looking at the temporal tapestry... like they do in GURPS IW. Those worlds are all the same (or nearly the same... there are minute differences) because the key sphere in their dimension... the lynch point sphere... is somewhere else. For TransD travellers there would be almost no way to get to those worlds. For the Comets they can transfer to the key sphere and travel there.
 

MoonHunter

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25) Frigia (one of those Frigias) X2.13.22.45.x6

Frigia isn't a sphere, it is a realm... a fae realm at that. It is quite large and quite stable, as these things go. The mountainous tower of ice in the near the center of the realm anchors it (and has teathers to six nearby spheres and regular periodic gates to those spheres.

This Frigia is unique as it has Five Fey Lords, though only one has the title of crowned ruler - the White Queen. They all agree to obey The Crowns theme and ways. Thus this realm is consistant to a sphere dwellers eye (unlike most fey realms with more than one Lords).

It is an eternal realm of frozen tundra, vast pine forests, valleys, and mountains. Even when it is a comfortable 50 degrees, it is still a winter wonderland. The Lesser Fey populate this world as people or greater things. They live in wooden long houses or ice buildings, depending on their lord. The Wee Folk obey their lords and appear as reindeer, snowbears, foxes, rabbits, owls, and so on, or under The White Queen a horde of snowfolk.

Because The Crown has "engineered" its stability, she is the lead. The Other High Fey/ Nobles, follow her path, each choosing a different kind of winter wonderland (living in a Rankin Bass special, living in an ice based civilization, Laplanderesk, and the rest being a winter medieval of ice knights and castles, and so on.) Lesser Fey still control themselves and any spaces granted to them (as long as they follow the High Feys themes). Wee Fey just do what they are made to do.

Given its stability, it is often used as a touch point. After arriving and stabilizing here, one can often traverse to other Winter Themed Realms and many snowy/ icey/ arctic locations on near sector spheres. The White Queen has a designated touch point for those traversing to stop at (and pay the way tax of mana or stability).
 
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MoonHunter

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26) Kkorn

It is a small sphere, nearly a realm - except it closes around. The lift is light (lower gravity). It is full of craggy mountains, deep valleys with green swaths, fog, winds, and creatures. .There are no open oceans, just hundreds of enclosed seas. Did anyone mention warp storms? The fog often has that purple tint and occasional flashes of st. elmos fire. Sometimes it turns blue or green... other warp related colors. Strange things find their way here though the fogs (including the lavender fluffed horned sheep goats that fill many a valley).

This is a world colonized by Gargoyles. Technically they are Warp Gargoyles, but some call them Sentinels or Watchers. They are stone like creatures, with wings that allow them to fly (most places), and an innate ability with TDE. Having few needs, they often spend time viewing the world around them... getting to truly know it. (The traditional perch and watch). Given a little ontos charge, they can traverse realms or travel to any sphere. They know the warp and weft of time and dimension (as much as any non-celestial being can). (Some say they can time travel or at least view happentracks, but they say they can't. )

They are key to Society. Some say they are the founders of Society as we currently experience it. Others say, they were just there. Gargoyles find themselves in various Clans as per their interests. Most often, they are in The Patrol. (Gargoyles tend to have a "set in stone" moral code and follow it like a boulder rolling down a hill). Being near immortal, they will spend a few hundred years in The Patrol as ... the word is hard to translate, but best term is "greater community service".

Along the mountains there are caves they have dug into the mountain sides. Some are quite "medieval", others are quite primative. (This is a no-tech way world, The Arte is the only power that will work.) Each Family Clans rule over a region. Some of their members "commute" to other places from "home", others stay here all the time. Each family clan represents in The Obelisks Clan Council. (The Obelisk is the clan that Gargoyles who have not pledge to another clan or order - usually young or breeding or resigned for a time - fall into on The Grand Council of Society. Since most Gargoyles fall into other clans or order, it is actually a minor clan in terms of power and prestige). Kkorn, and other worlds like it, are technically a Obelisk Clan World.


There are other people of Wolf and Panther extractions living in the valleys below... herding, making cheese, and farming.
 
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MoonHunter

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There are Fey Realms that do not look like "reality spheres". It is not that everything in them is realistic.... it is just that they do not have enough ontos or reality energy level (and the fey there do not know "realities" very well). These worlds look like 3D cartoons, cell shaded, or just simplistic in their appearance and texture. So they might seems like a children's entertainment in appearance. Often they are less complex in other ways, being simplistic in their interpersonal conflicts and less complicated socially as well.

Upon occasions, a fey realm will do more than just have a harmonic in common with a sphere or non fey realm. (A common harmonic means their may be a path to and from the sphere or that it might "adopt" forms and patterns from that sphere).

Synchronized realms are very close to the a given realm and are almost part of them... The famous Dark Forrest of many worlds that have a forbidding forrested mostly unseelie fae realm that is superimposed upon the sphere, thus rather than just a single path or a time of coordination, just walking into The Dark Forrest would lead them into and out of the fey realm.

Locked realms are so close to a sphere's harmonics that they become part of the sphere. For a few thousand years, the world has fey scattered all through it... slowly becoming more and more material... often spawning the "races of the tradition" (Elves, Dwarves, Trolls, Goblins, Orcs, and so on.)./ Eventually the fey energy is "all used up" and the world returns to a more standard pattern.

If the realm is of low Ontos Level and becomes Locked, you will have these simplistic fey dispersed to the world. These are often called Cell Worlds, as they have cell shaded forms mixed among the more material objects. (The sphere that inspired "Who Framed Roger Rabbit" is one such world.)

27) Bright III, a cell world

This is an Earthish Sphere that is an echo of a world deeper in the Celestial Sectors. Because of that it has The Great Battle beween Bright Ones and Dark Ones. Yet it is a cell world. The Angelics and Demonics are all actually Fey, playing out those rolls because the world needs them. This world models a late medieval Europian society that supports a simplistic battle between Brights and Darks. There are various "towers" which seem to function as their Courts. These towers battle ,much like their medieval counterparts do as well.
 
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MoonHunter

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28) Sygril

Sygril is part of a cluster of "non fey realms" with a similar "topography". These kinds of realms are small pockets of true reality that do not follow The Grand Pattern of the SPheres.

Sygril exists in a ring of air. It is only a few miles thick, though almost 1000 miles wide. The radius of the ring is 2106 miles. In this ring of air are floating islands/ skylands that provide frames of reference. These Islands are echos of environments found in other spheres nearby. Thus there are green areas of jungles, flat grass lands, rocky bowls that hold "seas", volcanic zones, and so on. These islands and the weather of Sygril occurs because they are echos of greater realities... being maintained by their harmonic presence. Thus environments that should not be supportable given the Grand Pattern of the Sphere (or just planetology/ ecology/ or geology) are maintained.

The people of Sygril are under a semi-feudal system, with various crowns rulling large numbers of skylands. The Knightly class tends to ride skybeasts - most often gryphons, but sometimes dragonets or pegasai. While the knightly class does the normal maintenance of order and warfare, they are the protectors of their islands from various threads such as Dragon, swarms of Cloudlies (jelly like creatures that float through the air and can ravage a skyland), and chtulids and their skywhales. There are occasional warp storms on the ring bringing and taking things away. It is because of the Warp Storms that Sygrid has contact with Society.

Skyships are rare things... so there are no "Great Fleets". A large navel engagement is a total of eight ships or more. The liftwood is related to its home island. It must touch base with its home island on a periodic basis or lose lift. Even with that, as liftwood ages, it simply loses lift. The lifespan of these ships is about the same as the lifespan of its captain's career (10-20 years).

Sygrid is a semi-open world. They know of Society and the Clans, but are not part of it. Translation to and from any of these realms is difficult and dangerous, so is only done very periodically under "ideal conditions" (when there is a warp storm somewhere on the world, usually once a standard year, the window opens slightly wider.) While there are clan folk living here and Clan enclaves, mostly this is a clan free area.

Note: Roughly half of Sygril's ring of air glows at any given time. In "summer" it is nearly 70%, in winter it is 30%. The air around the edges of the ring is so very turbulant (in terms of physics and dimensional tumbling) that few things can survive the immediate area around it and escape out of the ring to "space". This reality is only the ring, so there is no "space" outside the ring.

Grand Notes:
Inner Sphere worlds are the largest of these non-fey realms.
These realms are very, very rare... in terms of numbers of the dimensions.
There are fey realms that are similar to these realms.
Realms like these hold together because of the reflective reality echos of other spheres. There is no isonic friction occuring here.
 
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MoonHunter

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29) Meadowlight

Meadowlight is a wonderful place. It is a planet that is quite pleasant, green, and wet. It is a planet, but has general wonderful temps and weather. It is mostly agricultural, but with light industry. It is a full world, the people know of the rest of *verse. Its ways allow steam, but limits to electric and full clockwork. Its ways allow for limited to no magics, arte, or psionics (they can be used, but they create reality waves either storms, ripples, or MIB). It is one of the rare spheres with psychological way (now certain sectors have them... genre rules). On this sphere, everyone is pleasant, calm, and peaceful (for the most part). Again, like the use of magic, you can exceed the boundary, but at the cost of reality waves.

The natives (Imperial Humanoids) are called Dwellers or more completely, Dwellers on the Fringe of Heaven. They are you know. They are in the Celestial flow/ Bright sectors. That spills over here. A few Dwellers have wings and that glow (spontaneous) of a low celestial. A few might even be Low Celestials.

There are gatepoints here to the Bright Realms. They are periodic and guarded when open.

This world was also one of the bloodiest battlegrounds in the Last Great Demon Wars. For to hold Meadowlight, is to have a toe hold into the Bright Sector. Waiting for the combination of all the gates opening was their plan... to rush The Bright Kingdom and corrupt it - thus corrupting everything. Of course Celestials don't need gates or portals... so the battle was intense. Lucky for this sphere, it is still here. Most Battlegrounds with True Form Brights and True Form Shadows no longer exist - destroyed by the side effects of their conflict, if not wiped from the tapestry of existance all together.

There are those that come here... to get away from war and the pain. Yet, they know. Even if they deny it, they know. They are vigilant. They are waiting for The Shadows to come again... either in force or in guile... trying to enter the Bright Realms or corrupt this world... this bright point they can reach... hoping that it will seep into The Bright Realms.

27 /.93
 
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