Magical Realm Cyoa/Diaspora/Secrets: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Kestrel404
No edit summary
1d4chan>Kestrel404
No edit summary
Line 1: Line 1:
== '''The Secrets of the Realms''' ==  
== '''[[Magical_Realm_Cyoa/Diaspora/Secrets|Secrets of the Realms]]''' ==  


The realms have many secrets and mysteries hidden within.  Perhaps most startling to the inhabitants is that their population is far more extensive than they suspect - and that the afterlife of peace and tranquility they believe in is entirely falseIf they knew the truth, and became aware that he was responsible for it, they would hate Xanatos even moreThe reality of the Realms is that there is no fixed afterlife - nothing special exists beyond death - death is merely a doorway into a different realm, and a new life.  Anyone who dies within Diaspora is immediately reborn, in a different pocket realm of Diaspora, far from any portal, and in a new body.  Their memories of their previous lives are locked away in their deep subconscious mind, giving them gentle guidance so that they may learn more quickly those skills they were once good at, but only really accessible to the most powerful of mind-mages, and then only if they go looking.
There are numerous secrets within Xanatos' realms - how could there not beBut unless you are here by invitation this information is not to be used in character in the role-playThese really are secrets, and few if anyone knows them besides Xanatos himselfHe knows them because everything set up here was by intention, even before he knew of the existence of other realms.


Those people who are reborn often take on a shape acclimatized to their new native realm - those realms which are mostly water will tend to result in aquatic inhabitants, while mountainous realms will result in cloven hooves and fur.  The people birthed this way are called 'demihumans' by the inhabitants of the Seven Cities, and generally are considered sentient monsters - sometimes reasonable, sometimes not, depending on species and culture.  They are treated as second-class citizens in the cases where they are accepted at all.  Common demihuman races are discussed below under The People.
== '''[[Magical_Realm_Cyoa/Diaspora/Secrets/Afterlife|The People's Afterlife]]''' ==


The majority of the people in the Seven Cities are first generation - those who are born naturally into the worlds, most often from other first generation peopleBecause life is least harsh among the Seven Cities, and the inhabitants are relatively long-lived, the birth rate for these people is fairly low.  Those few who are not are those who were reborn in the smaller realms and grew powerful enough to challenge the portal guardians who crop up nigh-constantlyAnd of course, the portal guardians themselves are the reborn souls of those who have grown incredibly strong - those who have some inkling of the truth, and seek to control the portals of the smaller realms, to guard the Seven Cities from the horrifying truth.
The people believe in an afterlife of peace and prosperity, where their souls are given the rest and rewards that are denied them in lifeThe truth is that no such afterlife exists - there is no rest for the dead within DiasporaA sad truth, but necessary.


The portals themselves are clearly magitech - great free-standing rings covered in glowing runes, with a control panel built into the lowest part of the inner edgeSee the portals description on the main page.
Once a person's HP reaches 0 within Diaspora, they are gone.  Dead, and forever unrecoverable.  The sole exception to this are those with Existential Magic allowing them to survive and re-create their own body, and even then if the individual has been assimilated by the realm they may choose to pass on in this mannerWhy one would want to do so is a mystery, of course, Xanatos is not one to judge the choices others make.


Technically, every realm is survivable - but not every realm is survivable by a normal human.  Some realms are so flooded that they may as well be full of water, others are colder than the polar ice caps and yet others are in near-vacuum.  Yet each of these realms is teeming with life, if one knows where to look.  And nearly every one of the portals aside from those most strongly guarded by the realm's inhabitants (not just the Seven Cities, but many of the most hospitable realms have cities on top of their portals) have portal guardians - great, powerful, intelligent beasts with enormous magical and physical strength, who only seem interested in denying access to the portals to anyone else.  In truth, this isn't really so - while the Portal Guardians aren't especially interested in allowing others access to their claimed portals, those who show intelligence and open-mindedness may convince them, or bribe them, into letting them pass without a fight.  The Portal Guardians are also incessant gossips, and have all discovered a second, hidden feature of the portals, which allows voice communication between control panels (pressing and holding the green and red buttons at the same time after entering the seven digit code will transmit sound between the panels as long as the buttons are held down).
== '''[[Magical_Realm_Cyoa/Diaspora/Secrets/Unnatural|The Unnatural Nature of the Realm]]''' ==


The last secret, one which the inhabitants of the realm would not be capable of comprehending even if they were aware of it, is the nature of this realityThose inhabitants who study the natural laws of the realms are well aware of the fundamental truths of its physical and metaphysical laws, but they are entirely unaware of the meanings behind these truths - they know that a very simple divination spell will result in simple numeric data describing an individual, that the emotions a person is feeling can be read as a list, that spells are grouped by tier of difficulty and that living a full and vigorous life will increase a persons capabilities, even if the skills gained are unrelated to the tasks accomplished.  What they cannot understand is that this is not how most other realities work - that their world is themed, and its deepest nature is that of a specific, otherworldly genre of gameAnd this one is perhaps the most insidious, because the game-nature of the world will apply to any who visit, and may continue to apply even after they leave...
The realm itself is not what it at first appears to be.  The 'dyson sphere' nature of the realms many pockets are not truly Dyson SpheresIndeed, the pocket realms of Diaspora do not exist within the same universal structure as Earth, and cannot be reached physically.  When one digs down deep enough in the dirt, or swims low enough in the ocean, one will reach a layer of simple non-existence, which is as unbreachable as the barrier between realities.  Literally nothing exists 'outside' one of the spheres of Diaspora, because those spheres are themselves the entirety of its existence, a true alternative universe.


== '''The People''' ==
Further, the Suns of Diaspora are not, in fact, large balls of fusing hydrogen.  They are tears in the space of reality that reach into the elemental plane of fire.  Similar tears into the elemental planes of water, earth and air are responsible for the matter within the realms - replacing anything that is carried out, and keeping things in 'balance' within the individual realms.  Such tears are not visible to the naked eye (except for the 'sun' which is quite obvious in most cases) but can be detected magically.  The entrances to these realms can be treated as especially high-level dungeons if one is so inclined, but little in the way of treasure is to be found beyond - except for the elemental earth realm, which has effectively infinite precious metal burried within.  Of course, getting it out is exactly as difficult as creating it from scratch would be using high-end magic, though the logistics of the process are different.


The People of Diaspora can be thought of as two, or possibly three, interrelated groups.  The first and most cohesive group are the First Generation Diasporans, or in their dialect, The Ancestral People or simply The People.  These are the ones who are descended from the ancient, original inhabitants of the realm, before it was broken up, those who have never been reborn.  Currently, there are some 300 million of them, living mostly within the Seven Cities or in other near-portal settlements in the smaller realms.
== '''[[Magical_Realm_Cyoa/Diaspora/Secrets/Gates|Secrets of the Gates]]''' ==


The People have been building, adapting, and growing in the way of any culture for several millenia, placed under constant strain and in the face of ever-present dangerWhile none of them are ever fully safe, for the most part they have learned to manage the continual monster attacks and natural hazards of their world, and so they can expect to live as long as first world people of the modern world - and while their technology might be somewhat behind the curve in comparison to the modern world, they more than make up for it in magic and magitech.
There are precisely 225 realms of Diaspora.  Their total surface area is quite close to the theoretical maximum for the realm.  Each realm except for the seven greater realms have exactly two Gates.  The seven each have five total gates.  There is one gate in each of the elemental planes.  The gate in the elemental plane of fire allows only light and heat to pass through, in specific quantity and frequency.  No matter or magic may pass.  It connects to every single one of the realms of Diaspora - through the 'sun gates' in the center of each pocket realmThe gates within the other three elemental realms are not as protected, but still limited in what they allow to pass from the elemental side to the Seven realms they are each connected with.  These gates are not, in fact, physical objects as they may appear.  Instead, they are essentially physical manifestations of the natural toppology of Diaspora.  Attempting to change or manipulate these gates through magic or technology would generally have very dire results.


Indeed, as far as the Diasporans are concerned, the rules of Sorcery are simply more natural laws to be learned, understood, and exploited for the betterment of all DiasporansBut this is not a fast process, or a simple one, since the laws of magic seem to be nearly as complex and numerous as the realms.  It is said that there is a school of magic native to each of the realms, and that only by exploring and understanding all of the realms fully can one comprehend the full extent of magic within the realmsWhether true or not, such exploration is likely to be far simpler than the extensive study needed.
The remaining 25 gates are, in fact, physical objectsThey can be considdered highly-enchanted artifacts, their essential magics tied to the primary gates of the realms.  Normally they appear to be fist-sized rocks with a single rainbow button on them - pressing the button will cause them to expand to full size and look and act pretty much like the standard travel gates of DiasporaHolding down the rainbow button while a specific key-combination on the control panel is pressed will cause these 'portable' gates to become 'rocks' once more.


After the First Generation, those who have died within Diaspora are reborn.  For the most part, it matters little how many times a Diasporan soul has died and been reborn - additional rebirths only offer a wider variety of subconscious experiences and knowledges to draw on.  The mechanics of Rebirth are quite mysterious - no one has ever witnessed it occurring, and the Reborn themselves remember nothing of the event.  They merely appear in some abandoned place in the wilderness, roughly 400 megaseconds old and just at the beginning of puberty.  The Reborn who are birthed in this manner have high levels of instinctive access to survival skills and also have some natural affinity with one type of magic or another, giving them sufficient power and ability to survive until they can find others.  Those who are not aware of the rebirth cycle generally assume that the Reborn are simply orphans from a lost tribe wiped out by the natural dangers of their world, and the fact that such individuals are common beyond all statistical likelihood has led to extensive myths about the monsters of the forest being kind to children - something which is not entirely untrue, since many of those 'monsters' can dimly recall being children themselves, once.
== '''[[Magical_Realm_Cyoa/Diaspora/Secrets/Xanatos|Xanatos]]''' ==  
 
Those who have been Reborn are also no longer capable of giving birth to First Generation souls.  Any progeny where one of the parents is one of the Reborn will result in the child also being one of the Reborn.  Such children are known to grow from infants to young adults at a greatly accelerated rate - generally taking a mere 100 megaseconds to grow as much as other children do in five times that time, with this accelerated growth ending just after puberty.  It is fortunate for such children that their minds are capable of keeping up with such rapid growth.  However, for such a birth to be possible, conception of the child must come at the same moment as the death of an individual in another realm, to within a tenth of a second.  This means that the Reborn have a significantly harder time reproducing than the First Generation.  It is possible that this could be fixed with appropriate applications of Necromancy or other soul-based magics, but so far no one has made the connection.
 
First Generation Diasporans are not completely unaware of this phenomena, and they call those Reborn humans they find or who are birthed by other reborn 'Noven'.  It is generally hard to tell one of the People from a Noven physically, but mentally there is not a great deal of comparison.  A Noven would be considered a natural genius on earth, and many of the greatest geniuses born as First Generation Diasporans have been mistaken as Noven.  While there is some small prejudice for the Noven as a whole among The People, on an individual level they are generally welcomed and well liked, since they tend to be the most skilled individuals in any society.  Still, Noven are considered a rarity, simply because so few of the Reborn are both born completely human and close enough to one of The People's settlements to make it there.
 
Most of the Reborn are birthed as either Demihumans or Monsters.  Demihumans are those beings capable of passing for a normal human in poor light - those who have scales for skin, who can wear pants to hide their digigrade legs and hats to disguise their horns.  Perhaps the Demihuman is a bit too large or small to easily pass for being a man, but not outside the realms of reason.  Extreme dwarfism or giantism in a First Generation Diasporan will often lead to them being accused of being a Demihuman.  These children are somewhat less able to access the skills and recollections of their past lives due to the more significant physical differences in their new forms, although if a soul is reborn as the same type of Demihuman or Monster, they will have many of the same benefits as a Noven child.
 
Demihuman categories are described in depth on the main page.
 
Monsters are those Reborn who are birthed as intelligent beasts of the wilds, sufficiently inhuman in shape and mind that their spiritual ancestors are unable to recognise or accept them as 'people'.  Of course, not all Monsters are intelligent - most of the beasts of the wild, such as Drakes and Dire Wolves, are just animals with extreme biologies and some innate magical ability.  Such beasts have spirits similar to the souls of the intelligent, and as such have a similar birth and rebirth cycle, but the mechanics of their reincarnation are not as well governed by the natural rules of the realms.  This results in some monsters being incredibly powerful, having been reborn with full access to all their original memories and powers.  Such monsters tend to be just below the cusp of true sentience, exceptionally clever and capable, and far more dangerous because of this.
 
This leads to the last category of intelligent life in the Realms - the Portal Guardians.  While technically just Monsters in the eyes of the Diasporan people, the Portal Guardians are the beings most aware and knowledgeable about the reincarnation cycle.  To an individual, they are unwilling to share this revelation with others, seeing it as robbing their spiritual descendants of their innocence.  Those others are considered 'spiritual descendants' because every one of the portal guardians holds the soul of one of the original inhabitants of the realm, before it was torn into pieces.  They are the souls who have gained so much power over the ages of reincarnation that they awaken to each new life with full memory of their past lives and complete control over the potent powers they are born with.  Portal Guardians are always birthed in the wilds of a realm, fully mature, and generally begin travelling back to their chosen portal shortly after - perhaps taking a few months 'vacation' to get used to their new bodies first.
 
The reason that they guard their portals is not entirely clear - perhaps they think that limiting travel between the realms will make it more difficult to piece together the many puzzles of the reincarnation cycle.  Regardless of their reasons, the Guardians enjoy keeping in touch with each other, and are not shy about killing those who attempt to force access to the portals they guard - such people may be their spiritual descendants, but they'll be reborn, so no real harm in killing them a bit.
 
Whether souls created after the splitting of the realms are capable of becoming as powerful as the Portal Guardians or if they are in some way inherently weaker is a mystery that not even the Portal Guardians are privy to, despite hundreds of years of experimentation by some of the more curious among them.
 
== '''Xanatos''' ==  


Little is known about the cause of the Great Breaking, but everyone knows the name Xanatos.  Considered by the population of the realm to be the religious equivalent of Lucifer after his fall and Loki after the start of Ragnarok, he is referred to as 'The Breaker', 'The Deceiver' and 'Father of Monsters' based on various legends about his most famous words and deeds.
Little is known about the cause of the Great Breaking, but everyone knows the name Xanatos.  Considered by the population of the realm to be the religious equivalent of Lucifer after his fall and Loki after the start of Ragnarok, he is referred to as 'The Breaker', 'The Deceiver' and 'Father of Monsters' based on various legends about his most famous words and deeds.

Revision as of 10:14, 5 August 2014

Secrets of the Realms

There are numerous secrets within Xanatos' realms - how could there not be. But unless you are here by invitation this information is not to be used in character in the role-play. These really are secrets, and few if anyone knows them besides Xanatos himself. He knows them because everything set up here was by intention, even before he knew of the existence of other realms.

The People's Afterlife

The people believe in an afterlife of peace and prosperity, where their souls are given the rest and rewards that are denied them in life. The truth is that no such afterlife exists - there is no rest for the dead within Diaspora. A sad truth, but necessary.

Once a person's HP reaches 0 within Diaspora, they are gone. Dead, and forever unrecoverable. The sole exception to this are those with Existential Magic allowing them to survive and re-create their own body, and even then if the individual has been assimilated by the realm they may choose to pass on in this manner. Why one would want to do so is a mystery, of course, Xanatos is not one to judge the choices others make.

The Unnatural Nature of the Realm

The realm itself is not what it at first appears to be. The 'dyson sphere' nature of the realms many pockets are not truly Dyson Spheres. Indeed, the pocket realms of Diaspora do not exist within the same universal structure as Earth, and cannot be reached physically. When one digs down deep enough in the dirt, or swims low enough in the ocean, one will reach a layer of simple non-existence, which is as unbreachable as the barrier between realities. Literally nothing exists 'outside' one of the spheres of Diaspora, because those spheres are themselves the entirety of its existence, a true alternative universe.

Further, the Suns of Diaspora are not, in fact, large balls of fusing hydrogen. They are tears in the space of reality that reach into the elemental plane of fire. Similar tears into the elemental planes of water, earth and air are responsible for the matter within the realms - replacing anything that is carried out, and keeping things in 'balance' within the individual realms. Such tears are not visible to the naked eye (except for the 'sun' which is quite obvious in most cases) but can be detected magically. The entrances to these realms can be treated as especially high-level dungeons if one is so inclined, but little in the way of treasure is to be found beyond - except for the elemental earth realm, which has effectively infinite precious metal burried within. Of course, getting it out is exactly as difficult as creating it from scratch would be using high-end magic, though the logistics of the process are different.

Secrets of the Gates

There are precisely 225 realms of Diaspora. Their total surface area is quite close to the theoretical maximum for the realm. Each realm except for the seven greater realms have exactly two Gates. The seven each have five total gates. There is one gate in each of the elemental planes. The gate in the elemental plane of fire allows only light and heat to pass through, in specific quantity and frequency. No matter or magic may pass. It connects to every single one of the realms of Diaspora - through the 'sun gates' in the center of each pocket realm. The gates within the other three elemental realms are not as protected, but still limited in what they allow to pass from the elemental side to the Seven realms they are each connected with. These gates are not, in fact, physical objects as they may appear. Instead, they are essentially physical manifestations of the natural toppology of Diaspora. Attempting to change or manipulate these gates through magic or technology would generally have very dire results.

The remaining 25 gates are, in fact, physical objects. They can be considdered highly-enchanted artifacts, their essential magics tied to the primary gates of the realms. Normally they appear to be fist-sized rocks with a single rainbow button on them - pressing the button will cause them to expand to full size and look and act pretty much like the standard travel gates of Diaspora. Holding down the rainbow button while a specific key-combination on the control panel is pressed will cause these 'portable' gates to become 'rocks' once more.

Xanatos

Little is known about the cause of the Great Breaking, but everyone knows the name Xanatos. Considered by the population of the realm to be the religious equivalent of Lucifer after his fall and Loki after the start of Ragnarok, he is referred to as 'The Breaker', 'The Deceiver' and 'Father of Monsters' based on various legends about his most famous words and deeds.

The extent of Xanatos' abilities are shrouded in mystery, but it is known that he can change shape, fly without wings, and that he does not die when he is killed. Considering magic has progressed in the world to the point where the Polymorph spell, Fly spell and the Lich's phylactery are reasonably well known to all magical scholars, it is commonly accepted that Xanatos is far more powerful than his legends would depict, but that he is supernaturally adept at hiding the full extent of his power.

The most difficult thing is identifying Xanatos - the legends depict Xanatos as being crafty enough to assume the shape of a woman's lover to take her to bed, only for the real man to show up in the middle of the night. It is through such antics that Xanatos gained the title of 'The Deceiver'. Another legend has Xanatos claiming that it was his desire that Monsters be loosed on the world after the Great Breaking, which gave him is other title.

While none know or understand Xanatos' true motivations, the priesthood of the old faith hunt for signs of his presence endlessly and are convinced that the being is a trickster-god whose sole purpose is to sow chaos and discontent among the people.

Even the Portal Guardians are mystified by this being, and hold him in the highest form of contempt. But they have learned not to try to stop a lone man, dressed all in black, with dark skin and darker hair and claiming to be the despised figure. For the last hundred years, any Portal Guardian who so much as slows the man down has died - instantly and without apparent cause that they can discern from their last moments of life - regardless of the defenses or countermeasures they might raise against him.