Spheres are stories. When a character leaves the world they are from, they sign away their rights to that tale. For most, it isn't a bad deal: the majority of stories for natives involve working a long, hard life only to retire and die. The majority of roles are walk-on features. Some people have sacrificed their parts in grand and incredible dramas to see what else was out there. Many such people are sorely disappointed.
Parallel worlds exist, but you'll struggle to see them: when viewed from a cosmic scale, worlds that are similar up to a point of historical divergence tend to look the same. Their "wavelengths" collapse into one another, manifesting as a single world in the material sense. The parallel worlds are there, still, but the only sure way to reach one is the long way around: go back to the divergence and do things differently.
Travel between the worlds is often accidental. There are endless soft-spots and fuzzy borders, where there aren't enough living souls to pin the usual laws of reality in place. There are deserts of glass shards that join up reflections, from just out of view of the mirror. There is woodland so dense that when you get to the heart of a thicket, a full rotation on the spot has more than three hundred and sixty degrees in it, more than four cardinal directions to walk in. There are doors which open to the wrong world when the weather is a little queer.
Travel between worlds on purpose is often confusing. Time doesn't play well with different continuities, as though it struggles to keep so many things in mind at once. Golden Barges are a popular method of travel, but every culture builds them differently (and each is insistent that theirs is the "normal" kind). The one thing they have in common is a weird non-relation between their internal and external dimensions. Roll three times on the table below with a d3 and d6 to generate one on the fly.
The Engine…
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The Appearance…
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The Quirk…
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11
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Probability-Smasher
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Great Golden Ship with glass bubbles
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Impossible for sphere-native souls to look directly at
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12
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Auto-Cartographic Realizer
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Enormous rectangle of metal, featureless but for a door
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Sings to sooth itself on long journeys or periods alone
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13
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Revelation Drive
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Folding silver yacht, only visible from certain angles
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The intelligence that is the engine’s functionality is evil
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14
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Plasmic-Separator
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Great brassy bullet with submarine port-holes
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The intelligence that is the engine’s functionality is a sop
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15
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Discordant Thought Engine
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A perfect sphere with freakishly ideal dimensions
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Has a long list of things that the engine may require to work
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16
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Spatial Re-Philosophizer
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Rusty, battered, and extremely unflattering design
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Has “favourite worlds” it will try to revisit
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21
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Recurrence Loop
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Long, sharp and thin, with an array of antennae
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Smells foul and makes any land it lands on infertile
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22
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Quantity-Qualifier
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Blocky and bulky, with many added shapes welded on
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Has an interfering spirit trapped in the interface-system
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23
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Fractal Surfing-Hull
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Glittering and iridescent, like an inverted oyster
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Can only travel to planes and spheres of a certain kind
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24
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Chaos Ingestion
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Like a classic Galleon, but with a weird metal shell-top
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Has the potential to explode if left inert for too long
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25
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Parallel Chronovore
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Organic golden shape, like a grown boat
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Will vanish into its own paradox forever if left unobserved
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26
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Elysian Reality-Wurm
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Tree-like, but sticky with black ichor
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Is actually a proto-sphere of its own, waiting to grow bigger
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31
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Profound Disconnection Engine
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Dagger-shaped, with landing gear as its hilt
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"Plays up to look cool" when there are other interdimensional ships near
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32
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Platonic Equator
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Something like a helicopter and a solarium at once
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33
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Satrian Crab-Power
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Huge and gloriously steampunk
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34
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Hallucinogenic Reality-Broker
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Impossibly dark and squat, with bat-wings
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35
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Aneristic De-Entropifier
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A great flapping ray-shape, always hovering off ground
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36
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Possibility Combuster
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A hellish machine of chimneys and fire-grates
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There are places where the Planes and Spheres naturally intersect, cities and monuments that are interplanar by their very nature. There are also places that just plain don't believe in other worlds.
Magic from one world may just not work on another. If you visit the same place by two different means, you may end up in two different places. If you find a way home, it won't really be the same place.
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