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=== Ruins ===
=== Ruins ===
The realm of destruction. Serves to "break down" immaterial things such as [[ghosts]] and complex [[spirits]], just as the Abyss breaks down material things.<ref name=":0" />
The realm of destruction. Serves to "break down" immaterial things such as [[ghosts]] and complex [[spirits]], just as the Abyss breaks down material things.<ref name=":0" /> Described by experts as akin to a cube, with six different facets meeting in different places.<ref name=":3"/>


The most accessable aspect of the Ruins is the region of dampness and darkness, depression and apprehension.<ref name=":3">Jessica had described the ruins as being like a cube.  The side they were closest to and most familiar with was at the edge of two sides, wet and dark.  Close to depression and apprehension.  Humans and civilization dwelt pretty close to that.  They’d taken a side track, now.<br>
The most accessable aspect of the Ruins is the region that combines the facets of dampness and darkness, depression and apprehension.<ref name=":3">Jessica had described the ruins as being like a cube.  The side they were closest to and most familiar with was at the edge of two sides, wet and dark.  Close to depression and apprehension.  Humans and civilization dwelt pretty close to that.  They’d taken a side track, now.<br>
The things that lived here in this cold were well past depression and into grief and despair.  The people who lived in those emotions were far removed from things- their homes and rooms like cabins in remote wilderness.  Animals were far more familiar with that resigned despair, starved and trapped, so they occupied a lot of this space.  ''Their'' echoes were strongest here.  Like the deer’s.<br>
The things that lived here in this cold were well past depression and into grief and despair.  The people who lived in those emotions were far removed from things- their homes and rooms like cabins in remote wilderness.  Animals were far more familiar with that resigned despair, starved and trapped, so they occupied a lot of this space.  ''Their'' echoes were strongest here.  Like the deer’s.<br>
- [https://palewebserial.wordpress.com/2021/01/16/vanishing-points-8-3/ excerpt] from [[Vanishing Points 8.3]]</ref> Resembles the real world, but with damage that has been repaired in the real world still present.  Damage and problems which annoyed people in the real world are more prominant - it's always raining, there's rust/damaged paint/cracks etc everywhere which annoyed people in the real world, and the only buildings which are standing are those which people cared about and extensively repaired. Roads are deep pits, with crosswalks being rope bridges over them.<ref name=":0" /> Largely limited to urban areas, which makes it unpleasant for [[goblin|goblins]].<ref>Verona held out the nugget, then held it back as Cherry reached for it.  “Do you go to the Ruins at all?”<br>
- [https://palewebserial.wordpress.com/2021/01/16/vanishing-points-8-3/ excerpt] from [[Vanishing Points 8.3]]</ref> Resembles the real world, but with damage that has been repaired in the real world still present.  Damage and problems which annoyed people in the real world are more prominant - it's always raining, there's rust/damaged paint/cracks etc everywhere which annoyed people in the real world, and the only buildings which are standing are those which people cared about and extensively repaired. Roads are deep pits, with crosswalks being rope bridges over them.<ref name=":0" /> Largely limited to urban areas, which makes it unpleasant for [[goblin|goblins]].<ref>Verona held out the nugget, then held it back as Cherry reached for it.  “Do you go to the Ruins at all?”<br>

Revision as of 06:04, January 21, 2021

This page is about alternate planes of existence. You may be looking for the school of Realms practices.

Realms or Other Places are parts of the world with different laws of physics, inhabited by Others. Their relationship to normal geography varies.

Known Realms

Reality

Also known as the Real, real world, etc, this is the normal material universe inhabited by humans and many Others.

Spirit World

Main Article: Spirit World

An impressionistic realm layered over the real world. Normal geography applies, but it shifts somewhat according to how people think about things. Contains plant/cloud/fungus things known as "manna" which Spirits eat.<ref name=":0">[2.7] Location Diary</ref>

Items which have spent time there often become natural Hallows.<ref name=":2">Saturated; items that have spent a time away from our reality may pick up properties of the place they were set.  Includes…
Warrens - Often have properties of disease, disruption, violence.
Abyss - Items that endure the abyss tend to be durable and inflict enduring effects.

Spirit - Time in the Spirit makes an item a hallow, then shapes it according to the spirits that have habitually used that hallow.  Then the item is saturated and the spirits become inextricable.
Ruins - Tie into emotion, soul, and are peripheral to Incarnations.
Paths - Weird uses only tangentially related to the ‘idea’ of the item.  High utility, often with sharp and unrelated drawbacks.

Again, may be latent.
- Pact Dice: Collectors </ref>

Demesnes

Main article: Demesne

Practitioners create these realms by claiming spaces for themselves. Although a physical space within normal reality, the Practitioner can warp the rules and layout, including making them larger than they are on the outside.

The Abyss

Main article: Abyss

Located outside or underneath reality, this realm has many sub-areas with different themes. It serves to break down objects, places and people which have lost their connections to the rest of the world. Some speculate that it will eventually subsume the real world entirely.

The pseudo-spirits of the Abyss make things that they taint both more resistant to change, and the changes they do undergo or inflict more permanent.<ref>are there other potential uses for this portal?
Yes.

For example, if the practitioner can also pass through the portal, there are probably a significant amount of non-quite-bogeyman and other unfortunate ex-people who would love to negotiate for a way to exit
Yes. But you just sacrificed something valuable to get there. One could argue that overall, given a longer period of time, you're probably going to break even or fall short when it comes to finding useful Others and people in the Abyss. Some of them will backfire on you, because even if you're not specifically selecting Bogeymen, you're picking people who are at least a few steps closer than normal to being Bogeymen. By and large, you're probably only going to get more than your money's worth if you're interested in violence and terrorizing or if you need very desperate individuals for something. Think in terms of like, "For this job, we're going to have to limit ourselves to the ex-con homeless" somethings. Filling out the roster with ask-no-questions, doesn't-matter-if-they're-pretty people for your out-in-the-middle-of-nowhere pyramid of sacrifice? Good stuff, go shopping for your dredge cultists in the Abyss. Bank robbery? Probably not, unless the 'robbery' is more on the bloody side.
If you're good at negotiating and finding talented individuals, you might do better than break even for a while, until you get burned a few times, at which point you're only breaking even.

Or, if you're a Nomad/City Mage, could you communicate with the Abyss for favors and whatnot?
You can communicate. For favors? Well, you'd be talking with a personification/representative of the Abyss, and the Abyss eats up and digests people and spits out monsters. You're not going to get a wholly civil conversation here, and it's not necessarily going to be on a level playing field. So... you open a door or tap a door you've already made, you venture into The Abattoir, and you find a clearing big enough to open a discourse with the embodiment of that specific region of the Abyss. Chances are this conversation is going to happen with a very hostile, intractable, abrasive personification of this very hostile, intractable place. It may happen with a time limit, a horror movie deathtrap slowly setting itself up around you as you try to establish terms and talk, or it might be that Others are on the approach, reacting to unconscious signals from the Abattoir personification- the Ram-headed Man, the Milkmaid, the Calfbone Child, and the Font of Meat converging on your location while you talk.
Is it doable? Yes. But probably for very specific purposes. More often it'd be to broker passage or establish a place-as-an-ongoing-ritual scenario, one that would involve feeding the Abyss. More of an endgame play for a specific scenario than something one would set up for later gains.

Are there even regular spirits in the Abyss, and if so, are they subject to the "cosmic in-sink garbage disposal" effect?
Not regular spirits. Something spirit-like is in effect, but it's colder, more detached and self-referential, and tends to follow its own rules. Brought elsewhere or allowed to leak elsewhere, it would manifest in leaking effects from the relevant area. Corrosion, persistent ulcerous rust, bloodstains where there shouldn't be any, and an insulation effect, where things become both changing and stubbornly resistant to outside factors - spirits would have a harder time affecting a door that refused to close properly or lock, that creaked loudly as it swung open and closed, banged violently at the slightest brush of wind, and seemed to get more troublesome over time... but spirits would have a harder time affecting it. To an extent, you'll have a harder time affecting it too... this means connections to these things may not form, they may slip out of one's possession very easily, or not get any easier to use with time. Of course, that gets easier if one becomes more like them, meeting them halfway.
Around areas where the Abyss is closer to the surface (which happen to be areas which are less linked in to the rest of the world... and areas that are less likely to call news stations and say "Hey, I've got this weird thing!"), these things tend to find a way in. It's usually a harbinger (though not Harbinger) that a specific place is on the way out. People and animals can collect these traits too - family generations with more mutations or stubborn health issues (physical or mental), that somehow prove very long-lived and more and more detached from the rest of the world. Scourges may collect or extract that essence for use or fashioning crooked things, but it's a tricky process that requires more of a biopsy and then nurturing of the biopsied part, or a more complete extraction, but then with a 'it has no connection to you so it slips from your grasp' limited time as the metaphysical pocket has a hole in it and that essence is steadily lost over time until spent. - More Abyss Questions (Wildbow, Reddit.com, 2018-10-23)</ref><ref name=":2" />

Courts

Also known as the Faerie Courts or simply Faerie, this is the home realm of the Fae. Most Faerie dwell here, with only the failures being sent out into the real world as exiles or Familiars.

Currently (like the Faerie themselves) divided into seven Courts.

Ruins

The realm of destruction. Serves to "break down" immaterial things such as ghosts and complex spirits, just as the Abyss breaks down material things.<ref name=":0" /> Described by experts as akin to a cube, with six different facets meeting in different places.<ref name=":3"/>

The most accessable aspect of the Ruins is the region that combines the facets of dampness and darkness, depression and apprehension.<ref name=":3">Jessica had described the ruins as being like a cube.  The side they were closest to and most familiar with was at the edge of two sides, wet and dark.  Close to depression and apprehension.  Humans and civilization dwelt pretty close to that.  They’d taken a side track, now.
The things that lived here in this cold were well past depression and into grief and despair.  The people who lived in those emotions were far removed from things- their homes and rooms like cabins in remote wilderness.  Animals were far more familiar with that resigned despair, starved and trapped, so they occupied a lot of this space.  Their echoes were strongest here.  Like the deer’s.
- excerpt from Vanishing Points 8.3</ref> Resembles the real world, but with damage that has been repaired in the real world still present. Damage and problems which annoyed people in the real world are more prominant - it's always raining, there's rust/damaged paint/cracks etc everywhere which annoyed people in the real world, and the only buildings which are standing are those which people cared about and extensively repaired. Roads are deep pits, with crosswalks being rope bridges over them.<ref name=":0" /> Largely limited to urban areas, which makes it unpleasant for goblins.<ref>Verona held out the nugget, then held it back as Cherry reached for it.  “Do you go to the Ruins at all?”
“Not much,” Cherrypop said, still reaching, wobbling on her perch of cans.  “It’s mostly made up of stuff Goblins can’t deal with.  Stuffed metal.”
“Stuffed metal?”
[...]
“Metal with water running through it, like pipes,” Cherrypop said.  “Metal with electricity running through it.  Metal that’s hot, not so common.  Metal with gas, like more, funner pipes.  Metal with sand or rock running through it would be the same, but that’s rare.  Hurts to be

near, makes us weak.  Lots of it in the Ruins.  The other places we’d 

normally go are missing.”
- excerpt from Stolen Away 2.7</ref>

Another region of the Ruins is the Veil - filled with building shrouded in mist, dominated by emotions of anticipation, wariness, and attentiveness. Anger may be represented by desolate ruins.<ref>Another facet of the Ruins.  Buildings loomed on either side, only vague silhouettes, shrouded by fog.
Figures darted in and out, or they watched, obscured.  Echoes moved through the fog as well, and they didn’t have the wide, sweeping effects that the other echoes Avery had run into did.  These were tighter, more personal.  Focused on their own things.  They brushed up against Avery, surprising, and pushing ideas and things into her head.  Desires, wantings…
“Fog of… love?” Avery asked.
“Attentiveness, wariness, anticipation, the veil that tempts interest,” Jessica said.  “Very different, and we aren’t staying long.”
[...]
“Reminds me of my Sight,” Avery mused, looking around.
“The veil?” Jessica asked.
“Yeah.  Mist.”
“Yeah.  I’ve heard people theorize that the Sight might lean on these sorts of things, depending on who we are.  Desolate ruins for anger, darkness for fear and apprehension.  Cold for mourning.”
- excerpt from Stolen Away 2.7</ref> Another region is the one dominated by grief and despair - cold, a wilderness far from civilization, with animal echoes dominant<ref name=":3" />, prone to collapse into other regions if the echo-fabric is damaged.<ref> “But we don’t want to do that.  This place is built of scenes like this.  Especially this facet of the Ruins.  Take out one piece, and things will collapse inward.”
“Things?  Other scenes?” Avery asked.
Jessica nodded.  Then she crouched.  “Look.  See how wet the ground is?”
Avery nodded.  The deer’s trampling footsteps as it danced, trying to free itself, were making the ground a muddy puddle beneath it.
“There’s also water running down the branches.  Now see how dark it is?”
The grouping of trees blocked out most of the light, not that there was a ton of light here.  It made the whites of the deer’s eyes and teeth stand out more.  Front legs kicked at the air.
“Yeah.  I see it.”
“Clean salt can remove that scene from this tapestry, but you’d plunge back into Ruins more familiar to you if you tried.”
“Rain and darkness.”
- excerpt from Vanishing Points 8.3</ref><ref>And with the scene gone, things began to slide around.  A mini-avalanche, a bit of water.  A tree fell, and let snow start to tumble.  What looked like a hill flattened out into a sharp slope.
All converging on or aiming at the location where the echo had been. More echoes loomed at the ridge, ready to take up residence in the bowl-shaped depression.
[...]
They navigated their way away from the cloud of snow, and Avery had a view of the echoes colliding and wrestling with one another.  Two seemed to merge, and might have become kings of that particular pit if they weren’t torn in half by something animal that was hidden by snow.
It looked like that would take a little while to resolve.  Each one had been pulled there by the absence of the car family, and now that they were close, they were switching to their ‘mad desperation’ states.
- excerpt from Vanishing Points 8.3</ref><ref>They walked up to a lakeside. “Careful on the ice.  If you fall through, you end up in the Abyss, not the Ruins, and it’s a lot harder to get out,” Jessica said. - excerpt from Vanishing Points 8.3</ref>

Ghosts in the real world are just the "tip of the iceberg" of their true form in the Ruins (larger and blurred together), while ghosts too weak to manifest in reality are everywhere here. Filled with strange, faceless Others who prey on ghosts and astral travellers. Some Incarnations and related beings can also be found here occasionally.<ref name=":0" />

Warrens

Main Article: Warrens

A strange underground realm inhabited almost entirely by Goblins.

Items retrieved from there may have picked up some of it's unpleasant nature.<ref name=":2" />

Paths

Main article: Finder#The Paths

A set of dreamlike places outside reality, filled with things that are totally Lost. Explored by Finders. Paths tend to have their own strange rules, and to vary in appearence depending on the observer, drawing on their mind for substance.

Mirrorverse

Main article: Mirrorverse

The world on the other side of mirrors. May be created by mirror-dwelling Others on an ad-hoc basis as they take over mirrors.

Alcazar

Created by item-focused Practitioners, such as Collectors or certain Technomancers, this is a magical item that has been "expanded" into a location which can be entered. This may be used to extract knowledge or things that the artifact has consumed.<ref>With a major ritual in this line, the Alcazar, one might turn an item into a place the practitioner can enter, so they may explore it, its history, or diagnose problems. - Pact Dice: Collectors</ref><ref>Hazel was nine when she saw her little sister get devoured by a fox statue in her grandmother’s garden.  Her research into statues led to her collecting statuettes and storybooks, and when she inherited her grandmother’s house and the statue in the garden sixty years after her sister’s death, she began to decipher the statue itself.  She knows enough practice to draw out a diagram and set up the other statues crafted by various Others, and is periodically turning the fox statue into a gateway to the statue’s interior, where she can explore old stories and histories, and try to find a trace of her sister.  Every statue she collects is power for her and a tool she can use to dive further in. - Pact Dice: Collectors</ref><ref>–Immaterial Realms – Visting Ruins, Storm, creating an Alcazar for diagnosis.

[...]

Stickemup: realms are interesting to me what’s an Alcazar?

A Literal Cat: a wooble search says it’s a kind of castle.

- 4.1 Bonus Material </ref>

Storms

The Realms of the Elementals. Short-lived and very dangerous, but valued by Elementalists, who seek to harvest them for the immense power they represent (often after the Storm has faded, when it's safer, though less rewarding.)<ref>“Those of you who have been attending for a while may remember me from two years ago, I did a week-long series after a Storm not too far from here. [...] if we’re talking about the background parts of an elemental, we need to talk about realms.  The realms we assign to elementals are known as capital-S Storms. [...] Like elementals, the Storms are fleeting, intense, exceedingly valuable and powerful, and very hard to deal with. [...] It takes preparation to survive even a few minutes in a real, un-simulated Storm.  They tend to emphasize one element, they arise when a great many elementals gather and die at once, or when a powerful elemental comes into being.  Then they pass.  You could draw comparisons to a hurricane.  When they last for any meaningful length of time, they often, like elementals, have something they root themselves to.  One tree that’s been struck by lightning enough times, one building, one object.  In an ideal case, an elementalist will want to get to the Storm itself, well prepared, and harvest it for power.  If achieved, this can elevate a family dramatically.  Most often, we harvest the power after.  Tapping a storm, a few good harvests, or one strong elemental caught like lightning in a bottle are things great elementalist families and circles have managed.” - excerpt from Vanishing Points 8.4</ref>

The greater elementals who can be found there are akin to Deities in power, but mysterious, either living for less than a day or somehow travelling on to other Storms after a short time.<ref>Storms will keep going because they turn inward.  Winds will loop inward instead of venting out, fires will focus toward the interior of a structure instead of spreading.  They can cover wide areas, enough to occlude a small settlement, but they can be as small as a single building.  It often requires something catastrophic.  This is, at the most extreme end, the uppermost tier of elemental power.  The things that live and are comfortable in storms are akin to deities, but as fleeting as their storm.  We don’t know how many live for a few hours or a day, and how many recede into other territories or realms, waiting for another storm to wake them, before they emerge there. - excerpt from Vanishing Points 8.4</ref> Echoes in the Storm may be infused with potent elemental power.<ref>The storm grew more intense as she talked.  Figures as tall as the skeletal structures holding up the power lines remained like electrical giants in the wake of some of the blasts, darting around. [...] Echoes entered the area and ignited, taking on power like the night security guard had.  Growing in size, ferocity, with energy burning within.- excerpt from Vanishing Points 8.4</ref>

Other Realms

  • Many of the most powerful Others create their own minor Realms around themselves as their weight and power warps the world around them.<ref>Raquel’s eyebrows went up.  “Oh, you missed that one.  Uhhh, so like,
the biggest, most serious Others, including Incarnations, gods, great 

spirits, and whatever.  They have a weight to them.  He had this visual demonstration.  Put something heavy down on a sheet of fabric, and it creates this dip.  I might be explaining this badly.”
“Finish explaining and we can tell you if it’s a bad explanation,” Lucy said.
Yadira jumped in.  “Big things, metaphysically, can create their own realms, just by being.”
“Like gravity?” Avery asked.
“More like the world’s a plastic bed,” Raquel said, “and you sit on it and it makes a dip, and if you pour water onto the bed it’ll settle in around your butt where the dip is.”
- excerpt from Cutting Class 6.3 </ref>

  • The Memory - Said to be rife with ghosts.<ref name=":1">While an Astrologer typically has a well-rounded list of ways they can go to other realms with heavily specific times or locations (read: time and space), the practitioner’s base of knowledge is especially useful for finding their way into abstract spaces- this generally requires a set of specific marks to be laid out and set down on a surface in either natural light surrounded by darkness (with the markings visible), or by darkness surrounded by natural light, and creates a door.  Pocket abstract places serve as good hiding places (though the runes or markings may be found - a rectangle of chalk, or four norse runes), or if one is both brave and has enough puissance and longevity, they can try to venture through whatever abstract space they entered.  These places can include the memory (rife with echoes/ghosts), the dream (influenced by the public unconsciousness and the chaos of the Finder/Chaos Mage dream both), the ruins (influenced by destructive forces, a realm where the worst has happened), and places that are devoid of forces or spirits, like the dark, after hours, and so on.  These places tend to be fairly inhospitable and abstract, leaving lingering and cumulative traces on the Astrologer that naturally fade (paleness, redness around the eyes, welts, veins), and most families or practitioners have one place they prefer. - Pact Dice: Astrologers</ref>
  • The Dream - A mixture of the collective unconscious and The Paths.<ref name=":1" />
  • The Dark - Said to be a realm devoid of spirits.<ref name=":1" />
  • After Hours - Said to be a realm devoid of spirits.<ref name=":1" />
  • The Carmine Beast had a small realm reachable by travelling for a day, then following a wounded animal which would appear on the edge of the road.
  • Pocket abstract spaces - created or accessed by Astrologers to store items.<ref name=":1" />

References

<references/>