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Realm

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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>

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-realms 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.

Faerie

Also known as the Faerie Courts, 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.

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" />

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" />

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

A strange underground realm inhabited almost entirely by Goblins.

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.

Other Realms

  • 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 realms devoid of spirits.<ref name=":1" />
  • After Hours - Said to be realms 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

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