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Velethe: Difference between revisions

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Most shards tend to have a barrier or a no man's land where the main landmass of the shard contacts the Velethe. These regions tend to be bleak and lifeless, and prolonged exposure to them can cause a slow draining of one's life force into a hollow echo of one's former self.
Most shards tend to have a barrier or a no man's land where the main landmass of the shard contacts the Velethe. These regions tend to be bleak and lifeless, and prolonged exposure to them can cause a slow draining of one's life force into a hollow echo of one's former self.


Direct exposure to the Velethe dissolves everything it touches without the possibility of ever coming back, all that remains is the memory of its existence or any recorded accounts.
Direct exposure to the Velethe dissolves everything it touches without the possibility of ever coming back, all that remains is the memory of its existence or any recorded accounts. Attempts to resurrect a fallen ally may function if ones ally was slain in the context of their own shard, but any and all attempts to resurrect or return will fail if they dissociated by the Velethe or lost to the Viaduct. This is a universal truth that the effects or abilities of a shard (magic/abilities/or divine providence otherwise) are limited to the context of that shard or entity, and cannot be used to much effect outside of the shard in most cases (a traveler from one shard to the other is, in effect, reset to "level 1" for that shard)


People or objects cast into the Velethe disassociate almost instantaneously into primordial energy, however some inanimate "world objects" like landmasses, liquids (in particular water), and base materials tend to have a much higher resistance to the effects of the Velethe. These base materials will tend to accrete onto other shards over time; both the vacuum and plenum have these effects. The Velethe does erode landmasses over time by dissociation, however dissociated materials will accrete. Many shards remain in stable equilibrium as a default state but this is not a universal truth, as shards may be doomed on a diminishing path towards complete dissociation.   
People or objects cast into the Velethe disassociate almost instantaneously into primordial energy, however some inanimate "world objects" like landmasses, liquids (in particular water), and base materials tend to have a significantly higher resistance to the effects of the Velethe. These base materials will tend to accrete onto other shards over time; both the vacuum and plenum have these effects. The Velethe does erode landmasses over time by dissociation, however dissociated materials will accrete. Many shards remain in stable equilibrium as a default state but this is not a universal truth, as shards may be doomed on a diminishing path towards complete dissociation.   
 
This dissolution also applies to the intent of any effect, magic or superpower, aimed at the Velethe; attempts to control it dissolve upon contact, rendering the Velethe uncontrollable. At most, a shard may be able to stabilize or otherwise isolate the base materials that have increased resistance to the effects. They cannot influence the Velethe directly, but they can influence and manipulate the things resistant to the Velethe. Thus, some shards may have developed the ability to resist the dissociative effects of the Velethe at large to some degree, or to establish demistable routes through the Vanishing Viaduct. 


== Vanishing Viaduct ==
== Vanishing Viaduct ==
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Losing one's way in the Viaduct will, in essence, lead the unfortunate soul into the Velethe and their own dissociated annihilation. However, the Viaduct is a form of habitat in its own right, where creatures that may not fully exist on a shard might find their existence within the Viaduct. In many ways these creatures can be echoes of shards-never-formed, or exiled from their shards and twisted by the effects of the Velethe.
Losing one's way in the Viaduct will, in essence, lead the unfortunate soul into the Velethe and their own dissociated annihilation. However, the Viaduct is a form of habitat in its own right, where creatures that may not fully exist on a shard might find their existence within the Viaduct. In many ways these creatures can be echoes of shards-never-formed, or exiled from their shards and twisted by the effects of the Velethe.
=== Demistable routes ===
The demistable routes are stablilized only by their use and maintenance. Abandoned or neglected routes are subject to the twisting and reshaping effects of the Viaduct. Some shard inhabitants are able to use specific techniques or construction to establish and stabilize such routes, but even the most elaborate and well-designed require constant upkeep to varying degrees or be lost to time.
the reshaping effect largely happens where there is nobody to observe it. In essence, once lost in the Viaduct one can easily turn around and become lost; the path you just traveled may shift when you are not observing it. There are some techniques for traveling through recursively-changing places, but even these are far from reliable.
In a broader sense the landscape may change in between two established locations such as trading posts. The path may be demistable with use of the resistant materials as guideposts, paved paths, etc. and occasional patrols along the pathways help reinforce the observer effect, however the path between the established locations will typically snake different route between different geographic features each time traveled.
Basically a thread of connection can be established and managed between two points, but that thread will be wound around different things at all times. While an exact route cannot be locked down, the motifs and themes will be constant. So, guides and scouts can specialize in the variety of hazards and threats common to that location, but must always be on their toes since one path can never be tread twice.

Revision as of 20:04, 2 December 2023

Cosmology

Discarded Worlds exists within an infinite half-space, with one half being complete vacuum and the other half being complete plenum of dense fluid. The closest analog would be an endless sea of infinite distance and depth below and endless sky of infinite height. The interface between the two is known as the Velethe proper, although Velethe can equally be applied to the infinite vacuum or infinite plenum.

Most shards come into emergence at the Velethe and their landmasses "float" on the surface of the plenum. Some shards may be suspended within the vacuum above or embedded within the depths below; shards exist in the velethe within their own context.

The matter composing the plenum is an inky-black low viscosity fluid, almost mist-like at the Velethe, and more liquid-like with depth. However, the plenum's relative density may manifest differently depending on the context of the shard.

Shard borders

Most shards tend to have a barrier or a no man's land where the main landmass of the shard contacts the Velethe. These regions tend to be bleak and lifeless, and prolonged exposure to them can cause a slow draining of one's life force into a hollow echo of one's former self.

Direct exposure to the Velethe dissolves everything it touches without the possibility of ever coming back, all that remains is the memory of its existence or any recorded accounts. Attempts to resurrect a fallen ally may function if ones ally was slain in the context of their own shard, but any and all attempts to resurrect or return will fail if they dissociated by the Velethe or lost to the Viaduct. This is a universal truth that the effects or abilities of a shard (magic/abilities/or divine providence otherwise) are limited to the context of that shard or entity, and cannot be used to much effect outside of the shard in most cases (a traveler from one shard to the other is, in effect, reset to "level 1" for that shard)

People or objects cast into the Velethe disassociate almost instantaneously into primordial energy, however some inanimate "world objects" like landmasses, liquids (in particular water), and base materials tend to have a significantly higher resistance to the effects of the Velethe. These base materials will tend to accrete onto other shards over time; both the vacuum and plenum have these effects. The Velethe does erode landmasses over time by dissociation, however dissociated materials will accrete. Many shards remain in stable equilibrium as a default state but this is not a universal truth, as shards may be doomed on a diminishing path towards complete dissociation.

This dissolution also applies to the intent of any effect, magic or superpower, aimed at the Velethe; attempts to control it dissolve upon contact, rendering the Velethe uncontrollable. At most, a shard may be able to stabilize or otherwise isolate the base materials that have increased resistance to the effects. They cannot influence the Velethe directly, but they can influence and manipulate the things resistant to the Velethe. Thus, some shards may have developed the ability to resist the dissociative effects of the Velethe at large to some degree, or to establish demistable routes through the Vanishing Viaduct.

Vanishing Viaduct

The Vanishing Viaduct is related to the Velethe. Where shards can accrete together and unify into a quilt, there are "seams" of Velethe at their internal interfaces. These seams form the Vanishing Viaduct, which exists in a state of perpetual dissociation/reformation. The matter inside the Vanishing Viaduct carries aspects of the Velethe's influence, but is stable matter that can be moved in and out of shards.

Losing one's way in the Viaduct will, in essence, lead the unfortunate soul into the Velethe and their own dissociated annihilation. However, the Viaduct is a form of habitat in its own right, where creatures that may not fully exist on a shard might find their existence within the Viaduct. In many ways these creatures can be echoes of shards-never-formed, or exiled from their shards and twisted by the effects of the Velethe.

Demistable routes

The demistable routes are stablilized only by their use and maintenance. Abandoned or neglected routes are subject to the twisting and reshaping effects of the Viaduct. Some shard inhabitants are able to use specific techniques or construction to establish and stabilize such routes, but even the most elaborate and well-designed require constant upkeep to varying degrees or be lost to time.

the reshaping effect largely happens where there is nobody to observe it. In essence, once lost in the Viaduct one can easily turn around and become lost; the path you just traveled may shift when you are not observing it. There are some techniques for traveling through recursively-changing places, but even these are far from reliable.

In a broader sense the landscape may change in between two established locations such as trading posts. The path may be demistable with use of the resistant materials as guideposts, paved paths, etc. and occasional patrols along the pathways help reinforce the observer effect, however the path between the established locations will typically snake different route between different geographic features each time traveled.

Basically a thread of connection can be established and managed between two points, but that thread will be wound around different things at all times. While an exact route cannot be locked down, the motifs and themes will be constant. So, guides and scouts can specialize in the variety of hazards and threats common to that location, but must always be on their toes since one path can never be tread twice.