Sunday, June 27, 2021

Worlds of the Omnymphotents

LET THERE BE LIGHT
Among the Omnymphotents’ seemingly endless powers, the truly most spectacular is their ability to create worlds. Be they pocket dimensions existing outside of normal space-time, alien star systems formed in normal space, or entire alternate universes, the Omnys are capable of creating self-sustaining worlds that persist even without their direct oversight, and usually have their own Created populations that are part of the world’s aesthetic.
 
This power sees liberal use by the Omnys, given that their fondness for a largely unchanged Earth inhibits the use of their powers there. On Earth, they restrict themselves to making only small changes for a select group of individuals, which are hidden from the wider world through use of the Masquerade. However, on their own Worlds, the Omnys, as well as their Empowered, are able to freely use their abilities openly, unless there is some particular gimmick to the world that requires otherwise.
 
Many such worlds are created on whim, and erased once their purpose is fulfilled. However, every Omnymphotent eventually creates at least one lasting world that serves as her home, and many have a few other permanent worlds as well; at the very least, she may have temporary realities that she favors enough to keep reusing, saving and loading the worlds like existential simulations. In some cases, an Omny may eventually create a whole planet, plane, or self-contained mini-universe where she places her favorite custom worlds, and lets them evolve naturally on their own. In some cases, Omnys may even decide to combine their worlds into a shared system, just to see how things play out.
 
Of course, since these are the Omnymphotents we’re talking about, you can expect many of these worlds to have some underlying sexual element that pervades throughout, be it the existence of a sexually-themed magic system or a naturally promiscuous native population.
 
The following is not by any means an exhaustive list, but should serve as a good sampler for Worlds used frequently by the Omnys.
 
  
EARTH
 
Included here mostly for completions sake, the Earth is the primary planet the Omnys are attached to. Earth exists within the Fundament, the vast realm of physical space that is effectively an almost exact copy of our own universe. Earth is the only planet in the Milky Way Galaxy to naturally hold an intelligent species in the current time, and one of the very few planets to hold any life at all.
 
PHYSICAL FORM
Physically, Earth remains almost entirely the same as our own Earth, with the exception of the existence of a few extra islands. Impending ecological disasters have been indefinitely stalled: global warming is not presently an issue, all meteor impacts for the next million years have been diverted, severe seismic and atmospheric activity is lessened, civilization-endangering contagions have been stifled, etc.
 
The Omnys wish to minimize their impact on human society as much as possible, but they also have a vested interest in keeping humanity alive, and thus have nudged things cosmologically to ensure no human extinction events will happen. In this vein, they have also locked off Earth from interference from extraterrestrial, ultraterrestrial, and supernatural forces.
 
The most notable physical difference is Omny Earth is actually the second planet from the sun.
 
NATIVES and SOCIETY
The formation of life and human civilization has progressed with an almost unerring similarity to our own, with only very minor differences in details, mostly in the form of a different series of people being born on this world than the ones we know. By and large, most individuals of importance, from historical figures to globally famous celebrities, have some recognizable doppelganger on Omny Earth, but they aren’t strictly the same people. The same can be said for certain company names or political organizations or fictional works in-universe. Essentially, it’s all the sort of minor tweaks you’d find in any given fictional story.
 
THE MASQUERADE
The Earth retains an essentially mundane aesthetic. Although the Omnys, their Empowered, and their Created may exist on Earth, their activities are very strictly limited, and their effects on the world are hidden by the supernatural phenomenon known as the Masquerade. This force will automatically tilt probability and slightly edit mortal memory so as to prevent the confirmation of supernatural forces by the masses.
 
For example, if an Empowered decides to fly through the air, and they are a reasonable distance from any potential observers, than the Masquerade will nudge the people in the area to simply not look in the woman’s direction. If by chance someone happens to look up and see the woman, they will misremember her as a bird. Camera footage will simply show a blur or not render her at all.
 
If the Empowered does something particularly outstanding in such a way that a group of people cannot possibly miss what happened, such as exhaling a massive gout of fire in the middle of a crowd, the Masquerade will still attempt to edit memories, making people think she must have used some kind of prop or hidden tool. In the most extreme cases where the Masquerade cannot reasonably compensate for such details, an Omnymphotent will be alerted to the problem, and she will personally bend reality to undo the event.
 
FLORA and FAUNA
As with humanity, all native species of Earth exist as they do in our reality. Life evolved as it did before. There may be some very minor differences, however, as some variant species animals or plants or fungus may exist on Omny Earth that do not on our Earth, but nothing significant enough to noticeably change things.
 
ACCESS POINTS
Earth is largely inaccessible by beings not originating there. Many Playthings, Empowered, and Created are able to use specific access points to travel from Earth to the Omny Worlds and vice versa, but Natives of other Worlds will almost never manage to similarly crossover, unless specifically cleared by an Omny to do so.
 
 
 
THRAE
 
Thrae is Earth, unprotected by the Masquerade. It is the primary territory of the Shadow, the buffer dimension between Earth and the Omny Worlds. As such, it utilizes Earth as its main structural base, but combines aspects of the Omny Worlds in various locations. Thrae is not claimed by any of the Omnys; like Earth, it exists as a “neutral ground” for all of them, and it technically developed “naturally” between Earth and the Omny Worlds. The Omny’s simply set it up as a buffer and let it take form on its own, tweaking it after the fact to make it more agreeable for use.
 
PHYSICAL FORM
Thrae is Earth, unprotected by the Masquerade. By and large, the planet resembles Earth, and is inhabited mostly by humans. The laws of physics and fundamental forces still operate as we recognize them to, except when directly countered by influence from a World Shard or Empowered.
 
Differences quickly become apparent, however. The day sky resembles the skies of Earth, rich blue with a shining sun. At night, however, one can see not only the Moon, but numerous smaller celestial bodies, each representing an Omny World orbiting the Earth across the dimensional veil. The night sky holds a scant few stars, but these are simply the vision of the planets and the nearest of the solar system’s neighbors bright enough to be seen through the veil. One can easily count all the visible stars in the sky at less than a hundred. Auroras of any color periodically ripple over any part of the world, the color usually related to whatever combination of the Omny Worlds are visible in the sky in that moment.
 
Landmasses and oceans on Thrae are also different, not lining up properly with the borders of the continents of Earth. For example, there are numerous large islands across the oceans which are not present on Earth.
 
Thrae is indeed a planet, despite it’s extradimensional nature, with an Earthlike interior structure below the surface. Attempting to fly out of Thrae’s atmosphere usually will not work; the dimension doesn’t exist beyond the edge of Earth’s natural atmosphere, meaning even the Moon one sees from Thrae is not really there. A space warping effect prevents anyone from traveling farther. This allows satellites to still exist in low orbit, but travel to extraterrestrial worlds mostly isn’t possible. The sole exception are special wormholes that are nearly impossible to detect, but enable to travel to the Shadows of other planets.
 
WORLD SHARDS
World Shards are small sections of Omny Worlds that dimensionally overlap on Thrae, acting as physical gateway zones between the worlds. As such, Thrae is an effective hub dimension between Earth and all the Worlds. These Fragments are usually no more than a few miles across, but are full representations of their worlds in microcosm; the physics and forces of these Worlds override those of Thrae within these Fragments. (For example, the Immernacht Forest remains in perpetual darkness, even during a cloudless high noon on Thrae.)
 
The realm is free of natural disasters, with only minor earthquakes and weaker tropical storms than found on Earth. Any sort of catastrophic geological phenomenon is due to Empowered or Supernatural forces.
 
The some variety of biomes exists on Thrae as it does on Earth, though the climates don’t necessarily line up, due to the altered land mass configurations. Overall, though, there is more hospitable land for the natives to spread across.
 
ACCESS POINTS
For Earth-born chosen, an Omnymphotent must first take a person to Thrae, after which, that person can access the reality via several means. Once a person knows of the Shadow Reality, they are able to step into it from any isolated, enclosed location. This is usually done through secret doorways or tunnels only the chosen person knows about, but some may be able to appear by simply stepping into shadowed areas or wild spaces and focusing on Thrae while there are no witnesses to see them vanish. From the perspective of the traveler, it won’t feel as though they’ve shifted over, but they’ll know they’ve arrived when they see the differences in the world around them.
 
The inhabitants of Omny Worlds, if allowed, may travel to Thrae by means of the World Shards. One can travel into the Shard from the Omny World, and exit out the other side onto Thrae, though the exact passageways to do so are not consistent, and won’t work for those who don’t have clearance; for the most part, only Playthings really have free access, but only for those Worlds they are welcome to.
 
FLORA and FAUNA
Wildlife on Thrae is mostly the same as found on Earth, but limited to only a few hundred different species, cultivated to exist in a careful balance. Mammals, reptiles, amphibians, birds, and fish all exist, but only species that are not an overt danger to humans. There are no dangerous megafauna, no animals possess poisons, and parasites do not exist. The vast majority of “bug” species are notably missing, with only a few staple insect-like creatures in existence to fulfill the niches necessary to sustain the larger animals.
 
Likewise, no plants or fungi exist that pose a toxic threat to people. Similarly, deadly bacteria and viruses are absent. Life forms on Thrae are also naturally resistant to any Earthly diseases that may be brought into the world.
 
If you get lost in the woods or even the oceans of Thrae, you are basically safe from predation of any kind. Animals will leave you alone, what bugs exist are harmless, and you won’t die from eating any of the berries, nuts, or mushrooms. You can even drink water straight from a river, and you’ll be fine. It won’t taste good, but you won’t end up with some terrible disease from trying to live off the land.
 
One final thing of note: occasionally, one may encounter a mythical creature in the wilderness. Be it a talking animal or some form of chimera, these entities are generally harmless, but may impose themselves upon a person for some random task or temporary companionship. It is not normally advised to get involved in their shenanigans, unless a person is just really bored or curious. Also, if the creature in question is some kind of sexy half-human, their impromptu call to adventure will no doubt lead to some convoluted sexual scenario.
 
NATIVES and SOCIETY
The dominant civilization on Thrae is humanity, existing in something of an alternate history version of Earth. Broadly speaking, history on Thrae isn’t that much different than on Earth, with civilization and technological advancement progressing at about the same rate. Most nations found on Earth have some equivalent on Thrae, though they are not all the same size or age, and some have different names. Political factions are recognizable, but may have some differences from their Earthly counter parts due to different circumstances. Some countries don’t exist on Thrae that exist on Earth, or vice versa. Moreso the latter, given Thrae’s extra land masses. All this is to say that there is way too much to try and cover in one small section of one article. It’s as diverse on Thrae as it is on Earth.
 
One notable difference is the acceptance and confirmation of supernatural forces. Throughout all of human history (retroactively applied when Thrae was formed), superhumans have existed, always rare, but undeniable. There are also forms of magic which have risen and fallen across the ages, though it seems in any era, magic was never common; it was either too difficult to learn, dependent on very exacting prerequisites, or practitioners horded the knowledge, usually a combination of all three. Despite this, superhumanity and mystical powers have certainly contributed to alterations in the course of human development, but not enough to make a substantial difference. Most Empowered people did not have city-crushing or massive resource generating abilities, and so their impact on society as a whole is not much more than most people.
 
Along these lines, one may occasionally find a demihuman, mythical creature, or talking animal living within society, and most people don’t find it particularly strange. Much like superhumans, the appearance of enhanced creatures is not unheard of, and in the modern age, a demihuman or were-creature has to make a living just like anyone else.
 
As such, this open acknowledgement of superpowered individuals means Empowered and Created can operate openly on Thrae without worry of causing a disturbance.
 
This is, combined with the knowledge that Thrae is essentially a geocentric universe, gave more credence to theories about the existence of various gods. More people in Thrae are religious than not, even if by the modern day, it is simply accepted that the Gods are unknowable.
 
In the modern times, however, the appearance of the Omnymphotents has sparked much debate among religious theorists as to the nature of the universe. While no Omny has come out to the general populace and revealed themselves as the Creators, a growing number of people have come to speculate that some of the exceptionally powerful magical women sighted around the world may have a lot more going on than it at first appears. The practice of Yonicism, once a mere internet meme among Earthly Playthings, has become a serious religion on Thrae, though it is not officially recognized by any countries as of yet.
 
Technology mostly resembles a slightly more advanced version of the late twentieth century, with somewhat anachronistic technology. The internet and cell phones exists, but social media outside of chat rooms and basic forums does not; the world is presently stuck in Web 1.0 as it were. Mass surveillance to the level we know on Earth is still somewhat stymied.
 
Energy production is based on a special ore called phlogistonite, a crystalline substance that burns clean, can be refined into a liquid or vapor fuel, and can create electricity via chemical reaction. As such, vehicles and city power grids run off phlogistonite reserves, which are effectively endless, as veins of the substance regenerate quickly after being mined.
 
 
 
MAISON DE LABYRINTHE
 
The “Mansion Labyrinth” is the creation of Whitney, and probably the most well known Omny World outside of Thrae itself. The entire dimension is composed of a single, absolutely massive mansion complex, opulently decorated. This place serves as Whitney’s home, and is the setting of choice for her extravagant sex parties.
 
PHYSICAL FORM
The exact dimensions of this reality are unknown, but it is thought to be at least five miles across, and is assumed to exist on a flat plane. The world loops back in on itself, meaning that even if one could find a perfectly straight hallway that stretched the whole length of the mansion, they would eventually end up back where they started.
 
There are three main stories to the house, although occasionally one will find a stairwell leading to sections of basement or attic. Numerous hallways lead to thousands of different rooms of all sorts, although it’s notable that half the rooms are bedrooms with their own bathrooms. Particularly long hallways lined with bedrooms seem to denote transitions between “blocks” of the house, which are centered around clusters of different rooms arranged more like how an actual house in the real world would be. Living rooms, dining rooms, kitchens, studies, etc, make for a central hub of these blocks, and these are where access to finished basements and attics are found. Many of these hubs have their own decoration aesthetics different from their neighbors. In this sense, one can consider this dimension to actually be thousands of separate mansions joined together.
 
Walk for long enough and you’ll find more unique rooms, such as a music room, art gallery, museum, swimming pool, or theater. You may even stumble upon courtyards, the only part of this world that allows one to be outside. However, even these courtyards are enclosed on all sides by the walls of the house. However large they might be, they are still just another room, albeit without a ceiling.
 
There are almost no windows to the outside, except for two specific circumstances: occasionally a room will have a skylight that looks up into Earth-like sky, usually a clear night sky, or a partly cloudy day sky. Otherwise, rooms adjacent to courtyards may have windows looking out on them. Interestingly, one can never see a moon or sun, and the sky is not actually consistent from room to room. It can be daylight in a courtyard, whereas a skylight room may show a night view.
 
There appear to be no roof access points; balconies exist, but open to look out on the courtyards. If one were to climb or fly over the house, they would observe a vast sea of brown shingled rooftops, stretching on for miles, broken only by other courtyards.
 
Despite this, there are several entrance points to the Mansion, which take the form of large foyers. These access points appear to have doors leading to the outside world, but they cannot be opened unless Whitney allows it. The doors are actually portals that connect to other doorways on Earth. When a guest enters the Mansion, they usually come through these doors, though not always.
 
The house also has hidden doors which lead to secret passages between the walls, or tunnels that link different basement sections. There are also a few hidden nooks that act as teleportation points between various sections of the house.
 
Beneath the bottommost floors of the house is a slab of impenetrable stone. The sky rapidly thins out at the cloud level, and a space warping effect prevents anyone from traveling any higher, no matter how far or fast they seem to travel.
 
ACCESS POINTS
Whitney will “invite” people to her world by teleporting them via doorways. At some point, a person will, usually when trying to exit their house, open a doorway and find themselves stepping into one of the mansion’s foyers. No one enters this realm without Whitney’s invitation, but her playthings may pray to her for access.
 
FLORA and FAUNA
Plants exist only in courtyard gardens or in pots scattered throughout the house. There is at least one greenhouse room, and one particularly large courtyard that holds 1.5 acres of forest next to a swimming pond. No fungus or bacteria exists in the house.
 
The world is devoid of all animal life, with two exceptions: some courtyards have a koi pond with a few fish inside, and some flowerbeds may have butterflies flitting about. These populations are temporary, appearing when visitors are around, and vanishing when the house is empty.
 
NATIVES and SOCIETY
The Mansion does not have a permanent population. Guests usually only stay for a few days to a month, and the world lacks a Created civilization. The “natives”, when they exist, appear to be a contingent of live-in wait staff, though where exactly they live is a mystery. For the most part, the mansion is empty, except when Whitney is entertaining a large number of guests or having someone stay over for an extended period. At these times, butlers and maids spring into existence to attend the guests. They will even go about cooking and cleaning duties, despite it being unnecessary, to sell the illusion.
 
A few of Whitney’s lovers have taken up semi-permanent residence at the Mansion, staying there for a few months out of the year, and the Created staff that serve them remain consistent from appearance to appearance.
 
 

WOOD KNOT
 
Wood Knot was created by Cyl. It is a magical forest styled reality.
 
PHYSICAL FORM
Wood Knot is a small dimension about twelve miles in diameter that takes the form of a dense forest composed of absolutely massive trees with densely interwoven canopy. The reality is an enclosed space, in that the edges of the forest have a space warping effect. Attempting to leave the edges of the forest always results in the traveler getting inexplicably turned around, and coming back out the way they came. No matter how straight a path you walk, you will always somehow end up doubling back.
 
When attempting to climb vertically up or down, the traveler reaches a similar threshold in which progress becomes impossible. You can climb for hours, and it may appear that you are making progress, but in fact, if you start going back the other way, you will immediately end up back at the edge of the threshold.
 
This is not helped that the edges of the reality are bound by extremely dense foliage, making it extremely difficult to squeeze your way through. Even superhuman powers cannot dig through these space-warping boundaries.
 
Despite being a tree world, Wood Knot more accurately resembles a plant-like cave system. You will never encounter the sky in this world, merely open spaces between layers of canopy. Thick branches coil together at various levels to form wide floor spaces where layers of earth collect to form grassy fields and wild berry patches, enormous mushroom clusters form natural layered terraces, and large sealed bowls and hollows form natural pools of water.
 
These many plateaus and basins scattered throughout the world are connected by an endless series of naturally forming paths along winding branches, climbing vines, and tunnels hollowed out of the huge trunks. It is here that Wood Knot supports its tiny villages of native civilization, though from these earthen basins one may find large sprawls of tree-houses connected by bridges and ladders.
 
Light is provided on Wood Knot by naturally occurring glowing fruits, bioluminescent fungi, blue-fire moss, and glowing bugs.
 
ACCESS POINTS
Most of the time, Cyl will directly teleport her partners and playthings to Wood Knot, but a very select few people are allowed to enter when they wish. To do so, they must enter a wooded area, find two tree trunks only a few feet apart, then close their eyes, concentrate on Wood Knot, and step through the trees. When they open their eyes, they will be within the world, coming out of the thick barrier of the world’s end point. Those who enter this way can also exit at any time by wishing themselves back to Earth and stepping beyond the edge of the world, coming out in the same spot they came from.
 
FLORA and FAUNA
The massive trees that make up the world appear to be an impossibly huge banyan tree, coiled into a twelve mile wide sphere. The tree appears to be a self-sufficient organism; despite an apparent lack of sunlight, sufficient water, or soil, it remains alive and healthy, supporting all other life within. Not so much as a single dead branch can be found on any part of the tree.
 
Grasses, bushes, normal-sized fruit trees, vegetables, and flowerbeds also thrive despite a lack of sunlight, growing in the earthen basins and plateaus scattered throughout the world. Large fungi grow in clusters on branches, and vines crawl every which way across the world.
 
Blue-fire moss is a naturally occurring moss that grows off the world tree, usually near the bioluminescent fungi. The moss is so named because if burned, it creates a hot, bright, bluish flame that burns cleanly and slowly. While it doesn’t spread very far, once it sets root, it grows in its contained patches very quickly, giving natives and visitors an abundant source of fuel for cooking and light.
 
Animal life in Wood Knot is usually on the smaller side, and consists of the typical woodland creatures such as squirrels, chipmunks, mice, small deer, skunks, snakes, lizards, tree frogs, song birds, woodpeckers, and a variety of insects and spiders. Fish can even be found in the larger ponds. None of these creatures are dangerous to humans.
 
Native sapient life consists of three branches of mythical creature: plant girls, pixies, and elves.
 
NATIVES and SOCIETY
Scattered throughout the world are dryads who tend to the health of the world tree, taking the form of sexy, green-skinned women with colorful leaves and vines for hair. Other plant girls include flower-themed girls, mushroom girls, and various fly-trap girls. While all are eager to have sex with human visitors to their world, fly-trap types are particularly aggressive about it, while flower types tend to be the most coy and seductive. Plant girls are usually found in the wild, living out in the “open” with no concern for shelter or the trappings of civilization.
 
Elves are mostly humanoid, with the typical elven features such as slim build, beautiful features, and pointed ears. They live in small villages within the trees, where technology is largely pre-Industrial, save that they are able to use ritual magic to shape the environment and develop more advanced tools. They live simple lives as hunters and foragers, and are generally peaceful. They are welcoming to visitors, hospitable and polite, but they have a tendency to be reserved and guarded among outsiders.
 
Pixies are little winged humanoids who live among the Elves, acting mostly as companions and helpers in exchange for food and protection from predators. This has formed a sort of symbiotic society between the two races, and almost every elf has at least one pixie companion. Pixies are naturally mischievous, although their impulses are tempered by their elven partners; in return, however, the pixies are good at coaxing the elves to be more social with visitors.
 
Of the two, pixies are by far the most eager to engage in sexual games with visitors, and are infamous teasers. If an elf takes an interest in a visitor, they may invite them into a passionate, but distinctly brief fling.
 
 
 
THE GOLDEN NET
 
Also known as the “Chain Link Void”, this is a bit of a nightmarish place set up by Shady. She likes to stick people here while playing the role of a punishing demoness.
 
PHYSICAL FORM
Golden chains stretch across a dark purplish storm cloud void, which flashes with pale lightning. The chains are attached to the limbs of men and women bound spread eagle, about a hundred feet apart. Looking from a distance, the world forms almost a chain link fence design with the people as the links. It stretches a few miles to each side, varying as per Shady’s needs. Which the chain construct is a flat plane, the cloudscape forms a sphere around it.
 
ACCESS POINTS
The only way to get here is via Shadia’s will. Playthings of hers will simply appear, bound within the chains, and can’t leave until she lets them go.
 
FLORA and FAUNA
Little winged women with various wing types (bat, bird, or insect), flit up and down and all around the chain system. They feed on human sexual fluids, and thus spend their days teasing and playing with the humans’ genitals to lap up their natural lubrication. These women live in paper-like nests anchored into the chains, formed of a protein paste which they create with their own saliva after feeding.
 
NATIVES and SOCIETY
There is no real society. The winged women have an almost bee-like hive mentality. They are capable of some kind of whispered speech and giggling, but only seem to engage in it to further tease the captive humans.
 
 
 
THE FLESH CAVES
 
The Flesh Caverns were created by Shady. It is a strangely organic cave system with a mild body horror vibe. There is an overall vaginal theme to the cave.
 
PHYSICAL FORM
An organic cave network that, if all the passages and chambers were laid end to end, would be approximately twenty-five miles long. However, this cave system is coiled around itself and interconnected like a giant termite nest, forming a self-contained biosphere about three and half miles in diameter, and about one mile in depth.
 
Much of the cavern system’s texture resembles a vaginal passage: pink, flexible muscle, sometimes lightly ridged or fully smooth, almost always moist with fluid, though there are some dry spots. Streams and ponds of organic lubricant, which drip or flow from various fleshy protrusions, are the main source of this fluid, and lend the entire cave system its humid atmosphere. The air is always well oxygenated, and thus safe to breathe, but always has a light smell of healthy vaginal musk. There is a faint flow of air through the caverns, drifting one way for several minutes, then the other, as if the cavern system itself is shallowly breathing. Moreover, if a person stands still, or lays down fully on the ground, they will be able to feel a faint pulse in the flesh beneath them.
 
Sections of the cavern may be closed off by expanding and contracting gateways that resemble vaginal lips. Getting through these gates usually requires touching them a certain way, tickling them in the right spots to make them open up. Each gate has one or more clitoris-like protrusions which are the best parts to target to get the door to open up quickly.
 
There are also throat-like passages of smooth, slick muscle that will automatically squeeze a person gently along itself, like a sort of organic elevator. These passages are often hard to spot, usually appearing too small to accommodate a person at first, but if one knows where to look, and where to tickle the flesh, it can stretch open a comfortable bubble of space for the person to push themselves in, then guide them along the throat to other parts of the cave system.
 
The flesh of the cave can be cut and will bleed. However, the flesh is quite tough, and requires very sharp objects to cut. Moreover, damage to the flesh is rapidly recovered, and any spilled blood is absorbed directly back into the flesh. The flesh also gets tougher as one goes, until it becomes impenetrable, and the regeneration effect will actively push out anyone trying to dig that deep through it.
 
The cavern also occasionally demonstrates other body parts. Tongue-like tendrils will sprout from the floor or ceiling like living stalagmites and stalactites. Random walls or columns covered with breasts may be encountered, which are capable of giving milk; a visitor can sustain themselves entirely on this milk. At least one section contains a field of soft, bushy pubic hair over smooth, dry skin.
 
The Caverns are lit inside by large, bright, bio-luminescent orbs that give off a soft white, red, or blue light. The orbs, while blank and unseeing, have the form and feel of human eyes, and are even regulated by eyelids built into the flesh around the orb socket. The lids of the orbs will slowly open for several hours, starting with blue light, then shifting to white. Then, they will remain open for several more hours, staying white. After this time, they will slowly begin to close for several hours, turning red as they go, before closing fully. They will stay closed for several more hours, before repeating the process. The orbs go through this cycle in six hour sets, thus somewhat replicating Earth’s own day-night cycle, albeit unaltered by any seasonal changes.
 
 
ACCESS POINTS
There are two ways one can enter the Flesh Caves: stumbling into them through temporary doorways in a cavern system or through Shady herself. The first method has only been use a few times, when Shady wanted to mess around with a few of her playthings who were spelunkers.
 
More often, Shady will shrink down her playthings and engage in vore or insertion play scenarios, literally swallowing a person whole or pushing them into her vagina. As the person slides into her, they will pop out into the Flesh Cave from a random passageway that closes back up immediately. They cannot leave until Shady pulls them out herself.
 
 
FLORA and FAUNA
The cavern itself is basically a living creature, but not truly sentient in anyway.
 
No plant or fungal life exists within the cave system. Several types of creature exist within the caves with explicitly sexual designs.
 
Vagilins are feminine slime creatures that can take humanoid shape, but usually exist as puddles of viscous fluid very similar to what forms the streams within the cave. When a person nears them, they will fake humanoid form and attempt to ensnare them for sex. They are mostly gentle and loving about it, but won’t take no for an answer once they get a person trapped in their ooze. They feed off human sexual fluids to replenish themselves.
 
The Suctopus appears as a large, floating, eyeless octopus about two feet around, with eight tendrils, each four feet long. Smooth and slimy all around, their tentacles are nonetheless able to grip a person and hold them fast. They have an almost human mouth on their bottom center, beneath their tendrils, which lacks teeth, but has three dexterous tongues and a strong suction ability. They usually feed off the breast patches, but seem to enjoy human sexual fluids as a particularly delectable treat.
 
Suctopi easily blend into the cavern’s fleshy walls, often positioning itself as a normal protrusion in the flesh, then springs on an unwary passerby. It will bind the person with its tendrils and proceed to have sex with them.
 
Bloas are large snake-like, eyeless creatures with skin that resembles the flesh of the walls. Their mouths have human lips, but their jaws can unhinge, enabling them to easily deep throat even the largest penis. Their tails are knobby like a rattlesnakes, but the knobs can move in limited ways, the better to penetrate and stimulate a vagina. Bloas are like suctopi in that they usually live off the cave’s breast milk, but also enjoy human sexual fluids. They will lie in wait, blending into the cave walls, or within a nook or among the natural tendril formations, and spring on a passing human, wrapping around them to hold them in place.
 
NATIVES and SOCIETY
Three small tribes of attractive, young adult humans live within the caves, small communities who have settled in the largest of the chambers, well separated from one another. They are simplistic and tribal, surviving off the cave’s breast milk, and having no possessions of any kind. How they pass their days is hard to say, but they appear to have an almost feral mindset, wandering in packs about their territories, somehow never seeming bored by their limited existence.
 
Curiously, members of the tribe will not engage in sex with one another. Instead, they will capture any person they find within their territories, be it Shady’s visitors or the humans from the other tribes, and take them back to their settlement for a ravenous gangbanging of the trespasser. Once the tribe has been sated on their capture, they will feed them some milk to help them recover, then send them back on their way.
 
 
 
AQUAFEL
 
A huge aquarium-themed world created by Cyl. People brought here are given the power to breath underwater. They also don’t suffer physically from any symptoms of extended water travel or pressure problems. They can also talk and hear underwater as easily as in air.

PHYSICAL FORM
Aquafel is a small self-contained ocean, ten miles wide and long, and three miles deep. A space-warping effect loops the world back onto itself horizontally, so that swimming in a straight line for long enough will cause a person to end up back where they started. Vertically, the water has a surface that is covered with a thin layer of hazy atmosphere. Attempting to leave the world past the surface results in a different space-warping effect causes a person to stop making progress after reaching a hundred feet into the air. Once they hit that limit, the can try to fly upwards forever, and never get any farther from the bottom of the world. Similarly, attempts to dig into the floor of the world results in the same effect; the rocky ground gets denser and tougher, but even with superhuman resilience, at someone point, you can just keep digging, but you will never actually go any deeper.

Despite this, the water itself maintains visibility comparable to ten feet below the surface on a sunny day, regardless of depth, during daylight hours. Likewise, the pressure experienced is comparable to being five feet underwater regardless of depth. A sort of haze effect does kick in about a mile out from one’s position, such that one cannot see the floor of the world if they are at the top of it. Occasional random bubbles travel from the bottom to the top at regular intervals to help orient people who might lose their sense of direction in the waters.

The bottom of the reality is covered in colorful sands and pebbles, and a vast coral reef. Somewhat stylish mock-ups of sunken ships, giant shells, and the occasional treasure chest with gold pieces lend to a bit of an aquarium theme to the world. The coral forms a giant mountain spire in the center that reaches almost to the top of the reality. Atop this spire is a great glowing orb that provides light during daytime hours. During the night, this light fades, and instead, patches of coral light up with soft bioluminescence to light the region.

ACCESS POINTS
A person who has been allowed access can reach the Aquafel by submerging themselves completely, closing their eyes, and wishing for it. This can only be done in artificially contained bodies of water, such as swimming pools or bathtubs.

FLORA and FAUNA
Wildlife is composed of harmless sea life, including colorful fish and eels, non-poisonous anemones and jellyfish, starfish, sea horses, clams, sand dollars, and octopi. These creatures tend to leave visitors alone. The coral, of course, is alive. Sea weed and sponges make colorful forests in patches of the sea-scape.

NATIVES and SOCIETY
Mermaids and squidmaidens inhabit this realm, in several small communities living in caves carved out from the coral. They are playful and friendly, and readily engage in sex and cuddles with visitors. The small tribes engage in competitive sports of racing and find-and-seek games to settle what few disputes they may have. 

A few slime girls also exist in this realm, nearly invisible as they drift through the waters, until they shape themselves into a denser, more humanoid form. They will ensnare human visitors and fuck them to feed on their sexual fluids. Only a handful of them exist, however, and they tend to avoid the mermaid and squidmaiden settlements.

 
CLOTH LAND
 
A reality where everything is made of some kind of cloth, from the land to the people. Created by Cyl.
 
PHYSICAL FORM
Cloth Land is a rectangular plane, twenty miles wide by twelve miles long, bordered on all sides by mountains that appear to be made of vast, bunched up blankets and massive pillows. If one were to try and dig down through the cloth ground, they would find only firm stuffing. The whole of Cloth Land appears to exist on a giant futon mattress.
 
The sky has no apparent sun, but a glowing “ceiling” made of cream-colored wallpaper with various designs running across it that signify the passing of days. Ten different designs mark a ten-day week, with the colors fading in and out over the course of an hour denoting the shift. There is no night, but the days are comfortably bright, the sky giving off a soft warm glow.
 
The land is composed of a vast bed sheet, alternating between flat planes and rolling hills, with different patterns denoting different regions. “Grasslands” for example, is a white sheet with various grass-tuft patterns laid out. Other landscape features are pillows of various shapes, colors, and sizes. Tangles of yarn make up the closest thing to foliage across the landscape.
 
The weather is always calm, pleasant “room temperature” at a steady 70 degrees with low humidity, comfortable for pretty much any human. Despite the abundance of textiles and dryness of the landscape, the air is free of dust, lint, or other abrasive substances. Humans brought here need not worry about allergies. Likewise, humans find they have no need for water when they are here, which is ideal, given they aren’t going to find any in this world.
 
ACCESS POINTS
Cloth Land can only be accessed by those Cyl has invited to come there. This usually happens when a person goes to sleep, and wakes up lying on the ground in Cloth Land. Those who want to, however, can access this world by getting in bed, completely covering themselves under the bed sheets, closing their eyes, and wishing to go. They will appear under a sheet-like fold in the landscape, or in a bed in an established settlement. When they leave Cloth Land, they will reappear in the same bed through which they entered, coming out from between the sheets.
 
FLORA and FAUNA
Various types of animals exist, but all of them are cute, fuzzy, stuffed versions of said animals. Snakes, bunnies, kittens, puppies, small bears, etc. These creatures subsist off two types of naturally occurring crop food: herbivore type creatures eat vegetable and fruit shaped pillows, while carnivore shaped creatures eat meat-on-a-stick and stake shaped pillows. These pillows are found in clusters across the landscape.
 
NATIVES and SOCIETY
Three types of sapient creatures exist here: Furries, Dolls, and Living Clothes. Furries are stuffed animals with a humanoid shape. Dolls are human-shaped dolls. Living Clothes are normal sets of clothes that walk around as if there were an invisible person wearing them.
 
All three creatures possess Sewing Magic, which allows telekinetic manipulation of threads. With this power, they are able to make tent houses by way of telekinetically freezing braided threats in place as frames to drape sheets and blankets up for walls and ceilings. Alternately, those communities that live near the “blanket mountains” will create bracing structures to form livable caves within the blanket folds.
 
Furries and Dolls are naturally-occurring Natives of the world, and living together in these communities. Furries tend to be subservient to Dolls, who take them in as pets of a sort, but there doesn’t seem to be any sort of force slavery, so much as a mutually agreed upon Master/Servant lifestyle.
 
Living Clothes are technically an immigrant population. Anyone who Cyl brings to this reality finds the clothes they bring with them coming to life and pulling off their bodies to create a new Cloth Being, that stays behind when the human leaves.
 
These species are naturally physically affectionate and sexually playful. Any time they encounter a human, they eagerly take them in, and love to touch and play with them, endlessly fascinated by the human body’s capacity for experiencing tactile sensations, which Cloth Landers only have a muted sense of.
 
 
 
EROS LABORATORIES
 
Created by Whitney, this is another vast building reality, based on a more technological and medical fetish.
 
PHYSICAL FORM
Eros Laboratory, aka the Lab, is a three-mile wide, sixteen story tall fortress of scientific experimentation. Thousands of rooms and chambers connected by endless hallways make up a seemingly endless assortment of different rooms for testing the sexual responses of human subjects.
 
The reality has doctor’s offices, operating rooms, and high-tech sex dungeons. Storage rooms hold all manner of medical equipment, bondage gear, and chemical mixtures.
 
There are no windows or doors leading outside. The reality loops back on itself so that going far enough in one direction means you will pop out on the other side. In other words, if you start on the first floor, climb all the way to the sixteenth, and then keep going, you’ll end up back on the first, thanks to a space warping effect.
 
ACCESS POINTS
As with her Labyrinth Mansion, Whitney “invites” people to the Lab by teleporting them via doorways. Someone will open a door, usually in their home, and find themselves entering a waiting area in one of the Lab’s offices. People are sent back the same way.
 
The Lab is also accessible from the Mansion Labyrinth via a specific hallway in the near-center of that world. This hallway leads to a double door that opens to a hallway in the Lab, and vice versa.
 
FLORA and FAUNA
There are no animals in this reality, and the only plants and fungi found are those in controlled containment rooms, which strictly exist to be part of whatever experiments the natives claim to be running. Bacteria and benign viruses exists for the same reasons, and these micro-organisms are eradicated whenever someone leaves the reality.
 
NATIVES and SOCIETY
This world holds two types of people: Scientists and Synthezoids.
 
Scientists are humans, almost entirely female, though the occasional male is spotted. They oversee and facilitate most of the experimentation. They wear their signature lab coats and usually wear glasses, regardless of however else they dress. They go about their duties with a professional demeanor, whatever their other personality traits.
 
Synthezoids are robots of many various shapes and sizes. The most common are humanoids, though they often are obviously artificial, with metallic plating and obvious mechanical joints, with mask like faces, or computer screens showing a digital visage. Most of these machines have a feminine shape to them. Non-humanoid machines are built with obvious functions, such as self-mobilizing bondage frames with metallic tentacles to hold test subjects.
 
Synthezoids have the abilities one might expect from a futuristic science fiction robot: great strength and durability, numerous hidden gadgets, the ability to interface with other computers, etc. Synthezoids mostly act as assistants to Scientists, but sometimes operate their own experiments.
 
There really isn’t a true society here. Like with the Mansion, the natives don’t exist until visitors arrive, at which point, they simply go about their duties. At most, there is basic hierarchal command structure, with senior Scientists in charge of various lab assistants and has prime authority over multiple Synthezoids, though the Synthezoids are subservient to the Scientists generally.
 
The purpose of the Lab and its inhabitants is to play out all manner of “science” themed femdom scenarios. Fembot dominatrixes, virtual reality porn simulations, aphrodisiac testing, electro-stimulation experiments, chastity belt research, intimate physical exams, hypnosis sessions, stasis field bondage, milking machine racks, visitors to this reality can enact any scenario remotely related to technology or medical-themed sexual play.
 

ARTEMIS UNIVERSITY
 
One of the few long-term Worlds created by Lettie, this reality is based on a Mid-West American college town. While people can take or teach actual classes here as legitimate students and teachers (and Lettie will make sure any credits earned during a semester here will actually transfer to any Earth college of her visitor's choosing), the real reason to come here is to experience the thrills of college-life sexual experimentation, from risque student-teacher affairs, fraternity and sorority sex parties, pansexual exploration, and even "special" sex-ed classes with live demonstrations.
PHYSICAL FORM
The world is about thirty miles wide on a flat, disc-shaped reality, ringed by a line of low mountains, buffered by a ring of forests and plains before reaching the suburban sprawl that surrounds the city proper, with Artemis University itself situated in the center. The world is topped with a dome of Earth-like atmosphere that replicates the normal Earth sky. The world experiences generally pleasant weather, but shifts through seasons normally.
The city itself is small, with no especially large buildings, a lot of suburban neighborhoods, and some scattered shopping centers. Parks and small lakes dot the landscape. While populous, it is easy to go down a recently developed-looking sub-division, turn off into a winding a country back road that eventually emerges into an apartment complex.
Roads lead out from the city into the wilds where inhabitants can go out for camping and hiking expeditions, making use of numerous available cabins, but no roads actually lead to the mountains that ring the world. Should anyone actually reach the mountains, they will find them too steep and treacherous to climb. Those determined to try anyway will be halted by the sudden appearance of park rangers who will escort them to a previously unseen road that leads back to the city.
 
ACCESS POINTS
To reach this reality, one must have received a letter of invitation from Lettie, usually by mail, but sometimes just appearing on their bed or desk. The person must then follow the instructions to sign up for courses, either online, by phone, or by further letters. When they are accepted, they will be given instructions for how to reach the University. They will always be given a convenient date to arrive, and all accommodations are free.
The instructions always lead a person down a familiar highway exiting their home settlement. Within an hour of driving, they will be told to take a turn-off that does not actually exist until they reach it, and vanishes once it is used. This turn-off will take them down a new road, where the scenery will transition to the American Great Plains, regardless of the person's original environment. This marks the transition of a gradual warp tunnel that brings them into the World, bypassing the mountains in doing so. Within ten minutes, the driver will come to another turn the brings them onto a major road leading into the city.
A person can only ever enter through Lettie's invitation, but can leave at any time they truly wish it. To leave, they need only retrace their path in exiting. Once again, they will warp out of the world, bypassing the mountains.
The World has access to Earth's internet and cellular network, so visitors who opt to stay an entire semester here can contact family and friends if so desired. They can even leave temporarily and come back if they are only absent for a short time. Visitors cannot bring uninvited guests, however; the road will simply not appear if they try to sneak other people in.
Most people stay between three months to a full year, whether as a student or a teacher. Once their term is up, they will not be able to return under normal circumstances. They will need another invitation from Lettie. This is rarely ever given out, though. One year is more than enough for most visitors!
FLORA and FAUNA
The flora and fauna of the world resemble those native to the Great Plains, excluding any and all creatures or foliage dangerous to humans. Much like Thrae, no dangerous bugs or microbes exist here, with safe versions serving as stand-ins.
When entering this world, Lettie enforces a natural birth control effect on all women and men, making pregnancies impossible while within the world.
 
NATIVES and SOCIETY
While the city’s “local citizens” are all Created, a slim majority of university students, and at least a quarter of the school staff, are humans from Earth. The society is typical liberal town, with everyone fairly open in their views, working hard, and partying hard. Lettie will invite people from all around the world, and everyone tends to fit right in.
Natives work their jobs and live their lives as normal people content with their lot in life, being shopkeepers, bartenders, hotel managers, university staff, campus cops, etc. Most are young adults, with healthy middle-agers filling the more adult presence when needed. There is a notable absence of anyone under legal age, however, with the youngest visitors or natives being eighteen.
All visitors are granted a special credit card that gives them an unlimited balance to spend on whatever they need to accommodate their living and dating situations. That said, the cards have maximum limits of spending per day, and the city is not supplied with particularly high-end luxury products. No one is living in opulence, but everyone is living comfortably. Housing accommodations given to visitors tend to based on what will maximize their chances for the sexploits of their fantasies.
Scattered among the natives, the student body, and the staff, is Lettie herself in a couple thousand different guises all at once. Despite being notoriously flighty and chaotic with her sexcapades, this is one world where Lettie is able to maintain a specific role for long term play, as she splits her attention span thousands of ways. Even if some suspect, no one ever knows if their new sex partner(s) are another Earthling, a native Created, or Lettie in disguise.
Many of these roles will appear as an Empowered, an otherwise normal human with a specific special ability. In many cases, women brought to this world will gain some kind of Empowerment as well, and even some men will occasionally be gifted. This leads to a general sense of female dominant culture within the University, but in practice, there are plenty of dominant men to give submissive women a good time, too. In fact, some whole semesters, Lettie will shift things around to create a specifically "femdom" or "maledom" themed culture.
During some semesters, Phallimagery and/or Yonimagery powers run rampant across campus, sometimes with classes to teach budding cock and pussy controllers how to use their newfound kinky abilities.
 
 
 
AZTLAZON
 
Aztlazon was created by Devi, who envisioned an Amazonian-esque culture of lesbian warrior women, with a fantasy-Aztek flare. Devi is outright worshipped as a Goddess in this realm, by both her Created natives, and those she brings here. Many who visit her realm stay for an extended period as Devi makes them prove their devotion to her.
 
PHYSICAL FORM
Aztlazon takes the form of a vast, teeming jungle environment within a deep mountain valley. The Valley is about twenty miles long and five miles wide, surrounded by miles-high cliffs and steep mountains. Should one manage to ever climb over said mountains, they will find themselves on the other side of the valley; a space-warping effect wraps the world around itself.
 
Three large rivers cut across the valley, and there are twelve settlements scattered between their branches. These settlements and the immediate surrounding farmland land are the only consistent clearings in the otherwise oppressively dense jungle that forms a living labyrinth that only the natives are able to reliably navigate, and even then, only up to a point. Suffice to say even if someone could scale the mountains, actually reaching the base of them is almost impossible with how the jungle twists and turns you with paths that can shift when you aren’t looking.
 
Whether is pleasantly warm year round, with the only notable shift in seasons being the frequency of rain storms; four months out of a “year” is a wet season with more frequent and heavier showers and some minor flooding of the rivers, with another four months being less and lighter rainfall.
 
Human cities are bronze-age era temple-cities with elaborate gilded structures and gold-paved streets. Festive, colorful decorations line open markets, and gem-encrusted fountains and grand statues lend a regality to the otherwise simple living conditions of a world without modern technologies. The center of each city holds an Aztec-style temple where priestesses do daily rituals.
 
There are also some networks of tunnels beneath the mountains which hold small domiciles, and at least one system of tree-house settlements.
 
The realm has a normal day-night cycle, with blue skies, white clouds, and a golden sun. The night stars, however, are multi-colored, and occasionally, the night is light with rainbow auroras. There are two moons, one blue and one gold, which are always full, and pass each other in opposite, but parallel paths across the sky. When the moons are at their closest is official midnight.
 
ACCESS POINTS
Presently, Aztlazon has no direct method of access. Devi herself must bring you to the world. This is to impose a sense of “worthiness” to reaching this reality. One a person leaves after their first visit, they must pray to Devi to return.
 
FLORA and FAUNA
The jungle is a riot of life, both Earthly and mythological. Plants and animals from both the South American rain forests and jungles of the Indian sub-continent co-exist. As with most Omny worlds, dangerous flora, parasites, and microbes don’t exist, but dangerous animals do. However, these animals will not seek out humans to harm, and will only attack people in self-defense. Wildcats and huge serpents prowl the wilds.
 
The jungle is also home to several chimerical species, such as winged cats, cockatrices, feathered serpents, tree spirits, flower-fairies, and exotic birds with elemental affinities. Most are intelligent to some degree, but eschew civilized living.
 
NATIVES and SOCIETY
Aztlazon human society is composed almost entirely of women, with a strong hierarchal social structure. Domination plays a strong part of Aztlazon culture, both physical and social. There are five castes into which a woman may fall: servant, merchant, care giver, warrior, and priestess. While all serve an important part of society, the higher the caste, the stronger the law supports them; except under extreme circumstances, it is effectively illegal for a lower cast woman to defy the orders of her superiors.
 
Priestesses are the highest cast, ruling the cities and performing the blood-letting rituals that are part of their worship daily worship routines. The word of a priestess is law, and the laws broadly do not apply to them; they may do anything to anyone in their cities as they wish. However, a truly corrupt priestess that abuses her power too far may be challenged by another to be deposed, or even be overthrown by a joint effort of the cities highest warriors. A deposed priestess is doomed to forever live as a servant. There are usually no more than five priestesses in a given city, with one as the official ruler, and the others as her council. Only a warrior can rise to be a priestess, though that warrior must also have once been a caregiver.

Priestesses possess the strongest of mystical powers, fueled by Devi’s blessing. A priestess combines the healing powers of a caregiver with the physical enhancements of a warrior, and possesses the power to transform into several different bestial shapes, usually a werecat or half-serpent or an angelic form.
 
Warriors are the guards and soldiers of a city. All women are trained in basic combat at some point, but Warriors continue to be trained extensively. Upon proving their worth to join a city’s army, they are blessed with superhuman physical enhancement, giving them ten times the strength, speed, durability, stamina, and recovery ability of a man. The highest ranking of the Warriors may also possess a single animal-shifting form.
 
Care Givers are the doctors and healers, serving to mend the wounds of warriors, and tend to the injuries of those who run afoul of dangerous animals. People don’t really get dangerously sick in Aztlazon, but in the event someone eats some disagreeable food, or suffers morning sickness, or has some other minor illness, care givers will provide remedies.
 
Care givers possess mystical healing powers to accelerate the mending of injuries and insuring they mend properly. The power can also pure illness and purge infection, though that really doesn’t happen. If a care givers magic is exhausted from strenuous use, they also have innate knowledge of local medicinal plants that can be used to help. This sees more use for things like tea to calm one’s nerves or aid in sleep, aphrodisiacs to enhance sex, and special spices to use as stimulants, other such things. Should a care giver opt to become a warrior, they lose their healing powers, the blessing turning inward to energize their warrior enhancements.
 
Merchants are the upper working class, including not just those who sell goods, but facilitate trade with (temporarily) allied cities, and also sell services as repairers and artisans. Merchants may become warriors or care givers. Merchants have no special powers, but have higher legal status than servants, whom they may be free to own as their personal slaves.
 
Servants are the lowest working class, and the largest of the population, working basic skill or unskilled labor. Many women are born into this role, but one may be forced into servant status if they are captured or defeated by an enemy city. Servants are effectively the serfs and peasants of the land, only able to rise to the level of merchant or caregiver through the sponsorship of a higher cast woman, and only if they were not part of an enemy city. Servants have no special powers.
 
A “good” higher-caste citizen is expected to take responsibility in looking out for lower-caste citizens, and a Servant’s Mistress is expected to take care of her. However, Servants also effectively have no real rights in terms of ownership or even bodily autonomy. Servants are used for casual sex and cheap labor, and are used as fodder for the priestess’s blood-letting rituals (although these are never fatal, and the servant healed after the ritual is completed).
 
Despite initial appearances, a small number of men do exist in this reality, almost entirely to serve as breeding stock and occasional entertainment. Men are kept in dungeons beneath the temples, provided for, but permanently imprisoned and milked of their semen. Occasionally, select women (usually those who can pay for it) are allowed to “rent” a man for a night, to do anything they want to him. For some, it’s to use them as fucktoys to enhance sex with their lovers. For others, it’s to beat them up for kicks, although they are not allowed to truly injure them. Some like to spar with the men to further their combat training. Servant women who are allowed access may simply revel in having power over someone on an even lower level of the caste system than them. And then there are a few women who have a shameful little fetish, of letting a lowly man have his way with her, in ways another woman simply can’t.
 
Along with the rigid caste structure, the cities often war with one another, waging periodic invasions, or engaging in vicious skirmishes during crossing patrols. Projectile weapons are forbidden from being used in such battles, as are blades, which are reserved for priestess rituals. Using bare hands or blunt instruments, warrior women attempt to wrestle or beat each other into submission. Due to their enhanced physicality, and the magic of the care givers, death from these battles is rare. Instead, sexual assault of a defeated opponent is common. Defeated parties in border skirmishes are usually sent home, but during invasions, defeated parties will be forced into servant roles. However, no conquest lasts for very long, as rebellions eventually form to kick out.
 
From an outside observer’s perspective, this society can seem brutal and immoral, but bear in mind that Devi fashioned the people of this world to naturally accept and sustain this system. Being dominated and used, even for Servants, is not a life-shattering trauma, but a challenge to be overcome or a duty to serve. Aztlazons live to fulfill their purpose in the caste system, and the ambitious seek to strengthen themselves and work up through the system. Devi only brings her Playthings to this world when she knows they are ready for experiencing a hardcore master-servant lifestyle for a long-term stay.
 
 
 
PALATIAL SKIES
 
A world themed after the “sky islands” genre of fantasy fiction, with a heavenly theme. Created by Cyl, and used as her home world. While there is a force of gravity that will cause things to fall in one uniform direction, anyone who comes to this world automatically gains the power to levitate and fly.
 
PHYSICAL FORM
A thirty-mile wide sphere of blue skies and clouds, with a stationary, pale white sun perpetually marking the “north pole” of the world. Small islands and large structures float in the sky in all directions. Islands and structures can be anywhere from a hundred feet wide to half a mile across, with a two-and-a-half mile wide island forming the “center” of the world. Most of the floating structures are within another mile of one another. At about twenty miles, the “haze” of the atmosphere makes it too difficult to see any farther, but attempting to travel in a straight line in any direction will cause a person to loop back to where they started; a space-warping effect causes the world to fold back upon itself.
 
The clouds always seem to form in layers between the islands, so that they never engulf an island itself. The sun, however, seems to exist “beyond” the world, as even flying directly at it will cause a person to just keep looping through the same thirty-mile long stretch, never getting any closer to the sun.
 
It is perpetually daytime, with pleasantly cool temperatures between the islands, while pleasantly warm on the islands or within the free-floating structures. Light showers spill from the clouds, which build up in thick grey sheets before the rain forms. However, lightning never occurs within these brief thunderheads.
 
Gravity conforms to a universal “down”, opposite the sun, and the islands reflect that, with the bottoms being rocky surfaces.
 
Islands usually have one source of fresh water, either a spring, pond, or small lake. The central island’s middle is dominated by the largest lake in the world, a mile-wide, quarter-mile deep pool. The water is safe to drink, if not very palatable unfiltered.
The islands have a variety of vegetation, each with different trees and grasses, giving an impression of isolated biomes across the sky, with only the central island having a notable blend of the different types. A few islands even conform to a sandy desert with cacti. Most islands also have at least one structure upon it, finely carved marble and stone buildings that give the impression of ancient facilities of antiquity. Palaces and amphitheaters and courtyard gardens and pagodas dot the land, with larger castle buildings floating free in the sky. If the island is large enough, small villages with simple but pristine cabins can found surrounding a lake, or tucked within woods. Some islands also have hanging shelters built into the rocky undersides.
 
ACCESS POINTS
Cyl must initially bring a person to this realm before they can access it again. From that point, to reach this world, a person must close their eyes, pray to Cyl, and step off a platform into open air. This is as easy to accomplish as skipping a few steps on a stairwell and letting yourself fall farther than you should. If you are physically fit enough, you can also just jump into the air as high as you can, and as you start to fall, you will enter the world. This can only be done when no one else is looking, however, so it is best to try this in isolation.
 
Cyl will not allow people to injure themselves trying this, however, so if for some reason someone’s concentration is broken during the process, or they are about to get caught, an invisible force will catch the person and correct their position to land safely if an attempted jump fails. Alternatively, a person may even be rescued from a dangerous fall by ending up here instead of hitting the ground, with the Masquerade covering for the event if they would otherwise been seen vanishing.
 
FLORA and FAUNA
Each island has its own isolated plant life. While there is some repetition among the islands due to the number of them, no two adjacent islands will have the same biome in terms of trees, grasses, flowers, or other such plants. Some islands conform to grasslands, others to steppes, some to forests, some to savannah, some to swampland, some even to deserts. However, every island is hospitable, the varying plant life giving a variety of colors to the world.
 
The vast majority of animal life in the world are birds of all types, with bees and butterflies making up the insects, rodents, frogs, and freshwater fish making up the land and water based animals. All such creatures are friendly or indifferent to humans.
 
NATIVES and SOCIETY
The world is inhabited by beautiful winged men and women, whose wings sport a variety of different colors. They live a simple society of peaceful leisure, passing the time with art, philosophy, music, writing, and exploring. It is known that islands can shift their form, some disappearing and new ones reappearing, and charting these periodic changes is the duty of a handful of cartographers. The winged people are friendly, sometimes even doting to guests, though never pushy. Naturally, they are all skilled lovers, and are wickedly talented with using feathers to play with their partners.
 
 
 
IMMERNACHT
 
Immernacht, or “Ever Night”, is the name of small, humble town and the forest that surrounds it. This world is shrouded in perpetual darkness. Neither sun, nor moon, nor stars light the world, forcing those that live there to use various forms of artificial light, or bio-luminescence to see. The world was created by Shady.
 
PHYSICAL FORM
Immernacht is a valley surrounded by tall mountain peaks. Darkness prevents one from seeing the mountains, but even if they tried to leave over them, a space-warping effect would turn them around, and cause them to inevitably start going back the way they came, with the darkness making it impossible to stay oriented.
 
The valley is about six miles across on average, with a general “bowl” shape, although the “walls” of the valley are uneven. Several streams cut through the valley. There is technically only one main village near the center, but several small offshoot settlements are linked along the streams. Rather than have a large area for farmland, most homes have a little garden for self-sufficient farming.
 
ACCESS POINTS
Shady must first bring a person to Immernacht. From there, Immernacht can be reached by entering an enclosed area of total darkness, closing ones eyes, and wishing to be there. If one enters via a building, they will emerge from a small outdoor cellar shack at the edges of the main town. If one enters via a cave, they will emerge from a small cave near the village. If one enters via water, they will emerge from the village stream. If one enters via a forest or other wooded biome, they will emerge from the woods near the village. To leave, a person must return the same way they entered.
 
FLORA and FAUNA
Despite the lack of sunlight, plants grow easily in this world, with surprising swiftness. A tree need only a month to grow to its full height. This is due to a supernaturally charged “life energy” in the soil that replaces the need for sunlight.
 
Despite this, plants will not grow on any surface that has been paved (even if it is just a dirt path that has been properly flattened, or a gravel, sand, or mulch path properly laid out). Likewise, plants stop their growth at a certain point to prevent excess crowding, and the forest floor is fairly “clear” to walk through in most parts, albeit uneven.
 
Tilled soil allows for the rapid growth of crops, and most people live off the fruits, vegetables, and nuts that can be planted and harvested within a day. Some medicinal herbs and flowers can likewise be similarly harvested. Such crops are imbued with sufficient traces of Vitamin D to compensate for a lack of sunlight.

Trees include spruce, juniper, pines, and aspen. Grasses and flowers are found in abundance, and toadstools are found in rarer clusters in damper areas. A unique plant called Black Grass forms in random patches across the forest floor. This grass is supernaturally dark, to the point that it actually stands out to the eye even from the darkness. The grass is harmless, but patches of it are believed to be used as nests for the Shadows in their resting state. That said, identifying patches of Black Grass can act as markers if one is lost in the woods without a light to guide them.

Bioluminescent fungus sometimes clusters around trees, sometimes bright enough to light a small area as well as a campire, though the glow can come in a variety of colors. In a rare instance of cross-World species migration, Bluefire Moss was at one point introduced into Immernacht from Wood Knot, and is now a commonly used source for light.
 
Immernacht has a variety of woodland animals, including various rodents, foxes, and deer. Various species of owl and corvid share the canopies with bats. Small fish, salamanders, and frogs can be found in the small streams. Insect species include moths, fireflies, and crickets, with wood spiders rounding out the bug population. No animals are actively hostile to humans, but will readily defend themselves from predation.
 
NATIVES and SOCIETY
Immernacht holds something like a mid-1800s agricultural community, split up across one major village, and several smaller outposts connected by streams and packed-Earth paths. The natives are a race of pale skinned humans, not quite albino, but considerably fair even by Caucasian standards.
 
Technology is pre-industrial revolution, but they have what amounts to the peak of mechanical technology prior to the wide spread use of the combustion engine. A blacksmith is effectively the most advanced engineer in the land.
 
Houses are largely made of wood, and most metal tools and nails are made of iron. Wood is the predominant fuel-source. While living plants are actually quite resistant to fire, dead plants quickly dry and become useable. Smoke from native plants is rather minimal. More recently, Bluefire Moss is used for everyday lamp-lighting needs, and captured fireflies are sometimes used for lanterns. Pumpkins and other gourds are carved with faces and patterns like jack-o-lanterns, and lit with moss or glowing mushrooms, and used to mark the territories of the settlements.
 
The culture of Immernacht is one of peace, but also mild trepidation. While the natives remain humble and chaste, and try not to stir up trouble, they are also “preyed” upon by supernatural creatures. The Shadows are living humanoid spirits of semi-solid darkness who prowl the woods, looking to “feast” upon any humans that get lost and stray too far. They can take masculine or feminine shape to suit their purposes. When they find and corner a person, their flowing bodies become more solid, and they push themselves sexually upon the human, in order to seduce them with wicked pleasures and feed on their “lustful energies.”
 
The whole arrangement is largely a play on the fantasies of corrupting the innocent and stoic with dark pleasures, like vampires and succubi seducing humans to feed upon them. Humans of Immernacht are expected to be behaved and proper and resist the temptations of the flesh save for the needs of procreation, but each adult inhabitant secretly fantasies about giving into carnal desires, being taken, and taking in return. The Shadows are manifestations of these temptations that fulfill these desires in a perverse roleplay, even if the humans don’t really know that’s what’s happening.
 
As such, the humans of Immernacht are never truly in any danger, nor are any visitors to the realm. It is, in fact, possible to ward off the Shadows using strong enough light sources, or calling for help; Shadows will never attempt to attack more than one person at a time, and almost always operate alone.
 
Shady herself sometimes enters the world in the form of a sexual demoness, appearing as a vampire or succubus-like entity that is the “Queen of the Shadows”, whom the humans cower before. She will “feast” upon her choice of natives, and return them addled with lurid memories and desires that can take weeks to overcome.
 
 
 
APOCLYPHA
 
The world is a blasted hellscape of ruined civilizations, created be Domina to appease her cruel and sadistic urges. The world exists to enact mortal suffering, and all who come here are doomed to ruination.
 
PHYSICAL FORM
The reality is some fifty miles across, with the edges of the world ringed by a mile-wide mote of boiling, toxic sludge that appears to go on indefinitely. In reality, the world is enclosed in a spacewarping wall that stops physical progress at the edges. However, no one has ever managed to test this, on account of the sludge mote being too deadly to cross.
 
The world resembles Earth of the twentieth century, with civilization having been shattered by nuclear and supernatural apocalypes. Cities lies in ruins, wilderness exists in a burnt, petrified, or mutated state. Only a few oases of greenery still exist, the largest of which is a mile-wide stretch of forest sitting within a crater plateau, hidden from most of the world. More common are patches of irradiated land, deadly to mortal life.
 
Near the center of the world, lies a large fortress castle, covering a mile wide area. This massive structure is filled with suffering mortals, humans bound up in agonizing racks and torture devices, many sexually themed, though some just painful. This is Domina’s personal abode in the world, where she traps mortals for her personal entertainment. They are kept in peak sexual and painful agony, kept alive through Domina’s power.
 
Because of the absolutely brutal nature of her world, most all mortals are as Created as the rest of her world’s entities. The few non-Native mortals who end up here are either the truly wicked from Earth or Thrae, or those who stumble into the world from elsewhere.
 
Similarly themed towers exist dotting the land as well. These towers may hold Demons of high esteem, or may simply be empty. At least one is the center of a mortal stronghold. One, however, is a “guest house” of sorts for the Omny Megan, Domina’s Splinter.
 
ACCESS POINTS
By mutual agreement, Apoclypha is largely sealed off from the rest of the Omnyverse. One can only go there by way of Domina bringing them.
 
As a cruel joke, however, Domina has secretly enabled one way to reach her world: getting caught in a nuclear blast, sufficient to be vaporized, may instead send a person to her world instead of kill them.
 
FLORA and FAUNA
Most extant wildlife, from humans to beasts to plants, are either beleaguered survivors of the apocalypse, or have been mutated into hyper-predatory forms. Even herbivores will attempt to kill on whim, and some plants become vicious mobile carnivores. Moreover, monstrous entities have been unleashed upon the world in the form of Demons and Monsters.
 
NATIVES and SOCIETY
Demons prowl the land, surviving easily off the seemingly inhospitable landscape. They gain pleasure and a sense of purpose from torturing mortals, humans in particular. Many come in twisted, humanoid forms, or as bestial chimera, but are almost always distinct from normal monsters in that they are intelligent, can talk, and almost always have some kind of horn or spine features. Demons possess superhuman strength, a regenerative ability, and some know various forms of minor elemental Magic.
 
Demons maybe intelligent, but they are remarkably single minded in their pursuits. All desire to torture humans, but some may have other “hobbies”. Despite any given demon being significantly more powerful than any handful of mortals, they are limited in their thinking. Demons cannot fathom a human’s abilities to adapt to their circumstances and outthink them, and thus always underestimate what a desperate mortal is capable of. Likewise, many demons have an obsession or compulsive habit that can override their immediate need to torture, and humans can leverage that against them, be it threatening a demon’s collection of materials or tricking a demon with riddles.
 
Moreoever, demons of every strain have a specific weakness, usually to some form of common metal. The strongest demons tend to have rare and exotic weaknesses, however.
Demons also tend to limit how many humans they actually kill, drawing out torture sessions, or sparing known settlements they could overrun if they really tried, but they want mortals to still exist for their pleasure.
 
Monsters also prowl the lands, predominantly composed of mutated Earthly wildlife, though their actions are mostly those to be expected of an animal. They hunt to eat and they will kill to protect territory. However, many monsters feel instinctive hatred towards humans, and will attempt to kill them on sight.
 
In some very rare cases, however, a Monster may feel an affection for mortals, and can be “tamed”. This is not entirely reliable, but a few monsters have successfully been used as guard animals and hunting aids.
 
Mortals of this land are mostly humans, though occasionally, one might find demihumans who seem to have fallen into the world through the Omnyverse’s portal networks.
 
Mortal society is one on the absolute edge of survival. Human tribes manage to eke out a meager existence by either remaining in hiding, or by establishing fortress towns under the control of cruel warlords. The warlords pray and offer sacrifices to Domina, who grants them a meager amount of protection. Loyal settlements will be protected by a field several miles wide that keeps out lesser Demons and Monsters, but may still fail against large and powerful creatures if Domina feels the town doesn’t grovel enough.
 
Warlords act as protectors and tyrants, accepted only because they are the only ones strong enough to keep the beleaguered survivors together and do what is necessary to keep them as protected as possible. Warlords who pay fealty to Domina may themselves be granted some minor boon, though of course, this comes in exchange for handing over sacrifices to her, or being her entertainment themselves.
 
Empowered who come here may find their powers weakened or nonfunctional, and almost no forms of Magic work outside of Demonic magic. However, it may be possible for mortals to learn Demon Magic, at the cost of being haunted by a wicked spirit.
 
 
 
VOXELA
 
This is just the world of Minecraft with the serial numbers filed off. Initially created by Shady as a joke, she decided it was actually kind of fun, and decided to let the world continue.
 
PHYSICAL FORM
Voxela is a flat, square plain, about one hundred kilometers in any direction, before the impenetrable world border force field cuts it off. The bottom of the world is a plate of impenetrable bedrock, while the sky just stops at three-hundred meters with an invisible, but equally unbreakable ceiling.
 
Physics conforms to Minecraft physics, with most things existing the form of meter-wide blocks or smaller flat tools, liquids flowing from source blocks, lit fires never going out on their own, etc.
 
The world resembles the Overworld specifically, albeit bolstered with hundreds of alternative biomes from various modpacks. However, the other dimensions from the game (the Nether and the End) or from modpacks do not exist.
 
ACCESS POINTS
Once invited, anyone can enter Voxela by downloading the “game” Voxela onto a computer, placing their hand on the screen, and wishing to be there. Exiting is merely a matter of crafting a “return portal” which will send the person back out to the same place in the world they left from.
 
FLORA and FAUNA
While plants conform to the voxelized condition of the world, most animals actually have a “normal” appearance. While they are the same ones you would find in the Minecraft world, they look like their earthly counterparts instead of block-form versions. Sheep, cows, and chickens look like regular sheep, cows and chickens. Villagers and Illagers appear as attractive humans, and are eager to engage in sexual relations with visitors. Enemy mobs, instead of appearing strictly as monsters, appear as sexy “monster girl” versions of themselves, be they demihuman half-beast forms (such as Guardian-Girls and Ender Girls) or girls in themed costumes (such as “Zombies” just being girls with green skin, or “Skeletons” being female archers with bone-armor).
 
NATIVES and SOCIETY
Villagers live simple lives, going about their daily tasks as usual. Illagers raid Villages. Expanded roles exist beyond what is found in the normal Minecraft game.
 
Some modded features may be slotted in and out of the world as Shady or other Omnys decide to toy around with them. Presently, Shady and Megan are designing their own custom Magic and Tech Mods to add to the world.


 
MONSTA
 
Created by Megan, this is an erotically charged version of collectable monster games, such as Pokemon and Digimon. The “Mons”, in this case are known as HalfGals, and are all sexy female demihumans. This is very much inspired by the Monster Girl sub-genre of hentai on top of the aforementioned games.
 
PHYSICAL FORM
Monsta is an archipelago with a large main island, several medium islands, and dozens of small island chains ringing the world. It is a mostly sub-tropical climate, with harshly cold temperatures on the tops of the islands many mountain ranges, and a distinctly desert climate island to the west. The terrain is rugged enough to distinctly divide the main lands, making travel between towns and cities a pain if one doesn’t use the road and rail systems to get around.
 
The whole region is about a thousand kilometers wide in total, and the edges of the world wrap back around on itself, like a 2D video game map. Civilization in Monsta has not mastered space travel, so the vacuum above the sky is enough to deter any attempts to leave via the sky, and thus not reach the invisible barrier that defines the world’s ceiling. The sky simulates the skies of Earth, save that the sun travels from west to east. The bottom of the world is composed of a lava sea over impenetrable bedrock, again stopping attempts to reach it.
 
“Monsta” refers to the world itself, but specifically the main island in the center that dominates the rest, and “Monsta City” is the largest metropolis in the world.
 
ACCESS POINTS
Megan will grant her lovers a special card which, when held in the hand against the lips, with a special password spoken to it, will open a portal to Monsta. This portal will not activate if others are watching and the Masquerade can’t compensate for it.
 
The card will appear in the hand whenever the person wants it to, and thus they can use it to return to Earth. However, any HalfGals the person has tamed cannot come back with them without special clearance, or some means of disguising themselves sufficiently.
 
FLORA and FAUNA
Humans dominate the land with a anachronistically high-tech society. They have solar powered cars and high-speed rails, but cell phones are still in a basic state, space technology is non-existent, and computers seem absurdly specialized rather than be all-in-one devices.
 
HalfGals are actually the most numerous population, coming in a vast variety of forms. Despite appearing as myriad different species, they are all actually one species, sub-divided into twenty-five different types, that each have their own sub-variants. Sub-variants, when reproducing, have a 40% chance of having a child that is similar to themselves, and a 60% chance of having a child that belongs to another sub-variant.
 
HalfGals possess superhuman powers usually relating to physical enhancements or alteration, elemental abilities, or psychic abilities. While no HalfGal is exactly like the Mon creatures that inspired them, many are very obviously based on creatures from such games, as well as mythical half-humans. One could fill an entire bestiary with all the variants, but you can probably guess the types that may be found. Alongside centaurs, mermaids, harpies, and sphinxes, you’ll find electric mouse girls, fiery fox girls, icy wolf girls, windy bird girls, etc.
 
HalfGals are intelligent enough to understand nuanced human language, and form simple societies on their own, but are subject to a Sex Thirst that makes them go feral if they do not have sex with humans at least once a weak. In a feral state, they can be extremely dangerous, and even with weapons, most humans are no match one-on-one for the superhuman HalfGals. As such, it is necessary for humans to tame HalfGals to be their fighting companions. HalfGals may also find use in supplementing labor industries.
 
HalfGals need human males to reproduce, but may use human males and females to satiate their Sex Thirst. In exchange for their loyalty, HalfGals expect humans to fulfill this role for them.
 
Aside from the HalfGals, various tropical Earth species exist throughout the lands. A few are indeed dangerous, such as poisonous snakes. Giant spiders and scorpions are also dangerous on certain islands, as are various species of shark and jellyfish, and at least one species of vampire bat. Humans and HalfGals help each other survive in the still untamed wilds.
 
NATIVES and SOCIETY
Humans live in harmony with tamed HalfGals, as per the trope of a Mon World type of society, while wild HalfGal settlements survive by kidnapping humans to use at their leisure, and feral HalfGals roam the wilds seeking prey.
 
Overall, humans live in an industrial society. Unconcerned with how small their world seems to be they go about their daily lives happily fulfilling their roles in society. Of course, young men and women set out on adventures to find and tame HalfGals and have them compete in competitions, as well as plunder the seemingly endless mysterious ruins of a lost civilization that lies underneath their modern cities and buried in the wilds.

SUPERVANIA

Supervania is the creation of Wyllow, but she shares control of it with Demi, who has made some minor tweaks here or there. This is a hodge-podge world of various self-contained, familiar fantasy or science fiction settings from comics, video games, and anime. It serves as a permanent render of the many temporary themed worlds Wyllow and Demi travel through as they enact their fantasy roleplay adventures.

PHYSICAL FORM
About three-hundred miles across, the world is generally circular, a flat plane surrounded by a bubble of atmosphere. The world stops at an impossible to breach wall of solid space which is mostly hidden by a ludicrously tall mountain range. Even attempting to dig through the mountain or into the ground will uncover denser and denser material, until one reaches a layer of absolutely unbreakable stone. Attempting to fly upwards, one will hit the wall of vacuum, and shortly thereafter hit a space-warping effect that prevents further travel, except to go back.

Beyond the edges of the world, a small sun, three boldly colored moons, and a swathe of star-like glowing crystals orbit around the sphere, providing day and night akin to Earth.

The land area is a riot of different biomes and settlements, each drastically distinct from their neighbors, with the limits of each region defined by a network of wide rivers, which flow towards an inner sea. The make-up of the region is geologically impossible, with different landscapes, atmospheric conditions, climate, and ecology having no natural gradation. Biomes simply cut off at the rivers edge, and the next one over can have radically different conditions on the other side. A desert biome, an arctic tundra, a flower-filled meadow, a tropical rainforest, and a dense megacity with a layer of smog, can all exist right up next to each, separated only by the rivers. Their atmospheres, climates, and native species will not bleed over into one another.

Each section is anywhere from one mile to ten miles across. Some sections are linked by roads, but not many, meaning river-travel is sometimes the most efficient way to get to a new location. Flight may also work, but radically shifting weather conditions from section to section can be dangerous, so it’s not recommended, and air travel options are extremely limited.

Imagine, if you will, an old video game, where the player character will transition to radically different locations between levels. Now imagine those levels were all actually in the same few miles of one another, and that was translated to an open world game densely packed with content. There is not more than three miles, often less, between locations of significance, be they villages, dungeons, shrines, special laboratories, castles, modern fortresses, mysterious structures, treasure hordes, monster dens, etc.

These world sections are, as stated, themed after popular fiction of various media, but particularly influenced by video games and comic books. DC, Marvel, Mario, Sonic, Castlevania, Elder Scrolls, Metroid, Transformers, LEGOs, Lord of the Rings, Final Fantasy, Pokemon, Diablo, Shadowrun, Terminator, and many others inform the crazy quilt construction of the reality.

ACCESS POINTS
Wyllow or Demi must directly bring a person into the world. Although designed for elaborate high-fantasy roleplay, the dangers are real enough that mortals should not enter or stay unattended. 

FLORA and FAUNA
There is, frankly, far too much variety of species to even begin detailing them all. Supervania alone holds as much, if not more, variety of lifeforms as all other Omny Worlds combined. Most are clearly recognizable as legally distinct variations of creatures and peoples from the aforementioned popular media franchises.

There is no migration of species between these sections except when forcibly transported by natives or visitors, and even then, those species will usually not manage to survive long-term in a different biome, or if they do, they will not be able to reproduce and flood the carefully separated ecosystems.

NATIVES and SOCIETY
The Natives of this world are a riot of different types of NPCs, with enough self-awareness and adaptability to have effective free will, but little motivation to change anything about their roles in society. A scant few Adventurers prowl the wide variety of lands, mostly for the sake of being companions to any Playthings Demi or Wyllow bring in, but sometimes just as an interesting character for the Omnys to encounter while they are in their roles.

This aside, nearly all Natives stick to their themed region, traveling only to others on special exceptions, and only to those linked by the highways. The regions are all self-sufficient enough to allow comfortable living for their populations, if everyone does their part to keep their society running smoothly.

Naturally, the highest population density are in the city regions. Humans are the dominant race, but all manner of demihumans or talking beasts may be found in the various regions.

A broad magic system and skill system is divided among a set of classes akin to an MMO, for those people Wyllow and Demi bring into the world. The Omnys themselves, when playing here, will usually limit themselves to match the system.


 
PARAMOUR POWERS (LIRIO DE FOGO)
 
A contemporary superhuman-themed world designed by Kat, Paramour Powers is composed of a large island nation, surrounded by a sea, presumably off the coast of a large continent. The design resembles some of Salamando’s erotic superhero world concepts, but this is largely a coincidence.
 
The actual name of the island is Lirio de Fogo (Fire Lily).
 
PHYSICAL FORM
The world is about five hundred miles across, with about fifty miles of that being ocean surrounding the island. Rather than be flat, the world is a curved surface matching the curve of the earth, giving the illusion of a round world. However, should one attempt to travel past the oceans, a space warping effect loops to world back onto itself, so attempting to leave the island only results in returning to the island; the limits of the sea are ringed by an impenetrable fog bank that makes it impossible to tell where one is going.
 
Likewise, digging under the world, one will encounter a layer of lava, beneath which is a layer of impenetrable bedrock. Flying into the sky, one will reach deadly vacuum. The sky resembles the skies of Earth. In the context of Thrae, Lirio de Fogo is supposed to exist a hundred miles off the coast of Brazil.
 
The island is split between a high mountainous region in the west with snowy peaks, a small desert in the southwest, a grasslands and forest dominating most of the rest of the country, with a sliver a swamplands in the southeast. Ten major cities are connected by highways, and a hundred towns of various sizes are scattered between them. Farmlands in the center of the island, and fishing off the coasts provide food.
 
ACCESS POINTS
Kat allows access to Lirio de Fogo through the use of special compasses which are extremely rare and usable only by those they have been gifted to. Afterwards, however, one can reach the island or leave it by traveling out to sea on Earth or Thrae with a special compass. Whether traveling by water or air, one will encounter a fog bank about twenty miles away from shore, and assuming there are no other landmasses within that range, if one enters the fogbank, they will emerge onto the seas of Lirio de Fogo. Possessing such a compass will also allow someone to exit the fogbank to return to Earth or Thrae.
 
FLORA and FAUNA
Native fauna and flora equate to tropical species found on Earth, minus any overtly dangerous animal life. Jaguars, anacondas, coyotes, sharks, alligators, river dolphins, scorpions, and small bears exist in various regions, but will only attack humans if provoked.
 
NATIVES and SOCIETY
Lirio de Fogo is a modern First World country, forced to become self-sufficient due to the supernaturally enforced quarantine of the fog bank. Strictly speaking, the island has been retroactively integrated into the world context of Thrae, with the fog bank being seen as one of that world’s many inexplicable supernatural phenomenon. Communication with the outside world is acceptable, however.
 
English and Portuguese are the dominant language, with a mixture of American and Brazilian cultures. The quarantine is largely accepted, due to the presence of a unique form of Sex Magic, dubbed Paramour Powers. Within the boundaries of the fog bank, any woman who has sex with a man will obtain a superhuman power if he orgasms inside her. These powers are basic, with each woman manifesting a single ability, such as super strength or super speed or fire breath or invisibility, etc. They are effectively equivalent to the abilities of other Omnys’ Empowered.
 
However, these powers are only temporary, the charge fading after a few days on its own, or draining faster through heavy use. The more pent up a man is when he releases, the stronger the charge. Thus, across the island, a cultural standard of male chastity, orgasm control, and tease and denial has been adapted, maximizing the charge a man can give a woman. The world isn’t overtly perverted, but the sexual dynamics between men and women have adapted to a female dominant paradigm.



HUSH MOUNTAIN
 
The town of Hush is a sleepy mountain settlement nestled in the Hush Mountains, a scenic range that was once a thriving tourist spot, but in recent decades has declined. Nonetheless, it is a pleasant, cozy place with friendly locals and some nice spots for the handful of tourists to still enjoy.
 
Except past the smiles and the gorgeous sunsets and colorful forests, there is always something not quite right feeling if you look a little too closely. That cute waitress’ smile seems a little bit predatory from a certain angle. And this is some great tasting coffee, but why do you suddenly feel kinda woozy—
 
You wake up sometime later, strapped naked to a table in a dark, grimy dungeon. Your body is absolutely flushed with arousal, but you also feel a sharp sense of dread. You hear something shuffling down the hall, coming towards you. You catch a glimpse of something from the shadows. You test your bonds, and one of your cuffs breaks open. You have only seconds to free yourself, and run… or do you stay and see what’s coming?
 
Hush Mountain is an erotic horror themed world constructed by Illia. It is modeled in some ways after Silent Hill, as the world is structured as an isolated town in the mountains, with the town erratically shifting from a “normal”, pleasant settlement during the day, but a nightmare-fuel dungeonscape teeming with body-horror sex fiends at night.
 
PHYSICAL FORM
The town of Hush is nestled in a high valley about four miles wide, surrounded on all sides by forested mountains, with a waterfall and small lake in the north section. The town feels like a homely 1950s era tourist spot that left its heyday a couple decades ago. Several stretches of neighborhoods are completely abandoned, and all business have been centralized onto the main street which runs close to the lake. There are several hotels, a doctor’s office, and a general store in the area that are still operational. With a few exceptions, only the houses immediately off the business district are occupied. A few hermits maintain residence in the otherwise abandoned neighborhoods, however.
 
Despite its decline, the active part of Hush is a well-kept space, and tourists certainly would have a pleasant, quiet time there if it were a normal town. And during the Daylight, it certainly seems that way. But as mentioned, Hush is merely the pleasant disguise of a village brimming with salacious monsters.
 
In the Nighttime, the entire town takes on a broken down, abandoned look, with strange flora and fauna infesting most of the buildings. Only the hotels where visitors stay remain relatively free of this clutter, but as soon as one exits the door, the difference is stark. Boarded up windows, rusted through gates, oddly colored weeds and wildflowers growing up through the pavement, collapsed in walls. Most of the lights are either out, or flickering eerily, and sometimes there is a strange, green-tinted mist wafting through the air. The sky is clouded over, making it impossible to tell the time or navigate by the stars and moon. There are never any working clocks to be found.
 
The further one goes, the more they notice the weird, discolored lumps on the ground that look an awful lot like flesh. Some of them are even pulsing. Some of them open giant eyes when approached. Some of the grass actually looks more like long locks of black human hair. There are spots in the ground with strange, pale growths that upon a closer look, appear to be teeth or bones sprouting from the ground.
 
Attempting to leave the town leads one to discover that the roads have collapsed. Not just the roads, however. When reaching the edge of Hush, they will find only a sheer cliff dropping off for a mile down, disappearing into a thick sea of roiling green clouds, as if the entire town has been cut out of the Earth and dumped onto a dark, alien world. Attempting to climb the mountains to leave won’t help, as the cliff cuts off fully around the town. However, actually managing to get that far is nearly impossible, as the forest is teaming with predators ready to grab those trying to escape.
 
Once this Nighttime barrier is discovered, even shifting to the Daylight town won’t help in escaping. The roads are still collapsed, the bridges damaged by rockslides or a flash flood, or any such excuse. Climbing the mountains or navigating the forests during the Daylight is too treacherous; no matter how skilled a climber or wilderness traveler, the mountain will be too hazardous to climb, and the forest will somehow always get you turned around.
 
Finally, Day and Night are unpredictable in this town. Time is effectively loose and shifting, though not in a way that is immediately apparent at first. Visitors find themselves losing track of time, simple tasks taking longer than expect, or being able to accomplish more things than they expected in a small amount of time. Days can seem over before one knows it, or can seem to take hours longer to reach sunset, even if the clocks say otherwise. Its just enough to make the visitors think they may just be imagining it, but not so subtle as to go unnoticed.
 
Night is worse. A single Night running from the terrors can seem to stretch on for many hours longer. One Night can take subjective days to get through; without a way to tell time, there’s no way for visitors to know for certain how long they’ve been trapped in the Nighttime, which just compounds the stress and fear. If separated, visitors and victims may even experience the Night at different rates, a day for one taking only a couple hours for another. Sometimes, though, a Night can pass seemingly in minutes, as an exhausted victim holes up in a house, drops to a dreamless sleep, and is blinking awake into sunlight minutes later.
 
A few visitors may realize that the Day-Night cycle is actually not a case of Hush following the planet’s orbit, but a matter of phasing between dimensions, shifting from a Daylight Reality to a Nighttime Reality. Those who figure this out may be able to find a method of manually switching between worlds, such as using special mirrors, or passing through strange, fleshy portals found hidden throughout the town.
 
ACCESS POINTS
“Visitors” to Hush will usually happen to stumble upon it as Illia shifts dimensions to kidnap them. Although based in a Rocky Mountains town, it is possible to drive into Hush from any mountain road that is sufficiently cut off from civilization. Illia will also sometimes kidnap people by appearing in their homes and taking them in various guises, knocking them out and throwing them into a van, and leaving them dumped on the outskirts of Hush.
 
Illia will usually kidnap people who “deserve” to be raped by sex monsters, such as actual sexual predators she can satiate her vindictive impulses against. However, there are some innocent mortals whose dark fantasies and erotic horror interests make them ideal Playthings for Illia’s brand of scarousal. These she will invite to Hush under the guise of a free or cheap resort vacation, and then treat the whole thing like a particularly sexual horror movie scenario. For these latter visitors, though, for as much as she scares them, she also doesn’t really want to hurt them, and so her sex monsters take it a lot easier on them than the criminals they usually are set to punish.
 
In a pique of whimsy, Whitney has made an agreement with Illia to have a dedicated doorway between the Hush doctor’s office and her own Eros Laboratories. While Natives from either world won’t cross over, visiting mortals may be able to “escape” Hush if they can find a secret doorway in the doctor’s basement that opens into a janitor’s closet in Eros Labs. Of course, then they have to deal with the erotic science experiments of the Labs. Theoretically from there, a mortal could find the access door to Whitney’s Mansion, and try to escape from the Mansion’s foyers, but this will only occur as part of a special challenge game enabled by Whitney and Illia. It’s worth noting this will only happen for innocent mortals whose visit to Hush is a sex game rather than a punishment.
 
There is a small cave near a brook half a mile from the town. Going through the short cave will lead to a narrow tunnel one can crawl through to reach Shady’s dark forest world of Immernacht. While no creatures of Hush have migrated there, a few Shadows have slipped through to add to the terror of Hush.
 
FLORA and FAUNA
Most of the plants and animals in the area are the same as can be found in the Rocky Mountains of the American Northwest, minus large predators like bears or wildcats, or poisonous animals. All manner of normal bugs exist, but things like ticks and mosquitos will leave humans alone.
 
A variety of supernatural creatures haunt the Nighttime version of Hush, and a few can even be found in hidden places in the Daylight version. Many plants will shift into oddly colored renditions of themselves. Vines will readily tangle people’s feet, flowers will have thorns, and some have strange scents that leave people feeling disoriented and flushed with strange arousal.
 
Bed Phantoms are invisible poltergeists that haunt beds throughout Hush. Trying to sleep in the bed will result in getting taken by the Phantom, which will use telekinesis and body morphing to have their way with their “guest”. Phantoms alter their gender depending on the preference of their victim. At least 35% of beds throughout Hush are thusly haunted.
 
Gropers/Snatchers are strange tendrils that are almost like bony tails sticking out of the ground, covered in long black hair. Some are just tendrils (Snatchers), but others are topped with a fleshy, flower-like knob on the end (Gropers). This flower can stay closed and be used to penetrate a person, or can open up into full bloom to envelope and suckle a person. These tendrils will stay still at first, but when a person gets close, they will lash out and grab the person’s genitals, refusing to let go until they have stimulated a person to orgasm, or at least fluid production, as if feeding upon human sexual fluids.
 
Lake Nymphs are grey-skinned mermaids with feminine torsos and faces, but with a fish-tail bottom half, webbed hands and feet, and fins on the arms and back. They have pointed, shark-like teeth, and long rough tongues, but are actually quite skilled at oral sex without injuring their partner. They will come out of the lake at night and snatch people into the water, bringing them perilously close to drowning as they force sex upon their victims.
 
Body Horrors come in a wide variety of mutated shapes. They always have human faces, and many have human torsos grafted onto an otherwise inhuman body. Extra limbs, tendrils, wings, misshapen figures, some are even twisted and bound up in metal restraints and broken racks, huge piercings or tight leather straps, as if escaped from a freaky bondage session. All Body Horrors are gibbering, mad creatures that seek only to satiate their lusts using mortals as sex toys.
 
Verdant Ghosts are living masses of the green mist that roam the streets at Nighttime, although dense pockets of the mists can be found in dark corners of the forests or even in some abandoned houses. Upon nearing a mortal, they will envelope them, forcing them to breathe in strange pheromones that will cause the mortal to go into a sexual frenzy, frantically masturbating or fucking the nearest body they can find. The Ghosts don’t seem interested in “feeding” their victims, just dosing them with pheromones, and moving on, setting them up for the other creatures to take advantage of.
 
Several Shadows have migrated into the world from Immernacht, and hide among the dark corners of the forest, or inside buildings, waiting to ensnare victims on the run.
 
NATIVES and SOCIETY
The native population sports only about 500 people, several of whom are significant as points of contact for visitors. Each human in town has a monstrous form they take during Nighttime, most of which are various rather generic Body Horrors. However, each of the “significant” Natives have unique and powerful monstrous forms. There are at least twenty such individuals.
 
An example would be Gwendy, the waitress who serves visitors at the town diner, and will sometimes rufie her victims to send them to the Nighttime faster. She can transform into a large dryer-style spider-woman, hunting down and trapping victims in her web, and screwing them while they’re helpless. If the visitor is here for punishment, she will also bite them, inflicting them with acid-trip inducing poisons, and whip and jab them during the act. If they are an innocent, she’ll be a lot more gentle, if still forceful, and often leaving her victim unsatiated with ruined or denied orgasms.
 
Illia herself will often stalk the Nighttime, sometimes taking the role of unique monsters, but often playing a lustful, vengeful spirit, a naked woman with glowing eyes and scraggily long black hair, stepping out of shadows and impossible corners to terrorize her victims. She will use a random array of powers to torture her victims in different ways, such that every experience is tailored to what will terrify her victim the most. For the innocent Playthings, she’ll take a more subdued approach, however, popping out of shadows to cling to her visitors while they try to hide from other creatures. She may insist on sex in exchange for temporary safety. In this sense, she takes the role of a chaotic spirit whom you won’t know is there to help or harm you until she has you trapped in her clutches.


EROTOKYO
 
Created by RoseGold, this World is based on futuristic megacity version of Tokyo often seen in 1980s cyberpunk anime, where advanced technology is sufficient to computerize most aspects of everyday living, up to and including human-like androids and cyborgs. Within this world, the citizens are held to a strict, regimented hierarchy of social and class etiquette. Pornography and overt lewdness, as well as references to the occult and supernatural is outlawed.
 
Beneath this pristine outer appearance, however, is an underground world of black markets, dens of hedonistic degeneracy, and dark occultism powered by erotic rituals, all kept in check by a literal Horny Police.
 
PHYSICAL FORM
Approxmiately 100 km wide, the World is an endless city, broken only by a bay and a couple large parks. The world functions as though it is a grand hub of global economy, but in truth, the imports and exports just appear from no where and go no where. Actually attempting to leave the city is impossible, as space loops back in on itself horizontally, causing a person who goes far enough in one direction to reappear on the other side of the city. Vertically, space warps in the sky beyond the clouds, or deep underground, simply halting forward progression to matter how high or deep one attempts to travel.
 
Nominally, the city is modeled after Tokyo, but there are plenty of variations in the buildings and street structure, that it doesn’t really map out the same. Some of the districts have likewise been reconfigured and renamed.
 
ACCESS POINTS
Special hidden doors and covered nooks and passages in the actual Tokyo on both Thrae and Earth can open up into their mirrored counterparts in EroTokyo, for those Playthings who are informed of their location. They can otherwise not be found. There is likewise a special subway entrance that leads to platform disconnected from the rest of Tokyo’s rail system, but will travel to a similarly isolated platform in EroTokyo.
 
Playthings are usually informed by way of RoseGold sending an e-mail to invite them, giving the location of the doorways or special subway. Unlike
 
FLORA and FAUNA
Humans are abundant in this world, with at least 10% having some form of cyborg enhancements, and most of the population having access to advanced gadgets on their person.
 
1% of the seemingly human population are actually bioroids, robots with nearly-human appearances and functions. Likewise, various forms of specialized robots with advanced AI help run some of the functions of the city.
 
Animals are the usual types one would find in a sprawling city, particular Japanese fauna. Aside from domesticated dogs and cats, there are wild rodents and birds common to the city. Tanuki and foxes are also occasionally spotted living in the parks or in allyways. None of the fauna is particularly dangerous. Insects and arachnids are present, but nothing that will harm humans. Various fish also exist in the bay.
 
Flora likewise consists of plants native to Japan, but are most abundantly found in the city parks, mostly various flowers and trees and fields of grass. Otherwise, some people have small rooftop or windowsill gardens.
 
NATIVES and SOCIETY
EroTokyo civilization is a curious mix of the bustling life of a city that never sleeps, businessfolk doing their jobs or stuck in commute, with small amounts of time for family. There is a culture of hardwork and duty, reinforced by social pressures to perform. However, there is also a caste system in all but name, wherein people of certain social ranks may take advantage of those beneath them, all leading towards an elite class of oligarchs who can do with people whatever they will, as long as it does not cause a great public scandal.
 
Eroticism is heavily restricted in public, to the point that the Office of Decency Enforcement (colloquially known as the “Horny Police”), will ruthlessly suppress public expressions of lewdness or commercial sales of pornography. However, the people of the World cannot fully suppress their dark desires, and so a thriving black market for pornographic material and prostitution exists. Likewise, there are numerous sexual scandals among those in high society, which they use to manipulate one another through threats of blackmail.
 
In part, the suppression of these desires is partly motivated by the existence of powerful occult magics which are primarily fueled by occult rituals. Nebulous and ill-defined, magic rituals are the one thing that rebels in the lower classes can bring to bear against otherwise vastly superior technological forces controlled by the oligarchs. Unfortunately, said oligarchs are no strangers to utilizing magic to their own ends, which is one reason so many indulge in potentially scandalous secret activities.
 

DELWOR ISLAND
 
When the Fae Lord Dellissa found out the Omnymphotents were basically taking over her whole gimmick, she got rather incensed over it! She managed to access the Meta and force herself into the Omnyverse to give the upstart Omnys a piece of her mind!
 
However, it turned out the original Omnys were already planning on inviting her in, feeling a little bad they’d left her in their dust. As a recompense, they gave Dellissa a World Space in which she could recreate her original Sex Mage Island, albeit freed from the corruption of the Dark God.
 
Dellissa went back and shut down her original world, returning all the humans she’d taken, and migrating all the Lesser Fae with her to her new Island reality. From there, she was allowed to take a handful of humans from Earth and Thrae. The Omnymphotents have Dellissa under close watch to make sure she doesn’t get too ambitious and cause further trouble; her powers are drastically reduced outside of her World, though she has near-total control of it once she’s inside. She’s perfectly fine with this, though, as that was mostly how things were for her before.
 
There is already an extensive overview of Delwor Island, so I shall simply linked to it here. The Delwor of the Omnyverse is almost entirely the same, aside from lacking any trace of Temael’s influence.



FLOTSAM / THE FLOATLANDS
 
Flotsam, also called the Floatlands, is not a World unto itself, but many fragments and shards of cast-off ideas for Worlds the Omnys either opted to unmake, change, or that never got past the inkling stage of conceptualization. That is to say, Flotsam is the umbrella term for a countless number of unstable micro-worlds that drift at the conceptual edges of the Omnyverse.
 
PHYSICAL FORM
In a cosmological sense, Flotsam surrounds the other Worlds of the Omnyverse much the way the Kupier Belt or Oort Cloud orbit the Solar System. Although linear distance is still subjective across dimensions, Flotsam is “farther away” dimensionally from the Omny Worlds than the Omny Worlds are from Earth. In a three-dimensional representation, Flotsam would form a shell or possibly a thick ring around the “solar system” of the Omnyverse.
 
Individually, Flotsam is composed of tiny fragments of Worlds, called Floats, a vast field of disparate “universes” rarely larger than a city block, often barely big enough to hold a single small house and yard. Many are only a single room in size. A rare few may be large enough to house an entire apartment complex, or an actual city block with full skyscrapers, but for every one of those that exists, a hundred more are barely larger than a broom closet.
 
Floats can be composed of any sort of structure. Modern houses, ancient trees, rock caves, fleshy growths, space shuttles, magic ponds, a medieval castle, a giant mushroom, a train traveling on an endlessly looping track, a half-constructed office building, a graveyard, an asteroid made of cheese, etc. Floats will usually have some hollow component to them, enough for at last one person to fit inside. The majority of Floats do manage to have a hospitable atmosphere, although this isn’t guaranteed.
 
Many floats abruptly end, any land cutting off distinctly in immediate drop-offs, or if the Float is building unto itself, the walls of the building define the borders. Gravity in a Float where the ground is distinctly established will always pull towards that ground. If one steps off the side of the ground, however, a weightless effect will usually occur, or gravity will simply seem to go in reverse, anchoring them to the bottom side of the ground. Some floats take the form of spheres, however, in which case gravity pulls towards the center like a small planetoid. Floats without any solid ground will usually have a weightless effect, but everything stays within the boundaries of the dimensional bubble.
 
Despite this, most Floats that have any sense of an “outside” are also surrounded by an illusory field that simulates a sky, with the full effect of lightning from a sun or moon or stars, visible clouds or auroras overhead, etc. Even in open fields, one can go to the Float’s edge and peer over the side to see the aurora effect will usually continue down past the ground. This visual effect is where “Floats” mostly derive their name. All Floats to some degree appear as chunks of land floating in a sky or field of ethereal space.
 
Floats essentially exist in states of frozen time. Being cast-offs of half-formed notions, they are not complex enough to evolve and change on their own. They are almost like simulations of scenes in photographs, or very specific memories. What natural actions may occur in a Float happen in indefinite loops, like an animated picture that abruptly starts over after a few seconds or a minute of time. Change can only be wrought by exterior forces imposing upon the Floats natural framework. One notable effect of this that any potential visitant rarely has the ability to change is the weather of any given Float is constant. If it is raining in a Float, it is always raining. If it is night time in a Float, it is always night time.
 
Floats are naturally existentially unstable, many emerging from nowhere, existing anywhere from weeks to several years, and eventually fading away into nothing. However, should a Sapient Being end up in a Float while it is in a stable form, this will immediately anchor it in place conceptually, extending its existence for far longer. Theoretically, if a mortal denizen of the Omnyverse managed to find a Float that held sustainable resources, they could live in one indefinitely, if they could tolerate the isolation.
 
The Omnys are all aware of Flotsam/the Floatlands, and a few will periodically sweep their awareness over the region to occasionally check if any mortals have somehow stumbled into it. Some occasionally come out to “declutter” the whole region, dissolving their own contributions to the build up of imagined flotsam.
 
ACCESS POINTS
Flotsam cannot be reached naturally from any World in the Omnyverse. The only way to get there is if an Omny carries someone with them, if someone has a dimensional teleportation power and they know where to go, or by accident via a botched teleportation attempt or a brief dimensional tear opening a portal into one of the Floats.
 
The later method should never happen naturally, even in the most supernaturally chaotic of Worlds. The main way this may occur is if a clash of cosmic powers destabilizes a part of the Omnyverse, and even then, its low odds.
 
Flotsam itself technically exists in widely scattered bits and pieces across the Planar Void, but many of the Floats actually are interconnected in one way or another. While it is theoretically possible for a mortal lost in the Floatlands to accidentally fall out of a Float and directly into the Planar Void, existential momentum/attraction will usually instantly shunt a mortal to the nearest stable World. In this way, mortals can actually establish stable doorways between nearby Floats by way of using anything that is conceptually linked to travel between two distinct areas.
 
Usually, this is an enclosed passage with an obvious opening, such as a tunnel or doorway. Opening a door, or entering a tunnel, at the edge of the Float’s border will transition them into a similar opening in another Float nearby. Once used, the make-shift portal generated by the passage will anchor for a while, linking the two Floats that specific way for as along as a mortal uses it at least once with some relative frequency. For example, opening a door in a mall that leads to the back alley off an old gaslight-era street, that door will link those two Floats if the mortal travels through it at least once a week. If such a link is allowed to fade, however, the Floats may drift too far apart, and the next attempt to use the door will open to a different Float that drifted closer.
 
If a mortal falls off the edge of a Float, however, they may not be able to go back. They may still appear in another Float, but without a tangible “doorway” to go through, the other Floats will not have a stable connection if the mortal can’t retrace their entry point specifically enough to “fall” back to the previous Float.
 
FLORA and FAUNA
Floats do occasionally host their own life forms, though they are often just pantomimes of true living things. Plants and fungus may for all intents and purposes just be decorative wood or stone, never actually growing or absorbing nutrients, though a mortal could still harvest and eat them. If the Float is on a time loop, the pulled plants and fungi will even reappear, while the harvested versions will usually stay with the mortal who pulled them up, as their existential influence effects the change on what they immediately interact with.
 
Animals may also exist, though this is far rarer. Animals will go through a set of motions, cycling endlessly through the same activities with no sense of awareness or exhaustion. If acted upon by an outside source, said animals may still react to stimuli as one might expect, but will return to their routine thereafter, if they are allowed to. In rarer cases, an interacted with animal may have their routines altered by the existential influence of a mortal imposing its own expectations or musings upon them. Theoretically, if a mortal could find a Float-born dog, it could “program” it through normal canine training methods, and the dog may become more “real” in the same way a Float is existentially re-enforced through mortal action. It will still never truly be fully aware, however, and if left by itself, will settle back onto its old routines, or simply adapt new ones.
 
NATIVES and SOCIETY
Float-born sapients do not exist. It is possible to encounter humans, demihumans, or other such entities, but as with other animals, they will go through routines like automaton, if they do anything at all. It may be possible to coax them into more actions and even speech, but there is an even more noticeable uncanny valley effect to their presence.
 
Some mortals have found themselves stumbling into Flotsam over the years. These lost individuals are eventually found and rescued by the Omnys. Rarely, a mortal will manage to reach Flotsam intentionally, or may end up in an especially hospitable Float by accident and decide they like it. There are a very scant few total hermits who are permitted to stay in their Floats if they really wish to.
 
There are also a couple of extreme isolationist communities that inhabit some of the largest Floats, anchoring them together well enough that such Float almost become a mini-World of its own. Three such communities exist: One lives out of a Float that resembles an extravagant 1980s shopping mall, which always re-supplies itself daily, and even has a day-night cycle like on Earth (albeit stuck sometime in mid-Spring). The second lives in an apartment complex surrounding a sizeable courtyard, which is stuck in a twilight time, but refrigerators will always restock themselves if closed and re-opened. The third lives in a thick, five-acre pine wood with several old cabins, with a creak running through it, which always has fresh fish swimming through like clockwork, wild potatoes and berries that regrow every few hours, and is stuck on a pleasant morning daylight.
 
The other people one might find flitting through the Floats are treasure hunters, particularly knowledgeable mortals who know that hidden among the endless refuse of the Omnys castaways are potentially objects of great power and value. Treating the World fragments like an endless dungeon of randomly generated rooms and loot, Float Hunters, or Floaters, go on indefinite quests to turn the Omnys’ trash into treasures. In some cases, these quests are even facilitated by some of the more adventure-minded Omnys themselves, who likewise enjoy the sheer RNG the Floatlands can accommodate.
 
 
 
SALSTEAD
 
Salstead is the personal home dimension belonging to Salamando, the Avatar of the Omny’s Author. Initially created by Megan as a “cozy” prison town in which to doom their Author’s Avatar to a life of Sex Magical abuse, Cyl soon came and converted the area into comfortable homestead for Sal to live in. Later on, Kat would help Sal with some renovations. This has thus become Sal’s personal World, though he does not have direct control over it the way the other Omnys do theirs.
 
PHYSICAL FORM
Salstead is a small mountain village, tucked away in a high, clearing, a grassy meadow surrounded by steep peaks and dense woods. The world loops back onto itself, so any attempt to climb or walk out leads back to the village. There is a freshwater stream that leads to a small lake with a beach. Weather is usually pleasantly cool in the mornings and pleasantly warm in the afternoons, and has an Earthlike sky with an even day-night cycle. Occasional light rains occur to mix up the atmosphere. The total valley area is about three miles across, with the mountains reaching another thousand feet at a steep slope.
 
The village is composed of a dozen buildings, each serving a specific purpose. One is Sal’s house where he usually sleeps and relaxes. One is a tavern where he can always get free meals of any variety. One is a library and computer lab. One is an atelier for writing and art projects. One is a general store turned storehouse where he can keep various supplies without cluttering up his house. The other seven buildings are mostly for show, but can be used as guest houses in the extremely rare event he has non-Omny guests over.
 
All the buildings conform to a general cozy mountain cottage aesthetic, but Sal will occasional swap out a building for a more modern look. The library and computer lab, for example, looks more like a sleek modern building.
 
ACCESS POINTS
The only way to enter the world is for Sal or an Omny to teleport themselves and others there. Even other dimensional teleporters are not normally able to enter the World. An extremely few other select mortals have been given teleportation access to Salstead via a mystically enchanted key that will only work for the chosen person it is given to.
 
FLORA and FAUNA
Aside from the plants one would expect of a mountain meadow, there are a few woodland birds and mammals that scamper about. There are only a few species of harmless insects that make a point to stay out of the buildings.
 
The buildings are also staffed by Creates servants, all female of course, who will appear as Sal needs them to for things like tending bar or cooking meals at the tavern, or acting as the shopkeep if he needs help finding supplies in the store. These servants will vanish if they are not needed. They are basically the same as Whitney’s maids and butlers in that way.
 
NATIVES and SOCIETY
There’s just Sal and his temporary servants and occasional guests. As Sal spends an increasing amount of time traveling around, and as several Omnys have set aside living quarters for him in their own Worlds, Salstead sees less use than it initially did.

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