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.
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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