|
All Worldz (AWz) is a game of interdimensional civilization.
In other worlds, we want to explore the idea that separate
realities, and the sentient beings that inhabit them, can
interact with each other via trade, politics, and even warfare.
We want to see what kind of society could evolve from such
an extreme clash of cultures. The authors (ImEG Games) have
put together the basics of the setting: some history, five
example Societies, etc. What follows are those basics; everything
you need to know to understand the rest of this website.
The True Nature of the Universe: Virtual Particles and
Inter-Dimensional Gates
In quantum physics, it is generally excepted that sub-atomic
particles can behave like both particles (discreet objects)
and waves (distortions in a group of objects). One explanation
for this fact is that all particles of matter and energy
are actually bundles of "virtual" particles, each
one of a slightly different type. Taken together, all the
virtual particles of a single type compose the particles
that make up a given dimension, known in AWz as a "World."
This is how an infinite number of different realities can
exist in the same place and time: The particles that make
them up simply don't interact with the particles from other
Worlds.
The trick to "traveling" between Worlds is knowing
how to change the "type" of the particles in your
body, or any other object. Gates are devices that create
a flat field of energy that switches one, specific type
of particle into another, specific type of particle. (In
other words, it links two Worlds and only two Worlds.) These
fields are always active, so even things like light and
sound get switched when they pass through. (In other worlds,
you can always look through a gate into the World on the
other side.)
Traveling between Worlds is as easy as stepping through
an open door.
The Structure of Realities and their Natural Laws: The
Pillars of Science
There are five established sets of Laws that govern the
reality of the Worlds. Each of these is called a "Pillar
of Science" and can be manipulated by sentient beings
to different degrees. Usually, these degrees are divided
into five levels; Worlds have a 1-5 "level" in
each Pillar, and devices, spells, natural powers, and other
manipulations of these laws are assigned 1-5 "ratings"
in the Pillar(s) they are based on. If the rating is higher
than the level of the World you're on, the device/spell/whatever
will not work.
Each Pillar includes a vast assortment of specific techniques,
technologies, etc. They are:
Physics (P) - The Laws of Motion. Mechanical technology
is always Physics-based. P1-2 Worlds can only use simple
devices like swords, pulleys, steam engines, etc. P3 Worlds
have Earth-like technology (electronics, radio, low-power
lasers, etc). P4-5 Worlds are the realms of science fiction
(gravity-manipulation, force fields, nanotech, etc).
Biotics (B) - The Laws of Combination. The evolution
and engineering of living beings is governed by Biotics.
B1 Worlds can support only the simplest forms of life
(viruses, bacteria, etc). B2 Worlds support complex, multicellular
life (like humans), but genetic engineering is not possible.
The higher Biotics levels allow the introduction of more
and more powerful traits (increased strength, shapeshifting,
etc) into living creatures via direct manipulations of
genetic material.
Psionics (Y) - The Laws of Unity. This is a Zen-like
approach to psychic powers. Y1-2 Worlds are limited to
information-gathering powers (clairvoyance, prophesy,
etc). Psychics on Y3 Worlds can affect the outside World
by altering the thoughts of others (telepathy). Y4-5 Worlds
allow direct manipulation of matter (telekinesis, teleportation,
etc).
Hermetics (H) - The Laws of Sacrifice. A form
of magic where, to get one thing, you have to give up
something else. H1-2 levels limit magi to divination and
"mind tricks." H3 expands to include mind control,
illusions, and limited physical effects. H4-5 supports
increasingly powerful physical effects (explosions, levitation,
instant healing, etc).
Sympathetics (S) - The Laws of Sympathy. This
form of magic operates on the principle that "Like
Produces Like." Again, S1-2 magic is limited to divination
and other parlour tricks, S3 supports mind control and
illusions, and S4-5 allows strong physical effects. Sympathic
techniques include runes, "voodoo dolls," totem
worship, and so forth.
Managing Interdimesional Travel - The City of Worlds
& The Universal Antibody
Every gated World sets aside a specific, geographic region
for building their gates. This region is called a "gatetown"
and every one of them is in the same relative location on
each World. This allows easy access to all the other gates
built by every other World. Taken together, these gatetowns
compose an interdimensional space known as the City of Worlds.
The Infinite City, as it is also known, was originally
devised as a way to keep gates quarantined and prevent outbreaks
of alien diseases that other ecosystems would have no defense
against. However, that was before the creation of the Universal
Antibody. This soup of serums and microbes from each Pillar
makes anyone it is given to immune to all contagious diseases.
Not only does this make quarantine unnecessary, it also
means the only diseases in All Worldz are either genetic
(like cancer) or engineered (like biological weapons). (Note:
There is also a Universal Translator that allows anyone
injected with it to understand any naturally-occuring language,
spoken, written, or otherwise. Convenient, eh?)
Philosophies on Interdimensional Life - The Five Societies
There are five cultural groups that dominate the Worlds.
Each was written as a reflection of some aspect of our own
society. They include thousands of Worlds and countless
sentient beings. They are also the default PC groups for
role-playing.
The Gatekeepers - The GKs managed the City of
Worlds for thousands of years before the rise of the other
Societies. They still feel a duty to protect "lesser"
beings from the threat of contagion and contamination,
though their attempts to do so are usually heavy-handed
and oppressive. They value security and community over
individual rights and privacy. They favor Physics-based
technologies over magic and biotics.
The Freewalkers - The FWs began as a rebellion
against the Gatekeepers, and many still see themselves
as the guardians of freedom against GK oppression. They
are anarchists who reject the need for governments and
laws in favor of the principle of "pragmatic altruism"
that states all sentients should help and protect each
other so that others will help and protect them. They
value individual rights above all else and favor magic
over technology and biotics.
The Church of the Living Worlds - Preservers are
conservationists and nature-worshipers. They see the Worlds
as a living, developing organism that grows as new gates
are opened. They place little value on material wealth
or social status, believing that a close connection to
Nature is the highest reward in life. The body is considered
sacred, so health and fitness are top priorities, while
artificial body modifications are strictly forbidden.
Preservers are masters of biotic and psionic sciences,
and they avoid "dirty" Physic-based technologies
whenever possible.
The Collectors' Consortium - This Society is a
mix of clockwork religion and consumerism taken to extremes.
They believe that The Creator built the universe to express
all the possibilities of His imagination, and that He
created sentient beings so that His universe could observe
and experience itself. At best, these beliefs make collector's
excellent explorers and scientists. At worst, it makes
them greedy consumers and shallow materialists. They embrace
every Pillar that can produce "toys," which
includes just about everything but Psionics.
The Immortals - The immortals are a reflection
of celebrity and "high society." They are sentients
who have embraced life-prolonging techniques shunned by
the other Societies for a variety of philosophical reasons.
Most are extremely wealthy and have already experienced
most of what life has to offer. These traits combine to
produce a culture of bored thrill-seekers and cynical
social-climbers with a huge chip on their collective shoulder
towards members of the other Societies. They are, of course,
incredibly adept at medical technology and healing magic,
but you can find immortals among the experts in any field.
Standing In the Eye of the Storm - The Union of Sentients
The Societies waged war for centuries before the creation
of the Union of Sentients. This loose organization is composed
of sentients from all the Societies, who have renounced
loyalty to any Society. They collect gating knowledge and
make it available to all sentients free of charge. They
also initiate new Worlds into the gating community (making
first contact, introducing them to the Societies, administering
the Universal Antibody, etc).
The Grand Library is a
massive collection of information of all types gathered
from every corner of the universe. Freelance "librarians"
do the leg work, but the Union maintains the library and
makes policy decisions concerning it. Though a few offices
and museums exist in the City of Worlds, most of the Grand
Library exists only in the Datanet's virtual reality (see
below).
Finally, the Union Floor (also located primarily on the
Datanet) is a political meeting ground for sentients from
all Societies, organizations, and Worlds. Besides being
the designated forum for resolving inter-Society disputes,
it also serves as a nexus for business deals, political
lobbying, and endless covert activity. (It's a lot like
the United Nations, but less structured.)
Living In the Shadows of Giants - Independent Worlds
There is a movement within the Union against the assimilation
of native cultures by the five Societies. They believe it
is the Union's duty, as the body that initiates new Worlds,
to preserve these cultures whenever possible. Therefore,
they have begun encouraging new Worlds to not join
one of the Societies, but instead to retain their political
independence.
Until recently, such a move would have been considered
political and economic suicide. (To many sentients, it still
is.) However, those same forces within the Union have established
a certain amount of protection for independents. The general
rule is, "If something doesn't involve your Society
or World directly, stay out of it." The Societies enforce
this rule against each other because it shields them from
open interference by their enemies. The side effect is that,
so long as they deal primarily with each other, independent
Worlds don't have to worry about the Societies.
This is how we keep the Societies from over-shadowing player-created
(independent) Worlds.
In the Spaces Between - The Datanet
The last element of the All Worldz setting is the inter-dimensional
information network that links the Worlds together: the
Datanet. Each World builds its own Datanet system using
whatever Pillar(s) are easiest: computer systems, RNA memory
transmission, divination, telepathic thought transfer, etc.
These systems are linked together through gates via interfaces
that convert the data from one system (i.e. electronic signals)
into another (i.e. magical energy). Because the Datanet
is nothing but data, this allows every World to connect
to it regardless of their native technology.
There are limitless devices that pull data off the Datanet,
from cellular phones to daily planners. However, most sentients
use the Datanet via its virtual reality interface. Datanet
terminals put users into a sleep-like trance where they
experience the Datanet as if in a dream. Inside, the Datanet
is just like normal reality, except for two things. First,
all Pillars are at level 5; in other words, everything works
everywhere. Second, no one can be hurt by something that
happens to their "avatar" in the Datanet.
Those are the basics. The rest of the site contains a wealth
of information that expands these ideas, adds to them, and
provides you with toolbox for creating just about any kind
of World you need. Enjoy!
Enter the Grand Library
|