An All Worldz Primer

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

Copyright Daniel Pond 1999 / Presented by ImEG