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Thread of Many Worlds: Fanmade Otherworldly Realms Thread

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  • #16
    I should probably have named this something like Fanmade Mysterious Places thread, as it isn't confined to things of big scope only like brand new Entire Dimensions.


    It is a time for great deeds!

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    • #17
      I’m going to Necromance this because I’m coming back to some of these idea, specially for Changeling the Dreaming...


      It is a time for great deeds!

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      • #18
        I actually got something for Mage:

        Labyrinth of Visions

        Not quite an independent world, not quite a gateway, not quite a future possibility, the Labyrinth is more accurately a type of location, though they are all the same place. Yes, this is confusing-it's what happens when you're dealing with the Supernal, and thus more of a symbol than a real place.

        In layman's terms, the Labyrinth of Visions can be considered as being the "palace" of one of the Exarchs, to the extent a disincarnate intelligence embodying materialism and spiritual ignorance has a singular home. More specifically, it is the dwelling of the Ruin, Exarch of Fate and personification of self-defeating fatalism and moral nihilism; nothing lasts forever, says the Ruin, so enjoy yourself and take what power you can. Or even better, convince people you can solve their own existential dream, and smile as they willingly cede their freedom to you. The Labyrinth, then, is his philosophy made substance; she can show you all the ways in which you will fail, and how the only way to stave off destruction and corruption is to bow your head to the Exarchs, and work to further their grip upon the cosmos.

        Getting to the Labyrinth can be considered as impossible, and achievable, as walking towards tomorrow-it will come for you when it is time, no matter how far you search or stride. It may never come, a fact for which all enemies of the Ruin and the despair that lies in his domain should be grateful for. But those who confront Ruin directly (through an ochema, a vessel of Exarchial will, or a magic working directly tied to one of the greater foretellings and enforcement thereof by the Seers' own Prophets) will find a truth in her Lie-to fight entropy is to fight the inevitable. The Fallen World's destiny twists to lead the rivals of the Nonary Sorrow into a Temple, one of the Exarchial Verges powerful and loyal Seers can invoke, should they seek any direct way to confront the power of Fate. Once there, the Labyrinth yawns open like a hungry pit and pulls in its master's foes into what appears to be the antechamber of a surreal grand temple, with graceful columns holding up a perfect rendition of the clear night sky, with glittering gems twinkling like distant suns and planets. There are passages away from this chamber, dozens of them-but a few seem familiar, and hold a strange, instinctive dread. To walk other ways is to end up right back where you started; one has to see what the Labyrinth has made for you to edge any closer to its heart.

        What it shows, of course, are the endless divinations of its lord-specifically, as they relate to you. Here, a decision made to save others over your family results in being disowned and murdered by a vengeful sibling. There, a past as someone impoverished leads to the wealthy and powerful slaving you to their will lest your security be taken away, and you become little more than an extension of the power of privilege. All lies from one of the great Liars, of course; the scenes are etched intro the halls, reflecting in wall-length mirrors, acted out by porcelain and clockwork constructs in velvet amphitheaters, projected as holographic sculpture by a series of magi-technological projectors placed inside the jewel stars. And yet, they are very insightful lies; they are genuinely predictions the Queen of Dooms has drawn from her guests' pattern of destiny and causality, he just leaves out the ones her victims might find desirable. As the Ruin's foes make their way through the Labyrinth, closer and closer to their hidden goal, the Visions get more personal, more cutting; now, they do not just predict futures, but alternate presents, dooms that nearly were but only averted by luck and circumstance-and the luck runs out, sooner or later. The family woman sees herself continuing the cycle of violence visited upon her had she not been rescued by her uncle. The self-made man sees his business crumble because he chose a different accountant from a list of unknown ones. The theme is obvious to anyone who knows who and what they stand against-you are only who you are because of fate. I can take that away with a thought.

        At the very core of the Labyrinth lies one last series of Visions, these of an immediate future-what will happen should they continue to show the hubris of defying the ascended avatar of Destiny itself, one no longer bound by the personal stakes; now, defying the proclamation of the All-Foreseeing is a violation of the celestial order itself, and will bring upon destruction across all the world, especially the parts her adversaries care about, no matter what you decide to do with a rebellion against him. And here, the Ruin offers an out-stop searching. Turn around. Understand that all you have seen is the truth, and it is time to accept that you can at least chose to not make it worse. It is a great moral stand to chose not to decide between the lesser of two evils, and remain unblemished.

        This is, of course, the worst lie; not because it is bad, but because this choice is the third, greatest evil-to betray all you have done to oppose Ruin at the last moment out of fear or despair, and so prove that you, yourself, are part of Ruin. It is from you that the Exarch continues existing, because in the end, you need the Exarch of Fate, and some form of certainty, however bleak, in order to feel safe. And in doing so, your life belongs to the Ruin; you walk out of the Labyrinth soul-broken, little more than a Servitor of the Iron Pyramid, unable to function for fear of what could be stopping you from dealing with what is. To retain any semblance of you, you must continue onward, not just ignoring the last Vision, but assisting in the destruction of the world you knew, proclaiming it more deception, a possibility that may never be, and/or a that a world bound in chains of Doom is better off dead or purified. And at the center, you will find what the Ruin sought to hide from you.

        Of course, you have also chosen to put agency over certainty, regardless of consequences. You will have to live with that, and you will have to deal with them yourself.
        Last edited by Leliel; 11-21-2018, 04:00 AM.


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        • #19
          This feels like a Prelacy vision-quest, where you have to fail to succeed. I like it!


          ~

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          • #20
            Originally posted by Teatime View Post
            This feels like a Prelacy vision-quest, where you have to fail to succeed. I like it!
            Thanks. The Labyrinth is a trap, essentially; it wants to make you think that serving the Ruin is the moral choice. In many ways, it is a satire of Wisdom; it boils down the choice to do something as a decision to be a coward or a monster. It confronts you with the need to be humble before destiny, and completely neglects to mention its master has a vested, self-interested interest in making sure Fate proceeds as it should. Because the Ruin is the one who decided what should happen, and to defy Fate is to take that power away from the Exarch.

            Quite simply, the Labyrinth of Visions is the privilege of someone who gets to benefit from the status quo telling you that breaking the status quo will destroy the world. To penetrate the center and to ignore the Visions is hubris, in that it defies a god - but then again, that god happens to be a selfish asshole who may just be a very old, very arrogant wizard, and definitely embodies every self-serving justification for not giving a shit. Hubris, in the mind of the Ruin, is what others may call hope.


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