Good day to everyone.
Would you like to take a little journey? If yes, I present to you a small surreal universe containing a variety of strange, fairytale-like fantasy worlds.

We will explore some of the thematic worlds that I create for my role-playing games. Unlike detailed heavy settings, the themes include only general details that convey the atmosphere and uniqueness of the world. Therefore, they can be easily fleshed out, modified to your liking, mixed, and transformed.
Those who become world wanderers do so for various reasons. Some are driven by curiosity and the thirst for exploration, others hope to gain unprecedented power and influence, some are led by fate and higher powers, while others have lost their way and desperately seek the road home. Many dangers await pioneers on this path: hostile environments, strange metamorphoses, and different customs and rules. In my work, I have tried to gather all the most useful information about the dimensions known to me. It will be helpful when your time comes to embark on a grand journey through worlds...
Another benefit of themes is that they help build a game centered on travels between worlds, offering many interesting dimensions that the heroes may find through the next discovered portal. Often, the adventure begins in one of the more standard worlds, only for the narrative trail to lead the characters to new horizons of foreign dimensions, expanding the in-game story with new challenges and tasks.
The global concept of the world structure looks as follows: there exists a world called Terra (essentially, Planet Earth), into which, at the level of metacosmos, a certain object—The Spire—has penetrated, resembling a gigantic spear and containing within it slices that represent a uniquely composed set of thematic worlds. After the collision, a Chasm was formed, where a conflict between two worlds occurs—The Spire absorbs Terra, integrating it into its structure, transforming the Themes. Terra, in turn, resists this merging, giving rise to reflections and shards of various worlds within the area of the Chasm.
The main interworld conflict is between the Agents of Terra, the Spawn of the Spire, and the Architect. The Agents of Terra are people who have penetrated into the Abyss or the Spire; they somehow contribute to the destruction of the Spire and the Abyss, but their primary motivation is to save Terra and return back. They are opposed by the Spire's Spawn—special humans and non-humans that emerged inside the Environments as a response from the world to the interveners who visited it. A separate third party is the Spire's Architect, powerful beings pursuing their own goals related to the construction of the Spire itself and the creation/destruction/modification of its layers.
Meanwhile, life within the Environments flows according to its own laws; many beings may not even suspect the existence of other worlds. Even those traveling through dimensions may not necessarily encounter the Agents or the Architect in their wanderings.
So, let us finally embark on our journey. Our first stop will be in the world of city-turtles crawling over lava...

Bravura Reverse
Butterfly, butterfly
Flying into the wind
You could be sure of it
That’s no place to beginA-ha — «Butterfly, butterfly»
Extensive spaces are flooded with molten lava. Here and there, bare lifeless remnants of rocks emerge from it. Numerous channels cut through the lava surface, carrying the Sea—a mysterious liquid considered sacred.
It is unknown where the flows of the Sea originate, but all of them converge at a single point. Here, drops of the Sea rise into the dark sky several kilometers above the Crossroad, to where a blood-red five-pointed star hangs, Yazma.
Across the expanse of this hot world wander giant turtle-like creatures— gurmakhans. Although their skin is almost unaffected by lava, these gigantic beings experience discomfort from swimming in uncharted areas. For this reason, gurmakhan usually prefer to move along already established paths, where enzymes secreted by their skin have accumulated.
On their backs, each giant carries a whimsical tapestry of architectural structures. Buildings, columns, arches, and bridges grow directly from the massive shell. Here dwells the people of zen-chi, humanoid creatures with enormous stone limbs that are detached from their bodies and fly alongside their owners, obeying their mental commands.

Omar, the high priest of the Zen-chi people. This race appeared in my games after I played a character in one of the role-playing sessions who mentally levitated enormous stone limbs before him. Originally, they were featured in one of my settings as a race of aliens whose ship crashed in the swamps, causing some mutations among the local flora and fauna. In the world of Bravura Reverse, I decided to showcase earlier generations of these beings, when they had not yet mastered technology or conquered the cosmic expanses.
Sometimes, the Gurmahan stop for a drink, sipping some liquid from the Mora rivers. Only seven priests have access to pure Mora, which flows into the pool of the inner temple located in the head of each giant. The priest is the highest authority — he is the Voice of the Gurmahan and also its driver. The names of the priests are the names of the giants they control: Omar, Yurit, Navi, Rimer, Arun, Tarnus, Unpen.
Contact with pure Mora is lethal for most Zen-chi — even legends remain silent about what might happen when the sacred liquid comes into contact with the common people living on the backs of giants. Only priests are safe from Mora — special royal colonies of Iyu, consisting of a swarm of microscopic beings. When a priest drinks from the pool, the Mora that enters him is neutralized by the Iyu, and the decay products are sent to the priest's tear glands. Just one tear falling into the pool of Mora is enough for it to turn blue within two days and transform into fiesta — a divine nectar.
The resulting fiesta is distributed to the inhabitants of the Gurmahan during celebrations. Its consumption induces deep euphoria while simultaneously dulling the senses. Additionally, the blue liquid causes a strong addiction. Not all Zen-chi are fond of this, but most consume fiesta in one way or another. They do not realize that along with the addiction to the liquid, they completely lose their will the moment they hear the voice of their priest.
Although it seems that architectural structures grow from the shell of the gurmakhan on their own, in reality, they are constructed by architects barely noticeable to the eye. A giant colony of Iyu circulates across the surface of the giant, patching damages and building new tiers of structures according to a plan known only to them. This colony is a sacred heritage that must not be lost at any cost. Without Iyu, the gurmakhans begin to fall apart: structures crumble, and small pieces of the shell break off. But the worst thing that can happen is the destruction of the giant's core; in such a case, the gurmakhan will go insane, refuse to drink the Mor, and begin chaotic, convulsive wandering — a kind of dance. This effect is irreversible and, worse still, it can transfer to other nearby giants. History has preserved several cases of mass deaths of insane gurmakhans, known as Carnivals. Many giants perished this way, millions of zen-chi died with them, and countless Iyu were lost forever. The next Carnival could be the last.
The current situation is dire — only one large colony of worker Iyu remains, passed on by priests from one gurmakhan to another. When the time comes, the giants meet, touching the horned growths located on their heads. The priests perform a ritual, after which the Iyu swarm densely and fly to the accepting giant. This is the only way to survive, exchanging colonies according to an established routine.
Some time ago, Tonfa (when there were eight gurmakhans) went against the others and did not give up the Iyu at the appointed time. The priest of the eighth gurmakhan was driven by a desire for personal salvation. For legends tell that the star Yazma is also a gurmakhan, the first to complete its evolution and ascend to the sky, continuing to develop and intending to return in a new form. For this audacity, Tonfa was destroyed by a united sound attack from Yurita and Omar (an ancient secret weapon requiring a tremendous amount of fiesta). The giant was torn apart by the force of resonance. To this day, his charred fragments are found in the lava. Part of the Iyu was lost along with Tonfa, and his death serves as an important lesson for all the survivors.
The exchange of a colony has one negative trait: there are minor losses in the swarm. When recalling a colony, individual creatures may become caught in an unbreakable cycle and do not follow commands, subsequently losing contact with the hive. This unfortunate situation is compounded by the fact that after a while, such isolated swarms begin to regress. The cloning mechanism is activated: the swarm starts to reproduce degenerative versions of itself, forming a black, sticky mass — rot. This action damages the gurmakan, as rot erodes architectural structures and spreads like a tumor. Moreover, rot produces monsters — a peculiar continuation of the embedded update program in the swarm, but initiated with the reverse priority: the creation of autonomous aggressive isolated creatures, instead of building a unified architectural design. The inhabitants of gurmahans must fight against the rot, finding centers of spread and battling its spawn.

Gerda (Zen-chi chronodiver) and Smumu (hermetic droid). The heroine-alien from a world where a high-tech Zen-chi ship crashed in the swamps. Thanks to her chronodiving ability, she can dive into other epochs (that is, she can appear in other settings as a guest from another time).
Alongside the Zen-chi live small fluffy creatures, resembling a kind of pet: a-chi. These creatures look like snow-white squirrels with missing front paws. Nevertheless, their tail is quite flexible, made up of many fluffy, sturdy threads, and in function, it completely replaces the absent front limbs and even surpasses them. Above the back of each a-chi hover two plates associated with it, which are normally folded together. Obeying the mental commands of the creature, its plates can spread apart and rotate at incredible speed, turning into propeller blades. Thanks to this ability, a-chi can freely fly wherever they please.
Neither zen-chi nor a-chi have reproductive functions, and besides that, they do not age (although their memory is short and does not encompass the entire lifespan). The same applies to gurmahans and iu. Apparently, all these beings were constructed by someone in ancient times.
It is said that the glow of Yazma has changed four times since its ascension and is now in the final, fifth stage of its rebirth. The return of the first giant is approaching: the unknown is frightening, but Yazma must bring with it a massive amount of iu, which is a glimmer of hope. However, will the Last Carnival arrive before this event?
And we leave the first dimension and move further into the vertical world of creator-recluses…

Axis Thesis
In the midst of an endless sea of storm clouds lies an area of darkness, where the outlines of a gigantic black column emerge, seemingly without top or bottom. Upon closer inspection, one can see that this endless column is not stone, as it might have seemed, but consists of bundles of ultra-strong metal fused together. At various heights, the black metallic surface is covered with growths of pink ice, where life is warming.
The local inhabitants call their home the Spire. On the terraces of pink ice, you will often encounter scheme-lites — mechanical creations, and in the airspace of the Spire, angels, dragons, cloud rays, and other flying creatures live comfortably.
But not everyone enjoys living outside; many natives of the Spire spend most of their lives inside it — behind doors made of pink ice.
You will find such doors only where the icy growths cover the Spire. Or perhaps you won't find them — they can be very well disguised. But it is not enough to find a door; you also need to open it by using a special approach. Hackers of pink doors in this world are highly valued, but even the greatest of them are unlikely to be able to open all the doors of the Spire.
Inside each pink door lies a separate subspace, a personal world of one of its inhabitants. Usually, these worlds are quite small, but it all depends on the personality of the owner and their 'power.' Here, vast spaces filled with forests, mountains, palaces, clouds, seas—anything at all—can be hidden. Additionally, there may be local laws of nature operating within the tiny world.
The most famous public door, Glu, is located in the area of the Curves (a spot on the Spine where it makes three noticeable spiral twists). Glu is a vast elvish kingdom spread among mountain ranges. The second largest open world lies half a kilometer below — this is Bunta-Urya, a technogenic atoll governed by schemalites.
If you ascend two kilometers from Glu, you can notice a large accumulation of ice — a lace of diverging icy winding paths in all directions. This is a huge noisy fair where many interesting things can be found. No one has noticed doors in these places, but experienced magicians know that pink ice does not exist without doors, for ice is the breath of the tiny world seeping into reality.
Above the fair, you will see a bright light dispersing the darkness. This is the light of the Axiom — a great beacon now protected by the angels of the Ice Web. It hasn't always been this way, and it will not always be this way. The Axiom has changed owners many times, bringing its radiance to various parts of the Spine. For many years, the Axiom was hidden within the tiny worlds, and outside, everything was engulfed in impenetrable gloom, illuminated by rare flashes of lightning.
This ambiance is part of one of the Strings — distinct groups of dimensions united by some place, being, or powerful object bearing the same name across all these worlds. In this case, the world relates to the String of the Axiom, meaning that in other worlds of this group, there exist various reflections-manifestations of the local beacon.
The foundation, the heart of every little world, is its Thesis. A special stone, located somewhere within it. Huge or small, hidden from prying eyes or displayed for all to see. It is the Thesis that allows the owner to create their own little world, but it has its specifics and its power is not limitless. This does not prevent talented masters from profiting even from the limitations of their Thesis.

The Complex Grail is one of the Great Tools of the Architect.
Some Theses are quite generous to those who come to look and share their gifts and abilities through touch. In the same Glu, you will encounter a statue of the elven goddess Tyra, holding a sapphire stone. By touching the stone, one can gain knowledge of the elven script and speech, and possibly a more significant gift.
As long as the Thesis is within its native little world, it cannot be stolen, but it is very attached to its owner. Some beings have sold their Theses and physically carried them outside. Now they are forced to wander through the Spine, searching for refuge. Without the Thesis, the little world first becomes icy, and after some time, it may start to collapse.
The Thesis can also be destroyed, but it is not easy — to destroy one Thesis, another Thesis is needed, sometimes even several. As it breaks apart, the Thesis does not disappear without a trace — shards or at least dust must remain. Outside the Spine, these pieces of Thesis transform into magical items, which, however, have no power inside the little worlds of the Spine. Whole Theses, on the contrary, possess the power to partially alter reality within any little world, but are significantly weaker than the native Thesis.
Legends speak of the existence of the main, firstborn Thesis — the Complex Grail. It is hidden somewhere inside or outside the Spine, and its possessor can rewrite the entire world from scratch.
Next is the next world; before entering, create a guest password…

Gridsphere
Welcome to the digital reality, inside a giant sphere where amazing local inhabitants — programs — move along its surface. This is a world of clear lines, smooth surfaces, mirrored reflections, twinkling lights, and humming streams of light.
All inhabitants of the virtual geofront (or Cybersphere) belong to one of three common families: suspicious Telling, inventive Nix and eccentric Aydro.
The Tellings consider themselves the superior community and inhabit the upper part of the geofront, their main sector is called the Plaza. These programs diligently defend the borders of their privileged sector and are unfriendly to outsiders.
The Nix live in one of the two lower halves of the geofront, in the Hub sector. This is an unassuming folk of diplomats and reformers who try to build a common governance system for the life of the sphere. Representatives of other families cannot function properly in this sector, and moreover, the surface of the geofront in this area is immutable.
The unstable zone of Aydro occupies the remaining lower part of the geofront, where you will find a plethora of wild, constantly conflicting sectors, without any centralized authority. In these places, the surface of the geofront has a low level of protection, allowing programs to drill niches into the geofront and thus extract a valuable resource — yako.

Nay3x is a Trojan class program from the Telling family.
The entire surface of the geofront consists of barely noticeable rectangular tiles. If a way is found to break such a tile, a cubic structure will emerge from within and either disappear or turn red and shrink several times. This is yako — a intermittently flickering cube of irregular shape, a unique currency-material of this world, from which various objects can be assembled and then disassembled back without loss. Any program can store a virtually unlimited supply of yako in a special yako-receiver, which is most often located on the palm's surface. To acquire the resource on a personal account, it's enough to touch a free yako, or to touch someone else's yako-receiver, undergoing an exchange procedure.
In this digital world, each program is accompanied by its name — a blue text floating next to its carrier. This is one of the mysterious functions that regulate and control the life of the digital universe — Anima, the minor identification function. There are many such regulators, and even a Catalog class program is unlikely to list them all; here are just a few of them:
Render is the primary function of graphical representation, responsible for displaying all virtual objects,
Stripe is the senior identification function, assigning a special secret code to each object,
Segment is the hyper-memory operation function, ensuring the preservation, accumulation, and transformation of various knowledge,
Discrete is the navigation function, tracking the coordinates of objects and making sure that two objects do not occupy the same space,
Magnet is the proto-gravity function, attracting objects to the nearest point on the geo-front surface,
Utility is the hyper-memory cleansing function, annihilating informational junk.

Ferment is 529, a cryptographic class program from the Nix family
Different program classes have unique personal keys to certain functions, allowing them to use these functions in non-standard ways. For instance, the class Proxy has access to a key that hides its name or even identifier. The class Cryptographer turns its name into a weapon — it can take it in hand and use it like a sword. The class Trojan can spoil others' names, while the class Antivirus can restore them. The Graph Editor class can change the appearance of the program or even make it invisible. A program does not choose its class immediately but only after a certain number of cycles have passed. And while switching families is not a frequent but real phenomenon for programs, switching classes is an impossible event. For this reason, programs are cautious when choosing their class. Across the geo-front, a network of green semi-transparent
lenses , allows instant movement to other known program lenses, establishing an optical transition channel. To use a lens, one must know its password (if difficulties arise, look for an acquaintance of theCode Editor ), and also meet its class requirements (sorry, Trojan, but you are on almost all lenses' blacklists).Z»O is a Graph Editor class program from the Nix family.

The program of class "Graph Editor" from the Nix family
In the very center of the sphere, high above the heads of its inhabitants, shines a large symbol of a circle bisected by a line. Every 12 hours, the symbol cyclically changes its color — from red to yellow, from yellow to green, and then back again. The geofront can only be destroyed and resources extracted during the red symbol, while the optical transition lenses only function when the symbol glows green.

A group of local characters from one of the games in the Cybersphere. Chaotic Liberty — a "Cryptographer" class program, wise "Catalog" Gexley, and clever "Graph-Editor" Zero.
Aliens from other worlds, upon entering this one, take on a standard bot form with the generic name "Guest." The Stripes function assigns unique numbers to guests but does not guarantee their conflict-free operation within the common field of their identifiers.
Password accepted, the exit procedure completed successfully, next up…

Eviltide
The whispering wind of the night desert rarely carries any sounds to the shore. Yet sometimes the muffled cawing of crows reaches the city’s inhabitants. Hearing it, some gaze anxiously at the dark dunes, while others reminisce with sorrow about the hard times crossing the Crow Desert.
The new city, Vzmorie, has only emerged here in the historical timeline relatively recently — just four hundred years ago. The first settlers discovered ruins of an ancient civilization in these lands and gradually built their own homes amid the ruins. When the rays of the white sickle are not obscured by clouds and the desert wind calms down, the inhabitants can hear the breath of the Glass Sea. Its remarkable dark green waters are as hard as stone and just as still. But this is only on the surface — the sea lives its own life. It breathes and moves, albeit at an incredibly slow pace.
The smooth surface of the sea is often scattered with large and small islands covered in lush vegetation. Locals have settled on some of them, but straying too far from the city is dangerous, as threats from the sea can come to these tranquil places.
Yes, dark armies of terrifying monsters, led by evil lords, periodically raid the Coast. These are mad creatures from hell, with bloodthirsty gazes and frightening grins. They are unimaginable beings, and they are also horrifyingly… delicious! Oh, how astonishingly tasty are all these avocadlings, soup elementals, strawberry blins, repo golems, tortosaurus, coffee snakes, chocopterixes, and zombie aspic!
The city's defenders bravely repel the raids while also replenishing their supplies, but they likely do not understand who they are fighting and how it all could end. Those who built this ancient city in times long past might have had insight, but they are nearly gone. Rather, almost gone. In the hidden, unseen folds of reality lie the powerful souls of these ancient beings, the people of the Silicon Whale. Weathered, torn, weak, yet they remain here, amidst the ruins.

On the shore of the Glass Sea
The souls of the ancients managed to find new hosts among the inhabitants of the Coast — souls that do not understand their language, but are kindred spirits in some way. These chosen ones consider themselves enlightened and have penetrated the mysteries of the spirit world. Shamans — this is what they came to be called in the city. Although the shamans could only inherit a small fraction of the former power and knowledge from the souls, the city now perhaps has a chance of survival. A special gift displayed by the shamans allows them to see on the surface of the Glass Sea a reflection that clearly reveals the Taimnitsa — folds of reality hidden from the eyes of outsiders. They attempted to pass this trait onto others by organizing a special school — the Assemblies. The experiments were unsuccessful, but it turned out that shamans could enchant sea glass, and through it the Taimnitsa would even partially reveal itself to the commoners — they began to see the outlines of long-destroyed ancient structures, their own souls, and strange glowing particles.
A great multitude of enchanted shards was created in the Assembly and distributed among the people. Over time, the active shamans improved the spells, aiming to make other wonders of the Abyss more accessible. Now, the owners of magical shards can not only observe hidden realities but also have the ability to store 'glassy images' and make notes on the shifting 'ocean floor.'
Another pastime that locals are fascinated by is the collection of informons. These are small glowing symbols that hover in the air and are visible only to the shard holder or the shaman. Many residents of the Seaside search for informons and catch them with their shard, like with a net. Whoever catches the most is the best. Shamans sense that informons are something very important, but they cannot yet understand what exactly. These particles follow the shaman, attracted to him, obeying his gestures.
The lords of evil could answer this question. The pale Redya and the black Khreim, who, to the good fortune of the residents of the Seaside, feud with each other. During their raids on the coast, they take the souls of the fallen, as well as the emerging informons. Then, returning to their islands, they brew new armies from the gathered materials. While Khreim hopes for the relentless growth of his loyal army, which will sooner or later crush the coastal city, the calculating Redya bets on the essence of evil that seeps into the residents of the Seaside along with the consumed pieces of the fallen enemy. The essence of evil accumulates in their bodies, and one day they will come to her domain to glorify their dark pale mistress. They don't have long left.
Ah yes, under the feet of the evil lords, another minor problem constantly entangles — Kron, the Firstborn, the greatest god of darkness, the most malevolent and powerful, but, unfortunately, trapped in the body of a small snail. Oh, how angry he is, how damn angry and grim. He intends to destroy this world that has become a thousand times tiresome to him. Right away… as soon as he crawls there.
Oh, how much blood this tireless immortal being has already spilled for the lords, who have come up with all sorts of ideas to hinder him from performing the cunning ritual of judgment day, to slow his progress. Yet the snail continues to crawl towards its goal, unwilling to stop before any obstacles, no matter how long it takes.
Meanwhile, the city lives its own life. Members of the Assembly are working on stronger spells, the Great Shaman retreats into meditation, trying to understand the language of ancient souls, the inhabitants fend off monster attacks, play with magical glass, and look to the future with optimism. And although the concentration of evil juice in the bodies of the defenders of the Sea continues to rise, some lost ancient souls have managed to join these cursed bearers. For now, there are very few of them, and people view them with some caution. They have been nicknamed mixers, due to their special abilities that allow them to translate objects from the material world into the Abyss and back, merging real and visible realities. Long ago, the wicked lords also started with this...

Dayend
Note: This backdrop pertains to a group of worlds united by the entity known as the Axiom.
The peak of a scorching Day. A majestic City, filled with a deafening tranquility. A deadly silence hangs in the air. Deserted streets, uneven walls, tall towers with narrow windowless gaps, looming stone arches, a hollow and pristine pavement, uninviting buildings, and in the distance, a tangle of metal structures and greenery.
A vast empty City-labyrinth, always bathed in sunlight. Here, eternal noon reigns. Not a single shadow. You won't encounter a single shadow on the empty streets. There is nowhere to hide from the all-pervading piercing light. And the emptiness. An enveloping solitary emptiness that seeps somewhere inside. With horror, you begin to understand that there is no escape from it.
Not a soul in sight. It seems that just a moment ago, someone was right there, around the corner. But no, it was just an illusion. Perhaps that's for the best; very often, encounters with anyone in the City do not end well. It's better not to approach the local plants either — they seem green from a distance, but up close, you can see darkness flowing over them. That's unlikely to be a good sign. And those strange statues. Shadowy plants always grow near the oddly bending stone statues, sometimes entwining them.
Strangely, this world influences many others. Usually, everything begins unnoticed, life goes on its course, and nothing unusual happens. Unless the usual order of things is disrupted by a brief visit from some peculiar foreigner with darting eyes or a nervous tic.
And then suddenly, the inexplicable occurs. One of the pages in your favorite book turns completely yellow. The glass vase on the window yellows, along with the flower standing in it. Unexplained yellow spots appear on the back of your pet. At first, it all seems like an illusion, and upon closer inspection, you find everything is fine. But after a while, the yellow color returns. And this time, it doesn't fade away.
At this stage, the strange yellowing is usually dismissed. However, the process begins to progress. While shuffling a deck of cards, you notice that one of them is yellow. The mirror and glasses turn yellow. Your chair and desk. The wardrobe. Clothing yellows. This is usually where the panic starts…
Panic increases when you notice that something is also wrong with the world: those around you stop recognizing you, and it becomes increasingly difficult to move and interact with various objects. Meanwhile, the yellowing process accelerates, and gradually everything around, including living beings, turns yellow.
Eventually, the all-encompassing yellow gradually fades away, along with your familiar surroundings. You find yourself under the scorching sun of the Day, in one of the maze-like passages of the City. A new victim drawn into this crazy world.
For others, everything happens differently. They have long felt that their home is not meant for them. They dream of different horizons. They experience entirely unimaginable dreams. They are special beings—potential chronodivers capable of traversing through eras, striving to physically transition into other times that resonate more closely with their nature. However, this unique gift makes them extremely vulnerable before the Day, which is so hungry for life.
Beginner chronodivers easily fall into the trap set for them, instantly transitioning into the Day forever. During one of their usual strolls, they suddenly feel a sense of loss. Something has changed. Where have all the sounds gone? Familiar houses and streets around seem foreign at the same time. Why is it so empty and quiet around, where is everyone? There is no answer. From now on, you are surrounded by an unfamiliar City.
Sooner or later, those who find themselves here simply go insane, having met no one. Yet, even without succumbing to madness, it's quite easy to die of hunger here, as the City has neither food nor provisions. However, some are not opposed to snacking on their unfortunate companions. For a time, one can survive by consuming the flowers of shadowy plants, though their sap will gradually turn you to stone. In short, the life (or rather its end) of the local inhabitants is rather bleak.

The City has an unpleasant surprise for world-walking travelers who accidentally wander into this realm. Staying here longer than 6 hours causes them to lose their ability to transition between worlds, and the same applies to transporting objects.
Somewhere within this dimension lies one great thing, the main local attraction — the Axiom. It is a large, perfectly smooth ruby, mesmerizing to those who gaze upon it, and faintly pulsating. This object is quite dangerous, as it instantly annihilates anyone who tries to take it. Pure souls, upon disappearing, turn into feathers, sparkling dust, and rose petals. Dark, corrupted beings are reduced to ashes, dust, or heaps of autumn leaves. If the being that touches the Axiom is already significantly mad, it will merely suffer a burn.
When the Axiom destroys anyone who touches it, it is sent directly to the native world of that being. While there, in a foreign dimension, the Axiom fills the surrounding space with waves of madness. This area gradually begins to turn yellow and detach from the surrounding world: it becomes increasingly difficult for local beings (and at a certain point, impossible) to cross the boundary between the area captured by the Axiom and the remaining territories. Once the transformation is complete, the Axiom returns to its world, taking with it a piece of the foreign realm, forever joining it to the overall pattern of the City.
Once, the Axiom was at the very center of the City, before it was disturbed for the first time. Now no one can tell you where this center is or how to get there. However, it exists, surrounded by thickets of shadowy plants. Here lies a small pond of darkness, in the middle of which struggles a creature, ensnared by tentacles reaching from somewhere below. It begs passersby for help, merely asking them to step into the pond and sever the tentacles holding it. And although this plea sounds very pitiful and sincere, stepping into the black pond is never advisable. What follows is a thousand times worse than death...
While the Axiom is absent from its native world, the heavy breath of madness weakens, and the beings trapped in the City gain a fleeting chance for salvation: the likelihood of opening a random portal leading to these places increases significantly, and the worldwalkers and item bearers present here regain their strength.
However, do not think that you are saved. Anyone who has spent more than a day here will never be the same, for an overwhelming dose of madness has seeped deeply into their very soul. And no matter how long the journey may be that this soul must undertake, from now on, it is a one-way road. One fine day, everything will turn yellow...

Charmborn
A dual world in which lives are written.
Beneath snowstorm clouds made of the purest fluffy snow lies a blossoming land — Arch, how the local inhabitants refer to it. These are vast water bodies occupied by a network of interconnecting islets. Sometimes it’s hard to tell where one islet ends and another begins — almost all of them are linked by winding arches of rocks and whimsical stone formations.
Over the islets, flocks of small colorful birds fly around the lush flowers. They are quite curious and not particularly skittish. These creatures have an interesting trait — each bird can shout out a certain single word. It’s more accurate to say that each produces a unique set of sounds that any listener perceives as a specific word in their native language.
The coastal cliffs abound with caves that the birds rarely enter — only during bad weather. Once inside such a cave, you may notice that you have entered a small room connected by various corridors and staircases to other similar rooms. Almost every little room in these labyrinths, cutting through the rocky conglomerates of the Arch, is filled with stacks of handwritten books.
But who else inhabits the Arch besides the birds? The Worldwalkers. These are the most diverse beings who have entered this world after death, taking on some new form. Not every deceased Worldwalker is reborn here, but those who were drawn into Charmborn can no longer transition to another world, even through an open portal, until they find a book. Or a shell. A very special book or shell that contains the record of their own life.
It’s worth noting that the Arch contains an unimaginable number of books, each recording someone's life. And not just recorded — new lines are written continuously as long as the being is still alive. In countless little rooms, the lives of all sufficiently rational beings living in all known world backdrops are written every second. Some books open two-way passages to secret dungeons filled with books. There is no other way to access these hidden places.
Where to find books is clear. But where can one find shells? They fill the little rooms inside the cliffs. Lagoons — an underwater world that exists beneath the Dome and is, to some extent, a distorted reflection of it. For the inhabitants here, gravity pulls in the opposite direction. They can breathe underwater but not air. They swim through the air rather than in water. High above, in the dark depths, they see slightly shifting clusters of red algae. Among the bright blossoms, small schools of cheerful fish glide along the delicate corals. What sets them apart is that on the scales of each fish shines a specific combination of symbols that observers perceive as one of the familiar words.
Here, in the underwater Lagoon, there are caves in the rocks filled with heaps of musical shells. They also contain the lives of living beings, but in the form of music that can be heard by holding the shell close to one's ears. The spiral of the shell slowly twirls and expands its pattern on the surface. Unlike books, the shells resonate with the lives of beings in a highly emotional way. In some special shells, there are portals to different worlds, but only those worldwalkers who have arrived in Charmborn on their own can use them, not those who have been reborn here.
As they spend time searching for a vessel for their lives, worldwalkers become increasingly elusive. Rarely does one manage to find a personal shell or book. For those fortunate ones, the find becomes a portal that transports them to their home world. However, during the transition, all memory of the worldwalker’s time in this strange realm is erased. Another way to return is if the worldwalker is somehow resurrected, but the chance of success is slim, and the resurrection ritual will definitely not work if performed outside the worldwalker’s home world.
One of the dangers for the creatures gathered here, as well as for all inhabitants of other worlds, is that the water boundary between the Dome and the Lagoon sometimes begins to fluctuate. Either the Lagoon starts to flood the caves of the Dome, soaking the books stored there, or the Dome drains the mazes of the Lagoon, which has a disastrous effect on the shells—they dry out and deteriorate. All of this leads to the demise of the creatures connected to these shells and books.

Numbers
There is another force in this world that maintains order — the collective consciousness of organic numbers, or K.R.O.N. for short. These are large serpent-like beings that soar freely through the Vault and Lagoon, unaffected by the gravitational fields of both realms. Sometimes the numbers fly in a swarm but often separate. Each of these creatures is part of a single consciousness that was once constructed by the Architects.
The numbers play an important role in maintaining the water boundary within a moderate range. They are aware of the reasons for these disruptions — the boundary changes when there is a balance imbalance between the good and evil deeds performed by its inhabitants in one of the surrounding worlds. To eliminate this imbalance, K.R.O.N. seeks help from the trapped wanderers here, forming special squads from them.
To communicate with the wanderers, the silent numbers use the birds of the Vault or the fish from the Lagoon. The reason is that under a special mental influence of K.R.O.N., flocks of these creatures create a meaningful stream of words. Different birds sound in the required sequence, or various fish illuminate in a special order. Almost all wanderers agree to participate in restoring the balance, as they are personally interested in preserving their source of life. Moreover, after completing missions, they gain the ability to change their affiliation to one of the parts of Charmborn to the opposite once a day. This is accompanied by a change in the direction of gravity for that creature, as well as other associated effects (the ability to breathe in one environment and swim in another swap places).
When the water boundary begins to change noticeably, the numbers immerse any squad members who touch them into a wondrous sleep. In this dream, the wanderers are transported to the world where the balance between light and darkness was disrupted. In fact, it is not they who appear in that world, but their analogs — controlled material projections. To solve the problem, the projections must perform a certain number of evil or good deeds, thus restoring the disrupted balance.
Numbers are especially valued by worldwalkers-specialists — those capable of great wicked deeds or those whose kindness knows no bounds. In other circumstances, the members of special forces might be irreconcilable enemies and rivals, but here they are forced to work together.
After the mission is completed — the water boundary returns to normal, until the next incident. While the worldwalkers slept, K.R.O.N. studied them, gathering bits of information on where they should search for their books or shells. After sharing this knowledge, the numbers usually fly off for a short rest — to the white snowy clouds or into the entanglement of red algae. Time will pass and they will return to be on guard for the cosmic balance once again.

Trihorn
In a special space, between the worlds of Shpily, unusual areas occasionally appear. One such area will be discussed. It's a small island of a mysterious civilization, invisible to the Architects and inaccessible to any incoming teleportation.
Trihorn is the remains of a giant three-horned monster, resting in the void beyond worlds. Strange beings belonging to the race of mirageslive here. Their resemblance to humans ends with having a head and two arms. Mirages are replaced by a column of flowing biomass instead of legs. Their skin color is usually shades of gray or blue. Their heads are crowned with specific half-helmets, half-masks, fused with their flesh.

Enigma, a worldwalker from the race of mirages
The insides of the enormous monster, home to the mirages, are structured as follows: the body is a labyrinth of several levels of dungeons. On the lower levels, black oily born seeps from every dead end of the walls.. This mysterious substance is somehow connected to the emergence of mirages — all of them opened their eyes for the first time right here, on the lower level of Trihorh. Some mirages are aware that the born is also capable of awakening life in inanimate objects that have been imbued with it. Does this mean that mirages are also, by nature, artificial creations? Who knows. The born has no effect on the mirages themselves and seems not even capable of halting their aging. They haven’t experienced any effect on other organic beings either, until this thought simply crossed their minds.
The skull of the monster — enormous halls with high arches surround the central towers. Here, a breathtaking view of the endless void around opens up, slightly interrupted by the faint glow of nearby worlds of Shpil. Here, mirages experience special feelings; it seems the very cosmic emptiness speaks to them, bestowing new knowledge and ideas. Perhaps it’s not the voice of emptiness but the pulse of Trihorh or the breath of nearby worlds. The mirages are unaware of this.
Finally, the hollow horns, the place where the spiral staircases of the towers lead. Each horn leads to one of the nearby dimensions: to a snowy world of temporal paradoxes (Chronoshift), to a foggy world of portals populated by frogs (Panopticum Airlines), and to a fantasy world divided in two (Unsynergy). Passing through the horns, mirages travel through these new regions in search of various sources of portal energy. For unknown reasons, various manipulations with it bring them particular pleasure.
One might say that mirages are subtle connoisseurs of portal energy. They can discern the slightest differences in its spectrum, power, and nature. Some enjoy simply admiring it, some drink it, savoring its taste, others prefer experimenting with the parameters of the portal-generator, and some revel in the very process of movement. If an ancient stationary portal suddenly changes its color or completely closes — it’s highly likely that a mirage was involved. They are also capable of restoring seemingly depleted portal flows and eliminating various anomalies. In short, if you need a true portal specialist — you know whom to turn to.
Mirages are also interested in various things, devices, and artifacts that can animate the born, expanding their collection of sentient items. Some of them hunt for rarities, obtaining secret information and making clandestine deals. Keeping their game a secret from the mirages is aided by a special trait of the race — everyone who interacts with them completely forgets about it the next day. However, some have not forgotten and have plans to enlist such a master of secrets. Or perhaps they already have.
It is worth noting that the mirages' ability affects them even more strongly when they are inside the Trihorn. Each mirage feels alone here, as the presence of others, both direct and the facts pointing to it, is simply expelled from their consciousness. However, shortly before dying of old age, the effect of the ability dulls, and before disappearing, such a mirage is capable of seeing others.
The architects of the Spire are unaware of the existence of this area, even though they are involved in its emergence. The fact is that Trihorn is actually an empty shell left behind by the cocoon of the 13th Architect. Here, he was reborn, splitting into two halves — Secozmeen and Tik. The energy surge of rebirth was so great that it tore apart the fabric of the Spire and affected nearby worlds, dividing Unsynergy, bringing paradoxical breath into Chronoshift, and awakening portal instability in Panopticum Airlines. Only the young Tik possesses knowledge of Trihorn's existence and even has some influence over it, but keeps all this a secret. After all, she loves to play with the souls of the deceased mirages, from which she creates her crazy and strange artifacts.
Meanwhile, the mirages are penetrating other worlds, sometimes drifting quite far from their homeland. There, far away, their abilities begin to change and warp strangely, succumbing to the pull of the unattainable Terra. Furthermore, the mirages are gradually beginning to learn about the existence of the Architects, and most importantly — about the powerful Instruments belonging to them. What will happen if an Instrument, capable of erasing and creating entire worlds, is animated with the help of the born? Did the void whisper this thought to the mirages?

Terraform Disfunction
An irrational copy of the real world, bordering on the Abyss.
This world bears a strong external resemblance to reality, yet it differs from it in both subtle and significant details. Here, various Agents of Terra have found temporary refuge — both later expeditions that emerged from the Abyss and earlier ones wandering through the worlds of the Spire. Upon arriving here, the Agents observe a huge mysterious creature that seemingly governs the local world order and is known as Fate-Mechanism. By gathering fragments of information, conducting experiments and special operations, they attempt to understand what is happening and what they should do next.
The essence of this setting consists of Forest-City: numerous roads, highways, buildings, high-rises, and various structures interspersed with small and large patches occupied by different trees and shrubs.
It is worth noting two important features. The first is that all fragments of the city and forest have clear boundaries and, although arranged in a sort of unified pattern, do not merge into one another. Vegetation does not cling to the buildings, nor does it grow through cracks in the road. In the midst of green meadows, there are no poles or fences.
The second is that when looking at the buildings themselves, it is evident that they are often unexpectedly connected. It is as if someone had layered different structures on top of each other, making them one whole. The same goes for the trees in forested areas — sometimes they intertwine and form various strange conglomerates.
On the roads of the Forest-City, rare vehicles cruise about, moving on their own, without drivers. It turns out that these contraptions are dangerous for the Agents because, upon contact, a person and a machine begin to fuse, dissolving into a homogeneous mass. Many Agents have paid for their curiosity by sitting inside and leaving behind a charred, twisted amalgamation of flesh and metal. Usually, those who die in this world turn to ash, which rises into the sky. Some ended up with injuries, suffering burns and embedded pieces of metal in their skin.
Observations show that the machines follow some kind of plan — transporting various materials from the outskirts to the central part of the city. It is there, somewhere in the center, that a rustling and clanking creature roams. Fate-Mechanism — a colossal, octopus-like creature resembling a crawling heap of metal. The parts of the being shimmer, rotate, twist, and dig into the asphalt, clinging to buildings. Agents nearby felt the growing hum and crackling, as well as a sharp decline in their well-being.
In addition to everything else, the center of the Forest-City is filled with other unpleasant creatures: Proto-Weavers and Non-Agents. The former guard the approaches to special production zones, where the construction of something unimaginable takes place. Moreover, as spies claim, there are special technological halls here, where people are somehow teleported from Terra, transforming them into Non-Agents through the golden web.
Proto-Weavers are like floating jellyfish made of glass and chrome, with golden, barely visible Proto-Threads dangling from them. Using these Threads, Proto-Weavers control Non-Agents and machines. Upon seeing unanchored living beings, a Proto-Weaver attempts to capture them with a new Thread that draws them to the Weaver, inducing a growing sense of euphoria. Those caught in this manner are transferred for the procedure of joining the golden web.
Non-Agents are people with golden eyes and liquid gold flowing through their veins instead of blood. When they are connected by a Thread to a Proto-Weaver, one can notice a line of golden light emanating from the back of their heads. All of them have undergone the procedure of unity with the golden web — their blood was completely drained and then replaced with a new substance. Each of them is also given an enigmatic item resembling a black backpack.
Non-Agents represent a strange community inhabiting the central streets of the Forest-City. It resembles some kind of incomprehensible pseudo-life, with no obvious purpose. It seems that an invisible director is staging various scenes through them, modeling situations, experimenting with their reactions, and constructing something unfathomable.
As it turns out, a Non-Agent can be detached from the Proto-Thread and can act independently. This way, some of them were saved and learned details about what was happening, which were revealed to their minds during the connection. However, it's still unclear how the Thread was neutralized — it seemed to happen almost accidentally each time. This knowledge would be very useful, since the Proto-Weavers themselves are connected by Threads to the Fate-Mechanism. Perhaps it is the mysterious manipulative director trying to understand the creations under its control.
Freed Non-Agents feel an inexplicable attachment to their backpacks. Rather, not to the backpacks themselves, but for some reason they constantly need to carry something on their backs. And in the black backpacks, something was found, called heavy emptiness, resembling massive invisible boulders. It is still unclear what they are.
As mentioned, the Forest-City is full of seemingly familiar, yet incredible things at first glance. For instance, some houses contain books. But if you open one, you will not find the usual pages with lines of text. Inside each opened book gapes a mini-portal from which various substances can be drawn. This can be sand, water, clay, gravel, earth, acid, fluff, and more.
In some houses, you can find refillable food machines. Observing the behavior of Non-Agents, it was discovered how to use them — they dispense food in exchange for... stories! A little chat to fill the indicator on the machine with green light, and it will spit out food. However, there are capricious individuals who demand meaningful, interesting, and long tales.
Local trees also behave unusually — the branches of the trees are very hard, do not bend or sway. The leaves, in turn, move, reacting to nearby living creatures. They behave as if they are watching you. If touched, they quickly turn yellow, tear off, and fly upwards. Areas filled with living flowers create a zone of weightlessness around them. Additionally, various animals can often be found in clearings, inexplicably frozen in place forever.
In forested areas, beware of Ergo-CutsiesThey are gray, eyeless little ones creeping out from the bushes and chirping merrily in an incomprehensible language. Externally, they seem harmless; however, being within a meter or closer significantly accelerates the aging of living beings. It's needless to say that taking a nap in the meadow is not the best idea, having cost many Agents their lives.
Further south of the city’s central fragments, the asphalted areas diminish, giving way to sidewalks covered with tiles. Moving further south, one can reach a vast stadium, with large and small pieces of a pool scattered across the field. In the center of the stadium, there is a helicopter landing pad marked with the letter 'U' instead of 'H'.
If one dives into a section of the water body, it turns out that they are all interconnected underwater, revealing a space of incredible depth. Descending further, one can discover submerged buildings. After a while, the explorer will begin to understand that a whole multi-tiered city with intricate ancient architecture is hidden here. Only those travelers and Agents who have witnessed the beauty of Utada from the Fairytale entourage can recognize this place as a near-exact replica of the great flow city.
At all levels of the underwater Utada and below, in the caves, swarms of projectors swim — smooth black creatures with a large round opening on their back, from which a beam of light emits. Little is known about them, but they are non-aggressive and apparently pose no danger. Additionally, in the underwater city, one can find stone statues depicting its fairytale inhabitants. In some places, there are equivalents of magical crystals — polished stones emitting a faint green light.
In the east of the Forest City, there is another remarkable thing — The Tar Door. It is a gigantic portal in the middle of a wasteland. A circle of a black, shiny liquid substance hangs in the air and slowly rotates. Passing through the portal allows one to visit other worlds of Shpil, though you will get thoroughly covered in this bubbling blackness. Often, various travelers emerge from the circle, and occasionally — Agents of Terra.
Above the city, high in the sky, at cloud level, one can see giant pale spheres flying by — these are the worlds of the Abyss. The way there is, strangely enough, through helipads (despite the fact that no helicopters have been discovered in this world), scattered throughout the metropolis. When the spheres approach such pads, lightning begins to flash above them. During the bursts, a certain object appears in the center of the pad: it can be a chair, table, sofa, armchair, nightstand, cabin, and so on. In general, it is something you can sit on or enter, thereby moving into one of the Fragments of the Abyss or landing on the paths of the Abyss.
The Abyss represents an interest for the Agents, as it may also hide the key to return. For example, some time ago, the most powerful artifact was delivered from there — X-Toy. A simple plush teddy bear, whose eyes emit beams of realism into the space before it. This radiation destroys the fairy-tale fantasy nature. With the help of the X-Toy, one shard of the Abyss was erased and several Spire Spawn were eliminated in the adjacent worlds. It seems to be effective against the Architects as well. Unfortunately, the artifact was lost during the operation to eliminate the Fate-Mechanism. The beams were ineffective, and the group was captured by Proto-Weavers. Perhaps the group can be saved, and the X-Toy will also be found.
The fact that the beams of realism were powerless against the Fate-Mechanism, as well as some other gathered information, indicates that the Fate-Mechanism was not created by the Spire itself, but is something significant that the Spire took from Terra. It seems that this whole world is a failed attempt by the Spire to copy Terra during the first contact. If the Fate-Mechanism is an indigestible part of Terra, it may imply that it originally acts contrary to the will of the Spire.
Nevertheless, it seems that the Fate-Mechanism is planning something grand. But it needs to be understood in time — whether a portal to Terra will be constructed in this way, or something else in place of Terra. For now, the Agents do not possess enough information to know what consequences this will ultimately lead to.

Shadowzoom
A world afflicted by metaphysical viruses.
Note: This backdrop pertains to a group of worlds united by the entity known as the Axiom.
The soft light of a giant golden ring illuminates this strange world. This is the Axiom — a stable translucent formation made of an unknown super-strong material. The ring is positioned horizontally in space and periodically changes its radiation intensity. Above the Axiom, rectangular rotating frames of the Technosad levitate, while below, the tentacles of the Sculpture writhe. The rhythm of the movement of the structures, as well as the periods of growth and wilting of the tentacles, are clearly linked to the cycles of increasing and decreasing luminosity of the ring.
This entire world is seized by strange unimaginable entities — metaphysical viruses that manifest in reality in various ways. They penetrate the minds, hearts, and souls of the local inhabitants, tailed humans, in various ways — some enter their lives as poisons, food, and mutagens, others as hallucinogens and narcotic substances, and still others as addictions, ideologies, and cults.
The upper part of the world, Technosad, is a cluster of metal structures. It consists of kilometers of technogenic spaces interconnected by passages, corridors, and elevators. Here, among metal, stone, and glass, ordinary people live. However, they have one peculiar characteristic — they are all born with a tail.
The Technosad comprises 7 sectors — each resembles a gigantic rectangular frame rotating in space. The frames do not touch each other but are interconnected in their rotation, like one mechanism. Sometimes, following certain periods, an iron bridge extends from one of the sectors, along which a transport resembling a mini-train moves from one sector to another. Then the bridge retracts. This is how people travel across the Technosad.
In many rooms of the Technosad, there are so-called 'power stones.' These are oval-shaped metal containers, part of which seems to be sliced off, pouring forth pure white light. The fact is that the local people do not need food, as they derive energy when they immerse their tails in this white glow.
In some rooms, one can find virtual reality helmets. When worn, inhabitants immerse themselves in the space of a virtual game ‘Speed’, where they ride futuristic vehicles racing along the track on the inner side of the Axiom. Many are obsessed with this game to varying degrees, and those who become sufficiently engaged change physically under the influence of the helmet's radiation — their ears elongate, their hair takes on a golden hue, and their eye color becomes sparkling green. However, not everyone becomes ‘pointy-eared’ (the local term for those who have become adherents of the metaphysical virus ‘Speed’); some are not drawn into the game as deeply or give it up entirely. Those who do become ‘pointy-eared’ gain immunity to all other metaphysical viruses in this world.
Others have been seduced by a different metaphysical virus, which they have come to call ‘the breach’ — a small loophole in the racing game that has led them into the realm of code and allowed them to create their own diversions. Some are consumed by the ‘breach’, causing cables to sprout from their helmets and wrap around their bodies. Those caught by the ‘breach’ create a new gaming space, with its own rules, and attract followers — some of the Techno-Haven helmets now provide access to this new game. Some cannot be consumed by the ‘breach’, but adapt to coexist with it after exiting the virtual world. These individuals receive a unique gift known as ‘imposed reality.’
Masters of imposed reality compel those around them to believe in the existence of some new object in the observable world (it is worth noting that such materialized objects remain stable only in this dimension, while beyond it, they either collapse or fade, becoming gray empty shells). Imposed reality can be either collective, perceived by everyone, or partial — for an individual, for a group of people, for the master themselves, and so on.
In Technosad, you can stumble upon music halls that periodically fill with sound. Those who stay for the session enter a trance-like state and dissolve among many other listeners. As they disperse, this crowd remains in a united state for a long time, where their minds are one and sensations flow between them. The 'sharp-eared' are unaffected by this music.
The next interesting place is the Wall of Images in the largest sector. This is a very long room where all sorts of painted animals, or 'prints' as the locals call them, roam along one wall. If a person approaches within a certain distance, the 'print' jumps onto their skin, and now travels with them like a moving tattoo. Wherever the 'print' may be, it lives its own life—sleeping, being awake, potentially transferring to another host, interacting with other 'prints.'
The lower part of the world— The Sculpture, consists of a huge mass of tentacles stretching and growing upward toward the Axiom. Here, people live who resemble the inhabitants of Technosad, but life in the Sculpture leaves a unique mark on them. Sometimes, someone falls from above, from Technosad. If such a lucky one survives, they blend into the local community, which is welcoming to these newcomers. However, if they have a 'print' (which becomes permanently frozen in one position upon falling), that newcomer will be either completely eaten or have the tattooed part cut off, because anyone who tastes a 'print' is immediately elevated to Technosad—returning the eaten 'print' to the Wall of Images (but now in a frozen state).
It is worth noting that there are no 'power stones' in the Sculpture, and to maintain energy, locals have to consume blue glowing mushrooms that grow on the tentacles in many places. Usually, the corpses of the deceased, as they decay, are absorbed into the tentacle mass, and a new large mushroom colony quickly grows in their place.
The mushrooms are quite tasty, but overeating poses a danger. Those who consume mushrooms in excessive quantities are referred to as the 'smoldering.' — their movements become slow, and their bodies gradually harden. Over time, the stone flesh cracks, revealing a blue glow beneath. Although new growths form on the stony skin, it continues to peel and twist in peculiar ways until it eventually sheds completely as a large stone shell. Beneath it lies a creature resembling a moving cluster of glowing mushrooms. It can no longer articulate speech but produces strange jerky sounds—a kind of music. The mushrooms on its body light up in different colors, in time with this melody. The fully transformed 'smoldering' prefers to stay near its shell and seems very attached to it. Some enjoy their music, but it's dangerous to look at the 'smoldering' for long, as the sight has a strong hypnotic effect, and there have been cases where observers died from complete exhaustion.
Sometimes, silver flowers bloom at the tips of the tentacles of the Sculpture. Their flowering lasts only a short time, but during this period, their pollen spreads everywhere. While this is happening, local people try to breathe through filters and take other precautions to avoid infection. ‘Silence’. Those who ignore safety measures receive a concentrated dose of pollen and for a time fall into a magical slumber. Upon waking, they find that their tongue now lives a life of its own, twitching and occasionally causing them quite painful sensations, which intensify over time.
Unable to cope with this pain, some of the infected cut off their tongues, which then crawl away and later grow small tentacles. These creatures, resembling something akin to a cuttlefish, are called ‘verbs’ They can be tamed and serve as domestic animals in this peculiar community. The "Verbs" can communicate, but they only use a limited set of simplified concepts unless specifically trained. Moreover, these creatures are poisonous and can sting an aggressor threatening their lives. Without their language, the "Silent Ones" lose part of their mental defenses and become very vulnerable to the mental commands of others, often reducing them to the status of willing servants.
The rare "Silent Ones" that retain their language undergo a series of further transformations — first, their backs become covered with black, oily feathers, then their claws and teeth elongate. Subsequently, the infected begin to consume the tentacles growing around them, and once they are fully fed, their entire bodies become covered in black feathers. By this time, the infected can no longer move, and their bodies start to gradually break down, twist, grow, and transform into something enormous, resembling a bio-construction more than a living being. When the transformation is complete, a large, squid-like ship sways in place of the infected, attached to the tentacles of the Entity. It is eager to take flight and emits a symphony of sounds, attracting the "Smoldering Ones," whom it can use as a source of energy for its journeys. When a "Smoldering One" hears the sounds of the ship, it feels a bond stronger than its own vessel and rushes toward it. When they meet, the ship departs on its journey. Sea of Portals, shimmering at some distance from the Axiom, the Technosad, and the Entity. From there, one can access other worlds. People who have grown tired of living in the Entity often board such ships along with the "Smoldering Ones," performing a special ritual for such departure. The flight itself is partly controlled by the "Smoldering One" — it communicates with the ship in its musical language.
Occasionally, a great real race occurs in this world. The uniform glow of the Axiom shifts, and stripes light up on its inner track. The movement of the Techno Garden frames comes to a halt, and a special lift with futuristic high-speed cars and ‘pointy-eared’ competitors heads toward the racing circuit. Participating in a real race is a great honor for them, and their sports cars roar down the track. Each one desires to achieve the highest speed, bringing them unprecedented euphoria. Accelerating to unimaginable speeds, the ‘pointy-eared’ racers feel the approach of a special boundary, crossing which will allow them to understand and fully experience the most profound essence of time. The only problem is that understanding this feeling and freeing oneself from the shackles of time is irreversible—such a racer bursts into a bright flash and simply disappears. Time ceases to exist for them, and they fall out of it, transitioning to an entirely different level. Many are deterred by this, but in every major race, there are a few participants who dare to cross the boundary. They are remembered by name and revered as great heroes.
In the plane of the Axiom ring, strange ripples in the air are noticeable from a distance. Upon closer inspection, an immeasurable number of unstable small fragments of space can be found, through which other worlds can be glimpsed. Each fragment vibrates slightly, sways, and turns in place. This is the Sea of Portals, where ships from the Sculpture are sent. Most of these portals are merely windows into parallel universes, through which one cannot move, but can observe objects, hear sounds, and sense smells. The larger ones allow a squid-like ship to traverse into other areas of the Sea of Portals or transport directly to another world, seeking adventures.

Errorzone
A world woven from balloons.
Wherever you go, you'll find slightly bouncy balloons of various sizes under your feet. They are quite durable despite their seemingly fragile appearance. The surrounding space is filled with them — they stretch in all directions as far as the eye can see, rising in hills and slopes that disappear on the horizon, and sometimes sprouting into whimsical formations that reach for the sky. The 'lower' balloons are most often colored in various shades of yellow (which leads some wanderers who find themselves here to compare the local landscape to a desert), but there are also 'islands' of other colors. As for the various rising protrusions above the main surface — 'growths', 'towers', 'mountains', and other 'structures' — the colors of the balloons that make them up are quite diverse, and in addition to color, the balloons can have other properties. One type of such balloon with a different property is the blue water balloon, whose shell is much more fragile and they burst quite easily, releasing the moisture contained within, which slowly spins and disperses into the air as tiny droplets. Bright red balloons are explosive; they contain a magical charge. Some balloons can manage others, arranging them in the required order and changing their shape.

The vibrant balloon spaces are filled with strange life — jumping, crawling, flying, burrowing into balloons, rolling, and levitating food, or snack, as the local inhabitants call it. The snack is intelligent and behaves like wild animals, preferring to roam within their territories. Some species of snacks prefer to occupy small areas, like jumping pears that take over lowlands. Others prefer to move along long routes, like traveling bananas that pop out of the balloon surface and dive back in, or a flying pizza that gently trembles during flight. There are also other peculiarities: a creeping cake loves to devour other snacks while awake, but when it sleeps, what it has eaten crawls out of it and scatters. Ice cream jumps away from areas that are too bright, while carrots, on the contrary, levitate towards brighter areas.
The race that inhabits these lands calls itself edgens, their representatives resemble clothing that levitates in the air by itself, without being worn by anyone. These beings do not require food, but they have a desire for new sensations. The heart of each edgen is a bundle of colorful ribbon, hovering inside it, most often hidden from prying eyes. With this ribbon, an edgen can wrap around any food item and thereby establish a special connection with it. A tamed food item can leave its usual habitat and sometimes even gain different properties or abilities, depending on the owner’s personality. Thus, some edgens are capable of changing the color of the tamed food item, its mode of movement, endowing it with the ability to glow or shoot magical charges.
Traveling through this world, one can notice large strange pipes emerging from balloons to a noticeable height. The material from which they are made resembles iron, and numerous holes are cut all over their surface, from which the wind blows. The movement of air is created by fans located inside these holes. From time to time, some large metallic creature crawls through the pipe, rattling its limbs. It emerges from the pipe and illuminates the space for many kilometers around with its unbearably bright belly-light. This lightbearer, each of which lives in its own pipe, intermittently emerging onto the surface, then crawling back into the pipe. In this world, there is no sun, and it is the lightbearers that illuminate it. When a large number of them are at the tops of the pipes, it becomes very bright; when most of the lightbearers crawl away, it suddenly becomes dark, yet light breaks through from somewhere below, through the balloons, creating an unusual soft illumination on the surface of the balloons.
The cloudless existence of edgens and food items is disturbed by a group of worldwalkers-exiles who arrived in this world some time ago. They were a race of wooden people— crefsFleeing from the persecution of their own tribesmen, the krefs escaped from their home dimension using the transition stone. Upon arriving here and looking around, they realized they had found themselves in paradise — huge food was running around, which just needed to be caught, tons of balls with the most diverse properties, as well as beautiful flying clothes that granted magical powers when worn. Thus began the hunt for the edgenians and food, which continues to this day. Over time, a whole palace made of balls was erected at the site of the first settlement of the former exiles, and besides krefs, other world walkers also appeared here, establishing full-scale trade with other dimensions, hunting for prey, extracting resources, exploring the terrain, and settling in the surroundings of the palace. However, not all of them share the krefs' attitude towards the local fauna; some show interest in the life of the edgenians or even wish to help them.

The Tomb of the Multiverse Beast
In the midst of one of the vibrant ball fields lies the mysterious Tomb made of dark green glass, where the Multiverse Beast is sealed. All edgenians inherently possess this knowledge, as well as the fact that both they and the entire surrounding world are dreams to the demiurge sealed in the Tomb. Edgenians prefer to avoid these places because here their sense of non-existence is intensified, and there is a danger of losing faith in themselves and simply disappearing. For world walkers, being close to the Tomb is not as destructive, but they still feel echoes of this effect and can, if they wish, leave their own body. However, if they live nearby for a sufficient amount of time, they too may ultimately disappear without a trace.
It should be noted that occasionally a worldwalker who visits this dimension likes this world so much that it cannot just let them go. A small part of the world follows the departing worldwalker into the portal, becoming an edgen whose appearance mimics that of the departing traveler. This edgen feels a deep attachment to the worldwalker who created it, but more often than not, the sentient outfit gets lost in the portal stream and can be thrown into other places or worlds. Nevertheless, this will not stop it from trying to find its 'inspirer' in its further travels.
No one knows what will happen when the Multiversal Beast awakens, but even the edgen race is unaware that their sleeping demiurge is one of the Instruments of the Architects of the Spire. In ancient times, it fell into the hands of an agent from another dimension, assimilated by the Spire. This agent had the ability to animate objects, thus the Instrument gained consciousness and began to create. Initially, at the request of its benefactor, it wanted to recreate the world destroyed by the Spire. However, it was stopped by the Architects who neutralized the agent and imprisoned the first ever animated Instrument of the Spire in the Resting Place, plunging it into eternal sleep. But even in sleep, it continues to create. Its life, once initiated, goes on. The sleeping mind of the Instrument generates an endless diverse swarm of ideas, thoughts, and images, sorting them by colors and shades. Each orb of this dimension hides a small world that has yet to awaken.

Animal’s Anima
A beast civilization developing in the absence of humanity.
Deserted technologically advanced cities of this almost familiar world are filled with intelligent animals that belong to various communities pursuing different interests. Civilization of humans disappeared for some reason, yet all kinds of beasts have risen, gained intelligence, and various new abilities. Apparently, it was humans who elevated the animals, but for what purpose is unclear.
One of the important roles in the beast communities is played by hedgehogs, who process solar and cosmic radiation into a halo — golden electricity, which charges other living beings with its discharges. By continuously absorbing the aura, animals elevate their own intelligence to a certain level and cease to need their usual food, transitioning to energy obtained from hedgehogs.
Birds are also capable of generating an aura when their flocks create vortices in the air, but this energy is absorbed by the flock itself. The main characteristic of modern birds is their telepathic connectivity, which essentially makes them a single vast mind, suppressing their individual personalities. However, some members of the flock have fallen out of this connectivity — both solitary and some small groups.
In addition to everything else, any bird generates a special field around itself, affecting creatures within a radius of several hundred meters and granting them the ability to 'communicate' with each other through directed conical telepathy. This ability is lost to the creatures if the birds are too far away.
Speech, as such, is still present in rare species of animals. For example, in dogs. The fact is, having evolved, dogs have become shapeshifters and can take on a proto-human form — something resembling a human being. In their proto-human form, dogs can mimic speech, and some groups practice using it.
Moreover, shapeshifters are trained to handle many objects left by humans. The proto-form is best suited for this, but there is still not enough knowledge to do everything, and dogs have only just begun to adapt to the motor skills and capabilities of their new form.
The animal community is heterogeneous, forming interest groups and aligning with various trends. For example, the Preachers of the Wave carry out a mission to counteract wildness, transitioning animals to absorb energy from the aura, thereby disconnecting them from the old food chain.
The Hunters' Community, on the other hand, represents a complexly organized society, led by a secret group that uses a pack of shapeshifting dogs and other animals for its own interests while simultaneously maintaining their old way of life, close to the wild.
In this reality, frogs possess powerful black magic, and they are the ones who organized The Triumvirate, which is led by particularly power-hungry amphibians. This organization has gathered other animals under its command through force and promises, enslaving those who resist while offering protection and benefits to others. The Triumvirate frequently interferes in the affairs of other factions and communities, which is why even frogs unrelated to the Triumvirate are often regarded with caution, respect, or disdain.
Cats have the ability to perceive and interpret data contained in various devices left by humans in a specific way.
Turtles have a similar ability, but they do not see this information; they feel the vibrations of the content left by humans, and their brains begin to process a vast amount of numerical streams near such artifacts. Thanks to this property, turtles can instantly transmit relatively simple message-images over any distance to their fellow computing companions. By focusing these streams of calculations independent of their consciousness, turtles can also compute super-emotions, experiencing prolonged feelings of incredible complexity at moments when they find a super-emotion in the whirlwind of data.

Members of the cat family have taken a liking to the urban areas around several surviving data centers, near which they can enter a trance and immerse themselves in the virtual world Veermur.
Veermur is a vast computer simulation of the human world, a kind of full-scale reconstruction of life from some past earthly ages, stored within data centers. Inside this virtual heritage, cats can observe the flow of life within human society, as well as inhabit the bodies of various virtual inhabitants. Many areas of Veermur are damaged or blocked by strange white noise, and both people and objects, or their graphical representation, can also be damaged.
However, cats do not always understand what they observe is natural and what has been artificially damaged. In any case, by exploring the virtual past of humans, cats analyze the principles of human society and gradually find answers to some questions, hoping ultimately to discover what happened to humans and where they have gone, as well as what has become of the world. However, cats often draw different conclusions or more accurately find confirmations of their own beliefs about the structure of the world, which differ from the human worldview.
It has also been found that by clearing Veermur of white noise and finding pathways to new areas, cats uncover new abilities in various real-world animals. The mysterious white noise sometimes unexpectedly spreads, blocking certain open areas, even those that were not previously occupied by it. Occasionally, this can lead to the shutdown of certain abilities, and cats must restore the integrity of the already opened virtual space.
Some individual tail-waggers prefer to simply have fun in Veermur without joining the group of researchers, but their superficial level of knowledge usually does not allow them to delve deeply or cause any problems.
The vast majority of animal communities understand the importance of the cats' work and provide all kinds of support to the kitties guarding digital security, but there are also secret groups that wish to halt feline activities so that they do not disrupt anything, or assist dogs in developing an alternative access method to Veermur (through a proto-human form).
Some creatures have even found themselves in other layers of reality, in this world abandoned by humans. It is possible that this also applies to the humans themselves. Local animals occasionally hear sounds made by dolphins and monkeys, but have not seen them, even though the sounds were coming from nearby.
Horses and snakes have also vanished, but their local animals can still see them, unfortunately. This happens from time to time during sleep. The bad news is that otherworldly species feed on these sleeping creatures. Being consumed by a nightmare horse or boa, or more often some bizarre mix of these species, the victim withers away in reality.
It’s not easy to protect oneself from being devoured alive by nightmarish creatures, but fortunately, sleeping in the presence of rabbits is always safe—they have the ability to shield those around them from such external intrusions. Rats are also protected from nightmares, as they can temporarily transit into this 'outside' while slowing down the flow of time. Nightmares have not been found on other planets.
How did this reach other planets as well? Fish are capable of diving into the cosmic 'depths' and connecting two regions located on different planets together, forming what is called a transition zone.In close contact with the fish are wolves, whose ability is to manipulate the weather. Wolves can alter various environmental conditions around them, even terraforming. They hold leadership positions in this movement. the Interplanetary Expedition.
The movement aims to attract as many different animals as possible, whose abilities are invaluable for exploring other planets. Interplanetary travels take some time, although for the travelers themselves, the journey seems instantaneous. Upon departure, the group immerses into the fish's habitat, and the controlling fish dives into the 'depths', transporting itself and the travelers to another planet, whose conditions, outside the newly appeared spherical area of the habitat, are often hostile.
While the Expedition is trying to establish itself on other planets, an increasingly complex and diverse society is forming in the home world, and new abilities continue to awaken in various species.

Overshine
This dimension is a future time relative to the Bravura Reverse setting. The dying world of turtle-cities has awaited its salvation.
When you call on me,
When I hear you breathe,
I get wings to fly,
I feel that I’m aliveCéline Dion — “I’m Alive
One day, an unbearable bright white light illuminated a land drenched in molten magma, revealing every corner of the dying world. It was the explosion of a red star that had long rested in the dark heavens, sparking faint glimmers of hope in those who looked up.
By that time, the situation in the lava-drenched expanses was dire — only four of the seven wandering turtle-cities remained: Omar, Yurit, Arun, and Tarnus. The giant city Rimer had gone mad, and its illness spread to the nearby Navi and Unpen, clouding the minds of its brethren. After two giants destroyed each other with mutual sonic attacks, Navi, staggering, crawled towards the others who were still untouched by the madness plague. The chief priest of the city watched sadly as the once-reasonable colossus, his former home, spiraled into a final deadly dance, threatening to doom all life in this world. To remedy the situation, the priest had to venture to the cancerous spots of decay feeding on Navi's body, to lift their seal, infuse the rot with divine nectar, and begin distributing it to the city's vital points. Accelerating the process of destruction was now the only hope. The last thing Navi's high priest saw in his life, as he plunged with a fragment of rot into the waters of the sacred liquid that resided in the giant's head, was a strange pulsation in the sky emanating from the star of hope.
The priest's plan worked — Navi fully absorbed the rot, entering his bloodstream, halting its advance, growing and processing the giant along with his people into a dark, viscous mass of decay. Meanwhile, the inhabitants of the four remaining cities had barely grasped that they had escaped from yet another danger when they suddenly witnessed the explosion of their guiding star in the dark heavens, and a wave of terror flooded their souls. Was it the end of all dreams for revival, and was the legendary first giant, once lifted as a star in the dark sky of this world, destroyed? Meanwhile, the light grew stronger, flooding everything around with unprecedented, unimaginable brightness...
The first thing that the Navi high priest saw at the beginning of his unlife was the unbearably bright sky and the blinding light around him. Rising up, he saw his people — one by one they were rising from the thick black grass, followed by the stone blocks that served as their flying limbs. Their eyes shone with a blue light. A group of other beings approached them, led by another high priest, the herder Omar. Looking at them with his new, glowing eyes, Navi noticed something strange: Omar himself and his group no longer had those levitating stone limbs that the entire zen-chi race (creatures inhabiting the giant living cities of this world) possessed. The newcomers shared good news with Navi — Yazma, the legendary first giant, had returned, bringing light to this world. Huge, unimaginable streams of light and energy. And there he was — a massive winged city of people, moving across the sky.
Many years have passed since the Return of Yazma.
The dying world has changed drastically, saturated with energies pouring from the heavens to the earth. The lava flows solidified in the first hours of the Return, and soon the land was covered with grass and other vegetation, endless fields of flowers appeared. The Mora rivers, liquids with unusual properties that once flowed along the lava and ascended to the heavens, transformed by themselves — now a glowing divine nectar flowed through them, a fiesta, which only the high priests used to be able to create. Here and there, the surrounding spaces were permeated with colorful. Psycholines — visible streams of energy.
After a brief hibernation caused by the unusual radiation, the city-tortoises transformed into different forms. They are now called hyperarchs. Omar grew a tail and moves across the world by crawling. Yurit gained the ability to jump and hover on his half-wings. Aruna grew several pairs of limbs, like a giant spider, while the thousand-legged Tarnus spends most of the time burrowing through underground spaces, creating wide tunnels. Their population lost their stone limbs, but in exchange, they grew arms, just like the returned winged people of Yazma, who spend all their time flying around the world. Now, the inhabitants of these giants can be considered human.
The fallen cities of Rimer and Unpen have also been revived under the influence of revitalizing energies, but they lost the ability to move and have grown like trees. The established root systems of Unpen tower along the shores of the lake, while nearby rise the living tiers of Rimer, cloaked in fiery red foliage. These places are inhabited by the empty — former inhabitants of these giants, who were resurrected along with their cities but lost their former shape. Inside their translucent shells, whirlpools of energy pulse.
The city of the Navi people did not resurrect, but became part of their lifeless bodies, which retained their former shape, not turning into humans or empties. Now this little folk are called the incorruptibles. Over time, they built themselves a new city (again named Navi), and began to study the properties of rot and the dead bodies preserved by it. Such remains, affected by rot, have survived in many places in the world and are of particular interest to the incorruptibles, who are developing their necrotechnologies.
The flying pets that delighted the residents of the lava world erupted into flames during the Return and transformed into beings woven from light. Overall, their form, resembling that of a squirrel, has not changed, nor has their friendly nature. The flying plates fell off, but now the a-chi can fly without them.
The colonies of nano-beings that left the bodies of the remaining giants after the Return united with a gigantic swarm of similar creatures that arrived with Yazma. Together, they hovered at the confluence of rivers, forming a vast complex vortex in the air, which locals have nicknamed the Mega-Construct. Apparently, this enormous swarm controls the weather, judging by the fact that every now and then this place generates fog and clouds. But who knows what the Mega-Construct is really doing.
Recently, the scholars’ council of the incorruptibles has been engaged in a large-scale project to search for the remnants of the living city of Tonfu, destroyed many years ago. Two pieces of debris have been found, and it seems the world's energy is trying to restore them — which means the remaining ones must be found. The High Priest almost never leaves the temple-laboratory, placing a batch of recently found dead brains into jars of solution to connect them to the vast network of the Necromatrix, possessing immense computational potential. Meanwhile, the ambassadors of the incorruptible set off on a visit to Omar. This creeping city has now halted to absorb the energy of the Psycholines — a practice all hyperarchs partake in from time to time. The purpose of the ambassadors is to deliver a shipment of newly developed weapons that shoot psychic energy to Omar. Over the years, numerous space-time portals have formed in the world, through which uninvited guests are increasingly seeping through — the locals would like some means of defense against them, not just relying on the wild magic wielded by the empty. One such large and terrifying guest recently breached the wall of Navi, and a group of builders is now repairing it with the help of controlled particles. nano-rot — these are small damaged groups of ju, which for some reason were not attracted by the mysterious Megaconstruct…
Atlas of Worlds
Thus, our introduction to the dimensions of the Guide has come to an end. However, this surreal universe does not end here. Other, earlier, Ambiances are collected in the book “Atlas of Worlds.”

You can find the Atlas here:
A brief list of the dimensions described there:
Maximum Fairytale (Fairytale) A vast magical world steeped in magical energies, with an atmosphere of fairy tales permeating everything, where magic is paramount and can offer limitless possibilities to everyone. Only fate, sometimes playing a cruel joke even with the greatest, casts a shadow over the complete triumph of magic.

World of Angels (Eador) A multitude of small islands floating above the clouds, covered in tropical vegetation and interconnected by gigantic vines. The locals are protected by angels — in the sky above the islands, the Eden War is almost constantly raging, opposing a massive futuristic Ark made up of numerous giant blades, from which black flying creatures periodically emerge.

Life in Symbiosis (Bagz’ark’enaze) Evolving humans and bugs coexist on a small planet where a spacecraft that brought them here crashed long ago.

Paradoxical Era (Chronoshift) Intersection of times, architecture frozen in time, snowy expanses, disruption of cause-and-effect relationships, Distorters.

Dreadful Darkness and Horror (Dakniss) A world of eternal night, dragons, and demon worshippers. Magic is not easily granted here, and everything comes at a price.

Separate Existence of Body and Spirit (Flash and Soul) A tropical island world where the soul of every sentient being accompanies its owner as a tangible companion.

Achievements of Science (Futuristic) A world reminiscent of modernity, but with more advanced science, whose achievements occasionally resemble ancient magic.

Speed of Light (Illustrali) Here you will meet Dream Riders racing along winding paths that emerge in the void of the incredible Track.

Rusty Ages (MacroTech) This is a world of magic versus technology — magic causes malfunctions and failures in devices, and vice versa; the result of their interaction is always unpredictable. Magic is governed by competing magical guilds.

Nano-Technologies and Network (MicroTech) A world of extraordinary technologies, compact devices, the electronic Network, and corporations.

Dead Underwater World (Necroscape, also known as Necrocosm) Giant lifeless expanses submerged in dead water. Unknown time, unknown places, a layer of algae covers the remnants of countless civilizations. Suddenly, the dead begin to resurrect, not remembering anything after their eternal sleep...

Life of Androids (Neoenaki) A wasteland and its surroundings, inhabited by androids freed from the dictatorship of an ancient electronic superbrain.

Misty World of Portals (Panoptikum Airlines) Tube cities emerging from the swirling mysterious fog and flying islands with portals to all kinds of dimensions appearing here and there. The locals are mutant frogs.

Medieval Fantasy (Saga) A world resembling real history with a slight hint of magic.

Secret Confrontation of Forces (Secret) Modernity with a mystical underside from which the threat of invasion arises. The initiated maintain balance between the apparent and hidden worlds.

World of Living Music (Seven Inside) Spaces infused with sound and created by flowing music.

Athletes Against Insects (Sportvo) A psychedelic world inhabited by anthropomorphic animals (former humans), who are in combat with armies of insects. The third party in this conflict is the mysterious Clumsy God and his Avatars.

The World of Swamp Researchers (Swompway) Humans, dwarves, and an alien race called zen-chi are exploring the Inky Swamps.

Caramel Post-Apocalypse (Sweetfall) An incredible little world carved in infinite solidness and populated by sentient toys. An unknown contagion called Sweetness has penetrated through the Dimensional Gates, slowly and inexorably transforming everything into colorful but lifeless caramel-cream spaces.

Two Worlds Suspended Above Each Other (Ansinedji) Ochre and Azure, two worlds with different fates, began to draw closer during the war of the twin mages, who first revived ancient flying ships with Key artifacts.

Deities and Book-Continents (Antilless) A world of conservatism, where making changes is possible only for deities and the collective desires of beings.

The World of Witches (Witchmoon) Knowledgeable in magic, Witches and those opposed to magic, the Descendants, are trying to survive on a planet torn by conflicting forces of evolution.

Proto-Folklore World. Marvas and lives, inhabiting the picturesque Vesh, found themselves under threat of destruction by gray technics.
Thank you for your attention, and good luck on your travels!
Source: habr.com
