Measurement Guide

Good day to all.
Would you like to travel a little? If yes, then your attention is invited to a small surreal universe containing a variety of strange fairy-tale fantasy worlds.

Measurement Guide

You and I will visit some of the entourage worlds that I design for use in my RPGs. Unlike detailed heavy settings, only the most general details are written in the entourage, conveying the atmosphere and uniqueness of the world. Therefore, they are easy to detail, upgrade for themselves, mix and modify.

People become Planeswalkers for various reasons. Someone is driven by curiosity and a thirst for research, someone hopes to gain unprecedented power and authority, someone is led by fate and higher powers, someone is lost and desperately looking for a way home. Many dangers await the pioneers on this path: a hostile environment, strange metamorphoses, other customs and rules. In my work, I tried to collect all the most useful information about the measurements known to me. They will come in handy when it's time for you to embark on an epic journey through the worlds...

What else are the entourages useful for - they help to build the game on traveling between worlds, they offer many interesting dimensions, where the next found portal can lead the heroes. Often the adventure begins in one of the more standard worlds, so that later the story path leads the characters to new horizons of alien dimensions and the in-game story expands with new problems and tasks.

The global concept of the world order is as follows: there is a certain world Terra (in fact, the planet Earth), into which, at the level of metaspace, a certain object crashed - the Spire, shaped like a giant spear and containing slices inside it, which are in a certain way arranged worlds-entourages. After the collision, the Abyss was formed, a conflict of two worlds takes place in it - the Spire absorbs Terra, embedding it into its structure, transforming the Entourages. Terra, in turn, resists the merger, generating reflections and fragments of various worlds in the region of the Abyss.
The main inter-world conflict is between the Agents of Terra, the Spawn of the Spire and the Architect. Agents of Terra are people who have penetrated into the Abyss or into the Spire, they somehow contribute to the destruction of the Spire and the Abyss, but the main idea that drives them is to save Terra and return back. They are opposed by the Spawn of the Spire - special people and non-humans that appeared inside the Entourages, as a response of the world itself to the invaders who visited it. The third party stands apart - the Spire Architects, these are powerful beings pursuing their own goals and having to do with the construction of the Spire itself and the creation / destruction / modification of its layers.
Meanwhile, life inside the Entourage flows according to its own laws, many beings may not even be aware of the existence of other worlds. Even dimensional travelers don't necessarily encounter Agents or the Architect in their travels.

So, let's finally go on a journey. And our first stop will be in the world of turtle cities crawling on lava ...

Measurement Guide

Bravura Reverse

Butterfly, butterfly
Flying into the wind
You could be sure of it
That's no place to begin

A-ha - "Butterfly, butterfly"

Vast spaces are filled with red-hot lava. Here and there bare lifeless fragments of rocks come out of it. Many channels cut through the lava surface, through which flows Mor, a mysterious liquid that is considered sacred.

It is not known where Mora's currents originate, but they all converge at one point. Here, drops of Pestilence rise into the dark skies several kilometers above the Crossroads, where the blood-red five-pointed star, Yazma, hangs.

Giant turtle-like creatures roam the expanses of this hot world - gourmets. Although their skin is practically immune to lava, these huge creatures experience the unpleasant sensation of swimming in uncharted places. For this reason, Gourmakhans usually prefer to follow paths that have already been laid, where the enzyme secreted by their skin has accumulated.

On the back, each giant carries a bizarre pattern of architectural structures. Buildings, columns, arches and bridges grow straight from the massive shell. People live here zen chi, humanoid creatures with huge stone limbs that are separated from the body and fly near the owner, obeying his mental commands.

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Omar, high priest of the Zen-chi people. This race appeared in my games after I myself played in one of the role-playing sessions as a character who mentally levitated huge stone limbs in front of him. Initially, they featured in one of the settings as a race of aliens whose ship crashed in the swamps and caused some mutations among the local flora and fauna. In the world of Bravura Reverse, I decided to show earlier generations of these creatures, when they did not yet own technology and did not conquer space.

Sometimes gourmahans stop for a drink, drinking some liquid from the rivers of Mora. Only seven priests have access to the 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 Gurmakhan, as well as his drover. The names of the priests are the names of the giants they control: Omar, Yurit, Navi, Rimer, Arun, Tarnus, Unpen.

Contact with the pure Pestilence is fatal to most Zen-chiβ€”even the legends are silent about what can happen when the sacred liquid comes in contact with the common people who inhabit the backs of giants. Only the priests are not afraid of Pestilence - special royal yuh colony, representing a swarm of microscopic creatures. When the priest drinks from the pool, then the Pestilence that has got inside it is neutralized by the iodine and the decay products enter the lacrimal glands of the priest. One tear that falls into the pool with Mort is enough for it to turn blue in two days and turn into fiesta - divine nectar.

The resulting fiesta is distributed to the inhabitants of the Gurmakhan during the festivities. Its use causes deep euphoria and at the same time dulling of the senses. In addition, the blue liquid is highly addictive. Not all Zen chi like it, but most use fiesta in one way or another. They do not realize that along with the dependence on the liquid, they completely lose their will as soon as they hear the voice of their priest.

Although it seems that architectural structures grow from the gourmakhan shell on their own, in fact they are erected by architects barely noticeable to the eye. A giant colony of yu circulates across the giant's surface, patching up damage and constructing new tiers of buildings according to only one known plan. This colony is a sacred heritage that should never be lost. Without iyu, gourmakhans begin to collapse: buildings crumble, small pieces of shell break off. But the worst thing that can happen is the destruction of the giant's core, in which case the gourmakhan will go crazy, refuse to drink Pestilence and begin chaotic-convulsive wanderings, a kind of dance. This effect is irreversible and, worst of all, is transmitted to other giants that are nearby. History has preserved several cases when there was a mass death of mad Gourmakhans, they are known as Carnivals. Many giants died in this way, millions of Zen-chi died with them, unimaginable quantities of Iyu were lost forever. The next Carnival may be the last.

The current situation is deplorable - only one large colony of Iu workers has survived, which is transferred by priests from one gurmakhan to another. When the time is right, the giants meet, touching the horny growths that are located on their heads. The priests perform a ritual, after which they fly in a dense swarm to the giant that receives them. This is the only way to survive by exchanging the colony according to the established schedule.

Some time ago, Tonfa (then there were eight gurmakhans) went against the others and did not give the yi at the appointed time. The priest of the eighth gurmakhan was driven by the desire for personal salvation. After all, the legends say that the star Yazma is also a gourmakhan, the first to complete its evolution and ascend into the sky, continuing to develop in order to return in a new quality. For this insolence, Tonfa was destroyed by the combined sonic attack of Yurit and Omar (an ancient secret weapon requiring a huge amount of fiesta). The force of the giant's resonance was torn to pieces. To this day, its blackened fragments are found in lava. Part of the iyu was lost along with Tonfa, and his death is an important lesson for all who remain.

The exchange of a colony has one negative property: there are insignificant losses of yu. When a colony is recalled, single creatures can become caught in an uninterrupted cycle and disobey the command, and subsequently lose contact with the swarm. This rather unpleasant circumstance is exacerbated by the fact that after some time such isolated IUs begin to regress. The cloning mechanism starts: the Ii begin to reproduce degenerate versions of themselves, forming a black viscous mass - rot. This action causes damage to the gourmakhan, as the rot eats away at architectural structures and grows like a tumor. Among other things, rot produces monsters - this is a kind of continuation of the update program wired into the IU, but launched with the opposite priority: the generation of independent aggressive isolated devices, instead of building a common single architectural pattern. The inhabitants of the gourmakhans have to fight the rot, finding the centers of distribution and fighting with its offspring.

Measurement Guide
Gerda (Zen-chi chrono diver) and Smumu (hermetic droid). The heroine is an alien from a world where the ship of a high-tech Zen-chi race crashed in the swamps. Thanks to the ability of chrono-diving, she is able to dive into other eras (that is, she can appear in other settings, as a guest from another time).

Side by side with Zen Chi live small fluffy creatures, kind of pets: a-chi. These creatures look like snow-white squirrels, with missing front legs. At the same time, their tail is very mobile, it consists of many fluffy strong threads, and in terms of its functions it completely replaces the missing forelimbs and even surpasses them. Above the back of each a-chi are two plates associated with it, in the normal state they are folded together. Obeying the mental commands of the animal, its plates can move apart and rotate at incredible speed, turning into propeller blades. Thanks to this ability, a-chi can fly freely wherever they please.

Both Zen-Chi and A-Chi do not have reproductive functions, and besides, they do not age (although their memory is short and does not cover the entire life span). The same applies to gourmahans and yu. Apparently, all these creatures were designed by someone in time immemorial.

Rumor has it that the glow of Yazma has changed four times since his ascension, and now the final, fifth stage of his rebirth is underway. The return of the first giant is approaching: the unknown is frightening, but still, Yazma should bring with him a huge amount of Iu and this is a glimmer of hope. However, will the Last Carnival come sooner than this event?

And we are leaving the first dimension and heading further, to the vertical world of hermit creators...

Measurement Guide

Axis thesis

In the middle of the boundless sea of ​​thunderclouds, a region of darkness is hidden, in which the outlines of a huge black column appear, which seems to have neither top nor bottom. Once close, you can see that this endless pillar is not stone, as it might seem, but consists of bundles of heavy-duty metal soldered together. At different heights, the black metal surface is covered with outgrowths of pink ice, it is there that life is glimmering.

The locals call their house the Rod. On the terraces of pink ice you will often meet schemalites are mechanical creatures, and angels, dragons, cloud rays, and other flying creatures live comfortably in the airspace of the Rod.
But not everyone likes to live outside, many natives of the Rod spend most of their lives inside it - behind the doors of pink ice.
You will only find doors like this where ice growths cover the Pivot. Or maybe you won’t find it - it can be so well disguised. But it is not enough to find the door - it still needs to be opened, choosing a special approach. The pink door crackers in this world are at a great price, but even the greatest of them are unlikely to be able to open all the doors of the Rod.
Inside each pink door is a separate subspace, the personal world of one of the inhabitants. Usually these worlds are very small, but it all depends on the personality of the owner, and his "strength". Vast spaces can be hidden here, filled with forests, mountains, palaces, clouds, the sea, anything. In addition, their own local laws of nature can operate inside the little world.

The most famous public door, Glu, is located in the Bends area (the place on the Stem where he makes three conspicuous spiral turns). Glu is a vast elven kingdom nestled among mountain ranges. The second largest world open to all is located half a kilometer below - this is Bunta Urya, a man-made atoll controlled by schemalites.

If you climb two kilometers from Glu, you can see a large accumulation of ice - a lace of winding ice paths diverging in all directions. This is a huge noisy fair where you can find a lot of interesting things. No one noticed the doors in these places, but experienced magicians know that there is no pink ice without doors, because ice is the breath of the world that seeps into reality.

Above the fair you will see a bright light dispelling the darkness. This is the light of Axiom, the great torch now guarded by the angels of the Iceweb. It has not always been so, and it will not always be so. The Axiom has changed owners many times, bringing its radiance to various parts of the Pivot. For many years, the Axiom was hidden inside the worlds, and outside everything was plunged into impenetrable darkness, illuminated by rare flashes of lightning.

This entourage is included in one of the Strings - these are different groups of dimensions united by some place, creature or powerful object that has the same name in all these worlds. In this case, the world belongs to the Axiom String, that is, in other worlds of this group, there are various reflections-manifestations of the local light.

The basis, the heart of every little world is its Thesis. A special stone located somewhere inside it. Huge or small, hidden from prying eyes or put on public display. It is Thesis that gives the owner the opportunity to create their own world, but it has its own specifics and its power is not unlimited. That does not prevent talented craftsmen from benefiting even from the limitations of their Thesis.

Measurement Guide
The Complex Grail is one of the Great Tools of the Architecture

Some Theses are quite generous to those who come to look at them and share with them gifts and abilities through touch. In the same Glu you will meet a statue of the elven goddess Tyra, with an azure stone in her hands. By touching the stone, one can gain knowledge of elven writing and speech, and perhaps a more significant gift.

While Thesis is inside his native world, he cannot be kidnapped, but he is very attached to his owner. Some creatures sold their Theses and took them outside with their own hands. Now they are forced to wander around the Rod, looking for shelter. Without the Thesis, the world first becomes icy, and after some time it may begin to collapse.

You can also destroy a Thesis, but it's not easy - to destroy one Thesis, you need another Thesis, and sometimes several. When destroyed, the Thesis does not disappear without a trace - fragments or at least dust should remain. Outside the Rod, these pieces of Thesis are transformed into magical things, which, however, have no power inside the worlds of the Rod. Whole Theses, on the contrary, have the power to partially change the reality inside any world, but much weaker than the native Thesis.

There are legends about the existence of the main, primordial Thesis - the Complex Grail. It is hidden somewhere inside or outside the Rod and its owner is able to rewrite this whole world from scratch.

The next world is next, before you enter, get yourself a guest password ...

Measurement Guide

Gridsphere

Welcome to digital reality, inside a giant sphere, on the surface of which amazing local inhabitants - programs move. This is a world of clear lines, smooth surfaces, specular reflections, variable flickering lights and buzzing streams of light.

All residents of the virtual geofront (or Digital Sphere) belong to one of three general families: suspicious tellins, resourceful Nix and crazy Idro.

The Tellins consider themselves to be the highest society and inhabit the upper part of the geofront, their main sector is called the Plaza. These programs are very responsible for guarding the borders of their privileged sector and unfriendly to outsiders.

The Niksu live in one of the two lower halves of the geofront, in the Hub sector. This is an unpretentious people of diplomats and reformers who are trying to build a common system for managing the life of the sphere. Representatives of other families cannot function normally in this sector, and besides, the surface of the geofront in this place is not subject to change.

The unstable Aidro zone occupies the remaining lower part of the geofront, here you will find a lot of wild, constantly conflicting sectors with each other, without any single centralized force. In these places, the surface of the geofront has a low degree of protection, which allows programs to drill niches in the geofront and thereby extract a valuable resource - like.

Measurement Guide
Nay3x is a Trojan class program from the Tellin family

The entire surface of the geofront consists of barely noticeable rectangular plates. If you find a way to break such a slab, then a cubic structure will fly out from the inside and either disappear or turn red and decrease several times. This is yako - a variable flickering cube of irregular shape, a unique currency-material of this world, from which you can collect various objects, and then disassemble it back, without loss. Any program can store an almost unlimited supply of yako in a special yako receiver, which is most often located on the surface of the palm of your hand. To get a resource on a personal account, it is enough to touch a free yako, or touch someone else's yako-receiver, having gone through the exchange procedure.

In this digital world, each program is accompanied by its name - blue text floating next to its carrier. This is how one of the mysterious functions that regulate and control the life of the digital universe manifests itself - Anima, junior identification function. There are a great many such regulators, even the Catalog class program is unlikely to list them all, here are just a few of them:

Render is the main function of the graphical representation, which is responsible for displaying all virtual objects,

Stroke - Senior Identification Feature, assigning a special secret code to each object,

Segment - function of working with hypermemory, which ensures the preservation, accumulation and transformation of various knowledge,

Discrete - navigation function, which keeps track of the coordinates of objects and makes sure that two objects do not occupy the same place,

Magnet is a function of proto-gravity, attracting objects to the nearest point of the geofront surface,

Junk - hypermemory cleanup function, annihilating information garbage.

Measurement Guide
Ferment - 529, program of the "Cryptographer" class from the Nixu family

Different classes of software have unique, personal keys to certain features, allowing them to use those features in a non-standard way. So, for example, the class Proxy a key is available that hides its name or even its identifier. Class Cryptograph turns his name into a weapon - can take it in his hands and use it like a sword. Class Troyan knows how to spoil other people's names, and the class Antivirus - restore. Class graph editor able to change the appearance of the program or even make it invisible. The program chooses its class not immediately, but only after a certain number of cycles. And if changing the family for programs is not a frequent phenomenon, but real, then changing the class is an impossible event. For this reason, programs approach class selection with care.

A network of green translucent lenses, which allow you to instantly move to other lenses known to the program by setting the opto-transition channel. To use the lens, you need to know its password (if you have any difficulties, then look for a friend editor-code), as well as meet her class requirements (sorry, Trojan, but you are blacklisted for almost all lenses).

Measurement Guide
Z "O program of the "Graph-editor" class from the Nixu family

In the very center of the sphere, somewhere high above the heads of the inhabitants, a large symbol of a circle interrupted by a line shines. Every 12 hours, the symbol changes its color cyclically - from red to yellow, from yellow to green, and then in the reverse order. You can destroy the geofront and mine yako only during the red symbol, and the opto-transition lenses function only when the symbol is green.

Measurement Guide
A group of local characters from one of the Digital Sphere games. Chaotic Liberty is a program of the "Cryptographer" class, the wise "Catalogue" Huxley and the quick-witted "Count-Editor" Zero.

Aliens from other worlds, getting into this one, receive a standard bot-image as a body, with the typical name "Guest". The Barcode function assigns unique numbers to guests, but does not guarantee their full conflict-free operation in the common field of their identifiers.

The password is accepted, the exit procedure is successful, the next place is in line ...

Measurement Guide

eviltide

The insinuating wind of the night desert rarely brings any sounds to the coast. But sometimes the inhabitants of the city hear the muffled cawing of crows. Hearing it, some look at the dark dunes with anxiety, while others with longing, remembering the hard times of crossing the Raven Desert.

The new city itself, Vzmorye, by the standards of history, arose here not so long ago - only some four hundred years ago. The first settlers discovered in these places the ruins of some ancient civilization, and over time they built their own dwellings in the middle of the ruins. When the radiance of the white crescent is not obscured by clouds and the desert wind weakens, the breath of the Sea of ​​​​Glass reaches the inhabitants. Its amazing dark green waters are as solid as stone and just as still. But this is only at first glance - the sea lives its own life. It breathes and moves, albeit in its own incredibly slow rhythm.

On the smooth sea surface, large and small islands are often scattered, covered with lush vegetation. The locals settled in some of them, but it is dangerous to move too far from the city, because it is from the sea that the threat comes to these quiet places.

Yes, dark armies of terrible monsters led by evil lords raid the Strand from time to time. These are crazy fiends, with a bloodthirsty look and a frightening grin. These are unthinkable creatures, and they are also terribly, just terribly ... delicious! Oh, how amazingly delicious all these avocadlings, soup elementals, strawberry pancakes, repo golems, tortosaurs, coffee snakes, chocopteryx and jellied zombies!

The defenders of the city bravely repulse the raids, at the same time replenishing supplies of provisions, but they hardly understand who they are fighting with and how all this can end. They could have been prompted by those who erected an ancient city here in ancient times, but those are no longer there. Or rather, almost none. The powerful souls of these ancient creatures, the people of the Silicon Whale, remained in the secret folds of reality, invisible to the eye of an ordinary mortal. Weathered, tormented, weak, but they are preserved here, in the middle of the ruins.

Measurement Guide
On the shore of the Glass Sea

The souls of the ancients were able to find new carriers from among the inhabitants of the Seaside - souls who do not understand their language, but are somehow related to them. These chosen ones considered themselves enlightened and penetrated the secrets of the world of spirits. shamans - so they began to call them in the city. Although the shamans were able to learn from the souls only a fraction of their former strength and knowledge, but now the city probably has a chance to survive. A special gift manifested by shamans allows them to see a reflection on the surface of the Sea of ​​Glass, in which the Mystery is clearly visible - the folds of reality hidden from prying eyes. They tried to transfer this property to others by organizing a special school - Assembly. The experiments were not successful, but it turned out that shamans could enchant sea glass, and through them the Taemnitsa was slightly opened even to the inhabitants - they began to see the outlines of long-destroyed structures of antiquity, their own souls and strange luminous dust particles.

A great many enchanted shards were created in Assembly and distributed to the people. And over time, active shamans improved the spell, trying to make other wonders of the Mystery more accessible. Now the owners of magical fragments have access not only to observing the hidden reality, but also the ability to store β€œglazed images” and make notes on the unsteady β€œbottom of the sea”.

Another fun that the locals are passionate about is collecting informons. These are small luminous symbols that fly in the air and are visible only to the owner of the fragment or the shaman. Many residents of Vzmorye are looking for informons and catch them with their fragments, like with a net. Whoever caught more - well done. Shamans feel that informons are something very important, but they cannot yet understand what exactly. These particles themselves follow the shaman, are attracted to him, obey his gestures.

The Lords of Evil could answer that question. Pale Redya and black Khrerim, who, fortunately for the inhabitants of the Seaside, are at enmity with each other. By raiding the coast, they take the souls of the fallen, as well as emerging informons. Then, returning to their islands, they boil more and more new armies from the collected material. While Hrerim hopes for the inexorable growth of his loyal army, which will sooner or later crush the coastal city, calculating Redya is betting on the juice of evil that penetrates the inhabitants of the Seaside along with the eaten pieces of the defeated enemy. The juice of evil accumulates in the body and one day they themselves will come to her possessions, to glorify their dark, pale mistress. They didn't have long.

Oh yes, another minor problem is constantly confused under the feet of evil lords - Kron the Firstborn, the greatest god of darkness, the most malicious and most powerful, but, here's the bad luck, enclosed in the body of a small snail. Wow, how angry he is, how damn angry and gloomy. He is going to destroy this thousand times disgusted world. Immediately... as soon as it crawls.

Oh, how much blood this tireless immortal creature has already spoiled for the lords, what they just did not invent in order to prevent him from performing the ingenious doomsday ritual, to slow down his progress. And the snail keeps crawling and crawling towards its goal, not intending to stop in front of any obstacles, no matter how long it takes.

Meanwhile, the city lives its own life. Members of the Assembly are working on stronger enchantments, the Great Shaman is meditating, trying to understand the language of the ancient souls, the inhabitants are repelling monster attacks, playing with magic glasses and looking to the future with optimism. And although the concentration of the juice of evil in the bodies of the defenders of the Seaside is increasing, some restless ancient souls were able to join precisely these bearers, touched by evil. There are still very few of them, but among the people they are already treated with some apprehension. They were nicknamed mixers, for special abilities that allow you to transfer objects of the material world to the Prison and back, to combine real and visible reality. Once upon a time, evil lords also started with this...

Measurement Guide

dayend

Note: This entourage refers to a group of worlds united by an entity called Axiom.

The hottest day. Majestic City, filled with deafening peace. There is dead silence in the air. Deserted streets, uneven walls, high towers with narrow windows-failures, overhanging stone vaults, echoing and clean pavement, uncomfortable-looking buildings, intertwining metal structures and greenery on the horizon.

A huge empty City-maze, always flooded with the light of the sun. Here reigns eternal noon. Not a single shadow. You will not meet a single shadow on empty streets. From the omnipresent penetrating light there is nowhere to hide. And emptiness. A lonely enveloping emptiness that penetrates somewhere inside. With horror, you begin to understand that there is nowhere to go from it.

Not a soul around. It seems that just a moment ago someone was over there, around the corner. But no, it seemed. Maybe it's for the best, very often a meeting with someone in the City does not end in anything good. It is also better not to approach local plants - from a distance they seem green, but close up you can see how darkness flows over them. This is hardly a good sign. Besides these strange statues. Shadow plants always grow near the intricately curving stone statues, sometimes entwining them.

In a strange way, this world influences many others. Usually everything starts imperceptibly, life goes on as usual, nothing unusual happens. Unless the usual order of things is disturbed by a short visit from some strange stranger with shifty eyes or a nervous tic.

And suddenly, the inexplicable happens. One of the pages in your favorite book turns completely yellow. The glass vase on the window turns yellow, along with the flower standing in it. Spots of incomprehensible yellowness appear on the back of a pet. At first, it all just seems, and looking closely, you find that everything is in order. But after a while, the yellow color returns. And this time it doesn't work.

At this stage, strange yellowing is usually ignored. However, the process is starting to progress. As you shuffle a deck of cards, you notice that one of them is yellow. The mirror and glasses become yellow. Your chair and desk. Closet. Yellow clothes. This is where panic sets in...

The panic intensifies when you notice that something else is wrong with the world: the people around you stop recognizing you, it becomes more and more difficult to move around and interact with various objects. Meanwhile, the yellowing process accelerates and gradually everything around becomes yellow, including living beings.

In the end, the yellowness that filled the entire space gradually melts away, along with your familiar surroundings. You find yourself under the scorching sun of the Day, in one of the labyrinth passages of the City. A new victim that this crazy world has drawn into itself.

For others, things are different. They have long felt that their home is not for them at all. They dream of other horizons. They have absolutely unimaginable dreams. These are special creatures - potential chrono-divers who are able to travel through epochs, striving to physically move to other times that are closer to their nature. But this special gift makes them extremely vulnerable to the Day, so hungry for the living.

Novice chronodivers easily fall into the trap set by them, once instantly transported to the Day forever. During one of their usual walks, they suddenly feel lost. Something has changed. Where have all the sounds gone? Around are familiar houses and streets, which at the same time seem alien. Why is it so empty and quiet around, where is everyone? No answer. From now on, an unfamiliar city is around you.

Sooner or later, those who find themselves here simply go crazy without meeting anyone. But even without falling into madness, it is very easy to simply die of hunger here, because there is no food or food in the City. However, some do not mind eating fellow sufferers. You can stretch out for a while by eating the flowers of the shade plants, but their juice will gradually turn you to stone. In a word, the life (or rather its end) of the local inhabitants is rather bleak.

Measurement Guide

The City also has an unpleasant surprise for planeswalkers who accidentally look into this world. Being here for more than 6 hours they lose their ability to move between worlds, the same goes for moving items.

Somewhere within this dimension, one of the greatest things is hidden, the main local attraction - Axiom. It is a large, perfectly smooth ruby, captivating those who look at it, and pulsing subtly. This item is very dangerous, as it will instantly annihilate anyone who takes it. Pure souls, disappearing, turn into feathers, into sparkling pollen, into rose petals. Dark, corrupted creatures turn to ash, dust, or a pile of autumn leaves. If the creature touching the Axiom is already largely insane, it will only get burned.

When an Axiom destroys whoever touches it, it is itself sent straight to that creature's homeworld. Being there, in an alien dimension, Axiom fills the space around him with vibes of madness. This area of ​​the terrain gradually begins to turn yellow and fall out of the surrounding world: it becomes increasingly difficult for local creatures (and at a certain moment it is completely impossible) to cross the border between the area captured by Axiom and the rest of the areas. When the transformation finally ends, Axiom returns back to his world, along with a torn out piece of the alien, forever attaching it to the overall picture of the City.

Once upon a time, the Axiom was in the very center of the City, before it was first disturbed. Now no one will tell you where this center is and how to get there. However, it exists, surrounded by thickets of shady plants. Here is a small pond of darkness, in the middle of which a creature is floundering, seized by tentacles coming from somewhere deep. It asks passers-by for help, one has only to go into the pond and cut off the tentacles holding it. And although this speech sounds very plaintive and sincere, you should not step into the black pond under any circumstances. What follows is a thousand times worse than death...

As long as Axiom is absent from the home world, the heavy breathing of madness weakens, and the creatures locked in the City have an illusory chance for salvation: the probability of opening a random portal leading to these places increases several times, and forces return to the planeswalkers and transporting objects located here.

However, do not think that you are saved. Anyone who has been here for more than a day will never be the same, because an exorbitant dose of madness has already leaked somewhere very far, into the soul itself. And no matter how long the road measured for this soul is, from now on it is a one-way road. One day everything will turn yellow...

Measurement Guide

Charmborn

A dual world in which lives are written.

Under the blizzard clouds, consisting of the purest fluffy snow, lies a flowering land - Vaultas the locals call it. These are vast expanses of water occupied by a network of islets passing into each other. It is sometimes difficult to understand where one island ends and another begins - almost all of them are interconnected by winding arches of rocks and bizarre heaps of stone.

Above the islands, around lush flowers, flocks of small colorful birds fly. They are quite curious, while not particularly shy. These creatures have an interesting feature - each bird can shout out one word. It would be more accurate to say that each emits a unique set of sounds, which is perceived by any listener as a certain word in his native language.

The coastal cliffs are full of caves, where birds rarely fly in - only during bad weather. Once inside such a cave, you can notice that you are in a small room connected by various corridors and stairs with other similar rooms. Almost every room in these labyrinths, cutting through the entire space inside the rocky conglomerates of the Vault, is lined with stacks of handwritten books.

But who inhabits the Arch, besides birds? Planeswalkers. These are the most diverse creatures that have fallen into this world after death in some new capacity. Not every dead planeswalker is reborn here, but those who were drawn into Charmborn cannot now go to some other world even through an open portal. Until the book is found. Or a shell. A very special book or shell that records their own lives.

It should be noted that an unimaginable number of books have been collected on the Code, and in each one someone's life is recorded. And not just written down - new lines are written by themselves, without stopping, if, of course, the creature is still alive. Every second, in countless little rooms, the lives of all fairly rational beings that live in all known worlds-entourages are written. Some books open double-sided passages to secret dungeons full of books. These secret places cannot be accessed otherwise.

Where to look for books is understandable. But where can you find shells? They filled the rooms inside the rocks Lagoon - the water world, which is located under the Arch, and, to some extent, is its distorted reflection. For local residents, gravity is directed in the opposite direction. They can breathe water, but not air. They also swim in the air, not in the water. High above their heads, in the dark depths, they see the faintly stirring clusters of red algae. In the middle of bright inflorescences, along openwork corals, cheerful flocks of small fish glide. What is remarkable about them is that on the scales of each, at times, a specific combination of symbols gleams, which are perceived by the observer as one of the words familiar to him.

Here, in the underwater Lagoon, there are exactly the same caves in the rocks, but filled with a pile of musical shells. They also record the lives of living creatures, but in the form of music that can be heard by bringing the shell closer to the ears. Slowly, slowly, the spiral of the shell twists and the pattern grows over its surface. Unlike books, the lives of highly emotional beings resound in shells. Portals to various worlds are hidden in some special shells, but only those planeswalkers who got to Charmborn on their own, and were not revived here, can use them.

As they spend their time searching for the receptacle of their lives, planeswalkers become more and more ghostly. Rare of them manage to find a personal shell or book. For these lucky ones, the find turns into a portal that takes them to their home world. However, during the transition, the planeswalker's entire memory of being in this strange world is erased. Another way to return is if the planeswalker is somehow resurrected, but the chance of success is small, besides, the resurrection ritual will definitely not work if it was performed outside the planeswalker's home world.

One of the dangers to the beings gathered here, and also to all the inhabitants of other worlds, is that the water boundary between the Vault and the Lagoon begins to fluctuate from time to time. Either the Lagoon begins to flood the caves of the Arch, and the books stored there get wet. Or the Vault drains the labyrinths of the Lagoon, which has a detrimental effect on the shells - they dry up and collapse. All this leads to the fact that the creatures associated with these shells and books are dying.

Measurement Guide
Numbers

There is another force in this world that keeps order - the collective mind organic numbers, or K.R.O.N. for short. These are large serpentine creatures that float freely in the Vault and the Lagoon, not obeying the gravitational fields of both worlds. Sometimes numbers fly in a flock, but often they are separated. Each such creature is part of a single mind, which was once designed by the Architects.
Numerals play an important role in maintaining the water boundary in a moderate range. They know the reasons for these violations - the border changes when in some of the entourage worlds there is an imbalance between the number of good and evil deeds performed by its inhabitants. In order to correct this imbalance, K.R.O.N. turn for help to the planeswalkers imprisoned here, collecting special squads from them.

To communicate with planeswalkers, the silent numbers use the birds of the Vault or the fish of the Lagoon. The thing is that being under a special mental influence of K.R.O.N. flocks of these creatures form an already meaningful stream of words. Different birds sound in the right sequence, or various fish are lit in a special order. Almost all planeswalkers agree to participate in the restoration of balance, since they have a personal interest in preserving their receptacle of life. In addition, after completing missions, they gain the ability once a day to change their belonging to one of the Charmborn's parts to the opposite. This is accompanied by a change in the direction of gravity for this creature, as well as other side effects (the ability to breathe in one environment and swim in another is reversed).

When the water boundary begins to noticeably change, the numbers plunge the members of the special squad touching them into an amazing dream. In this dream, the planeswalkers are transported to the world where there was an imbalance between light and darkness. In fact, it is not they themselves that appear in that world, but their analogues - controlled material projections. To solve the problem, projections must perform a certain amount of evil or good deeds, thereby restoring the broken ratio.

Specialist planeswalkers are especially valued by numeri - those who are capable of great evil deeds, or those whose kindness knows no bounds. Perhaps, in other conditions, members of the special squads would be irreconcilable enemies and rivals, but here they are forced to work together.
After the mission is completed, the water border returns to normal, until the next incident. While the planeswalkers slept, C.R.O.N. studied them, getting bits of information about where they should look for their books or shells. Having shared this knowledge, numbers usually fly away for a short rest - to white snow clouds, or to a plexus of red algae. Time will pass and they will return in order to be on guard of the universal balance again.

Measurement Guide

Trihorn

In a special space, between the worlds of the Spire, unusual areas occasionally come across. One of these will be discussed. This is a small island of a mysterious civilization, invisible to the Architects and inaccessible to any incoming teleportation.

Trihorn is the remains of a huge three-horned monster, resting in the middle of the out-of-world void. Strange creatures live here, representatives of the race mirages. Their resemblance to humans ends with the fact that they have a head and two arms. The legs of the mirages are replaced by a column of mobile fluid biomass. The skin color of mirages is most often gray or blue. Their heads are crowned with specific half-helmets, half-masks ingrown into the flesh.

Measurement Guide
Enigma, a mirage planeswalker

The insides of a huge monster, a haven for mirages, are arranged as follows: the body is a labyrinth of several levels of dungeons. On the lower levels, in literally every cul-de-sac, black oil oozes from the walls. born. This mysterious substance is somehow involved in the birth of mirages - they all opened their eyes for the first time right here, on the lower level of Trihorh. Some mirages know that bourne 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. Born has no effect on the mirages themselves and does not even seem to be able to stop their aging. They did not test it on other organic beings until the thought simply occurred to them.

The skull of the monster is a huge halls with high arches located around the central towers. It offers a breathtaking view of the infinity of the void around, which is slightly broken by the faint glow of the nearby worlds of the Spire. Here, mirages experience special feelings, it seems that the universal emptiness itself is talking to them, endowing them with new knowledge and ideas. Perhaps this is not the voice of emptiness, but the pulse of Trihorh or the breath of near worlds. Mirages don't know.

Finally, the hollow horns, where the spiral staircases of the towers lead. Each of the horns leads to one of the nearby dimensions: to the snowy world of time paradoxes (Chronoshift), to the foggy world of portals inhabited by toads (Panopticum Airlines) and to the fantasy world divided in two (Unsynergy). Passing through the horns, the mirages travel through these new areas in search of various sources of portal energy. For some unknown reason, various manipulations with her give them special pleasure.

We can say that mirages are subtle connoisseurs of portal energy. They are able to make out the smallest differences in its spectrum, power, nature. Someone likes to just admire, someone drinks it, appreciating the taste, someone prefers to experiment with the parameters of the portal generator, and someone revels in the process of moving. If the old stationary portal suddenly changed its color, or completely closed - most likely it could not have done without the participation of a mirage. It is also given to them to restore seemingly dried up portal flows and eliminate various anomalies. In a word, if you need a true portal specialist, you know who to contact.

Mirages are also interested in all sorts of things, devices and artifacts that they can revive with boron, adding to their collection of sentient items. Some of them hunt for rarities, obtaining secret information and making secret deals. A special property of the race helps the mirages keep their game a secret - everyone who communicated with them completely forgets about this fact the next day. However, someone has not forgotten and has plans to get such a master of secrets into their service. Or already got it.

It is worth noting that the ability of mirages affects them even more when they are inside the Trihorn. Each mirage feels alone here, because the presence of the others, both immediate and the facts pointing to it, is simply forced out of his consciousness. However, shortly before dying of old age, the effect of the ability is dulled and before disappearing such a mirage is able to see others.

The architects of the Spire are unaware of the existence of this area, although they are involved in its creation. The thing is that in fact Trihorh is an empty shell left from the chrysalis of the 13th Architect. Here he was reborn, splitting into two halves - Setsozmeen and Tik. The release of rebirth energy was so great that it tore apart the fabric of the Spire and affected nearby worlds, splitting Unsynergy, introducing a breath of paradox into Chronoshift, and awakening portal instability in Panopticum Airlines. Only the young Tic has the knowledge of Trihorn's existence and even has a certain influence on him, but keeps it all a secret. After all, she so likes to play with the souls of dead mirages, from which she makes her crazy and strange artifacts.

Meanwhile, mirages penetrate other worlds, sometimes going quite far from their home. There, in the distance, their abilities begin to bizarrely change and distort, succumbing to the attraction of the unattainable Terra. In addition, the mirages are gradually beginning to learn about the existence of Architects, and most importantly, about the powerful Tools that belong to them. What will happen if, with the help of a born, the Tool is revived, a thing capable of erasing and creating entire worlds? Was it not the void that whispered this thought to the mirages?

Measurement Guide

Terraform Dysfunction

An irrational copy of the real world, bordering on the Abyss realm.

This world has a great outward resemblance to reality, but still differs from it, both in small things and in more significant details. Various Agents of Terra have found temporary refuge here, both late expeditions that emerged from the Abyss and early ones that roam the worlds of the Spire. Once here, the Agents are monitoring a huge mysterious creature, which, apparently, runs the local world order and is known as the Destiny Mechanism. Collecting scraps of information, conducting experiments and special operations, they are trying to understand what is happening here and what to do next.

The basis of this environment is Forest City: many roads, highways, houses, high-rise buildings, and other structures are interspersed with small and large areas occupied by various trees and shrubs.
It is worth noting two important features. The first is that all fragments of the city and the forest have clear boundaries and, although they are built into a single pattern, they do not merge with each other. Vegetation does not wrap around houses, does not grow through cracks in the road. In the middle of the green glades there are no pillars and fences.
The second is that if you look at the buildings themselves, you can see that they are often connected together in unexpected ways. It was as if someone put different buildings on top of each other and they became one. The same applies to trees in forest areas - sometimes they grow into each other and form various strange conglomerates.

On the roads of the City-Forest roam rare cars that drive themselves, without a driver. As it turned out, these things are dangerous for Agents, because when they touch, a person and a machine begin to stick together, dissolving into a homogeneous mass. Many Agents paid the price for their curiosity by sitting inside and leaving behind a charred, twisted fusion of flesh and metal. Usually, those who die in this world turn into ashes, which ascend into the sky. Some escaped with injuries, having received burns and pieces of metal that had eaten into the skin.

As observations show, the cars follow a certain plan - they carry all kinds of materials from the outskirts to the central part of the city. It is there, somewhere in the center, with a rustle and clang wanders Fate Gear - a cyclopean octopus-like creature, similar to a crawling pile of metal. Parts of the creature glitter, rotate, turn, bite into the asphalt, cling to buildings. Agents who happened to be nearby felt a growing hum and crackle, and also experienced a sharp deterioration in well-being.

Among other things, the center of the City-Forest is filled with other unpleasant creatures: Proto-Weavers ΠΈ Non-Agents. The former guard the approaches to special production zones, where something unimaginable is being constructed. Including, according to spies, there are special technological halls here, where people are somehow teleported from Terra, transforming them into Non-Agents, by embedding them in golden net.
Proto-Weavers are glass and chrome jellyfish hovering above the ground, from which hang golden, barely visible Proto-Threads. With these Threads, Proto-Weavers control Non-Agents and machines. Seeing unattached living creatures, the Proto-Weaver tries to grab them with a new Thread, which draws them to the Weaver and causes a growing sense of euphoria. Caught in this way, the Weaver passes on the procedure of joining the golden net.
Non-Agents are people with golden eyes and liquid gold coursing through their veins instead of blood. When they are Stringed to the Proto-Weaver, a line of golden light can be seen coming from the back of their head. All of them were put through the procedure of unity with the golden network - their blood was completely released, after which it was replaced with a new composition. Also, each of them is given an incomprehensible thing that looks like a black backpack.
Non-Agents represent a strange community that inhabits the central streets of the City-Forest. It looks like some kind of obscure pseudo-life, with no obvious purpose. It seems that with their help, an invisible director plays out various scenes, models situations, experiments with their reactions, building something incomprehensible.
As it turns out, the Non-Agent can be detached from the Proto-Thread and can act independently. Thus, some of them managed to save and learn some of the details of what was happening, which were revealed to their minds during the connection. However, it is still not clear how the Thread was neutralized - each time it happened almost by accident. This knowledge would be very useful, as the Proto-Weavers, in turn, are connected by Threads to the Destiny Gear. She is probably the mysterious manipulative director trying to understand the creatures under his control.
The released Non-Agents have an inexplicable attachment to their backpacks. Or rather, not to themselves, just for some reason they constantly need to wear something behind their backs. And in the black backpacks was found something called heavy emptiness, resembling massive invisible cobblestones. It is not yet clear what it is.

As already mentioned, the Forest City is full at first glance of familiar, but essentially incredible things. So, for example, books come across in some houses. But if you open it, then there will not be found the usual sheets with lines of text. Inside each open book there is a gaping mini-portal from where you can scoop up various substances. It can be sand, water, clay, gravel, earth, acid, fluff, and so on.
Refillable vending machines can be found in some houses. By observing the behavior of Non-Agents, it was found out how to use them - they give out food in exchange for ... stories! A little chatter to fill the indicator on the machine with green light, and it will push out the food. True, capricious individuals come across, to whom give meaningful, interesting and long tales.
Local trees also behave unusually - tree branches are very hard, do not bend or sway. The leaves, in turn, move in response to nearby living beings. They act as if they are watching you. If you touch them, they quickly turn yellow, break off and fly up. Areas filled with fresh flowers spread a zone of weightlessness around them. And in the clearings, various animals often come across, for some unknown reason, forever frozen in one place.
In forested areas beware Ergo-Nyashek. These are gray eyeless babies crawling out of the bushes and chirping merrily in an incomprehensible language. Outwardly, they are harmless, but being at a distance of a meter or closer, they significantly accelerate the aging of living beings. Needless to say, falling asleep in a clearing is not the best idea, ruining many Agents.

To the south of the central fragments of the city, paved areas are reduced, giving way to sidewalks covered with tiles. Moving further south, you can reach a huge stadium, on the field of which large and small pieces of the pool seem to be scattered. In the center of the stadium is a heliport with a "U" instead of an "H" on it.
If you dive into one of the sections of the reservoir, it turns out that under water they are all interconnected, revealing an incredible depth of space. Going down below, you can find flooded buildings. And after a while, the researcher will begin to understand that a whole multi-tiered city with ancient intricate architecture is hidden here. And only those Planeswalkers and Agents who have seen the beauty of Utada from the Fairytale Entourage can recognize in this place an almost complete copy of the city of the great stream.
At all levels of the underwater Utada and below, in the caves, flocks of searchlights float - smooth black creatures with a large round hole on their backs, from where a column of light beats. Little is known about them, but they are not aggressive and do not appear to pose a threat. In addition, stone statues depicting its fabulous inhabitants can be found in the underwater city. And in some places analogues of magic crystals are hidden - polished stones that emit a faint greenish light.

In the east of the Forest City there is another remarkable contraption - oil door. It's a giant portal in the middle of a wasteland. An airborne and slowly rotating circle of black, shiny liquid substance. After passing through the portal, you can visit other worlds of the Spire, though you will have to thoroughly smear yourself in this murmuring blackness. Often, various planeswalkers come out of the circle, and occasionally - Agents of Terra.

Above the City, high in the sky, at the level of the clouds, gigantic flying pale spheres can be seen - these are the worlds of the Abyss. The way there lies, strange as it may seem, through helipads (despite the fact that no helicopters have been found in this world), scattered around the metropolis. When the balls approach such sites, then lightning begins to sparkle above it. During flashes, a certain object appears in the center of the site: it can be a chair, table, sofa, armchair, cabinet, cabin, and so on. In general, this is something that you can sit on or where you can enter, thereby moving to one of the Fragments of the Abyss or falling into the paths of the Abyss.

The Abyss is of interest to Agents, as it may also hold the key to return. So, for example, some time ago, a powerful artifact was delivered from there - X-Toy. An uncomplicated teddy bear whose lantern eyes emit beams of realism into the space in front of him. This radiation destroys the fantastic nature. With X-Toy, one Void shard was erased and several Spawn of the Spire on adjacent worlds were destroyed. It seems to be an effective weapon against the Architects as well. Unfortunately, the artifact was lost during the operation to eliminate the Destiny Gear. The beams failed and the group was caught by the Proto-Weavers. Perhaps the group can be saved and X-Toy will also be found.

The fact that the beams of realism proved powerless against the Fate Gear, as well as some other information gathered, indicates that the Fate Gear was not created by the Spire itself, but something significant that the Spire took from Terra. It looks like this whole world is a failed attempt by the Spire to copy Terra on first contact. If the Destiny Gear is an undigested part of Terra, then it may mean that it acts against the will of the Spire in the first place.
Whatever the case, it looks like the Fate Gear is building something big. But you need to understand in time whether a portal to Terra will be built in this way, or something else, instead of Terra. So far, the Agents do not have enough information to know what consequences all this will eventually lead to.

Measurement Guide

Shadowzoom

A world infected by metaphysical viruses.

Note: This entourage refers to a group of worlds united by an entity called Axiom.

The soft light of a giant golden ring illuminates this strange world. This is Axiom - a stable translucent formation of an unknown heavy-duty material. The ring is located horizontally in space and periodically changes the radiation intensity. Above the Axiom, the rectangular rotating frames of the Technogarden levitate, and below, the tentacles of the Statue move. The rhythm of the movement of structures, as well as the periods of growth and withering of the tentacles, are clearly connected with the cycles of increasing and decreasing the luminosity of the ring.

This whole world is captured by strange unimaginable entities - metaphysical viruses, which in reality manifest themselves in different ways. They penetrate the minds, hearts and souls of the local inhabitants, tailed people, in all sorts of ways - some enter their lives as poisons, food and mutagens, others as hallucinogens and drugs, others as addictions, ideologies and cults.

Top of the world Technosad, is a collection of metal structures. These are kilometers of technogenic premises interconnected by passages, corridors and elevators. Here, among metal, stone and glass, ordinary people live. True, they have one feature - they all have a tail from birth.

The Technosad consists of 7 sectors - each of them looks like a huge rectangular frame rotating in space. The frames do not adjoin each other, but in their rotation are connected together, like one mechanism. Sometimes, following certain periods, an iron bridge extends from one of the sectors, along which transport, similar to a mini-train, moves from one sector to another. The bridge then retracts. In this way, people travel around the Technosad.

In many rooms of the Technosad, the so-called "stones of power" are installed. These are oval-shaped metal containers, part of which seems to be cut off and pure white light pours from there. The fact is that local people do not need food, and they get energy when they dip their tail into this white glow.

In some rooms you can find virtual reality helmets. Wearing them, the inhabitants are immersed in the space of a virtual game "Speed", where they will have to ride futuristic fireballs racing along the track on the inside of the Axiom. Many are obsessed with the game to varying degrees, and those who get enough are altered in appearance by the radiation from the helmetβ€”their ears lengthen, their hair turn golden, and their eyes turn a sparkling green. However, not everyone becomes "pointy-eared" (the local name for those who have become adept at the "Speed" metaphysical virus), some do not enjoy the game as much, or they quit altogether. Those who nevertheless became "pointy-eared" from now on receive immunity to all other metaphysical viruses of this world.

Other loners were seduced by another metaphysical virus, which they used to call "gap" - a small loophole in the racing game that brought them into code space and allowed them to create their own entertainment. The β€œgap” absorbs someone, and in the real world, cords grow out of the helmet, entangling the body. The one caught by the β€œgap” creates a new playing space with his own rules and gets adepts β€” some of the Technosad helmets now open access to this new game. Some "gap" is not able to absorb, but adapts to coexist with them after leaving the virtual world. These people receive a unique gift known as "imposed reality".

Masters of imposed reality make others believe in the existence of some new object in the real observable world around (it is worth noting that such materialized objects remain stable only in this dimension, and outside it they collapse or fade, becoming gray empty shells). The imposed reality can be both general, perceived by everyone, and partial - for an individual, for a group of people, for the master himself, and so on.

In the Technosad, you can come across music halls, which are periodically filled with sound. Those who stay for the session go into a trance state and dissolve into a multitude of other listeners. Dispersing, this crowd remains in a linked state for a long time, when their minds are one and sensations flow between them. This music does not affect the "pointy-eared".

The next point of interest is the Image Wall in the largest sector. This is a very long room where all kinds of painted animals roam one of the walls, or "prints" as the locals call them. If the person comes close enough, the "print" jumps onto their skin and now travels with them like a moving tattoo. Wherever the "print" is located, it lives its own life - it sleeps, stays awake, can switch to another medium, interacts with other "prints".

The bottom of the world Sculpture, consists of a huge cluster of tentacles, stretching and expanding upwards towards Axiom. People who look like the inhabitants of the Technosad live here, but life in the Statue leaves a special imprint on them. It happens that someone falls from above, from the Technosad. If such a lucky person survives, then he joins the local community, which is complacent about such aliens. True, if there is a β€œprint” on it (which, when it falls, becomes forever numb in one position), then they will try to eat such an alien whole or cut off part of the tattoo, because the one who tasted the β€œprint” immediately ascends to the Technosad - returning the eaten β€œprint” to Wall of Images (but already in a frozen state).

It is worth noting that there are no β€œstones of power” in the Statue, and in order to maintain energy, the locals have to eat blue luminous mushrooms that grow on tentacles in many places. Usually, the corpses of the dead, decomposing, are absorbed into the tentacle mass, and a new large mycelium quickly grows in this place.

Mushrooms are quite tasty, but overeating is fraught with danger. Those who consume mushrooms in excessive quantities are called "smoldering" - their movements become inhibited, and the body gradually turns to stone. Over time, the stone flesh cracks and a blue glow emerges underneath. Although more and more new growths form on the stone skin, it peels off more and more and fancifully bends, until one day it comes off entirely, in one large stone shell. Beneath it hides a creature that looks like a moving cluster of glowing mushrooms. It can no longer utter articulate speech, but plays strange jerky sounds - a kind of music. The mushrooms on his body light up with different lights, to the beat of this melody. A fully transformed "smolderer" prefers to be near his shell and seems to be quite attached to it. Some people like their music, but it is dangerous to look at the β€œsmoldering” ones for a long time, since this spectacle has a strong hypnotizing effect and there were cases when observers died from complete exhaustion.

Sometimes it happens that silvery flowers bloom on the tips of the tentacles of the Statue. Their flowering does not last long, but at this time their pollen scatters everywhere. While this is happening, local people are trying to breathe through filters and take other precautions so as not to get infected. "Silence". Those who ignore the security measures are given a concentrated dose of pollen and fall into a magical sleep for a while. When they wake up, they find that their tongue now lives a separate life, twitches and from time to time gives them very painful sensations that intensify over time.

Unable to cope with this pain, some of the infected cut off their tongue, after which it crawls away and later grows small tentacles for itself. These creatures, outwardly resembling something like a cuttlefish, are called "verbs" and they are tameable as pets in this quirky community. "Verbs" can communicate, but use only a small set of simplified concepts, unless they are specially trained. In addition, these creatures are poisonous and can sting an aggressor that threatens their life. Left without a language, the "silent" lose part of their mental protection and from now on become very vulnerable to the mental commands of other people, which often translates them into the category of weak-willed servants.

Those rare "silent ones" that retain their language go through a chain of further transformations - first their backs are covered with black oily feathers, then their claws and teeth lengthen. After that, the infected begins to devour the tentacles growing around, and when it is full, the whole body is covered with black feathers. By that time, the infected no longer moves, and his body begins to gradually break, twist, grow and transform into something huge, more like a bio-construct than a creature. When the transformation ends, a large octopus-shaped ship sways in place of the infected, clinging to the tentacles of the Statue. It can't wait to take flight and makes a symphony of sounds, attracting "smolderers" that it can use as a source of energy for travel. When the β€œSmoldering” hears the sounds of the ship, he feels a stronger attachment to them than to his shell and rushes towards him. When they meet, the ship goes to Sea of ​​Portals, which shimmers at some distance from the Axiom, the Technosad and the Statue. From there you can go to other worlds. People who are tired of living in the Statue often also enter such a ship along with the "smoldering", conducting a special ritual for such a departure. The flight itself is partially controlled by the "smoldering" - he communicates with the ship in his own musical language.

Periodically in this world there is a big real race. The uniform glow of the Axiom changes and the stripes on its internal track light up. The movement of the frames of the Technosad stops and a special elevator with futuristic high-speed fireballs and β€œpointy-eared” competitors advances to the racing ring. It is a great honor for them to perform in a real race and their sports cars roar along the track with a roar. Each of them wants to achieve as much speed as possible, which brings them unprecedented euphoria. Accelerating to unimaginable speeds, "pointy-eared" riders feel the approach of a special border, the crossing of which will allow them to understand and fully experience the most intimate essence of time. The only problem is that the knowledge of this feeling and the liberation from the shackles of time is irreversible - in reality, such a racer flashes with a bright flash and simply disappears. Time ceases to exist for him and he falls out of it, moving to a completely different level. This stops many, but in every big race there are several participants who dare to cross the border. They are remembered by name and revered as great heroes.

In the plane of the Axiom ring, at some distance, strange overflows in the air are noticeable. Upon closer examination, one can find here a myriad of unstable small fragments of space through which other worlds peep. Each shard vibrates a little, oscillates and turns in place. This is the Sea of ​​Portals, where ships from the Statue go. Most of these portals are just windows into parallel universes through which you cannot travel, but you can see objects, hear sounds, and smell. The larger ones let the octopus ship through to other parts of the Sea of ​​Portals, or they take it straight to another world for adventure.

Measurement Guide

error zone

A world made of balloons.

Wherever you go, once here, under your feet you will find slightly springy balloons of various sizes. They are quite strong, despite the apparent fragility. The entire surrounding space is filled with them - they go in all directions, as far as the eye can see, rise in hills and slopes that go beyond the horizon, and sometimes grow into bizarre formations that go into the sky. The balls of the "bottom" are most often painted in various shades of yellow (which makes some planeswalkers who find themselves here think of comparing the local expanses with the desert), but sometimes there are "islands" of other colors. As for all kinds of β€œoutgrowths”, β€œtowers”, β€œmountains” and other β€œstructures” rising above the main surface, the colors of the balls that make up them are very diverse, in addition to color, the balls may have other properties. One type of such balls with a different property is blue water balls, the shell of which is much more fragile and they burst quite easily, releasing the moisture contained inside them, which slowly rotates into the air into tiny sprays. Bright red balls are explosive, they contain a magical charge. Some balls are able to control others, lining them up in the required order and changing their shape.

Measurement Guide

Bright ball spaces are filled with strange life - jumping, crawling, flying, burrowing into balls, rolling and levitating food, or foodas the locals call them. Sned is intelligent and behaves like wild animals, preferring to walk within their ranges. Some types of food prefer to occupy small areas, like jumping pears that have chosen lowlands. Others prefer to take long routes, such as traveling bananas that jump out of the ball surface and dive into it, or flying pizza, shaking smoothly during the flight. There are other features: the creeping cake loves to devour other food while awake, but when he sleeps, the eaten crawl out of it and scatter. Ice cream jumps out of areas where there is too much light, while carrots, on the contrary, levitate in the direction where there is more light.

The race that inhabits these expanses calls itself egenami, its representatives are similar to clothes that levitate through the air itself, without being worn by anyone. These creatures do not need food, but they feel the desire to get new sensations. The heart of each egen is a ball of colorful ribbon floating inside it, most often hidden from prying eyes. With the help of this ribbon, ejen can wrap any food and, thus, establish a special connection with it. A tamed food can leave its usual habitat, and sometimes acquire different properties or abilities, depending on the personality of the owner. So, some ejens are able to change the color of the saddled food, its mode of movement, give it the ability to glow or fire magical charges.

Traveling through this world, you can see large strange pipes protruding from the balls to a noticeable height. The material from which they are composed resembles iron, and numerous holes are cut all over their surface, from where the wind blows. Air movement is created by fans that are inside these holes. From time to time, some large metal creature crawls along the pipe, rattling its limbs. It gets out of the pipe and illuminates the space for many kilometers around with its unbearably bright light bulb belly. This light-bearer, each of which lives in its own pipe and at different intervals either climbs to the surface, then crawls back into the pipe. There is no sun in this world, and it is the light carriers that illuminate it. When most of them are on the tops of the pipes, it becomes very light around, when most of the light carriers crawl away, then it gets dark around, but the light breaks through from somewhere below, through the balls, creating an unusual soft illumination of the ball surface.

The cloudless existence of ejens and food is being poisoned by a group of exiled planeswalkers who arrived in this world some time ago. It was a race of wooden people - kref. Fleeing from persecution by their own tribesmen, the kref fled from their native dimension, using the transition stone. Once here and looking around, they realized that they were in heavenly conditions - huge food runs around them, which you just need to catch, tons of balls with a wide variety of properties, as well as beautiful flying clothes, putting on which you get magical powers. So the hunt for edzhens and food began, which continues to this day. Over time, a whole palace of balloons was erected on the site of the first settlement of the former exiles, and besides the kref, other planeswalkers appeared here, establishing full-scale trade with other dimensions, hunting for prey, extracting resources, studying the area and settling in the vicinity of the palace. However, not all of them share the attitude of kref to the local fauna, some show interest in the life of the ejens or even want to help them.

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Shrine of the Many Worlds Beast

In the middle of one of the bright ball fields is a mysterious dark green glass Tomb, where the Multi-World Beast is sealed. All ejens by nature have this knowledge, as well as the fact that they themselves and the whole world around them dream of the demiurge sealed in the Tomb. Edgens prefer to avoid these places, because here they have an increased sense of their own non-existence, and there is a danger of losing faith in themselves and simply disappearing. For planeswalkers, proximity to the Shrine is not so devastating, but they feel the echoes of this effect and can exit their own body if they wish. If they live near this place for a sufficient amount of time, then they themselves may eventually disappear without a trace.
It should be noted that the planeswalkers who occasionally visit this dimension are so liked by this world that it cannot just let them go further. A small part of the world goes into the portal, following the departing planeswalker, becoming an ejen, the appearance of which copies the outfit of the departing traveler. This ejen has great affection for the planeswalker that spawned it, but more often than not, sentient attire gets lost in the portal current and can be thrown to other places or worlds. However, this will not stop him from trying to find his "mastermind" in his further travels.

No one knows what will happen if the Many-Worlds Beast wakes up, but even the Ejen race is unaware that their dormant demiurge is one of the Instruments of the Spire Architects. In ancient times, it fell into the hands of an agent of another dimension, assimilated by the Spire. The ability of this agent was the ability to animate objects, thus the Tool received consciousness and began to create. To begin with, at the request of his benefactor, he wanted to recreate the world destroyed by the Spire. However, he was stopped by the Architects, who neutralized the agent and imprisoned the first living Tool in the history of the Spire into the Tomb, plunging him into eternal sleep. But even while in a dream, he continues to create. His life, once started, continues. The dormant mind of the Instrument generates an endless variety of ideas, thoughts and images, packaging them according to colors and shades. Each ball of this dimension hides a small world that has not yet woken up.

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Animal's Anima

An animal civilization that develops in the absence of humanity.

The depopulated technologically advanced cities of this almost familiar world are filled with intelligent animals that are in various communities pursuing various interests. For some reason, the civilization of people disappeared, but all kinds of animals rose, gained intelligence and various new abilities. Apparently, it was people who raised the animals, but for what purpose is not clear.

One of the important roles in animal communities is played by hedgehogs, which process solar and cosmic radiation into halo - golden electricity, the discharges of which recharge other living beings. Over and over again, saturating the halo, animals increase their own intelligence to a certain level, and in addition, they cease to need their usual food, switching to getting energy from hedgehogs.

Birds are also able to produce a halo when their flocks form a kind of whirlpool in the air, but this energy is absorbed by the bird flock. The main property of today's birds is telepathic connectivity, thanks to which they are essentially one single huge mind, but it suppresses their separate personalities. Although some representatives of birds, for one reason or another, fell out of connection - both singles and some small groups.

Among other things, any bird generates around itself a special field that affects creatures within a radius of several hundred meters and gives them the ability to "communicate" with each other using directed cone-shaped telepathy. This opportunity for creatures disappears if the birds are too far away.

Speech, as such, is still present in rare animal species. For example, in dogs. The fact is that, having risen, dogs have become werewolves and, in addition to their usual form, can take on the appearance of a proto-human - something resembling a human being. As proto-humans, dogs can imitate speech, and some groups practice using it.

In addition, werewolves are trained to handle many things left behind by humans. The proto-form is best suited for this, but there is still not enough knowledge for everything and the dogs have just begun to get used to the motor skills and possibilities of the new form.

The animal community is heterogeneous, strays into groups of interests and adjoins all sorts of currents. For example, wave preachers carry out the mission of counteracting savagery, transferring animals to feeding with halo, thereby turning them off from the old food chain.

Hunter Community, on the contrary, is a complex community led by a secret group that uses a pack of weredogs and other animals to their advantage, while at the same time maintaining their old way of life, close to wild.

Toads in the local realities have powerful black magic and it was they who organized Triumvirate, at the top of which are especially power-hungry amphibians. This organization, by force and promise, has gathered other animals under its command, enslaving those who do not resist and offering protection and benefit to others. The Triumvirate quite often intervenes in the affairs of other factions and communities, for this reason, even toads that are not related to the Triumvirate are treated with fear, respect or hostility.

Cats have the ability to see and perceive the data contained in all kinds of devices left over from humans in a specific way.

Turtles have a similar ability, but they do not see this information, but feel the vibration of the content left by people, and their brain begins to process a huge number of streams of numbers near such artifacts. Thanks to this property, turtles can instantly transmit not too complex message-images over any distance to their other computing counterparts. By focusing these streams of mind-independent calculations, the turtles are also able to compute super-emotions, experiencing lasting feelings of incredible complexity at times when they find a super-emotion in a whirlwind of data.

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The felines have chosen urban areas around several surviving data centers, near which they can go into a trance and immerse themselves in the virtual world. Veermura.

Veermoor is a huge computer simulation of the human world, a kind of full-scale reconstruction of the life of some past earth ages, stored inside data centers. Being inside this virtual heritage, cats can observe the course of that life in the human community, as well as move into the bodies of certain virtual inhabitants. Many areas of Veermoor are damaged or blocked by strange white noise, and people and objects themselves, or their graphical representation, are also damaged.

However, cats do not always understand which of what they observe is natural and which was programmatically damaged. One way or another, exploring the virtual past of people, cats analyze the principles of the human community, and gradually find answers to some questions, hoping to eventually find an answer about where people eventually disappeared and what happened to the world. True, seals often make the wrong conclusions at all, or rather find confirmation of some of their own ideas about the world order, which differ from the human picture of the world.

It also turned out that by clearing the white noise from Veermoor and finding a way to new areas, cats open up new abilities in various animals in the real world. Mysterious white noise occasionally spreads unexpectedly, blocking some open areas that were not even previously occupied by it. Sometimes this can lead to the disabling of some abilities and the cats have to restore the integrity of the already open virtual space.

Some individual tailed creatures prefer to just have fun in Veermoor without joining the group of explorers, but their superficial level of knowledge usually does not allow them to penetrate very far or cause any problems.

The vast majority of animal communities understand the importance of cat work and help the cats in every possible way, guarding digital security, but there are also secret groups that want to suspend cat activity so that they do not violate something there, or help dogs quickly develop a way to alternatively access Veermuru (via proto-human form).

Some creatures even ended up in other layers of reality, in this world abandoned by people. Perhaps this also applies to people themselves. Local animals from time to time hear the sounds made by dolphins and monkeys, but did not see them, even if the sounds were heard very close.

The horses and snakes have also disappeared, but their local animals, unfortunately, can see. This happens from time to time during sleep. The bad news is that otherworldly species feed on these sleeping creatures. Being devoured by a nightmarish horse or a boa constrictor, and most often some bizarre mixture of these species, the victim dries up in reality.

It is not easy to protect yourself from being eaten alive by nightmares, but fortunately sleeping in the presence of rabbits is always safe - they are able to shield others from such outside interference. Rats are also protected from the action of nightmares, which themselves can briefly move into this "outside" slowing down the passage of time. No nightmares have been found on other planets.

How did it come to other planets too? Fish can go there, plunging into the universal "depth" and linking two areas located on different planets together, forming the so-called transition area. In close contact with the fish are wolves, whose ability is the radiation of the weather. Wolves change various environmental conditions around them, up to terraforming. They are in the leading positions of this movement. interplanetary expedition.

The movement is interested in attracting as many different animals as possible, whose abilities are invaluable in the development of other planets. Interplanetary travel itself takes some time, although for the travelers themselves, the flight seems instantaneous. Departing, the group plunges into the fish area and the fish that controls it falls into the β€œdepth”, transferring themselves and travelers to another planet, the conditions of which are most often hostile outside the spherical area of ​​\uXNUMXb\uXNUMXbthe range that appeared there.

While the Expedition is trying to gain a foothold on other planets, an increasingly complex diverse society is being formed in the native world and new abilities continue to awaken in certain species.

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Overshine

This dimension is the future tense in relation to the entourage of Bravura Reverse. The dying world of turtle cities waited for their salvation.

When you call on me
When I hear you breathe
I get wings to fly
I feel that i'm alive

Celine Dion - "I'm Alive"

Once, an unbearably bright white light lit up the earth, flooded with red-hot magma, highlighting all corners of the dying world. It was an explosion of a red star that had long rested in the dark skies, giving rise to faint sparks of hope in those who turned their gaze upwards.

By that time, things were going very badly on the expanses drowning in lava - only four of the seven tortoise-cities wandering the hot earth remained in good health: Omar, Yurit, Arun and Tarnus. The giant city of Reamer had by then gone mad, and his illness had spread to the nearby Navi and Unpenu, clouding the minds of his brethren. After the two giants destroyed themselves with mutual sonic attacks, Navi staggered towards the rest, not yet affected by the infection of madness. The chief priest of the city looked with sadness as the colossus that had lost his mind, which was his home, was spinning in the last death dance, threatening to destroy all life in this world. To save the situation, the priest had to recover to the cancerous foci of rot that parasitizes on the body of the Navi, in order to remove the cordon from them, feed the rot with divine nectar and begin to spread it to the vital points of the city. To hasten the process of destruction was now the only means left to hope for. The last thing that the high priest of Navi saw in his life, plunging along with a piece of rot into the waters of the pool of sacred liquid that is in the giant's head, was a strange pulsation in the sky, emanating from the star of hope.

The priest's plan worked - Navi completely absorbed the rot, penetrating into his circulatory system, stopping the advance, growing and processing the giant, along with his people, into a dark, viscous mass of rot. Meanwhile, the inhabitants of the four remaining cities had not yet realized that they had escaped another danger, when they suddenly saw the explosion of their guiding star in the dark skies and a wave of horror swept over their souls. Is it possible that all dreams of rebirth are over, and the legendary first giant, who once long ago ascended as a star into the dark skies of this world, has been destroyed? Meanwhile, the light grew stronger and stronger, flooding everything around with an unprecedented, unthinkable brightness...

The first thing that the high priest Navi saw at the beginning of his unlife was an unbearably bright sky and a blinding light around him. Rising, he saw his people - one by one they rose from the thick black grass, and after them the stone blocks that served them as flying limbs. Their eyes glowed blue. A group of other creatures approached them, led by another high priest, Omar's driver. Looking at them with his new, glowing eyes, Navi noticed something odd: Omar himself and his group no longer had those stone levitating limbs that the entire Zen-chi race (the creatures that inhabit the giant living cities of this world) possessed. The newcomers shared the good news with Navi - Yazma, the legendary first giant, has returned, bringing light to this world. Huge, unimaginable streams of light and energy. And here it is - a huge giant winged city of people moving across the sky.

Many years have passed since the Return of Yazma.

The dying world has greatly changed, oversaturated with energies pouring from heaven to earth. Lava flows petrified in the first hours of the Return, and soon the earth was covered with grass and other vegetation, endless fields of flowers appeared. The rivers of Mora, liquids with unusual properties that previously flowed through the lava and ascended into the heavens, were transformed by themselves - now they were flowing with a luminous divine nectar, a fiesta that only high priests could create before. Here and there, the surrounding spaces were pierced by colorful Psycholines visible energy flows.

After a short hibernation caused by unusual radiation, the city turtles were transformed into other forms. Now they are called hyperarchs. Omar has grown a tail and crawls around the world. Yurit gained the ability to jump and soar on his half-wings. Arun has grown several pairs of limbs like a giant spider, and the thousand-legged Tarnus most of the time plows underground expanses, laying wide tunnels in them. Their population lost their stone limbs, but instead they grew arms, like the returned people of the winged Yazma, who constantly spend their time flying around the world. Now, the inhabitants of these giants can be considered people.

The dead cities of Rimer and Unpen also revived under the influence of life-giving energies, but lost the ability to move and grew like trees. The inhabited rhizomes of Unpena pile up along the shores of the lake, and not far from it rise the residential tiers of Reamer, covered with fiery red foliage. These places are inhabited empty - the former inhabitants of these giants that were reborn along with their cities, but lost their former form. Whirlpools of energy pulsate inside their translucent shells.

The city of the Navi people was never resurrected, but became part of their inanimate bodies that retained their former form, did not turn into people or empty. Now this people is called imperishable. Over time, they built themselves a new city (again called Navi), and began to study the properties of rot and dead bodies that were preserved by her. Such rotted remains have been preserved in many places around the world and are of particular interest to the incorruptibles who develop their necrotechnologies.

The flying pets that delighted the inhabitants of the lava world flared up at the moment of the Return and turned into creatures woven from light. In general, their squirrel-like form has not changed, as has their good disposition. The flight plates have fallen off, but now the Ah-Chi can fly without them.

After the Return, the colonies of nano-creatures left the bodies of the remaining giants and joined with a giant swarm of the same creatures that arrived with Yazma. Together they hovered at the convergence point of the rivers, forming a huge complex closed whirlpool in the air, which the locals called Megaconstruct. Apparently this huge swarm controls the weather, judging by the fact that from time to time this place generates fog and clouds. But who knows what the Megaconstruct actually does.

Recently, the scientific council of the imperishables has been busy with a large-scale project to search for the ruins of the living city of Tonfu, destroyed many years ago. Two of the wreckage have been found, and it looks like the energy of the world is trying to restore them, which means we need to find the rest. The High Priest hardly ever leaves the laboratory temple, placing a batch of freshly found brain dead in flasks with a solution to connect them to a huge network. Necromatrices, which has enormous computational potential. Meanwhile, the ambassadors of the incorruptibles went to visit Omar. This creeping city has now stopped to feed on the energy of the Psycholines, as all Hyperarchs do from time to time. The purpose of the ambassadors is to deliver a batch of newly developed weapons that shoot psychic energy to Omar. Over the years, many space-time portals have formed in the world, through which uninvited guests are increasingly leaking here - the locals would like to defend themselves from them with something, not relying only on the wild magic that the Hollows wield. One of these big and scary guests recently made a hole in Navi's wall, and now a group of builders are patching it up using controlled particles. nano rot β€” these are small spoiled groups of yu, which for some reason were not attracted to themselves by the mysterious Megaconstruct…

Atlas of Worlds

So our acquaintance with the dimensions of the Guide has come to an end. However, the surreal universe does not end there. Other, earlier, Entourages are collected in the book "Atlas of the Worlds".

Measurement Guide

You can find the Atlas here: Atlas of the Worlds, pdf

A short list of measurements described there:Measurement Guide
Maximum fairy tale (Fairytale) A vast magical world that is permeated with magical energies, the atmosphere of a fairy tale is felt in everything, magic is put at the forefront and can give everyone endless possibilities. Only fate, sometimes playing a cruel joke even with the great ones, overshadows the complete triumph of magic.

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World of Angels (Edor) A lot of small islands floating above the clouds, covered with tropical vegetation and interconnected by huge vines. Local residents are protected by angels - in the sky above the islands, the Eden War is almost constantly going on, confrontation with a huge futuristic-looking Ark, consisting of many giant blades, from which some black flying creatures periodically fly out.

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Living in Symbiosis (Bagz'ark'enase) Evolved humans and bugs coexist on a small planet where the spaceship that brought them here crashed long ago.

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Paradoxical era (Kronoshift) Crossing of times, architecture frozen in time, snow-covered expanses, violation of cause-and-effect relationships, Distorters.

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Frightening darkness and horror (Dakness) The world of eternal night, dragons and demon worshipers. Magic doesn't come easy here, and everything has a price.

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Separate existence of body and spirit (Flash and Sol) A tropical island world where the soul of every rational being accompanies its owner in the form of some kind of material companion.

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Achievements of Science (Futureistic) The world resembles modern times, but with more advanced science, the achievements of which at times resemble ancient magic.

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Speed ​​of Color (Illustration) Here you will meet the Dream Riders, rushing along the winding paths emerging in the void of the incredible Thras.

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Rusty Ages (Macrotech) This is a world of confrontation between magic and technology - magic causes malfunctions and malfunctions in devices and vice versa, the result of their interaction is always unpredictable. Magic is run by competing magical guilds.

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Nano-technologies and network (Microtech) World of transcendental technologies, compact devices, electronic Network, corporations.

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Dead underwater world (Necroscape, aka Necrocosm) Giant lifeless spaces flooded with dead water. Unknown time, unknown places, a layer of algae covers the remains of countless civilizations. Suddenly, the dead begin to resurrect, not remembering anything after eternal sleep...

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Android Life (Nyoenaki) A desert and its environs inhabited by androids freed from the dictatorship of an ancient electronic superbrain.

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The Foggy World of Portals (Panopticon Airlines) Tube cities emerging from the swirling mysterious fog and floating islands with portals to various dimensions that appear here and there. The locals are mutant toads.

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Medieval fantasy (Saga) A world similar to the real past with a slight admixture of magic.

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Secret confrontation of forces (Secret) Modernity, which has a mystical underside, from where comes the threat of invasion. Initiates maintain a balance between the manifest and the hidden worlds.

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The world of live music (Seven inside) Spaces saturated with sound and created by flowing music.

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Athletes vs Insects (Sports) A psychedelic world populated by anthropomorphic animals (former humans) that are fought by armies of insects. The third side of the conflict is the mysterious Clumsy God and his Avatars.

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Swamp Explorer World (Swampway) Humans, dwarves, and an alien race of Zen-chi are exploring the Ink Swamps.

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Caramel post-apocalypse (Sweetfall) Incredible world carved into the endless firmament and inhabited by intelligent toys. Through the Gates of Dimensions, an unknown infection has penetrated here - Sweetness, slowly and inevitably transforming everything around into elegant, but lifeless caramel-cream spaces.

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Two worlds hovering over each other (Ansineji) Ocher and Azure, two worlds with different destinies that began to approach each other during the war of twin magicians, who were the first to revive ancient flying ships with artifacts-Keys.

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Deities and books-continents (Antilless) A world of conservatism, where only the deities and the collective desires of beings can make changes.

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World of Witches (Wychmun) Witches who know magic and do not accept magic Descendants are trying to survive on a planet torn apart by conflicting forces of evolution.

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Proto-epic world. The marvs and the living, inhabiting the picturesque Vesh, were under the threat of destruction by the gray techies.

With that, thank you for your attention and good luck on your travels!

Source: habr.com

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