by Chris | Feb 3, 2015 | Recursions
The Wyrd Woods is a place of magic and fantasy. The trees stretch forever skyward ending in unreachable canopies. Long ago the creators of the Wood made a pact with the old gods. They promised devotion for power and a place to call their own. This desperation was born of the Salem Witch Trials which is the time where most of the inhabitants came from. Over the years the two covens of witches vied for dominance over the Wyrd Woods with any human descendants suffering somewhere in the middle. The Succubi, demon-pact witches bent on dominance, believe the Wood is their creation alone and seek to rid it of humans and the Nephalem. The Nephalem on the other hand seek peace and oneness with nature and the other inhabitants of the forest. The forest itself is inhabited with the creations of the witches consisting of any and all mythological creatures a person could think of. Over the years some of these creatures have crossed over in to Earth which gave rise to the tales of Elves, Dwarves, Faeries, Dragons and other creatures of myth and legend. Several fantastic locations exist within the Wyrd Woods. To name a few are the Crystalline Grove, the Gravity Falls, Elfhome, Spire of the Heavens and the Demons Gate. Crystalline Grove: A grove of trees composed of crystal somewhat akin to quartz. They radiate a strange magic and any creatures that make their home in the grove are said to take on the traits of the trees.Gravity Falls: Unnatural in form, the gravity falls actually flows up a mountain in the center of the...
by Chris | Feb 3, 2015 | Recursions
Yigdraxalandrevna the All-Mother is a recursion within the body of a dead goddess of unknown origin. Her body washed up on the shoals of earth at an indeterminite time. Although she is inert, you can never truly destroy a god. Her body lives on and inside of it flourishes a culture of creatures composed of her internal antibodies and microbes. They reside in the city of Yig-Revna which is a bone-and-tissue effigy to her mighty presence. The primary inhabitants of the All-Mother are the Podchildren, who exist solely to maintain her internal organs, reviving dead tissue and replacing what cannot be healed. They are short creatures with an biometallic skin. They resemble human children and can be of several colors depending on their function. Red – Blood Cell White – Antibodies Blue – Tissue Repair Yellow – Infectors (Hostile) Black – Necrotic (Hostile) Several satellite outposts exist in key locations to protect and heal the All-Mother’s vital organs. The Reproduction Fields are the home of the Podchildren, there new Podlings are born and old Podlings go to die. The Caverns of Life serve as the hearts of the All-Mother. The Wailing Hive is her lungs while the Feeding Grounds serve as her stomach and the Void exists as a place to sent refuse, this area contains a direct connection to The Strange. Little is know about the true origin of the All-Mother but there is speculation that is an ancient cousin to Planetovores. Evidence exists that may link her lifetime to the beginnings of the strange but nothing substantial has been determined at this time. The...
by Chris | Feb 3, 2015 | Recursions
Shattered Earth is a ruined wasteland caused by war between humans and an alien menace known only as The Swarm. Most survivors of the last war live in Old New York, a landscape of concrete and metal skeletons repurposed and rebuilt for survival. Most of the old buildings are now vertical farms and factories used to support the war effort. Every citizen has a number, rank and job assigned to them when they hit age 16. Most are drafted in to the Republic Armies and sent to the front lines to battle The Swarm. Before the third world war a race of alien beings known only as greys came to earth to give warning and prepare the human race for the coming conflict. The alien Swarm was a product of grey experimentation with human and grey DNA that got out of hand. With their home world overrun their only alternative was to seek refuge on earth. In exchange for alien technology and know-how the greys were given refuge. But even this could not prepare us for the coming tide of war. The swarm consisted of telepathically linked hybrid creatures, this link worked as a sort of hive mind, giving them a limitless potential for psionic power and higher thinking. The first wave of soldiers were humanoids with elongated features like greys. Their defeat caused a ripple of adaptation. Each subsequent attack was launched with a more efficient killing machine as the swarm began to learn our ways and adapt to our technology. In the current year the war has come to a halt unexpectedly. The last swarm...
by walrusabove | Feb 2, 2015 | Recursions
Lascaux is an old recursion stretching tens of thousands of square kilometers wide, covered in gargantuan geographical features. Forests of redwood trees stretch up thousands of meters, with a canopy obstructing most of the sky above. Plains of tall grass meters tall stretch on for as far as the bright sun can see, all surrounded by colossal mountains that ring the edge of the recursion. Wide but shallow lakes number only on a single hand yet are wide enough to be on the horizon, taking up about 1/4 of the land of Lascaux. The mountains that ring Lascaux seem far in the distance, but it is possible to arrive at them. Small passages that were dug seemingly long ago vein through the mountains. Travelling through them will take you directly into the Strange. It’s dangerous to leave this way, since swarms of Kray and other Strangers swim about its nucleus, trying to find a way in. The sky is bright and blue, unfettered by the smog of air-pollution that even rural areas of modern Earth suffers from. Those who stay in Lascaux will notice that the sun is slightly smaller, and the climate is that of cool autumn or spring. The moon is much larger than that of Earth’s (but in reality it’s just closer in that context). The day/night cycle is shorter than normal, with 12 hours of night and only 10 hours of day. The people and fauna of Lascaux have adapted to this cycle quite easily. Night is much more active than the docile day, with shooting stars and the undulating mass of the Strange shining...
by Aaron Brown | Feb 2, 2015 | Recursions
It started with a chance meeting place: a roof to get out of the rain, a warm meal after a cold day, a drink after a dusty road. Strangers could meet and become friends, sharing a drink under a peach tree. Pilgrims could gather before setting out together, and whet their whistles before telling each other stories. Although over the years it had many different signs on its door, and had been called many different things, it became known only as “The Tavern”. The first written record of The Tavern may have been in the Romance of Three Kingdoms. At least the proprietor will tell anyone who will listen that the stumps in the courtyard are the same peach gardens where the Shu Han was formed by three patrons. Later, Chaucer’s pilgrims in the Canterbury Tales meet in an inn (called the Tabard). After having a cameo appearance in the Lord of the Rings as the Prancing Pony, the idea of characters in adventure stories meeting at an inn or a tavern become ensconced and clichéd. But stories kept being told, and the recursion, known at the time as simply ‘The Tavern’, gained in power and population. Adventurers, wanderers, rogues, and borderline alcoholics, all eventually found themselves in The Tavern – and left to go on many adventures following old wizards, or mysterious maps. As The Tavern grew, the public room became bigger – but more and more rooms to the Hotel were also added; for those adventurers whose companions didn’t all arrive at the same time, or (in frighteningly increasing numbers) for cynical adrift old men, and for femme fetales who had been turned down by wanderlust adventurers. Always tied into recursions that follow Magical laws, The Tavern never had...
by James Stutz | Feb 1, 2015 | Recursions
Fictional leakage, drawing on the imaginations of thousands of residents of Earth Prime, has created some truly breathtaking recursions, places like Ardeyn and Old Mars, where beautiful vistas, noble adventurers, and derring-do for the good of all are the order of the day. It’s also drawn on some of Humanity’s darkest fears, and most sane recursors know to avoid places like Cataclyst and Treachery if they know what’s good for them. So far, not many recursors know about the Midnight Building, but the word is slowly spreading. And the word isn’t good. Getting Past the Doorman Still a relatively young recursion, the Midnight Building takes the form of a single, massive apartment complex, similar to Chungking Mansions in Hong Kong or the Centro Financiero Confinanzas in Venezuela. Like those buildings, the decor ranges from threadbare to derelict, with hallways lit by dim, flickering fluorescent lighting, walls sporting cracking paint or peeling wallpaper, puddles of water formed under dripping vents, and the overall pallor of neglect and decay. All windows to the outside have been boarded up or bricked over, and characters will find these barriers impossible to break through. Whether translating to the Midnight Building or coming by way of a gate, travelers always first appear in a random empty apartment. Some have radios or televisions that are tuned to static, others sport half-eaten meals or cigarettes still burning in ashtrays. All of them are abandoned; in fact, the recursion seems to sport no inhabitants other than those who come here from outside of it. This perception is not entirely accurate, however, as those who insist on exploring the...