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Midgard Cartography Inc.; The Long Haul
Topic Started: Jan 27 2009, 01:30 PM (115 Views)
Teenage Mage
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AHHHHHHHHHHHHHHHHH

To a certain extent, the Riftweavers are going to be making things up as they go along, when you consider the type of activity they encounter that can come from any dimension, every dimension having its own rules. However, there are some things that are considered canon for the Riftweavers, and here is where they can be established and discussed.

I expect this to be a long thread.

To start: the Riftweavers were all once normal people. 'Weavers are made, not born. All kinds of things can happen when people come into contact with raw inter-dimensional energy, and few of them are pretty. Most die. Some become horribly deformed. Some go insane. But a very small percentage of them are altered by it and become 'Weavers. There's some unknown genetic quirk in them that allows them to absorb the energy, giving them their powers, the ability to Jump, and a resistance to that same energy. In effect, the natural energy that the body emits changes for the Riftweavers, becoming ID energy. Because they emit this energy, they have a tendency to slip away from people's perceptions, and records of them tend to vanish. When a person (assume in this case an Earth human) becomes a 'Weaver, their records-birth certificates, driver's licenses, criminal records, etc-become not there and no one notices. People forget they ever existed. Video cameras don't register their presence. If a 'Weaver tries, they can make themselves obvious if they need to talk to someone, but when their concentration slips, they vanish from that person's sight and memory. They use this to their advantage when they can.
However, because they emit this energy, they can Jump. Riftweavers have the ability to alter the fabric of the universe, traveling through it to another dimension. The ID energy they emit seals any holes they leave behind them, and shields them from the energies and stress their bodies would normally encounter by going through unshielded ID travel, making them effectively the only people who can travel through dimensions alone, without technology or magic to shield their entrance. 'Weavers can't take people with them when they Jump, but they can create Gates, stabilized Holes that are safe for travel for non-'Weavers; however, non-'Weavers who go through Gates still experience ID sickness and may encounter some side-effects. It takes a 'Weaver at least ten minutes to set up a Gate (although while they're doing this time feels different to them) and that would be a flimsy one. Gates can't take much traffic and collapse after a few passes, although the more effort put into establishing a Gate, the longer it lasts. They collapse either into a Hole, or fold back in upon themselves, sealing the gap. 'Weavers can pull Gates closed behind them if they need to. You do not want to be in a Gate when it collapses. People who are in Gates when they collapse do not become 'Weavers. They die. Messily.
Holes, on the other hand, are gaps in the fabric of the universe that usually appear naturally. They are unstable, and traveling through them is not wise-even 'Weavers avoid it. Holes can appear due to a great act of evil or good near the area, which usually opens a Hole that lets out something corresponding to the alignment that created the Hole. Much to the Riftweavers' annoyance, evil Holes are much more common than good ones. Holes can also be created by magic, technology, or may develop naturally from an area where one too many Gates have been sealed over or Jumps have been undertaken; in these cases the Holes are neutral, and whatever may come out of them is determined by the circumstances that developed the Hole or whatever may be on the other side of it. Part of the 'Weavers' job is to deal with the things that come out of Holes and seal the Holes. Of course, they can't get every Hole, but they do their best. Holes emit ID energy and exposure to one can trigger a crossover, which is the term Riftweavers use to indicate the point when a normal person becomes a 'Weaver. Holes also naturally produce certain elements which the 'Weavers can harvest and use as energy. Among other things, Holes can produce raw phlebotinum which the 'Weavers harvest, distill, and use for a variety of things; mainly ammunition, but also as a critical component in healing agents and defense mechanisms. Phlebotinum is quite rare, and although anyone can use it once it's been distilled, only the 'Weavers can direct its purpose-otherwise it just does random things until it disperses. Thus the 'Weavers use it sparingly. Holes may also produce crosshatch, a type of energy that can seal over Holes and other Openings, and thus is hard to get before the Hole producing it seals itself. 'Weavers use it as ammo when they need to seal Openings from a distance in a hurry.
For the moment:
Inter-dimensional (ID) energy: energy of the sort that holds the universe together, and leaks out of Openings; the life energy of a Riftweaver.
ID sickness: nausea, weakness and disorientation experienced after Traveling without sufficient protection or by someone who has not Traveled before and has not built up an immunity to it. In severe cases, may cause hallucinations,fainting spells and/or severe sickness and weakness.
Jump: a noun or verb, the process by which a Riftweaver crosses between dimensions without aid of an Opening.
Gate: an Opening made by a Riftweaver that is safe for a non-'Weaver to Travel through.
Hole: a natural Opening that is not safe, produces unusual energy, and usually makes things headachey for the 'Weavers.
Opening: any kind of gap in the fabric of the universe that allows Travel, at varying levels of safety.
Travel(ing): the process by which any one being travels through dimensions, usually through and Opening.
Crossover: the term used to indicate the point when one has ceased to be a normal person and has become a Riftweaver.
Phlebotinum: a case in point of how the Weaververse can take things a little too literally, phlebotinum is a type of energy produced by Holes that has the potential to do anything, and will if not directed by a 'Weaver. Dangerous always, especially before it has been distilled by the 'Weavers. When distilled, it looks like neon-colored plasma.
Crosshatch: a second type of Hole-produced energy, crosshatch seals Openings naturally, and is used by the Riftweavers when they need to take out a Hole or cover their tracks in a hurry. When distilled, it resembles paint in all the colors of an old movie.
And, finally:
Riftweaver: a person who belongs to a small, unknown, mostly unprofessional but effective group of super-powered people who leave no traces in society and fix inter-dimensionally caused problems.
Posted Image

He said, "I left my home, where the dead never rose,
For the streets of gold I've yet to find.
And at the end of the day, all you can do is pray,
Without hope, well, you might as well be blind,
Yeah, be blind."
Tomorrow comes a day too soon....tomorrow comes a day too soon.
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dinowoman
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This has clarified quite a few things for me. Very useful. Since the crossover has only just happened for me, I still have a lot to learn. :)
Edited by dinowoman, Jan 27 2009, 04:42 PM.
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Teenage Mage
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AHHHHHHHHHHHHHHHHH

Time Distortion and Fictional Universes:

The 'Weavers encounter two main kinds of time distortions. First, 'Weavers can, to a point, select when they want to Jump as well as where. If they don't have a specific destination in mind, they simply Jump to the parallel point in time in that dimension. This means that 'Weavers can travel in time, but they try to avoid this, since they (reasonably) figure they have enough to deal with without causing paradoxes and things. It's an unspoken code among the 'Weavers not to go back and mess with history, even if it seems like the right thing to do: the few examples they've garnered show that this only ever leads to trouble. Mainly, they stick to the timeline they're in. The 'Weavers, on Earth, are based in 2010, and try to move forward within that timeline. Of course, this particular distortion also means that a 'Weaver could be gone from their homeworld for 50 years and come back two days after they left.
Secondly, 'Weavers don't age naturally. When their life energy switches to ID energy, it stops the aging effect on their bodies. This coupled with the above means that a 'Weaver born in 1990 could be hundreds if not thousands of years old by the time they reached 2010.

Fictional Dimensions
Fictional Dimensions are a special kind of offshoot dimension-they branch off from the dimension they originated from. 'Weavers consider that there are three kinds of Fic dimensions. First are dimensions that are entirely fictional, created by the people who made the fiction up on their home dimension. Over time, this kind of dimension gains energy-the emotions and strength given them by their creators and followers-and becomes independent in a sense. Things happen there outside the realm of the stories, the characters become sentient, and the stories written become parallels to things happening there for real. Small details may become different between the two.
The second kind is a dimension that was always independent, that filtered into the consciousness of the writers and storytellers that think they've invented it. Real people there become legends and characters in the dimensions that border them. Significant differences may occur in these universes, as things get twisted in the crossing.
Finally, there are dimensions that are fictional that never developed fully; often these result from things like pulp fiction, worlds that weren't developed properly and didn't gain enough energy to develop on their own. They're unfinished, shadowy and incomplete where the details of their world peter out, and the people are not entirely there. 'Weavers avoid going into these dimensions. They're spooky.

'Weavers need a link to get to these fictional dimensions-a book, a comic, a nearby TV playing a show. They can Jump into their links, taking them with them if they're small enough. This tends to surprise people who see them do this.

So:
halfworld: a not entirely thought out fictional dimension, incomplete at the edges
grownworld: a once fictional dimension that has gained independence
crossworld: a dimension that has had real things and people filter through to another dimension where it was perceived as fiction
link: usually a prefix (as in 'link book') refers to any kind of fictional material that may be used to Jump into a halfworld, grownworld, or crossworld. Additionally, the prefix 'half' 'grown' or 'cross' may be used ('crossbook' for example).
ID lag: a term used to describe the halting of the aging process that 'Weavers undergo after their crossover


Posted Image

He said, "I left my home, where the dead never rose,
For the streets of gold I've yet to find.
And at the end of the day, all you can do is pray,
Without hope, well, you might as well be blind,
Yeah, be blind."
Tomorrow comes a day too soon....tomorrow comes a day too soon.
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Zeth
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I already talked to some of you via MSN about this, but I'm posting this for convenience, that way on going discussion about it can be held in one place and be easily referenced to, and if something is incorrect, Mage or I or whoever can correct it. Note that in most instances I'll just be calling places by the names me/Icarus has assigned to them, but I'll try to put some note of what's what in there somewhere.

For a mental map of Midgard Below (or at least the section of it that the Weavers occupy) so that we don't get lost so easily, the following has been established:
  • Asgard, the planet which Midgard happens to be on, is in an empty universe, so there are no people. Apparently there are some minute plant and animal populations, but for the most part, everything is dead/bleak/barren. The atmosphere, while capable of sustaining the Weavers with ease, is rather thin. There is also less water on Asgard than on Terra/Earth, so the result is a sky that is still blue, but darker and more translucent than Terra/Earth's, so even during the day one can see some stars. Midgard Below is an ancient, abandoned, dilapidated city; buildings are still standing, but some sections have been laid waste by the elements.
  • The central location to all currently used structures is a warehouse where weapons and tools are stored, and which is generally used as a workshop and meeting place. It's been called the Workshop, Armoury, and Main Base by varying characters.
  • To the immediate north of the Armoury is what used to be a public park, about 1km square in size. It is now an empty field, with sparse tufts of live grass.
  • Wolfblade and Neverblade have rooms in a building across the street from the Armoury. It is also the location of a community kitchen of sorts. The building has three floors, the kitchen is on the first, and Never is on the third. On top of this building is the ramshackle shack that is the Old Alarm Room (As seen in Chasing Shadows). It can be accessed through either "Wolf's Lodge" (lol, pun) or by the bridge that spans the roofs of Wolf's Lodge and the Armoury.
  • Ute lives on the second floor of a 5 story apartment building about 3/4ths of a kilometer to the southwest.
  • Icarus' Roost spans parts of the 3 and 4 floors of a 5 story office building about a kilometer to the north-northeast. Farther northeast of its home are taller buildings that start the business section of the former-city.
  • About 4 blocks south of the Armoury is what used to be an old indoor sports stadium/arena.

I still need info on Hasbro's residence. Other than that, everyone feel free to chip in. If there's a conflict, somebody mention it, and Mage or I'll sort it out.
Edited by Zeth, Mar 8 2010, 08:15 PM.
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dinowoman
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Do I assume the training room that Hasbro referred to at the start of Chasing Shadows is in the old sports stadium?
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Zeth
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It can be, though I'd like to know if 1337 had any other ideas in mind when he described it before giving a definite yes.
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Experiment 1337
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Can't see an invisible ninja.

Actually, I thought we were on a ship floating out in space when I wrote that (guess I didn't read carefully enough), but yeah, the sport's stadium is fine.

By the way, I live on the fourteenth floor of an office building overlooking the park.

EDIT: Tenth floor. Sorry.
Edited by Experiment 1337, May 2 2009, 09:34 AM.
Releasing control art restriction systems 3… 2… 1. Approval of Situation A recognized. Commencing the Cromwell Invocation. Ability restrictions lifted for limited use until the enemy has been rendered silent.

I have no name, only a bar code.

The pen is indeed mightier than the sword...when launched out of a rail gun.

By day, test subject. By night, ninja.

Nightcrawler is the original BAMF.

I'm just a fig newton of your imagination.

Blink and you're dead.
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Inuit
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You will be one with Mother Russia, da?

The window of which is often broken.

Can there be a playground near where Never lives?
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~Invading your vital regions
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Zeth
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@1337 - Got it, thanks.
@Erica - Sure. Anything specific?
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Inuit
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You will be one with Mother Russia, da?

Only that it have one of those really old fashioned merry go rounds, a jungle gym, a swing set, and a tetherball.

EDIT: Oh, and a slide.
Edited by Inuit, May 3 2009, 08:17 AM.
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~Invading your vital regions
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dinowoman
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So the former inhabitants of this planet developed the same play equipment as we did on earth. :P (Or were they also Riftweavers, and came and took it back with them?)
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Zeth
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Well I'm not sure, but I'd be willing to guess there's only so many things you can do with playground equipment...
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Teenage Mage
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AHHHHHHHHHHHHHHHHH

Assuming you're humanoid, that is...
Posted Image

He said, "I left my home, where the dead never rose,
For the streets of gold I've yet to find.
And at the end of the day, all you can do is pray,
Without hope, well, you might as well be blind,
Yeah, be blind."
Tomorrow comes a day too soon....tomorrow comes a day too soon.
Offline Profile Quote Post Goto Top
 
Inuit
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You will be one with Mother Russia, da?

Of course, Never could have changed whatever she found to create a playground to her liking.
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~Invading your vital regions
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Experiment 1337
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Can't see an invisible ninja.

Of course.
Releasing control art restriction systems 3… 2… 1. Approval of Situation A recognized. Commencing the Cromwell Invocation. Ability restrictions lifted for limited use until the enemy has been rendered silent.

I have no name, only a bar code.

The pen is indeed mightier than the sword...when launched out of a rail gun.

By day, test subject. By night, ninja.

Nightcrawler is the original BAMF.

I'm just a fig newton of your imagination.

Blink and you're dead.
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