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 Post subject: Midgard Cartography Inc.
PostPosted: 27 Jan 2009, 14:30 
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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 [Click Me] 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.

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.

Jump: A noun or verb, the process by which a Riftweaver (or a number of other entities) crosses between universes without aid of an Opening.

Rift: An unfortunately natural and almost common rip in the fabric of spacetime of a universe. Not safe, produces unusual energy, and usually makes things headache-y for the 'Weavers.

Gate: An Opening that is safe for a Nonweaver to travel through.

Opening: Gates and Rifts are both types of Openings. any kind of gap in the fabric of the universe that allows Travel, at varying levels of safety.

Crossover: The term used to indicate the point when one has ceased to be a normal person and has become a Riftweaver or...something else...

Phlebotinum: A case in point of how the Weaververse can take things a little too literally, phlebotinum is a type of cooled and condensed ID energy produced by openings (most often Rifts) 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 Rift or cover their tracks in a hurry. When distilled, it resembles paint in all the colors of an old movie.


Riftweaver: A person who belongs to a small, unknown, mostly unprofessional but effective group of super-powered people who fix inter-dimensionally caused problems. Also sometimes cause them. But not on purpose. Yeah.


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 Post subject: Midgard Cartography Inc.
PostPosted: 28 Apr 2009, 17:20 
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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.



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 Post subject: Midgard Cartography Inc.
PostPosted: 07 May 2009, 21:46 
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I've been talking with Mage about this, and she gave me the go ahead to make it canonical.

Crossbotinum / "Dirty Phlebotinum"
Dirty Phlebotinum, usually referred to lightly as Crossbotinum, is just what it sounds like: Crosshatch forced into combination with Phlebotinum.

What it Does
Crossbotinum prevents jumping or the creation of artificial gates. Crosshatch is used to seal holes, so in that way it's similar to Crossbotinum, but the difference lies in the implementation (or lack of, depending on how you think of it). One can theoretically bring crosshatch through a hole/gate/opening, if it is contained and cannot access the opening so as to seal it. Some Riftweavers utilize this trait of Crosshatch in their weapons, which come with them, but don't do anything unless fired. Crossbotinum though, prevents any openings from forming or remaining open anywhere in proximity of it. Proximity is defined by the amount of mass of Crossbotinum found in one place. This field/range effect makes Crossbotinum similar to Phlebotinum, which pretty much does wahatever the crap it wants when not distilled.

Where it Comes From
Now, Crossbotinum doesn't just form from any old hole that opens up like Phlebotinum and Crosshatch does. If it did, the Weavers would be out of a job (or not exist), since the holes would seal up within moments of their forming (natural, undistilled crosshatch takes a wee bit longer to build up enough to seal a hole naturally, especially since the Phlebotinum is working against it the entire time). Crosshatch and Phlebotinum does not naturally want to combine. So where does one find Crossbotinum? Good question. Since the two component substances do not naturally want to combine, one must go somewhere nature does not really work as one would expect it to. Reality that's not really reality, so to speak. I take an excerpt from the description of another Weaver term:
Zeth; See Below wrote:
Finally, there are universes 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. Also they can kill you just by your being there, because sometimes the laws of physics aren't wholly intact. That's bad. These universes are grouped with fic'verses, but may not necessarily be. Really, just not a whole lot is known about them.
See, now in some of these unfinished, undeveloped fictional universes, reality hasn't even fully formed. So Crossbotinum, for very brief moments of time, can form in these universes. Obviously, it is a rare and valuable substance. It is also yet another reason Weavers and people with common sense avoid going to unfinished/undeveloped fictional universes.


Also, while I'm posting here, I have a question/suggestion: Instead of just constantly referring to them as "unfinished/underdeveloped fictional universes" (it's a keyboardful), could we possibly nickname them "unniverses?" ("Un" pronounced like in UNdeveloped, UNfinished + "iverses" like in...unIVERSES)?



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 Post subject: Midgard Cartography Inc.
PostPosted: 25 Apr 2011, 08:52 
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Time and Universes:

So, Weavers can't travel through time unaided. Pure and simple. In fact, their perogative would be to not do so on the average day, since it just makes heads hurt and many times creates as many problems as it does solve.

This doesn't mean that they don't--sometimes they do. As of my posting this, more is to be revealed not in this thread.

You should also probably know that the ID Energy that courses through a 'Weavers veins exists outside space and time, so effectively their aging stops when they crossover.

Fic'verses
Fictional Universes are a special kind of offshoot dimension-they branch off from the universe they originated from. 'Weavers consider that there are three kinds of Fic'verses. First are universes that are diverged fictional, created by the people who made the fiction up on their home universe, usually a mainstream 'verse, and the canon grew to a massive degree and a large number of people began following the canon. Over time, this kind of universe 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, and, eventually, the small details may grow enough that the new fic'verse becomes unrecognisable.


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--they're converged fictionals as opposed to diverged fictionals. Real people there become legends and characters in the universes around them. Significant differences may occur in these universes, as things get twisted in the crossing or embellished on the receiving end.

Finally, there are universes 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. Also they can kill you just by your being there, because sometimes the laws of physics aren't wholly intact. That's bad. These universes are grouped with fic'verses, but may not necessarily be. Really, just not a whole lot is known about them.

'Weavers often 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. But it's also really really cool.

So:

Halfworld: A not entirely thought out fictional universe (most likely/often), incomplete at the edges, also potentially deadly.

Grownworld: A once fictional canon that has become an independent universe.

Crossworld: A universe that has had real things and people filter through to another universe where it was perceived as fiction.

Link: Sometimes a prefix (as in 'link book'), refers to any kind of fictional material that may be used to Jump into a fic'verse.

ID Lag: Term used to describe the halting of the aging process that 'Weavers undergo after their crossover.



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 Post subject: Midgard Cartography Inc.
PostPosted: 25 Apr 2011, 08:59 
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So, here's a layout of The Pinnacle. The Pinnacle is the name of the apartment building where the Weavers make base in Midgard. Thsi particular layout was drawn with the era in mind of the PResent Weavers before Icarus moved out to his Roost, and before Ute had joined.

Ute's eventual floor of residence is labeled, though. Also labeled is Wolf's Penthouse floor, but it is not drawn yet. I leave that to Mage.

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 Post subject: Midgard Cartography Inc.
PostPosted: 25 Apr 2011, 09:00 
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Revamp of this thread as a reference thread in progress. Please post any references you think would be useful for understanding the Weavers and helping the stories and RPs progress smoothly.

The idea of a linear timeline (since th stories are not presented chronologically) has already been submitted. I'll...try. It's a daunting task, given the huge amount of canon and the time dickery that eventually finds its way into the canon. Also the times when universes and multiverses are rewritten. Yeah.



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