The Forever Tree/M&M2e

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MacynSnow
Posts: 5631
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Forever Tree/M&M2e

Post by MacynSnow »

Hoid wrote: Thu Feb 08, 2018 12:20 am
MacynSnow wrote: Wed Feb 07, 2018 4:43 am comes over to Hoid looking like a stereotypical Movies/TV hobo....
Hey hoid,where's my Earth-G fix at man?.....
Well, then:
What would you like to see next?
Anything ,as long as its from Earth-G.I really miss "home"...... :)
Hoid
Posts: 3556
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

Re: The Forever Tree/M&M2e

Post by Hoid »

MacynSnow wrote: Thu Feb 08, 2018 1:06 am
Hoid wrote: Thu Feb 08, 2018 12:20 am
MacynSnow wrote: Wed Feb 07, 2018 4:43 am comes over to Hoid looking like a stereotypical Movies/TV hobo....
Hey hoid,where's my Earth-G fix at man?.....
Well, then:
What would you like to see next?
Anything ,as long as its from Earth-G.I really miss "home"...... :)
Well...suggest something.
MacynSnow
Posts: 5631
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Forever Tree/M&M2e

Post by MacynSnow »

Hoid wrote: Thu Feb 08, 2018 1:31 am
MacynSnow wrote: Thu Feb 08, 2018 1:06 am
Hoid wrote: Thu Feb 08, 2018 12:20 am

Well, then:
What would you like to see next?
Anything ,as long as its from Earth-G.I really miss "home"...... :)
Well...suggest something.
How about the Great Imperium? I'm curious as to how It'd all work given the "current" timeline of Earth-G is on........
Hoid
Posts: 3556
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

Re: The Forever Tree/M&M2e

Post by Hoid »

MacynSnow wrote: Thu Feb 08, 2018 2:47 am
Hoid wrote: Thu Feb 08, 2018 1:31 am
MacynSnow wrote: Thu Feb 08, 2018 1:06 am
Anything ,as long as its from Earth-G.I really miss "home"...... :)
Well...suggest something.
How about the Great Imperium? I'm curious as to how It'd all work given the "current" timeline of Earth-G is on........
Ahhhh, aliens. There’s a ton of unwritten setting stuff on The Many and their alien associates—-especially concerning the very orig8bs of the Green Star, itself...
MacynSnow
Posts: 5631
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Forever Tree/M&M2e

Post by MacynSnow »

Hoid wrote: Thu Feb 08, 2018 3:13 am
MacynSnow wrote: Thu Feb 08, 2018 2:47 am
Hoid wrote: Thu Feb 08, 2018 1:31 am

Well...suggest something.
How about the Great Imperium? I'm curious as to how It'd all work given the "current" timeline of Earth-G is on........
Ahhhh, aliens. There’s a ton of unwritten setting stuff on The Many and their alien associates—-especially concerning the very orig8bs of the Green Star, itself...
Start where ever you want on it,i just need my E-G fix....... :lol:
Hoid
Posts: 3556
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

Re: The Forever Tree/M&M2e

Post by Hoid »

MacynSnow wrote: Thu Feb 08, 2018 3:24 am
Hoid wrote: Thu Feb 08, 2018 3:13 am
MacynSnow wrote: Thu Feb 08, 2018 2:47 am
How about the Great Imperium? I'm curious as to how It'd all work given the "current" timeline of Earth-G is on........
Ahhhh, aliens. There’s a ton of unwritten setting stuff on The Many and their alien associates—-especially concerning the very orig8bs of the Green Star, itself...
Start where ever you want on it,i just need my E-G fix....... :lol:
Here, have some Nightmare-Carnival: it should tide you over ‘til tomorrow.
Hoid
Posts: 3556
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

[Resonances]The various dream-Resonances! Part 1 of 3.

Post by Hoid »

[Resonances]dream-Resonances, part 1 of 3.
—————What are Dream-Resonances?
One of the most populous Resonances in the Forever Tree are functionally identical, in that everyone astrally sojourns there each night, when they sleep. Dream-Resonances are strange, phantasmagoric realities, where narrative and emotion override cause and effect, and where story matters more than logic or even internal consistency. They are psionically hypercharged, and’re often home to strange entities and bizarre cosmic forces.

ENTERING DREAM-RESONANCES:
—————How does one enter a dream-Resonance?
Easy—-go to sleep. Simple as that.

—————Is it possible to be awake and enter a dream-Resonance?
Yes, though, as each dream-Resonance varies slightly, the exact methods of doing so vary from dream-Resonance to dream-Resonance. Usually, some sort of psionics is involved...but not ALWAYS.

—————Is it possible to bodily enter a dream-Resonance?
Yes. It’s rare, but yes. It’s not advised, however, as, unless you are explicitly shielded from it, most dream-Resonances have a warping effect on one’s body, slowly eroding it and rebuilding it according to story and emotion—-biological facts be damned.

It’s far safer simply to astrally enter it.

—————Can you DIE inside a dream-Resonance?
Yes, but only if you’ve bodily entered the Resonance in question, or, you’re unlucky enough to get into a fight with an oneiric deity or an oneiric titan. Plus, a relatively few lesser oneiric entities can also kill you in your dreams.

But, for the most part, no. 99% of the time, ‘dying’ in the various dream-Realms merely serves to wake you up.

DREAM-RESONANCES’ DIMENSIONAL CARTOGRAPHY:
—————What is it like, being aware but also inside a dream-Resonance?
A sense of ‘unreality’ pervades everything for such a sojourner, rendering experiences ‘fake’ or ‘plastic’. The traveler understands the transitory illusions of a dream-Resonance for the smoke-and-mirrors it really is. Beautiful things in a dream-Resonance suffer badly from the ‘Uncanny Valley’ effect, and sensations of all kinds are dull and muted. Furthermore, emotions are muted, as such a dimension is meant to be experienced while asleep; being awake disrupts the flow of such things.

—————What sort of ‘geography’ does a dream-Resonance have?
This varies greatly from dream-Resonance to dream-Resonance, but all can be boiled down to six regions. These are not ‘in-universe’ designations, and are listed here as a handy frame of reference ‘out-of-universe’.
- - /|The shallowings are closest to the waking worlds; oneiric entities can’t survive here, withering away quickly, should they be crazy enough to try. Dreams in the shallowings tend to be quickly forgotten upon waking and have no real value to the dreamer.
- - /|The coastals are as far as most dreamers ever go. This is where 99% of all dreams take place.
Oneiric entities can survive here for only a short time: long enough to infiltrate a dream, feed, then escape back into deeper regions of sleep.
- - /|The open waters are where emotionally and psychologically impactful dreams and nightmares occur. Dreams of a bad car accident you were in go here, as well as dreams of your wedding or your departed love ones. These dreams have meaning, and are usually remembered upon waking, often with great clarity.
Most oneiric entities live here, swimming to and fro, hunting for ‘food’.
- - /|The tempest is where dreams that change the world occur, where ideas that affect millions take germination. Most people—-even most superhumans!—-never drift this far out. Dreams kindled here represent life-changing events, profound shifts in culture and revolutionary new scientific or philosophical leaps in understanding.
Oneiric entities fear the tempest, as this far out, oneiric cosmic entities sometimes briefly emerge to feed.
- - /|The abyss is as far as non-cosmic entities can ever hope to go—-it represents the dreams of sublime celestial significance. When entire galaxies dream, when cosmic entities ponder the imponderable, they go here, to a place so epic it defines the outermost limit of human oneirokinetic existence.
- - /|The unknown is...well...beyond human comprehension. No mortal has ever successfully made it out this far, but cosmic entities call this unreachable place ‘theirs’.

INHABITANTS OF THE DREAMREALMS:
—————What are oneiric entities?
Oneiric entities are the native inhabitants of various dream-Resonances, bereft of physicality, telepathically able, and unable to enter the wakeful levels of reality. Highly-specialized thoughtforms, basically. Oneiric entities come in several varieties: oneira (non-sentient oneiric entities), oneirofolk (sentient oneiric entities) and oneric deities (oneiric cosmic entities and oneiric higher-order intelligences).

—————Are oneiric entities thoughtforms?
Yes, oneiric entities are a form of HIGHLY-SPECIALIZED thoughtforms.

—————Tell me about oneira.
The ‘animals’ of the various dream-Resonances, ‘oneira’ is a generic, ‘catch-all’ term for oneiric entities with volition, yet without the blessings of sapient thought. Like more ‘generic’ thoughtforms, oneira are highly changeable and go through millions of very different identities over their long, long, long existences.

—————Tell me about oneirofolk.
Placeholder.

—————And finally, fill me in on oneiric deities.
Oneiric deities’ are oneiric entities on the scale level of power as a cosmic entity in the waking-Worlds of men. (A much rarer variant, an ‘oneiric titan’, is the oneiric entity equivalent of a higher-order intelligence.) These entities are just as powerful as regular cosmic entities, despite being confined to the various Dreamrealms.

Oneiric deities have no physicality, but they can easily affect the waking world with their immense powers—-through dreams, they can kill, mutate and even empower people (as Exotics, for the most part). Physical mutations inflicted on sleepers can be of virtually any time, though most oneiric Exotics are given psychic abilities, as these are the easiest powers for Oneiric deities to bestow. Placeholder.
Last edited by Hoid on Tue Jan 29, 2019 12:46 am, edited 2 times in total.
Hoid
Posts: 3556
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

[Resonances]The various dream-Resonances! Part 2 of 3!

Post by Hoid »

[Resonances]dream-Resonances, part 2 of 3?
DREAM-RESONANCES, AS A WHOLE:
—————How many dream-Resonances are there?
Too many to count, really; millions, even!

However, each parallel-Earth and each Perpendicularity has a single ‘Prime Dream-Resonance’, that dwarfs all the other such dream-Resonances in size, scope and variety. Placeholder.

—————So...dream-Resonances are attached to specific realities?
Correct. Like all Resonances, dream-Resonances are connected to specific parallel-Earths and Perpendicularities, and can only be accessed from those specific realities. Even cosmic entities and higher-order intelligences are subject to this law of reality.

—————Does every parallel-Earth and every Perpendicular possess at least one dream-Resonance?
Yes. Dream-Resonances are a truly multiversal phenomenon.

—————I noticed you left a few dimensions out. What about non-oneiric Resonances, the Rootthrone, the Primordial Deep and so on?
They operate under their own laws, as the natives there technically don’t sleep...or even exist in a conventional manner. As a result, only parallel-Earths and Perpendiculars possess dream-Resonances.

—————Do the Infinite Roots have dream-Resonances?
No, but they do have something...vaguely...similar. There’s very little resemblance, though, other than the very most superficial of similarities. These horrid madness-wracked dream-Fragments are detailed elsewhere.

THE VARIOUS PRIME DREAM-RESONANCES:
Here’s a listing of the Prime Dream-Resonances of each parallel-Earth and Perpendicularity:
Earth-A: Vitae Noctis.
Vitae Noctis, once known as Tenebrous Mundi, was radically transformed in two separate waves of mutating temporal energies, as the entire multiverse was written over here not once but twice—-first with the Vampiredeities seizing command of the whole Forever Tree, then again when resistance fighters traveled back in time and killed the embryonic Vampiredeities with undiluted sunlight.

This massive pair of temporal manipulation wreaked absolute havoc on ALL of Earth-A’s Resonances, but hit Earth-A’s dream-Resonances particularly hard. Dreams are much harder to waken from on Earth-A, as the damaged Vitae Noctis seeks to heal itself through the Dreaming minds of humanity. This effort is frustrated, however, by the seemingly unending tyranny of the Blood Lords of Europe and the Crimson Dynasties of Asia, which keeps opening up wounds Vitae Noctis is trying to heal.

Earth-B: Occultis Somnus.
Born of mankind’s fear of and wonderment at the wider universe, Occultis Somnus (‘the hidden slumber’) has been the medium through which mundane humans and mutants alike visionquest for cosmic understanding. Oneiric entities in Occultis Somnus are incredibly friendlier than they are in most dream-Resonances——but for a very specific, artificially-induced reason. You see, Occultis Somnus was conquered by an entire strain of mutants, shortly following the Ectoplasmic Pollination.

Confusingly referred to as Oneirics, these mutants exist in a permanently bodiless state, and exist entirely within Occultis Somnus. Bending the entire dream-Resonance to their will, Oneiric mutants turned Occultis Somnus from a traditional uncontrolled chaos into an actively friendly environment.

Earth-C: Nibiru.
Out in the depths of Earth-C’s wider universe is a black hole unlike any other, as it is literally the most massive such singularity in the entire multiverse. So massive was it that it sank out of mundane reality already, becoming something unique: a narrative singularity with an event horizon of stories and an infinitely dense core of literally the unknown and of aphasia, itself.

Just inside this nameless singularity lies trapped a planet, Nibiru, a Sunsphinx colony-world sabotaged by Starvampire interference. Turning the planet’s Hyperlinear Engines on full charge, Nibiru caused its own star to collapse and Nibiru itself to be pulled into the resulting black hole. But, the Vampirepriests who engineered this disaster did not really understand the nature of Hyperlinear Engine technology—-and that the very machines trapping Nibiru would now be Nibiru’s salvation.

Trapped, orbiting this black imploded hole in space/time, and corroded by waves of oneiric energies from sleeping minds throughout the Earth-C universe—-not just Earth—-Nibirites warped and changed and sloughed off their old selves to become something monstrous. Now gibbering madly and baked by stellar radioactivity and burnt by literal nightmares, these charred horrors call themselves the Voidsphinx.

From their captivity on Nibiru, the Voidsphinx cast forth Demimachine netting, and have been reeling in other Earth-C dream-Resonances for millions of years, now. Nibiru’s black hole no longer consumed light or matter: instead, it consumes thoughts, dreams and aspirations and hopes, and spits nightmares back out.

Earth-D:
Until a dream has a katana and twin Desert Eagles, it cannot be cool. Thus sayeth Nindees, Extreme Lord of Iron, who himself is mucho radical, dude.
—-/>___|\:Nindees, Extreme Lord of Iron:/|___<\—-

Earth-E: Zothique.
In the universe of Earth-E, a recent oneirokinetic disaster took place, as a cosmic entity named Father of None attempted to merge his consciousness with every sleeping mind in his universe. The imperiex of Earth-E, the Spiralhorns, fought Father of None and cauterized Father of None’s higher brain functions, effectively lobotomizing his foe. The Spiralhorns, content that the issue was resolved, promptly left the dream-Resonances and returned to Earth. He forgot about the whole incident shortly thereafter.

Being a careless ‘god’, however, the Spiralhorns’ half-assed handling of the situation left a brain-dead cosmic entity linking almost every dream-Resonance in the Earth-E cosmos—-resulting in these dimensions collapsing in on themselves...which accidentally created the ‘largest’ dream-Resonance in the entire Forever Tree!

In an attempt to stabilize their home, powerful oneiric thoughtforms dredged through the Jungian collective unconsciousness for universal symbols to ‘patch’ the damage with and with which to ‘uplift’ it and give it a ‘foundation’.

Well...they succeeded, and man, did they succeed. Driven by desperation, these thoughtforms burnt themselves nigh unto death in an attempt to save their homes—-but they drew too much oneiric material in, RADICALLY transforming Zothique into a smorgasbord of pop culture references, video games and badly-written pulp action and sword’n’sorcery dime novels. The resulting meta-hybridization was a steaming pile of blatant contradictions, competing mythologies and characters so bizarre as to defy description.

Countless tribal juntas and thinly hidden pastiches of literary pulp villains have risen and fallen all across Zothique, all in a mad anti-dance of Joseph Campbell’s Hero’s Journey. The cycle is mindlessly relentless, and is full of bad cliches, shallow motivations and scantily-clad heroes and villains. Master villains’ Grand Schemes often have plot holes so gaping you could drive a fleet of trucks carrying Piltdown Men through at high speed.

Earth-F: the Plains of Vidar.
Dancing to the aphasiac drumming of absent masters, the Machine-Deities and their monstrous Machine-Titan kinfolk dream of a war they will never fight and battlefields they will never stride across. Geared for a war that was over before it even started, Machine-Deities’ dreams are violent and alien.

Never instructed in what enemies they’d fight but given a desire to wage war on an unstoppable enemy, the thoughtforms that dwell in the Plains of Vidal are wildly different from each, each based on an individual Machine-God’s interpretation of this vague, half-guessed menace might be. Some picture dragons, or warring angels, while others dream of shadows that blot out the sun or plagues of flies that stretch from horizon to horizon.

As a result, Machine-Deities’s dreams are universally of conflict and war and the terrors of a battlefield no human eye has ever beheld. This is an inescapable part of their transformations, and is incredibly hard to suppress or overcome.

The Plains of Vidar are not a dream-Resonance, but rather all Earth-F dream-Resonances, as the Plains of Vidar are a state of mind more than any genuine place.

Earth-G: the Rings of Gnosis.
A subset of a collection of nine interlocking Resonances, the Rings of Gnosis serves to provide the raw psychic power enabling the kindling of a new Green Star. These Rings of Gnosis are dimensionally ‘painted’ across the Resonance of the Lantern of Gnosis and consumes the Ocean of Gnosis to catalyze itself within the Lantern.

See elsewhere for more info on the various Monarchies of Gnosis.

Earth-H: Fire’s Source.
Inside this dream-Resonance, everything is ablaze with psychic energy, both fromnwithin the dreamer and from the higher Mythsphere.

Earth-I:

Earth-J:

Earth-K: the Kingdom of the Swans.
The Prime Dream-Resonance of Earth-K, the Kingdom of the Swans is dangerous for one reason: the Mirrors of every Manifold Giant live here, for upwards of a year after their summoned, before finally returning to the Beyond. This means, these ‘parallel-Voidgiants’ rule the Kingdom of the Swans as thoroughly as the actual Manifold Giants rule Earth-K!

Even more Fearsome, however, are the Black Masses, the Mirrors of deceased Manifold Giants, faded echoes of beings now dead, that’ve somehow clinged on to existence in the Kingdom of Swans. While the memetic cores of Godgiants go down to the Primordial Deep upon death, their Mirrors can sometimes bloom into a hideous new unlife.

The Kingdom of the Swans is named after the Black Mass named the Swan King the Mirror of the Ogrefather’s now-dead youngest son. The Swan King is utterly unlike living Manifold Giants, as, despite his great height, the Swan King is delicate and beautiful, androgynous and even lovely. With subtle cruelties and refined sadism, the Swan King plays games with sleeping minds, favoring some and condemning others seemingly at whim, with no rhyme or reason.

The Swan King lives in the Lake Castle, a point closest to Earth-K. Here, he treats with his father’s Mirrors, entertaining them whilst also subtly maneuvering them into making fools of themselves.

Earth-L: the Hibernating Realms.
The Hibernating Realms were very generic, pre-Ogrefalling—-now, though, with Ogres’ alien and unknowable dreams influencing things, the Hibernating Realms have transformed significantly. They’ve warped into an hallucinatory labyrinth as if designed by HR Giger and MS Escher. Strange oneiric entities with no Earthly basis wander, hunting, while sanity-crushing vistas occur much earlier on than they do in MOST dream-Resonances

The Hibernating Realms have a hierarchy, too:
- - /|The genitors are the questionably-sentient minds of various Ogres. Genitors are clearly the strongest force here, forcing the phantasmagoric landscape to fit to their unconscious whims.
- - /|The archons—-of unknown origins!—-are a trio of oneiric deities who’ve taken it upon themselves to ensure the Hibernating Realms stay under the blind, idiotic control of the genitors. These three archons are: Akon (the Principality of Slumber), KORE (the Principality of Nightmares) and Silenus (the Principality of Dreams).
- - /|The princes and princesses are oneirofolk of vast power—-the dreaming psychic juggernauts of the Hibernating Realms. Divided into a million petty factions, each prince or princess is sworn by telepathically-enforced oath to serve faithfully one of the three archons. Aten-Ra’s heirophants are princes and princesses loyal to Akon; Rhea’s magistrates serve KORE; and finally, the Dyonisian maenads serve as loyal vassals of Silenus.
- - /|The retinue are the upper crust of oneiric entities in the Hibernating Realms, and it is the retinue, in direct service to the princes and the princesses, who operate most of oneiric society.
- - /|The pawns are the ‘commoner’ oneirofolk. 50% of all oneiric entities within the Hibernating Realms are pawns, and, as pawns mean nothing to their superiors and’re freely interchangeable, their higher-ups think absolutely nothing of sacrificing them in their thousands to achieve specific objectives.

The genitors are moving mountains of madness, a telepathic buzzing mass of contradictions and primeval instinct hidden behind the gaze of a bestial cipher. Genitors roam the Hibernating Realms as they see fit, their very passage reshaping the environment around them. With features that never change—-immense un-faces seemingly carved in stone—-the genitors creep, heralded by the shimmering shriek of billions of unseen insect wings. They resemble animals, albeit animals designed by HR Giger, and are serene in their apocalyptic passage. Millions of oneirofolks are driven before the genitors’ inescapable advance, like a tsunami after an oceanic earthquake. This tidal wave of refugees must constantly flee for their lives, lest they be consumed by their own mad divinities.

Akon is an obsidian-skinned pharaoh with a burning sun for a head. Clustered around him at all times are phantasmagoric shapes and sounds that refuse to take on solid form or meaning. When Akon speaks, his words are like thunder and his anger can shake the Hibernating Realms to their very core.
Aten-Ra’s hierophants are dreaming royals that bow low to Akon. Aten-Ra’s hierophants are human-sized, but are illegible blurred smears upon reality, refusing to appear clear even to the keenest of senses. Their words are gibberish, but, in remembering them later on, their meaning suddenly becomes clear.

Silenus is a ram-headed giant, strangely soft and gentle in appearance, and is given over to meandering philosophications on random, seemingly irrelevant topics. He wears a loincloth and nothing else, but bears a shepherd’s crook that holds much of his power.
The Dionysian maenads are oneiric princes and princesses who pledge allegiance to Silenus. The Dionysian maenads, despite the name, can be either male or female, but they universally take the form of hulking ram-headed humanoids. The males have massive, scraggly beards, while the females’s ram-features are more akin to a stylized piece of drawn art than ‘real’ flesh-and-blood.

KORE is an insectile horror, an amalgamation of different forms and species that somehow blends perfectly into a much more horrible whole. Unlike her sibling archons, KORE seeks to spread her influence beyond Earth-L and into the wider-multiverse—-a task she has been faithfully following since the Day of Ogrefalling.
Rhea’s magistrates are princes and princesses of dream who serve KORE. Appearing perfectly human, Rhea’s magistrates only unveil their true natures upon entering the waking world—-a trait unique among princes—-in which case their bodies unfold like visceral origami, revealing a twisted piscine abomination underneath the human exterior.

Earth-M: the Elfcourts.
“Don’t be frightened, don’t be late!

Here lie the Elfcourts,
Domains of the mad;
So happy to see you,
So happy and glad!
Here in this place
Beyond the curve of mundanity
Lies this garden
Of dreaming insanity.
Come ye one,
Come ye all,
See the strangest realm
Of all.
Marvel at the native folk
Laugh along as they joke
But you may soon come to regret
Ever come and set

Your feet to this place.”

Earth-N: the Sidhe Forest.

Earth-O: Paradise and Gehenna.
As befits a universe so dualistic in nature, Earth-O actually has two opposing Prime Dream-Resonances: Paradise (home of the Celestial Light!) and Gehenna (home of the Abysmal Darkness!). Cast in the image of a purported Heaven and a much-feared Hell, Paradise and Gehenna have a HUGE effect on the material, wakeful Earth-O universe!

First off, a VERY specific kind of oneiric entity inhabits these twin dream-Resonances: called ’remnants’, they profess to be the souls of Earth-O’s dead. While this is explicitly NOT true, as the dead go to the Primordial Deep, remnants possess astonishing knowledge of and large chunks of the personality of living things that died on Earth-O—-so, its easy for regular people to assume Paradise is literally Heaven and Gehenna is literally Hell.

In actuality, Paradise and Gehenna are merely dream-Resonances patterned heavily after the amalgamated heavens and hells of thousands of such ‘places’ purported in thousands of different cultures around the world. Remnants are frustratingly vague when queried about things of a cosmic nature, speaking flashy words that ultimately give no detail when describing things like God, the meaning of life, the future and prophecy and what exactly goes on in Paradise and Gehenna, and they profess that the Primordial Deep is a wicked lie used by ‘alien powers’ to ensnare righteous and unrighteous, alike.

Earth-P: the House of Tindalos.
Beyond time, beyond space, there is a House. This House has crazed angles and nonsensical geometry. This House is built on the principles of chaos mathematics and the fever-dreams of men dying slow deaths. It is the farthest you can be from Earth-P and still be within Earth-P’s influence...

...and this House caught sixteen of Earth-P’s dream-Resonances in its terrible wake, snatching them under the blind march of the House of Tindalos! Dreams exist outside time for a reason, and this House is that reason!

In its ever-shifting halls lurk Hounds, able to smell the memetic stench of physical beings gazing through time. These Hounds, these bestial thoughtforms, then course forth to FIND this prey and bring it back...for Tindalos, himself, to deal with them. Tindalos is a thoughtform from the Cthulhu Mythos who’s taking it upon himself to guard the timestream, paradoxically punishing even his own allies for the ‘crime’ of peering into past or present. Mi-go are just as likely for the Hounds to cart off as are psychics or time-travelers. What exactly happens to entities once Tindalos gets ahold of them is unclear, but the offending parties are never seen again, so, presumably their fate is dire, indeed.

Earth-Q:

Earth-R:

Earth-S: the ‘afterlife’.

Earth-T:

Earth-U:

Earth-V: the Godmesh’s sub-levels.

Earth-W: Jotunheim.

Earth-Y:

Earth-Z: Chrysalis.

Perpendicular-1: the Workshop of Ask and Embla.

Perpendicular-2: the spirit wilds.
Seen in an animistic light by the peoples of Lintuuu, all the various Perpendicular-2 dream-Resonances are mistakenly lumped together as a nebulous, primordial spirit wilds.

A great windswept Nothing, looming out of the darkness here and there are immense stone statues resembling human and god corpses, carved to resemble various stages of decay. Each statue’s gigantic head is hollow, and within this empty ‘brainpan’ lurks oneiric thoughtforms—-‘spirits’—-that can be consulted by travelers and dreamers on any number of topics. These alien oracles offer cryptic-but-genuine prophecies, and gods from the Bowl of Uruku often consult these beings on weighty matters.

Every so often from high above swoops down a vast thoughtform known as a World-That-is-Not, a questionably sentient humanoid-if-winged echo of the age of the titans, before the gods overthrew them and cast them into the wider multiverse. Thoughtforms of a bygone age cling to the shoulders of these vast cyclopean things, and hold on for dear life.

Perpendicular-3: ur-Welrul.

Perpendicular-4: the Great Brain’s decaying neural network.
As the Corpulence continues to die, it’s massive Great Brain is still not completely bereft of neural activity. Perpendicular-4’s various dream-Resonances are all contained within this Great Brain and’re isolated from each other by dying neurons.

In the Great Brain’s slow death, chaotic images of sentient-if-alien nature collide with instincts and emotions from a life too epic to safely comprehend. The landscapes twist and churn...and they blacken, and shut down forever.

This alien environment is confusing in the extreme, but it is worth exploring, as within its flailing fever-thoughts can occasionally be found the deepest secrets of the Forever Tree.

Perpendicular-5: Kadath.
Kadath is beyond mortal comprehension, as it is a doorway to a place beyond sanity’s reach. A nightmare-city of epic proportions, Kadath (or Leng, as its sometimes called) is not bound by human mindsets or rationality or logic. Angles are...wrong...here, and lucid dreaming is virtually impossible. Those fhtjaghn far too late the error they’ve made. Leaving may well be impossible. But there’s so much tekeli-li af magwag’l here that only a fool would not be tempted. Here, Time is plastic. Treading the rainbow steps of Yog-Sothoth may uifwich fhtharnu Ia which allows one to raapschuurree to infinity. But be careful, ghoarshu ef fhthagn ili, cu Cthulhu va, because ewath. FHTHAGHN.


Perpendicular-6: in the Shadow of the Worldfather.
Light. Burning light. Burning, scalding, flesh-boiling light. It radiates down from above. It is inescapable.
It is a holy light, but it is dangerous. If you get too close, it shall surely consume you. Stay back!
The light is His light. Even dead, His light refuses to dim. We all sit and dream in His light.
His is the will that drives our dreams’ narratives, that assembles our sojourns through ourselves.
You can try to dream otherwise, but, even dead, His will is stronger than yours can ever hope to be.
You will dream of impossible things, Insane vistas and awe-inspiring cosmic events.
No matter how profound it seems, however...remember: it’s only a dream.
Last edited by Hoid on Tue Jan 29, 2019 12:48 am, edited 43 times in total.
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[Perpendicular-6]A report from Scout-EPSILON.

Post by Hoid »

[Perpendicular-6]Perpendicular-6]A REPORT FROM SCOUT-EPSILON.
To You Who Are Most High, salutations and greetings.
Scout-EPSILON have returned from their deep scouting mission in the Distant Inner Dominion, and they have finally been debriefed. Enclosed with this file is audio of that debriefing. During said debriefing, one scout unexpectedly erupted into violence and tore out another scout’s throat with her teeth. The attacker was killed by security, while the attacked died of his wounds shortly thereafter. It should be noted that the attacker’s memetic core profile suggested she harbored no violent tendencies or ill will, prior to Scout-EPSILON’s mission to the Distant Inner Dominion, or ‘the Infinite Roots’.

To be blunt, their report is disturbing on a great many levels. All of Scout-EPSILON show signs of what biomortal humans refer to as ‘severe Post-Traumatic Stress Disorder’, which is used to indicate sentient beings who have been exposed to extremely brutal or traumatic events, leading to countless psychological and physiological issues. Prior to this, all members of Scout-EPSILON rated as Step-3 Stability, the highest rating even our kind can attain. What exactly happened to cause such severe psychological damage is...unclear.

Scout-EPSILON’s report is garbled, at best, incoherent at worst. Scout-EPSILON successfully performed an Imperiex-level Dive and entered the the Distant Inner Dominion without incident. For many months Aeion-time, Scout-EPSILON sent back increasingly bizarre reports, often with memory tapes full of garbled gibberish. Scout-EPSILON’s crew seemed to suffer a profound distortion of the passage of time while in the Distant Inner Dominion, and became increasingly unable to discern between past, present and future. This was immediately flagged but, considering how difficult entering and/or leaving the Distant Inner Dominion can be, nothing could be done.

The scientific side of their mission itself yielded disturbing results. [A full file is linked HERE for later perusal.] The Infinite Roots have always been a source of great interest to Those Who Are Most High, as it was not directly created by OUR PROGENITOR, nor was it ever mentioned by OUR PROGENITOR even to His own direct offspring. Indeed, for billions of years, the very
existence of the Distant Inner Dominion was unknown.

In short, the data describes the Distant Inner Dominion as being a karmic ‘bruise’, a ‘wounded hologram’ copy of the Local Inner Dominion. Parallels to all known entities, be they biomortals, Ascended or Luminescent, exist in the Infinite Roots, warped versions that appear ‘broken’ or ‘smashed’. They are are often considerably more primitive than their counterparts in the Local Inner Dominion, and are usually morally abhorrent to any civilization with a conscience. Society in the Distant Inner Dominion is a cracked parody of
our existence.

Furthermore, the Infinite Roots appear ‘crushed’ under the considerable dimensional ‘weight’ of the Local Inner Dominion. Dimensions are far fewer in number and are usually hideously mishmashed amalgams of various Designates in our level of existence.

And worst of all,
we have counterparts down there, amidst the cosmic rubble. Scout-EPSILON encountered them. While details of the encounter are highly unclear, it is evident it...did not go well for Scout-EPSILON. Only half the crew managed to escape what they describe as “a long slow climb out of Hell”. The other half is unaccounted for, but is assuredly in the possession of our twisted counterparts.

As for Scout-EPSILON themselves, those that returned seemed to have maimed memetic cores, on a deeper level than ‘mere’ psychological trauma. It appears our counterparts below have a very warped form of Demimachinery, which is almost ‘insectile’ in appearance. These pseudo-Demimachines are corrosive to reality
merely by existing, meaning they CANNOT BE ALLOWED TO ENTER THE FOREVER TREE AT ANY COST. I cannot stress this enough.

As to the memetic maiming Scout-EPSILON endured, it appears memetic ‘parasites’ were lodged into them. Extracting these parasites proved fatal to seven of the eighteen returning scouts. These parasites are currently undergoing intensive study under the STRICTEST safety protocols.

Great Lord, it is my strong opinion we should cease and desist any and all future explorations into the Distant Inner Dominion. Furthermore, it is likely the Tlolkku and their undead ‘kin’ could discover some primitive variant of an Imperiex-diver, so they, too, much be zealously watched over this particular topic.

We cannot afford our counterparts in the Distant Inner Dominion gaining access to our levels of existence. The consequences would be
apocalyptic.

Praise You Who Are Most High.
Divine Intelligencer Hefsha Vo.
Last edited by Hoid on Mon Jul 02, 2018 4:44 pm, edited 2 times in total.
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[Earth-S]He Who Strides!

Post by Hoid »

[Earth-S]He Who Strides.
—————Who—-and what—-is He Who Strides?
He Who Strides is the nigh-omnipotent cosmic entity who crashed on Earth, in the event known as the Day of Fiftyfive Suns—-so named for his craft breaking up into fifty-five huge chunks as it fell from orbit. He is humanoid, though not entirely human-looking, being as how he’s a gigantic jackal-headed brute several miles tall and weighing uncountable tons upon tons upon tons. His body, with the exception of his head, is covered in He Who Strides’ badly-damaged spacesuit. To the Romans and their Parthian allies, this flightsuit looks very much like the armor worn by Rome’s legions, though it is NOT actually designed with combat in mind.

In terms of powers, He Who Strides has the amalgamated powers of all three kinds of Skytower Giant and all three kinds of Skytower Magus. Being a cosmic entity, He Who Strides doesn’t suffer from deformities, as a result of his vast psychic powers.

His cloudspirit powers allow He Who Strides to assume gaseous form and spread himself thinly over the entire surface of Earth. Furthermore, he can control the oceans of Earth on a huge scale (but he must be in a gaseous state in order to do so). He Who Stride’s skytreader status means he’s the tallest Skytower Giant in existence, towering over even the Spidergoddess! And, from his stormogre abilities, He Who Strides can control seismic events by telekinetically manipulating fault lines (but he must be corporeal in order to do so).

As a cyclops, He Who Strides possesses some familiarity with virtually every kind of psychic phenomenon. As a minotaur, he can cause tens of thousands of animals to biokinetically merge, forming primitive weapons and tools—-and then releasing them harmlessly back into their separate existences afterwards. And, as a seer, He Who Strides’ ability to read minds is second to none, and is easily global in scope.

Plus, as a cosmic entity, He Who Strides is functionally immortal and virtually impossible to kill, even by other cosmic entities and higher-order intelligences. However...he can’t survive unaided in the vacuum of outer space, a weakness no other cosmic entity or higher-order Intelligence seems to share.

—————Wait...he can’t survive in outer space?
Correct. This strange deficiency is why he flew around the Earth-S universe in a spaceship, as opposed to his own powers.

—————Must’ve been a pretty big spaceship!
...not as large as you might think. It’s better to call his ship a suit of power-armor scaled up to He Who Strides’ needs. There was very little in it, as he wore it, rather than flew it.

—————Did He Who Strides DELIBERATELY create Skytower Giants and Skytower Magi, seeing as how he perfectly embodies all six types of Kindred?
Surprisingly, no, he didn’t. Upon impacting the earth farth below, He Who Strides exploded and instinctually dispersed into gaseous format. Meanwhile, crashing bits of spaceship bombarded the areas around their crash-sites with both radiation and mutagenic fuel-leakages. Inhaling both gas and fuel-fumes, combined with that radioactivity led to the creation of the Kindred.

In other words, it was a happy accident.

—————How does He Who Strides feel about these unexpected imitations of himself?
In a word: pride. He is the last of his kind and he’s never been able to reproduce in a more conventional sense, so He Who Strides looks upon this new race of superhumans as...family. These Kindred are the reason why he’s not repaired his spaceship and left by now: He Who Strides feels a very alien-but-parental love for Skytower Giants and Skytower Magi, and wishes to see what path his children deign to take.

As a result, he will not interfere in the never-ending Cold War between Rome and Parthia. His heirs must be given the chance to ‘sort things out’ on their own—-even if it means some amount of suffering and upheaval is inevitable.

—————How does Rome view He Who Strides?
Simple: as a god. A foreign god, but still one worthy of Roman adoration.
—————How does He Who Strides view the Roman Empire?
Rome’s arrogant imperialism bothers He Who Strides a bit, but the Father of the Kindred has bigger things to worry than petty planetbound nation-states that haven’t even mastered gunpowder, yet.

—————How does Parthia view He Who Strides?
To the Parthians, He Who Strides is a god that has been successfully ‘wooed’ by the Romans. To win greater glory for themselves, the Parthians must conquer Rome in order to lure He Who Strides over to the Parthian cause.
—————How does He Who Strides view the Parthian Empire?
Again, he views them as mildly irritating annoyances. He Who Strides’ interests are his human Kindred, not the empires they serve.
Last edited by Hoid on Tue Jan 29, 2019 12:49 am, edited 6 times in total.
MacynSnow
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Re: The Forever Tree/M&M2e

Post by MacynSnow »

why does he sound like a slightly inattenative parent to me,hoid?.... :lol:
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Re: The Forever Tree/M&M2e

Post by Hoid »

MacynSnow wrote: Sat Feb 24, 2018 2:33 pm why does he sound like a slightly inattenative parent to me,hoid?.... :lol:
By human standards, he is neglectful.
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[Earth-G]Lord Luther’s School for Extraordinary Gentlefolk!

Post by Hoid »

[Yes, this is basically Xavier’s School for Gifted Youngsters, retooled for Earth-G. It was too good a cliche to pass up.]

[Earth-G]Lord Luther’s School for Extraordinary Gentlefolk.
—————Who is Lord Simon Luther?
Here’s his background writeup.
Here’s his crunch writeup. Taa-daaaaa!

—————Why did he found this School?
Quite simply Simon Luther saw which way the wind was blowing, and, after being inducted into the multiversal superhero team the Sungods, decided that he needed to save mundane humanity from a war they cannot hope to win. On nearly every parallel-Earth, when humans and superhumans go to war, superhumanity is virtually guaranteed a victory. The cost of that victory might be pyrrhic, but, it nevertheless is almost completely assured.

So, to prevent such a war on Earth-G—-as he could tell the Red Hand would engineer just such a conflict—-Simon Luther founded his ‘Lord Luther’s School for Extraordinary Gentlefolk’, which holds classes, free of charge, to all Starborn and to all sentient Starbeasts who care to attend.

To be blunt, the School teaches Starborn how to peacefully integrate themselves into mundane communities, how to ease fears and how to be seen as assets rather than as dire adversaries...but it’s done on behalf of mundane humanity!

—————Who are this School’s teachers?
Right now, the current seven teachers would be Luther’s inner circle:
Asclepius teaches anatomy and medicine.
The Green Knight teaches mathematics.
The Jotun Twins teach students control over their powers.
Sea Hag teaches mundane, practical ‘commoner’ skills—-boating, carpentry, cooking, farming, herding and sewing—-is not a class aristocratic Starborn are happy to take.
Simon Luther, himself, teaches philosophy and politics.
The Weaponer teaches combat and wilderness survival.
And finally, the Woman in Glass teaches ethics—-with the end goal of ending anti-Semitism, along with legitimizing superhumans.

—————Who are the most notable of this School’s students?
Placeholder.

—————How has Europe (in general) and England (in particular) reacted to a Starborn-only university?
‘Nervous’ and ‘not happy’ sum it up, I think. Though Europe has yet to really understand how outclassed it is against the adopted progeny of the Green Star, the various kingdoms and city-states nevertheless are understandably jittery about an entire school devoted to ‘witchcraft’ on English soil. So far, the English crown has given Simon Luther a hesitant thumb’s up, but Luther is canny enough to know Her Majesty might buckle under international pressure, especially pressure from religious sources. Placeholder.

—————Does the School yet have any openly antagonistic opponents?
First and foremost among the School’s enemies is the Roman Catholic Church, which is nearly at the conclusion of its ‘examination of yon green star and its effects upon God’s world’. Luther fears this ‘conclusion’ will be a clarion-call to war, and so he travels regularly via teleportation to Avignon, France, to try to negotiate with Church high-ups.

2nd on that list, but far more insidious, is the Kinfolk, a Green Star-worshipping human cult that idolizes the Green Star’s superhuman ‘children’ as a new cadre of pagan gods. Led by the Angel of Wolves, a superhuman supremacist with dire designs on Earth as a whole, the Kinfolk eagerly seek to plunge Europe into a war that can only really ever end in superhuman dominance. More Starbeasts and Starborn flock to the Kinfolk as tensions with the Red Hand heats up, much to Luther’s growing dismay.

But, the worst enemy, an enemy Luther isn’t even aware of, poses the greatest threat of all: the Many of the Great Imperium! The Third Harvest comes soon...

—————What is the future fate of the School?
When Mother Church finally declares Starbeasts as demons and Starborn as witches, it merely fuels the fire the Angel of Wolves has been waiting for. With the Kinfolk launching retaliatory strikes all over Europe and the British isles, Luther is forced to close his School off from the outside world, trying to ‘ride the storm out’ in safety.

Of course, this action is seen as cowardice by some and all it does is polarize the student body, many of which come to side with the Kinfolk’s brutal tactics. Placeholder.
Last edited by Hoid on Thu Apr 11, 2019 6:52 pm, edited 14 times in total.
MacynSnow
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Re: The Forever Tree/M&M2e

Post by MacynSnow »

I can't wait to read 'bout this one,hoid!

Quick q;is this the same luthor that was part of the original game?
Hoid
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Re: The Forever Tree/M&M2e

Post by Hoid »

MacynSnow wrote: Wed Feb 28, 2018 5:13 am I can't wait to read 'bout this one,hoid!

Quick q;is this the same luthor that was part of the original game?
Yes, yes it is. The formation of this school would’ve been a major plot-point. Simon Luther.
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