This was a write-up for a faux-MMO concept I was challenged to make by a friend. His proposal was to "make an MMO where every server was in a different time period of the world, and major events happening in one server would have a ripple effect in others."
This was the second of three concepts I came up with, and while he said I way missed the mark with this one, I still think it was by far the best of the ideas. In hindsight, this would work much better as a Table Top RPG. In fact, I recall I took some influenced from Mage: The Ascension for the magic mechanics and the idea of Paradoxi.
FRACTURED ERAS
Some theorize that time is ultimately just another
dimension, akin to distance, depth, and length, that humans interpret as an
irreversible linear progression. However, if it were possible to shift one’s
perception and see time as merely another measurement of distance, one could
theoretically “walk” from one second to the next. Each moment of time would
essentially be its own separate reality; in order to time travel, one need only
“step” into another dimension. In short: time is an illusion.
Tugging the strings of reality is what gives the Time Walkers their special powers and abilities beyond merely travelling through time. Because all Time Walkers potentially can affect all facets of reality with enough study and practice, this game does not differentiate players by character classes. Rather, all players have access to specific Spheres of Influence, each of which grant a branching set of super powers and paranormal effects. A player can swap to different Spheres any time they are not engaged in missions or free-roaming combat, but they can at first only access one Sphere at a time. At certain levels, players can access two and three Spheres at once, respectively.
The Spheres are: Spirit, Mind, Space, Time, Matter, Energy,
and Void. Each Sphere grants both physical powers which can be used for special
attacks and combat techniques, or spell-like abilities, which are generally
more supportive, allowing for ranged attack, special defenses, or the ability
to manipulate the environment, one’s allies, or one’s opponents. Use of these
powers, however, creates disturbances in reality, which Time Walkers must be
very careful to minimize, lest they attract the attention of the Demiurge.
THE DEMIURGE
No one quite knows what the Demiurge is. A cosmic force, a
self-imposed evolutionary handicap, an alien and unknowable god or goddess?
Regardless of its true nature, the “Demiurge” is that which binds all life to
the illusion of time. The moment Time Walkers achieve awareness of the
illusion, they are freed from the direct influence of the Demiurge. Any time
they attempt to manipulate the fabric of reality, they attempt a direct
conflict with the Demiurge. Most small changes evoke no real response, other
than a need to strain against reality’s natural resistance to such blatant
change. However, enough use of the power, or attempts at creating huge
alterations of reality (such as trying to drastically alter the course of
history), can instantly draw the ire of the Demiurge, which responds by
generating Paradox.
PARADOX
Regardless of whatever threats appear in an era, Paradox is
the constant enemy of the Time Walkers. Time Walkers by their very nature are
anomalies in the reality fashioned by the Demiurge. The vastness of reality
makes these flaws relatively harmless, so the average Time Walker, who concerns
themselves with only the smallest of changes, and makes as little impact a
possible when time walking, can generally stay free of interference from
Paradox. But when a Time Walker attempts to change too much, or a cluster of Time
Walkers begin to combine their efforts, Paradox appears as the defense
mechanism of reality.
Paradox manifests in the form of various abstract beings called Paradoxi. By abstract, that is to say that while they are recognizable as mimicking the form of familiar shapes, creatures, and concepts, they also are distinctly alien in appearance. For example, one of the more bizarre are the Throne Paradoxi, which take the form of two, bisected wheels, whose rims are lined with eyes and which shine with an aura of golden fire.
Minor and mid-level Paradoxi resemble distorted or
chimerical animals, mobile plants, twisted humanoids, or occasionally living
abstract sculptures. Major Paradoxi take the form of godlike or angelic
humanoids or massive creatures of mythical or biblical origin. In fact, one may
notice that many of the Major Paradoxi have appearances which correlate to
Judeo-Christian Angelic hierarchy, such as the aforementioned Thrones, while
the most powerful of all take the form of titanic monsters such as Jormungandr,
the Midgard Serpent.
ALTERING THE ERAS
Each server contains a world as seen in a certain time
period. Due to the nature of the game, it is possible to transfer your
character from one server to the next. By doing so, you can actually create
special scenarios with character or group-specific missions, in which you must
travel to different time periods (servers) in order to complete your object.
These objectives may involve making slight changes to a setting or course of
events in order to obtain your goal. Because of this, these missions will,
without fail, cause your character or group to encounter Paradoxi. The more
drastic the potential changes the mission may cause, the more powerful the
Paradoxi you will face.
While total server overhauls are not exactly feasible, certain special events can be engineered which cause lasting effects in the various game worlds. Obviously, the farther back the changes occur, the more servers must be changed to accommodate this change. The most likely solution is that, as the game goes on, changes are made to the servers’ environments as part of an annual “overhaul”, which each overhaul being preceded by special events which allow players to partake in certain missions that will ultimately result in the changes brought on by the overhaul. A bit “railroad-y”, but right now the best solution.
Changes on this magnitude will unlock the most powerful Paradoxi, which only the most powerful, massive, and skillful of teams will be capable of battling and defeating. Upon defeating the Paradoxi, the changes are allowed to take place as the Demiurge must concede to the changes and patch up the aftereffects, lest reality become torn beyond recovery.
ERRATA
A final note on the effects of time travel: the very act of
time walking can wear thin the barriers between moments of time, causing loose
strings of reality to unravel into little pockets of “null time.” These are
dead zones where all things except the Time Walkers themselves are frozen.
While free of Paradoxi, these areas seem to directly bleed out the essence of
the Demiurge; as such, these areas are horrifically toxic to Time Walkers.
Special missions in certain areas, particularly those with heavy traffic, can
be performed to fix the null-time pockets, called “Errata” by the Time Walker
community.
THE ERAS
This generally assumes the game has a play life of about ten
years, so each server will be assumed to cover a ten year span of time.
0-10:
NOTABLE CONFLICTS
The Guardians of Time
– NPC Time Walkers native to this era have generally been trained to defend the
course of history as best as possible by simply tamping down Time Walker
presence. Time Walkers that attempt anything more drastic than sight-seeing are
quickly located and beaten down by the Guardians of Time. Other NPCs from
future eras seeking to oppose the Conquerors of Fate have also joined this
group.
The Conquerors of Fate – The Conquerors of Fate are Time Walkers from the future who are attempting to alter the course of history to their whims. They war with the Guardians of Time, but PCs may find themselves coming into conflict with them as well.
NOTEABLE FIGURES
The Great Ba’al –
Ba’al is the King of Canaan. He is one of the first, and most powerful, of all
Time Walkers, and is considered a wise and just ruler. Ba’al has actually spent
much time in different eras, and thus is quite knowledgeable of the future.
Nonetheless, his travelling days are mostly over, as he knows all too well, the
dangers of excessive tampering with the time stream. Ba’al generally tries to
keep Time Walker activity in this area to a minimum if possible. Native Time
Walkers are discovered and trained to understand their powers and its grave
consequences. As a result, the Guardians of Time have been formed under Ba’al’s
guidance.
Marduke – Marduke
is the Son of Ba’al and Prince of Canaan. Like his father, he is an immensely
powerful Time Walker, and he is credited with the defeat of the monster Tiamat.
Marduke can be either an ally to the PCs, giving them missions to fulfill, or a
high level “special boss” enemy if the PCs actions threaten to disrupt the
peace and stability of
Lillith – Lillith opposes Marduke and Ba’al, though she is not as powerful, and acts as the leader of the Conquerors of Fate’s forces in this era. Unbeknownst to her “minions”, Lillith is actually a nihilist of the highest order. She knows full well that drastic changes could cause unparalleled destruction to reality, and directs the efforts to the Conqueror’s to maximize the summoning of Paradoxi.
SPECIAL SUB-SETTING: TIAMAT
Tiamat is thought to be a powerful dragon who once threaten
to ravage all of
Those who attempt to travel further into the past than “Year Zero” find themselves repelled. Those who manage to bull through this obstacle will find themselves removed entirely from Earth, and the time stream itself. They will find themselves adrift in a sea of pure darkness, broken only by the occasional, tiny flickering orb of light, creating a depthless ocean of space, lit only by the faintest of stars. This is the true form of Tiamat. It can only be accessed as a special mission by the highest level Time Walkers.
Time Walkers who enter this area find themselves flying in the void. The void itself is toxic, immediately draining the health of the Time Walkers. The only reason to come here is to farm experience points, battling the manifestation of Tiamat’s draconic avatars.
It may be possible to one day defeat Tiamat fully and unlock
previously unseen eras of the past, but for now, this is not possible. Tiamat
proves to be an insurmountable wall which no Time Walker, not even Ba’al or
Marduke, has managed to pierce. Attempts to do so will only cause Tiamat to
awaken and lash out. Tiamat’s first and thankfully only manifestation into the
world was after Ba’al made an attempt, pushing himself to the limit, to
penetrate the Tiamat barrier and step further into the past. The backlash
nearly killed him and manifested a fraction of Tiamat’s essence as the draconic
avatar of Tiamat, which only Marduke was able to suppress. This is why Ba’al
seeks to limit Time Walker activity in this era, because changes too drastic
may reawaken Tiamat, and this time, it may be much more than fraction of power
that gets unleashed.
100-110: THE GREAT
EMPIRE
A Persian Empire has formed from the seedling nations of
NOTABLE CONFLICTS
Chimera – Most
natural monsters have been suppressed, though they will occasionally pop up if
one strays too far from civilization. Deadlier than them, however, is the
creation of Chimera, alchemically formed hybrid monsters who are used by the
military, but sometimes manage to run free.
Rebels – Otherwise, the primary conflict arises from the various other nations attempting to retain independence from the Great Empire. PCs can choose to work for the Great Empire, or the fight against it as rebels among the neighboring nations.
NOTEABLE FIGURES
Ixion – The
foremost alchemist of the Great Empire, he is seen as a greatly respected
member of society. It was he who created the first Chimera, professing that he
desired to create a servant race for humanity. In truth, he is simply a
demented sadist who manages to retain a façade of devotion to public service.
PCs will undoubtedly run a fowl of him. A Time Walker in his own right, he also
employs lesser Time Walkers that he has brainwashed into being his personal
guards.
Taurus – Not all
Chimera are mindless beasts. This minotaur like creature is leader of a group
of intelligent chimera, most of which are part him in some way, who only seek
to find a home of their own. PCs may choose to help or hinder them in these
efforts. Taurus is to generally be considered an ally, but if your actions run
counter to his goals, he will become an enemy.
200-210: NATIONS OF
Alchemy was seen as an imprecise and ultimately dangerous
science, and eventually gave way to more dependable chemistries, biological,
and botanical studies. Further focus on mechanics has allowed the creation of
true, efficient steam power. This has allowed the further spread of humanity,
to cover huge sections of Europe, Asia, and
Though split up into many separate nations, the countries were generally able to maintain peaceful relations and trade. Unfortunately, during these relatively peaceful times, a powerful criminal empire has arisen, one whose influence stretches larger than any existing nation. Under the banner of Vritra, the Golden King, many gangs, bandits, and pirates have formed a network that threatens to drag all civilizations into financial ruin.
NOTEABLE CONFLICTS
Bandits, Gangs, and
Pirates – These make up the primary enemies of the games, particularly as
PCs travel the routes between cities. They are armed with advanced steam tech
and revitalized brand of alchemy.
NOTEABLE FIGURES
Vritra, the Golden
King – Vritra is a Time Walker who doesn’t quite realize that his actions
could indirectly cause the collapse of many nations, and thereby drastically
alter the future. His avarice knows no bounds, and he believes himself a King
of Kings, thinking only of the riches such a position holds. He is a parasite
who doesn’t understand the term “moderation.” And why should he, when he has
such power at his command?
The 14 Indras –
“Indra” is a legendary figure even in this time, as a great champion who fights
the Golden King. In truth, there are actually 14 Time Walkers who have taken up
the mantle of Indra, in an attempt to not only frighten Vritra with the
illusion of an opponent who can be many places at once, but to also serve as a
symbol of hope for the people of many nations at once. PCs may ally themselves
with the Indras who will give them missions to help combat Vritra, and may even
join them as guest NPCs to help ward off the deadlier Paradoxi that may arise
during large scale conflicts.
300-310: WORLD AT WAR
Since the defeat of Vritra, a huge push of exploration an
expansion occurred, as the various nations grew in power, and decided to expand
their influence. Many nations now sought total self-sufficiency, believing
dependency on trade would result in a dangerous weakness. No one wanted another
threat like Vritra to arise. To this end, however, some nations began to horde
as much land as possible. This has led to nations beginning to fight over new
territory, and soon enough, skirmishes begin to break out. The various nations
find themselves on the edge of a potential World War.
Humanity by now has mastered control of electricity and battery technology, as well as beginning to develop more advanced weapons of war.
NOTEABLE CONFLICTS
War – Soldiers
from various nations are engaged in battle. PCs will likely stumble across
these fights, and be targeted as enemy foreigners. Otherwise, missions can be
run as PCs work for one country or another. The general goal of most Time
Walkers, however, is to try and tamp down to wars, before things spiral out of
control.
NOTEABLE FIGURES
The 8 Kings – The
leaders of the 8 strongest nations are the ones spearheading the war effort, as
each desires firm control over the land. However, at heart, they are ultimately
trying to ensure the future of their nations. The true menaces are their
advisors.
Pandora, Set, and Loki
– They are Time Walkers attempting to accelerate the Wars, hoping to cause mass
chaos. They have positions themselves as advisors to each of the 8 Kings,
nudging them to take ever more drastic measures. Time Walkers will find
themselves in direct conflict with these three if they want to make the wars
cease.
400-410: CRACKS IN
THE WALLS
This era resembles a modern day Earth with slightly more
advanced technology. While the World War did begin, it managed to be ended in
less than a year. While tragic, the war nonetheless forced many nations to push
their engineering to its limits, and thus did computer technology soon develop
a few years afterwards. Once computers were created, technology began to grow
by leaps and bounds every decade.
Now, the world has things like electric cars, aircraft, and use of hydroelectric, nuclear, and solar power. Humans have even made it out into space. Humanity seems on its way towards a great destiny.
Which makes the presence of those called “the Broken Ones” all the more terrifying.
NOTEABLE CONFLICTS
The Broken Ones –
They claim to be Time Walkers from thousands of years in the future, though
they call their home era the “twenty-first century.” Just another sign of their
madness, perhaps. And they surely must be mad, for they also claim that Time
Walkers did not exist until that era, thanks to experiments with Quantum
Sciences finally allowing humans to pierce the veils of time. They say that one
of their number, the brilliant quantum physicist Professor Bartholomew
Allister, was the first to master the power of Time Walking. He said he planned
to use this power to become the world’s ultimate historian. And so he took a
step back. And then, the Broken Ones claim, the world shifted.
The more lucid Broken One’s claim that their era, in fact, all eras until this particular cluster of centuries, have been swallowed by a deadly force of entropy. Only by racing backwards in time did they eventually find an era stable enough to survive in. None of them made the trip back fully intact. Most lost their minds. Many lost parts of their bodies, but still manage to live and move, despite twisted and “unfinished” physiologies. They aren’t abstract like the Paradoxi, but they are just as grotesque in their own way. And they seem to have a universal belief that they’re only salvation is the complete and utter destruction of the Time Walkers of this era. Even more frightening, though the Broken Ones’ own Time Walker powers seem as crippled as their minds and bodies, they have somehow gained the power to directly summon Paradoxi.
NOTEABLE FIGURES
Apollyon –
Apollyon associates himself with Broken Ones, but seems to be much more sane,
not to mentioned is physically intact. He could be considered their “leader”
though it’s doubtful the Broken Ones have enough true presence of mind to be
lead. Apollyon works behind the scenes to direct Broken One assaults on PCs. He
also seems to be in communion with Apsu.
PCs who make it a point to pursue Apollyon in the hopes of defeating the Broken Ones will eventually discover that he is actually a Paradoxi, a fragment of Demiurge who has gained independent existence. He will eventually reveal that the presence of Time Walkers, particularly the meddling of one Bartholomew Allister, has caused human civilization to develop and technology to rapidly advance way before its time, and thereby completely written the course of human history. The change was so thorough that time itself was massively broken. Not to mention, created a temporal shockwave which resulted in a mass awakening of Time Walkers in the earliest eras of human history, which simply compounded the problem.
In order to save existence, Apollyon has quarantined this selection of centuries, trapping all Time Walkers within by setting Tiamat and Apsu at their respective “sides” of the time stream. Apollyon dares not lift the block and allow time to progress until he has managed to destroy all Time Walkers. Then humanity can continue anew, without meddlesome time travelers getting in the way.
SPECIAL SUB-SETTING: APSU
Apsu is a vast and unbelievably powerful Paradoxi barrier
similar to Tiamat but cast in negative. A pure white void, broken only by spots
of darkness, like an inverted photograph Tiamat. Apsu is considered Tiamat’s
rival, an equally powerful Paradoxi which cannot be bypassed. Somehow, it
allowed the Broken Ones to enter the known timestream through it, but will not
let them back out. Like Tiamat, Apsu is capable of manifesting avatars to for
high level PCs to combat. Also like Tiamat, it is theorized that one day, Time
Walkers may be able to breach Apsu, though this may prove unnecessary. Even
though Time Walkers cannot travel to eras beyond her, she seems to be slowly
moving away from Tiamat, making it so that Time Walkers can, little by little,
go further into the future. But for now, in order to reach the future beyond
Apsu, they must essentially do it the hard way: waiting it out, just like
everyone else.
POTENTIAL NEW ERAS
Depending on player actions, it may be possible to stabilize
the timeline enough that Apollyon can safely move Tiamat and Apsu further
apart, thereby opening the time stream further. This would in turn allow Time
Walkers to reach new eras, if more were to be added.
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