This is a wild feeling, like a syncronicity for a time I never had, but could have. Now, everything is feeling right. Another piece in the puzzle.

The Multiverse

Multiverses are defined by their codes, however, there are two main systems in place defining them. In Iteration 11 and 12, where the multiverse is something you can hop in a starship with enough fuel -a frankly insane amount- you can reach another universe by simply going in a straight line for long enough. Those universes average around Fifteen Thousand Quetta-Light-Years in diameter.

Structure Type A, Iteration 11/12

X y

Structure Type B, Iteration 15

Cores

Aether worlds are heavenly cloudscapes that expand on for millions and billions of lightyears.

Abyss worlds are burning hellscapes, eternal landscapes of doom as far as the eye can see.

Mirror worlds are uniquely symmetrical, worlds where the mirror looks back at you, and it blinks first.

Cavern worlds are inverted univeres, where the vastly endless expanses of nothingness are replaced by deep stone fields, planets becoming hollow voids as stars become volcanic networks and black holes become Horrible Chasms.

Isles worlds are much like our own, islands of Stuff within the vast emptiness of space.

Cosmos worlds are near emptier worlds, there are no major macrostructures, asteroids adn rouge planets not particularly bound to stars beyond going in largely the same directions. There are no galaxies, just mist amongst the tides.

Deep worlds are sunken, floating inside an endless fluid sea, a planet as an island in the deep, to fly is to swim.

Chrome worlds are unnaturally sterile, chrome in the way of the future.

Empyrea worlds are bizarre worlds, where physics seems to have fallen asleep, and the laws of creation are divined by those who inhabit it, as all are gods.

Scorch worlds are eternally young, freshly Boomed from the Big Bang.

Freeze worlds are eternally old, cold darkness at every turn, with few glimmers of light spackled around.

Rainbow worlds are hard to look at, kaleidoscopic worlds of too vibrant colors and uncomfortable orderliness. The opposite of a Storm world, everything is predictable, in a sense.

Storm worlds are chaotic worlds where logic bends in odd ways. It's snowing right next to the hottest place on earth, the weather is horribly unpredicatable so much so that they don't even bother trying, and certain material just Stops existing at random. Things speed up, slow down, move in reverse, all at the whims of a chaotic universe.

Singularity worlds are nightmare amalgam worlds.

Modifiers

Position

Type-B worlds have an odd occurance, certain members within the internal Suits have "reserve" members. Typically the Anomaly in Group 3: The Viziers, though it can apply to other groups. Type-B worlds will take the "reserve" member and swap them in for their "standard" counterparts, as if the "standard" never existed in the first place.

Swap worlds swap the pairs internally. An example would be with the Heirarchs, the First and Second swap, a Captain becomes First Officer, and First Officer becomes Captain.

Flip worlds swap the pairs in the immediate external, localized to their same Suit. An example would be Heirarchs and Primes, a King and the Prince swap places, and the Queen swaps places with the Chosen.

The above three types can be applied to the below, multiplying their count by 8. No Additions, Swapped, Type-B, Flipped, B-Swapped, B-Flipped, SwapFlipped, and B-SwapFlipped.

Null is, in short, no modifiers can be deemed applicable. A base state, if you will.

Shift y

Spin y

Alter y

Shuffle y

Twist y

Condition

Conditions are based on a central Inciting Event, and the weighted responces to events.

Misery worlds have fallen into a great depression after the Inciting Event. Apathy and Misery reign supreme, hope is lost, and it feels forever.

Sinner worlds are where the Hierarch chose debauchery, embracing of all the sins. There is no shortage of Pride, Vanity, Envy, Gluttony, Lust, Sloth, Wrath, Greed, and Apathy in a world of Sin.

Abandoned worlds had their Hierarch slain, and have since been left adrift under the rule of the High Court, who is absolutely unprepared to handle the weight. As such, the world is left seemingly abandoned by hope, starved.

Phero worlds hold a single idea, what better way to celebrate being alive, than with an orgy. The event occured, and afterwards, the party never stopped. Not quite the depravity of the Sinner worlds, moreso simple hedonism.

Ruined worlds didn't survive the aftermath. Post-apocalypse, now the rebuilding must begin.

Drama y

Strife worlds are where the Hierarch chose pain and agression, a dystopic world of suffering and strength.

Mob y

Dock worlds fell to an age of pirates and piracy after the Event.

Corrupted worlds are typically seen in Storm cores, but not exclusive. These worlds have the Event Break the world, and brings the chaos that Storm worlds offer to Nature to the Personal level. People, trees, rocks, etc. all face the brutality of an uncaring chaos.

Paths

States have two paths, Active and Past. I think this part is self explanatory.

Savior paths feature a hero, one who will bring hope to the hopeful, and rain hell on those who oppose the order of good.

Calamity paths twist the hero into a bringer of ruin, hellbent on destruction.

Broken paths are brutal paths, ones where the Would-Be hero has caused so much ruin that it Broke the people.

Ascension paths grant the hero eternal reward, ascension into something greater. The best ending that they could achieve.

Apotheosis paths come at great price. The reward is as vast as they come, but to get there requires untold pain and a choice none should have to make. An Apotheosis Path means that choice will have to be made, and the hero will cause the choice. A bad end.

Lostfinder paths side the hero with those who are lost, bringing them into the light where they belong.

Lostender paths side the hero against those who are lost, seeking their end.

Cling paths feature one who refuses death, clings to life with everything that they can, and it breaks something fundamental in them.

Crash paths are an advancement on a Cling path, where the one who clung to life deteriorates, a death without death, breaking themselves further down into an exagurated version of their most core selves.

Corruption paths are an advancement on a Crash path, circumstances getting so much worse that the Crashed devolves even more, until all they are is an unyielding objective, mired in eternal agony, a shadow of what they once were.

Puppeteer paths make the hero a manipulative puppetmaster, the devil in the details.

Substructures

Rended y

Layered y

Angular y

Singular y