Microcosm

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Contents

What Are They?

Deep within the infinitely chaotic plane of the Exoma, these pockets of personalized safety are generated through various means, and serve as safezone attuned to the person who generated them.

Getting One

  • Being a POEE and sublimating to it.
  • Having a familiar, as your microcosm is the place sending your familiar to safety puts it.
  • Casting the Plane Shift spell as a Devonshire Cleric
  • Meditating in the Exoma long enough with enough inexplicable Exoma rapport.
  • Being an Aligned
  • Being an ELF and having Yog-Sothoth send you to it.
  • Using the Xantaras Ringwielder rune.
  • Flying through the microcosm generator located in Teryx (Requires the ability to fly and a decent amount of speed)

What do they Do?

Inside your microcosm you get various boosted skills, generally related to regeneration, but your assimilativity is heavily reduced. Your microcosm also has an intelligent defensive mechanism that attacks intruders (but not friends or trustees) with various energy types based on your affinities and possibly certain magickal skills.

Twists

Microcosms have wildly varying physical and metaphysical features based on the compositions of the owner's mind, body, and soul, (countless things are involved in what chooses these, which include, but are not limited to: skills, traits, race, sanity, sobriety, affiliations, and even inventory content), and in different intensities based on how apparent said composition is this section will attempt to list all of them, and if possible, their causes. The colors of the microcosm's walls also seems to be based on factors as well. (Editors, please include both the room description and of it and its particular direct look description. Due to the manifold causes of microcosm twists, pinning down their purpose is futile at best, so it's best to just put them under a heading summarizing what they are)

Dreamforms

  • Lines of colorful energy drift in the air and occasionally solidify into some sort of determinate representation.
    • The strings of energy dance in remarkable, hypnotic sequences, forming themselves into now a woman, now a man, now a dragon, now a flower...

Combat Mat

  • A round, tightly woven straw mat, in the style of a combat training mat, curves along with the bottom of the sphere.
    • The straw mat is firm enough to withstand considerable punishment but soft enough to cushion the blow of falling.

(A ton of things affect this, mostly combat skills, so it may or may not be incredibly common to find in a microcosm.)

Chaos Motes

  • A ceaseless, swirling storm of motes of multicolored light fills the air.
    • The dancing motes of multicolored light swirl about in an unceasing, swirling storm.
  • Flickering motes of multicolored light dance in the air. (I have 151 chaos affinity and 166 chaoturgy, dunno which one it is)
    • The dancing motes of multicolored light flicker and shift in endless movement.

Runes and Symbols

  • The wall is dotted with the shimmering runes of magickal symbolism.
    • The runes play on and pull at the subconscious, giving objective reality to the hidden presuppositions and potentialities underlying the thousands of years of symbolic practice inherited by all the sentient species.

Tentacles

I guess it is influenced by at least that skill (Elder Lore).

  • Writhing gray tentacles cover the the sphere's inner surface.
    • The tentacles continuously alternate between writing over each other and struggling to reach further inward.

Battle Scenes

  • The wall of the sphere along periphery of the mat is covered in elaborate etchings of battle scenes.

Liquor Smell

  • The odor of liquor is overwhelming.

This is at least somewhat affected by carousing, drunkenness may also but that may be a similar but distinct twist.

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