Role-Player's Guide to the Universe

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Noah Ivaldi
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Role-Player's Guide to the Universe

Post by Noah Ivaldi » Fri Jan 07, 2011 6:22 am

Houcm is actually two universes that have been mashed into one. There's the majority of the "universe," then there's another one that's basically wrapped around it like a yarn ball, effectively giving a beautiful night sky from a small area that is almost impossible to access.

The center of the universe is Houcm's star, Ziguluja (zɪg-ə-lu-jə). Outside that, in an orbit and rotation that resembles Earth's unbelievably closely, exists Houcm Planet. Not far from that is Guild World, which rotates and orbits in such a manner as to mimic Houcm's seasonal and time systems just to spite the fact that it's smaller. Other than having inexplicable climate regions, both planets are on systems that are very similar to Earth's. They have similar seasonal periods, but they have no effect on the lengths of days and nights, yet the same effect on climates. Oddly enough, the times are worldwide; when some place on Houcm is at 3:00D (3 o'clock day time, abandoning "A.M." and "P.M."), that's because the entire planet is that way. The same is true of Guild World. The time and season system is as follows:

70 seconds make 1 minute.
70 minutes make 1 hour.
12 hours make a day or a night.
There is one half-hour of twilight between day and dusk, then another 35 minutes between night and dawn.
This totals to 25 hours per day.
There are 7 days per week.
There are always 35 days (5 weeks) per month. This goes for all months consistently.
Each year has 12 months, which is 60 weeks (2,100 days).
The seasons fluctuate naturally by a few days, but they generally follow this pattern:
Jan, Feb, Mar: spring
Apr, May, Jun: summer
Jul, Aug, Sep: autumn
Oct, Nov, Dec: winter

You'll notice that the months have the same names, as do the time measures, like most things in the dimension, but the seasonal division is significantly different.

Now, remember this: The Guild World's orbital path may be just outside Houcm's, but Guild World is exactly a 90 degree rotation about Zigaluja behind, so it is always three months (1/4th of the year for 1/4th of the orbit) behind Houcm.

Houcm Universe has a moon that works much differently than Earth's, and its name is Dukaquani (du-kə-kwɑn-i). It's also exactly half the size of the rather small star. Remember the part about times being worldwide? Wondering how that works? Well, this moon doesn't just reflect the star's rays to the shaded side as it orbits. Nope. It simply orbits the star rather closely (a bit moreso than Mercury orbits Sol) while absorbing its rays during the day and rotating about as quickly as Earth's moon, Luna. Its orbit is quite slow, so it always seems to eclipse Houcm . . . if not for its process. The rays are teleport-shot at day all over the atmospheres of both planets to grant worldwide sun rays. At night, part of the rays are converted to dark equivalents that are teleport-shot to counter the star from lighting the Guild World up at night. The rest of them are left as they are and are teleport-shot from points of each world to display "mini-moons" to be seen by every region, sans Chaos Beach. If one is wondering, yes, the moon does have a sort of magical quality that allows its waves to be categorized separately from the star's, so it can make sense for one to have moon-based and sun-based abilities, simply said.

Due to this system, the axis of the planets and moons is irrelevant, but they are all at 0 degrees, perpendicular to their orbits.

One may be wondering about the extra sun and moon that can be seen at all times over Chaos Beach, giving it a constant twilight coating, regardless of the time and season. Those are actually two small, close moons. They both mimic Houcm's orbit and rotation to always maintain their places over the Chaos Beach. The sun-like one is Jek, and the moon-like one is Sidu (si-du). The moons absorb the rays of the astrological body that they represent and disperse them in such a conflict as to generate that twilight.

If one's wondering about the connection of the moon to the tide, no correlations have yet been found, so no one really knows for sure why the tide fluctuates the way that it does. Many people just guess that it could be deep-sea monsters being born and dying, but most have realized that it doesn't quite line a proper explanation up, so it's just a mystery.

Finally, the atmospheres of the planets are in the same atmospheric levels as Earth's, but each level is exactly 100 km, while both pauses are exactly 50 km for both planets.

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Post by K » Fri Jan 07, 2011 6:16 pm

For navigation of Houcm Planet, reference the World Map suggestion that no one is applying any effort to.

Guild World is arranged in a sort of clam chowder bowl formation. Around the center of the planet is the majority of the regions, each touching another at its west border and another at its east. To the north of them all is the Jden Sol Snowcaps, arranged in a circle around the north pole. In the center of them, right where one would expect to encounter a frozen lake, one finds the Hutaudvale, a warm, shiny valley. Everywhere south of the other regions is a dead zone. It was always used as a nameless cemetery, and it still is today, but less so. Because it's rife with all kinds of monsters and other dangers, aside from the air being fatally poisonous, no one with a Level that's less than 5 has been known to even venture into it for a moment.

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Post by Dycedarg » Sun Jan 16, 2011 7:20 pm

By the way, the two sections of the universe are pretty much fused galaxies, both called a single "Houcm Galaxy." Since Houcm Universe is thus considered to be monogalactic, people can use "galaxy" and "universe" interchangeably.

The present year is 4005 A.D., on Houcm.

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Post by Bianca » Mon Feb 07, 2011 3:19 pm

Oh this is very informative...thank you for posting this..

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Post by K » Mon Feb 07, 2011 9:18 pm

No problem, Bianca-chan. ^_^
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Post by K » Mon Jun 06, 2011 1:30 am

In Houcm, water is not dihydrogen oxide. Nope. It is an element that is completely a ding an sich`, a thing in itself. What occurs when hydrogen and oxygen mix is not a normal chemical reaction, but one in which the elements transform together to metaphysically evolve into water molecules. Processes that revert the real-life compound follow the previous pattern, in Houcm: They cause the water molecules to evolve back into hydrogen and oxygen. By the sounds of this explanation, you'd think that the systems are identical, and this is just a terminology play. That's not quite the case. The processes have genuine differences of properties that allow the elements to be clearly distinguished, so those who manipulate the air can not simply justify the manipulation of water by the chemical identification; here, the chemical identification of water is not dihydrogen oxide, so water manipulation and wind manipulation are separate.

Somewhat relatedly, the air in Houcm is composed of the elements that one would expect to find in the air, but that's not all that the air is made of. What naturally dictates the motions of wind and what allows the air to exist in Houcm is a mixture of Mist and Miasma. Notice that both those words are capitalized; they are not just aqueous mist and just any venomous haze. Mist (introduced in FFIX and revisited in XII and XII: RW, if you'd like some references) is a magical component of the atmosphere that is directly tied to mana recovery. Normally, it is invisible, but high concentrations of it can appear as a multi-colored mist that causes illusions, such as enemies approaching out of nowhere when they're actually a quarter-mile off to your left-rear. Mist has been known to act as a great magical fuel source, sometimes being put to use in airships and other technology. It also affects creatures that dwell in it. Too much Mist exposure can lead to mutations and monstrous lack of self-control, so monsters are incredibly common where Mist is rampant. Of course, some creatures are more vulnerable to Mist than others (such as viera, for instance), causing many to be driven into a berserk rage. Miasma (from FF Crystal Chronicles) has similarly monstrous effects, but hasn't been tried as a source of magic very often because it is more hostile to most humans. After being exposed to it for a few seconds, people start taking damage from it at a fairly rapid rate. Mutations on humans have not been reported because humans have sooner been knocked out or killed by Miasma than anything else, but it seems to have some mutational effects on some creatures that are already monstrous, especially making them more healthy. Some of those whom have made it through high-Miasma situations, such as trekking through Guild World's Dead Zone, have reported that their mana recovery rates were unchanged from their norm, and those individuals also did not reap increased rates from high concentrations of Mist, so it is theorized that some individuals can draw power from Miasma as well as Mist, but there doesn't seem to be a clear pattern of whom is capable of what. No one can even say with certainty whether it is, in fact, a Mist-Miasma ratio that corresponds to mana recovery. Mist and Miasma typically coexist in equilibrium, canceling each other's harmful effects, but random concentration alterations have occurred regionally with no identifiable pattern. It is an improper balance that sets harmful effects into play.

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Post by K » Mon Aug 15, 2011 1:04 am

Right! Hi. Welcome to my universe. I am dumb.

By now, you've noticed that Guild World is about two thirds normal, one third Dead Zone, and that's about it. That one's really simple.

You may be wondering about Houcm, though. It makes sense for you to wonder, because I forgot to mention its geographical specialty. Looking at the map (if you can call it that), you'll see that our area in which we play forms more of a line than a sphere. The South doesn't just link with the North; the planet isn't that small. What we have here . . . is a failure to navigate.

What we really have here are spacial anomalies that are known as "darkwalls." When you look to the west or east and try to see past the borders of the regions, your vision just . . . stops. You may have the sight ability to see from the Twisted Fenlands to the Atypical Institution, but you can't see past the western and eastern borders of the regions of Houcm. If you come close to either of these borders, some sort of magical wall generates in your way. No one knows what it is or how we can get through/around it; we just know that it's there. It's black and dark purple, but it's not dark magic that anyone can manipulate. It just looks like a dark wall with your height and width when you come close to it. This goes for all objects, living and non-living. Of course, there's no teleporting to the other side, either, or any such method. To the north, there is some water beyond the northern cliff of the northern regions, then another darkwall. The South has a much larger ocean beyond the southern cliff, about thrice the size of the Abyssal Sea, then another darkwall. Oh, by the way, no one ever said that these magical walls were always on the ground; they appear in front of you at any altitude (including underground) as long as you're in the atmosphere of our regions. Speaking of which, there's a darkwall along the atmosphere of the planet everywhere but above our available regions.

Perhaps there are some who know what's beyond the darkwalls and/or how to get beyond them, but, if so, they haven't made their knowledge public. Many people, particularly members of Xuten and people in the Atypical Institution, are trying to find ways to get to the other side, mainly out of curiosity, but have had no luck so far. Maybe some characters will help to find the answer and discover new regions.

Now, wait, why not just look down from outer space? We have satellites and people who can see from Guild World, right? Well, yes, so you'd think. Apparently, any resident of Guild World or Houcm, as well as any artifice that we make can't see beyond the darkwalls. The regions of Houcm look like a curved land mass just hanging in space, from the outside. Judging by where our visions magically stops when looking at the planet from the outside, we can tell that the whole planet of Houcm is several thousands times the size of our available regions. It's odd, and everyone knows that it's not really normal for planets, but everyone just works with it.

Everyone get it? Walk too far to the west or east, or go off into the water to the north or south, and you'll nearly walk/dig/swim/fly/whatever into a darkwall.

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Post by Learpabru » Mon Sep 26, 2011 10:05 pm

Point of clarification: Even though our sun and moon aren't Sol and Luna, energy from them is still called solar and lunar energy. The terms were adopted from foreigners and effectively replaced "zigulujar" and "dukaquanian" for the sake of simplicity and ease of speech to some races that had trouble with the old terms. The old words are still regarded as legitimate terms, though, and some people still regularly use them. It's up to your own char design as to whether or not your char needs exposure to the rays from the appropriate body (which would therefore mean that you'd get lunar energy in the day and solar energy at night), just metaphysically/magically funnels energy from the appropriate body regardless of ray exposure (assumed), the former in response to opposed ray exposure (thus solar in the day and lunar at night), or a mix (always obtaining energy, but at an increased rate in favorable conditions).

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