Information on the Primal Nexus [READ BEFORE POSTING!!!]

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Information on the Primal Nexus [READ BEFORE POSTING!!!] Empty Information on the Primal Nexus [READ BEFORE POSTING!!!]

Post  The Storyteller on Mon 15 Feb 2016, 11:04 am

Introduction to the Primal Nexus

The Primal Nexus is separate from the Howling Void, although the Makers can create and destroy and do numerous other things with their divine powers within the howling void they cannot however actually physically manifest or directly involve themselves in the affairs of lesser beings, limited to influencing them using visions or dreams. While the howling void grows and changes the Makers have to be somewhere, where are they? The answer is here, within the primal nexus home to the forces from which they were forged. Unlike the howling void which only contains and is subject to the primal elements if they are manifested by the Makers themselves, the Primal Nexus contains all these forces although the Makers are more or less not subject to their rules themselves. This means that the Makers can create within this space as well, as much and whatever they want. They can create entire realms and several of them if they so desire. Although for the sake of maintaining some semblance of order within the primal nexus there are some rules enforced by the divine engines and the storyteller himself.

The First Law of the Primal Nexus
The Law of Peace

For the sake of keeping an eternal war of absolute destruction and creation toiling back and forth within the primal nexus itself among the Makers, it is forbidden to destroy another Maker's Realm unless given permission directly from the Storyteller themselves. (This will almost never happen really the only time it would be in the case of Maker who is no longer with us due to absence that has been destroyed by paradox, allowing abandoned realms cluttering the primal nexus to be 'cleaned up'.

The Second Law of the Primal Nexus
The Law of Boundaries or The Law of Territory

For the same reason as the first law to attempt to keep the Makers from sparking a full out war in the Primal Nexus it is forbidden to enter another Maker's Realm without their permission. Now the interesting thing about this law is that the 'permission' in question can come in more forms than just direct communicated permission from the maker, the permission can also take the form of a token, a symbol a powerful divine word, even a strange impossible door. These things and more can be sent by another Maker as an indirect way of giving permission to enter their realm. It should be mentioned that when these things show up that it may not always be because another Maker sent them, sometimes they will appear for mysterious inconceivable reasons. Rumor actually has it that the Lady is actually the one who sends them as her own mischievous way of creating some fun.

Another aspect of the Second Law is why it is also called the Law of Territory, basically the Maker who maintains and owns a realm has absolute power within it. Visiting Makers will always be less powerful and have less control over the reality of the realm than the actual owner of the realm. Now this is really only true for Makers, as on the rare occasion lesser immortal beings maintain a realm and a Maker challenges them the lesser beings certainly aren't more powerful than a Maker, if anything their claim on the realm is the only reason they have enough power to be a challenge for the Maker, as the Maker can't just outright destroy them in the realm they've claimed.

The Third Law of the Primal Nexus
The Law of Limitations

Seeing as there are little to no limitations on the Makers within the Primal Nexus, and that they can easily create as many realms as they please it could become extremely overtaxing on the Primal Nexus, in order to avoid this it is forbidden for a Maker to maintain more than 14 realms in the Primal Nexus at any given time. There is no limit on the actual number of realms that a Maker can create, as a Maker can always abandon a realm they've created at any time. How abandoned realms are handled is explained further down.

The Fourth Law of the Primal Nexus
The Law of Abandonment

Makers do not always have to continue maintaining the realms they create, when a Maker ceases to maintain a realm it becomes 'abandoned'. Now a Maker can abandon a realm through a variety of ways, for one they can directly withdraw their presence from it, willingly abandoning it.

Sometimes this is done when a Maker is no longer interested in maintaining a realm and/or has their limit of realms to maintain and really want/need to have a new one so they abandon an old one to make space. Sometimes a realm is abandoned willingly when it's a shared realm and one of the Makers maintaining it is no longer interested in doing so, sometimes the realm can still be saved, but on other occasions the realm will be considered abandoned regardless of the wishes of the other Makers sharing it. Another method for a realm to be abandoned is a lack of activity, if a realm has seen no activity in a whole month than it will be considered automatically abandoned. Now a few things can happen when a realm is abandoned, the first is that realm becomes 'open' which means any Maker can enter it without infringing on the Law of Boundaries. If a Maker enters the realm while it's 'open' they might be able to 'claim' it making the realm and all that's in it their own. Another thing that 'might' happen is that the beings within the realm if there are living beings inhabiting the realm might actually figure out how to channel and maintain enough power and force to claim the realm themselves. Now if a realm is claimed by it's people it's likely to be hidden and does become subject to the law of boundaries. Although if a Maker does manage to find their way to and into the realm they would still be able to claim it themselves if they can manage to make the people who have claimed it to submit, although they also have the option to fight the people and potentially force submission or destroy them in the process of claiming the realm. Another thing that might happen although it's unlikely is that if the realm is peopled is that one of them might just by sheer luck manage to ascend into a Maker themselves, possibly as a character to be claimed or a NPC. Of course if no Makers come to visit the abandoned realm and if it has no people, and even with people it's very likely that two weeks will pass with no activity and if there is no activity and the realm's people (if it has any) don't figure something out themselves than the realm will 'dissolve'. (Meaning basically the topic will be deleted never to be seen again.)

The Fifth Law of the Primal Nexus
The Law of Entropy

This is basically what was stated above, if a abandoned realm experiences no activity for two weeks after it's been abandoned it will dissolve into nothingness.

The Sixth Law of the Primal Nexus
The Law of Mortality or The Law of Infinity

The Makers within the Primal Nexus have unlimited power, they can create infinite realms with just about anything in it. This includes living beings, but here's the thing, the Primal Nexus is inhabited by the Primal Forces of Existence and the energies here are far too potent and out of control for anything mortal to survive here. So anything living created by the Makers in the Primal Nexus must be truly immortal and indestructible. At the same time due to the powerful nature of the Primal Nexus and the unlimited power it gives the Makers it's also possible to attempt to kill another Maker here. Because of all this and some other secret reasons it is forbidden to attempt to destroy anything living within the Primal Nexus and it is forbidden to create anything that can die within the Primal Nexus.

The Seventh Law of the Primal Nexus
The Law of Community

Another one of the interesting Laws as it creates another strange exception to the Law of Boundaries, if all active Makers join together and use one of their potential realms out of their limit of 14 to create a shared realm. For this to work it requires all active Makers in the game to join together and agree to do this. They will also have to continue to maintain that realm unless they want it abandoned. If they do this they may create a realm together with a shared design that will be open. A realm they can all come and go from as they please and talk and commune with one another. When the realm is created the united Makers may impose any restrictions and laws upon the shared realm as they deem necessary to nurture positive relations
among themselves.

Something to remember is that in order to continue maintaining a community realm any new Makers that come along must be convinced to also agree to maintaining the realm at a cost to their limit of realms. If they chose not to, or if one of the Makers already maintaining the realm withdraws than the realm will be subject to abandonment. Although one of the Makers sharing it could always claim it and give permission to the other Makers who were pro sharing the realm, still it's not quite the same and won't continue having the special rules and restrictions it had before as a community realm.

The Eighth Law of the Primal Nexus
The Law of Faction

Similar to the above law, any faction for example a pantheon or a family can create a shared realm just among their faction using the same method as the community realm above. All the Makers of the Pantheon or Family must join together and willing maintain a shared realm from which members of the faction may come and go as they please. Also the Makers of the Faction like with a community realm may set certain restrictions and laws to maintain order within the faction's shared realm. The same rule for continued maintenance of the community realm also applies here as well new members of the faction must also agree to maintain the realm at cost to themselves and everyone in the faction must continue to maintain the realm, one of them withdrawing risks realm abandonment. Although one difference here is that there is a 48 hour period after the faction Maker has withdrawn that the realm hangs in a sort of limbo. During this time the faction has the option to take drastic action to rectify the situation. For example the faction member may be severed from the faction entirely, if the faction decides they'd rather lose a member than lose the shared realm.

The Ninth Law of the Primal Nexus
The Law of Paradox

Another one of the really cool things about the infinite power granted Makers by the primal nexus is that it allows the Makers to be in more than one place at a time. Although abusing this power can have devastating effects on the Primal Nexus itself. So in order to keep this from happening the Makers are allowed to be in more than one realm at a time. They can be in a community realm, a faction realm and any personal realms they chose. They cannot however be in more than one place at the same time within a single realm. For example a Maker may be 'present' (posting) in the community realm (topic), the faction realm and your own realms as well as other Maker's realm all at the same time. You may not however have your Character doing three different things in three different places in one realm, technically you sort of can, but it will draw the divine engines and the storyteller's attention and may or may not garner their wrath. (For example if you make a post where your Maker does a cloning scene for funnies and showing off, or is doing something where they clone themselves to achieve a difficult task, but they all stay in relatively the same place and it's something they could easily do anyway and it's mostly just again something being done for character flavor or even if they actually clone themselves, but allow the clones to be treated as individual immortal living beings within their realm than it's pretty likely the divine engines and the storyteller might look the other way. On the other hand if you choose to do something like challenge lesser beings laying claim on an abandoned realm and you use cloning yourself to fight them or something like that, the divine engines and the storyteller will most certainly react.)

The Tenth Law of the Primal Nexus
The Law of Time

Due to the nature of the Primal Nexus time isn't necessarily everything it should be, sometimes it can be spotty and a little nonlinear. For one thing each realm runs on it's own time, which means that some realms will move faster through time than others. Another thing is that Makers aren't necessarily rooted into any one single moment in time, unfortunately due to the consequences of time manipulation and travel within the primal nexus it is forbidden to attempt to do so.

The Eleventh Law of the Primal Nexus
The Law of Communication

One might think that due to the Law of Boundaries and the requirement to be able to some extent communicate with other Makers in order to achieve the ability to actually communicate with other Makers makes any progress towards things like getting permissions and creating shared realms impossible. Don't worry though the Law of Communication allows Makers to actually communicate in limited ways across the divide with Makers in other realms. These methods are varied, basically things like dreams, visions, even sending small non-sapient creatures who are not subject to the Law of Boundaries to other realms. To some extent you are allowed to use your imagination as long as you don't attempt to enter the realm yourself or send a living sapient creature to the other realm.

The Twelfth Law of the Primal Nexus
The Law of Ascension

The law of ascension is in part the reason why an abandoned realm might be saved by one of it's people ascending to the position of Maker in their own right. It also serves as a warning against creating living sapient creatures in your realm in some way. Any sapient immortal creature created by a Maker within the Primal Nexus has the potential to ascend to Makerhood themselves much like a hero or a villain.

The Thirteenth Law of the Primal Nexus
The Law of Honorable Combat

The Law of Honorable Combat is for those Makers who really just have to fight, if two or more Makers really insist on fighting and don't wish to bring upon the wrath of the divine engines and/or the storyteller they may use the Law of Honorable Combat. Basically they can create a shared realm together that will only exist for the sake of their competition and cease to exist afterwards. The realm must be given limitations and laws that define it as a realm for a competition among Makers, in some way the restrictions and laws within the realm should make it possible for the Makers using it to fight and/or compete against one another with one Maker or side of Makers able to succeed over the other. How this realm does this, just how the Makers are able to fight one another and/or compete against one another and the laws that make it all possible are determined during the realm's creation by the Makers creating it to fight in.

The Fourteenth Law of the Primal Nexus
The Law of Doors

It is actually possible for the Makers to create holes or ports leading from the primal nexus to the howling void. On occasion this might happen accidentally when a Maker manifests a primal force in the howling void. Sometimes it just happens, totally by chance and with no one responsible (as far as we know). It is forbidden to do this intentionally though, and although Makers and/or creatures of the realms can indeed attempt to cross through the portal into the howling void itself this would have catastrophic repercussions and is totally forbidden. All holes leading to the howling void from the primal nexus are to be immediately reported to the divine engines and sealed so that none may use it to attempt to cross into the howling void.

The Unwritten Law of the Primal Nexus
The Law of Change

This is the unwritten law of the primal nexus, at any time any of the laws of the primal nexus are subject to change. Actions of the Maker, the whim of the engines what have you there are many reasons why the laws of the primal nexus might change as the game progresses.
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Information on the Primal Nexus [READ BEFORE POSTING!!!] Empty A NEW LAW!!!

Post  The Storyteller on Sat 12 Mar 2016, 12:49 am

The Fifteenth Law of the Primal Nexus
The Law of Accounting of Doors
Created by: Zargor as 'Zargor, The Harbinger and Maker of War'

Any Primal Door made will be perceived by the Keeper of Doors: Zargor and can be destroyed by the Keeper of Doors and must be recreated with creation energy until such time as the Law of Doors is no more. Let it be Known! That Zargor the Maker of War is also the Keeper of Doors any who attempt to cross into the rest of the Existential Sphere from the Primal Nexus do so at their own peril, for Zargor will always know and it is within his power always to stop you.

The Storyteller grants The Keeper of Doors Zargor the power to know the location of any Doors within a realm his presence occupies, The Storyteller also grants him the power to 'Seal' these doors when they are found, to know when one has been found, to know when a Door is being used, to take himself directly to the location a Door is being used, the power to create a 'temporary' Reality past the door before the one using it can reach the Existential Sphere so that he might confront them before they reach their goal, the power to manipulate these temporary realities with ease, the power to with permission even destroy or kill one who has attempted to use a door with intent and knowledge of what they are doing.

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Primary Character: The Free Maker - Omega, the Tyrant King

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Artias, Esmeralda Elderwicks, Noami, Orbkiller, Simon

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