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The World
At first glance, the Twisted World setting appears largely the same as the real world
in the modern day (though you could potentially set it in other time periods).
However, even an observer who escapes the more fantastic aspects of the setting
may notice subtle differences. Rates of unexplained disappearances are higher.
Urban legends are taken more seriously, and people are less likely to investigate
them. There are fewer people who habitually visit abandoned or haunted places
for a living. Though it goes unspoken, and few would admit to superstition, people
seem a bit more aware that forbidden places usually have good reasons to be left
alone.
The Twisting
The Twisting is a strange force that alters the physical environment, or generates
new environments, to match subjective/internal feelings, themes, and memories.
Specifically, the Twisting alters the world to reflect negative emotions, or to echo
past tragedies and sins. These changes may reflect their source of inspiration
directly or more symbolically. Whats important is that the inspiration seems to
haunt anyone who encounters such environments, dominating their experiences.
Twisted Zones
Most often the Twisting manifests through the creation of unnatural environments
referred to as Twisted Zone.
In a sense, Twisted Zones tied to past tragedies are again the result of troubled
people, but each has more than one originator. Twisted Zones do not arise events
that did not inspire strong emotions, even if the event itself was highly destructive.
Non-Human Zones
While quite rare, there are some twisted zones that do not originate from human
suffering, but the suffering of other organisms instead.
Contiguous or Separate
Twisted Zones may exist contiguously with mundane reality, such that one can
effectively walk between the two, or they may exist in their own pocket
dimension. The former is more common for Twisted Zones made by changing
existing environments, while the latter is more common for Twisted Zones
containing entirely created locations. This particular distinction is quite vague
however; the same Twisted Zone might show characteristics of either.
Contiguous
A Twisted Zone may be contiguous, that is, spatially contiguous with mundane
reality. When this is the case, one can in theory simply walk from mundane reality
to the twisted zone or back through normal spatial movement. It should be noted
however that most contiguous Twisted Zones will have obstacles restricting such
movement, especially when one is trying to leave the Twisted Zone.
Barring visual obstacles, a contiguous Twisted Zone is fully visible to outside
observers. However, the unnatural nature or the zone may not be obvious, either
due to illusions or because unusual features and phenomena dont appear in areas
of the Zone visible to the outside (at least, not in the presence of observers). Still,
Separate
A separated Twisted Zone is isolated from mundane reality, off in its own pocket
dimension. This is especially common for Twisted Zones that mostly contain
created content, and/or are especially obvious in how unnatural they are. Entering
or exiting such a Twisted Zone is more like teleportation than normal movement
through three dimensions. This may visually manifest in a number of ways;
someone might simply black out and wake up inside the Zone, the Zone might
seem to fade in over reality, reality might peel away to reveal the zone, the
change from reality to the zone might occur in a flash of light, etc.
Separated Twisted Zones are almost always tethered; they are still tied in an
indirect manner to some location of varying size in mundane reality, called the
anchor location. Only individuals inside the anchor location can enter or be drawn
into the Twisted Zone, and anyone exiting the Twisted Zone appears somewhere in
the anchor location. The size of the anchor location can be completely unrelated to
the size of the Twisted Zone, and one Twisted Zone might have multiple anchor
locations. Anchor locations tend to be places significant to the inspiration that
shapes the corresponding Twisted Zone.
In rare cases a separated Twisted Zone may not have any anchor locations. Instead,
whether or not someone is drawn in depends entirely on the entry requirements of
the zone.
Monsters