GRI'X REALMS

One can travel along any particular wire as long as one likes, so long as one is careful to stay within that wire's established frequency. Or, one may (by choice or not) step off onto another at any point where the cords are connected. Sometimes, even, a set of particularly strong expectations and beliefs can will the nature of the cord in which they stand to change, without traveling at all.   The snarl shudders and pulses as the beings move along the strands. The overall shape remains the same, but under the surface, the knots and nodes are always shifting, changing, re-arranging according to the movement and minds of the beings within.   And now flex your brain: see these coiled cords as 3-dimensional spaces.   The Gri'x contains nine Realms (more or less), each defining and defined by certain types of force and energy. They are infinite, intertwined, and superimposed upon and within each other.   A “Realm” is any area set apart as a separate plane with definite (not necessarily physical) boundaries. Each of the Gri'xian Realms has a signature frequency defined by its topography, inhabitants, and magixal/existential properties. At one time, the Gri'x was comprised of ten Realms, but as a Realm is properly defined by its topography, inhabitants, and magixal/existential properties, the number of true Realms has increased over the years. (Though some inhabitants of the original ten would have you believe otherwise).   There are innumerable connections, or portals, leading from any one Realm to any of the others (or even to dimensions and snarls beyond). One can travel forever through one Realm, or one can suddenly find oneself in another Realm. It's all about adjusting frequencies, recognizing portals, and using keys.   Technically, the Nine Realms of the Gri'x came into being in the same instant, and they have always been there, and always will be. (Their natures define, and are defined by, the Connodo at the center.) It is helpful, though, to apply a makeshift timeline to help us visualize how energy flows between them and how this flow defines each Realm's unique qualities and frequencies.   Territory within any Realm can shift to another, if its overall frequency changes. For example, a building (or an entire neighborhood) may be part of Denleighton one day, and then slide into Wezzyde the next, if the perceptions and wills within are strong enough to alter its frequency accordingly. Some locations on the borders between Realms will slip back and forth several times a day, which makes for plenty of entertaining (and sometimes legendary) neighborhood squabbles.   Casual sight-seers through the Gri’x would do well to hire experienced guides, or at least acquire the latest maps from the Interdimensional Go-Club.
GRI'X REALMS MAP

LINE ONE: The very concept of "Here-Not-There", "There-Not-Here", and "On-the-Way".   TWIS'TANGLE: Life unchecked, growth unplanned, curiosity and consciousness and a place to put them.   TARNATION COUNTY: The first divisions of heres-and-theres and the patterning of life to support lives.   CRATING: Storing, processing, shipping, and trading: what's Here goes There, what's There comes Here. Everything available for delivery or pickup. Some assembly required.   DOWNTOWN: Planning, managing, recording, filing, and inspiring: life leaves a trail and seeks a path.   KENTWOOD: The warren-like communities of those who produce and/or manage resources, but have few of their own (or who have plenty but prefer not to live among hoarders).   DENLEIGHTON: The well-protected and exquisitely landscaped neighborhoods of those who acquire more resources than they produce or manage.   WEZZYDE: A liminal side of town consisting of frequencies adjacent to, but not quite within, the defined ranges of the first seven Realms.   SANTA PEZ: The frequencies of the first seven Realms in their purest form, all together. A popular vacation spot.   THE GODDAM DESERT is an unofficial Tenth Realm. Not much happens here, but that's the point.

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