Realm Classifications

In an attempt to understand the dimensional flustercluck around the Centroid, sages and scientists have devised a classification system for the realms. This system gives visitors a vague idea of they might expect to find, or to run away from.


General class of the realm. Realms may have multiple classifications if they feel like it.

Physical Realm: Normal realm with physical existence. Backwards but traditional.
Metaphysical Realm: Doesn’t have a physical form: ‘State of mind’ and dream realms. The difference is mostly academical, but the ability to reach a realm with only the power of your mind can be useful when stabbings are not desired.
Hyper-Realm: Realm that is a superset of an uncountable number of other realms. Any realm can contain other realms, but these realms work at it.
Hub: The pipe fittings of the Ubiverse, connect various realms without containing them.
Shadow: Connected to a single other realm throughout its extension. The difference between this and a plain realm layer gets a bit confusing.
Monadic: Elemental realm. Represents a primal substance or concept like fire or pulchritude.
Diadic: Dual-elemental realm. Represents two opposing substances or concepts.


Inner form of the realm, as it appears to visitors. One of the few informations actually useful to visitors.

Filled Space: The realm is pretty much completely filled with a single substance which is hopefully not tapioca.
Plane: The realm has a ground plane. Below it is usually ground and above it is usually air. Gravity is normally perpendicular to the plane and with luck points towards the solid bits.
Planetary Mass: An usually spherical body floating in a medium, though cubic worlds have been fashionable at one point or other. Gravity commonly aims towards its center.
Planetary System: As per planetary mass, but with many masses, possibly orbiting another mass which might be hot and glowing.
Hollow Space(s): A reverse planetary realm, so to say, with a hollowed cavity or more in an otherwise packed solid space.
Fractal: The realm is formed of repeating or recursive copies of a pattern. The copies can be the same size of the original, smaller or bigger, but in the latter things get a bit cramped.
Unique: Anything that does not fit the above classifications.


What lies at the end of the world, or how the realm’s dimensions are bounded.

Boundless: Doesn’t have borders.
Fenced: Has some kind of uncrossable frontier at its edge.
Self-contained: Loops back upon itself.
Border: Touches other realms on its boundaries. Walking off one realm to another in this way is as easy as walking off the beach and into the ocean. And, if you’re not prepared, has the same chance of drowning.
Contained: Surrounded entirely by a single other realm.

Temporal Boundaries

A realm may edge other realms temporally, but one wouldn’t know until it’s too late or if they can time travel. Knowing whether a realm will turn into another or go ‘poof’ at some future point in time could save your life.

Eternal: Technically, has always existed and will never cease to exist, barring outside interference.
Endless: Has a temporal beginning, but no end.
Startless: Has a temporal end but no beginning. Quite rare and growing rarer by the minute.
Bounded: Has a definite temporal beginning and end. Kind of a ‘Limited Edition’ version of an universe.
Fixed State: An Eternal realm where events do not affect the timeline: Sooner or later, the realm ’smooths’ itself back to its normality.
Circular: Closed loop timeline will eventually repeat the same events, over and over.


Aside from border connections, a realm may connect to other realms through gateways. Connections to each other realm can be classified as one of the following:

Inconstant interface: The interface is only active at certain times, or depending on luck.
Selective interface: The interface only accepts entities of a certain quality or skill to cross.
Chaotic interface: The realm will actually gate entities in and/or out against their will.
Permanent interface: Anyone can pass the gateway if they so wish.
Direct interface: Things can cross the gateway without wishing to or, indeed, without noticing. Such an interface is completely seamless with the surrounding landscape.


A subjective measure of use to the human and humanoid tourists. Represents the relative level of danger to one’s life inherent to one realm. It’s hotly discussed whether inhabitants should count towards a realm’s danger level or not, which can make this measure misleading at times.

Normal: Can be used as living space by creatures from human worlds.
Semihostile: Requires life support, but can sustain life indefinitely.
Hostile: Requires life support, human-world creatures can’t stay for long.
Deadly: Even life support won’t help.


The physical laws of the realm. These determine what kind of life can arise on that realm, and what technology will work in it. Creatures and equipment not suited to a realm’s Axioms can suffer from Detuning.


The size of the realm, divided in habitable and unhabitable. Size is measured in a logarithmic scale (Strictly speaking, the log-10 of the number of 1-meter squares, cubes and hypercubes that fit in the realm).

<1 …. Crate
1-2 … Room
2-4 … Building
4-6 … City Block
6-10 .. City
10-15 . Country
18-25 . Planet
25-30 . Star
40-50 . Solar System
60-70 . Galaxy


Rate of gravity, compared to normal Earth gravity. Presumed gravity is towards the center of planetary masses, or perpendicular to the ground plane. Planes with unusual gravity angles and values have this specified.

Subjective gravity is common in Mental Realms and with magicians. In these, the vector of gravity is decided by the nearest sentient mind. Gravity-offs are decided by majority vote, with the tiebraker going to the ground.


How quickly time passes on the realm relatively to ω-time. A time rate of 0.5 will make every second inside the realm be the equivalent of two seconds outside it.


Rate of entropy onset, compared to base Mondo entropy (which conveniently is equal to Earth entropy). Affects biological functions like hunger and aging: An entropy rate of 2 will cause creatures in the realm to get hungry and grow old twice as fast.

Other Forces

Realms may have other, rarer natural effects. At least three realms are known that have an Order Force, which forces (!) events to be less random (dice thrown on these realms will always fall with the same face up, for example). There is at least one realm with a Candy Force that makes all matter extremely delicious. Be sure to not confuse your forces.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License