Beyond Reality

"'The Veil is both the space above and below reality, it encompasses it as much as it is repulsed by it. The Veil is the key to humanities dreams and desires, that much I can see. And it is the duty of me and the rest of the scientific community to see that through.' - Vladimir Entin"

The Veil
Space in between space, alternate realities, horrors of the mind. All of those are made manifest in the Veil, a in between of reality and something even further beyond. The Veil itself is home to swirling masses of foreign energy which radiate something known as the Veil Frequency, a unique signal that Void Drives can sense and interact with.

The Veil, seemingly one unending mass of energy, actually has its own parts. The Veil is split up into three parts. The theoretical Cluster, the Group, and the Sector. These parts shift along at a cosmic scale, akin to massive, unseen tectonic plates. However, they also have some element of fluidity, able to expand their borders at times and shrink at other times.

Clusters, the theoretical apex of the Veil, is said to represent countless galaxies and other interstellar phenomenon on that scale. However, current technology for reading Veil Frequencies is too limited to actually detect if there is any credit to the Cluster Theory.

Groups represent large clusters of similar Veil Frequencies from Sectors, which seem to center themselves around Galaxies- as seen in the "Milky Way". Veil Groups represent one of the greatest roadblocks in crossing from one Galaxy to another, as when Veil Frequencies are too dissimilar, it becomes nigh impossible for someone to successfully skim through one fissure to another fissure in a separate group without losing themselves in the Veil. This is why no one has been able to visit the Dark Sector of the galaxy, as it is part of a separate Veil Group.

Groups are split up into different Sectors. Each of these Sectors are gigantic in comparison to a solar system, but tiny in the grand scale of the Galaxy itself. Each Sector is bound by a Veil Frequency, which is slightly different for each sector. It is through these Veil Frequencies that Skimming, the process by which a ship can slip into the Veil, is possible. Traveling through the Veil allows a ship to cross massive distances in a short amount of time, effectively making skimming the only form of readily available FTL, if it can even be called that. The only possible alternative being the Sentinel's Jump Drive, but there are no known functioning or intact examples of them.

Each Sector is bound to each other through Fissures. Fissures are large rips through space time, visible as a iridescent cut through space itself. A fissure is a gate between two Veil Frequencies, and without it, travel beyond ones sector would be more or less impossible. However, there is only one fissure between two sectors. They are very heavily guarded in Sectors that house sentient life, as it is the only entrance for attack if another galactic empire, or something worse, tried to attack.

Void Drives
The Void Drive is simultaneously a piece of incredible new technology, and one of the oldest natural occurrences in the Galaxy. Void Drives are reliquaries that contain fragments of bodies from the Voidborne, an ancient menace that once plagued the galaxy when a storm in the Veil passed over the galaxy, causing the event known now as the Culling. The Culling was when several precursor races were killed off, only ruins throughout some planets giving proof to their existence. Yet it was their sacrifice that was most noble for the newer races, as the bodies of slain Voidborne were harvested and found to interact with a mysterious, unseen force. It was through these pieces that the Veil Frequencies were first logged by early Human scientists on Earth, and they became the first to start spreading further out into the Galaxy using these new Void Drives. However, this would prove to be their undoing when the most dreaded day in human history arrived. The Day the Sun Stood Still.

Skimming the Veil
The Veil is a highly unpredictable place, and without the miraculous powers of a Void Drive, Veil travel would be incredibly dangerous. The Void Drive, alongside being able to sense Veil Frequencies, projects a stabilizing field around itself. Without that field, a ship can be effected by the powers of the Veil- causing all sort of havoc and horrible accidents. Larger Void Drives project larger fields, and the more of a Voidborne body that is stored, the more the power of that field is amplified. More intact Void Drives are essential for long periods of Skimming, as the Veil gnaws at the projected field constantly. There are many superstitious tales that tell of what might happen if you become stranded in the Veil, but no one has ever come back from a Void Drive failure to confirm those tales, as they were lost to the Veil forever.

Phenomenon
The Veil is a very, very chaotic place. Yet the Veil at times manages to manifest things with its energy. These are known quite simply as Phenomenon, and there are two different categories of them. Abstract Phenomenon are those found within the Veil itself, and Anchor Phenomenon which are found in reality itself. Both of which are equally ominous and potentially very profitable.

Abstract Phenomenon
The Abstract Phenomenon, those found floating through the Veil. To properly explore Abstract Phenomenon, one needs a Void-Suit. A large power suit with a small Void Drive attached to the back. Void-Suits are very, very expensive. So, Abstract Phenomenon aren't operations for small time plunderers. Especially with how dangerous operating in the Veil is.

Rift
A rift is a floating fragment of some sort of reality- 'make believe' or real, it doesn't seem to matter in the logic of the Veil. Rifts are home to many different beings, sentient or non-sentient. They may be passive or aggressive, but they all have the goal of guarding the 'treasure' that a Rift holds. A pile of rare metals, a Visage, there are many possibilities. These treasures anchor the rift to the Veil, and without them it dissipates on its own.

Rifts come in many different sizes and shapes, with some only taking a hour or two to cross, while others can take a month to fully cross. How large the Rifts are correlate to how much treasure can usually be found. In rarer cases, Rifts can be home to exceptionally powerful creatures known as Rift Lords. These Rift Lords carry with them items of great power, but the hostile environment of the Rift and the power of the creature itself make it a tall order to claim those items for oneself.

Shackle
The Shackles are huge space stations, littered across the Veil and left abandoned for countless eons. Whoever made the Shackles is unknown, but they possess the power to concentrate the Veil. If one fights through the countless creatures that make a Shackle home, they can utilize the Shackle to bind the power of the Veil to something. This provides a exponential power boost to the item in question. However, Shackles are not to be taken lightly. Many beasts make it home, sometimes even the Voidborne themselves.

Shackles vary in size and also power. Larger Shackles may have additional 'focal points' so that multiple things may be empowered, or they may just have one exceptionally powerful focal point. The larger the shackle, the more of these focal points can be found or the more powerful the focal points present are. Although, larger shackles invite more danger than smaller ones. Exceptionally large shackles can house some of the strongest creatures the Veil can pull forth.

Monolith
If the Veil were to have 'organs', the Monoliths represent said organs. It is from the Monoliths that the 'flow' of the Veil is dictated, and it appears that most Monoliths seem to generate the Veil through some unknown means. The Monoliths are of incomprehensible size, gigantic pillars of crystallized energy that extend into infinity. Within the Monoliths are chambers, full of all sorts of trickery from the Veil. Yet, if someone manages to make it through all the Veil has to offer, untold prizes await. Untold, because no one has ever managed to beat the defenses of a Monolith before- attempts to strategize are null thanks to its ever changing nature, and even the most prepared of teams crumble in the face of the trickery the Veil shows. It is within these Monoliths that people began to claim that the Veil is 'living', because the Veil seems to be trying to force back those who enter the Monolith.

There are only two known types of Monolith. The Exarch Monolith, and the Basileus Monolith. The Exarch Monolith is the standard monolith, holding all forms of trickery in store. The Basileus Monolith on the other hand, is a far different type of monster. The Basileus Monolith is ever changing, even as people are inside of it- its impossible to navigate normally, and getting out is a challenge in of itself. Trying to enter a Basileus Monolith has claimed many, many lives.

Celestial Forge
The Celestial Forge is a abstract phenomenon sought after by many, many people for various reasons. Through the Celestial Forge, any two things can be combined. Two Visages, a Visage and a Lore, two people, etc. The potential of what the Celestial Forge can combine is limitless. However, these Forges are protected by a strong curse that shall follow the one who used it until it comes true. Not to mention, the Celestial Forges are accompanied by faceless beings known simply as the Celestials- who are very fearsome opponents.

There are no known variations between the Celestial Forges. The only thing that is different between them is what environment they are found in. Some Celestial Forges float through the Veil, others are tied to Rifts, and some are even found in the depths of Shackles. Celestial Forges appear where ever they see fit, their Celestial guardians protecting them regardless of location.

Anchor Phenomenon
The Anchor Phenomenon, where the Veil manifests in reality at points where the the border between reality and the void is at its thinnest. It is the Anchor Phenomenon that are renowned throughout the galaxy for providing many treasures, as they are far more accessible and most of the time less dangerous than Abstract Phenomenon.

Juggernaut
The Juggernauts are massive Golem-esc beings formed from their environments and the otherworldly essence of the Veil. While they often copy elements of their environment, Juggernauts may also look completely different compared to the area around them. It depends mostly on the concentration of the Veil present. Juggernauts are valuable because of what their body contains. Precious metals, and the exotic metals only present in things made from the Veil. The Juggernauts fall into different groups of personality. The Benevolent Juggernauts, the Neutral Juggernauts, and the Malevolent Juggernauts. Benevolent Juggernauts generally avoid civilization and areas where life are found. Neutral Juggernauts are indifferent to what is around them, and are just fine with crashing through a city if its in their path. Malevolent Juggernauts purposefully go towards civilization and places where life is found, and try to extinguish as much life as they can. It should be noted that there are certain Juggernauts capable of using Figments, known as Elementals.

There are five sizes of Juggernaut. Aberrant, Knight, Lord, Titan, Colossus. Aberrants are a rare form of tiny Juggernaut, usually only three to five times the size of a human. Aberrants are feared because of their incredible speed and strength, making them far more difficult to take out than other Juggernauts. Knights are below-average Juggernauts that often form as a byproduct of the normal Lord class forming. Knights are bizarre in the fact that they commonly move in packs instead of other Juggernauts who remain alone. Lords are the typical classification of Juggernaut, and can take many shapes. Titans are abnormally large Juggernauts, which often cause destruction inadvertently because of their mountainous size. Colossus are behemoths, of such a huge size that they tower over even the largest of man made constructs- precursor or otherwise. The appearance of a Colossus is a very rare event, and if they ever form on a colonized world, it is incredibly dangerous. It'll often take a few fleets worth of fire power to bring down before it has the opportunity to deal damage to the world.

Dungeon
The Dungeons, almost everyone has heard of them to some extent. These Phenomenon are the only known type to be both abstract and anchor in nature, meaning that Dungeons can appear both in the Veil and in Reality. Dungeons manifest as mysterious gates that lead to other worlds that can be endlessly pillaged until the destruction of its Core. While they are extremely varied, all Dungeons share one thing in common. The presence of a Dungeon Core, a massive crystal that supplies the whole Dungeon with energy and keeps all the traps active. Dungeons are the home of creatures and what may be sentient beings, but no studies or attempts have been made to remove a sentient being from a dungeon and study it to verity if it is actually sentient. The strongest motivator for the plundering of Dungeons is, of course, treasure. And the treasure of a Dungeon is the most varied. Visages, Exotic Materials, and Lores. All forms of treasures from the Veil can be found in a Dungeon.

Two major classification of dungeons are Mundane and Arcane dungeons. Arcane dungeons are tied to a specific Figment of the weave, while Mundane dungeons do not pull on any one Figment to keep running. Arcane dungeons heavily reflect the Figment they are tied through with the abilities present in said Dungeon. For example, a Ira Dungeon most commonly features flames and enemies fueled by rage and destruction.

Dungeons will fall into one of three states that they may randomly switch between. Dormant, Active, and Overload. Dormant dungeons are, essentially, normal dungeons. Active dungeons on the other hand, are capable of spewing out creatures into reality to go and cause chaos in whatever place is around it. And Overloaded dungeons rapidly spawn creatures, and destabilize the nearby environment- causing seemingly supernatural events to manifest.

Dungeons are also categorized by size. F, E, D, C, B, A, S, and ∞ are the categories in question. F category is for extremely small dungeons, usually only a few rooms in size. E category is for small dungeons, a few dozen rooms make it up. D category makes up the size considered standard for Dungeon, made up of 25-50 rooms on average. C category is for larger dungeons, consisting of 50-100 rooms. B category is a huge dungeon, housing anywhere from 100-200 rooms. A category is for monstrous dungeons, consisting of 200 - 750 rooms. S category is for 'world dungeons', a dungeon that doesn't actually have rooms. Instead, S categories typically consist of a mimicry of some form of planet. ∞ category are few and far between, and as the infinity symbol would indicate, they are infinite. ∞ category dungeons can never truly be solved, since the crystal is somewhere off in some random room among a infinite maze.

While Dungeons are mostly independent of each other, there are cases of Entities which are capable of manifesting across multiple Dungeons. These Entities are exceptionally dangerous, and are capable of altering the dungeons in unpredictable ways. It is hard to categorize and list Entities, although certain Dungeoneers take it upon themselves to attempt and research these Entities.

Artifacts
The Veil doesn't manifest only locations, as it also forms various items that are wieldable by sentient beings. These artifacts have many different potential abilities, from those who have abilities tied to the Weave and those that have far stranger abilities.

Visage
A Visage is a unique manifestation of the Veil into a item form. Unlike Foci, non-Magus are completely capable of utilizing a Visage. After all, the power of a Visage is from within it, not the Veil or Weave. A Visage may take many different forms, however all of them are unique- you will never naturally find two identical Visages. Some Visages are great for combat, while others are purely for utilitarian uses. Depending on the ability in question, a Visage may have a charge in between activating the ability.

Some Visages operate in different ways in comparison to normal Visages. Such as a Cursed Visage, which is one that hinders the user in some way. Other Visages may be capable of growth, curtain events or use of them causing them to spontaneously develop more abilities or power. However, as Visages are all unique, its impossible to categorize all of them neatly.

Lore
A Lore is a manifestation of the Veil & Weave into a item form. While Visages are widely usable, Lores are only usable by Magus. Lores change the way that the Weave acts, essentially adding 'additional effects' onto the abilities of a Magus. Lores most commonly take the form of masks, but they can also be in the shape of armor or even weapons. What exactly a Lore is capable of is impossible to tell without a Magus trying it. Lores are usable by any Magus, regardless of what Figment they possess. Although, Lores have very interesting reactions to those who don't possess spells.

While the majority of Lores are purely passive in their effects, there are certain ones that can invoke minor abilities from the Veil. Known as Charged Lores, these Lores are capable of using a ability a few given times before it runs out of energy, until charged at some area of Weave concentration. Charged Lores may have abilities close to a aspect of the Weave, or a ability that is far different than what may be expected.

Omen
A Omen is a manifested item tied to the mysterious forces behind the Pact. Much like Lores, Omens are only usable by a select few- in this case, that is Warlocks. Omens amplify the potential of Pacts, allowing the rules to be bent in ways, such as allowing two forms, or two items to be made at a time. Omens take the form of necklaces, bracelets, and other forms of accessories. What an Omen is capable of is impossible to tell until a Warlock tries to use it. Omens are usable regardless of what alignment a Warlock possesses. Omens can have often disastrous effects if they are worn by someone who isn’t a Warlock.

Omens have no known variations.