Page name: 11th Thoughts [Logged in view] [RSS]
2008-11-17 08:37:07
Last author: Estantia
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Estantia's Stories

11th Thoughts

This page contains all of the things related to the functioning of the 11th Clan universe but not precisely about the 11th clan and their universe culture/magic.

Once more, this page is under construction permanently, you don't expect me to know everything straight off do you?

Estantia's Stories
The 11th Clan


Theories on universes

The Jelly Bean Theory

Thank DMP for this version, though the pillar model is my own.

Our Universe is a jelly bean. We live nice and cosily in a jar with other jelly beans. The jar is the Multiverse. However here's more than one jar on the shelf, more than one shelf in the shop, more than one shop in the street, more than one street in the city... and that's a jelly bean universe. It can loop infinitely.

Right, zoom back in, back to our lovely jar. Look the jellybean's shiny surface, you can see the jelly beans around it? Those reflections are our stories. Now if those reflections are stories, then they appear in more than one universe as there's more than one Jelly bean around. On the more precise nature of stories and their connection to universes I'll explain later...


Multiverse: All of our universes. There's some debate over the nature as some multiverses are entirely different and others seem to be reflections of each other, bringing up the question whether they are just different dimensions of our multiverse.

Universe: Generally seen as one universe per story window, though in some cases it is pretty obvious that the stories lead to the same universe: for example the stories of Middle Earth, the Simpsons, Artemis Fowl etc. This does mean that some places classified as different universes may in fact be the same one.

World: Sub-universes, normally recognisable by the fact characters can move between with relative ease (world) or that they are the same world with slight alterations (dimension).

Note: These definitions are not exact simply due to the problems of perspective involved.

The Pillar Model

This is used within a particular universe, though there are always some that don't neatly fit this model.

You have a disc hovering in space. That is the basic universe as we see it, one set of stories, one time. However you can have discs above and below this, they're different stories in different times (eg TOS, TNG and VOY would be three different levels within the column for Star Trek). That column is only the main dimension of that universe, in other words the 'official' stories.

Around that pillar there's a fuzz where other stories go, the fanfiction and stuff that doesn't quite tie in. They don't officially take place in that column, it's not the same dimension. But it's oh so close, a shade off, a disc floating a little way from the pillar. Star Trek is strange in this way, it's pillar is more like two squashed together, the normal and the mirror universe, which also has dimensions off it that we create.

It can be argued that some universes don't have a single pillar, for example sonic seems to have so many continuity problems that it looks more like a spiral staircase, though some do seem to fit in the same pillar, ie. Heroes/Shadow. Most universes only have a single pillar of official timeline though, this is known as CANON.

The powers of the great guide mean she can go to any area, canon or not, though she cannot change the major features of any story and normally goes to the canon world.

Story Windows

A large proportion of the more extensive theories rely on our perspective into the other Universes and Worlds. The easiest way to explain it is that each story acts as a window into another Universe. As such the authors of that story are in a way acting as channels.

Now before I get slaughtered, I'm saying that the authors create the link between them and as such discover the universe on the other side. Similar in a way to those who discover countries when they existed already. Of course the connection isn't necessarily perfect, but as far as we can tell it is. Much like history, if you only have one glimpse into the past you can't disregard it because it may be wrong, but work out from what you do know.

As a result it is more a matter of guesswork as to where the boundaries between worlds, universes and even multiverses lie, hence leading to the definitions of each as given above. It also allows for the fact that many stories can take place within one universe and that we simply don't know they're connected.

In some cases however, it is relatively simple to tell that there is a difference in universe due to large differences in what is seen, such as species, culture, geography and other aspects. There are also the exceptions of certain worlds that are not specifically attached to any universe but act as a platform between many, for example Elftown itself. These worldlets are generally where stories from all sorts of rps use the same town with the same people in completely different sets of surroundings. One opinion is that the sheer amount of intersecting stories formed the worldlet in the same way that intersections of trading routes form towns due to the congregation of people.


The simplest definition of a worldlet is that it's not big enough to be a universe. They are built along roughly the same ideas as a universe however they generally do not quite stick to conventional rules of space and time like normal universes, and quite often semi-merge with them. In fact it's a common trait of most worldlets that time doesn't apply, or appears in an entirely different kind of way that doesn't affect the worldlet in a significant way.

There are two main kinds of worldlet: Fixed and Connective, though these are relative terms. They are distinguished by how they were formed and behave and can take many different forms that normally confuse those who enter.


These Worldlets are usually formed by one person, and are usually isolated from everything. The various forms of mindscape are an excellent example of fixed Worldlets and the most common too. Due to their nature of isolation there's normally only one entrance and exit, where all other possible forms of leaving the Worldlet are blocked off. You can of course get around this 'one entrance' rule, but it's generally safer to use accepted entrances, as other means can be unstable.

It is possible to form an entrance to a Worldlet and attach it to the physical world, but this kind of Worldlet often uses that physical entrance as the only one. For example DMP's mindscape can be accessed by the window in his room, considering his room has no outside walls and the window can't be seen from the other side of said wall it clearly doesn't follow ordinary rules.

The other main example of a physical entrance are the Bonus stages of some games, self contained and normally with a hidden entrance. These Worldlets were consciously created by someone, and most consciously formed Worldlets need to connect to something. In this case they have attached to a universe, but it is also possible to connect them to a Connective Worldlet or subconsciously created mindscape.

Some people can create fixed Worldlets by magic by connecting them to others, one example is the cavern of memories that Alphios created as a spinoff of Estantia's, where memories and time varied amongst the pillars, though in Alphios' they actively had an effect on the wanderer. This is an example of one attached to a connective Worldlet, increasing the chance that they would walk back into the Cavern. There was also a Worldlet created as a prison for mages, though it is uncertain whether the mind of the person it was attached to was entirely sane or if it used a connective Worldlet.


Connective Worldlets are, as the name suggests, worldlets that connect aspects of many universes to one another. Often they focus on one particular idea and are created subconsciously by many minds where they cross the same thoughts over again until the Worldlet forms from them. As a result it is very likely for connective Worldlets not to be recognised, as they usually LOOK like a normal universe and are created from parts of many, though some have extremely abstract forms, such as the 'floating platform' space used by Magids (Deep Secret). These connective Worldlets are also the most flexible, and can fluidly shift with the intention of the walker.

These Worldlets have an infinite amount of entrances and exits and can literally go ANYWHERE. However they can be more dangerous, as it is often very easy to access one by accident. Experienced mages who learn of these Worldlets can and do use them to travel as they wish, and often form handy escape routes. Normally concentration on where you want to be brings you out of them at the right place or nearby.

The easiest way to access a connective Worldlet is to tap into the idea that created it, though this means that they can be accessed and left without people realising they are in the Worldlet for a short period of time. A list of Connective Worldlets are given below as an example of how the ideas form the worldet's 'theme', though the scenary shifts depending on where you are in them.

Great Forest: Otherwise known as the 'path of forests' it uses succession ie. Every piece of land wants to become a forest, so at some point they will become that forest, by using these points it is possible to walk between forests as they will all connect. Used often by Estantia and partially seen in 'Hexwood'.

Unending Sky: There are no barriers in a sky, so what is there to stop them linking together?

Eternal River: If the skies connect then the clouds must, meaning water can travel between universes, connecting the rivers and oceans.

Underground cavern: Can mix with the dark tunnels but normally captures untainted natural caverns. Used to create a path between Alfea and Cloud Tower that is also a labyrinth.

Desolate land: There's very little difference between one place and another when they're destroyed and a soldier is wandering amongst the debris wishing they could be somewhere else, the feeling of pointlessness created this Worldlet. Can also include deserts.

Countryside: Open fields and nondescript paths for people to wander along. A version can be seen in 'Waiting for Godot'.

Rainbow Gate: Rarely used, but with pressure the parts between a double rainbow can form a gate between two worlds. Normally used for escapes and uses same idea as the skies. Where the rainbow touches the ground the passage between is stuffed with monsters and very dark.

Secret Garden: An undiscovered grove or walk surrounded by flowers, partway between Natural and Filled types.

Elftown: Yes Elftown is a connective Worldlet... There are many rural (and fantasy) towns formed by the passage of traders and wanderers, Elftown was built along lines of roleplayers travelling between universes, explaining why it has so many different roleplays connecting to one town, because it is in fact many.

The City: Think large cities, many crowds, many cars, all rushing this way and that, created by the atmosphere of modernisation, sci-fi cities also fall into this category.

The Grand Palace: Not always a palace, just used for any large posh building that people can easily get lost in. Imagine a large building with someone panicking because they don't recognise the corridor, though it's plainly from the same building, after wandering around a bit they see a feature they recognise, then suddenly they know where they are. Yup, Grand Palace trip. Can include posh schools such as Ouran Academy and sculpted ones such as Alfea (Winx) and hotels (Hotel Babylon was used to connect the Grand Palace to the floating platforms.)

Educational: The same principal as the Grand Palace, but applies to the less formal atmosphere normally found in universities, colleges and schools with endless corridors.

Dark tunnels: Normally linked to getting lost in sewers and basements. This Worldlet can also link to labyrinths so be VERY careful if you find yourself in it... Can also link to cramped backstage or basement passages.

Road network: Can connect different places in a road, different dimensions in a universe or different universes, though there are no roadsigns. The type of road varies with the level of network you're on as they are normal within dimensions, rural but strange between dimensions (Deep Secret) and presumably good quality between universes. The style partially varies with the driver. Space roads are also included.

note: Oddly enough offices do not seem to form a connective Worldlet, instead either being part of the City or containing smaller ones such as Store cupboards.

This kind are normally produced by many objects in a small space, warping the fabric of reality as people try to find what they were looking for. These contain everything of their sort, it's just finding them that's the problem, as everything moves on a regular basis.

Library: Otherwise known as L-space (Terry Pratchett) it is caused by heavy concentration of books, which are magical in their own right. The University in Ankh-Morpork used this property to create a machine to construct works from 'unwritten writings' and the Librarian used it to find a book he needed.

Shop: Caused by a concentration of goods (normally clothes) and can end up not finding the counter.

Store cupboards: A heavy concentration of miscellaneous items that means you can normally find what you're looking for, but at other times it just isn't there. This Worldlet applies on a smaller scale to many bedrooms and any pile of junk that happens to be lying around.

Dimension Connectors
Normally there's one Worldlet like this per universe where the dimensions are connected, but may simply be a local universe connection.

Floating Platforms: Each Platform is a different dimension, walking between them is dimension/universe hopping. Do not fall in the gaps. Seen in Deep Secret, may apply elsewhere. The road network can be an equivalent.

The World Between: A dreary rocky chasm that connects the various 'Series' in the Chrestomanci books. These series are Dimensions or Universes, though as there are more then one part to a series it's uncertain as to their nature.



It is unknown how many individuals there are that attempt to keep the balance between evil and good in a multiverse, however there are so many universes within that it would be impossible for one person to look after all of it. Over time it has become apparent that there are many roles of this sort in order to cover the breadth, and that some of these have been going for so long that they have become a permanent post in the multiverse with their own traditions and rules, for example the Duel Master and Magids.

However the individual universes also have their own guardians who act as an anchor to maintain the balance, though they may not know this. These people are generally the 'main' characters in any stories that make their way between the worlds, for example: Sonic and co., Harry Potter, Frodo and Aragorn of Middle Earth and many others. This does not mean that one single person is the guardian of that universe, in the case of Middle Earth there are many heroes and heroines that have taken up the task, not necessarily knowing of each other but all working together.

Between the people in the universes and those who work outside a balance is maintained. So far three roles have been acknowledged that spread over more then one universe, though in some cases the area of influence is limited and others perceived as acting through more than one universe actually function between different Worlds within that universe.

Across Multiverse/s, in theory unlimited:
The Great Guide
Duel Master

Roles where it is uncertain whether they function within one universe's worlds or a fixed set of universes:
Magids and the Upper Room

Keyblade bearer definitely operates between more than one universe, but stays within a familiar area.

The Great Guides

This post can be held by men or women of any age and species, however there is only one per multiverse. Their job is to travel to various different universes and keep the stories going and going the right way. For example if another (unrelated) group tried to go back in time to 'break' the proper story the Great Guide would go to prevent them getting there. As a result it may as well not have happened for all that the story notices. The stories that appear in another universe cannot be altered, even by the powers of a Great Guide so they are forced to work around the edges or go to another world in that universe where they can do more and enter a story properly.

The actual power of the individual changes over time and depends upon how many places they visit, purely because they pick up knowledge from everywhere they go. This means that most great guides (selected when they're grown up) don't obtain much power and so don't last as long. In general the time in which the great guide operates is 5-6 years due to the stress and opponents, the major exception is Estantia, who has currently held the position for 13 years, having become the Great Guide far earlier than she was meant to (5 years old).

The succession of the Great Guides is somewhat strange, sometimes the Great Guides of other Mutliverses in the vicinity choose the next one (this is rare, and normally occurs when something's been knocked out of place) but usually the magic ITSELF chooses the next person, by need or by instinct. Some theories for why the five year old was so unexpectedly chosen as its home were because they somehow called out to the magic and it replied.

Various theories have been suggested for why some people can be Great Guides but none have been proven. One of the leading theories at present are that the person needs to have a balance of power, the Estantia of Saria has all four elements in her magic and the Estantia of our multiverse seems to have developed a silver side to her personality as well as her natural gold. The other theory is of course the one that the person needs the duty in order to complete a bigger story, in which case the duty of the Great Guides is far more intricately linked to stories than we know.

A lot of theories are based on Estantia as she is such a difference to all that have come before her, but also because she's the only Great Guide in this multiverse and usually keep themselves to themselves. Estantia HAS, however, made a lot of changes that many would not have dared, even if they were the Great Guide, for example she caused the first co-operation of light and darksiders, took an assistant and is considering creating a new post, that of the backup Guide to look after a Multiverse in between the choice of Great Guides, as the changeover period has caused chaos many times before, as Great Guides from other Multiverses generally don't know enough that they aren't swayed by individuals within them. (See Elemental Alliance, A person of importance manipulated the confused Guides in order to get her son made the Great Guide over the proper candidate, who had already been chosen by the magic and Estantia' who'd dropped several hints.)


The Mental Plane

Within the known universes there are many examples of places that shouldn't theoretically exist. These are usually aspects of the minds of the people within the universes and exist as dimensions within their own right. Realms connected with death also work by a similar principle, though joined belief rather than consciousnesses

Many rules that normally apply in true universes have no hold in these 'worldlets', for example the place itself has no physical substance yet acts as if it is solid, people in both physical and purely mental forms can walk in these places, as the fabric is something completely different to anything else in the multiverse and usually even that fabric changes within it. eg. Distance is time in one portion of Estantia's mindscape and some parts can lead two two places at once.

This said minds can be dangerous place to travel, as they can change quickly and unpredictably as the person's mood or situation changes, it is usually safest to have the person themselves present at some location within the mindscape when others enter to maintain stability.

So far three main representations of the mind have been found, though it is not certain whether number 2 is entirely separate from 1.

The room.

This way of seeing the mind is the functioning area of the mind similar in task to the brain. It is a completely white area with no windows though any inside can see clearly through the 'walls' of this room into normal reality. The person/thoughts are usually a tangle of colour that floats freely around the room with their magical power being faint clouds of magic around knee height, the walls, colours and light shifts to reflect the person, for example Sebjon's mind seemingly had grime on the walls, possibly reflecting a tarnished soul. Any mages that can 'channel' have the people/magic in this version of the mind.
The back of the room recedes into shadows, this is the subconscious mind containing the parts and thoughts of the mind that are kept safely locked away, however no matter how deep you go into it the distance in-between you and the lighter area is always a few steps away.
This place is basically a link between the Mindscape and reality.

The Void.

This version is how the user perceives their own mind normally, generally has no physical substance except blackness and the user floating in that blackness. This is normal thought, however the similarity of position to 1 makes this a half-version of a mind. the black space takes the shape of the user's body. Estantia has been known to use this state to contain her rage in ice within the void.
Others can only see this if their minds are fused

The Mindscape.

This place is completely cut off from reality except by using portals as it is a worldlet outside normal space. The land itself is the subconscious with various features representing various things within the person, whose conscious mind normally walks in it taking the form of their body. As such this is the strangest place to walk, though it feels the most like reality. Distance can be extremely skewed here, as can everything else as the objects are symbolism given form.
A mindscape has many uses and it has been known for it to connect to all the worlds that mind has touched in the strangest way, thus making it a useful mid-stage in world hopping and an extremely useful place to hide as physical bodies can fit into this space. The land itself is extensively tailored to the person and seemingly stretches on forever, the edge being hazy and uncertain with the result the boundaries seemingly do not exist, though where they lead onto is debatable as the edge of a mindscape has never been found.



Estantia's Stories
The 11th Clan

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