How to Stay Safe on your Travels
The most important things that all travellers must consider are the natural risks that come with visiting each world. Destiny-Alduran is a multiversal cluster comprised of thousands of known universes and an ever-increasing number of man-made subworlds—even worlds with the same types of magic have them at different levels in their environments, sometimes dramatically so. In the most severe cases, magical imbalance can cause physical harm onto newcomers, and thus, such universes are banned from exploration by those outside the Interdimensional Research and Exploration Division (IRED). The World IDs and the reasons for the banning of travel are listed below:
| World ID | Colloquial Name | Rationale |
|---|---|---|
| DX-X | All deadworlds | Instability; entrance limited only to IRED members |
| S1-D | Subworld 1 | Used as a magical testing ground; entrance limited only to IRED members |
| S7-D | Subworld 7 | Used as an experimental magicless subworld; entrance limited only to IRED members |
| S13-D | Subworld 13 | Used as the battery and stabiliser for Subworld 12's magic; locked |
| 0002-D | Pseudo-locked; 0002-D rejects most creatures that attempts to enter it. The exact method is unknown, but it has on occasion caused physical harm |
|
| 0100-D | Blinding Light AU | Contains an overwhelming amount of Celestial magic that is particularly dangerous to Shadow Beasts and other Dark magic entities, but harms all creatures; merged realms, causing drastic instability in the now singular major realm |
| 1000-D | Midnight AU | Contains an overwhelming amount of Celestial magic that is dangerous to all magical creatures; entrance limited only to IRED members and select visitors |
On the contrary, the IRED has set up a number of small subworlds within Destiny specifically engineered for multiversal travel, with Subworld 12 at its core.
| World ID | Description |
|---|---|
| S2-D | Recreation of the Light Realm's environment for light travel and temporary stays |
| S3-D | Recreation of the Shadow Realm's environment for shadow travel and temporary stays |
| S4-D | The Great Hall, a linear micro-world full of portals to different universes; intended to be a proto-Subworld 12; accessible, but effectively defunct, and is only open to Destiny |
| S5-D | Open magical testing grounds that mimic the environment of 0001-D's Elemental Realm (high density) |
| S6-D | Open magical testing grounds that mimic the environment of Destiny deadworlds' Elemental Realm (moderate density) |
| S8-D | Open magical testing grounds that mimic the environment of 001-A's Realm of Magic (low density) |
| S9-D | Open magical testing grounds with a variable magical concentration in its environment; visitors must be accompanied by an IRED chaperone |
| S10-D | Micro-world typically used for aid with magic acclimation (oriented around Destiny) |
| S11-D | Micro-world typically used for aid with magic acclimation (oriented around Alduran) |
| S12-D | Inter-dimensional travel hub; the largest of the twenty IRED- made subworlds |
| S14-D–S20-D | Seven micro-worlds with alterable magical environments designed for temporary lodging |
Differences Between Multiverses' Magics
Despite the recent merger, Destiny and Alduran maintain wildly different magic systems, which can make inter-multiversal travel difficult for certain mages or magical creatures, though, with the right knowledge, such a change in environment is manageable.
Alduran's magic is much lighter on average than Destiny's. Natural Destiny mages looking to enter Alduran worlds must keep in mind that their magic will likely be unusable in certain areas, particularly further away from established portals, due to Destiny’s tendency to spill its magic into connected universes. Artificial mages are less likely to see their magic affected by the different environment.
Similarly, Alduran mages will find their magic completely unusable in Destiny outside of Subworlds 8, 9, 11 and 12, as Destiny has no support for Alduran magic in its environment. Many chose to learn the basics of Destiny’s artificial magic before or during their stay to supplement this deficiency.
Mages and non-mages from either multiverse must also be aware of the perception of magic in whichever area they chose to visit!