Multiverse, Intellect, Anima, and The Pattern

The multiverse is the collection of spheres, dimensions, planes and continuum of a multitude of orders that are all bound by a mystic The Pattern – the perceived continuously unfolding, interwoven nature of the multiverse. Mysticism is at the heart of the Incarna cosmology. It adds a layer of on top of the normal material interactions within the organized multiverse. This mysticism incorporates ideas of how all action, magic, time, and energy comes together based on a notion called The Pattern. Mysticism is not the same as supernatural, though often mistaken for it.

Traveling the Multiverse

There are many ways to travel the multiverse. Powers and ability, as well as natural occurrences and means offer a host of possibilities in allowing characters to project their influence outside of their native continuum. Sometimes it is only communication possible, sometimes a spiritual journey, and rarer still it is physically possible to move to another plane. Generally, the patterns in one sphere and those in another are more prone to allowing the travel of living, sentient life in exchanges between them. Inanimate items, as a rule, do not survive or are forcibly left behind on such a journey though the specific effects vary widely. Travelers going to places where the pattern is vastly different must beware. It will be down to aspects such as Sanity and Intuition to cope with the strange conditions – your normal skills and knowledge may be meaningless! You can die just as easily as you can in your native pattern.

The Nexus

The Nexus is the convergence of all things. It is through The Nexus that movement between planes of the multiverse is possible. The nexus is the gateway, it is both place and no-place, with access to all times and places and its nature is pure Paradox. All travelers must pass through it to get to their destination, few are ever aware of its existence, for no creatures of existence or non-existence possesses the faculties to even perceive it natively. There are two membranes that wrap around The Nexus, like intermingled cloud barriers. They are for transiting the spheres by thought, sense or form. Few creatures are native to these, and they offer little to no sustenance of material or non material kind.


The bridge that connect that which could be – The Aether, that which is – Reality, and that which was – the Astral… is the Ethereal. This membrane, a quasi place of transit, is boundless. Vast emptiness in all directions, crystal clear perceptions, but many places end in pockets, fold back on itself, worm hole between endless gulfs, and space can be collapsed and expanded infinitely. It is from this membrane and its pockets of incubating realms, those looking to achieve a Higher Order must pass. It expands, and gives birth to new spheres and dimensions, it pulls dying ones into the void – archiving their memory by crating strange edifices in the Astral. Everything here assumes the transient and non-material nature of the environment.


The Astral is a whirling mass of echoes of timeless thought and memory. It has no boundary, it is limitless and discernment is hazy. It is the realm of spirits and the primary means of transiting to the House of the Dead. Living things mostly pass through here through a form of projecting their material forms tied to their place of origin. IT is much more difficult to shelter within a barrier of Paradox, and bring the material form herein, exposing it to the many perils of surviving here. If this tether gets cut, they will likely never find their way home and wither and die. Also known as “The Endless”, it is the primary and swiftest means of access the places of Dreamwyld and Nightmaria.

The Pattern

The particular details, be it fate, laws of physics, will, or whatever the milieu provides which tie all things together in a continuum of a sphere is known as The Pattern. It is made up of Essence (describes an entity; Aptitude represents the nature and Anima is the energy), Spark (interactions between things; a multitude of defined damage types reflect its manifestations), and Foundation (the flow – from idea to negation; Aether, Brilliance, Umbragia, and Void). As strands of the pattern are being formed, the current moment is known as The Weave.

The pattern has many names and many perspectives and sub patterns which can be perceived. There are patterns within patterns, getting down to molecular levels or simply to the history of two beings together. Everything fits into a specific pattern in a specific way that represents its natural affinity, initially determined by their Order of Being which, in turn, defines their Essence. When something is forced into a pattern in a manner it was not meant to, it acquires Paradox, and possibly loses some of its Essence. Conscious entities can try and evolve to a Higher Order or shift to a different Dimension – transcending their limits and permanently altering their fit in a pattern, perhaps even becoming part of a different one altogether. The Pattern has properties itself, which can alter a character’s experience of the world around them in scope from an entire plane of existence, to a small locale. The Pattern shows evidence of itself through Signs, and evidence of breaks in it through such things as odd happenstances or Flub. Repeatable, directly observable cause-effect relationships, understandable on a conscious level are comprehended as Laws. The symbolic and highly interpretable Signs are known as Omens; these rely on intuition and unconscious connection. Patterns are perceived and interacted with on both conscious and unconscious levels by Nous and Anima.

Weave: Elements that “tie together” everything in The Pattern are known as “Weaves”. Aptitude, Essence, and Elan. Character can leverage their place in The Pattern and manipulate individual’s weaves using Character Weaves.

Nous: The conscious power of the intellect to interact with The Pattern by formulating ideas, gaining understanding and control. The end result of Nous is knowledge and understanding of laws, and through it all things are possible. Nous allows the conscious manipulation of energy and is the core of mystical perspectives.

Anima: Anima is the unconscious relationship with and sense of place within The Pattern that something is part of. The end result of Anima is balance, harmony, and a natural direction or path forward. Anima facilitates the unconscious tapping of energy and is the core of the animist perspective. Anima often affords glimpses of Omens.


Mystic Pillars: Divine, Kinetic, Occult, Psychic

The energies
>Void = The Far Realm

Well of Shadows = Negative Plane (aka Nighmaria-horror/negative)
– Shadowfell > Aether/Void/Shadows
(origins of all undead)
Astral = Astral
– Drakkoniya > Elemental Chaos/Astral
(origins/claimed by Dragons)
Well of Radiance = Positive Plane (aka Dreamaria-fantasy/positive)
– Feywild > Aether/Astral/Radiance
(origins/claimed by Faerie races)
Aether = Ethereal

The Integrated iVerse

The Integrated iVerse

The Outerverse

All Game materials are built with the documented Incarna Game Design elements.