
The Outworlds
Realms of Distraction, Deception & Decay
"The Outworlds don’t kill you with weapons. They lull you with dreams. Stay too long, and you forget what was real to begin with."
Nyxara, Rebellion Operative
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The Outworlds—a vast collection of fragmented, lawless, and illusionary realms—were never meant to exist. They are the result of the Great Fracture, where reality split and left behind broken echoes of civilization. While some Outworlds thrive under the illusion of progress, power and manipulation, others have fallen into complete chaos, driven by the insatiable pull of The Wanting.
These worlds serve as both a distraction and a test—offering souls either an escape from truth or a path to awakening through deception. Most people who inhabit the out worlds have little awareness of the happenings in the rest of the cosmos and with no interest to know. The generational conditioning of each culture has narrowed the minds to only register the needs of their own reality.
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The Rise of the Outworlds (2090 - 2425 C.E. Earth Records)​​
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The Great Fracturing Hits Earth (6000 B.C.E Earth Records)​
The shift in vibration was experienced as a mass trauma. Following a period of intense chaos, human being fell into deep survival patterns. Over-identification with constructed identity, dependency on external systems, and disembodiment from feeling created psychic and energetic fragmentation.
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Missed Awakening (2025 C.E. Earth Records)
At the end of the Piscean Age, a rare planetary alignment offered humanity a window of possibility— a harmonic planetary alignment offered an opportunity for collective ascension, a chance for cohesion, unity, and awakening. But the moment passed largely unnoticed. Distraction, digital sedation, and consumerism severed the moment. People were too absorbed in digital illusion and identity games to feel the shift. This mass disconnection from self and soul, seeded what would become birth of the Outworlds.
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The rupturing of Great Fracture affected all aspects of life on the planet. People lost the ability to truly see, hear, or feel one another. This is when the Wanting really took hold, consumerism soared and identities hardened, communities fractured. Cultures drifted apart, and the very fabric of shared consciousness began to unravel. What followed was not a cataclysm of war, but a slow erosion of meaning—a spiritual disintegration.
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The Harmonic Warning (circa 2030): A group of mystics, seers, and indigenous scientists warned of the deep impact of the fracturing and The Wanting, but their message was lost in the noise. This could be the proto-Aquarian Rebellion.
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By 2175, space colonization had gone commercial. Land on newly discovered planets—known as the Outworlds—was bought, sold, and marketed like luxury real estate. These worlds became mirrors for the psyches of their settlers. People migrated to the planets that aligned with their dominant beliefs and desires, unknowingly stepping into self-reinforcing realities.
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The Outworld Expansion (2175 Onwards)
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Commercial Colonization: Public sales of planetary plots introduced consumer-based identity worlds. This birthed the Manufactured Realities
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Mindset-Driven Worlds: Planets began to reflect the dominant beliefs, neuroses, and values of their colonizers. Culture became echo chambers for psyche-based distortions or idealisms.
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Commerce flourished, but so did distortion. The manufactured realities of each world began to amplify themselves. Beliefs were no longer questioned—they became environmental constants, written into the architecture of society.
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Ozdranis was the first such world to fall. Settled by those who sought comfort above all else, it quickly devolved into a culture without will, challenge, or creative friction. Those with vision left for more vital Outworlds. Those who remained succumbed to inertia. Progress slowed. Systems decayed. And eventually, the culture collapsed entirely.
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From this decline emerged the Empty Ones—descendants of a people who had surrendered their dreams. Entire generations grew up in an emotional wasteland, addicted to complaint and numbness. Over time, they forgot that life could be different. Even the idea of relocating became foreign. The suffering became a strange form of stimulation—proof they were still alive.
Between 2175 and 2375, the psychological states of the original settlers hardened into cultural archetypes. Each Outworld became a living imprint of collective mindsets—reflections of humanity’s forgotten desires, traumas, and aspirations. These realities, once choices, are now inherited.
And so, the stage is set. A scattered humanity, living across worlds shaped by their own unconscious. And a distant memory of what it once meant to be whole.
Key Locations within the Outworlds

Shadovan
– The Kingdom of False Faces
The illusion of identity, the performance of self. A masquerade-metropolis where everyone wears shifting personas, never revealing their true nature.

Suryavana
– The Community of Devotion
The silent oppression of self-policing.
A culture dedicated to the vision of an enlightened master, fostering spiritual co-dependency and abandonment of the spirit.

The Astran Commonwealth
– The Culture of the Self-Important
The ignorance of privilage and a society lacking self-reflection. Manufactured cities and suburbs, keeping all people subdued into repetative behaviours and limited expressions.

Kirelia
– The World of Longing & Love Illusions
The distraction of pursuing external expressions of love and attachment. Hyper-romanticised environments that amplify sensual experiences in every way.