Mysteries of Toonaria: Part 4

clone-gate-QT-Games-sketchWelcome to another mystery. Today I’ll be talking a bit about the clone gates! If you haven’t read the other segments in this mystery series, feel free to scroll down and read those first. You won’t be sorry, and I’ll wait right here for you.

Done? Great. For those of you who have just started reading our fiction and/or blog, welcome aboard! I’ve been writing stories and games about two universes since the late seventies: Toonaria and the Cosmoverse. They are also campaign settings, which means they are backdrops for not just my novels, but roleplaying games and even board and card games as well. Further, those universes have several things in common, and are linked in many ways, but are quite different from each other.

Toonaria and the Cosmoverse also share a great many gates linking countless realms, some made of uber advanced technology, usually by the enigmatic Architects, while others were made of magic or a blend of the two.

Okay, you’re all caught up, at least enough to talk about the clone gates. Let’s forge ahead!

The clone gates are a series of magical gates linking the Cosmoverse to Toonaria. While one may stumble through a rift in reality and move from one to the other, the most common and fantastic way is to use the clone gates. Traveling through rifts is often more dangerous than one might imagine, so the clone gates are the preferred method (at least they would be if travelers knew better.)

Over the eons, several significant individuals (and even a few gods) have stumbled upon one clone gate or another, and perhaps thinking the gates mere mundane, or even teleportation or dimensional gates, passed through to explore the other side. None are ever prepared for what they find there.

The passage always leaves a being feeling a tad weak and dizzy, and it isn’t uncommon for those with a weak constitution to pass out. Aside from that, the gates seem to work like any other. But these powerful gates secretly make a clone of every single entity that passes through them, and stores the being within in a phased state, until the visitor attempts to leave. In fact, a sliver of the original’s soul is left behind in the clone.

When the original leaves through the gate to return to their own universe, the clone is awakened and stumbles out on the visited universe’s side, and then passes out. Upon waking up, the clone most assuredly assumes that something went wrong, but no matter how many times it attempts to go “home”, the gate always deposits it in the same universe, not the original’s universe.

Inevitably, such individuals eventually give up and create a new life for themselves in the new universe, unaware that the original is back home. The two are completely unaware of each other’s existence, but sometimes while dreaming, memories will slip between them, because of the single, splintered soul they share. Dreams being odd, generally unbelievable things, few give credence to such events.

A few travelers have made multiple trips through the gates, telling of epic journeys, exotic creatures and fantastic locations. One told a wild tale of running into their clone and eventually merging with it, only to run into another clone with new memories on a future trip. Yet another traveler kept meeting people who said they knew her, but she never found her clone, though she found evidence of her passing.

Some were surprised to find their clone was unlike them. Of course, as in our own universe, we are all slowly becoming unlike the person we once were, as we experience love, hardships, make choices and change, for better or worse.

Well, that’s all for today, folks. Want to read more from this series? Have a Toonarian topic you’d like me to explore? Let me know. Thanks, and have a great week, all!

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About Bob Whitely/QT Games

Welcome to QT Games! Mission Never publish junk or waste people's time. Publish only high-quality fiction and games. 'Nuff said. Company Overview QT Games LLC was created to publish blended-genre (fantasy blended with sci-fi, etc.) fiction, board, card and roleplaying games for a discerning gaming community. Unlike most small press, we have very strict standards: Only pro writing, pro editing and pro art. That means that if we can't get it right, we find someone who can. We pay well for what we don't do in-house. We don't cut corners on quality. This means we stand to make less money than other small publishers, but that's okay with us. We value your time and money, so we're willing to take the bullet. We've designed a large number of games and written a pile of stories. Now we're polishing some of them and getting them out the door. 'Bout time, we know. Good stuff ahead!
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