Preview: GTLs

Yes, I know it’s been a while since I posted the last preview. Life happened. Those of you with families out there I’m sure know what I mean. 😉 At any rate, here is the next bit I can share.


Anatomy of a GTL

Tube exits emit temporal energy known as temporal radiance. This energy forms a bubble of non-time, a chroneurism, which offers shelter from linear time. Inside a chroneurism, creatures carry on with their normal activities while the world outside, which is still visible through the hazy border of the chroneurism, seems to remain frozen. Think of it this way: time normally marches forward. Inside a chroneurism time still marches, it just marches in place while linear time outside the chroneurism continues to marche forward.

While the terms “geotemporal location” and “GTL” technically refer to any location in time, most tempors use them interchangably with the term “chroneurism” since chroneurisms are just permanent, stable GTLs. (Not to mention GTL is easier to say than chroneurism. People are lazy like that.) Chroneurisms range in size from a few feet in diameter to a few miles, depending on the force of the temporal radiance flowing from the tube.

Being cut off from the resources of linear time is, of course, problematic for GTLs. Each GTL must act as its own ecosystem in order to sustain life. Thankfully, a phenomenon unique to chroneurisms counteracts this limitation. The border of a chroneurism acts as a recycling mechanism for resources inside the GTL. This process, called horocirculation, returns water in the form of cloud bursts, provides daylight in cyclic waves of intensity, adds nutrients back into the soil and filters impurities from the air. Without horocirculation, GTLs would quickly become wastelands and would make temporal travel impractical, if not impossible.


Check back in two weeks for the next preview: Temporal Fluidity and Rechronoration

Posted in Game Design

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