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The Mazeworks 

The Mazeworks is the nexus of the entire multiverse. It connects all possible worlds, realities, and dimensions into its endless miles of stone corridors. The Mazeworks itself was set up long ago as a prison for the multiverses worst imaginable criminals. A criminal was kept in the Mazeworks until all traces of their existance is wiped from the multiverse. Because such a thing can take a very long time, this effectively made these evil beings virtually immortal. These beings of great power are known as the Serafaxx.

The people that created the Mazeworks long ago have since passed out of the annals of history, but they left behind a sentient pool of glowing blue light known as The Keeper. This entity searches the multiverse for powerful warriors, keen eyed gunmen, mighty wizards, and anyone else who has something special about them. Once found, the person soon comes face to face with a horde of faceless, putty-like people. Theories differ at this point. Some believe these people to be agents of The Keeper, sent out of the Mazeworks to herde a selected person into a portal leading to The Mazeworks. Others believe that the faceless people are actually agents of the Serafaxx sent to destroy those selected by The Keeper before they can be brought to the Mazeworks. Either way, the only information we have to go on is that given by those who have been herded into the Mazeworks. They all have a similar experience of encountering the faceless men, either fighting or fleeing, and then by some mistep or wrong turn they find themselves no longer in their own world, but in a strange stone corridor eerily lit with a soft blue light. If the faceless men are sent by the Serafaxx to kill those selected then those who haven't entered the Mazeworks arent alive to tell anyone.

Those who DO enter however are called, at least by the Keeper, as Champions. Most everyone eventually finds their way to the room of the Keeper and finds the Keeper speaking directly into their minds. Conversations with the Keeper are often cryptic and frustrating, as it thinks more like a computer. Once entering the Keeper's room it immediately greets the Champion and tells the person of the mission they are to go on. These missions are the reasons why the Keeper pulls in "champions" from all over the multiverse. The Serafaxx get out of the Mazeworks and cause trouble, so the Keeper needs to send its own agents to these worlds in order to stop the evil from spreading.

The Champion enters the pool of the Keeper and is transported to the world where the mission is to take place. With the cryptic information given by the Keeper they need to figure out what is wrong and how to fix it. Once doing so, the Keeper speaks directly into the mind of the Champion and congratulates them. After successfully completing a mission, a Champion gains attunement to the Mazeworks and can sense where the portal leading to the Mazeworks is located on the world they are currently on. If a Champion fails their first mission, the Keeper will inform them and give them partial attunement. This lets them just barely feel where the portal back to the Mazeworks is, but after that the partial attunement is taken away and the Champion must go on the next mission and succeed to gain attunement.

While in the Mazeworks, an attuned Champion can "feel" their way to any world's portal, as long as they know of the world they seek. The same system of location for portals can be used for anything, and anyone, in the Mazeworks. Just keep a fellow Champion in your mind as you walk through the corridors and, assuming that Champion is in the Mazeworks at the time, you will eventually bump right into them. While in the Mazeworks there is no need to eat, drink, or sleep. It doesnt feel very natural though, and it is unsettling to most people. Also, the stone walls, floors, and ceilings of the Mazeworks can be manipulated by forcing your will upon them. Someone with a strong willpower, and some free time, can shape entire rooms and objects out of the stone.
1. Hub of all Worlds
2. Nexus of the Multiverse
The Mazeworks by Feighlogh January 9, 2005
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make-work 

Noun. A societal or employment position that exists solely because funds from a money-cloud (such as tax money, tuition, endowments, and non-profit organizations) was used to create it. It's title, usually having several multi-syllabic words, is an example of the "inverse law of word length and importance". It is usually a useless position that someone with several higher-education degrees holds (and perhaps even invented themselves). The purpose for its existence is to virtue-signal on both the make-work-er and make-work-ee's parts. It is meant to persuade people based on their appeal to authority.
"Margaret's make-work position is that of a biology education researcher whose research focuses on making undergraduate science learning environments more inclusive. Trained as a Ph.D. neuroscientist, she transitioned to discipline-based education research and is an expert on course-based undergraduate research experiences and making undergraduate science learning experiences, specifically active learning courses and undergraduate research experiences, more inclusive. Her research focuses on students with concealable stigmatized identities such as religious students, LGBTQ+ students, and students with disabilities, as well as the impact on students of instructors revealing these identities in the context of the classroom. Her research in biology education has been internationally recognized and featured in Science Magazine, as well as in numerous news outlets, including the NY Times, CNN, and Scientific American."
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How bout dem knicks? 

A phrase referring twoard the New York Knicks.
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Guy 1: I think I may be gay.
Guy 2: ...
Guy 1: ...
Guy 2: How bout dem knicks?
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Power Couple 

A relationship between two people who are equally as cool as each other. They are as individually awesome and fun to be around as they are when they are together.

Neither one depends on the other for their feelings of self worth- they know in their heart that they are just as valuable to the world as the other. Good looking, optimistic, and sparks a light in the world that people recognize that goes beyond a normal relationship.

In a power couple, if one person is flawed, the other person makes up for their weaknesses in strength. Together they are the epitome of what anyone would desire in a relationship. They encourage goodness in the world and make it a better place by being together.
I'm a fan of those two, they are such a power couple, the epitome of what anyone would want in a relationship.

I am envious of them because they are a power couple.
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Spidey sense for evading poop on the street, canine or otherwise.
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Shackteâu

A Shackteau is a humble, weather-beaten, structurally questionable shelter located in a spectacular or highly coveted place—Wales, Jackson Hole, Sun Valley, Crested Butte, coastal Maine, the Alps—where the building itself may be worth almost nothing, but the dirt, view, access, and mythology make it absurdly valuable.
In use:
Shackteâu - We thought it was an abandoned shed until the realtor called it a rare alpine Shackteâu with unobstructed views and listed it for $2 million.
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Sonion comes from a GIF that is a mix of the word son and onion ( if you use this slang you like dih)
Man 1 says "I drank last night I need a break" Man 2 "Sonion"
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