This page is neither complete, nor final, but is a working text meant to elucidate key concepts, terminology, or historical events to the Into Infinity Universe. While this page does, in many ways, undermine certain foundational elements of this project, I am including it for the forgoing reasons:
My pace of production is glacial. As much as the idea of progressively revealing ideas and concepts core to this universe, as well as its lore and history, is central to this project, I am but one person, and I lack both the low standards and army of unpaid interns to churn out content-mill levels of material. Chronic depression doesn't help with anything, least of all doing all of this by myself. So, career compromises. Or something. I don't know. Does any of this speak to someone who has the foggiest idea what they're doing?
The original idea of The Quicksand Singularity ArQive was always as a means of sharing the universe of Into Infinity with the world. Given that much of what is included in this page is already publicly available through my website, or was previously accessible through other experiments on publishing works in progress for public feedback and commentary, I figured I'd centralise things and leave it to reader discretion whether or not to engage with potential spoilers. I mean, I'm not going to make it easy for you. You want to ruin the show, you're gonna have to figure out how to peel back the redaction bars on your own. Have fun. Or don't. It's entirely up to you.
To the extent that a lot of the worldbuilding of the Into Infinity Universe is still in early development, much of what's included below is subject to change. I'll include a changelog here* for interested parties, but expect retcons, both minor and major, as I further develop and refine everything from core terminology to faction histories.
Also, if there is a disagreement between this page I seemingly always forget exists and the miniature version on the homepage or in the lore itself, please let me know, so I can promptly go retcon the shit out of this page.
*I didn't so much lie about that, as I just kind of forgot I was supposed to do a separate one here, and the one I was doing can't be arsed to put that much work into anymore. It already takes about 20 hours in total to get everything ready for launch days and having to worry about annotating a bunch of crap no one's going to read anyhow just seems like a huge waste of time. Besides, it feels a bit like I've been dumbing things down a bit too much lately. Whether or not what's already up is there to stay is a problem for future me to solve. Present me is too apathetic to
SPOILER ALERT
WARNING: Section contains potential spoilers.
Continue at your own risk.
The Way: The area of the galaxy comprising all of KS, OZ, and DZ space and the Andromedine Quarantine.
KS: Known Space. Areas of The Way fully explored.
OZ: Outer Zone. The sphere of partially-explored space outside of the KS.
DZ: Dark Zone. The frontier of galactic discovery.
Lossec: Local Sector.
Chronosync: Typically a chronosync is the most important planet or satellite in a system or lossec. Chronosyncs set localised time standards.
Anno: One orbit of a local Chronosync.
Tanno: A portmonteau of Terra and anno. Refers to one Earth orbit around the sun.
Docade: Term used by factions using a base 12 or dozenal numerical system to describe the equivalent of a decade (i.e.; 12 anno/Tanno). Abbreviation of "Dodecade".
Rota: One rotation of the local Chronosync. Replaces “day” as a unit of time. (Day is still used in certain settings by certain individuals [see: Terrestrials].)
Lune: A month as defined by a faction. (e.g.; 1 New Rio Lune is 4 Weeks. 1 New Rio Week is 9 Rota. 1 New Rio Rota is equal to 29 hours, 37 minutes, 26 seconds on Terra. Local Chronosync adjustment: 1.234097-sec(T)=1-sec(NRdO) 0.810308-sec(NRdO)=1-sec(T))
Parsec: Parallax arc-second. Standard unit of measure for trans-system astronomical distances. Equal to 3.26 light-years.
Hive/Hive City: An ultra-dense city with populations exceeding one billion inhabitants. Frequently marked by structures exceeding 10km in vertical height, and with population densities exceeding 1,000,000 per square kilometre.
Manufactory Hive: A hive city specialising in industrial manufacturing. Manufactory Hives are frequently little more than titanic industrial complexes built around similarly titanic habitation structures, or Hab Blocks. The pollution emitted by Manufactory Hives often results in the formation of a large desert full of highly toxic, fine particulate sand.
Titan: From “titan of industry” a titan is any individual whose net worth exceeds 1 quadrillion Imperial Starforged Kvra (ISK).
Cloaktec Synth/Synth: a pseudoandroid comprised of hybrid mechanical-quasiorganic components capable of changing appearances. Synths have no internal piloting systems and require a “rider” or a “respun Neuromatrix” in order to operate.
Neuromatrix: an advanced Qube capable of housing a respun brain. Once spun up, a Neuromatrix is hardlocked to external interfacing and cannot be copied, overwritten, or transferred. Neuromatrices can be unspun and respun only by special protocol from Coldsnow.
The Riverine States: A collection of states, factions, and empires that fragmented off of The River post-Incursion. Does not include the CORR.
Halcyon/Hal/Alkione/Sedna/Mother Sedna/The Second Silence: One of three known Transcendant Reliquarians. Halcyon, known more widely as Hal, is the sister of Whisper—the First Dreamborn. Hal is the leader of Soulstar Enclave and the Midwinter Sanctuaries, residing on the Relicborn Sanctuary World of Midwinter, in its capital city of Soulstar. She is responsible for managing, overseeing, and enforcing the tenets and laws to which all Relicborn mages are bound.
Whisper/The Whisper/Silla/The First Falling Snow/The Sleeping Silence: One of three known Transcendant Reliquarians, Whisper is the First Dreamborn, and the elder sister of Halcyon. The most powerful of Transcendants, Whisper engages little in the affairs of humanity, suspending herself in a state of oblivion between moments of need. She is most widely known by the events of Whisper's Wrath—a personal enforcement of clauses in the Mythic Treaty forbidding the destruction of worlds excepting those exclusively serving as military strongholds/fortress worlds.
Ember Ravenheart: One of three known Transcendant Reliquarians, Ember Ravenheart is the Third Dreamborn, though lay, undiscovered, on an isolated world until the late 10th Age. Ravenheart is the third most powerful of the Transcendants. After the Bearclaw Incident in the 11th Age, Ravenheart retreated into a self-imposed exile in The Rimworlds' penal world for extremely dangerous and empowered individuals. Ravenheart now trains Young Queens/Young Kings as well as Grandmasters and other extremely powerful Relicborn, teaching them how to harness and control their power.
Freyja Björn: The First Witch Queen, and one of the First Generation of Relicborn. Freyja was among the first few generations of full-blood H. s. scandia, and was the first Relicborn Witch. Along with her Outlander partner Scarlet Oksana (aka Skårlott Osanna), Freyja Björn defeated the White King of Vostok near the end of the Big Freeze, destroying both herself and Scarlet in the process. Rumours still abound that fragments of both are still scattered about the Noospace, and that one day they will gather together and Freyja and Scarlet will be reborn.
Skårlott Osanna/Scarlet Oksana: The first Phoenix Warrior, and one of the First Generation of Relicborn. Skårlott, before her shattering at the Battle of the Pale Lake, was a peerless warrior of inhuman strength, speed, and skill. A Phoenix Warrior, Skårlott's corporeal form could not be permanently destroyed, and would always return. By combining her power with Freyja Björn's at the Battle of Pale Lake, they were able to erase The White King of Vostok from the Record of Things, at the cost of their own Shattering.
The White King of Vostok: The first King Magos, and one of the First Generation of Relicborn. Corrupted by power after being crowned God-King of the Ya Kui during the Big Freeze, The White King of Vostok's benevolence quickly descended into cruelty and malevolence, especially in his experiments with the glitch. Though erased from The Record of Things, his practises and ideology live on in the Vostok Witch Covens.
Aisling: A First Seed and the Crown Orkidean, Firstborn of the Goddess, Aisling is the first and oldest of all Orkideans and Herbalists. After two of her sisters of the First Seed were Unspun in the glitchtech bombing of New Rio's Statue of Soldiarity, Aisling sought forbidden knowledge, ultimately being cursed by The Goddess to see the whole Tapestry of Time. This curse turned out to be more than a blessing, allowing Aisling to uncover the origins and foundations of The Glitch, achieving an understanding of the phenomena greater than The Goddess' own. Recorded in The Quicksand Singularity, the knowledge gained from Aisling's Odyssey immediately became humanity's most dangerous and closely guarded texts.
Glitch/The Glitch: a poorly understood spaciotemporal phenomenon involving suspensions, or complete decoherence, of physics.
Glitch Field/Glitch Quantised Field/GQF: "Corrupting" radiation emitted from Glitch sources (GM/GQF Point Source/GQF Breach) that causes physics within which to enter a state of flux.
Glitched Matter/Glitched Material/GM: Matter that has been corrupted by a Glitch Field. Can be either a GQF emitter, or a stabilised, non-emitting object.
Refined Glitched Matter: any type of glitched material that has been altered or corrupted for industrial use. RGM is essential to the functioning of various essential technologies such as transit drives, advanced power generation units, personal Quantum Computers (Qubes), etc.
Tanzaurum: naturally occuring, highly enriched, nullified Glitched Matter. Extremely resistent to corruption. Tanzaurum is used alongside RGM to nullify GQF emissions. Currently found in only two sources: Monikyn and The Shrouded Vael.
Glitchborn: Living entities empowered by the the Glitch. Also known as Mages/Witches/etc.
Relic: Extremely powerful glitched object of unknown origin.
Reliquaria: “Living” Relic.
Super_user: Humanoid Reliquaria of unquantifiable Wellspring draw.
Admxn: Human who has been modified or enhanced to superhuman levels.
Normie/banal: Catch-all term referring to humans who do not possess superhuman abilities.
Terrestrials: Individuals who reside exclusively in one spaciotemporal reference frame.
Blessed/Enchanted [Object]: Any object that has been glitched.
Wellspring/The Wellspring/Wellspring Draw: A measure of the strength of a Glitchborn. Also a concept among Glitchborn relating to limitations of power as well as the source thereof.
Warp/Magic: Common parlance for any of the phenomena associated with Glitchborn.
SDS: State De-coherence Simultaneity: Glitch manipulation of various different properties of spacetime/massergy such as size, shape, spaciotemporal coordinates, etc.
PSus: Phase Suspension(s): Dangerous forms of glitch empowerments involving high-level, tandem SDSs in order to manifest various Glitched suspensions of conservation laws. PSus empowered Glitchborn require tutelage by a trained master.
Young Queen/Young King: a potential Witch Queen/King Magos who has not yet achieved Full Flow.
Witch Queen/King Magos: an extremely powerful and potent Reliquaria Glitchborn.
Dark Sister: A planet of Glitched Material following Earth’s orbit at a precise distance of 1,000,000km
Darklings: Name for indigenous human subtypes from Dark Sister.
Mythic: Any species belonging to the Terran or Sisterian Dreamborn archetypes.
Dreamborn: a domain of mythical creatures spawned in the Apochs of Forgetting, separated into two courts: Fae and Frost.
Fae Court Dreamborn: (also Fae Court Mythica) are a Kingdom of Mythica species primarily manifested out of mythology, thema, archetypes, and the Noospace of the Pre-Frost Old Sapiens.
Frost Court Dreamborn: (also Frost Court Mythica) a Kingdom of Mythica species primarily manifested out of mythology, thema, archetypes, and the general Noospace of Post-Frost hominids.
Imago: a Phylum of Mythica whose physical structures are primarily based on hominids.
Chimer: a phylum of Mythica whose physical structures are based primarily on non-hominid animals.
Verding: a phylum of Mythica whose physical structures are based primarily on herbiform, fungiform, or other non-animalian eukaryotic or prokaryotic lifeforms.
Radical: A glitch corrupted relic.
Radicalia: Glitch corrupted reliquaria.
The Unspun: Glitch corrupted Super_users.
Pocket Infinity: A pocket of spacetime with greater internal volume than external volume.
Non-Euclidean Phase-Boundary: An event horizon between Euclidean and Non-Euclidean geometries of spacetime, typically forming a pocket infinity.
The Tapestry of Time: A metaphor used by Farseers to describe the infinitely branching threads of time of the future. The power of a Farseer is simultaneously measured by how far they can see, the clarity of their visions, and their ability to see only the most likely threads of future events.
Threads of Time/Threads: A term used by Farseers to describe particular timelines, or collections of timelines, which follow similar pathways to a particular future distance. Threads are typically given strengths based on statistical analyses and described in terms of thick to thin, with the thickest threads being the most likely future outcomes, and the thinnest being the least likely.
Ensemble Storm: Ensemble Storms are transient, high-strength GQF eruptions originating from metastable GQF sources that reshuffle the quantum states of anything caught inside. Depending on the severity of an Ensemble Storm, effects can range from minor quantum interference to complete quantum restructuring events. (e.g.; excess noise in electronic equipment, same electronic equipment condensing into autonomous biomechanoid creature with noneuclidean geometries and surface gravity 13.8x that of host planet)
Zodian: A relicborn/mage whose empowerments lie within concepts and thema of the classical "zodiac" elements. Zodian is a discrete category referring to relicborn who may be able to manipulate upwards of two "elements".
Weathermaster: A relicborn/mage of the Zodain archetype whose empowerments encompass the three or more "elements". Weathermaster is a diffuse category, and Weathermasters are often able to utilise a limited range of other powers outside of the strict sphere of the "elemental" archetype.
Old Sapiens: refers to Homo sapiens sapiens, the pre-Apoch-Freeze Last Universal Common Ancestor of all species of modern hominids. Revered by many as having achieved a scientific understanding of the Glitch, among other great intellectual and technological accomplishments. Much of the nearly 500,000 Tanno of lost history between the ARMA wars preceding the Apoch-Freeze and the Era of the First Gate was spent rediscovering and rebuilding what was lost in repeated Apocalypses.
Apocalypticon: A compendium of all apocalypse-level events and their respective histories, phenomenology, and associated archetypes, thema, and other assorted details. This catalog of events is an essential document kept by the ArQive of the Anomalous to track the manifestation of new Words of Power in the Mythic Lexicon.
Apoch-Freeze: A catastrophic and complete ecological collapse following the end of the ARMA Wars of the 26th Century, CE. Marked by ice-age conditions following artificially induced eruptions of the Yellowstone, Toba, and Aira supervolcanoes coupled with preexisting conditions from an intense, full-scale, world war. The Apoch-Freeze Era lasted approximately 136,000 Tanno, with the Ice-Age/Snowball Earth (aka Big Freeze) conditions easing by around 45,000 AF.
Big Freeze: The first major arc of the Apoch-Freeze, which saw humanity reduced to around 120,000 individuals, the majority of whom (~55,000) resided in a military fort-complex built around the Rock of Gibraltar and controlled by a strain of Super-AI known as Overseer.AI. The remaining human populations were scattered between various populations in the extreme North and South, who would, in this period, either by environmental pressures or intentional bioengineering, diverge significantly from the Stronghold populations.
Stronghold Era: The era of proliferations of Stronghold Settlements. Under the Stronghold Plan created by the Architects of Stronghold: Gibraltar, as the continental glaciers receded following the Long Winter Epoch of the Apoch-Freeze, further Strongholds were established to the East and West of Gibraltar using the remains and ruins of similar fort complexes. Through use of seedbanks, gene vaults, and other technologies, Terra was 'reseeded'. Technologies, protocols, and techniques used in this era formed the foundational principles of The Engineers' Terraforming Methodologies.
Dark Lands: The remains of Alaska and parts of Canada's Northwest Territories following the Denali National Laboratories' ExPLORE Lab Hawking Incident. Corrupted by intense GQF radiation from a cluster of metastable brane tears (aka TDE Artefacts or TDEs), by the end of the Big Freeze Epoch, the Dark Lands had split off of the North American continent and drifted into the Pacific Ocean. The Dark Lands, as referred to by Strongholders and Coldbloods alike, formed a pocket infinity with an internal surface area equivalent to that of the rest of Terra's, sparking numerous wars for its conquest and domination.
136k-AF TDE Collapse: A cataclysmic event caused by the transitioning of the Dark Lands TDE Cluster from false-vacuum to ground state. This event resulted in mass proliferation of the Glitch across Terra. The Dark Lands were expelled, becoming a sister satellite dubbed "Dark Sister" by the survivors of the subsequent climatological chaos. The 136k-AF TDE Collapse also marked the birth of both courts of Mythics and the beginning of widespread glitch-empowered individuals, previously a phenomena limited to a handful of Reliquarian Super_users who rose out of the residual aftermath of various experimental projects similar to the DNL ExPLORE Labs. Many of these first Reliquarians persist to the present.
Pitch Dark Age: A period of roughly 420,000 Tanno following the 136k AF TDE Collapse for which very little recorded history or archaeological evidence remains. Separated into six distinct Ages, the Pitch Dark Age saw multiple civlisational resurgences, only for one cataclysm or another to force another hard reset.
Age of the Forgotten: The period immediately following the 136k AF TDE Collapse. Ensemble Storms, climate chaos, tectonic hyperactivity, and GQF Background disabling all advanced technology reduced the Strongholds to ruins and returned humanity to hunter-gatherers, sedentary, agrarian lifestyles being made impossible due to unpredictable, rapid, and violent changes in climate. The spawning of Mythica populations occurs during this period and the annals of the Firstborn of Graces exist as the only reliable records of this period.
Age of the Third Wind: Following the stabilisation of the climate and the end of Ensemble Storms, Humanity is able to reform sedentary, agrarian civilisations. Technological progress is stunted and slowed due to equal parts the inhibiting influence of The Glitch on developing computers, as well as the corruption of data storage devices containing the knowledge and technology of both the Strongholds as well as the Old Sapiens.
Age of the Mythic Wars: A 5,000 Tanno period of conflicts between humanity against Dreamborn Mythica, ultimately ending with the 3rd destruction of human society and a period of subjugation known as the Age of Mythos.
Age of Mythos: A 15,000 Tanno period of subjugation by the Dreamborn Mythica following humanity's defeat at the end of the Mythic Wars and the signing of the First Mythic Treaty.
Age of the Long March: A 100,000 Tanno period of cooperation, unification, and rebuilding. The Age of the Long March saw Humanity leave Earth for the first time since the ARMA Wars with the completion of The First Gate—a sustained wormhole drive bridging Earth and its long dead colonies on Mars—allowing humanity to rapidly accelerate its technological capabilities, no longer inhibited by the Sisterian GQF. Humanity quickly recolonised the Solar System, ultimately leaving the Solar System after engineering Homo asteri—a species of humans engineered to be more robust and resilient to the conditions of interstellar space. This age ends with the establishment of extrasolar colonies in Alpha Centauri, marking the beginning of the Ages of Asterion.
The Incursion (6,459 E2A5 [Epoch 2, Age 5] to ca. 6,000 E3A5) was the last, major apocalyptic event to strike humanity. A species of hostile xenosapients invaded the nascent human galactic dominion, taking advantage of a number of factors to sweep through the largely linear empire known as The River. After being halted at The Battle of New Rio, and nearly 10,000 Tanno of stalemate, The Incursion was ended by The Confederation of Rimworlds' newly created First-Class Corps of Marines. The attribution of technology and aggressive expansionism led to humanity largely stagnating until the 11th Age.
Humanity, as it exists in The Way, is much removed from what is called the Old Sapiens. Primarily, the universe is populated by the descendants of Homo asterion—a species of humans genetically engineered to be more resilient to the harsh conditions of interstellar travel. Alongside H. asterion are three other families of human:
Coldbloods: human species who survived the ecological apocalypse of the Apoch-Freeze north or south of 40 degrees. H. s. scandi (Scandians), H. s. yakui (Ya Kui), H. s. faroth (Faarøþi), H. s. alinu (Alyu/Inu), H. s. qeche (Soto/Qece), H. s. samtan (Saamten), H. s. shaia ($â:a)
Darklings: Darklings are various tribes of altered Old Sapiens endemic to Dark Sister. Among their tribes are the Pillars of August; the Ciþwa, the Kho, the Ñujj, the Hi Akiji, and the Aeon. Pillars of August possess anomalous abilities and cannot interbreed outside of their tribe.
CORR/The CORR: Confederation of Rimworlds, Republic. Formerly a series of colonial outposts of The River, declared independence in the 4th Age of Asterion and formed a loose defensive confederation that later became a republic of two dozen systems. The CORR possesses the richest deposits of strategic resources in The Way as well as a highly strategic, centralised position. Frequent raids and conquering forces from larger and more powerful factions resulted in The CORR creating the most powerful military force in The Way; the AFR. The AFR has never been defeated. Abbreviation: CORR/CuX
Imperium Kaidan: The largest and most populous galactic superpower. Marked by stagnation, bureaucracy, and an antipathy towards innovation and progress, Imperium Kaidan still remains a primary engine of galactic discovery with an ever-expanding DZ pushing farther into the Galactic centre, but crippled by colonial rebellions and internal conflicts. Outside of exploration, Kaidan’s manufacturing sector is the largest and most productive engine of basic materials while also being the dirtiest. Kaidan society is also noteworthy for being repressive, oppressive, and increasingly dystopian depending on world tier. Abbreviation: KI
Herbalists: A faction of secretive transhuman creatures transformed by a plant-based, glitched, collective-consciousness known as the Goddess. Herbalists possess numerous wellspring abilities across their four factions—known as Branches. The Four Branches are subdivided into Upper and Lower Branches. The Lower Branches are the Knotworx—anomalous telepaths integral to interstellar communication—and the Foresters—mysterious Plant-Zodians whose purpose and duties are not known. All Converted Herbalists are reborn into the Lower Branches. The Upper Branches have been called “the Goddess’ Chosen” and take on “the Goddess Aspect” (details below) Added to the Mythic Treaty after the First Seed was recongised by the Council of Three Graces during the 3rd Age of Asterion. Abbreviation: Hrb
The River: An empire established at the end of the 1st Age of Asterion by the Starforged Dark Evergreen Collective. The River lasted until the Incursion during the 5th Age of Asterion when hostile xenos forces and internal conflicts fractured the empire, leaving only its Crown World, New Rio, standing. The founders of The River believed themselves to be the true torchbearers of the Old Sapiens’ legacy and were increasingly obsessed with this idea, going so far as to increasingly make use of nonsensical amalgamations of fragmentary texts and records of the Old Sapiens for everything from architecture to naming conventions. Abbreviation: NRdO
New Rio: Pseudoanarchical failed state forming the last remnant of The River. Once accounting for 65% of all humanity, The River was ravaged during the Incursion and fully collapsed during the Vosto-Cybros Civil Uprising. New Rio, The River’s Crown World and only holding, has existed since the 7th Age of Asterion as a dystopian world of mega-cities called “hives”.
Texsar: A hypercapitalist superpower obsessed with technology and cybernetic alterations. Only splicers—those with cybernetic alterations—can attain citizenship in Texsar. Unspliced Texsarians are segregated as second-class non-citizens. Texsar has few terrestrial settlements, preferring space stations and other artificial megastructures. Terrestrial settlements exist only to procure raw resources and are exclusively inhabited by unspliced members of the Church of Cybros. Abbreviation: TXR
Ciþwa: August Pillar of Memory, the Galaxy’s archivists. Different Ciþwa clans are known for having eidetic-genetic memories of specific types of information. They are The Way’s greatest archivists, records keepers, and librarians and are highly sought after by the powerful and elite. Large diaspora communities exist in the CORR, Winters Cloak, MTN Collective, and as honoured guests on the Herbalist shrine world of Asoth. Abbreviation: CÞ
Orkideans: The Herbalist’s 1st Branch. Orkideans are extremely difficult to classify. Like all Herbalists, Orkideans do not age, though after an unknown number of years, an Orkidean will become an Elder Orkidean and take on a slightly different appearance. Of all the Herbalists, Orkideans are the most robust and can sustain lethal injuries and revive, though the mechanisms and limitations of this are unknown. Like Shift, they are exclusively feminine in form and are suspected as parthenogenic. Orkideans eschew garments of any kind and have brightly coloured hair that is kept no shorter than the thighs. All Orkideans possess a bag of unidentifiable material in which they keep sacred objects of unknown description. Orkideans have most often been described as the Herbalist’s priestesses, though they notably reject this title. On extremely rare occasions, a Converted Orkidean may be reborn. All Orkideans, whether Converted or Native, are considered Daughters of the First Seed.
Shift: The Herbalist’s 2nd Branch, Shift are shapeshifters and are highly trained, extremely dangerous, and almost impossible to kill. They are capable of rapidly healing and regenerating from injuries fatal to a normal human. Shift are also the only branch of the Herbalists capable of conscious and wilful acts of violence. Most Shift are able to transform into a variety of different creatures, with the limits of how long they are able to do so based on the size thereof. When exhausted, a Shift will revert back to their “base” form. All Shift are considered Daughters of the First Seed. There are no known Converted Shift or Shift with male aspects.
Foresters: The Herbalist's 3rd Branch, and upper of the Lower Branches, Foresters are an integral part of the operations and mission of any Herbalist Grove. Foresters possess anomalous powers as well as insight into ecosystems, and often form out the largest portion of any Grove or Orkidean's entourage. They are capable of manifesting entire habitats from a handful of seeds as well as sustaining them in conditions otherwise inhospitable to life. Foresters are avid gardeners and peerless agriculturalists, bioscientists, and caretakers of all living things. Foresters are split in their populations between The Converted and Daughters of the First Seed, and represent the entire spectrum of human sexual dimorphism.
Knotworx: The Herbalist's 4th Branch, and lower of the Lower Branches, Knotworx are the most numerous of the Herbalist's due to their integral function in the efficient transmission of information across The Way. Collectively, Knotworx create an anomalous neural linkage that allows for instantaneous communication between any Herbalist. The establishment, maintenance, proliferation, and open access to this network—called The Knotworx—was a foundational tenet of the bargain the First Seeds struck with The Goddess. Their population grows to accommodate the need for them, bolstered both by The Converted and by Daughters of the First Seed, eclipsing a hundredfold the combined populations of the other Three Branches by the 10th Age. Due to their role as communications conduits, Knotworx work in closest proximity to, and have the most interactions with, the rest of humanity. Like Foresters, they are full-spectrum dimorphic.
Kitsune/Huli Jing/Fox: Dreamborn empowered with minor SDS and PSus empowerments. Able to transform into any member of the long-extinct vulpid genus, Foxes are primarily information gatherers and seductresses, with a strong relationship and protective alliance with the Valkyries. Like their Sphinx counterparts, Foxes will barter with outsiders for information, though for Things of Value rather than Champion's Triumphs. Bound in an entangled relationship with the Valkyries and Minotauri. Foxes are the primary thinkers, diplomats, lorekeeprs, and intelligence gatherers of the VKM Trifecta.
Valkyrie: A predominantly humanoid female dreamborn species with anomalous combat skill. Valkyries possess two to four wings capable of powered flight through some unknown PSus empowerment. Like their Angelic counterparts, Valkyries serve a protective function, though of the wider Mythic population rather than specific chosen individuals. Bound in an entangled relationship with Kitsune and Minotauri. Valkyries are the primary military force of all Mythica, and are the warriors, builders, healers, and engineers of the VKM Trifecta. (See MTT Section 12-102.29 | Valkyries)
Valkyrian Captain/Valkyrie Captain/Captain: One of the few males among Valkyries, Captains are exceptionally skilled warriors bound by an entangled relationship with the Foxes. Any one warrior who defeats a Captain in single combat will receive nine anomalous markings from the Foxes (known as The Nine Tales) that empower the Champion with Glitched abilities. Since the 136k-AF TDE Collapse, only five Captains have fallen in combat.
Minotauri: a predominantly humanoid male dreamborn species with large horns growing from either side of the skull. Despite being anomalously strong and hardy, Minotauri are fairly docile, not easily swayed to great exertions or violence. Minotauri are the chief crafstmen, artisans, agrarians, and makers of things in the VKM Trifecta. Bound in an entangled relationship with the Kistune and Valkyries.
Three Graces/Council of Three Graces/Nymphae: Anomalous dreamborn spirits intrinsically entangled to the biospheres of whatever worlds they inhabit. Their numbers and overall health and wellbeing are a measure of the planet’s habitability. Three Graces take on what some have likened to the “nymph” aspect, and the name “Three Graces” refers to the three primary taxa: Asterids, Naiads, and Anthousai. The origins of these names are not known to them. Unlike Shift and Orkideans, Nymphae are not parthenogenic, but reproduce only to “restore” a world. This process is mysterious, but associated phenomena include rapid ecological regeneration, significant sociopolitical shifts and population-level behavioral changes, and the mass disappearance of planetary “titans”. As a result, worlds with Nymphae populations are classified as “Graced Worlds” and subject to strict monitoring and enforcement of Mythic Treaty ecological standards.
Asterids: One of the Three Graces, Astrerids take on the “angelic” form, being bipedal humanoid females capable of manifesting various forms of wings for flight, depending on levels of “pollution”. Asterids are the Graces of the Sky.
Naiad: One of the Three Graces, Naiads take on the “mer” form, being bipedal humanoid females capable of manifesting various forms of fish-tails for swimming, depending on levels of “pollution.” Naiads are the Graces of the Water.
Anthousai: One of the Three Graces, Anthousai take on the “fawn” form, being bipedal humanoid females capable of shifting their form into that of a deer of various descriptions, depending on levels of “pollution”. Anthousai are the Graces of the Land.
Stellari: a dreamborn species of cephalopod-like form. Each stellari can have between 10 and 15 arms connected to a wide, flat, disc-shaped body with a central bulge containing a glitched object known as a "sol eye". Stellari are highly aggressive and capable of emitting lethal doses of ionising radiation from their sol eye. Questionable origin: Ya Kui Apoch-Freeze mythos or accident from the Old Sapiens lab responsible for the $a:a.
Etaheli/Titan Drake: Sisterian creature marked by a long, serpentine body with various long, curved spines with webbing in the shape of a feather. An adult Etaheli can reach lengths of up to 20km and have primary flight spines up to 1km tall. Adult Etaheli use gasses stored in large reservoirs along their belly to create anomalous jets of fire at the expense of flight speed and altitude. Etaheli are considered sacred to Darklings, especially the Ciþwa.
Herbalists
Mythics
Soulstar Enclave/Midwinter Sanctuary
Collective of Independent Systems
A'xongi Llokh (Riverine)
Chained Worlds (Riverine)
Inglenook (Silven)
Rust Belt
The Vael/Shrouded Vael
Twin Primes
Other Minor States
Collective of Rimworlds, Republic | CORR | Cìfārw umʘadi ʘadiłeŋ
Imperium Kaidan | Imperium Galacticum Kàé Tan
Texsar
The Grey
Winters Cloak
Colharbour Compact
Alyu-Inu Collective
Bjorhet
New Scandia
Ostro
Queensriik
Saamteu
Somjo
The Pale Lake
Ya Kui Nation
Other Minor States
Riverine States
Cult of the Shattered God
June River Reach
Ma To Nga
Neo Ionia
Neo Sparta
Seven Nations Combinate
Walloch
Other Minor States
TCT Combine
Cloud-Forest
Five Insulae of Färøþ
Torrance
Triiva
Terra Prima Concordate
Earth/Terra Prima
Jovian-Giants
Mars
Nine Gates
Proximal Colonies
The Engineers
Ævid Sanctum
A'xoc Ja
Glitch City
Płäñisyó
The River
Tria'qq
Unity of Five
Xhifuu
Altered States
Felids
Ocelots
Pantherans
Tabiforma
Tigrids
Ornithologists
Cardinalians
Condorians
Cranewings
Crowens
Clan Eaglecrest
Falconers
Sparrowrun
Hawksong
The Were
Gargolyne
Lapine Order
Lupine Order
Mera
Serpentine Order
Ursine Order
The Wasps
The Engineered
Aesthetes
Quickenings
Strongmen
The Philosophers
Sit Tsen
[data unavailable]
ArXv
[data unavailable]
Daughters of Matrioshka
[data unavailable]
The Loom
[data unavailable]