LightReader

Chapter 5 - Databook 5: Cosmology Untold

[SPHERE]

A sphere, known to lesser tongues as a world, is in truth the complete expression of a universe, a sovereign echo of the Ordered Universe after its fracturing. It is not a simple orb of land and sky, but a living system of multiple realities, layered realms, and invisible reflections, all folded in upon themselves. 

[PRIME SPHERES]

In the vast structure of the Halvrendor, not all Spheres are the same. Among the countless worlds in the cosmos, a few are special and called the Prime Spheres. These are the main worlds from which entire Multiversal Divisions arise. A Prime Sphere serves as a central anchor point in the metaphysical layout of reality. From its existence flow many other Spheres, which are lesser or derivative worlds connected to it either conceptually or structurally. These connected worlds do not just revolve around the Prime Sphere; they are extensions of its core laws, themes, and metaphysical essence. Each Prime Sphere gives rise to a Multiversal Division, which is a group of infinite Spheres linked by their shared origin, law, or conceptual heritage. The Prime Sphere acts as the base for this whole Division. If a Prime Sphere changes, all connected Spheres are influenced. If it is destroyed, the entire Division may collapse or become unstable. If it gains power, the Spheres in its influence might evolve or shift to reflect that change. Because of this, Prime Spheres are seen as essential to multiversal structure. They hold significant power and importance in maintaining order and continuity in their Multiversal Division. The Supernals often keep a close eye on Prime Spheres, as their impact reaches beyond a single world. Conflicts, miracles, or events in a Prime Sphere can create ripple effects across many other realities linked to its Division. Some Prime Spheres are known by legendary names such as Mount Olympus, Jianmu Tree, or Yggdrasil, and they are the backdrop for some key events in cosmic history. Within Prime Spheres, laws are stronger, spiritual weight is greater, and beings like Qlippoth, Elohim, and even Outsiders often direct their efforts there.

[TIMELINES]

Within a Sphere, there are multiple Timelines. These threads of causality twist through the folds of time like serpents in mirrored glass. Some of these continuums run parallel, while others diverge or fold in on themselves, often remaining unnoticed by those who live within them. Some Spheres are simple and hold one or two timelines. Others, particularly those of divine significance, contain a thousand moments, all breathing at once and alive in both the Nie'mada and At'ama.

[Nie'mada — The World of Matter]

Spoken in the First Tongue as Nie'mada, this is the Physical World, the one most mortals see and live in. It is a place of form and function, where everything has weight, size, and shape. Every object, every body, every hill or blade or tool has mass and meaning. All are subject to the three spatial laws: length, width, and height. Here, time flows in a straight line, perception is limited by the senses, and the soul is covered by a body.

[At'ama — The World of Reflection]

But beneath Nie'mada, or perhaps above it, is the At'ama, the Spiritual World, which is also referred to in the First Tongue. Most people cannot see it, and it isn't made of stone or flesh. Instead, it reflects the essence of reality, acting as the mirrored soul of the world. Every being and structure in Nie'mada casts a shadow here. The At'ama exists in a higher dimension, shaped by the fourth axis: time unbound. Mortalkind, tied to the forward flow of time, cannot move freely here. To see the At'ama is to awaken the mind beyond cause and effect, through ancient magic, dream-walking, or the sacred Magic of Spirits. The At'ama doesn't contain just one realm but three, each layered like veils over the eye of creation:

[Elysium — The Crown of Thought] 

At the highest level lies Elysium, a realm of pure ideas where all thoughts and inventions, every made up idea or concept, exist in eternal harmony. This is home to the Alufray, spirits born from human ideas and the collective unconscious. Here, the very air is filled with knowledge; one may encounter a forgotten theorem walking like a man, Jungian Archetypes, or a melody sung by a river, among many other strange discoveries. Elysium is not heaven, but inspiration without limits where the soul shapes meaning into myth.

[Penumbra — The Hollow of Fears] 

Beneath Elysium lies the Penumbra, the twilight realm where fear rules. Shaped by the collective unconscious, the Penumbra is separate from the clarity of Elysium and filled with the inherited shadows of Mortalkind. Primal fears such as the fear of fire, falling, or being forgotten, manifest here as Elufray, spirits of terror and instinct. The Elufray are not evil unless influenced. They hold caution in their keep, preserving fear so mortals can survive their own ignorance. They are shepherds of shadow, born from flame and silence, although some magicians have learned to create contracts with them for their own gain.

[Oblivion — The Abyss of Unbeing] 

At the lowest level, hidden even from thought, there is Oblivion. It is not a place of death but of non-being, where the essence of dead Alufray and Elufray drifts. All meaning fades here; all ideas, principles, and purposes dissolve into endless nothingness. This realm is so complex that it is thought to follow no true state of existence. Oblivion lacks real existence and is said to consume all meaning and life. No soul ever escapes from it and sound can be heard. The Qlippoth, opposing spirits, dwell in its impossible geometry; they ensure that nothing ever escapes. Some mages even mock Oblivion, saying, "What cannot be reached cannot be real." But the wise know that truth and fear often walk together. No one who ventures toward Oblivion ever returns from its deep pits. If someone were to enter this terrifying realm, they would plunge into an endless abyss, an unending chain of not-things, making it impossible to reach the center where the Qlippoth reside.

[HYPERURANION] 

Every Prime Sphere, regardless of its size, is connected to a Hyperuranion, a realm above all realms. This is a divine domain from which the Elohim deliver the principles of reality. It is not physical or purely spiritual, but something greater, existing beyond the limits of form, sequence, and the fourth dimension. If the At'ama reflects the mind, the Hyperuranion is the mind's source. This realm primarily produces Law. It is where the gods reside. The Elohim are not just deities to be honored; they are the living foundations of existence. Each Elohim spreads their law outward like great suns shining across the metaphysical skies of their Multiversal Division. Their edicts shape reality, anchoring the world to prevent it from collapsing into Chaos by dispersing their laws throughout the entire Multiverse. However, the Hyperuranion is not indestructible. If an Elohim dies, the law they represent unravels. This does not just lead to divine silence but also to existential collapse. If the God of Fire dies, flames no longer act as flames. If the Goddess of Death falters, souls may linger, refusing to enter the Afterlife and polluting the world with undeath. Though they regenerate over eons, the absence of an Elohim disrupts the Sphere, leading to periods of instability, madness, and divine mistakes. Such divine deaths are rare. But when they happen, they signal the end of ages and the birth of myths. (The Hyperuranion of Yggdrasil is Asgard).

[OL'TRINIAN]

The Ol'trinian is not just a realm; it is the ancient medium that supports the very structure of the Sphere. It is a vast ocean of pure, unshaped mana, older than most concepts and deeper than identity. It surrounds all existence and flows through a hierarchy of concepts, connecting and separating the three basic layers of being: The Nie'mada, At'ama, and Hyperuranion. These worlds are not stacked atop one another; they exist at completely different metaphysical levels. Only through the Ol'trinian can one travel between them. To understand the Ol'trinian is to grasp the frame of one's sphere, for within its formless waters lies the Conceptual Axis, a significant metaphysical structure. This Axis is not limited by length or measurement; it is the living core that holds all the Spheres, acting as a six-dimensional bridge linking all Worlds, all Realms, and all Concepts. Walking on the Conceptual Axis means stepping beyond direction, time, and matter. It is to become a whisper in the breath of the Elohim. The Elohim traverse the Ol'trinian via this Axis; it is their rightful domain. This power allows them to project Law from the Hyperuranion into the countless realities of the Multiverse. When a God passes through the Ol'trinian, their law travels with them, rippling through worlds and changing the essence of existence beneath them. However, for mortals or lesser spirits, the Ol'trinian represents infinite death. Without a perfect metaphysical shield, any being that dares enter the Ol'trinian will have their body, soul, and essence erased, dissolved into the raw sea of mana like ink dispersed in stormwater. This destruction is neither physical nor spiritual, but ontological; it is a complete erasure across all timelines, dreams, and identities. Wandering this vast sea are the Hexbeasts, ancient and abstract entities made entirely of unstable mana, born from forgotten laws and unrealized potential. They are conceptual anomalies that can freely navigate the Axis, feeding on thought, language, and essence itself. In some Spheres, the Ol'trinian takes on a form, such as the Bifrost of Yggdrasil, which appears as a rainbow bridge but is actually a visible dimensional current of the Axis. Other civilizations call it the Sea Without Floor, the Arc of Thought, or the Unbound Vein.

[Altraya — The Core of the Sphere]

In every Prime Sphere within the vast structure of the Halvrendor, there is a central axis of power and information called the Altraya. It is not a place in the usual sense but a layered system of complete control, located at the metaphysical heart of the Prime Sphere and all its connected worlds. Everything, including timelines, laws, matter, and concepts, is tied to the Altraya, making it the foundation that supports the entire Multiversal Division. The Altraya serves as both a repository and command center, containing the complete informational matrix of the spheres. This includes every known and unknown law, all metaphysical pathways, and even the entire framework of the Ol'trinian, which weaves through the deep metaphysical layers of the Sphere. From the Altraya, all reality within a Sphere can be monitored, corrected, rewritten, or even unraveled. The Alvamon, also called the Governing Order, is at the center of the Altraya. They are the highest and most sovereign Elohim within the Sphere. While other Elohim represent individual laws like fire, gravity, or death, the Alvamon holds total authority over the Sphere itself. The Alvamon is directly linked to the Altraya and acts as its sole guardian and operator. Through this connection, the Alvamon can manipulate the laws of reality at will. They adjust the metaphysical constants of all spheres connected to the Prime Sphere to maintain balance, overwrite or nullify disruptions, including outside powers from foreign Spheres or rogue Elohim, and control the fate and story of the Multiverse. The Alvamon are not all-powerful in the absolute sense, but within their Prime Sphere, they are the final authority. They can reprogram the fabric of the Multiverse they govern. Because the Altraya contains the entire Sphere's informational basis, its destruction would be catastrophic. If the Altraya is destroyed or forcibly disconnected from the governing Elohim, the whole Multiversal Division would collapse into nonexistence, taking all its laws, timelines, and spiritual layers with it. The Alvamon exists to prevent this disaster and remains vigilant. To protect the Altraya, the Alvamon often enforces strict boundaries between realms, monitors fluctuations in the At'ama and Nie'mada, and may even restrict access to the Hyperuranion when threats appear.

[Halvrendor — The Infinite Soil of Spheres]

Beyond all known worlds, beyond the infinite dimensions of Prime Spheres and the divine law of the Elohim, there lies an endless, cosmic medium called Halvrendor. It serves as the ancient foundation for all Spheres, Prime Spheres, and Multiversal Divisions. Although it is often described metaphorically as the "soil" of creation, Halvrendor is not a true terrain. It is a formless, ever-changing expanse, a cosmic sea of raw potential that has the appearance of a nebula, yet deeper than stars. Every Sphere, whether minor or Prime, rests within Halvrendor like a seed in unknown ground. Just as seeds draw life from soil, the Spheres extract metaphysical structure, spatial anchoring, and conceptual context from Halvrendor itself. Halvrendor is infinite and without edge, yet it is not space. It does not consist of time, matter, or even concepts in the way mortal minds perceive them. Instead, it is a meta-dimensional field and a medium of potential that allows the existence of spheres and its inhabitants. It is free from any governance, making it immune to the limits that constrain reality within the Spheres. The Silvahein, known as the Sea of Potential, forms its boundaries, wrapping around Halvrendor like skin over a cosmic womb. Halvrendor is not just a backdrop; it is essential for the structure. It enables Spheres to exist in relation to one another, to connect or stay isolated, to grow or collapse. Thus, it functions much like a framework of living abstraction, where metaphysical distance can be as real and significant as physical separation. Traveling through Halvrendor without the protection of Aether risks falling into formlessness, where one may be forgotten by reality itself and reformed into something less than a shadow.

[COLLECTIVE UNCONSCIOUS] 

Beneath Halvrendor lies a vast psychic ocean, equal in size to Halvrendor itself. This ocean is called the Collective Unconscious. It is formed not from any one mind, but from all minds, merging into a shared memory that travels silently through time. It does not record events, but captures experiences. It holds the feelings of generations, reflecting echoes of fear, divinity, triumph, and myth. It is ancient, shaped by archetypes, which are universal thoughtforms that appear in dreams, folklore, and history. From these archetypes come the Alufray Spirits, living ideas that take on physical form. In each sphere, the collective unconscious varies and depends on the world's psychic weight; in some worlds, there can be Alufray Spirits who represent Plato's theory of forms, or many other philosophies that primarily form in the At'ama. It changes as beliefs evolve, yet its core remains intact. As long as life has a mind and will, this hidden plane continues, quietly dreaming new spirits, Gods, and ideas into existence.

[Mundalia — The Aetheric Vein of Creation]

At the center of Halvrendor, where the formless cosmic sea starts to take shape, lies a vast, dimensional chasm known as the Mundalia. It is known as a divine opening and a stable vortex that cuts through Halvrendor and connects directly to the Realm of Silvahein, the endless Sea of Potential and the source of all Aether. While it looks like a cosmic rift or void, the Mundalia is actually a cosmic filtration system, designed by ancient forces to pull in raw Aether from Silvahein and turn it into Mana. Mana is the usable essence that supports all life, magic, and structure across Halvrendor. Aether, in its pure form, is too unstable and rich in potential to be contained by Spheres; it would overwrite or destroy everything it touches. The Mundalia tempers this power, changing it into Mana that can safely flow through Halvrendor while still being strong enough to fuel existence. From the Mundalia, Mana expands outward like lifeblood through unseen metaphysical arteries, spreading magical potential across every Sphere, every Prime world, and every realm within Halvrendor. Its ongoing operation is crucial. Without the Mundalia, Mana would stop flowing, Aether would remain out of reach, and the multiverse would start to starve. The spheres would grow dim, fade away, and eventually collapse inward, causing a catastrophic Big Crunch that returns everything to unstructured void. Moreover, most civilizations and cosmic beings consider the Mundalia untouchable. Few can get close to it, and even fewer can survive its presence. Even the Supernal regard it with respect, as it is not just a source of power; it is the gateway to Silvahein and to the most fundamental force in existence. Similar to Oblivion, to keep the inhabitants of Halvrendor from reaching Silvahein, this realm has infinite steps that some refer to as Ascension Layers. Throughout these infinite layers reside the Watchers; a Divine Race created by the inhabitants of Silvahein to protect and watch over the Mundalia so no mortal may enter their realm. For a superior Watcher, they see lower steps as fiction, and each one serves a purpose when guarding the Mundalia. Some ancient magicians even claim that the Mundalia is not a mechanism but a tear made by an ancient battle between good and evil. Others believe it is alive, beating like a heart at the center of creation, dreaming everything into form as it breathes Aether into existence.

[Dreamlands — The World of Surrealism] 

The Dreamland, also known in myth as the Dreamroot, is a realm beyond the folds of the Collective Unconscious, and Mundalia, like a parasitic flower nourished by memory, sleep, and belief. This realm is a drifting anomaly, and a vast mental plane accessible only through dreaming, deathless meditation, or ritual disassociation. Most scholars call it a sub-spiritual refuge; others, a psychic mistake that gained coherence. In truth, it is a realm shaped by minds rather than principles, a cosmos sustained entirely by the subconscious expressions of life throughout the Halvrendor. Like a dream, it is a world of contradiction, surrealism, and thematic gravity. Lands shift subtly under thought, stars rearrange by emotion, and cities vanish when forgotten. Within this madness exists its own internal logic: a dream-logic, ancient and symbolic. The skies are vast and slow, and the oceans remember every ship that ever sailed them. Time here is measured in meanings, and it holds infinite dreams and nightmares, and in each one, it embodies a different archetypal aspect of the sleeping psyche; fear, longing, nostalgia, wonder, grief. In some places, ancient languages are spoken that never existed in waking reality, and gods no one worshipped walk unburdened by doctrine. Though there is no clear "geography," certain Dreamholds have crystallized over time from the collective imaginations of thousands of Spheres.

[Silvahein — The Sea of Infinite Potential] Surrounding the endless realm of Halvrendor is Silvahein, the Primordial Sea of Potential. It is an infinite space of living energy where the raw material of reality, Aether, swirls in constant, churning currents. From this realm, all magic, form, and concept first flowed into Halvrendor. Silvahein is the source of power, the birthplace of spells, and the foundation of miracles. However, it is also a place of unmaking, where identity, thought, and matter dissolve into endless possibility. Silvahein does not follow physical laws or dimensions like most realms. Its size far exceeds anything Halvrendor could imagine. It is a realm of pure pre-structure, a sea not of water but of potential, ever-shifting and always creating. Here, Aether glows with colors that do not exist and resonates with sounds only the Supernal can perceive. Although it surrounds Halvrendor like an outer shell, Silvahein is not truly "outside" in spatial terms. Instead, it forms a metaphysical boundary that encompasses everything that can exist, while also lying beneath all that is. It is said that Silvahein is both the skin and bones of creation, layered beneath and beyond at the same time. Only the most transcendent beings, those born from Silvahein itself, can survive its currents. Any foreign entity that enters without complete protection will be dismantled at a fundamental level, with their body, soul, and essence broken down into raw data and absorbed into the sea. From Silvahein, Aether flows into the Mundalia, where it gets filtered and refined into Mana; the diluted magical essence that sustains all spheres. In this sense, Silvahein not only fuels reality; it shapes the potential of what that reality can become. Some beings, native to this sea, do exist. Known in ancient texts as the Silvaheinborn, they are said to be manifestations of Aether itself, formed by its will. They do not think like mortals and do not follow any human frameworks. When they emerge into creation, they are often mistaken for gods, anomalies, or omens.

[The Infinite Gates — Threshold of the Ultimate Void]

Between the vastness of Halvrendor and the swirling chaos of Silvahein, there lies a boundary that is both impossible and unavoidable. This boundary is known as the Infinite Gates, a realm of confusing and maddening passageways that stretch beyond all logic. They are not doors in a physical sense, nor are they magical portals. Instead, they represent thresholds of reality; endless gateways that lead not from one location to another, but from one level of existence to the next in an unending hierarchy. Each Gate opens into a version of space that is more fractured than the last, where reality is thinner, laws become weaker, and thought begins to break down. It is said that no traveler takes the same path through the Infinite Gates twice. The Infinite Gates overlap infinitely, not in quantity but in nature. Each Gate contains the next within it, an endless recursion of thresholds nested deeper and deeper into unreality. They fold in a paradoxical way across dimensions, with each Gate existing both behind and ahead of the others. This recursive structure creates an eternal maze, where even the strongest beings might lose not just their way, but their sense of self. Names, identities, and purposes begin to blur the deeper one goes until what enters the Gates is no longer what comes out, if anything emerges at all. Some scholars of fallen civilizations once theorized that the Infinite Gates are the remnants of a dream that the Great Silence never completed, left unfinished in its eternal slumber.

[The Ultimate Void — Womb of the Outer Nothing] 

Beyond the final threshold of the Infinite Gates lies a place, if it can be called that. It is a silence so vast, so ancient, and so final that even the idea of oblivion fades in its presence. This is the Ultimate Void, the zero-point of all that is not and never will be. It represents the total absence of form, idea, law, and presence. It does not destroy or consume; it simply does not exist. The Ultimate Void is not inherently darkness, considering darkness still implies something. It is not silence, as silence suggests something was once heard. This realm is the blank page where existence dares not write; it is the unreality from which no return is possible, because there is nothing left to return to. Floating, if that word can be used here, in this eternal emptiness are the Outer Gods: beings that do not belong to creation because they were never meant to be understood by it. They are neither Primordials, nor Supernals, nor Elohim. They exist before all meaning, are older than the Hortus, and remain untouched by the Atamon. Most of these beings do not dream, speak, or think in any way understandable to those of Halvrendor. Some say the Outer Gods are sleeping, others claim they are awake, while some say they are not even present, but instead fragments of something deeper and Incomprehensible, resonating through the last threshold of Being. Little do they know that the Outer Gods are parasitic beings, hungry for this world, especially the Eater of Worlds, Azathoth. Its vast size still pales in comparison to Silvahein, but it is still terrifying nonetheless.

[Arudel — The Imperium of the Unbound] 

Arudel is the Transcendent Realm where the Supernals live. These abstract, absolute forces shape the structure of the Hortus itself. It is not part of the Halvrendor, not connected to Silvahein, and not located on any Sphere. Instead, Arudel stands apart from all causality, sequence, and law. It is often called the White Beyond, the Zero Firmament, or the Crown of Isolation, a place without form, color, or contrast, existing in pure abstraction. In Arudel, there is no up or down, no time or space. Only the pure expressions of reality contemplate themselves. While Silvahein is full of potential, Arudel embodies perfect stillness, a crystallized state where the Supernals are not limited by function but exist as function itself. Life, Death, Memory, Will, Unity; each natural force that governs the Hortus has its true origin and self-expression here as a Supernal, free from material or symbolic form. These entities do not act, but simply exist. However, when they do act, their will does not ripple through time like a cause; it rewrites the entire structure of consequence, as if they were the editors of a grand metaphysical manuscript. Arudel is separated from creation by divine design. It is detached from causality itself, existing in what some scholars call the non-happening. This state allows action to exist without any escaping consequence. This detachment is not a barrier, but a safeguard. Even one Supernal in the Halvrendor would disrupt Multiversal Divisions, break divine laws, or redefine existence simply with their presence. Therefore, Arudel serves as a containment for the infinite; a cosmic sanctuary where Supernals can interact freely without threatening the stability of the Multiversal Divisions. Arudel is a place of lawlessness, being entirely autonomous. Here, the Atamon are understood as truths in motion, rather than forces to be followed. Nothing restricts a Supernal in Arudel, neither death, logic, nor fate. In this realm, all contradiction can be resolved because contradiction itself is merely a lower interpretation of what a Supernal represents.

[Hortus — The Infinite Garden of All Realities]

The Hortus, often called the Garden, represents the entirety of existence. It is the supreme reality that surrounds all worlds, realms, laws, and concepts within its vast design. Needless to say, it is the structure of reality itself. It is an endless network that includes every realm, sphere, and layer of metaphysics and dreams. Everything that exists, has existed, or will ever exist, from all narratives, words, symbols, concepts, logic and mathematical models, regardless of how small or big, coherent or incoherent, exists within the Hortus. This realm is often described as a Primordial Garden, not for its actual plants, but for the rich symbolism of its structure: Spheres act as seeds, laws serve as roots, Mana functions as branching stems, and Supernals represent cycles of blooming variety. It is self-contained and expansive, creating a constantly growing network of realities. Some realities are linear, some are recursive, and others spiral in ways that minds unable to see can't understand. No matter how far a realm expands or how deep a void goes, it will still remain within the Hortus. Nothing can grow outside the Garden unless it is the Atamon. The Garden contains the great layers of being, each with its own purpose and cosmic role. Despite being all-encompassing, the true extent of the Hortus is unknowable. No being, not even the Supernals, can fully grasp its design. Ancient scripture in First Tongue says that the Hortus does not just hold reality, but it is the condition for reality. There cannot be thought, form, or being outside the Garden unless that being chooses to exist beyond being.

[Atamon Plane — The Axis of Absolute Forms]

The Atamon Plane is a realm that exists beyond the Hortus, outside the fabric of everything. It is the unreachable origin of the three fundamental Atamon: Creation, Destruction, and Chaos. These forces do not act within existence but rather act upon it. While the Hortus is a vast garden of becoming, the Atamon Plane is pure Being; unchanging, uncorrupted, and infinitely stable. It does not move through time, as time has no meaning there. It does not expand because it contains nothing that can be measured. It is a pure metaphysical axis. No Mortal, Elohim, and not even the Supernals of Arudel can enter this realm. The Atamon Plane is completely inaccessible by nature. It cannot be reached through travel or force; it can only be contemplated through philosophy, magic, or madness. To approach it is to stop being a thing and become a shadow cast by a truth. The Atamon of Creation, Destruction, and Chaos are not beings like we know; they are archetypal absolutes and eternal essences that define all structure, unstructure, and variance. Their "presence" in the Atamon Plane is not about location but about principle. To perceive the Atamon Plane would mean witnessing the blueprint behind all existence: the pure Form of Fire before fire existed, the Idea of End before death came, and Discord before choices became possible.

More Chapters