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	<id>https://apparatus.secretchamber.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sc+admin</id>
	<title>The Apparatus - User contributions [en]</title>
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	<updated>2026-09-30T13:09:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5468</id>
		<title>Lonely Hollow</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5468"/>
		<updated>2026-07-22T04:05:59Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Living Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Titans]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Lonely Hollow}}&lt;br /&gt;
&lt;br /&gt;
[[File:lonely-hollow.png | 600 px | x 400 px | right | border | frame | Lonely hollow cannot fit through the tunnels of its realm and must transform to liquid to travel far.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow ([[Commonspeak]]) also , Ninhursag {{lang|Furyspeak|ˈnɪnhɜrsɑɡ|\ˈnɪnhɜrsɑɡ\|lady of the sacred mountain}}, is one of the [[Titans]] of the [[Lost Age]]. It has been known by many names, including The Cave that Keeps, Blackheart Earth, and Her Below. While composed of many concepts, its strongest theme is fear of loss. It is the embodiment of the premise that to have is to survive and to lose is to die.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was a Titan in the [[Lost Age]] who was subsequently imprisoned by the [[Founders]], like all Titans, in the [[Foundation War]] during the [[First Age]]. It has remained imprisoned ever since.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
Like all Titans, Lonely Hollow is an amalgamation of numerous abstract concepts, living beings, and physical essences.&lt;br /&gt;
&lt;br /&gt;
==Conceptual Existence==&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow is comprised of the following abstract concepts:&lt;br /&gt;
&lt;br /&gt;
* Fear: the instinct to withdraw, hide, listen, and survive unseen&lt;br /&gt;
* Greed: the belief that possession is safety&lt;br /&gt;
* Secrecy: the belief that things which is hidden are safe&lt;br /&gt;
* Debt: the belief that nothing given is truly gone, all things remain reclaimable&lt;br /&gt;
* Trespass: the belief that no one is welcome and every entry an invasion&lt;br /&gt;
* Suffocation: the knowledge of too little space, too little air, no escape&lt;br /&gt;
* Burial: the belief that to cover is to claim, to bury is to keep&lt;br /&gt;
&lt;br /&gt;
==Living Forms==&lt;br /&gt;
&lt;br /&gt;
* People&lt;br /&gt;
** [[Underkin]]&lt;br /&gt;
&lt;br /&gt;
* Monsters&lt;br /&gt;
** [[Tar Troll]]&lt;br /&gt;
&lt;br /&gt;
* Fauna&lt;br /&gt;
** [[Salt Lizard]]&lt;br /&gt;
** Rats&lt;br /&gt;
** Bats&lt;br /&gt;
** Cave insects&lt;br /&gt;
** Blind fish&lt;br /&gt;
&lt;br /&gt;
* Flora&lt;br /&gt;
** Mushrooms&lt;br /&gt;
** Fungus&lt;br /&gt;
** Molds&lt;br /&gt;
** Lichens&lt;br /&gt;
** Rootless cave blooms&lt;br /&gt;
&lt;br /&gt;
==Substances== &lt;br /&gt;
&lt;br /&gt;
* Tar&lt;br /&gt;
* Oil&lt;br /&gt;
* Crystal&lt;br /&gt;
&lt;br /&gt;
==Embodiment==&lt;br /&gt;
&lt;br /&gt;
* Realm form: An network of caves and tunnels&lt;br /&gt;
** Crystal cities grown instead of built&lt;br /&gt;
** Tar grottos, lakes, and rivers&lt;br /&gt;
** Deep vaults, civilizations hiding feared artifacts&lt;br /&gt;
** Mushroom forests&lt;br /&gt;
** Voiceless Halls where your voice is stolen&lt;br /&gt;
&lt;br /&gt;
* Avatar Form: A massive creature of crystal and tar. Its head, shoulders, rib cage, hips, and left arm are made of jagged, cracked crystal that glows slightly. The rest of its body is formed of viscous tar connecting the crystal parts.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was regarded as an desperate Titan. It is said it feared even itself, forever alone fearing its own company.&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
* Realm: Caves&lt;br /&gt;
* Core Aspects: Fear&lt;br /&gt;
* Bone: Crystal&lt;br /&gt;
* Breath: Echoes&lt;br /&gt;
* Blood: Tar&lt;br /&gt;
* People: Underkin (Gulakku)&lt;br /&gt;
* Symbol: Ring&lt;br /&gt;
* Flora: Mushrooms&lt;br /&gt;
* Fauna: Vermin&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5467</id>
		<title>Lonely Hollow</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5467"/>
		<updated>2026-07-22T04:03:36Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Living Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Titans]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Lonely Hollow}}&lt;br /&gt;
&lt;br /&gt;
[[File:lonely-hollow.png | 600 px | x 400 px | right | border | frame | Lonely hollow cannot fit through the tunnels of its realm and must transform to liquid to travel far.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow ([[Commonspeak]]) also , Ninhursag {{lang|Furyspeak|ˈnɪnhɜrsɑɡ|\ˈnɪnhɜrsɑɡ\|lady of the sacred mountain}}, is one of the [[Titans]] of the [[Lost Age]]. It has been known by many names, including The Cave that Keeps, Blackheart Earth, and Her Below. While composed of many concepts, its strongest theme is fear of loss. It is the embodiment of the premise that to have is to survive and to lose is to die.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was a Titan in the [[Lost Age]] who was subsequently imprisoned by the [[Founders]], like all Titans, in the [[Foundation War]] during the [[First Age]]. It has remained imprisoned ever since.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
Like all Titans, Lonely Hollow is an amalgamation of numerous abstract concepts, living beings, and physical essences.&lt;br /&gt;
&lt;br /&gt;
==Conceptual Existence==&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow is comprised of the following abstract concepts:&lt;br /&gt;
&lt;br /&gt;
* Fear: the instinct to withdraw, hide, listen, and survive unseen&lt;br /&gt;
* Greed: the belief that possession is safety&lt;br /&gt;
* Secrecy: the belief that things which is hidden are safe&lt;br /&gt;
* Debt: the belief that nothing given is truly gone, all things remain reclaimable&lt;br /&gt;
* Trespass: the belief that no one is welcome and every entry an invasion&lt;br /&gt;
* Suffocation: the knowledge of too little space, too little air, no escape&lt;br /&gt;
* Burial: the belief that to cover is to claim, to bury is to keep&lt;br /&gt;
&lt;br /&gt;
==Living Forms==&lt;br /&gt;
&lt;br /&gt;
* People&lt;br /&gt;
** [[Underkin]]&lt;br /&gt;
&lt;br /&gt;
* Monsters&lt;br /&gt;
** [[Tar Troll]]&lt;br /&gt;
&lt;br /&gt;
* Fauna&lt;br /&gt;
** [[Salt Lizard]]&lt;br /&gt;
** Rats&lt;br /&gt;
** Bats&lt;br /&gt;
** Cave insects&lt;br /&gt;
** Blind fish&lt;br /&gt;
&lt;br /&gt;
* Flora&lt;br /&gt;
** Mushrooms&lt;br /&gt;
** Fungus&lt;br /&gt;
** Molds&lt;br /&gt;
** Lichens&lt;br /&gt;
** Rootless cave blooms&lt;br /&gt;
&lt;br /&gt;
* Substances&lt;br /&gt;
** Tar&lt;br /&gt;
** Oil&lt;br /&gt;
** Crystal&lt;br /&gt;
&lt;br /&gt;
* Realm form: An network of caves and tunnels&lt;br /&gt;
** Crystal cities grown instead of built&lt;br /&gt;
** Tar grottos, lakes, and rivers&lt;br /&gt;
** Deep vaults, civilizations hiding feared artifacts&lt;br /&gt;
** Mushroom forests&lt;br /&gt;
** Voiceless Halls where your voice is stolen&lt;br /&gt;
&lt;br /&gt;
* Avatar Form: A massive creature of crystal and tar. Its head, shoulders, rib cage, hips, and left arm are made of jagged, cracked crystal that glows slightly. The rest of its body is formed of viscous tar connecting the crystal parts.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was regarded as an desperate Titan. It is said it feared even itself, forever alone fearing its own company.&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
* Realm: Caves&lt;br /&gt;
* Core Aspects: Fear&lt;br /&gt;
* Bone: Crystal&lt;br /&gt;
* Breath: Echoes&lt;br /&gt;
* Blood: Tar&lt;br /&gt;
* People: Underkin (Gulakku)&lt;br /&gt;
* Symbol: Ring&lt;br /&gt;
* Flora: Mushrooms&lt;br /&gt;
* Fauna: Vermin&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5466</id>
		<title>Lonely Hollow</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5466"/>
		<updated>2026-07-21T04:02:07Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Titans]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Lonely Hollow}}&lt;br /&gt;
&lt;br /&gt;
[[File:lonely-hollow.png | 600 px | x 400 px | right | border | frame | Lonely hollow cannot fit through the tunnels of its realm and must transform to liquid to travel far.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow ([[Commonspeak]]) also , Ninhursag {{lang|Furyspeak|ˈnɪnhɜrsɑɡ|\ˈnɪnhɜrsɑɡ\|lady of the sacred mountain}}, is one of the [[Titans]] of the [[Lost Age]]. It has been known by many names, including The Cave that Keeps, Blackheart Earth, and Her Below. While composed of many concepts, its strongest theme is fear of loss. It is the embodiment of the premise that to have is to survive and to lose is to die.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was a Titan in the [[Lost Age]] who was subsequently imprisoned by the [[Founders]], like all Titans, in the [[Foundation War]] during the [[First Age]]. It has remained imprisoned ever since.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
Like all Titans, Lonely Hollow is an amalgamation of numerous abstract concepts, living beings, and physical essences.&lt;br /&gt;
&lt;br /&gt;
==Conceptual Existence==&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow is comprised of the following abstract concepts:&lt;br /&gt;
&lt;br /&gt;
* Fear: the instinct to withdraw, hide, listen, and survive unseen&lt;br /&gt;
* Greed: the belief that possession is safety&lt;br /&gt;
* Secrecy: the belief that things which is hidden are safe&lt;br /&gt;
* Debt: the belief that nothing given is truly gone, all things remain reclaimable&lt;br /&gt;
* Trespass: the belief that no one is welcome and every entry an invasion&lt;br /&gt;
* Suffocation: the knowledge of too little space, too little air, no escape&lt;br /&gt;
* Burial: the belief that to cover is to claim, to bury is to keep&lt;br /&gt;
&lt;br /&gt;
==Living Forms==&lt;br /&gt;
&lt;br /&gt;
* People&lt;br /&gt;
** [[Underkin]]&lt;br /&gt;
&lt;br /&gt;
* Monsters&lt;br /&gt;
** [[Tar Troll]]&lt;br /&gt;
&lt;br /&gt;
* Fauna&lt;br /&gt;
** [[Salt Lizard]]&lt;br /&gt;
** Rats&lt;br /&gt;
** Bats&lt;br /&gt;
** Cave insects&lt;br /&gt;
** Blind fish&lt;br /&gt;
&lt;br /&gt;
* Flora&lt;br /&gt;
** Mushrooms&lt;br /&gt;
** Fungus&lt;br /&gt;
** Molds&lt;br /&gt;
** Lichens&lt;br /&gt;
** Rootless cave blooms&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Realm Form: An network of caves with traits based on core aspects, such as:&lt;br /&gt;
** Crystal cities grown instead of built&lt;br /&gt;
** Tar grottos, lakes, and rivers&lt;br /&gt;
** Ring vaults, civilizations hiding feared artifacts&lt;br /&gt;
** Mushroom forests&lt;br /&gt;
** Voiceless Halls where screaming causes you to lose your voice&lt;br /&gt;
* Avatar Form: A massive creature of crystal and tar. Its head, shoulders, rib cage, hips, and left arm are made of jagged, cracked crystal that glows slightly. The rest of its body is formed of viscous tar connecting the crystal parts.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was regarded as an desperate Titan. It is said it feared even itself, forever alone fearing its own company.&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
* Realm: Caves&lt;br /&gt;
* Core Aspects: Fear&lt;br /&gt;
* Bone: Crystal&lt;br /&gt;
* Breath: Echoes&lt;br /&gt;
* Blood: Tar&lt;br /&gt;
* People: Underkin (Gulakku)&lt;br /&gt;
* Symbol: Ring&lt;br /&gt;
* Flora: Mushrooms&lt;br /&gt;
* Fauna: Vermin&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Notes&amp;diff=5465</id>
		<title>Notes</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Notes&amp;diff=5465"/>
		<updated>2026-07-19T02:42:48Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* To Do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Breadcrumb Notes}}&lt;br /&gt;
&lt;br /&gt;
=Homages=&lt;br /&gt;
&lt;br /&gt;
A place to keep track of nostalgic stuff to use in the setting.&lt;br /&gt;
&lt;br /&gt;
==Realms==&lt;br /&gt;
&lt;br /&gt;
* The Abyss&lt;br /&gt;
** This existed in the universe during the Shattered Age and the Dark Age.&lt;br /&gt;
** It was formed by the body of the Titan Aeon crashing into the Void Wall that separates the universe from the Void beyond.&lt;br /&gt;
** Like the traditional Abyss, this Abyss was a chain of floating floating into the Void.&lt;br /&gt;
** Like the traditional Abyss, this Abyss was the origin of terribly evil creatures, as part of the homage the evil produced from this Abyss are called the Tanari in Founderspeak (Demons in Enchiridian).&lt;br /&gt;
&lt;br /&gt;
* Acheron&lt;br /&gt;
** There is currently no homage to the infinite battlefield.&lt;br /&gt;
&lt;br /&gt;
* Arcadia&lt;br /&gt;
** The name and woodland theme of traditional Arcadia take form in the setting as the Strange realm of the Arcadians, those Fey who fled Pelithos to avoid the Dark Age.&lt;br /&gt;
** The Strange realm of Arcadia is where the Arcadians (fairies) live, the Bright and Bleak Courts of Arcadian power, and the traditional &amp;quot;monstrosity&amp;quot; category of creature (chimera, manticore, et cetera).&lt;br /&gt;
&lt;br /&gt;
* Concordant Opposition&lt;br /&gt;
** This roughly corresponds to a region of the Void Wall, an empty region of the Void Wall where Bastion is located.&lt;br /&gt;
&lt;br /&gt;
* Elysium&lt;br /&gt;
** Elysium is only referenced in name, as the Strange realm of the Lost.&lt;br /&gt;
&lt;br /&gt;
* Gehenna&lt;br /&gt;
** There is currently no homage to the flaming slopes.&lt;br /&gt;
&lt;br /&gt;
* Ysgard&lt;br /&gt;
** The closest homage to Ysgard are the Realm Trees, the fountains of Spring that create the gentle rains that bring life to the Shards. The old Nor name for the Realm Tree of Acrolon was Ysgard.&lt;br /&gt;
&lt;br /&gt;
* Hades&lt;br /&gt;
** The homage for Hades are the Underworlds of each Shard where dead souls go to reach the Crucible.&lt;br /&gt;
&lt;br /&gt;
* Beastlands&lt;br /&gt;
** There is currently no homage to the happy hunting grounds.&lt;br /&gt;
&lt;br /&gt;
* Limbo&lt;br /&gt;
** There is currently no homage to the everchanging chaos.&lt;br /&gt;
&lt;br /&gt;
* Baator&lt;br /&gt;
** There is currently no homage to the nine hells.&lt;br /&gt;
&lt;br /&gt;
* Mechanus&lt;br /&gt;
** There is currently no homage to nirvana.&lt;br /&gt;
&lt;br /&gt;
* Olympus&lt;br /&gt;
** There is currently no homage to arboreal arvandor.&lt;br /&gt;
&lt;br /&gt;
* Pandemonium&lt;br /&gt;
** There is currently no homage to howling mines.&lt;br /&gt;
&lt;br /&gt;
* Seven Heavens&lt;br /&gt;
** There is currently no homage to mount celestia.&lt;br /&gt;
&lt;br /&gt;
* Carceri&lt;br /&gt;
** The homage to Carceri is a realm by the same name (in Pelithine) where the Abominations were imprisoned.&lt;br /&gt;
&lt;br /&gt;
* Bytopia&lt;br /&gt;
** Homage to the twin paradises exists in the form of Dragonhome and Heroe&#039;s Rest. These were where the Dragons and Immortals were comfortably imprisoned.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
&lt;br /&gt;
* Health, fatigue&lt;br /&gt;
** What if fatigue was split into mental fatigue and physical fatigue, and became a unified mechanic for lots of things, like encumbrance = physical fatigue&lt;br /&gt;
** Relatedly, what if armor didn&#039;t have special rules about agility checks and movement, and instead was just encumbrance, and by extension physical fatigue&lt;br /&gt;
** Physical fatigue would cover things like might/agility checks and defenses, physical attack rolls, movement speed, and initiative&lt;br /&gt;
** Mental fatigue would cover things like wits/resolve checks and defenses, magical effect rolls, and initiative&lt;br /&gt;
* Size is a huge variable in combat, amplifying HP, physical damage, might, and reducing defense&lt;br /&gt;
&lt;br /&gt;
* Obyrith goals are, mythically, to subsume the universe in Strange, by ending &amp;quot;time&amp;quot;, because entering the Strange through time happens naturally at the end of time.&lt;br /&gt;
** Arcadians don&#039;t like this idea because they actually like (and kind of need) time.&lt;br /&gt;
&lt;br /&gt;
* Patternsailing requires some Orrery bits and old Pattern bits that informed time and space.&lt;br /&gt;
** Destiny heralds are needed to navigate patternsails.&lt;br /&gt;
** Pattern heralds are needed to turn the Orrery bits into a helm.&lt;br /&gt;
&lt;br /&gt;
* Where are the gods?&lt;br /&gt;
** Lucidus is up in the sun&lt;br /&gt;
** Excrucius is up in the moon&lt;br /&gt;
** Aedifica is roaming around in Golemance supporting the Forge Hearts&lt;br /&gt;
** Suentius is in a tower with the Codex in Mercatia&lt;br /&gt;
** Nexia is in the underworld, pilgrimages to the Rain Heart&lt;br /&gt;
** &amp;quot;Warbeast&amp;quot; is imprisoned in the Ice Heart&lt;br /&gt;
** Umbrus is in the Strange Sea&lt;br /&gt;
** Summer is empty&lt;br /&gt;
&lt;br /&gt;
=To Do=&lt;br /&gt;
&lt;br /&gt;
Things I should attend to.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
&lt;br /&gt;
* [[Aspects]]: called Shaduru in Furyspeak. These are the demigods of Titans. They are most powerful realmlings, loosely aligned with Titan consciousness, but smaller enough to have individual personalities and identities.&lt;br /&gt;
** [[Lion of the Last Watch]], Urnamashu&lt;br /&gt;
&lt;br /&gt;
==Cosmology==&lt;br /&gt;
&lt;br /&gt;
* Eldritch vs Void: Mostly a matter of aesthetic and sanity.&lt;br /&gt;
** Eldritch is insane and gross&lt;br /&gt;
** Void is sane and too-perfect&lt;br /&gt;
&lt;br /&gt;
* The Paragon race is a perfect elf-like race&lt;br /&gt;
* The Ur-races of Fury are expressed as inflections of the Paragon race through leakage during the Shattering&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Dreaming_Meadow&amp;diff=5464</id>
		<title>Dreaming Meadow</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Dreaming_Meadow&amp;diff=5464"/>
		<updated>2026-07-19T01:39:39Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Titans]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Dreaming Meadow}}&lt;br /&gt;
&lt;br /&gt;
[[File:dreaming-meadow.png | 600 px | x 400 px | right | border | frame | Dreaming Meadow stands over a stone spiral the size of a city.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Dreaming Meadow ([[Commonspeak]]), also &#039;&#039;Galshenul&#039;&#039; {{lang|Furyspeak|ˈɡalʃɪnʌl|\ˈɡalʃɪnʌl\|silent wave}}, also known as &#039;&#039;The Night Singer&#039;&#039;, gets its name from its realm form of a rolling plain and its association with sleep. Lore about the Dreaming Meadow is rare and incomplete. It comes primarily from the [[Dragons]] and [[Immortals]] who have had interactions with the Titan.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Dreaming Meadow was a Titan in the [[Lost Age]] who was subsequently imprisoned by the [[Founders]], like all Titans, in the [[Foundation War]] during the [[First Age]]. It has remained imprisoned ever since.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
* Realm Form: An endless meadow with features based on core aspects, such as:&lt;br /&gt;
** Meadows of bell-shaped flowers that put creatures to sleep when they ring in the wind&lt;br /&gt;
** Labyrinthine paths of amber stepping stones that lead to safe and serene slabs of amber&lt;br /&gt;
** Banks of sedative mist roll across the plain&lt;br /&gt;
* Avatar Form: A massive white stag that towers into the sky. From its antlers dangle amber bells. Its mane and hooves are covered in thick bundles of grassy leaves. Its tail is a long bundle of twisting vines. Its eyes are like portals to a night sky.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Dreaming Meadow&#039;s personality was not well known. It was patient and discerning, hardly every speaking. It was known for its patience and gentleness, waging contests with surprising strategies of passive cunning, though it was not very successful at [[dominion]].&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
* Realm: Plains&lt;br /&gt;
* Core Aspects: Sleep&lt;br /&gt;
* Bone: Amber&lt;br /&gt;
* Breath: Fog&lt;br /&gt;
* Blood: Dew&lt;br /&gt;
* Symbol: Bell&lt;br /&gt;
* Flora: Grasses&lt;br /&gt;
* Fauna: Deer&lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
&lt;br /&gt;
* Mistwalkers: People who have become lost in the mystical fog banks of Dreaming Meadow, becoming pale dreams of themselves, driven by loneliness to latch on to others (causing mental exhaustion in the process)&lt;br /&gt;
* Sleepless Dead: People who have succumbed to a curse of sleeplessness, eating the dreams of others (causing mental exhaustion in the process)&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Lion_of_the_Last_Watch&amp;diff=5463</id>
		<title>Lion of the Last Watch</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Lion_of_the_Last_Watch&amp;diff=5463"/>
		<updated>2026-07-12T01:24:16Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: Created page with &amp;quot;Appearance  I’d give it two accepted forms.  In mythic form, it is a vast lion walking silently through meadow-fog, with:  a mane like pale dawn grass and amber threads, eyes half-lidded but never truly closed, bells braided into its mane that ring only for the endangered, dew on its whiskers, amber claws, used only against those who prey on sleepers, breath that rolls outward as protective fog.  In cultic or visionary form, it appears as a lion-headed person: tall, ro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Appearance&lt;br /&gt;
&lt;br /&gt;
I’d give it two accepted forms.&lt;br /&gt;
&lt;br /&gt;
In mythic form, it is a vast lion walking silently through meadow-fog, with:&lt;br /&gt;
&lt;br /&gt;
a mane like pale dawn grass and amber threads,&lt;br /&gt;
eyes half-lidded but never truly closed,&lt;br /&gt;
bells braided into its mane that ring only for the endangered,&lt;br /&gt;
dew on its whiskers,&lt;br /&gt;
amber claws, used only against those who prey on sleepers,&lt;br /&gt;
breath that rolls outward as protective fog.&lt;br /&gt;
&lt;br /&gt;
In cultic or visionary form, it appears as a lion-headed person: tall, robed, and calm, with amber jewelry, a staff hung with small bells, and a mane partially veiled in white fog-cloth.&lt;br /&gt;
&lt;br /&gt;
The important thing is that it should look peaceful until necessary.&lt;br /&gt;
&lt;br /&gt;
Core attributes&lt;br /&gt;
&lt;br /&gt;
I’d define its domains as:&lt;br /&gt;
&lt;br /&gt;
Protection of sleepers&lt;br /&gt;
Innocence&lt;br /&gt;
Dream-vigilance&lt;br /&gt;
Warning bells&lt;br /&gt;
Merciful strength&lt;br /&gt;
The fog before dawn&lt;br /&gt;
Dew as blessing&lt;br /&gt;
Amber as memory and oath&lt;br /&gt;
&lt;br /&gt;
It is not opposed to violence. It is opposed to predation against the helpless.&lt;br /&gt;
&lt;br /&gt;
Powers&lt;br /&gt;
Bell of Waking&lt;br /&gt;
&lt;br /&gt;
Its bells do not merely make sound. They distinguish between kinds of sleep.&lt;br /&gt;
&lt;br /&gt;
They can wake a child from a nightmare, a village from enchantment, a sentry from exhaustion, or a soul from despair. But they do not wake those who need healing sleep.&lt;br /&gt;
&lt;br /&gt;
Fog of the Folded Mane&lt;br /&gt;
&lt;br /&gt;
It exhales a low, white fog that hides the innocent and confuses hunters. Predators walking through this fog find themselves circling back to where they began.&lt;br /&gt;
&lt;br /&gt;
Dew of Mercy&lt;br /&gt;
&lt;br /&gt;
At dawn, dew blessed by Urnamashu can ease fever, close shallow wounds, calm terror, and wash away nightmare residue.&lt;br /&gt;
&lt;br /&gt;
Among the Limashu, collecting dawn dew may be a sacred domestic rite.&lt;br /&gt;
&lt;br /&gt;
Amber Claws&lt;br /&gt;
&lt;br /&gt;
Its claws are golden amber, not metal. They do not cut the innocent. Against oathbreakers, child-killers, dream-eaters, and those who attack sleepers, they become impossibly sharp.&lt;br /&gt;
&lt;br /&gt;
Dream-Patrol&lt;br /&gt;
&lt;br /&gt;
It can walk through the dreams of a sleeping pride, village, caravan, or battlefield. In this role, it drives away nightmare-things, devouring spirits, and hostile Shaduru.&lt;br /&gt;
&lt;br /&gt;
The Last Watch&lt;br /&gt;
&lt;br /&gt;
If every mortal guardian fails, Urnamashu may appear as the final sentry. It does not prevent all harm, but myths say that no innocent who sleeps under its true protection can be taken quietly.&lt;br /&gt;
&lt;br /&gt;
Mythic role among the Limashu&lt;br /&gt;
&lt;br /&gt;
The Limashu probably do not treat sleep as idleness. Sleep is communal trust, spiritual renewal, and metaphysical exposure. To sleep is to enter a vulnerable commons.&lt;br /&gt;
&lt;br /&gt;
So Urnamashu becomes the patron of:&lt;br /&gt;
&lt;br /&gt;
children,&lt;br /&gt;
healers,&lt;br /&gt;
night-watchers,&lt;br /&gt;
shepherds,&lt;br /&gt;
refugees,&lt;br /&gt;
the exhausted,&lt;br /&gt;
dreamers,&lt;br /&gt;
the wrongfully hunted,&lt;br /&gt;
those who sleep after grief.&lt;br /&gt;
&lt;br /&gt;
A Limashu household might hang small bells over sleeping places. They are not meant to scare away every danger. They are meant to tell Urnamashu, there are sleepers here worth guarding.&lt;br /&gt;
&lt;br /&gt;
Mythology&lt;br /&gt;
The First Bell&lt;br /&gt;
&lt;br /&gt;
In the oldest story, before the Limashu knew fear, they slept openly in the grasses. A predator from another Titan’s realm entered the meadow-fog and took sleepers without waking them.&lt;br /&gt;
&lt;br /&gt;
The Night Singer did not rage. It sang one note into a drop of dew, sealed it in amber, and hung it from the mane of a lion.&lt;br /&gt;
&lt;br /&gt;
That was the first bell.&lt;br /&gt;
&lt;br /&gt;
When it rang, every sleeper turned over safely, every hunter lost the trail, and the lion learned its purpose.&lt;br /&gt;
&lt;br /&gt;
The Three Sleeps&lt;br /&gt;
&lt;br /&gt;
Limashu theology might say there are three sacred sleeps:&lt;br /&gt;
&lt;br /&gt;
The Nap, which restores the body.&lt;br /&gt;
The Dream, which restores memory.&lt;br /&gt;
The Last Sleep, which returns the innocent to the Meadow.&lt;br /&gt;
&lt;br /&gt;
Urnamashu guards the first two and guides the worthy through the third.&lt;br /&gt;
&lt;br /&gt;
Why Bells?&lt;br /&gt;
&lt;br /&gt;
Bells are domesticated thunder: warning without cruelty. They announce danger, gather the community, mark ritual time, and divide dream from waking.&lt;br /&gt;
&lt;br /&gt;
In Urnamashu’s worship, bells are not loud by default. The holiest bells are almost silent, ringing only in dreams.&lt;br /&gt;
&lt;br /&gt;
Rituals&lt;br /&gt;
Dew Vigil: before dawn, devotees gather dew from grasses and touch it to the eyes of sleeping children.&lt;br /&gt;
The Soft Watch: one Limashu remains awake while others nap, wearing a small amber bell. This is considered a sacred duty, not a chore.&lt;br /&gt;
Naming the Sleeper: before a dangerous journey, each traveler whispers the names of those they protect into a bell.&lt;br /&gt;
Amber Sleep Charms: small amber lion-claws or sleeping-eye charms are hung near beds, cradles, and sickbeds.&lt;br /&gt;
The Unrung Bell: a funeral rite for someone who died peacefully in sleep, honoring a danger that never came.&lt;br /&gt;
A compact lore entry&lt;br /&gt;
&lt;br /&gt;
The Lion of the Last Watch, called Urnamashu in Furyspeak, is a Shaduru of the Night Singer and the beloved guardian of the Limashu. It appears as a vast lion wreathed in meadow-fog, or as a lion-headed sentinel robed in dew-white cloth and amber bells. It watches over sleepers, children, the wounded, the exhausted, and the innocent who cannot protect themselves.&lt;br /&gt;
&lt;br /&gt;
Its bells ring only for true danger. Its fog hides the vulnerable. Its dew calms fear and fever. Its amber claws are gentle to the innocent and terrible to those who prey upon them.&lt;br /&gt;
&lt;br /&gt;
The Limashu say that sleep is the first act of trust. Urnamashu is the answer to that trust.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Notes&amp;diff=5462</id>
		<title>Notes</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Notes&amp;diff=5462"/>
		<updated>2026-07-12T01:23:57Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Breadcrumb Notes}}&lt;br /&gt;
&lt;br /&gt;
=Homages=&lt;br /&gt;
&lt;br /&gt;
A place to keep track of nostalgic stuff to use in the setting.&lt;br /&gt;
&lt;br /&gt;
==Realms==&lt;br /&gt;
&lt;br /&gt;
* The Abyss&lt;br /&gt;
** This existed in the universe during the Shattered Age and the Dark Age.&lt;br /&gt;
** It was formed by the body of the Titan Aeon crashing into the Void Wall that separates the universe from the Void beyond.&lt;br /&gt;
** Like the traditional Abyss, this Abyss was a chain of floating floating into the Void.&lt;br /&gt;
** Like the traditional Abyss, this Abyss was the origin of terribly evil creatures, as part of the homage the evil produced from this Abyss are called the Tanari in Founderspeak (Demons in Enchiridian).&lt;br /&gt;
&lt;br /&gt;
* Acheron&lt;br /&gt;
** There is currently no homage to the infinite battlefield.&lt;br /&gt;
&lt;br /&gt;
* Arcadia&lt;br /&gt;
** The name and woodland theme of traditional Arcadia take form in the setting as the Strange realm of the Arcadians, those Fey who fled Pelithos to avoid the Dark Age.&lt;br /&gt;
** The Strange realm of Arcadia is where the Arcadians (fairies) live, the Bright and Bleak Courts of Arcadian power, and the traditional &amp;quot;monstrosity&amp;quot; category of creature (chimera, manticore, et cetera).&lt;br /&gt;
&lt;br /&gt;
* Concordant Opposition&lt;br /&gt;
** This roughly corresponds to a region of the Void Wall, an empty region of the Void Wall where Bastion is located.&lt;br /&gt;
&lt;br /&gt;
* Elysium&lt;br /&gt;
** Elysium is only referenced in name, as the Strange realm of the Lost.&lt;br /&gt;
&lt;br /&gt;
* Gehenna&lt;br /&gt;
** There is currently no homage to the flaming slopes.&lt;br /&gt;
&lt;br /&gt;
* Ysgard&lt;br /&gt;
** The closest homage to Ysgard are the Realm Trees, the fountains of Spring that create the gentle rains that bring life to the Shards. The old Nor name for the Realm Tree of Acrolon was Ysgard.&lt;br /&gt;
&lt;br /&gt;
* Hades&lt;br /&gt;
** The homage for Hades are the Underworlds of each Shard where dead souls go to reach the Crucible.&lt;br /&gt;
&lt;br /&gt;
* Beastlands&lt;br /&gt;
** There is currently no homage to the happy hunting grounds.&lt;br /&gt;
&lt;br /&gt;
* Limbo&lt;br /&gt;
** There is currently no homage to the everchanging chaos.&lt;br /&gt;
&lt;br /&gt;
* Baator&lt;br /&gt;
** There is currently no homage to the nine hells.&lt;br /&gt;
&lt;br /&gt;
* Mechanus&lt;br /&gt;
** There is currently no homage to nirvana.&lt;br /&gt;
&lt;br /&gt;
* Olympus&lt;br /&gt;
** There is currently no homage to arboreal arvandor.&lt;br /&gt;
&lt;br /&gt;
* Pandemonium&lt;br /&gt;
** There is currently no homage to howling mines.&lt;br /&gt;
&lt;br /&gt;
* Seven Heavens&lt;br /&gt;
** There is currently no homage to mount celestia.&lt;br /&gt;
&lt;br /&gt;
* Carceri&lt;br /&gt;
** The homage to Carceri is a realm by the same name (in Pelithine) where the Abominations were imprisoned.&lt;br /&gt;
&lt;br /&gt;
* Bytopia&lt;br /&gt;
** Homage to the twin paradises exists in the form of Dragonhome and Heroe&#039;s Rest. These were where the Dragons and Immortals were comfortably imprisoned.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
&lt;br /&gt;
* Health, fatigue&lt;br /&gt;
** What if fatigue was split into mental fatigue and physical fatigue, and became a unified mechanic for lots of things, like encumbrance = physical fatigue&lt;br /&gt;
** Relatedly, what if armor didn&#039;t have special rules about agility checks and movement, and instead was just encumbrance, and by extension physical fatigue&lt;br /&gt;
** Physical fatigue would cover things like might/agility checks and defenses, physical attack rolls, movement speed, and initiative&lt;br /&gt;
** Mental fatigue would cover things like wits/resolve checks and defenses, magical effect rolls, and initiative&lt;br /&gt;
* Size is a huge variable in combat, amplifying HP, physical damage, might, and reducing defense&lt;br /&gt;
&lt;br /&gt;
* Obyrith goals are, mythically, to subsume the universe in Strange, by ending &amp;quot;time&amp;quot;, because entering the Strange through time happens naturally at the end of time.&lt;br /&gt;
** Arcadians don&#039;t like this idea because they actually like (and kind of need) time.&lt;br /&gt;
&lt;br /&gt;
* Patternsailing requires some Orrery bits and old Pattern bits that informed time and space.&lt;br /&gt;
** Destiny heralds are needed to navigate patternsails.&lt;br /&gt;
** Pattern heralds are needed to turn the Orrery bits into a helm.&lt;br /&gt;
&lt;br /&gt;
* Where are the gods?&lt;br /&gt;
** Lucidus is up in the sun&lt;br /&gt;
** Excrucius is up in the moon&lt;br /&gt;
** Aedifica is roaming around in Golemance supporting the Forge Hearts&lt;br /&gt;
** Suentius is in a tower with the Codex in Mercatia&lt;br /&gt;
** Nexia is in the underworld, pilgrimages to the Rain Heart&lt;br /&gt;
** &amp;quot;Warbeast&amp;quot; is imprisoned in the Ice Heart&lt;br /&gt;
** Umbrus is in the Strange Sea&lt;br /&gt;
** Summer is empty&lt;br /&gt;
&lt;br /&gt;
=To Do=&lt;br /&gt;
&lt;br /&gt;
Things I should attend to.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
&lt;br /&gt;
* [[Aspects]]: called Shaduru in Furyspeak. These are the demigods of Titans. They are most powerful realmlings, loosely aligned with Titan consciousness, but smaller enough to have individual personalities and identities.&lt;br /&gt;
** [[Lion of the Last Watch]], Urnamashu&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Notes&amp;diff=5461</id>
		<title>Notes</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Notes&amp;diff=5461"/>
		<updated>2026-07-12T01:16:45Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Breadcrumb Notes}}&lt;br /&gt;
&lt;br /&gt;
=Homages=&lt;br /&gt;
&lt;br /&gt;
A place to keep track of nostalgic stuff to use in the setting.&lt;br /&gt;
&lt;br /&gt;
==Realms==&lt;br /&gt;
&lt;br /&gt;
* The Abyss&lt;br /&gt;
** This existed in the universe during the Shattered Age and the Dark Age.&lt;br /&gt;
** It was formed by the body of the Titan Aeon crashing into the Void Wall that separates the universe from the Void beyond.&lt;br /&gt;
** Like the traditional Abyss, this Abyss was a chain of floating floating into the Void.&lt;br /&gt;
** Like the traditional Abyss, this Abyss was the origin of terribly evil creatures, as part of the homage the evil produced from this Abyss are called the Tanari in Founderspeak (Demons in Enchiridian).&lt;br /&gt;
&lt;br /&gt;
* Acheron&lt;br /&gt;
** There is currently no homage to the infinite battlefield.&lt;br /&gt;
&lt;br /&gt;
* Arcadia&lt;br /&gt;
** The name and woodland theme of traditional Arcadia take form in the setting as the Strange realm of the Arcadians, those Fey who fled Pelithos to avoid the Dark Age.&lt;br /&gt;
** The Strange realm of Arcadia is where the Arcadians (fairies) live, the Bright and Bleak Courts of Arcadian power, and the traditional &amp;quot;monstrosity&amp;quot; category of creature (chimera, manticore, et cetera).&lt;br /&gt;
&lt;br /&gt;
* Concordant Opposition&lt;br /&gt;
** This roughly corresponds to a region of the Void Wall, an empty region of the Void Wall where Bastion is located.&lt;br /&gt;
&lt;br /&gt;
* Elysium&lt;br /&gt;
** Elysium is only referenced in name, as the Strange realm of the Lost.&lt;br /&gt;
&lt;br /&gt;
* Gehenna&lt;br /&gt;
** There is currently no homage to the flaming slopes.&lt;br /&gt;
&lt;br /&gt;
* Ysgard&lt;br /&gt;
** The closest homage to Ysgard are the Realm Trees, the fountains of Spring that create the gentle rains that bring life to the Shards. The old Nor name for the Realm Tree of Acrolon was Ysgard.&lt;br /&gt;
&lt;br /&gt;
* Hades&lt;br /&gt;
** The homage for Hades are the Underworlds of each Shard where dead souls go to reach the Crucible.&lt;br /&gt;
&lt;br /&gt;
* Beastlands&lt;br /&gt;
** There is currently no homage to the happy hunting grounds.&lt;br /&gt;
&lt;br /&gt;
* Limbo&lt;br /&gt;
** There is currently no homage to the everchanging chaos.&lt;br /&gt;
&lt;br /&gt;
* Baator&lt;br /&gt;
** There is currently no homage to the nine hells.&lt;br /&gt;
&lt;br /&gt;
* Mechanus&lt;br /&gt;
** There is currently no homage to nirvana.&lt;br /&gt;
&lt;br /&gt;
* Olympus&lt;br /&gt;
** There is currently no homage to arboreal arvandor.&lt;br /&gt;
&lt;br /&gt;
* Pandemonium&lt;br /&gt;
** There is currently no homage to howling mines.&lt;br /&gt;
&lt;br /&gt;
* Seven Heavens&lt;br /&gt;
** There is currently no homage to mount celestia.&lt;br /&gt;
&lt;br /&gt;
* Carceri&lt;br /&gt;
** The homage to Carceri is a realm by the same name (in Pelithine) where the Abominations were imprisoned.&lt;br /&gt;
&lt;br /&gt;
* Bytopia&lt;br /&gt;
** Homage to the twin paradises exists in the form of Dragonhome and Heroe&#039;s Rest. These were where the Dragons and Immortals were comfortably imprisoned.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
&lt;br /&gt;
* Health, fatigue&lt;br /&gt;
** What if fatigue was split into mental fatigue and physical fatigue, and became a unified mechanic for lots of things, like encumbrance = physical fatigue&lt;br /&gt;
** Relatedly, what if armor didn&#039;t have special rules about agility checks and movement, and instead was just encumbrance, and by extension physical fatigue&lt;br /&gt;
** Physical fatigue would cover things like might/agility checks and defenses, physical attack rolls, movement speed, and initiative&lt;br /&gt;
** Mental fatigue would cover things like wits/resolve checks and defenses, magical effect rolls, and initiative&lt;br /&gt;
* Size is a huge variable in combat, amplifying HP, physical damage, might, and reducing defense&lt;br /&gt;
&lt;br /&gt;
* Obyrith goals are, mythically, to subsume the universe in Strange, by ending &amp;quot;time&amp;quot;, because entering the Strange through time happens naturally at the end of time.&lt;br /&gt;
** Arcadians don&#039;t like this idea because they actually like (and kind of need) time.&lt;br /&gt;
&lt;br /&gt;
* Patternsailing requires some Orrery bits and old Pattern bits that informed time and space.&lt;br /&gt;
** Destiny heralds are needed to navigate patternsails.&lt;br /&gt;
** Pattern heralds are needed to turn the Orrery bits into a helm.&lt;br /&gt;
&lt;br /&gt;
* Where are the gods?&lt;br /&gt;
** Lucidus is up in the sun&lt;br /&gt;
** Excrucius is up in the moon&lt;br /&gt;
** Aedifica is roaming around in Golemance supporting the Forge Hearts&lt;br /&gt;
** Suentius is in a tower with the Codex in Mercatia&lt;br /&gt;
** Nexia is in the underworld, pilgrimages to the Rain Heart&lt;br /&gt;
** &amp;quot;Warbeast&amp;quot; is imprisoned in the Ice Heart&lt;br /&gt;
** Umbrus is in the Strange Sea&lt;br /&gt;
** Summer is empty&lt;br /&gt;
&lt;br /&gt;
=To Do=&lt;br /&gt;
&lt;br /&gt;
Things I should attend to.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
&lt;br /&gt;
* [[Aspects]]: called Shaduru in Furyspeak. These are the demigods of Titans. They are most powerful realmlings, loosely aligned with Titan consciousness, but smaller enough to have individual personalities and identities.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Notes&amp;diff=5460</id>
		<title>Notes</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Notes&amp;diff=5460"/>
		<updated>2026-07-12T00:57:13Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Breadcrumb Notes}}&lt;br /&gt;
&lt;br /&gt;
=Homages=&lt;br /&gt;
&lt;br /&gt;
A place to keep track of nostalgic stuff to use in the setting.&lt;br /&gt;
&lt;br /&gt;
==Realms==&lt;br /&gt;
&lt;br /&gt;
* The Abyss&lt;br /&gt;
** This existed in the universe during the Shattered Age and the Dark Age.&lt;br /&gt;
** It was formed by the body of the Titan Aeon crashing into the Void Wall that separates the universe from the Void beyond.&lt;br /&gt;
** Like the traditional Abyss, this Abyss was a chain of floating floating into the Void.&lt;br /&gt;
** Like the traditional Abyss, this Abyss was the origin of terribly evil creatures, as part of the homage the evil produced from this Abyss are called the Tanari in Founderspeak (Demons in Enchiridian).&lt;br /&gt;
&lt;br /&gt;
* Acheron&lt;br /&gt;
** There is currently no homage to the infinite battlefield.&lt;br /&gt;
&lt;br /&gt;
* Arcadia&lt;br /&gt;
** The name and woodland theme of traditional Arcadia take form in the setting as the Strange realm of the Arcadians, those Fey who fled Pelithos to avoid the Dark Age.&lt;br /&gt;
** The Strange realm of Arcadia is where the Arcadians (fairies) live, the Bright and Bleak Courts of Arcadian power, and the traditional &amp;quot;monstrosity&amp;quot; category of creature (chimera, manticore, et cetera).&lt;br /&gt;
&lt;br /&gt;
* Concordant Opposition&lt;br /&gt;
** This roughly corresponds to a region of the Void Wall, an empty region of the Void Wall where Bastion is located.&lt;br /&gt;
&lt;br /&gt;
* Elysium&lt;br /&gt;
** Elysium is only referenced in name, as the Strange realm of the Lost.&lt;br /&gt;
&lt;br /&gt;
* Gehenna&lt;br /&gt;
** There is currently no homage to the flaming slopes.&lt;br /&gt;
&lt;br /&gt;
* Ysgard&lt;br /&gt;
** The closest homage to Ysgard are the Realm Trees, the fountains of Spring that create the gentle rains that bring life to the Shards. The old Nor name for the Realm Tree of Acrolon was Ysgard.&lt;br /&gt;
&lt;br /&gt;
* Hades&lt;br /&gt;
** The homage for Hades are the Underworlds of each Shard where dead souls go to reach the Crucible.&lt;br /&gt;
&lt;br /&gt;
* Beastlands&lt;br /&gt;
** There is currently no homage to the happy hunting grounds.&lt;br /&gt;
&lt;br /&gt;
* Limbo&lt;br /&gt;
** There is currently no homage to the everchanging chaos.&lt;br /&gt;
&lt;br /&gt;
* Baator&lt;br /&gt;
** There is currently no homage to the nine hells.&lt;br /&gt;
&lt;br /&gt;
* Mechanus&lt;br /&gt;
** There is currently no homage to nirvana.&lt;br /&gt;
&lt;br /&gt;
* Olympus&lt;br /&gt;
** There is currently no homage to arboreal arvandor.&lt;br /&gt;
&lt;br /&gt;
* Pandemonium&lt;br /&gt;
** There is currently no homage to howling mines.&lt;br /&gt;
&lt;br /&gt;
* Seven Heavens&lt;br /&gt;
** There is currently no homage to mount celestia.&lt;br /&gt;
&lt;br /&gt;
* Carceri&lt;br /&gt;
** The homage to Carceri is a realm by the same name (in Pelithine) where the Abominations were imprisoned.&lt;br /&gt;
&lt;br /&gt;
* Bytopia&lt;br /&gt;
** Homage to the twin paradises exists in the form of Dragonhome and Heroe&#039;s Rest. These were where the Dragons and Immortals were comfortably imprisoned.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
&lt;br /&gt;
* Health, fatigue&lt;br /&gt;
** What if fatigue was split into mental fatigue and physical fatigue, and became a unified mechanic for lots of things, like encumbrance = physical fatigue&lt;br /&gt;
** Relatedly, what if armor didn&#039;t have special rules about agility checks and movement, and instead was just encumbrance, and by extension physical fatigue&lt;br /&gt;
** Physical fatigue would cover things like might/agility checks and defenses, physical attack rolls, movement speed, and initiative&lt;br /&gt;
** Mental fatigue would cover things like wits/resolve checks and defenses, magical effect rolls, and initiative&lt;br /&gt;
* Size is a huge variable in combat, amplifying HP, physical damage, might, and reducing defense&lt;br /&gt;
&lt;br /&gt;
* Obyrith goals are, mythically, to subsume the universe in Strange, by ending &amp;quot;time&amp;quot;, because entering the Strange through time happens naturally at the end of time.&lt;br /&gt;
** Arcadians don&#039;t like this idea because they actually like (and kind of need) time.&lt;br /&gt;
&lt;br /&gt;
* Patternsailing requires some Orrery bits and old Pattern bits that informed time and space.&lt;br /&gt;
** Destiny heralds are needed to navigate patternsails.&lt;br /&gt;
** Pattern heralds are needed to turn the Orrery bits into a helm.&lt;br /&gt;
&lt;br /&gt;
* Where are the gods?&lt;br /&gt;
** Lucidus is up in the sun&lt;br /&gt;
** Excrucius is up in the moon&lt;br /&gt;
** Aedifica is roaming around in Golemance supporting the Forge Hearts&lt;br /&gt;
** Suentius is in a tower with the Codex in Mercatia&lt;br /&gt;
** Nexia is in the underworld, pilgrimages to the Rain Heart&lt;br /&gt;
** &amp;quot;Warbeast&amp;quot; is imprisoned in the Ice Heart&lt;br /&gt;
** Umbrus is in the Strange Sea&lt;br /&gt;
** Summer is empty&lt;br /&gt;
&lt;br /&gt;
=To Do=&lt;br /&gt;
&lt;br /&gt;
Things I should attend to.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
&lt;br /&gt;
* [[Aspects]]: called Shuduru in Furyspeak. These are the demigods of Titans. They are most powerful realmlings, loosely aligned with Titan consciousness, but smaller enough to have individual personalities and identities.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Category:Titans&amp;diff=5459</id>
		<title>Category:Titans</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Category:Titans&amp;diff=5459"/>
		<updated>2026-07-12T00:21:46Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Creatures]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Titans}}&lt;br /&gt;
&lt;br /&gt;
=Etymology=&lt;br /&gt;
&lt;br /&gt;
Titans ([[Commonspeak]], [[Furyspeak]]: &#039;&#039;Narushu&#039;&#039;, meaning &#039;&#039;determined&#039;&#039;) are the rarest and most powerful creatures of the [[Fury]] origin.&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
&lt;br /&gt;
Lore of the Titans comes from very few reliable sources. Some of the oldest primals convey firsthand accounts to the Fury cults that serve them. Even the [[Founders]] old enough to remember have had few dealings with Titans.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
It is generally understood that before the coming of the Founders, the Titans were the supreme beings of the universe. During the [[Lost Age]], Titans ruled the universe through sheer force of will. The very laws of nature, along with countless lesser beings, were bent to the will of Titans. These beings warred with each other, intent on being the singular entity that controlled the entire universe.&lt;br /&gt;
&lt;br /&gt;
During the [[First Age]], the Titans warred with the Founders for control of the universe. The Founders won that war, and since their defeat the Titans have been held in Astral prisons. From their imprisonment, the boundless energies of the Titans were tapped to fuel [[The Apparatus]] and its purpose: building and maintaining the [[Integrum]]. However, ever since the [[Shattered Age]], the Titans have been trying to escape their weakened imprisonment. At least two Titans are known to have escaped, but even those still imprisoned exert their influence into The Integrum. Cults of mortals have formed that serve the Titans and seek to hasten their release.&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
&lt;br /&gt;
Titans are, individually, the most powerful creatures in the universe, with the likely exception of [[Aeon]] risen. They were the masters of the universe during the Lost Age. Now their role in the universe is quite different. Since losing the [[Foundation War]], most Titans have been imprisoned within [[Astral Prisons]], their power fueling the expansive machinations of The Apparatus and the Integrum.&lt;br /&gt;
&lt;br /&gt;
In the universe of the Lost Age, Titans were the entirety of the world. Their bodies made up the physical realms of the universe, and their wills created the natural laws.&lt;br /&gt;
&lt;br /&gt;
=Society=&lt;br /&gt;
&lt;br /&gt;
Even before imprisonment, the Titans scarcely had a society. Utterly individualistic, the Titans were compelled by the [[Contest Eternal]] into conflict with one another. This conflict defined all of the rules and customs of their society. Part realms, part individuals, Titans existed more like lone city states in a constant war with each other until one emerged victorious over all others.&lt;br /&gt;
&lt;br /&gt;
A closer semblance of society can be found within a Titan&#039;s domain, however. Their powerful wills dominate numerous [[stormhearts]] and [[realmlings]] which form a sort of society within the Titan&#039;s realm of influence. City states, nomadic tribes, and entire kingdoms of a Titan&#039;s minions can exist within the range of their will.&lt;br /&gt;
&lt;br /&gt;
=Ecology=&lt;br /&gt;
&lt;br /&gt;
Titans are vast and complex creatures. Most of their physical form is an entire region of their elemental nature. A Titan&#039;s form could be a mountain range, a glacier, a swamp, or a forests. The most powerful of the Titans would have realm bodies so large they comprise multiple regions, countries.&lt;br /&gt;
&lt;br /&gt;
In addition to their terrain forms, Titans also embody avatars that roam their own realms. These massive forms are a combination of the elemental natures of the Titan and shapes of beasts, people, constructs, or any other number of bodies. All of which are awesome to behold.&lt;br /&gt;
&lt;br /&gt;
There is no known way to kill or destroy a Titan. The whole of their power is endless, which is why they have proven such an effective source of energy for the Integrum. It is claimed by the Dragons that if a Titan experiences enough [[fragmentation]], they will eventually be deprived of all their Titan nature, becoming Dragons themselves. Then, like all other Dragons, they are mortal. However their Titan power is never destroyed by this process. Rather all Titan power is a constant, existing in the bodies of those Titans who absorb the energy from other Titans through their victories.&lt;br /&gt;
&lt;br /&gt;
Titans can be imprisoned, however. Most Titans are imprisoned within the Astral Prisons that decorate the [[Astral Sky]] high above the [[Shards]]. Some few Titans were too powerful to imprison in this fashion, and so their bodies were fragmented into smaller pieces which could be bound, their Titan Fury still waiting to be freed and reunited.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Inexorable_Stone&amp;diff=5458</id>
		<title>Inexorable Stone</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Inexorable_Stone&amp;diff=5458"/>
		<updated>2026-06-24T17:28:16Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Influences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Titans]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Inexorable Stone}}&lt;br /&gt;
&lt;br /&gt;
[[File:inexorable-stone.png | 500 px | x 500 px | right | border | frame | Inexorable Stone stands as tall as a mountain.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Inexorable Stone ([[Enchiridian]], [[Furytongue]]: &#039;&#039;Tamshanarik&#039;&#039; \tæmˈʃænəˌriːk\, meaning &#039;&#039;fluid change&#039;&#039;), also known as &#039;&#039;The Clock Maker&#039;&#039;, gets its name from its realm form of a slow-moving mountains.&lt;br /&gt;
&lt;br /&gt;
Lore about the Inexorable Stone is rare and incomplete. It comes primarily from the [[Dragons]] and [[Immortals]] who have had interactions with the Titan.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Inexorable Stone was a titan in the [[Lost Age]] who was subsequently imprisoned by the [[Founders]], like all titans, in the [[Foundation War]] during the [[First Age]]. It has remained imprisoned ever since.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
* Realm Form: An endless mountain range with features based on core aspects:&lt;br /&gt;
** Polished stone cliffs that always face north and reveal creatures and landscapes in the distant future&lt;br /&gt;
** Rivers and lakes of acidic lye&lt;br /&gt;
** Moss covered mountain sides grazed upon by herds of goat-like creatures with purple wool&lt;br /&gt;
** Vibrating crag stones with a hum that can be heard for miles&lt;br /&gt;
* Avatar Form: A headless humanoid form as tall as a mountain. A large clock face takes up most of its chest and its limbs are thin with a stone-like carapace. It wears a flowing purple cloak decorated with numerous large rubies. It wields a massive scythe.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Inexorable Stone&#039;s personality is patient ambition. It is believed to be the only titan that never consolidated power through [[Fusion]], holding itself to a strict strategy of [[Dominion]]. It would arrange its mountainous regions around its enemies like a trap and goad them into an ill-fated incursion.&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
* Realm: Mountains&lt;br /&gt;
* Core Aspects: Time, Ambition&lt;br /&gt;
* Bone: Stone&lt;br /&gt;
* Breath: Vibration&lt;br /&gt;
* Blood: Lye&lt;br /&gt;
* Symbol: Clock&lt;br /&gt;
* Flora: Moss&lt;br /&gt;
* Fauna: Goats&lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
&lt;br /&gt;
* Rattle Wraiths: living vibrations that shatter bones (physical exhaustion)&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Dreaming_Meadow&amp;diff=5457</id>
		<title>Dreaming Meadow</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Dreaming_Meadow&amp;diff=5457"/>
		<updated>2026-06-24T17:26:19Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Titans]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Dreaming Meadow}}&lt;br /&gt;
&lt;br /&gt;
[[File:dreaming-meadow.png | 600 px | x 400 px | right | border | frame | Dreaming Meadow stands over a stone spiral the size of a city.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Dreaming Meadow ([[Commontongue]]), also &#039;&#039;Galshenul&#039;&#039; {{lang|Furytongue|ˈɡalʃɪnʌl|\ˈɡalʃɪnʌl\|silent wave}}, also known as &#039;&#039;The Night Singer&#039;&#039;, gets its name from its realm form of a rolling plain and its association with sleep. Lore about the Dreaming Meadow is rare and incomplete. It comes primarily from the [[Dragons]] and [[Immortals]] who have had interactions with the Titan.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Dreaming Meadow was a Titan in the [[Lost Age]] who was subsequently imprisoned by the [[Founders]], like all Titans, in the [[Foundation War]] during the [[First Age]]. It has remained imprisoned ever since.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
* Realm Form: An endless meadow with features based on core aspects, such as:&lt;br /&gt;
** Meadows of bell-shaped flowers that put creatures to sleep when they ring in the wind&lt;br /&gt;
** Labyrinthine paths of amber stepping stones that lead to safe and serene slabs of amber&lt;br /&gt;
** Banks of sedative mist roll across the plain&lt;br /&gt;
* Avatar Form: A massive white stag that towers into the sky. From its antlers dangle amber bells. Its mane and hooves are covered in thick bundles of grassy leaves. Its tail is a long bundle of twisting vines. Its eyes are like portals to a night sky.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Dreaming Meadow&#039;s personality was not well known. It was patient and discerning, hardly every speaking. It was known for its patience and gentleness, waging contests with surprising strategies of passive cunning, though it was not very successful at [[dominion]].&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
* Realm: Plains&lt;br /&gt;
* Core Aspects: Sleep&lt;br /&gt;
* Bone: Amber&lt;br /&gt;
* Breath: Fog&lt;br /&gt;
* Blood: Dew&lt;br /&gt;
* Symbol: Bell&lt;br /&gt;
* Flora: Grasses&lt;br /&gt;
* Fauna: Deer&lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
&lt;br /&gt;
* Mistwalkers: People who have become lost in the mystical fog banks of Dreaming Meadow, becoming pale dreams of themselves, driven by loneliness to latch on to others (causing mental exhaustion in the process)&lt;br /&gt;
* Sleepless Dead: People who have succumbed to a curse of sleeplessness, eating the dreams of others (causing mental exhaustion in the process)&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5456</id>
		<title>Lonely Hollow</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5456"/>
		<updated>2026-06-11T23:24:45Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Titans]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Lonely Hollow}}&lt;br /&gt;
&lt;br /&gt;
[[File:lonely-hollow.png | 600 px | x 400 px | right | border | frame | Lonely hollow cannot fit through the tunnels of its realm and must transform to liquid to travel far.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow ([[Enchiridian]], [[Furytongue]]: &#039;&#039;Ninhursag&#039;&#039; \ˈnɪnhɜrsɑɡ\, meaning &#039;&#039;lady of the sacred mountain&#039;&#039;), also known as &#039;&#039;The Tar Eater&#039;&#039;, gets its name from its association with caves and fear. Lore about Lonely Hollow is rare and incomplete. It comes primarily from the [[Dragons]] and [[Immortals]] who have had interactions with the Titan.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was a Titan in the [[Lost Age]] who was subsequently imprisoned by the [[Founders]], like all Titans, in the [[Foundation War]] during the [[First Age]]. It has remained imprisoned ever since.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
* Realm Form: An network of caves with traits based on core aspects, such as:&lt;br /&gt;
** Crystal cities grown instead of built&lt;br /&gt;
** Tar grottos, lakes, and rivers&lt;br /&gt;
** Ring vaults, civilizations hiding feared artifacts&lt;br /&gt;
** Mushroom forests&lt;br /&gt;
** Voiceless Halls where screaming causes you to lose your voice&lt;br /&gt;
* Avatar Form: A massive creature of crystal and tar. Its head, shoulders, rib cage, hips, and left arm are made of jagged, cracked crystal that glows slightly. The rest of its body is formed of viscous tar connecting the crystal parts.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was regarded as an desperate Titan. It is said it feared even itself, forever alone fearing its own company.&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
* Realm: Caves&lt;br /&gt;
* Core Aspects: Fear&lt;br /&gt;
* Bone: Crystal&lt;br /&gt;
* Breath: Echoes&lt;br /&gt;
* Blood: Tar&lt;br /&gt;
* People: Underkin (Gulakku)&lt;br /&gt;
* Symbol: Ring&lt;br /&gt;
* Flora: Mushrooms&lt;br /&gt;
* Fauna: Vermin&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5455</id>
		<title>Lonely Hollow</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5455"/>
		<updated>2026-06-11T23:24:19Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Titans]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Lonely Hollow}}&lt;br /&gt;
&lt;br /&gt;
[[File:lonely-hollow.png | 600 px | x 400 px | right | border | frame | Lonely hollow cannot fit through the tunnels of its realm and must transform to liquid to travel far.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow ([[Enchiridian]], [[Furytongue]]: &#039;&#039;Ninhursag&#039;&#039; \ˈnɪnhɜrsɑɡ\, meaning &#039;&#039;lady of the sacred mountain&#039;&#039;), also known as &#039;&#039;The Tar Eater&#039;&#039;, gets its name from its association with caves and fear. Lore about Lonely Hollow is rare and incomplete. It comes primarily from the [[Dragons]] and [[Immortals]] who have had interactions with the Titan.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was a Titan in the [[Lost Age]] who was subsequently imprisoned by the [[Founders]], like all Titans, in the [[Foundation War]] during the [[First Age]]. It has remained imprisoned ever since.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
* Realm Form: An network of caves with traits based on core aspects, such as:&lt;br /&gt;
** Crystal cities grown instead of built&lt;br /&gt;
** Tar grottos, lakes, and rivers&lt;br /&gt;
** Ring vaults, civilizations hiding feared artifacts&lt;br /&gt;
** Mushroom forests&lt;br /&gt;
** Voiceless Halls where screaming causes you to lose your voice&lt;br /&gt;
* Avatar Form: A massive creature of crystal and tar. Its head, shoulders, rib cage, hips, and left arm are made of jagged, cracked crystal that glows slightly. The rest of its body is formed of viscous tar connecting the crystal parts.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was regarded as an desperate Titan. It is said it feared even itself, forever alone fearing its own company.&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
* Realm: Caves&lt;br /&gt;
* Core Aspects: Fear&lt;br /&gt;
* Bone: Crystal&lt;br /&gt;
* Breath: Echoes&lt;br /&gt;
* Blood: Tar&lt;br /&gt;
* People: Gulakku&lt;br /&gt;
* Symbol: Ring&lt;br /&gt;
* Flora: Mushrooms&lt;br /&gt;
* Fauna: Vermin&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5454</id>
		<title>Lonely Hollow</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Lonely_Hollow&amp;diff=5454"/>
		<updated>2026-06-11T23:18:10Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Titans]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Lonely Hollow}}&lt;br /&gt;
&lt;br /&gt;
[[File:lonely-hollow.png | 600 px | x 400 px | right | border | frame | Lonely hollow cannot fit through the tunnels of its realm and must transform to liquid to travel far.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow ([[Enchiridian]], [[Furytongue]]: &#039;&#039;Ninhursag&#039;&#039; \ˈnɪnhɜrsɑɡ\, meaning &#039;&#039;lady of the sacred mountain&#039;&#039;), also known as &#039;&#039;The Tar Eater&#039;&#039;, gets its name from its association with caves and fear. Lore about Lonely Hollow is rare and incomplete. It comes primarily from the [[Dragons]] and [[Immortals]] who have had interactions with the Titan.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was a Titan in the [[Lost Age]] who was subsequently imprisoned by the [[Founders]], like all Titans, in the [[Foundation War]] during the [[First Age]]. It has remained imprisoned ever since.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
* Realm Form: An network of caves with traits based on core aspects, such as:&lt;br /&gt;
** Crystal cities grown instead of built&lt;br /&gt;
** Tar grottos, lakes, and rivers&lt;br /&gt;
** Ring vaults, civilizations hiding feared artifacts&lt;br /&gt;
** Mushroom forests&lt;br /&gt;
** Voiceless Halls where screaming causes you to lose your voice&lt;br /&gt;
* Avatar Form: A massive creature of crystal and tar. Its head, shoulders, rib cage, hips, and left arm are made of jagged, cracked crystal that glows slightly. The rest of its body is formed of viscous tar connecting the crystal parts.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Lonely Hollow was regarded as an desperate Titan. It is said it feared even itself, forever alone fearing its own company.&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
* Realm: Caves&lt;br /&gt;
* Core Aspects: Fear&lt;br /&gt;
* Bone: Crystal&lt;br /&gt;
* Breath: Echoes&lt;br /&gt;
* Blood: Tar&lt;br /&gt;
* Symbol: Ring&lt;br /&gt;
* Flora: Mushrooms&lt;br /&gt;
* Fauna: Vermin&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Scarabfolk&amp;diff=5453</id>
		<title>Scarabfolk</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Scarabfolk&amp;diff=5453"/>
		<updated>2026-06-08T19:13:47Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Stubs]]&lt;br /&gt;
&lt;br /&gt;
Called Zikitu ([[Furyspeak]], &amp;quot;the people&amp;quot;) in their own language. A Fury species of people associated with [[Scorching Abandon]]. Insectile, their shells keep their liquid fury within from becoming part of the Titan. Their shell is their individuality and their survival in the passion sands. They are venomous. They do not have a hive mind, but their pheromones can cause chain reactions of emotion within groups. One strong passion can spread through a community like wildfire.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Scarabfolk&amp;diff=5452</id>
		<title>Scarabfolk</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Scarabfolk&amp;diff=5452"/>
		<updated>2026-06-08T19:07:21Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: Created page with &amp;quot;Category:Stubs  Called Kikitu (Furyspeak, &amp;quot;the people&amp;quot;) in their own language. A Fury species of people associated with Scorching Abandon. Insectile, their shells keep their liquid fury within from becoming part of the Titan. Their shell is their individuality and their survival in the passion sands. They are venomous. They do not have a hive mind, but their pheromones can cause chain reactions of emotion within groups. One strong passion can spread through a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Stubs]]&lt;br /&gt;
&lt;br /&gt;
Called Kikitu ([[Furyspeak]], &amp;quot;the people&amp;quot;) in their own language. A Fury species of people associated with [[Scorching Abandon]]. Insectile, their shells keep their liquid fury within from becoming part of the Titan. Their shell is their individuality and their survival in the passion sands. They are venomous. They do not have a hive mind, but their pheromones can cause chain reactions of emotion within groups. One strong passion can spread through a community like wildfire.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Scorching_Abandon&amp;diff=5451</id>
		<title>Scorching Abandon</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Scorching_Abandon&amp;diff=5451"/>
		<updated>2026-06-08T17:57:46Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Titans]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Scorching Abandon}}&lt;br /&gt;
&lt;br /&gt;
[[File:scorching-abandon.png | 400 px | x 600 px | right | border | frame | Scorching Abandon stalks its desert realm.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Scorching Abandon ([[Enchiridian]], [[Furytongue]]: &#039;&#039;Shakralar&#039;&#039; \ˈʃɑkrɑˌlɑr\, meaning &#039;&#039;passion sands&#039;&#039;), also known as &#039;&#039;The Chained Dancer&#039;&#039;, gets its name from its association with chains and revelry. Lore about Scorching Abandon is rare and incomplete. It comes primarily from the [[Dragons]] and [[Immortals]] who have had interactions with the Titan.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Scorching Abandon was a Titan in the [[Lost Age]] who was subsequently imprisoned by the [[Founders]], like all Titans, in the [[Foundation War]] during the [[First Age]]. It has remained imprisoned ever since.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
* Realm Form: An endless desert with features based on core aspects, such as:&lt;br /&gt;
** Cactus gardens&lt;br /&gt;
** Mirage oceans&lt;br /&gt;
** Chain cathedral where revelries are held&lt;br /&gt;
** Scarab swarms&lt;br /&gt;
** Shifting sands&lt;br /&gt;
* Avatar Form: A massive chitin armored creature with multiple segmented legs and massive clawed arms. Its limbs are adorned with glittering chains. Its head has massive mandibles and compound eyes like gemstones. It has a long segmented tail with a barbed stinger at the end. Heat haze continually warps the air around it.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Scorched Abandon was regarded as an exultant Titan. Its influences were stark and overt. It summoned creatures to its will through hedonic temptation.&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
* Realm: Desert&lt;br /&gt;
* Core Aspects: Revelry&lt;br /&gt;
* Bone: Sand&lt;br /&gt;
* Breath: Mirage&lt;br /&gt;
* Blood: Venom. The venom of Scorching Abandon is passion made into tangible liquid. To outsiders, it is dangerously toxic. To the [[Scarabfolk]], it is water, wine, medicine, sacrament, and aphrodisiac. It runs through the deserts in hidden rivers, boiling aquifers, and toxic oases. There are lineages of Scorching Abandon venom that evoke different passions.&lt;br /&gt;
** Red Venom: rage, courage, violence&lt;br /&gt;
** Gold Venom: desire, joy, obsession&lt;br /&gt;
** White Venom: ecstasy, prophecy, oblivion&lt;br /&gt;
** Black Venom: grief, hatred, revenge&lt;br /&gt;
** Clear Venom: clarity, pain, ambition&lt;br /&gt;
* Symbol: Chains&lt;br /&gt;
* Flora: Cactuses&lt;br /&gt;
* Fauna: Insects&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Scorching_Abandon&amp;diff=5450</id>
		<title>Scorching Abandon</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Scorching_Abandon&amp;diff=5450"/>
		<updated>2026-06-08T17:55:18Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Titans]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Scorching Abandon}}&lt;br /&gt;
&lt;br /&gt;
[[File:scorching-abandon.png | 400 px | x 600 px | right | border | frame | Scorching Abandon stalks its desert realm.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Scorching Abandon ([[Enchiridian]], [[Furytongue]]: &#039;&#039;Shakralar&#039;&#039; \ˈʃɑkrɑˌlɑr\, meaning &#039;&#039;passion sands&#039;&#039;), also known as &#039;&#039;The Chained Dancer&#039;&#039;, gets its name from its association with chains and revelry. Lore about Scorching Abandon is rare and incomplete. It comes primarily from the [[Dragons]] and [[Immortals]] who have had interactions with the Titan.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Scorching Abandon was a Titan in the [[Lost Age]] who was subsequently imprisoned by the [[Founders]], like all Titans, in the [[Foundation War]] during the [[First Age]]. It has remained imprisoned ever since.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
* Realm Form: An endless desert with features based on core aspects, such as:&lt;br /&gt;
** Cactus gardens&lt;br /&gt;
** Mirage oceans&lt;br /&gt;
** Chain cathedral where revelries are held&lt;br /&gt;
** Scarab swarms&lt;br /&gt;
** Shifting sands&lt;br /&gt;
* Avatar Form: A massive chitin armored creature with multiple segmented legs and massive clawed arms. Its limbs are adorned with glittering chains. Its head has massive mandibles and compound eyes like gemstones. It has a long segmented tail with a barbed stinger at the end. Heat haze continually warps the air around it.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Scorched Abandon was regarded as an exultant Titan. Its influences were stark and overt. It summoned creatures to its will through hedonic temptation.&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
* Realm: Desert&lt;br /&gt;
* Core Aspects: Revelry&lt;br /&gt;
* Bone: Sand&lt;br /&gt;
* Breath: Mirage&lt;br /&gt;
* Blood: Venom. The venom of Scorching Abandon is passion made into tangible liquid. To outsiders, it is dangerously toxic. To the Scarabfolk, it is water, wine, medicine, sacrament, and aphrodisiac. It runs through the deserts in hidden rivers, boiling aquifers, and toxic oases. There are lineages of Scorching Abandon venom that evoke different passions.&lt;br /&gt;
** Red Venom: rage, courage, violence&lt;br /&gt;
** Gold Venom: desire, joy, obsession&lt;br /&gt;
** White Venom: ecstasy, prophecy, oblivion&lt;br /&gt;
** Black Venom: grief, hatred, revenge&lt;br /&gt;
** Clear Venom: clarity, pain, ambition&lt;br /&gt;
* Symbol: Chains&lt;br /&gt;
* Flora: Cactuses&lt;br /&gt;
* Fauna: Insects&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Main_Page&amp;diff=5449</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Main_Page&amp;diff=5449"/>
		<updated>2026-03-01T23:53:15Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Strange Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Breadcrumb Main}}&lt;br /&gt;
&lt;br /&gt;
This wiki is part of the [https://secretchamber.org Secret Chamber] group of RPG sites.&lt;br /&gt;
&lt;br /&gt;
=The Setting=&lt;br /&gt;
&lt;br /&gt;
This high fantasy setting is called The Apparatus. It has been a creative effort since 1987, with many revisions and collaborations throughout the years.&lt;br /&gt;
&lt;br /&gt;
If you are looking for something specific, then you probably want to start with the [[Compendia]], which is a list of different areas of the setting. Otherwise, if you are just browsing the wiki, then the information below is a good entry point.&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
&lt;br /&gt;
The Apparatus is organized around four [[Origins of Power]].&lt;br /&gt;
&lt;br /&gt;
==Integral Origin==&lt;br /&gt;
&lt;br /&gt;
[[The Integrum]] is the natural world as experienced by its inhabitants, the only Origin of Power governed by consistent, predictable natural laws. It is the sole Origin that can be understood through logic, observation, and empirical inquiry, making it the only scientifically knowable foundation of reality. In metaphysical terms, the Integrum functions as a vast, finely crafted mechanism: a clockwork universe whose orderly operation is known as the Apparatus, from which the campaign world takes its name.&lt;br /&gt;
&lt;br /&gt;
The Integrum defines the default state of existence. Wherever its influence is unimpeded, reality behaves lawfully and coherently, producing an orderly and often idyllic environment for its denizens. All instability, contradiction, and suffering arise from interference by other Origins, which disrupt the normal function of the machine rather than originating within it. Though indifferent, the Integrum is not accidental: it is the enduring manifestation of the designs of its creators, the long-vanished Founders, whose will remains embedded in its structure even in their absence.&lt;br /&gt;
&lt;br /&gt;
The main entry points for exploring The Integrum are:&lt;br /&gt;
&lt;br /&gt;
* [[Integral Realms]]: [[Shard Realms]], [[The Ether]], [[The Astral Sky]], [[The Great Barrier]]&lt;br /&gt;
* [[Gods]]: [[Gods of Acrolon]], [[Gods of Pelithos]], [[Gods of Tonwei Unchained]], [[Gods of Vashad]], [[Founders]]&lt;br /&gt;
* [[Mortals]]: [[Humans]], [[Elves]], [[Orcs]], [[Dwarves]]&lt;br /&gt;
* [[Paths to Power]]: [[Mastery]], [[Heraldry]], [[Arcana]], [[Solipsism]]&lt;br /&gt;
* [[History]]: [[The Shattering]], [[The Fall]]&lt;br /&gt;
&lt;br /&gt;
==Strange Origin==&lt;br /&gt;
&lt;br /&gt;
[[The Strange]] is an Origin of Power born from the first great cataclysm of the Integrum, known as [[The Shattering]]. When the Apparatus was broken, fragments of its orderly structure failed, and from those ruptures the Strange leaked into existence as a metaphysical residue of malfunctioning reality. Unlike the Integrum, which operates through consistent natural law, the Strange exists as a substantive force that pools, spreads, and persists wherever the integrity of reality is compromised.&lt;br /&gt;
&lt;br /&gt;
The Strange by its nature defies simple definition. It is, at its core, an aberration or subversion of natural law. Events shaped by this Origin are coherent, but only through dream logic and narrative intuition rather than linear reason. Time, identity, and consequence lose their fixed forms. For example, beings born of the Strange cannot truly die, instead fading and reemerging with fractured memories that recall past lives out of order, as though remembered from a dream. Though the Strange itself possesses no will or intent, it readily absorbs the influence of minds within it, allowing places and phenomena to develop emergent, symbolic behaviors that reflect accumulated desire, fear, and identity.&lt;br /&gt;
&lt;br /&gt;
Strange manifestations are both psychological and physical. It gives rise to dreams, madness, prophecy, and inspiration, as well as to monsters, mutations, and violations of biological finality that intrude upon the Integrum. Dangerous yet alluring, the Strange offers mortals power, meaning, or transcendence at a cost that is rarely understood in advance. Once established, it clings to reality, requiring active intervention to remove, and stands as the primary source of chaos within an otherwise lawful universe.&lt;br /&gt;
&lt;br /&gt;
The primary entry points for exploring The Strange are:&lt;br /&gt;
&lt;br /&gt;
* [[Strange Realms]]: [[Dreamlands]], [[Strange Sea]], [[Verging Wild]], [[Arcadia]], [[The Horizon]]&lt;br /&gt;
* [[Strange Gods]]: [[Eldritch Gods]], [[Fey Gods]], [[Lost Gods]]&lt;br /&gt;
* [[Strange Species]]: [[Fey]], [[Eldritch]]&lt;br /&gt;
* [[Paths to Power]]: [[Orisons]]&lt;br /&gt;
&lt;br /&gt;
==Fury Origin==&lt;br /&gt;
&lt;br /&gt;
[[Fury]] is the oldest of the Origins of Power, predating the creation of the Integrum and the arrival of the [[Founders]]. Before the Apparatus imposed lawful structure upon reality, the universe existed under the dominion of Fury, an Origin defined by conflict and dominance. In this primordial state, existence was governed by an endless struggle known as the [[Contest Eternal]], in which vast beings called [[Titans]] vied ceaselessly for supremacy over the universe, transforming and absorbing one another.&lt;br /&gt;
&lt;br /&gt;
The Founders arrived as colonizers, marking a violent interruption of this primordial condition. Through war and imprisonment, the Titans were subdued, and their prisons became the engines that power the Apparatus itself. As a result, Fury is largely sealed away from the Integrum, its presence reduced to rare and catastrophic leaks when those bindings are damaged or fail. When Fury does intrude upon Integral reality, it manifests as overwhelming power, elemental mutation, and the drive toward hierarchy and domination, often giving rise to cult movements and living embodiments of unleashed natural forces. Though morally neutral in its own terms, Fury stands as a reminder that the stability of the Integrum is not native to the universe, but imposed, and maintained at a continuing cost.&lt;br /&gt;
&lt;br /&gt;
The best entry points for exploring Fury are:&lt;br /&gt;
&lt;br /&gt;
* [[Fury Creatures]]&lt;br /&gt;
* [[Paths to Power]]: [[Sorcery]]&lt;br /&gt;
&lt;br /&gt;
==Void Origin==&lt;br /&gt;
&lt;br /&gt;
[[The Void]] is the youngest of the Origins of Power, born from the same cataclysm as the Strange during the event known as [[The Shattering]]. Unlike the Strange, which emerged as a metaphysical disorder leaking from the damaged Apparatus, the Void arose from a far more concrete rupture: a breach torn through the Great Barrier that separates the universe from the emptiness beyond it. Through this wound, the Void became aware of the universe and, for the first time, capable of acting upon it.&lt;br /&gt;
&lt;br /&gt;
In its original state, the Void was a passive and corrosive environment, dangerous but indifferent, eroding existence only over immeasurable spans of time. The Shattering transformed it into something far more hostile. Infused with will, the Void became an Origin of Power defined by annihilation, an active drive to erase reality entirely rather than merely wear it down. It does not seek to rule, reshape, or corrupt the universe into a new form; it seeks its complete and final silence.&lt;br /&gt;
&lt;br /&gt;
The Void cannot destroy reality outright. Instead, it infiltrates and undermines it, spreading through corruption, influence, and subversion. Void power manifests through shadow, demons, and apocalyptic cultic movements that weaken the fabric of existence from within, working toward breaches through which greater annihilation can occur. Unlike the other Origins, the Void is antagonistic to all forms of being, whether Integral, Strange, or Fury-born, and stands as the only force against which all other powers might conceivably unite. Though it can be resisted indefinitely, its persistence ensures that the universe exists in a constant state of siege against oblivion.&lt;br /&gt;
&lt;br /&gt;
The best entry points for exploring Void are:&lt;br /&gt;
&lt;br /&gt;
* [[Void Realms]]: [[The Void Realm]], [[The Shadow Realm]]&lt;br /&gt;
* [[Void Creatures]]: [[Aeon]], [[Archdemons]], [[Demons]]&lt;br /&gt;
* [[Paths to Power]]: [[Shadow Magic]]&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
To see how the setting is expressed in various rule systems, you can click the rule systems below.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 2024]]&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
A place to take [[Notes]] that don&#039;t have a home yet.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Category:Gilded_Age&amp;diff=5448</id>
		<title>Category:Gilded Age</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Category:Gilded_Age&amp;diff=5448"/>
		<updated>2026-02-24T04:50:46Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:History]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Gilded Age}}&lt;br /&gt;
&lt;br /&gt;
This category enumerates the major historical events of the First Age.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Gilded Age ([[Enchiridian]]) was preceded by the [[First Age]] and succeeded by the [[Shattered Age]]. It gains its name from the fact that was the only age where the [[Integrum]] functioned precisely as the [[Founders]]&#039; designed, an age of perfection.&lt;br /&gt;
&lt;br /&gt;
Lore from the First Age is even rarer than the Lost Age. The only primary sources of this lore are [[Pendulum]] and [[Aeon]].&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
&lt;br /&gt;
Nothing is known of the events of this age except its beginning and end. All years are in [[GC]].&lt;br /&gt;
&lt;br /&gt;
* 6143 OIR: [[The Awakening]] marks the beginning of the age.&lt;br /&gt;
* 1 OIR: [[The Shattering]] marks the end of the age.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Category:First_Age&amp;diff=5447</id>
		<title>Category:First Age</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Category:First_Age&amp;diff=5447"/>
		<updated>2026-02-24T04:50:12Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:History]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb First Age}}&lt;br /&gt;
&lt;br /&gt;
This category enumerates the major historical events of the First Age.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The First Age ([[Enchiridian]]) was preceded by the [[Lost Age]] and succeeded by the [[Gilded Age]]. It gains its name from the fact that this was the beginning of the creation of the Integrum, which for most of the inhabitants of the universe, equates to the beginning of time.&lt;br /&gt;
&lt;br /&gt;
Lore from the First Age is extremely rare and unreliable. The only primary sources of this lore are [[Primals]].&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
&lt;br /&gt;
The events of this category occurred on the following timeline. All years are in [[FC]].&lt;br /&gt;
&lt;br /&gt;
* 9615 OIR: [[Foundation]], [[Bastion]] appears&lt;br /&gt;
* 8591 OIR: [[Foundation War]] begins, lasting 784 years.&lt;br /&gt;
* 8191 OIR: [[Integration]] begins, lasting 2688 years.&lt;br /&gt;
* 6143 OIR: [[The Awakening]] marks the end of the age.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Category:History&amp;diff=5446</id>
		<title>Category:History</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Category:History&amp;diff=5446"/>
		<updated>2026-02-24T04:48:45Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Calendars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Compendia]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb History}}&lt;br /&gt;
&lt;br /&gt;
This category enumerates the major historical ages of the universe.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Lore about history comes from a variety of sources, and with a variety of accuracy. Generally speaking, the older the history, the rarer and less reliable the information.&lt;br /&gt;
&lt;br /&gt;
=Calendars=&lt;br /&gt;
&lt;br /&gt;
While there are many calendars across the cultures of the setting, for simplicity and consistency, the dates given in this Wiki are [[IR]], or Integral Reckoning. OIR refers to Old Integral Reckoning, before the [[Time Storm]] and NIR refers to New Integral Reckoning, after the Time Storm. No known calendars are able to determine the duration of the Time Storm.&lt;br /&gt;
&lt;br /&gt;
The chronological order of historical ages is as follows:&lt;br /&gt;
&lt;br /&gt;
# [[Lost Age]] (No known calendar): The age where [[Titans]] battled for control of the universe. Unspecified duration.&lt;br /&gt;
# [[First Age]] (OIR 9615 - OIR 6143): The age of the [[Founders]] and their domination over the Titans. 3472 years.&lt;br /&gt;
# [[Gilded Age]] (OIR 6143- OIR 1): The idyllic age of [[The Integrum]]. 6143 years.&lt;br /&gt;
# [[Shattered Age]] (NIR 1 - NIR 1295): The first cataclysmic age of The Integrum. 1295 years.&lt;br /&gt;
# [[Dark Age]] (NIR 1295 - NIR 2157): The second cataclysmic age of The Integrum. 862 years.&lt;br /&gt;
# [[Dawn Age]] (NIR 2157 - 2307, Present): The current age of the universe. 150 years.&lt;br /&gt;
&lt;br /&gt;
==Acrolon Calendars==&lt;br /&gt;
&lt;br /&gt;
* Dawn Calendar: This refers to each year by its cultural name in Acrolon. For example, &amp;quot;Dawn Year 10&amp;quot; means the tenth year of the Dawn Age, which would be NIR 2167. The ages of this calendar are:&lt;br /&gt;
** Shattered Years: 1 through 1295 (same as NIR year designation)&lt;br /&gt;
** Dark Years: 1 through 862 (corresponds to NIR 1295-2157)&lt;br /&gt;
** Dawn Years: 1 through 145 (corresponds to NIR 2157-present)&lt;br /&gt;
&lt;br /&gt;
=Major Events Timeline=&lt;br /&gt;
&lt;br /&gt;
* OIR 10206: The Founders arrive in the universe&lt;br /&gt;
* OIR 9182: The [[Foundation War]] begins&lt;br /&gt;
* OIR 8398: The Foundation War ends&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Category:History&amp;diff=5445</id>
		<title>Category:History</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Category:History&amp;diff=5445"/>
		<updated>2026-02-24T04:24:28Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Calendars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Compendia]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb History}}&lt;br /&gt;
&lt;br /&gt;
This category enumerates the major historical ages of the universe.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Lore about history comes from a variety of sources, and with a variety of accuracy. Generally speaking, the older the history, the rarer and less reliable the information.&lt;br /&gt;
&lt;br /&gt;
=Calendars=&lt;br /&gt;
&lt;br /&gt;
While there are many calendars across the cultures of the setting, for simplicity and consistency, the dates given in this Wiki are [[IR]], or Integral Reckoning. OIR refers to Old Integral Reckoning, before the [[Time Storm]] and NIR refers to New Integral Reckoning, after the Time Storm. No known calendars are able to determine the duration of the Time Storm.&lt;br /&gt;
&lt;br /&gt;
The chronological order of historical ages is as follows:&lt;br /&gt;
&lt;br /&gt;
# [[Lost Age]] (No known calendar): The age where [[Titans]] battled for control of the universe. Unspecified duration.&lt;br /&gt;
# [[First Age]] (OIR 8191 - OIR 4095): The age of the [[Founders]] and their domination over the Titans. 4096 years.&lt;br /&gt;
# [[Gilded Age]] (OIR 4095 - OIR 1): The idyllic age of [[The Integrum]]. 4095 years.&lt;br /&gt;
# [[Shattered Age]] (NIR 1 - NIR 1295): The first cataclysmic age of The Integrum. 1295 years.&lt;br /&gt;
# [[Dark Age]] (NIR 1295 - NIR 2157): The second cataclysmic age of The Integrum. 862 years.&lt;br /&gt;
# [[Dawn Age]] (NIR 2157 - 2307, Present): The current age of the universe. 150 years.&lt;br /&gt;
&lt;br /&gt;
==Acrolon Calendars==&lt;br /&gt;
&lt;br /&gt;
* Dawn Calendar: This refers to each year by its cultural name in Acrolon. For example, &amp;quot;Dawn Year 10&amp;quot; means the tenth year of the Dawn Age, which would be NIR 2167. The ages of this calendar are:&lt;br /&gt;
** Shattered Years: 1 through 1295 (same as NIR year designation)&lt;br /&gt;
** Dark Years: 1 through 862 (corresponds to NIR 1295-2157)&lt;br /&gt;
** Dawn Years: 1 through 145 (corresponds to NIR 2157-present)&lt;br /&gt;
&lt;br /&gt;
=Major Events Timeline=&lt;br /&gt;
&lt;br /&gt;
* OIR 10206: The Founders arrive in the universe&lt;br /&gt;
* OIR 9182: The [[Foundation War]] begins&lt;br /&gt;
* OIR 8398: The Foundation War ends&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Category:History&amp;diff=5444</id>
		<title>Category:History</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Category:History&amp;diff=5444"/>
		<updated>2026-02-24T04:23:42Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Calendars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Compendia]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb History}}&lt;br /&gt;
&lt;br /&gt;
This category enumerates the major historical ages of the universe.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Lore about history comes from a variety of sources, and with a variety of accuracy. Generally speaking, the older the history, the rarer and less reliable the information.&lt;br /&gt;
&lt;br /&gt;
=Calendars=&lt;br /&gt;
&lt;br /&gt;
While there are many calendars across the cultures of the setting, for simplicity and consistency, the dates given in this Wiki are [[IR]], or Integral Reckoning. OIR refers to Old Integral Reckoning, before the [[Time Storm]] and NIR refers to New Integral Reckoning, after the Time Storm. No known calendars are able to determine the duration of the Time Storm.&lt;br /&gt;
&lt;br /&gt;
The chronological order of historical ages is as follows:&lt;br /&gt;
&lt;br /&gt;
# [[Lost Age]] (No known calendar): The age where [[Titans]] battled for control of the universe. Unspecified duration.&lt;br /&gt;
# [[First Age]] (OIR 8192 - OIR 4096): The age of the [[Founders]] and their domination over the Titans. 4096 years.&lt;br /&gt;
# [[Gilded Age]] (OIR 4096 - OIR 1): The idyllic age of [[The Integrum]]. 4095 years.&lt;br /&gt;
# [[Shattered Age]] (NIR 1 - NIR 1295): The first cataclysmic age of The Integrum. 1295 years.&lt;br /&gt;
# [[Dark Age]] (NIR 1295 - NIR 2157): The second cataclysmic age of The Integrum. 862 years.&lt;br /&gt;
# [[Dawn Age]] (NIR 2157 - 2307, Present): The current age of the universe. 150 years.&lt;br /&gt;
&lt;br /&gt;
==Acrolon Calendars==&lt;br /&gt;
&lt;br /&gt;
* Dawn Calendar: This refers to each year by its cultural name in Acrolon. For example, &amp;quot;Dawn Year 10&amp;quot; means the tenth year of the Dawn Age, which would be NIR 2167. The ages of this calendar are:&lt;br /&gt;
** Shattered Years: 1 through 1295 (same as NIR year designation)&lt;br /&gt;
** Dark Years: 1 through 862 (corresponds to NIR 1295-2157)&lt;br /&gt;
** Dawn Years: 1 through 145 (corresponds to NIR 2157-present)&lt;br /&gt;
&lt;br /&gt;
=Major Events Timeline=&lt;br /&gt;
&lt;br /&gt;
* OIR 10206: The Founders arrive in the universe&lt;br /&gt;
* OIR 9182: The [[Foundation War]] begins&lt;br /&gt;
* OIR 8398: The Foundation War ends&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Main_Page&amp;diff=5443</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Main_Page&amp;diff=5443"/>
		<updated>2026-02-24T03:42:03Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Integral Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Breadcrumb Main}}&lt;br /&gt;
&lt;br /&gt;
This wiki is part of the [https://secretchamber.org Secret Chamber] group of RPG sites.&lt;br /&gt;
&lt;br /&gt;
=The Setting=&lt;br /&gt;
&lt;br /&gt;
This high fantasy setting is called The Apparatus. It has been a creative effort since 1987, with many revisions and collaborations throughout the years.&lt;br /&gt;
&lt;br /&gt;
If you are looking for something specific, then you probably want to start with the [[Compendia]], which is a list of different areas of the setting. Otherwise, if you are just browsing the wiki, then the information below is a good entry point.&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
&lt;br /&gt;
The Apparatus is organized around four [[Origins of Power]].&lt;br /&gt;
&lt;br /&gt;
==Integral Origin==&lt;br /&gt;
&lt;br /&gt;
[[The Integrum]] is the natural world as experienced by its inhabitants, the only Origin of Power governed by consistent, predictable natural laws. It is the sole Origin that can be understood through logic, observation, and empirical inquiry, making it the only scientifically knowable foundation of reality. In metaphysical terms, the Integrum functions as a vast, finely crafted mechanism: a clockwork universe whose orderly operation is known as the Apparatus, from which the campaign world takes its name.&lt;br /&gt;
&lt;br /&gt;
The Integrum defines the default state of existence. Wherever its influence is unimpeded, reality behaves lawfully and coherently, producing an orderly and often idyllic environment for its denizens. All instability, contradiction, and suffering arise from interference by other Origins, which disrupt the normal function of the machine rather than originating within it. Though indifferent, the Integrum is not accidental: it is the enduring manifestation of the designs of its creators, the long-vanished Founders, whose will remains embedded in its structure even in their absence.&lt;br /&gt;
&lt;br /&gt;
The main entry points for exploring The Integrum are:&lt;br /&gt;
&lt;br /&gt;
* [[Integral Realms]]: [[Shard Realms]], [[The Ether]], [[The Astral Sky]], [[The Great Barrier]]&lt;br /&gt;
* [[Gods]]: [[Gods of Acrolon]], [[Gods of Pelithos]], [[Gods of Tonwei Unchained]], [[Gods of Vashad]], [[Founders]]&lt;br /&gt;
* [[Mortals]]: [[Humans]], [[Elves]], [[Orcs]], [[Dwarves]]&lt;br /&gt;
* [[Paths to Power]]: [[Mastery]], [[Heraldry]], [[Arcana]], [[Solipsism]]&lt;br /&gt;
* [[History]]: [[The Shattering]], [[The Fall]]&lt;br /&gt;
&lt;br /&gt;
==Strange Origin==&lt;br /&gt;
&lt;br /&gt;
[[The Strange]] is an Origin of Power born from the first great cataclysm of the Integrum, known as [[The Shattering]]. When the Apparatus was broken, fragments of its orderly structure failed, and from those ruptures the Strange leaked into existence as a metaphysical residue of malfunctioning reality. Unlike the Integrum, which operates through consistent natural law, the Strange exists as a substantive force that pools, spreads, and persists wherever the integrity of reality is compromised.&lt;br /&gt;
&lt;br /&gt;
The Strange by its nature defies simple definition. It is, at its core, an aberration or subversion of natural law. Events shaped by this Origin are coherent, but only through dream logic and narrative intuition rather than linear reason. Time, identity, and consequence lose their fixed forms. For example, beings born of the Strange cannot truly die, instead fading and reemerging with fractured memories that recall past lives out of order, as though remembered from a dream. Though the Strange itself possesses no will or intent, it readily absorbs the influence of minds within it, allowing places and phenomena to develop emergent, symbolic behaviors that reflect accumulated desire, fear, and identity.&lt;br /&gt;
&lt;br /&gt;
Strange manifestations are both psychological and physical. It gives rise to dreams, madness, prophecy, and inspiration, as well as to monsters, mutations, and violations of biological finality that intrude upon the Integrum. Dangerous yet alluring, the Strange offers mortals power, meaning, or transcendence at a cost that is rarely understood in advance. Once established, it clings to reality, requiring active intervention to remove, and stands as the primary source of chaos within an otherwise lawful universe.&lt;br /&gt;
&lt;br /&gt;
The primary entry points for exploring The Strange are:&lt;br /&gt;
&lt;br /&gt;
* [[Strange Realms]]: [[Dreamlands]], [[Strange Sea]], [[Verging Wild]], [[Arcadia]], [[The Horizon]]&lt;br /&gt;
* [[Strange Gods]]: [[Eldritch Gods]], [[Fey Gods]], [[Lost Gods]]&lt;br /&gt;
* [[Strange Species]]: [[Fey]], [[Eldritch]]&lt;br /&gt;
* [[Paths to Power]]: [[Pacts]]&lt;br /&gt;
&lt;br /&gt;
==Fury Origin==&lt;br /&gt;
&lt;br /&gt;
[[Fury]] is the oldest of the Origins of Power, predating the creation of the Integrum and the arrival of the [[Founders]]. Before the Apparatus imposed lawful structure upon reality, the universe existed under the dominion of Fury, an Origin defined by conflict and dominance. In this primordial state, existence was governed by an endless struggle known as the [[Contest Eternal]], in which vast beings called [[Titans]] vied ceaselessly for supremacy over the universe, transforming and absorbing one another.&lt;br /&gt;
&lt;br /&gt;
The Founders arrived as colonizers, marking a violent interruption of this primordial condition. Through war and imprisonment, the Titans were subdued, and their prisons became the engines that power the Apparatus itself. As a result, Fury is largely sealed away from the Integrum, its presence reduced to rare and catastrophic leaks when those bindings are damaged or fail. When Fury does intrude upon Integral reality, it manifests as overwhelming power, elemental mutation, and the drive toward hierarchy and domination, often giving rise to cult movements and living embodiments of unleashed natural forces. Though morally neutral in its own terms, Fury stands as a reminder that the stability of the Integrum is not native to the universe, but imposed, and maintained at a continuing cost.&lt;br /&gt;
&lt;br /&gt;
The best entry points for exploring Fury are:&lt;br /&gt;
&lt;br /&gt;
* [[Fury Creatures]]&lt;br /&gt;
* [[Paths to Power]]: [[Sorcery]]&lt;br /&gt;
&lt;br /&gt;
==Void Origin==&lt;br /&gt;
&lt;br /&gt;
[[The Void]] is the youngest of the Origins of Power, born from the same cataclysm as the Strange during the event known as [[The Shattering]]. Unlike the Strange, which emerged as a metaphysical disorder leaking from the damaged Apparatus, the Void arose from a far more concrete rupture: a breach torn through the Great Barrier that separates the universe from the emptiness beyond it. Through this wound, the Void became aware of the universe and, for the first time, capable of acting upon it.&lt;br /&gt;
&lt;br /&gt;
In its original state, the Void was a passive and corrosive environment, dangerous but indifferent, eroding existence only over immeasurable spans of time. The Shattering transformed it into something far more hostile. Infused with will, the Void became an Origin of Power defined by annihilation, an active drive to erase reality entirely rather than merely wear it down. It does not seek to rule, reshape, or corrupt the universe into a new form; it seeks its complete and final silence.&lt;br /&gt;
&lt;br /&gt;
The Void cannot destroy reality outright. Instead, it infiltrates and undermines it, spreading through corruption, influence, and subversion. Void power manifests through shadow, demons, and apocalyptic cultic movements that weaken the fabric of existence from within, working toward breaches through which greater annihilation can occur. Unlike the other Origins, the Void is antagonistic to all forms of being, whether Integral, Strange, or Fury-born, and stands as the only force against which all other powers might conceivably unite. Though it can be resisted indefinitely, its persistence ensures that the universe exists in a constant state of siege against oblivion.&lt;br /&gt;
&lt;br /&gt;
The best entry points for exploring Void are:&lt;br /&gt;
&lt;br /&gt;
* [[Void Realms]]: [[The Void Realm]], [[The Shadow Realm]]&lt;br /&gt;
* [[Void Creatures]]: [[Aeon]], [[Archdemons]], [[Demons]]&lt;br /&gt;
* [[Paths to Power]]: [[Shadow Magic]]&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
To see how the setting is expressed in various rule systems, you can click the rule systems below.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 2024]]&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
A place to take [[Notes]] that don&#039;t have a home yet.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Shard_Realms&amp;diff=5442</id>
		<title>Template:Breadcrumb Shard Realms</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Shard_Realms&amp;diff=5442"/>
		<updated>2026-02-24T03:41:30Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Breadcrumb Realms}} &amp;gt; [[Shard Realms]]&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Shard_Realms&amp;diff=5441</id>
		<title>Template:Breadcrumb Shard Realms</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Shard_Realms&amp;diff=5441"/>
		<updated>2026-02-24T03:41:17Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: Sc admin moved page Template:Breadcrumb Shards to Template:Breadcrumb Shard Realms without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Breadcrumb Realms}} &amp;gt; [[Shards]]&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Category:Shard_Realms&amp;diff=5440</id>
		<title>Category:Shard Realms</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Category:Shard_Realms&amp;diff=5440"/>
		<updated>2026-02-24T03:40:59Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Realms]]&lt;br /&gt;
[[Category:Integral Realms]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Shard Realms}}&lt;br /&gt;
&lt;br /&gt;
This category enumerates the realms known as Shards.&lt;br /&gt;
&lt;br /&gt;
=Etymology=&lt;br /&gt;
&lt;br /&gt;
Shards ([[Enchiridian]]) are the name of a collection of realms of the [[Integrum]]. Their name comes from their origin during [[The Shattering]], when the original, singular realm of the [[Integrum]] was fractured into a multiplicity, collectively called the Shards.&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
&lt;br /&gt;
Lore about the Shards is plentiful and accurate, being the subject of much study by [[gods]] and [[mortal]] scholars alike, especially how the function in the Integrum and how to travel between them.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
==The Shattered Age==&lt;br /&gt;
&lt;br /&gt;
The Shards were formed during the cataclysm known as The Shattering, at the beginning of the [[Shattered Age]], all of which share an etymological meaning. When the [[grand designs]] of [[Destiny]] was destroyed, time and space within the Integrum were forever damaged. The singular realm of the Integrum was split into an unknown number of pieces.&lt;br /&gt;
&lt;br /&gt;
Travel between the Shards first became possible when the [[fey]] of [[Pelithos]] invented [[pattern sails]] which allowed them to fly into the [[astral sky]], which [[adjoins]] all of the Shards. By flying their pattern sails into the Astral Sky, they could descend into any Shard they could navigate to. This is the first time that the inhabitants of the Shards met each other.&lt;br /&gt;
&lt;br /&gt;
Later in the Shattered Age, the [[humans]] of [[Acrolon]] were able to create another form of travel between shards: [[shard gates]]. Unfortunately, this invention was soon used to perpetrate wars among Mortals and Gods across the Shards. After peace was restored, a multi-Shard society prospered until the end of the age.&lt;br /&gt;
&lt;br /&gt;
==The Dark Age==&lt;br /&gt;
&lt;br /&gt;
After [[The Fall]], the Shards lost contact with each other as both pattern sails and Shard Gates topped functioning. It wasn&#039;t until several centuries later that the [[Dark Empire of Acrolon]] used [[shadow magic]] to restore operation to some of the Shard Gates, which they used to start another war that lasted until the end of the age.&lt;br /&gt;
&lt;br /&gt;
==The Dawn Age==&lt;br /&gt;
&lt;br /&gt;
In the current age, the known Shards are all in contact again, through the restored Shard Gates.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Category:Shards&amp;diff=5439</id>
		<title>Category:Shards</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Category:Shards&amp;diff=5439"/>
		<updated>2026-02-24T03:40:38Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: Sc admin moved page Category:Shards to Category:Shard Realms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[:Category:Shard Realms]]&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Category:Shard_Realms&amp;diff=5438</id>
		<title>Category:Shard Realms</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Category:Shard_Realms&amp;diff=5438"/>
		<updated>2026-02-24T03:40:38Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: Sc admin moved page Category:Shards to Category:Shard Realms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Realms]]&lt;br /&gt;
[[Category:Integral Realms]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Shards}}&lt;br /&gt;
&lt;br /&gt;
This category enumerates the realms known as Shards.&lt;br /&gt;
&lt;br /&gt;
=Etymology=&lt;br /&gt;
&lt;br /&gt;
Shards ([[Enchiridian]]) are the name of a collection of realms of the [[Integrum]]. Their name comes from their origin during [[The Shattering]], when the original, singular realm of the [[Integrum]] was fractured into a multiplicity, collectively called the Shards.&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
&lt;br /&gt;
Lore about the Shards is plentiful and accurate, being the subject of much study by [[gods]] and [[mortal]] scholars alike, especially how the function in the Integrum and how to travel between them.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
==The Shattered Age==&lt;br /&gt;
&lt;br /&gt;
The Shards were formed during the cataclysm known as The Shattering, at the beginning of the [[Shattered Age]], all of which share an etymological meaning. When the [[grand designs]] of [[Destiny]] was destroyed, time and space within the Integrum were forever damaged. The singular realm of the Integrum was split into an unknown number of pieces.&lt;br /&gt;
&lt;br /&gt;
Travel between the Shards first became possible when the [[fey]] of [[Pelithos]] invented [[pattern sails]] which allowed them to fly into the [[astral sky]], which [[adjoins]] all of the Shards. By flying their pattern sails into the Astral Sky, they could descend into any Shard they could navigate to. This is the first time that the inhabitants of the Shards met each other.&lt;br /&gt;
&lt;br /&gt;
Later in the Shattered Age, the [[humans]] of [[Acrolon]] were able to create another form of travel between shards: [[shard gates]]. Unfortunately, this invention was soon used to perpetrate wars among Mortals and Gods across the Shards. After peace was restored, a multi-Shard society prospered until the end of the age.&lt;br /&gt;
&lt;br /&gt;
==The Dark Age==&lt;br /&gt;
&lt;br /&gt;
After [[The Fall]], the Shards lost contact with each other as both pattern sails and Shard Gates topped functioning. It wasn&#039;t until several centuries later that the [[Dark Empire of Acrolon]] used [[shadow magic]] to restore operation to some of the Shard Gates, which they used to start another war that lasted until the end of the age.&lt;br /&gt;
&lt;br /&gt;
==The Dawn Age==&lt;br /&gt;
&lt;br /&gt;
In the current age, the known Shards are all in contact again, through the restored Shard Gates.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=The_Displaced&amp;diff=5437</id>
		<title>The Displaced</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=The_Displaced&amp;diff=5437"/>
		<updated>2026-02-09T13:57:19Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Cosmology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fey|Displaced]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb The Displaced}}&lt;br /&gt;
&lt;br /&gt;
[[File:Displaced.png | 600 px | x 400 px | right | border | frame | Displaced interact with the world in a very disorienting way.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Displaced ([[Commonspeak]]), also Dishligh {{lang|Feyspeak|ˈdiħli|\ˈdiħli\|off the path}}, are a Fey species native to [[Arcadia]]. They were once the sole species of [[The Nigh Court]], ruled by [[His Imminence]], a Court devoted to Strange Meaning through proximity, thresholds, and nearness without arrival.&lt;br /&gt;
&lt;br /&gt;
Since the dissolution of their Court during the War of Erasure, the Displaced exist without a unifying society or ruling Fey God. They are now rare, solitary figures within Arcadia, often encountered at boundaries, entrances, crossroads, and places where something is almost, but not quite, present.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
==Shattered Age==&lt;br /&gt;
&lt;br /&gt;
The Displaced came into existence in the late [[Shattered Age]], circa NIR 820, with the founding of the Nigh Court. This Court concerned itself with liminality, the meaning of waiting, and the significance of being near rather than within. Its philosophy held that Strange Meaning arose in the space just before transition.&lt;br /&gt;
&lt;br /&gt;
The Displaced were shaped to embody this state permanently, never fully aligned with any single position, moment, or condition.&lt;br /&gt;
&lt;br /&gt;
==War of Erasure==&lt;br /&gt;
&lt;br /&gt;
During [[The War of Erasure]], circa NIR 1250, the Nigh Court was dissolved through philosophical annihilation. His Imminence was stripped of authority, and the Court’s societal structure collapsed entirely.&lt;br /&gt;
&lt;br /&gt;
Unlike many Court-bound species, the Displaced did not vanish with their god. A small number of individuals persisted, sustained not by divine reinforcement, but by intense personal adherence to the philosophy that had shaped them.&lt;br /&gt;
&lt;br /&gt;
==Dawn Age==&lt;br /&gt;
&lt;br /&gt;
In the current era, the Displaced survive only as individuals. They do not gather, reproduce culturally, or attempt to restore their Court. Their presence is fragmentary, echoing the incomplete nature of their Strange Meaning.&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
&lt;br /&gt;
The Nigh Court asserted that Strange Meaning is found in proximity rather than obtainment. To be near the idea, some thing, place, moment, or threshold, was considered more significant than arrival itself.&lt;br /&gt;
&lt;br /&gt;
From this belief emerged the Displaced, beings whose existence is perpetually offset. They are not misaligned due to error or injury, but because perfect alignment would negate their purpose.&lt;br /&gt;
&lt;br /&gt;
That some Displaced continue to exist after the loss of their Fey God is considered unusual among the Fey. Scholars of Arcadia often cite them as evidence that Strange Meaning, once sufficiently internalized, can persist without divine reinforcement, though at great personal cost.&lt;br /&gt;
&lt;br /&gt;
=Society=&lt;br /&gt;
&lt;br /&gt;
The Displaced no longer possess a Court society. There are no shared rituals, hierarchies, or communal spaces that unite them.&lt;br /&gt;
&lt;br /&gt;
Instead, individual Displaced occupy roles within larger Arcadian society, often as:&lt;br /&gt;
&lt;br /&gt;
* Wardens of thresholds and boundaries.&lt;br /&gt;
* Guides through unstable or liminal regions.&lt;br /&gt;
* Specialists sought out by other Courts for tasks involving transition, misplacement, or concealment.&lt;br /&gt;
&lt;br /&gt;
Some Displaced depart Arcadia entirely, entering the Integrum or other Strange Realms where their condition is advantageous. These departures are rarely permanent, but few return unchanged.&lt;br /&gt;
&lt;br /&gt;
=Ecology=&lt;br /&gt;
&lt;br /&gt;
The Displaced initially resemble [[Fairfolk]] in form, but prolonged observation reveals their defining trait: they are not where they appear to be. Visual, auditory, and other sensory indicators consistently originate one to two meters away from their true location.&lt;br /&gt;
&lt;br /&gt;
This displacement allows them to interact with objects at a distance that appears impossible, such as opening doors or manipulating tools from across a room. Their movements often feel delayed or misregistered, unsettling even to other Fey.&lt;br /&gt;
&lt;br /&gt;
In addition, the Displaced can deliberately blur their presence, becoming poorly resolved, as though viewed through an incorrect lens. During this state, their outlines soften, their features lose clarity, and observers struggle to fix their exact position in space.&lt;br /&gt;
&lt;br /&gt;
They favor liminal environments, doorways, corridors, borders, and places defined by passage rather than dwelling. When such spaces are absent, the Displaced appear increasingly uncomfortable, as though the world itself is misaligned.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=The_Joyful_Girl&amp;diff=5436</id>
		<title>The Joyful Girl</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=The_Joyful_Girl&amp;diff=5436"/>
		<updated>2026-01-30T19:23:34Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lost Gods|Joyful Girl]]&lt;br /&gt;
[[Category:Strange Gods|Joyful Girl]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Joyful Girl}}&lt;br /&gt;
&lt;br /&gt;
[[File:Joyful-girl.png | 400 px | x 600 px | right | border | frame | The Joyful Girl, who casts no shadow, is wonderful to encounter but painful to remember, like waking from a happy dream to a sorrowful world.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl ([[Commonspeak]]) is a Lost God associated with innocence, harmlessness, and the remembered joy of a world without injury. She is among the most emotionally powerful of the Lost Gods, and one of the most painful to contemplate in waking life.&lt;br /&gt;
&lt;br /&gt;
Integral scholarship agrees that the Joyful Girl does not represent ignorance, naïveté, or moral purity. Instead, she embodies absolute safety of being: the condition of existing without fear of harm and without the capacity to harm in return.&lt;br /&gt;
&lt;br /&gt;
Those who encounter her in dream report overwhelming joy, comfort, and relief. Those who study her in waking life speak of her only with sorrow.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
==Shattered Age==&lt;br /&gt;
&lt;br /&gt;
The nucleating identity for The Joyful Girl was [[Anastasia]], born a [[Human]] in [[Acrolon]] during the early [[Shattered Age]]. She wasuniquely identified as a [[Paragon]] of Innocence, a phenomenon without precedent or recurrence. Her presence inspired universal affection and restraint; no Integral being, mortal or divine, could willingly harm her.&lt;br /&gt;
&lt;br /&gt;
Recognizing the importance of such a virtue, the [[Shard God]] of [[Spring]], [[Ydalla]], willingly sacrificed herself to elevate Anastasia to godhood, hoping divine power would preserve what mortal existence could not. Anastasia served as a [[God of Spring]] in Acrolon until the catastrophic events of [[The Fall]].&lt;br /&gt;
&lt;br /&gt;
==Dark Age==&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl came into existence following the death of the God of Spring Anastasia in the early [[Dark Age]].&lt;br /&gt;
&lt;br /&gt;
When the Fall shattered the [[Grand Designs]] of Spring and [[Autumn]], governing life and death, Anastasia recognized that she lacked the skills necessary to help the other Gods of Spring and Autumn. In a second act of sacrifice, she surrendered her godhood to Nexia, enabling the restoration of the cycle.&lt;br /&gt;
&lt;br /&gt;
Anastasia’s death was felt across the Integrum. Records describe spontaneous, inexplicable grief, weeping, and despair among mortals who did not know her name, role, or fate.&lt;br /&gt;
&lt;br /&gt;
It is from the dreams of that grief, and from the inner innocence of countless dreamers, that the Joyful Girl emerged.&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl derives power from recurring mortal experiences of remembered innocence. She is reinforced by dreams in which the mind briefly returns to a state where harm does not exist, where trust is absolute, and where joy is effortless. These dreams are not nostalgic reconstructions of childhood, but restorations of an inner condition that persists beneath fear, trauma, and cynicism.&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl does not inspire innocence. She reflects it. Her presence in the Dreamlands is sustained entirely by the innocence mortals carry within themselves, often unknowingly, even after the waking world has taken everything else.&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl is classified as Zero Corruptive Risk, Extreme Emotional Risk. She poses no threat to reality, society, or stability. However, prolonged exposure to her archetype in waking life is associated with acute grief, despair, and existential withdrawal. Integral authorities do not restrict dream exposure, but strongly discourage attempts to summon or study her directly, for fear of the acute effect her absence would have.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl appears as a small, childlike figure, presenting feminine. She is unmarked by injury, age, fatigue or worry. Her presence is soft rather than luminous, warm rather than radiant. Those who see her often struggle to recall details afterward, remembering only the feeling safety.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
The Joyful Child is cheerful, affectionate, and entirely without guile. She does not command, judge, or instruct. She does not argue, persuade, or demand. She greets dreamers as if they have always belonged and have simply returned home. Even if she were to make an accidental slight, something about her gift of innocence completely disarms the insult and perfect understanding of intention is gifted to the slighted.&lt;br /&gt;
&lt;br /&gt;
Unlike other Lost Gods, she does not appear burdened by sorrow while dreaming. The sorrow belongs to the waking world. Integral scholars speculate that she remembers who she was, and remembers every sacrifice that led to her death, but remains unharmed by that knowledge. Innocence, in her case, is not ignorance, but a supernatural gift.&lt;br /&gt;
&lt;br /&gt;
=Orisons=&lt;br /&gt;
&lt;br /&gt;
Orisons of the Joyful Girl arise among mortals who embody innocence without weakness. They are not naive, and they are not passive. Rather, they move through a dangerous world without allowing it to harden them.&lt;br /&gt;
&lt;br /&gt;
Common Orisons include:&lt;br /&gt;
&lt;br /&gt;
* protectors who shield others at personal cost&lt;br /&gt;
* individuals who inspire restraint even in enemies&lt;br /&gt;
* people whose presence calms violence rather than confronting it&lt;br /&gt;
* those who are trusted instinctively, without reason&lt;br /&gt;
&lt;br /&gt;
Orisons may experience profound empathy, unearned trust from others, and moments of inexplicable protection. These effects fade if the individual embraces cruelty, even defensively.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=File:Joyful-girl.png&amp;diff=5435</id>
		<title>File:Joyful-girl.png</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=File:Joyful-girl.png&amp;diff=5435"/>
		<updated>2026-01-30T19:15:04Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: Sc admin uploaded a new version of File:Joyful-girl.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Category:Lost_Gods&amp;diff=5434</id>
		<title>Category:Lost Gods</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Category:Lost_Gods&amp;diff=5434"/>
		<updated>2026-01-29T01:03:28Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Strange Gods]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Lost Gods}}&lt;br /&gt;
&lt;br /&gt;
This category enumerates the variety of Strange Gods native to [[The Dreamlands]].&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Lost Gods ([[Commonspeak]]), also Vestiges, are a class of Strange-origin divinities native to [[The Dreamlands]], a liminal Strange Realm shaped by the unconscious minds of dreaming [[Mortals]]. They are named for their association with [[Gods]] who have died or otherwise faded into myth. Unlike other Strange entities, Lost Gods are not regarded by [[Integral]] scholarship as intrinsically incompatible with ordered reality. Instead, they are understood as marginal, incomplete, or vestigial forms of divinity that remain partially aligned with mortal psychology and narrative structure.&lt;br /&gt;
&lt;br /&gt;
Their influence manifests symbolically, emotionally, and narratively rather than cognitively, physiologically, or philosophically. Contact with a Lost God does not typically result in madness, mutation, or loss of agency, though prolonged association may produce fixation, repetition, or arrested personal development.&lt;br /&gt;
&lt;br /&gt;
Each Lost God functions as a symbolic nexus, attracting mortal dreamers whose internal experiences resonate with the god’s archetypal identity. Unlike Fey Gods or Eldritch Gods, Lost Gods are not universally associated with distinct non-mortal species, nor do they appear to generate independent populations of Strange beings.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The precise origin of the Lost Gods remains disputed. Unlike [[Eldritch Gods]], they do not appear to have emerged at a single cosmological rupture, nor are they associated with the Shattering in any direct mechanical sense.&lt;br /&gt;
&lt;br /&gt;
Most Integral scholars place the first appearance of Lost Gods in the early Shattered Age, as mortal populations began to experience persistent, unresolved psychological and narrative disruption without descending into full Strange corruption. Dream records, prophetic fragments, and recurring mythic figures from this period suggest the gradual emergence of stable symbolic identities within the Dreamlands.&lt;br /&gt;
&lt;br /&gt;
Unlike Fey Courts, which migrated to Arcadia deliberately, Lost Gods appear to have formed in situ, without collective intent or institutional continuity.&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
&lt;br /&gt;
The prevailing model holds that Lost Gods arise through Symbolic Resonance.&lt;br /&gt;
&lt;br /&gt;
A Lost God begins as a mortal or near-mortal identity that experiences a powerful, unresolved internal state: trauma, longing, creativity, displacement, anonymity, or similar conditions that resist narrative closure. When such experiences recur across many dreaming minds in symbolically similar forms, the Strange responds by reinforcing the shared pattern.&lt;br /&gt;
&lt;br /&gt;
Over time, these overlapping dream-symbols accrete around the originating identity, investing it with increasing archetypal weight. When a critical threshold is reached, the identity undergoes a Strange Epiphany, not through corruption or philosophical inquiry, but through recognition of its own symbolic gravity. At this point, the entity becomes a Lost God.&lt;br /&gt;
&lt;br /&gt;
The Dreamlands themselves appear to function as a medium rather than a generator, sustaining Lost Gods by continuously exposing them to resonant dreaming minds while preventing full reintegration into the Integrum.&lt;br /&gt;
&lt;br /&gt;
They do not threaten reality through corruption like the Eldritch Gods, nor destabilize it through ideological excess like the Fey Courts. Instead, they represent a byproduct of the Apparatus’s incomplete repair: evidence that meaning, once fractured, does not always resolve cleanly.&lt;br /&gt;
&lt;br /&gt;
As such, Lost Gods are often described by scholars as residual divinities, lingering where mortal experience and cosmic order fail to fully reconcile. Their existence is not considered an existential threat, but it is regarded as a reminder that the Shattering damaged not only causality and perception, but the narrative integrity of mortal lives themselves.&lt;br /&gt;
&lt;br /&gt;
One of the most remarkable qualities of the Lost Gods is that they do not seem to be limited by the [[Law of Seven]] which seems to govern other Strange divinities. This has many Integral scholars debating if Lost Gods are in fact Strange divinities, or some unique class of being.&lt;br /&gt;
&lt;br /&gt;
Also, unlike Fey and Eldritch Gods, [[Pacts]] with Lost Gods do not seem to involve any volitional decisions on the part of the divine being. Instead, mortals who live a life with a strong symbolic resonance with the Lost God may simply find themselves empowered by that resonance.&lt;br /&gt;
&lt;br /&gt;
=Society=&lt;br /&gt;
&lt;br /&gt;
Lost Gods do not form societies, courts, or hierarchies.&lt;br /&gt;
&lt;br /&gt;
They do not rule, legislate, or command populations, nor do they appear to engage in sustained political relationships with one another. While multiple Lost Gods may coexist within overlapping regions of the Dreamlands, no evidence exists of coordinated action, shared culture, or collective identity.&lt;br /&gt;
&lt;br /&gt;
Mortal cultic structures dedicated to Lost Gods do occasionally arise, but these are typically informal, transient, and deeply personal. Such groups resemble support networks, memorial traditions, or shared rituals of identification rather than organized religions. Lost Gods do not appear to demand worship, obedience, or doctrinal conformity.&lt;br /&gt;
&lt;br /&gt;
=Ecology=&lt;br /&gt;
&lt;br /&gt;
Lost Gods share many traits with all Strange creatures:&lt;br /&gt;
&lt;br /&gt;
* They do not require sustenance, rest, or respiration, but often imitate mortal behaviors symbolically.&lt;br /&gt;
* They do not age, though many exhibit thematic signs of aging.&lt;br /&gt;
* They do not reproduce in any recognizably biological way.&lt;br /&gt;
* They cannot die in a conventional sense, but they may weaken, fade, or become dormant if symbolic resonance diminishes.&lt;br /&gt;
&lt;br /&gt;
Lost Gods are not predatory. They do not require mortal suffering, belief, or conversion to persist. However, resonance is mutually reinforcing; prolonged mortal fixation on a Lost God strengthens its coherence, while complete cultural or psychological abandonment may cause it to dissolve back into diffuse dream-symbolism.&lt;br /&gt;
&lt;br /&gt;
Because their influence is non-coercive and non-corruptive, Lost Gods are generally regarded as the least immediately dangerous class of Strange divinity. Nevertheless, Integral authorities caution that excessive reliance on Lost Gods can inhibit personal growth, trap communities in cycles of grief or nostalgia, or encourage withdrawal from lived reality.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=The_Joyful_Girl&amp;diff=5433</id>
		<title>The Joyful Girl</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=The_Joyful_Girl&amp;diff=5433"/>
		<updated>2026-01-28T22:08:24Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lost Gods|Joyful Girl]]&lt;br /&gt;
[[Category:Strange Gods|Joyful Girl]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Joyful Girl}}&lt;br /&gt;
&lt;br /&gt;
[[File:Joyful-girl.png | 400 px | x 600 px | right | border | frame | The Joyful Girl is wonderful to encounter, but painful to remember, like waking from a happy dream to a sorrowful world.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl ([[Commonspeak]]) is a Lost God associated with innocence, harmlessness, and the remembered joy of a world without injury. She is among the most emotionally powerful of the Lost Gods, and one of the most painful to contemplate in waking life.&lt;br /&gt;
&lt;br /&gt;
Integral scholarship agrees that the Joyful Girl does not represent ignorance, naïveté, or moral purity. Instead, she embodies absolute safety of being: the condition of existing without fear of harm and without the capacity to harm in return.&lt;br /&gt;
&lt;br /&gt;
Those who encounter her in dream report overwhelming joy, comfort, and relief. Those who study her in waking life speak of her only with sorrow.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
==Shattered Age==&lt;br /&gt;
&lt;br /&gt;
The nucleating identity for The Joyful Girl was [[Anastasia]], born a [[Human]] in [[Acrolon]] during the early [[Shattered Age]]. She wasuniquely identified as a [[Paragon]] of Innocence, a phenomenon without precedent or recurrence. Her presence inspired universal affection and restraint; no Integral being, mortal or divine, could willingly harm her.&lt;br /&gt;
&lt;br /&gt;
Recognizing the importance of such a virtue, the [[Shard God]] of [[Spring]], [[Ydalla]], willingly sacrificed herself to elevate Anastasia to godhood, hoping divine power would preserve what mortal existence could not. Anastasia served as a [[God of Spring]] in Acrolon until the catastrophic events of [[The Fall]].&lt;br /&gt;
&lt;br /&gt;
==Dark Age==&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl came into existence following the death of the God of Spring Anastasia in the early [[Dark Age]].&lt;br /&gt;
&lt;br /&gt;
When the Fall shattered the [[Grand Designs]] of Spring and [[Autumn]], governing life and death, Anastasia recognized that she lacked the skills necessary to help the other Gods of Spring and Autumn. In a second act of sacrifice, she surrendered her godhood to Nexia, enabling the restoration of the cycle.&lt;br /&gt;
&lt;br /&gt;
Anastasia’s death was felt across the Integrum. Records describe spontaneous, inexplicable grief, weeping, and despair among mortals who did not know her name, role, or fate.&lt;br /&gt;
&lt;br /&gt;
It is from the dreams of that grief, and from the inner innocence of countless dreamers, that the Joyful Girl emerged.&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl derives power from recurring mortal experiences of remembered innocence. She is reinforced by dreams in which the mind briefly returns to a state where harm does not exist, where trust is absolute, and where joy is effortless. These dreams are not nostalgic reconstructions of childhood, but restorations of an inner condition that persists beneath fear, trauma, and cynicism.&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl does not inspire innocence. She reflects it. Her presence in the Dreamlands is sustained entirely by the innocence mortals carry within themselves, often unknowingly, even after the waking world has taken everything else.&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl is classified as Zero Corruptive Risk, Extreme Emotional Risk. She poses no threat to reality, society, or stability. However, prolonged exposure to her archetype in waking life is associated with acute grief, despair, and existential withdrawal. Integral authorities do not restrict dream exposure, but strongly discourage attempts to summon or study her directly, for fear of the acute effect her absence would have.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl appears as a small, childlike figure, presenting feminine. She is unmarked by injury, age, fatigue or worry. Her presence is soft rather than luminous, warm rather than radiant. Those who see her often struggle to recall details afterward, remembering only the feeling safety.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
The Joyful Child is cheerful, affectionate, and entirely without guile. She does not command, judge, or instruct. She does not argue, persuade, or demand. She greets dreamers as if they have always belonged and have simply returned home. Even if she were to make an accidental slight, something about her gift of innocence completely disarms the insult and perfect understanding of intention is gifted to the slighted.&lt;br /&gt;
&lt;br /&gt;
Unlike other Lost Gods, she does not appear burdened by sorrow while dreaming. The sorrow belongs to the waking world. Integral scholars speculate that she remembers who she was, and remembers every sacrifice that led to her death, but remains unharmed by that knowledge. Innocence, in her case, is not ignorance, but a supernatural gift.&lt;br /&gt;
&lt;br /&gt;
=Orisons=&lt;br /&gt;
&lt;br /&gt;
Orisons of the Joyful Girl arise among mortals who embody innocence without weakness. They are not naive, and they are not passive. Rather, they move through a dangerous world without allowing it to harden them.&lt;br /&gt;
&lt;br /&gt;
Common Orisons include:&lt;br /&gt;
&lt;br /&gt;
* protectors who shield others at personal cost&lt;br /&gt;
* individuals who inspire restraint even in enemies&lt;br /&gt;
* people whose presence calms violence rather than confronting it&lt;br /&gt;
* those who are trusted instinctively, without reason&lt;br /&gt;
&lt;br /&gt;
Orisons may experience profound empathy, unearned trust from others, and moments of inexplicable protection. These effects fade if the individual embraces cruelty, even defensively.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=The_Joyful_Girl&amp;diff=5432</id>
		<title>The Joyful Girl</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=The_Joyful_Girl&amp;diff=5432"/>
		<updated>2026-01-28T22:07:02Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lost Gods|Joyful Girl]]&lt;br /&gt;
[[Category:Strange Gods|Joyful Girl]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Joyful Girl}}&lt;br /&gt;
&lt;br /&gt;
[[File:Joyful-girl.png | 400 px | x 600 px | right | border | frame | The Joyful Girl is wonderful to encounter, but painful to remember, like a happy dream in a sorrowful world.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl ([[Commonspeak]]) is a Lost God associated with innocence, harmlessness, and the remembered joy of a world without injury. She is among the most emotionally powerful of the Lost Gods, and one of the most painful to contemplate in waking life.&lt;br /&gt;
&lt;br /&gt;
Integral scholarship agrees that the Joyful Girl does not represent ignorance, naïveté, or moral purity. Instead, she embodies absolute safety of being: the condition of existing without fear of harm and without the capacity to harm in return.&lt;br /&gt;
&lt;br /&gt;
Those who encounter her in dream report overwhelming joy, comfort, and relief. Those who study her in waking life speak of her only with sorrow.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
==Shattered Age==&lt;br /&gt;
&lt;br /&gt;
The nucleating identity for The Joyful Girl was [[Anastasia]], born a [[Human]] in [[Acrolon]] during the early [[Shattered Age]]. She wasuniquely identified as a [[Paragon]] of Innocence, a phenomenon without precedent or recurrence. Her presence inspired universal affection and restraint; no Integral being, mortal or divine, could willingly harm her.&lt;br /&gt;
&lt;br /&gt;
Recognizing the importance of such a virtue, the [[Shard God]] of [[Spring]], [[Ydalla]], willingly sacrificed herself to elevate Anastasia to godhood, hoping divine power would preserve what mortal existence could not. Anastasia served as a [[God of Spring]] in Acrolon until the catastrophic events of [[The Fall]].&lt;br /&gt;
&lt;br /&gt;
==Dark Age==&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl came into existence following the death of the God of Spring Anastasia in the early [[Dark Age]].&lt;br /&gt;
&lt;br /&gt;
When the Fall shattered the [[Grand Designs]] of Spring and [[Autumn]], governing life and death, Anastasia recognized that she lacked the skills necessary to help the other Gods of Spring and Autumn. In a second act of sacrifice, she surrendered her godhood to Nexia, enabling the restoration of the cycle.&lt;br /&gt;
&lt;br /&gt;
Anastasia’s death was felt across the Integrum. Records describe spontaneous, inexplicable grief, weeping, and despair among mortals who did not know her name, role, or fate.&lt;br /&gt;
&lt;br /&gt;
It is from the dreams of that grief, and from the inner innocence of countless dreamers, that the Joyful Girl emerged.&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl derives power from recurring mortal experiences of remembered innocence. She is reinforced by dreams in which the mind briefly returns to a state where harm does not exist, where trust is absolute, and where joy is effortless. These dreams are not nostalgic reconstructions of childhood, but restorations of an inner condition that persists beneath fear, trauma, and cynicism.&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl does not inspire innocence. She reflects it. Her presence in the Dreamlands is sustained entirely by the innocence mortals carry within themselves, often unknowingly, even after the waking world has taken everything else.&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl is classified as Zero Corruptive Risk, Extreme Emotional Risk. She poses no threat to reality, society, or stability. However, prolonged exposure to her archetype in waking life is associated with acute grief, despair, and existential withdrawal. Integral authorities do not restrict dream exposure, but strongly discourage attempts to summon or study her directly, for fear of the acute effect her absence would have.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl appears as a small, childlike figure, presenting feminine. She is unmarked by injury, age, fatigue or worry. Her presence is soft rather than luminous, warm rather than radiant. Those who see her often struggle to recall details afterward, remembering only the feeling safety.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
The Joyful Child is cheerful, affectionate, and entirely without guile. She does not command, judge, or instruct. She does not argue, persuade, or demand. She greets dreamers as if they have always belonged and have simply returned home. Even if she were to make an accidental slight, something about her gift of innocence completely disarms the insult and perfect understanding of intention is gifted to the slighted.&lt;br /&gt;
&lt;br /&gt;
Unlike other Lost Gods, she does not appear burdened by sorrow while dreaming. The sorrow belongs to the waking world. Integral scholars speculate that she remembers who she was, and remembers every sacrifice that led to her death, but remains unharmed by that knowledge. Innocence, in her case, is not ignorance, but a supernatural gift.&lt;br /&gt;
&lt;br /&gt;
=Orisons=&lt;br /&gt;
&lt;br /&gt;
Orisons of the Joyful Girl arise among mortals who embody innocence without weakness. They are not naive, and they are not passive. Rather, they move through a dangerous world without allowing it to harden them.&lt;br /&gt;
&lt;br /&gt;
Common Orisons include:&lt;br /&gt;
&lt;br /&gt;
* protectors who shield others at personal cost&lt;br /&gt;
* individuals who inspire restraint even in enemies&lt;br /&gt;
* people whose presence calms violence rather than confronting it&lt;br /&gt;
* those who are trusted instinctively, without reason&lt;br /&gt;
&lt;br /&gt;
Orisons may experience profound empathy, unearned trust from others, and moments of inexplicable protection. These effects fade if the individual embraces cruelty, even defensively.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=File:Joyful-girl.png&amp;diff=5431</id>
		<title>File:Joyful-girl.png</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=File:Joyful-girl.png&amp;diff=5431"/>
		<updated>2026-01-28T22:06:16Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=The_Joyful_Girl&amp;diff=5430</id>
		<title>The Joyful Girl</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=The_Joyful_Girl&amp;diff=5430"/>
		<updated>2026-01-28T21:59:23Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lost Gods|Joyful Girl]]&lt;br /&gt;
[[Category:Strange Gods|Joyful Girl]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Joyful Girl}}&lt;br /&gt;
&lt;br /&gt;
[[File:Joyful-girl.png | 400 px | x 600 px | right | border | frame | The Joyful Girl.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl ([[Commonspeak]]) is a Lost God associated with innocence, harmlessness, and the remembered joy of a world without injury. She is among the most emotionally powerful of the Lost Gods, and one of the most painful to contemplate in waking life.&lt;br /&gt;
&lt;br /&gt;
Integral scholarship agrees that the Joyful Girl does not represent ignorance, naïveté, or moral purity. Instead, she embodies absolute safety of being: the condition of existing without fear of harm and without the capacity to harm in return.&lt;br /&gt;
&lt;br /&gt;
Those who encounter her in dream report overwhelming joy, comfort, and relief. Those who study her in waking life speak of her only with sorrow.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
==Shattered Age==&lt;br /&gt;
&lt;br /&gt;
The nucleating identity for The Joyful Girl was [[Anastasia]], born a [[Human]] in [[Acrolon]] during the early [[Shattered Age]]. She wasuniquely identified as a [[Paragon]] of Innocence, a phenomenon without precedent or recurrence. Her presence inspired universal affection and restraint; no Integral being, mortal or divine, could willingly harm her.&lt;br /&gt;
&lt;br /&gt;
Recognizing the importance of such a virtue, the [[Shard God]] of [[Spring]], [[Ydalla]], willingly sacrificed herself to elevate Anastasia to godhood, hoping divine power would preserve what mortal existence could not. Anastasia served as a [[God of Spring]] in Acrolon until the catastrophic events of [[The Fall]].&lt;br /&gt;
&lt;br /&gt;
==Dark Age==&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl came into existence following the death of the God of Spring Anastasia in the early [[Dark Age]].&lt;br /&gt;
&lt;br /&gt;
When the Fall shattered the [[Grand Designs]] of Spring and [[Autumn]], governing life and death, Anastasia recognized that she lacked the skills necessary to help the other Gods of Spring and Autumn. In a second act of sacrifice, she surrendered her godhood to Nexia, enabling the restoration of the cycle.&lt;br /&gt;
&lt;br /&gt;
Anastasia’s death was felt across the Integrum. Records describe spontaneous, inexplicable grief, weeping, and despair among mortals who did not know her name, role, or fate.&lt;br /&gt;
&lt;br /&gt;
It is from the dreams of that grief, and from the inner innocence of countless dreamers, that the Joyful Girl emerged.&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl derives power from recurring mortal experiences of remembered innocence. She is reinforced by dreams in which the mind briefly returns to a state where harm does not exist, where trust is absolute, and where joy is effortless. These dreams are not nostalgic reconstructions of childhood, but restorations of an inner condition that persists beneath fear, trauma, and cynicism.&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl does not inspire innocence. She reflects it. Her presence in the Dreamlands is sustained entirely by the innocence mortals carry within themselves, often unknowingly, even after the waking world has taken everything else.&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl is classified as Zero Corruptive Risk, Extreme Emotional Risk. She poses no threat to reality, society, or stability. However, prolonged exposure to her archetype in waking life is associated with acute grief, despair, and existential withdrawal. Integral authorities do not restrict dream exposure, but strongly discourage attempts to summon or study her directly, for fear of the acute effect her absence would have.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl appears as a small, childlike figure, presenting feminine. She is unmarked by injury, age, fatigue or worry. Her presence is soft rather than luminous, warm rather than radiant. Those who see her often struggle to recall details afterward, remembering only the feeling safety.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
The Joyful Child is cheerful, affectionate, and entirely without guile. She does not command, judge, or instruct. She does not argue, persuade, or demand. She greets dreamers as if they have always belonged and have simply returned home. Even if she were to make an accidental slight, something about her gift of innocence completely disarms the insult and perfect understanding of intention is gifted to the slighted.&lt;br /&gt;
&lt;br /&gt;
Unlike other Lost Gods, she does not appear burdened by sorrow while dreaming. The sorrow belongs to the waking world. Integral scholars speculate that she remembers who she was, and remembers every sacrifice that led to her death, but remains unharmed by that knowledge. Innocence, in her case, is not ignorance, but a supernatural gift.&lt;br /&gt;
&lt;br /&gt;
=Orisons=&lt;br /&gt;
&lt;br /&gt;
Orisons of the Joyful Girl arise among mortals who embody innocence without weakness. They are not naive, and they are not passive. Rather, they move through a dangerous world without allowing it to harden them.&lt;br /&gt;
&lt;br /&gt;
Common Orisons include:&lt;br /&gt;
&lt;br /&gt;
* protectors who shield others at personal cost&lt;br /&gt;
* individuals who inspire restraint even in enemies&lt;br /&gt;
* people whose presence calms violence rather than confronting it&lt;br /&gt;
* those who are trusted instinctively, without reason&lt;br /&gt;
&lt;br /&gt;
Orisons may experience profound empathy, unearned trust from others, and moments of inexplicable protection. These effects fade if the individual embraces cruelty, even defensively.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Joyful_Girl&amp;diff=5429</id>
		<title>Template:Breadcrumb Joyful Girl</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Joyful_Girl&amp;diff=5429"/>
		<updated>2026-01-28T19:49:45Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: Created page with &amp;quot;{{Breadcrumb Lost Gods}} &amp;gt; The Joyful Girl&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Breadcrumb Lost Gods}} &amp;gt; [[The Joyful Girl]]&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=The_Joyful_Girl&amp;diff=5428</id>
		<title>The Joyful Girl</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=The_Joyful_Girl&amp;diff=5428"/>
		<updated>2026-01-28T19:49:26Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: Created page with &amp;quot;Joyful Girl Joyful Girl   {{Breadcrumb Joyful Girl}}   The Joyful Girl.  =Overview=  The Joyful Girl (Commonspeak) is a Lost God associated with innocence, harmlessness, and the remembered joy of a world without injury. She is among the most emotionally powerful of the Lost Gods, and one of the most painful to contemplate in waking life.  Integral s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lost Gods|Joyful Girl]]&lt;br /&gt;
[[Category:Strange Gods|Joyful Girl]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Joyful Girl}}&lt;br /&gt;
&lt;br /&gt;
[[File:Joyful-girl.png | 400 px | x 600 px | right | border | frame | The Joyful Girl.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl ([[Commonspeak]]) is a Lost God associated with innocence, harmlessness, and the remembered joy of a world without injury. She is among the most emotionally powerful of the Lost Gods, and one of the most painful to contemplate in waking life.&lt;br /&gt;
&lt;br /&gt;
Integral scholarship agrees that the Joyful Girl does not represent ignorance, naïveté, or moral purity. Instead, she embodies absolute safety of being: the condition of existing without fear of harm and without the capacity to harm in return.&lt;br /&gt;
&lt;br /&gt;
Those who encounter her in dream report overwhelming joy, comfort, and relief. Those who study her in waking life speak of her only with sorrow.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
==Shattered Age==&lt;br /&gt;
&lt;br /&gt;
The nucleating identity for The Joyful Girl was [[Anastasia]], born a [[Human]] in [[Acrolon]] during the early [[Shattered Age]]. She wasuniquely identified as a [[Paragon]] of Innocence, a phenomenon without precedent or recurrence. Her presence inspired universal affection and restraint; no Integral being, mortal or divine, could willingly harm her.&lt;br /&gt;
&lt;br /&gt;
Recognizing the importance of such a virtue, the [[Shard God]] of [[Spring]], [[Ydalla]], willingly sacrificed herself to elevate Anastasia to godhood, hoping divine power would preserve what mortal existence could not. Anastasia served as a [[God of Spring]] in Acrolon until the catastrophic events of [[The Fall]].&lt;br /&gt;
&lt;br /&gt;
==Dark Age==&lt;br /&gt;
&lt;br /&gt;
The Joyful Girl came into existence following the death of the God of Spring Anastasia in the early [[Dark Age]].&lt;br /&gt;
&lt;br /&gt;
When the Fall shattered the [[Grand Designs]] of Spring and [[Autumn]], governing life and death, Anastasia recognized that she lacked the skills necessary to help the other Gods of Spring and Autumn. In a second act of sacrifice, she surrendered her godhood to Nexia, enabling the restoration of the cycle.&lt;br /&gt;
&lt;br /&gt;
Anastasia’s death was felt across the Integrum. Records describe spontaneous, inexplicable grief, weeping, and despair among mortals who did not know her name, role, or fate.&lt;br /&gt;
&lt;br /&gt;
It is from the dreams of that grief, and from the inner innocence of countless dreamers, that the Joyful Girl emerged.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Category:Lost_Gods&amp;diff=5427</id>
		<title>Category:Lost Gods</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Category:Lost_Gods&amp;diff=5427"/>
		<updated>2026-01-28T19:19:40Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: /* Ecology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Strange Gods]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Lost Gods}}&lt;br /&gt;
&lt;br /&gt;
This category enumerates the variety of Strange Gods native to [[The Dreamlands]].&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Lost Gods ([[Commonspeak]]) are a class of Strange-origin divinities native to [[The Dreamlands]], a liminal Strange Realm shaped by the unconscious minds of dreaming [[Mortals]]. They are named for their association with [[Gods]] who have died or otherwise faded into myth. Unlike other Strange entities, Lost Gods are not regarded by [[Integral]] scholarship as intrinsically incompatible with ordered reality. Instead, they are understood as marginal, incomplete, or vestigial forms of divinity that remain partially aligned with mortal psychology and narrative structure.&lt;br /&gt;
&lt;br /&gt;
Their influence manifests symbolically, emotionally, and narratively rather than cognitively, physiologically, or philosophically. Contact with a Lost God does not typically result in madness, mutation, or loss of agency, though prolonged association may produce fixation, repetition, or arrested personal development.&lt;br /&gt;
&lt;br /&gt;
Each Lost God functions as a symbolic nexus, attracting mortal dreamers whose internal experiences resonate with the god’s archetypal identity. Unlike Fey Gods or Eldritch Gods, Lost Gods are not universally associated with distinct non-mortal species, nor do they appear to generate independent populations of Strange beings.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The precise origin of the Lost Gods remains disputed. Unlike [[Eldritch Gods]], they do not appear to have emerged at a single cosmological rupture, nor are they associated with the Shattering in any direct mechanical sense.&lt;br /&gt;
&lt;br /&gt;
Most Integral scholars place the first appearance of Lost Gods in the early Shattered Age, as mortal populations began to experience persistent, unresolved psychological and narrative disruption without descending into full Strange corruption. Dream records, prophetic fragments, and recurring mythic figures from this period suggest the gradual emergence of stable symbolic identities within the Dreamlands.&lt;br /&gt;
&lt;br /&gt;
Unlike Fey Courts, which migrated to Arcadia deliberately, Lost Gods appear to have formed in situ, without collective intent or institutional continuity.&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
&lt;br /&gt;
The prevailing model holds that Lost Gods arise through Symbolic Resonance.&lt;br /&gt;
&lt;br /&gt;
A Lost God begins as a mortal or near-mortal identity that experiences a powerful, unresolved internal state: trauma, longing, creativity, displacement, anonymity, or similar conditions that resist narrative closure. When such experiences recur across many dreaming minds in symbolically similar forms, the Strange responds by reinforcing the shared pattern.&lt;br /&gt;
&lt;br /&gt;
Over time, these overlapping dream-symbols accrete around the originating identity, investing it with increasing archetypal weight. When a critical threshold is reached, the identity undergoes a Strange Epiphany, not through corruption or philosophical inquiry, but through recognition of its own symbolic gravity. At this point, the entity becomes a Lost God.&lt;br /&gt;
&lt;br /&gt;
The Dreamlands themselves appear to function as a medium rather than a generator, sustaining Lost Gods by continuously exposing them to resonant dreaming minds while preventing full reintegration into the Integrum.&lt;br /&gt;
&lt;br /&gt;
They do not threaten reality through corruption like the Eldritch Gods, nor destabilize it through ideological excess like the Fey Courts. Instead, they represent a byproduct of the Apparatus’s incomplete repair: evidence that meaning, once fractured, does not always resolve cleanly.&lt;br /&gt;
&lt;br /&gt;
As such, Lost Gods are often described by scholars as residual divinities, lingering where mortal experience and cosmic order fail to fully reconcile. Their existence is not considered an existential threat, but it is regarded as a reminder that the Shattering damaged not only causality and perception, but the narrative integrity of mortal lives themselves.&lt;br /&gt;
&lt;br /&gt;
One of the most remarkable qualities of the Lost Gods is that they do not seem to be limited by the [[Law of Seven]] which seems to govern other Strange divinities. This has many Integral scholars debating if Lost Gods are in fact Strange divinities, or some unique class of being.&lt;br /&gt;
&lt;br /&gt;
Also, unlike Fey and Eldritch Gods, [[Pacts]] with Lost Gods do not seem to involve any volitional decisions on the part of the divine being. Instead, mortals who live a life with a strong symbolic resonance with the Lost God may simply find themselves empowered by that resonance.&lt;br /&gt;
&lt;br /&gt;
=Society=&lt;br /&gt;
&lt;br /&gt;
Lost Gods do not form societies, courts, or hierarchies.&lt;br /&gt;
&lt;br /&gt;
They do not rule, legislate, or command populations, nor do they appear to engage in sustained political relationships with one another. While multiple Lost Gods may coexist within overlapping regions of the Dreamlands, no evidence exists of coordinated action, shared culture, or collective identity.&lt;br /&gt;
&lt;br /&gt;
Mortal cultic structures dedicated to Lost Gods do occasionally arise, but these are typically informal, transient, and deeply personal. Such groups resemble support networks, memorial traditions, or shared rituals of identification rather than organized religions. Lost Gods do not appear to demand worship, obedience, or doctrinal conformity.&lt;br /&gt;
&lt;br /&gt;
=Ecology=&lt;br /&gt;
&lt;br /&gt;
Lost Gods share many traits with all Strange creatures:&lt;br /&gt;
&lt;br /&gt;
* They do not require sustenance, rest, or respiration, but often imitate mortal behaviors symbolically.&lt;br /&gt;
* They do not age, though many exhibit thematic signs of aging.&lt;br /&gt;
* They do not reproduce in any recognizably biological way.&lt;br /&gt;
* They cannot die in a conventional sense, but they may weaken, fade, or become dormant if symbolic resonance diminishes.&lt;br /&gt;
&lt;br /&gt;
Lost Gods are not predatory. They do not require mortal suffering, belief, or conversion to persist. However, resonance is mutually reinforcing; prolonged mortal fixation on a Lost God strengthens its coherence, while complete cultural or psychological abandonment may cause it to dissolve back into diffuse dream-symbolism.&lt;br /&gt;
&lt;br /&gt;
Because their influence is non-coercive and non-corruptive, Lost Gods are generally regarded as the least immediately dangerous class of Strange divinity. Nevertheless, Integral authorities caution that excessive reliance on Lost Gods can inhibit personal growth, trap communities in cycles of grief or nostalgia, or encourage withdrawal from lived reality.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=File:Last-emperor.png&amp;diff=5426</id>
		<title>File:Last-emperor.png</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=File:Last-emperor.png&amp;diff=5426"/>
		<updated>2026-01-28T19:19:16Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Last_Emperor&amp;diff=5425</id>
		<title>Template:Breadcrumb Last Emperor</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Last_Emperor&amp;diff=5425"/>
		<updated>2026-01-28T19:14:56Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: Created page with &amp;quot;{{Breadcrumb Lost Gods}} &amp;gt; The Last Emperor&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Breadcrumb Lost Gods}} &amp;gt; [[The Last Emperor]]&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=The_Last_Emperor&amp;diff=5424</id>
		<title>The Last Emperor</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=The_Last_Emperor&amp;diff=5424"/>
		<updated>2026-01-28T19:14:32Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lost Gods|Last Emperor]]&lt;br /&gt;
[[Category:Strange Gods|Last Emperor]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Last Emperor}}&lt;br /&gt;
&lt;br /&gt;
[[File:Last-emperor.png | 400 px | x 600 px | right | border | frame | The Last Emperor always faces away from any viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Last Emperor ([[Commonspeak]]) is a Lost God associated with failed legacies, doomed causes, and the burdens of inheritance that cannot be redeemed. He is among the youngest of the Lost Gods, and one of the most clearly documented by Integral scholarship.&lt;br /&gt;
&lt;br /&gt;
Unlike Lost Gods whose origins are inferred, the Last Emperor’s nucleating identity is historically attested: Atrius, a [[Lascivian]] mortal prince of the [[Dark Empire of Acrolon]], son of the Dark Emperor himself. In a bitter reversal, the prince became one of the [[Heroes of the Dark Age]] and played a decisive role in overthrowing his father and ending the Empire’s reign. He did not live to see what replaced it.&lt;br /&gt;
&lt;br /&gt;
In mortal psychology, the Last Emperor corresponds to the archetype of the Heir Who Chose Correctly and Lost Everything Anyway: the experience of sacrificing one’s inheritance, identity, or future for a cause that ultimately fails to become what it promised.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
==Dark Age==&lt;br /&gt;
&lt;br /&gt;
The Last Emperor came into existence at the end of the [[Dark Age]].&lt;br /&gt;
&lt;br /&gt;
Atrius, the prince who would become his nucleating identity, was raised as the inheritor of the Dark Empire of Acrolon, trained to rule a system built on domination, cruelty, fear, and corruption. During the Dark Age, he rejected this destiny and instead joined the Heroes of the Dark Age, becoming instrumental in the Empire’s destruction.&lt;br /&gt;
&lt;br /&gt;
The prince was killed in the final struggle for the mortal throne of Acrolon. History remembers him unevenly: as traitor, hero, failed successor, or footnote, depending on the source.&lt;br /&gt;
&lt;br /&gt;
In the centuries that followed, as mortals dreamed of lost causes, of valiant efforts without reward, nobility shadowed by compromise, a Lost God began to cohere within the [[Dreamlands]]. This god became known as the Last Emperor.&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
&lt;br /&gt;
The Last Emperor derives power from recurring mortal experiences of lost causes, hopeless defeats, and victories with too high a cost. He is reinforced by dreams of causes that were righteous but unsuccessful, reforms that destroyed the old order without creating a better one, and sacrifices that proved morally necessary yet historically futile.&lt;br /&gt;
&lt;br /&gt;
These dreams do not glorify failure. They mourn unrealized continuity. The Last Emperor does not represent nostalgia for empire, nor regret for rebellion. He embodies the condition of standing between irreconcilable futures and ensuring that neither survives intact.&lt;br /&gt;
&lt;br /&gt;
The Last Emperor is classified as Low Corruptive Risk, Low Cultural Attrition Risk. He does not induce violence or madness and no significant social degradation is associated with his influences.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The Last Emperor appears as a tall human man wearing worn and faded regal garments: cloaks, sashes, and formal clothing of office whose finery has dulled with age and neglect. He is always seen facing away from the observer, regardless of perspective, reflection, or angle. Witnesses report that even when he should be visible from the front or surrounded on all sides, no viewer beholds his front.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
The Last Emperor is quiet, restrained, and lucid. He does not express anger, bitterness, or overt sorrow. Instead, he carries a profound sense of finality. He speaks rarely, and when he does, his words are precise and unsentimental. He does not romanticize sacrifice, nor does he excuse failure. He shows particular disdain for nostalgia, inherited power, and myths of redemption. He does not encourage followers to rebuild what was lost, nor to reclaim what was destroyed.&lt;br /&gt;
&lt;br /&gt;
Compassion, when present, is expressed as recognition rather than comfort. He understands regret intimately, but does not attempt to soften it.&lt;br /&gt;
&lt;br /&gt;
=Orisons=&lt;br /&gt;
&lt;br /&gt;
Orisons of the Last Emperor arise among mortals who choose the correct action knowing it will end their legacy. They are not idealists, nor are they cynics. They act with full awareness that their choices will not produce lasting institutions, dynasties, or movements.&lt;br /&gt;
&lt;br /&gt;
Common Orisons include:&lt;br /&gt;
&lt;br /&gt;
* heirs who dismantle oppressive inheritances&lt;br /&gt;
* leaders who dissolve their own authority&lt;br /&gt;
* revolutionaries who refuse to become rulers&lt;br /&gt;
* reformers who expose corruption even when it ends their cause&lt;br /&gt;
* individuals who ensure something ends cleanly rather than continues wrongly&lt;br /&gt;
&lt;br /&gt;
Orisons may experience heightened clarity at moments of decision, resistance to mythologizing pressure, and an uncanny ability to recognize when a system cannot be redeemed. Their influence fades if they begin to justify continuation for its own sake.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=The_Last_Emperor&amp;diff=5423</id>
		<title>The Last Emperor</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=The_Last_Emperor&amp;diff=5423"/>
		<updated>2026-01-28T19:13:42Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: Created page with &amp;quot;Last Emperor Last Emperor   {{Breadcrumb Last Emperor}}   The Last Emperor always faces away from any viewer.  =Overview=  The Last Emperor (Commonspeak) is a Lost God associated with failed legacies, doomed causes, and the burdens of inheritance that cannot be redeemed. He is among the youngest of the Lost Gods, and one of the most clearly documen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lost Gods|Last Emperor]]&lt;br /&gt;
[[Category:Strange Gods|Last Emperor]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Last Emperor}}&lt;br /&gt;
&lt;br /&gt;
[[File:Last-emperor.png | 400 px | x 600 px | right | border | frame | The Last Emperor always faces away from any viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Last Emperor ([[Commonspeak]]) is a Lost God associated with failed legacies, doomed causes, and the burdens of inheritance that cannot be redeemed. He is among the youngest of the Lost Gods, and one of the most clearly documented by Integral scholarship.&lt;br /&gt;
&lt;br /&gt;
Unlike Lost Gods whose origins are inferred, the Last Emperor’s nucleating identity is historically attested: Atrius, a mortal prince of the Dark Empire of Acrolon, son of the Dark Emperor himself. In a bitter reversal, the prince became one of the [[Heroes of the Dark Age]] and played a decisive role in overthrowing his father and ending the Empire’s reign. He did not live to see what replaced it.&lt;br /&gt;
&lt;br /&gt;
In mortal psychology, the Last Emperor corresponds to the archetype of the Heir Who Chose Correctly and Lost Everything Anyway: the experience of sacrificing one’s inheritance, identity, or future for a cause that ultimately fails to become what it promised.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
==Dark Age==&lt;br /&gt;
&lt;br /&gt;
The Last Emperor came into existence at the end of the [[Dark Age]].&lt;br /&gt;
&lt;br /&gt;
Atrius, the prince who would become his nucleating identity, was raised as the inheritor of the Dark Empire of Acrolon, trained to rule a system built on domination, cruelty, fear, and corruption. During the Dark Age, he rejected this destiny and instead joined the Heroes of the Dark Age, becoming instrumental in the Empire’s destruction.&lt;br /&gt;
&lt;br /&gt;
The prince was killed in the final struggle for the mortal throne of Acrolon. History remembers him unevenly: as traitor, hero, failed successor, or footnote, depending on the source.&lt;br /&gt;
&lt;br /&gt;
In the centuries that followed, as mortals dreamed of lost causes, of valiant efforts without reward, nobility shadowed by compromise, a Lost God began to cohere within the Dreamlands. This god became known as the Last Emperor.&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
&lt;br /&gt;
The Last Emperor derives power from recurring mortal experiences of lost causes, hopeless defeats, and victories with too high a cost. He is reinforced by dreams of causes that were righteous but unsuccessful, reforms that destroyed the old order without creating a better one, and sacrifices that proved morally necessary yet historically futile.&lt;br /&gt;
&lt;br /&gt;
These dreams do not glorify failure. They mourn unrealized continuity. The Last Emperor does not represent nostalgia for empire, nor regret for rebellion. He embodies the condition of standing between irreconcilable futures and ensuring that neither survives intact.&lt;br /&gt;
&lt;br /&gt;
The Last Emperor is classified as Low Corruptive Risk, Low Cultural Attrition Risk. He does not induce violence or madness and no significant social degradation is associated with his influences.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The Last Emperor appears as a tall human man wearing worn and faded regal garments: cloaks, sashes, and formal clothing of office whose finery has dulled with age and neglect. He is always seen facing away from the observer, regardless of perspective, reflection, or angle. Witnesses report that even when he should be visible from the front or surrounded on all sides, no viewer beholds his front.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
The Last Emperor is quiet, restrained, and lucid. He does not express anger, bitterness, or overt sorrow. Instead, he carries a profound sense of finality. He speaks rarely, and when he does, his words are precise and unsentimental. He does not romanticize sacrifice, nor does he excuse failure. He shows particular disdain for nostalgia, inherited power, and myths of redemption. He does not encourage followers to rebuild what was lost, nor to reclaim what was destroyed.&lt;br /&gt;
&lt;br /&gt;
Compassion, when present, is expressed as recognition rather than comfort. He understands regret intimately, but does not attempt to soften it.&lt;br /&gt;
&lt;br /&gt;
=Orisons=&lt;br /&gt;
&lt;br /&gt;
Orisons of the Last Emperor arise among mortals who choose the correct action knowing it will end their legacy. They are not idealists, nor are they cynics. They act with full awareness that their choices will not produce lasting institutions, dynasties, or movements.&lt;br /&gt;
&lt;br /&gt;
Common Orisons include:&lt;br /&gt;
&lt;br /&gt;
* heirs who dismantle oppressive inheritances&lt;br /&gt;
* leaders who dissolve their own authority&lt;br /&gt;
* revolutionaries who refuse to become rulers&lt;br /&gt;
* reformers who expose corruption even when it ends their cause&lt;br /&gt;
* individuals who ensure something ends cleanly rather than continues wrongly&lt;br /&gt;
&lt;br /&gt;
Orisons may experience heightened clarity at moments of decision, resistance to mythologizing pressure, and an uncanny ability to recognize when a system cannot be redeemed. Their influence fades if they begin to justify continuation for its own sake.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=The_Torn_Man&amp;diff=5422</id>
		<title>The Torn Man</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=The_Torn_Man&amp;diff=5422"/>
		<updated>2026-01-28T18:59:31Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lost Gods|Torn Man]]&lt;br /&gt;
[[Category:Strange Gods|Torn Man]]&lt;br /&gt;
&lt;br /&gt;
 {{Breadcrumb Torn Man}}&lt;br /&gt;
&lt;br /&gt;
[[File:Torn-man.png | 400 px | x 600 px | right | border | frame | The Torn Man is covered in unsurvivable scars, burns, and bruises.]]&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Torn Man ([[Commonspeak]]) is a Lost God associated with trauma, vengeance, and the refusal to forgive systemic cruelty. He is widely regarded as one of the youngest Lost Gods, and among the most severe.&lt;br /&gt;
&lt;br /&gt;
Unlike older Lost Gods whose origins are obscured by cosmological chaos, the emergence of the Torn Man is comparatively well documented. [[Integral]] scholarship agrees that he arose from repeated mortal experiences under the Dark Empire of Acrolon, where torture, punishment, and ideological cruelty were deployed as instruments of governance for centuries.&lt;br /&gt;
&lt;br /&gt;
In mortal psychology, the Torn Man corresponds to the archetype of the Wounded Avenger: the internal state in which pain is not processed into grief or healing, but instead crystallized into purpose.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Torn Man came into existence at the end of the Dark Age, though his incubation began much earlier.&lt;br /&gt;
&lt;br /&gt;
His nucleating identity was a mortal tortured to death by the [[Dark Empire of Acrolon]] during the early [[Dark Age]]. This death was neither unique nor exceptional; it was one of countless such acts carried out to maintain imperial control. What made it foundational was not its severity, but its representativeness.&lt;br /&gt;
&lt;br /&gt;
As centuries passed, and similar lives ended in similar ways, dreams of unresolved pain, suppressed rage, and denied justice accumulated in the Dreamlands. During the Late Dark Age, these patterns began to stabilize around a single symbolic figure: a man who endured, was broken, and was never redeemed.&lt;br /&gt;
&lt;br /&gt;
By the time of the Dark Empire’s final years, this incubating Lost God had become coherent enough to act symbolically within the waking world. Integral historians now widely accept that the Torn Man was one of the mysterious [[Heroes of the Dark Age]] responsible for the destruction of [[Lascivia]], enacting vengeance not as liberation, but as reckoning.&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
&lt;br /&gt;
The Torn Man derives power from recurring mortal experiences of unprocessed trauma paired with moral certainty.&lt;br /&gt;
&lt;br /&gt;
The Torn Man is empowered by lives defined by remembered pain and the conviction that such pain must be answered. The dreams that reinforce him are not chaotic or abstract; they are repetitive, specific, and accusatory.&lt;br /&gt;
&lt;br /&gt;
The recurring life patterns associated with the Torn Man include:&lt;br /&gt;
&lt;br /&gt;
• survivors of torture, imprisonment, or ritualized cruelty&lt;br /&gt;
• individuals whose suffering was dismissed, denied, or justified by authority&lt;br /&gt;
• those who cannot forgive because forgiveness would erase accountability&lt;br /&gt;
• victims who outlive their abusers without seeing justice&lt;br /&gt;
• people whose identities become inseparable from what was done to them&lt;br /&gt;
&lt;br /&gt;
These dreams do not seek healing. They seek balance through consequence. The Torn Man does not escalate violence indiscriminately. He embodies the point at which mercy feels like betrayal and restraint feels complicit.&lt;br /&gt;
&lt;br /&gt;
The Torn Man is classified as Low Ontological Risk, High Violence Escalation Risk. He does not destabilize reality or induce Strange corruption. However, widespread symbolic adjacency correlates strongly with cycles of retaliation, breakdown of reconciliation processes, and moral absolutism. Integral authorities neither suppress nor endorse Torn Man Orisons. Instead, they monitor them closely, recognizing that while vengeance can dismantle tyranny, it can also become its successor.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The Torn Man appears as a towering human figure, approximately twelve meters in height. He is clad in heavy black robes and cloaks trimmed in gold, their weight emphasizing formality rather than comfort. His forearms, hands, feet, and face are bound in bronze metal plates, fused to the flesh beneath. What skin remains visible is deeply scarred, burned, and bruised, marked by injuries that never healed cleanly. From beneath the bronze bindings, blood slowly trickles, never fully drying, never fully flowing.&lt;br /&gt;
&lt;br /&gt;
Witnesses consistently report that his posture is rigid and forward-facing, as if perpetually braced for judgment rather than combat.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
The Torn Man is severe, uncompromising, and unwavering. He does not threaten, persuade, or justify himself. He speaks rarely, and when he does, his words are direct and final. He does not tolerate rationalizations, excuses, or appeals to higher authority. Compassion is not absent, but it is buried beneath layers of anger and fatigue. He does not seek to comfort the wounded. He seeks to ensure that wounds are acknowledged and answered.&lt;br /&gt;
&lt;br /&gt;
=Society=&lt;br /&gt;
&lt;br /&gt;
The Torn Man has no court and no organized cult.&lt;br /&gt;
&lt;br /&gt;
However, dense clusters of symbolic adjacency form in regions recovering from atrocity. These are not communities of worship, but of shared grievance. It is common for an aggrieved party to curse their tormentors with wishes like &amp;quot;May the Torn Man come for you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Orisons=&lt;br /&gt;
&lt;br /&gt;
Orisons of the Torn Man arise among mortals whose lives are defined by remembered harm and refusal to forgive. They do not seek vengeance casually, nor do they revel in cruelty. Instead, they exhibit an intense focus on responsibility and consequence.&lt;br /&gt;
&lt;br /&gt;
Common Orisons include:&lt;br /&gt;
&lt;br /&gt;
* survivors who pursue justice long after institutions have moved on&lt;br /&gt;
* executioners or investigators who refuse moral shortcuts&lt;br /&gt;
* revolutionaries motivated by specific grievances rather than ideology&lt;br /&gt;
* individuals who confront abusers regardless of personal cost&lt;br /&gt;
* witnesses who cannot be silenced&lt;br /&gt;
&lt;br /&gt;
Orisons may exhibit heightened resolve, resistance to fear or coercion, and an uncanny ability to confront perpetrators directly. These effects weaken if the individual abandons accountability in favor of denial, apathy, or abstraction.&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=File:Torn-man.png&amp;diff=5421</id>
		<title>File:Torn-man.png</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=File:Torn-man.png&amp;diff=5421"/>
		<updated>2026-01-28T18:58:49Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Trappings&amp;diff=5420</id>
		<title>Template:Breadcrumb Trappings</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Trappings&amp;diff=5420"/>
		<updated>2026-01-27T14:55:15Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Breadcrumb Magic Items}} &amp;gt; [[:Category:Trappings of The Occupant|Trappings of The Occupant]]&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
	<entry>
		<id>https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Trappings&amp;diff=5419</id>
		<title>Template:Breadcrumb Trappings</title>
		<link rel="alternate" type="text/html" href="https://apparatus.secretchamber.org/index.php?title=Template:Breadcrumb_Trappings&amp;diff=5419"/>
		<updated>2026-01-27T14:55:04Z</updated>

		<summary type="html">&lt;p&gt;Sc admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Breadcrumb Magic Items}} &amp;gt; [[:Category:Trappings of The Occupant]]&lt;/div&gt;</summary>
		<author><name>Sc admin</name></author>
	</entry>
</feed>