The Game: Aether and Mind

by Zwillingen700

The rules of the universe explained

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Author's Note

Greetings dear readers! As the title may suggest, this here isn't a real chapter and is entirely optional, however, it may give you a better understanding of how the universe works, how it is built up, and sum up some of the core rules this story follows.


The rules of the universe explained

The universe of "The Game: Aether and Mind" is separated into three rings, or rather, two rings and the center. In the core of the universe lies what is today known as the nightmare realm, the core of the creation with its center being a place called "The Well." It is unknown what "The Well" is; however it is unimaginably old. It's implied by fractured data that it dictates the borders, for it controls the size of the realm it lays in.

The Nightmare Realm: It is a place that is as much plane as it is a sphere; this realm is not bound by the universe's laws and bends them, mostly continuously, but sometimes spontaneously too. This realm is the origin of the Aether, the power of all things. Due to the cycle's doings, it is sometimes referred to as "The Graveyard of Worlds," for planets will face their end when they merge with the realm itself after having grown too heavy.

The first ring is the Habitable Zone: it is where most of the creation lies; it is here, where Aether strives close enough to the nightmare realms to give life, but far away enough to be safe from the nightmares. The habitat zone also possesses two more layers that tightly encase each world; these are where Aether or Mind lay dormant and unbound.

Mirror Realm: The layer where Aether is left untouched is what is referred to as the mirror realm; it is an empty plane of existence that can be molded by even the simplest of mind with the most pitiful amount of power available; however, reaching this realm is reserved only to those with exceptional control, or those unlucky enough to fall through the fabric.

Mindscape: The layer where Mind is left untouched is referred to as the Mindscape; it is a plane of existence filled with countless dreams and thoughts in a swirling, unending, concentrated mass of mortal imagination. Although travel to this plane is easier than other ventures, it is easy to lose oneself in this realm, and the hazards that lay there become as real to the traveler as they would be in their original home.

The second ring is "The Storm," where most of the Mind is swirling around as the most outer layer of the creation; it is from here, where all that existed once started and will one day return. It is unknown what lies beyond it, but many assume the outer realms to be nothing but void.

The Weave: It is the thin layer that keeps the realms apart; however, it becomes more flexible, and at one point, will rip at least momentarily, should too much energy be accumulated at any given moment.

The entire structure of the universe in "The Game: Aether and Mind" can be compared to that of the physics tunnel.

The Nightmare Plague: A side effect of sentience is that those creatures affected will produce dark thoughts, negative emotions which will seep through the Weave and fall onto the Nightmare realm, where it will combine itself with the unlimited Aether present, letting our worst fears become real. If too many Nightmares of similar origin unite, they will be able to return to their place of conception, bent on fulfilling their fear-created purpose, but there is also an opportunity to enter a planet should it be close enough to the center of the creation. They could not be killed by normal means, for they will simply return at a later time if no special weapon was used.

The Cycle: This phenomenon is what the most ancient creatures described as the circle of existence, or short, "The Cycle." From the outer ring, the Storm, the Mind will sometimes fall off and will combine itself with the Aether that crumbles off the Nightmare Realm. With this combination, a new world will slowly be formed, and the fall will begin. With time, life will settle in, increasing the world's weight and slowly pulling it down towards the center, and the closer a world wanders towards the well, the more power will fill this world.

When creatures become sentient, which usually happens around the middle of the cycle, sometimes a bit later, dark thoughts will start to coalesce. Part of this dark concoction will remain, adding weight to the world, while the rest will seep through the Weave and fall toward the nightmare realm, where nightmares will be created.

In the latter parts of the cycle, a world will be close enough for the nightmare realm to directly affect a planet, slowly thinning the Weave around it, which will cause objects to disappear, as well as objects from the nightmare realm to enter, this includes nightmares.

In the last phase of the cycle, a world will collide with the nightmare realm after an indeterminate amount of time, in which the nightmares have physically manifested on a planet, has passed. Worlds will be destroyed on contact, with most of its mass being separated into their original states: Aether and Mind.

The Maelstrom: When a world comes too close to the nightmare realm, the Weave will break, and a vortex that connects both places will form, called the Maelstrom. It is described to be a swirling vortex of a six-edged triangle with a purple-orange hue, a consequence of this event is also the impression of all colors when it is within vision, causing the sky to appear colorless, or sometimes, black.

Aether: The primordial energy that powers the creation.

Mind: The blueprint after which Aether is shaped into all things.

The G.A.M.E: The Grand Aether Manipulator and Extractor, short "Game", is an artifact with unknown origin, only that its purpose was to fight the nightmare plague by merging with a creature possessing high control over Aether. The Game allows the user to directly absorb the Aether from the surroundings and defeated opponents, thus enabling a direct and efficient connection with Mind inside the host and ensuring the balance between the primordial elements. It possesses two active primary goals: To eliminate any nightmare it encounters and continuously provide growth to the host. So far known, it is the only weapon actually capable of permanently damaging a nightmare.

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