Annals

The Annals of Intelligent Beings

Ex Libris Myara

This cannon, here and now published under the title The Annals of Intelligent Beings, published prevalently elsewhere under other titles, constitutes an immortal history. It does not tell a single story, but many: a narrative spanning many scales of time. With this in mind, the scribes of the present edition have often attempted to maintain a degree of popular accessibility. Included are the histories of all the humanoid, mammalian, reptilian, and avian kingdoms — as well as the known records of arcane and cosmological developments.

Contents

Lexicon 5

Royal nouns (formal and sacred) 5

Vernacular terms (chiefly informal) 5

Mythology & Ceremonial Magic 6

Styles 6

Wyrd 6

Florella 7

Sofi or Sophia 7

Draco 7

Autopoeia 8

Noetica 8

Luna 8

Wordcycles 8

Septary Arcanum (Spiritism) 9

Spiritism among Myarans 9

Mana & Mortality 9

Manic Processes 9

Dynastic Ages of the Four Braids 10

Calculating the Current World-Age 10

Worldcycles So Far 11

The History of Myara 13

First Cycle: The Dynasty of Wyrd 13

The Age of Time 13

The Age of Music: Cosmic Archetypes are Defined 13

The Age of Light: Myara is Created 13

The Age of Rest: Convening of Consciousness 14

Second Cycle: The Dynasty of Styles 14

The Age of Animation: Styles Create the Ancients 14

The Age of Amusement: The Heavens Flourish 14

The Age of Snakes: Draco’s War of the Nagas 15

The Age of Conformity: Harmony is Restored 15

Third Cycle: The Dynasty of Mortals 15

The Age of Refuge: Frolick of Sprites 15

The Age of Evolution: Animalians & Elves 15

The Age of Ingenuity: Men Born into Riches 16

The Age of Chaos: The Apocalypse 17

Dynasty of Heaven 18

The Age of Oracles: Shells Guide Myara to Heaven 18

The Age of Architecture: Atlantis/The Constellation is Constructed 18

The Age of Plenty 18

The Age of Harmony/Resonance 18

Atlas Myara 19

Kingdoms & Lands 19

The Midlands 20

Arborelia 20

The Eastern Reach 21

Gildȧn 21

An Luliza 22

Nativia 23

The Western Reach 23

Aldestone 23

Kezelbek 24

Dominion of Beasts 24

Twilight Isles 25

Sovereign Archipelago 25

Confederacy of Isles 25

Emerald Isles 25

The Sprite, Fey & Elf Kinds 27

Philology of Myara 28

Languages & Scripts 28

Classical & Vernacular Myaran 28

Classical Myaran 28

Music 28

Longhand Script 28

Shorthand Script 28

Vernacular Myaran 29

Cildainian 29

Kezbeckian 29

Transliminal Scriptin 29

Liitherian 29

Devonic 29

Scritch & Scritchprint 30

Dwagar or Dwarven 30

Theban 30

Fey 30

Carrollian 30

A Treatise on the Differences Between Devonic and Transliminal Scripts 30

Bestiary 32

Man 32

Golems (Creatures) 32

Vampires 32

Changelings 32

Being Song 34

Mitosis 35

Part I: The Constellations (Manas) 39

Part II: Entanglement 40

Part III: Phenomena 42

Lexicon

Royal nouns (formal and sacred)

Kest

A divinely royal stone which has parity with the stars around which the earthen sphere which produced the kest orbits; kests may be any variety of precious or common stones. Etymologically, a “kest” is a spiritual chest containing treasure.

So/soul

A star associated with the living spirit contained within a single mortal body, which produces kests within the constellation of the body’s local star system of Staelle/Staella/Stalle

Shaell

The name of the constellation from which the Boudin originates

Boudin

A council of intergalactic gods called on by the Styles to save Myara during the Age of Chaos

Wyrd

The lead Style. Japanese and Western scientists currently equate Wyrd with Mercury or the first planet from the sun, which is represented by the Style Sofi in Myara, while Myara is conventionally represented by earth or our conscious perception of it as a material realm.

Styles

The creator gods, which were also called Muses in the vernacular tongue before the Shaell

Worldcycle

Worldcycles are based on a combined concept of the Vedic gunas and yugas and Buddhist world-cycles. The current Worldcycle of chaos also conceptually encompass long-term cycles of the Mayan calendar and draw from apocalypse prophecies and Revelations.

Vernacular terms (chiefly informal)

mana

the magical energy associated with Styles; someone carrying mana is called manic

Mythology & Ceremonial Magic

Styles

Figure 1: The Creators or Styles

Wyrd is the lead God. His name comes from the Old English “wyrd,” which means “to become.” Wyrd represents things actualizing and becoming in their own ways. The Myaran word for “word” is also “ɯyƨd” uncapitalized, and the Myaran word for “ɯyƨd” is “ɯylƨd.”

The other creators who made their own paths are called the Styles, and Wyrd gifted them cosmic powers to aid in creating his universe. The Styles are equivalent to Tolkien’s Valar, and serve roles similar to the Fates or Muses, as well as other mythological figures.

For a long time, the Styles were all in the habit of remaking the world of Myara and performing incredible magic for their own amusement. Wyrd saw good in this creation, and Myara became his own domain. To each of his six Styles he gifted a planet as a reward, and these Styles’ realms all revolve around the sun along with the world of Myara.  And the Styles would still visit Myara and its continents often, influencing its lands.

Wyrd

Wyrd, the Creator, is the entity that made the Styles and all other things, the Being of beings. Wyrd takes no material form beyond Myara itself. Wyrd is not present in the Myaran solar system as the sun, but as the stones or “bones” of Myara’s earth. As Creator, he represents the callous stillness of the macrocosmic world, and the unrelenting processes of natural order.

Space, Wyrd’s earthly mana: Space is the physical medium through which all other mana and physical forms occupy in dynamic array, the material realm. The study of space and earth mana is crucial to geomancy, the magic of the lands. It is represented by bones or their charred color of obsidian, and associated with the lower, humor-producing organs of the body, the lower reproductive organs, and reproduction of the spirit. The Old Myaran syllable for Wyrdic space is “Wo.”

Florella

Florella is a kind Style who rules over the floral world, is responsible for blooms and flowers, and sees good deeds that come to fruition. In the natural world she takes the form of a mammalian, mammal, or as various plants and flowers. Her music is chanted by elfs and sung by mousefolk deep in the countryside. The spirit of Florella is benevolent, and she heeds each their blessings. Florella is the mother of not only fairės, but also, all of the many mammalian clans.

Earth is the mana of Florella. Plants govern powers such as druidry, the magic of Myara. It is the green color of leaves, and associated with the digestive organs (stomach and gut) and the upper reproductive organs. The Old Myaran syllable for Florellan mana is “Flo.”

Sofi or Sophia

Sofi is the Style of oracles, ruling over intelligence and future evolution. Her way of assisting mortals is frugal, and based in necessity rather than splendor. Upon earth she emanates as a sagacious woman wearing different outfits and complexions. She is responsible for the sunlight and truth that reach all things, and is frequently invoked during tests of justice.

Light is the elemental mana of Sofia. Light illuminates shadows like divine justice, reading the preliminary conditions and determining their outcomes. It is the color of sunlight, and associated with the heart and strength in wisdom. The Old Myaran syllable for Sofic light is “So”.

Draco

Draco, the Dragon, ruling over violent transformation. Empowered by his brute strength and magical prowess, Draco sought control over Myara [during the second age], destroying its inhabitants and their dwellings to win influence over them. It was thus that he fell out of favor with the other Styles, who conspired with the mortal races to once and for all put an end to the dragon’s savagery. Unable to distance himself from the other Styles in the realm of Myara, he now broods in a transliminal fortress built from plundered treasures and cosmic artifacts, slowly burning up with anger in his solitude.

Fire, the Draconic mana. The magical manipulation of fire is pyromancy, although Draconic energies may be present in other reactionary forces. It is the fire-red color of dragon’s blood and is associated with the brainstem and lower brain, the mouth, and voice. The Old Myaran syllable for Draconic fire is “Dra”.

Autopoeia

Autopoeia — that is, Auto and Poeia — are the Style pair, a dwarf and gnome respectively. They are two for tragicomedy: the telepathic twins, the self-sabotaging tricksters. Never treated as fully grown by the other Styles, Auto and Poeia operate together in their talent: 

Auto embodies solid forms in nature, while Poeia blows the very winds of mana that flow between them. Together they make Autopoeia, symbolizing symmetrical interdependence, entropic chaos, and the dynamic winds of life swirling all around us.་Stone and Wind, or the Opposites, is the Autopoeian mana. It is the scattered grey-blue color of fog or stone, and is associated with wind and the nose, lungs, & airways they act upon. The Old Myaran syllables for Autopoeian wind is “Aut” and “Po.”

Noetica

Noetica is a strange Style, being the Lord of Death and Rebirth. Noetica takes the incarnation of slimy fungus and mushrooms, as well as small amphibians such as toads and newts. Noetica represents the recycling of fleshy nerve endings. Through decay and birth, he ensures the earth may be replenished and magically reanimated again with spirit.

Material life, specifically as animated by electrical impulses in nerve endings (occasionally called the “meat-mind”) and their continuation after death as spirit, is the mana of Noetica. Noetic mana is described (rather obtusely) by academics as “the mechanisms of organic action that empower life of all kinds to persist through cooperative organization.” It is generally wielded by witch doctors, necromancers, and shamans who deal in the manipulation of spirits that wander the territory between death and birth. It is symbolized by the color of purple (symbolizing viscera or royalty), and equated with the material composition that is re-embodied by new life after death. Noetic  magic is associated with the nerves and especially the outer brain, which possess the greatest concentration of Noetic  nerve-action. The Old Myaran syllable for the Noetic Mana is “No”.

Luna

Luna is the Style priestess of the moon, and gradual tides of change that come and go. Her natural form is that of an elf, or the very moon and its tides. Occasionally she reaps what she sows, but is more often generous in her offerings. She reminds us that we must not fear loss, and to be grateful for what resources we can obtain in present circumstances.

Water and seasonal tides are the associated elements of Luna. Transmutation, transformation of matter and form, and changing circumstances and conditions are all associated with Lunar mana. It is the color of moonlight shining on the ocean, and is associated with arrivals — especially the ovaries and lower reproductive organs, where mana flows into the body. The Old Myaran syllable for Lunar tides and fluid movement is “Lun”.

Worldcycles

The history of this world is complex and eternal; any lone narrative of the rise and fall of the kingdoms and great races will inevitably fail to account for long-term changes and transliminal influences. Before discussing histories of various regions and peoples, one must first understand the long-term cycle of change happening upon the land.

Septenary Arcanum (Spiritism)

The Myaran months are also named for the Styles:

  1. Wyrdrary, hard cold season
  2. Florellary, mud season or early spring
  3. Sofil, late spring
  4. Dracommar, the dog days of summer
  5. Autober, monsoon season
  6. Noember, last autumn
  7. Lunember, first half of winter

Spiritism among Myarans

Spiritism, Septary (or Septenary) Arcanum, or the way of the seven manas, is an alchemical magic system designed in accordance with the seven Styles and their manas. It is by far the predominant magic system in all of Myara, where it shares its popularity with Style mysticism and advanced the Liitherian sciences of consciousness.

The Myarans who apply the methods of Septary Arcanum are diverse. Witches and warlocks are its lay magic users, who have likely picked up spells or charms through intense study of a naturalistic science, creative art, or manual labor. Shamans and witch-doctors are informally trained in vernacular magic. They may perform surgeries, exorcisms, or common spells as a local service. Finally, the terms “wizard,” “mage,” & “magician” all generally refer to a magic user of formal training and rank, descending in this order. 

Mana & Mortality

Mana is the underlying cosmology of consciousness, flowing through both transliminal realms and vast lands. It is channelled as the intentions of spirits whether they are living, dead, or otherwise weird. When a person meets conflict, their manas become turbulent, as the material and transliminal planes mirror one anothers’ qualities. Lowly witches and high wizards understand mana alike, drawing from it to work magic.

According to this alchemy, the mortal soul is cursed by Noetic mana, repeating itself over many lifetimes and coordinating subsequent rebirths. All Noetic souls die. After death, a person’s spirit exits through their skull and its manas are dispersed throughout the transliminal realms. In this process, the spirit reunifies with the ultimate reality in unison with Wyrd. Those spirit manas then search the realms for some new thing to give life, blown about the hurricanes of the universe by the Autopoeic winds of destiny.

Manic Processes

All felt impulse — pain, heat, touch — are an expression of nervous Noetic and Draconic manas stirring together, and being internalized as true knowledge (Sophic mana) by the heart. This allows emotion to be felt psychologically, driven by Autopeian wind and fog of conscious awareness, which attempt to excite the whole body and summon full attention. Thus, having fully excited the body by nervous impulses shown true by Sofi, the experience is passed down into the bones, Wyrd, the earth, and all existence. In this way, our experience of reality is passed down from the smallest and most destructive of tendencies, only to be built up into macrocosms beyond comprehension.

Another example of a manic process is pain driving one’s experience of reality, which may be understood in this way: pain is the feeling of Noetic Draconic mana transferring into linguistic expression, which triggers an emotional experience, which emanates as Sofic mana affecting the Autopoeian telepathic network that is the subtle body level of consciousness and which uses Wyrdic reality generation, which is the inherent seed of experiencing in consciousness.

Dynastic Ages of the Four Braids

The New Liitherian calendar organizes Myara’s long-term history into four Braids, by which history repeats itself, as described to those elfin sages by the Styles and Ancients. Each Braid is called by the Liitherian sages “…a process of divine creation, passion, evolution, and transcendence.” Braided archetypes that resemble dynamic processes of their respective Age in Dynasties are theorized to take place on both microscopic and macrocosmic scales. The idealized four-Age cycle of each Dynasty seen in the calendar reveals the underlying collective state and progression of intelligent spirits and their effect on the Wyrdic plane called Myara.

At the end of each Dynasty, there is prophesied to be an event called its Apocalypse: a final period in which conscious beings transcend their mortal nature, and reincarnate as patrons of the Outer Realms. The world that is left behind will find itself dwelling in the Age of Chaos, as the next Dynasty begins. It is believed that countless Ages of Dynasties have passed according to this order so far.

Calculating the Current World-Age

It is widely agreed upon by scholars and prophets that the current timeframe is taking place sometime toward the end of the Age of Ingenuity. Due to the lack of date-keeping and regular changes to the solar cycles during the first and second ages, we can suppose that deducing the world-age based on evidence from the current macrocosmic Dynasty presents a certain degree of observational contradiction. 

Despite these limitations, mathematicians generally place the length of each Dynasty around the span of 4,000 years. Based on these measurements, the modern era is considered to have begun sometime shortly after the start of the Age of Chaos (or a.ch.), and that the current year as of publication be 1142 a.ch.

This present Dynasty is known as the Cycle of Mortals. The preceding Dynasties dating back to the primordial Wyrdic era are conventionally organized below. In this chart, each Dynasty represents some several thousand years, designating eras of change rather than a fixed durations:

Worldcycles So Far

AgeBraidDuration in yearsEvents
Dynasty of Wyrd
Age of TimeInspiration1111Universe is born through Wyrd, an intelligence born into our realm of consciousness to organize it
Age of MusicExpansion2222The Universe becomes perceivable through Styles, who are churned through Wyrd as music (qualities with chronological associations) (“music” in Myaran: “the mosaic-muse of the Styles”)
Dynasty of SofiAge of LightStagnation2222The first convening of pure consciousness, Sofi is born as starlight
Dynasty of WyrdAge of RestCollection1111Styles rest in Wyrd
Dynasty of Styles
Age of AnimationInspiration2400Styles’ realms are created by Wyrd. Styles make their own heavens there, including their Ancients, powerful beings driven by the Styles’ own genius.  The Ancients animate materially in the Myara, as they are transdimensional beings. The Ancients of Myara become Oracles to all other life there.
Age of AmusementExpansion3200Styles are gifted free will by Wyrd to reign over the heavens of Sofi’s starlight
Dynasty of DracoAge of MutationStagnation6600Draco creates the nagas to conquer other realms, killing Ancients and the Oracles of Myara, and damning the Styles’ Dynasty on Myara.
Dynasty of WyrdAge of ConformityCollection1400Wyrd forces the Styles to work in harmony, Styles return to Wyrd to convene consciousness, except Draco, who is exiled to his own realm of chaos
Dynasty of AncientsAge of RefugeInspiration2400Styles bring their celestial creations to Myara
Age of EvolutionExpansion4200Florella creates animals, animalians to inhabit Myara as simpler life Inspired by Florella, Luna creates the elves
Dynasty of MortalsAge of IngenuityStagnation5000Jealous of the other Styles’ patron races, Autopoeia create gnomes and dwarves Striving for balance, Sophia creates men
Age of ChaosCollection3000Leaving the Ancients to watch over the mortal races, Styles retreat from Myara and rejoin Wyrd to convene consciousness Mortals of Myara engage in the Mechanical War

Wyrd becomes mad at the Styles, who convey Wyrd’s state to oracles who contact the Shell
Dynasty of BidingAge of OraclesInspiration3000Surviving mortals and Ancients begin to construct Mandala above ruined Myara Degenerate tribes besiege the Binding, to little effect The Ancient Oracles of Myara awaken
?Age of ArchitectureExpansion4000Mandala is complete, more and more mortals inhabit it Styles return to Myara as mortals
?Age of PlentyStagnation14000The power of the Shell begins to influence all mortals of Myara
?Age of Harmony/ResonanceCollection7000Myara and the Shell find balance

The History of Myara

First Cycle: The Dynasty of Wyrd

The Age of Time

1111 years

First there was the void. Eternal silence, emptiness, nothingness. Then, at first imperceptibly, Wyrd detected something men might call a medley growing inside his void. And with it blossomed with spirits that embodied themselves, who cleared light from the darkness with primordial tongues:

O Wyrd hu comens,
Enfloren, enlumen?
En Wyrd hė uocens,
Enbloden, ensonned.

Wyrd was that creative movement; thus he watched as the play slowly took the shape of a brilliant jewel, a million-faceted kest. Wyrd sang into the great kest incredible worldly and cosmic things, shattering it in all directions – an explosion which tore open his jeweled singularity, into form and space, creating the stars.

The Age of Music: Cosmic Archetypes are Defined

2222 years

That first kest split into fragments that spread all across the universe, precious mana-imbued stones imbued by the dawn of creation. Wyrd himself split, as well: many of his divine qualities were divided into seven elemental Styles. Together, Wyrd and his Styles built the whole solar system in which the world of Myara would soon come to exist.

Those Styles are usually called Flora, Sofi, Draco, Autopoeia, Noetica, and Luna: they ruled over plants, light, fire, stone, life & death, and water respectively. Wyrd gifted a nearby planet in the same solar system to each of his Styles, to make their own divine realms from each element.

The Age of Light: Myara is Created

2222 years

While his Styles played, Wyrd built the world we call Myara, our planet. And it was the favorite realm of both Wyrd and his Styles, for Wyrd had gifted it with something the other planets did not yet have: the first vision of light. And when that conscious being first moved its arm, Sofi turned away in fear but kept her eyes open, and then right there in front of her the whole of the sun lit up, along with all the planets and stars and land around them were cast in the brilliant warm light Sofi glowed with. So together those creators filled Myara with sprites, whose life would never die, as the souls of the dead would always return to Myara.

The Age of Rest: Convening of Consciousness

1111 years

By convening in unison, the whole entire universe became again perceivable through Styles, the creator instruments piped like music by Wyrd. Thus, to be music was known to be in possession of Wyrd’s and his Styles.

Second Cycle: The Dynasty of Styles

The Age of Animation: Styles Create the Ancients 

2400 years

After some eternities, Wyrd broke the Styles’ unison song. He created a realm for each Creator Style, including himself. And he created one extra realm as a dream theatre for the others, and he called it Myara.

After Wyrd created Myara he passed it to the Dynasty of Styles, who brought higher life there. Once the Age of Animation was underway, Wyrd took less interest in Myara, and began work bridging its earth with the Styles’ heavenly theatre.

Seeing his Styles as having done right so far, Wyrd gifted the Styles free will to reign over their own respective spheres. The Styles spread across the skies in manic dance, sowing new forms of material life and reason upon the disparate elements. From this was born plant and sea life, and creatures began to move upon solid ground.

In their curiosity, the Styles assumed mortal forms and courted one another, creating many beings living in in their own realms. These half-divine golems became known as Ancients, unique and primordial in design. The Styles showed their Ancients Myara, and they began to conjure magic in the life there.

The Age of Amusement: The Heavens Flourish

2400 years

Lineages of Ancients that moved to Myara from the Styles’ realms still tend secret splendid valleys of Myara since this day. These Ancients were made to be masters of their own Styles’ metaphysical domains and earthly kingdoms on Myara, and became rulers that demonstrated otherworldy powers. Yet as they did, the Ancients remained faithful to those elementals who had created them: for they were driven by the Styles’ spirits themselves. The Ancients gave birth to simple animals of lesser intelligence: mammals, reptiles, fish, birds, insects, and other complex beings beyond anything seen during the primordial Dynasty of Styles that preceded them.

The Ancients inhabiting Myara today hide deep and are served by lesser kin. Knowledge of the Ancients is esoteric, but a simple list can be made of those whispered about in tales: Daztion, Bael, Lucient, Seth, the Land’s Voice, Destiness, Reynar Din, Marlin, and Nelumbo, & Noetica. 

The Age of Snakes: Draco’s War of the Nagas

6400 years

Draco summoned the song of the nagas to conquer other realms by rendering them dumb by a curse.

The Age of Conformity: Harmony is Restored

6400 years

Wyrd demanded the Styles work in harmony, the Styles return to Wyrd to convene consciousness, except Draco who was exiled to his own deep realm of chaos.

Third Cycle: The Dynasty of Mortals

The Age of Refuge: Frolick of Sprites

By the end of Dynasty of the Styles, Myara blossomed wild and wondrous, populated by gargantuan plant and sea life. Knowledge about this period is based on natural wonders and ancient history. Many beasts that roamed the land during this time would be curiously familiar to the contemporary traveller as primordial ancestor fauna.

But with this life came death, and indeed the spirit-souls of nature’s dead were brimming in the transliminal realms, unable to exit Myara after the War of Nagas. Wyrd, so as not to waste the mana of his Styles, built the realm of Vestibula for the lost souls. This is where all spirit-souls would be released upon death, and then returned to Myara as a newly emanated being. Vestibula is conventionally understood as an underworld existing in a separate realm, but present in Wyrd’s Style as the stones beneath Myara.

Some spirit-souls of the dead refused Wyrd’s offer. For these, Wyrd offered refuge in the Styles’ realms as well as unique afterlife realms: hells, limbos, and heavens. Others defected further, haunting Myara as ghosts through the transliminal realms’ mortal veil, an ether often traversed by the Styles. These spirit-souls worked clever spells to carve out a home in the translimina with substantial material parity, and eventually came to devote themselves to the Styles as divine servants of the land. Thus they were reborn as sprites, a spoiling of diminutive elemental spirits that manifest elementally in nature. Lamenting that Myara’s manic balance had been torn apart by chaotic tides of the Styles’ realms, it was these sprites who designed things like seasons, fault lines, forests, and glaciers, as an elegantly balanced embellishment to finish Myara’s earthly creation. The sprites would concentrate their mana in kestian emerald veins, and became the immaterial guardians of these precious, spiritually-enchanted resources. 

The Age of Evolution: Animalians & Elves

During the early Age of Evolution, it is said that the Style Florella glanced at the lands all around her, and felt their beauty was being selfishly squandered. The Styles’ insatiable luxury led them to sire great families with the Ancients, who themselves demonstrated a penchant for dominance over the land. This devastated the earth, stirring deadly drought and monsoons.

Florella resolved to manifest more elegant races upon the land all its own, to peacefully share in its terrestrial splendour. First she made the common animals that we know today, promising these small animals would inherit the lands as their own from the Ancients. She began with simple creatures like serpents, and then worked up to the more advanced species like mammals and birds. After evolving them for many generations, Florella was still not satisfied with these beings’ capabilities, and so finally she made more sapient animalians from them: mammalians, reptilians, avians, and others. She called upon Autopoeia for a guiding light for them, and Auto and Poeia delivered unto them the fey races from sprites. These intuitive creatures possessed great magical apitudes, rivaling the Ancients in their power over the natural world of Myara. Content with this effort, Florella retreated to her hidden realm to nurture her spiritual offspring from beyond.

Luna observed Florella’s interference with the land, and lauded her granting it self-autonomy. However, Luna feared potentially violent impulses could drive the animals to destruction. So she resolved to create a wiser patron race upon Myara, who could draw from the immortal mystical lessons. Unlike Florella, who formed her creatures from the clay of Myara, Luna drew inspiration from the translimina itself. To this end Luna created from the elfs who grew into elves as her sentinels, placing the half-unreal sprites’ souls into wise and noble beings, teaching them everything she knew. And unto the elves she bestowed the moon, a guiding light to navigate safely between the transliminal realms, so that they might commune with the sprites for inspiration.

The elves kept mostly to themselves, and coexisted peacefully with the animalians and Ancients before them;  these were all pensive and intelligent races, not inclined toward wanton malice. So the young races dispersed across the lands — the elves preferring solitude to undertake meditations, while the mammalia and their common animal kin sought out lush natural paradises and comfortable shelters. Myara was not crowded, and there were no wars. 

The Age of Ingenuity: Men Born into Riches

It was the elves who eventually (and as they were destined to) guided Myara into the Age of Ingenuity, or the Third Age. The elves, in their timeless brilliance, inspired the other races with increasing social, mystical, architectural, and technological complexities. Some tribes of mammalia, especially the lynxets and alvoli, were able to imitate their magical aptitutes by drawing from their close connection with naturally-occurring kestian magic.

In this era of great progress Auto and Poeia, the twin childlike Styles, became jealous of the other Styles’ patron races and decided to design their own. So Poeia formed the gnomish race in his own hardy image, imbuing them with a cleverness inspired by the elves’ jewellers and intellectuals; meanwhile, Auto created the dwarves, to make use of Myara’s remaining troves of earthen resources. And though not born of a keep aptitude in sorcery and spellwork, the dwarves and gnomes were nonetheless deeply imbued with magic as a metal is imbued by its alloys. And in their worldly crafts and mundane handiworks, the races of Autopoeia proved as enchanted as any others.

At this point the Styles left Myara to mortals and their Oracles, and retreated into their own realms. But the spirits grew greedy and as the Age of Ingenuity wore on, and Styles saw their children sapping the land of magic, and joining in destruction. Believing that without intervention the Age of Chaos would swiftly dawn, the wise goddess Sofi birthed the youngest race: men. These people would be the common denominator of all other races of the land, and their spirits were imbued with a divine curiosity from Sofi’s heart, the sun. Sofi stated the purpose of humans would be to rapidly fall and rise again: to demonstrate the outcomes of various moral and philosophical principles as a guide to other races. Thus, men were made for passion and folly. 

Many kingdoms rose and fell during the Age of Ingenuity, as are documented elsewhere. Magic was refined into a high art, and those apt to control it came to be regarded as privileged scientists, mystics wizards, and powerful cultists. But men had initiated the Mechanical War, and their destruction was imminent.

The Age of Chaos: The Apocalypse

Like all lands, Myara went through epic mortal cycles, of empires and war and feuding ancient wizards. Finally it had again reached the end of its history, for an apocalyptic prophecy had initiated itself. Ancient and mortal Oracles alike summoned new allies from stars, calling upon the Binding of the Shell, whose power was insufficient to save their Ages.

Figure 2: The star map sent by the Shell

Men betrayed their hearts in Sofi, and went to war with weapons of their own earth. Gildainian warlocks used magic stones from kestian vaults to animate rock as mechanical soldiers who fought like men, towering over them. They invaded al-Lulizia on behalf of their Naga cult, [black beasts from the Western Reach’s volcanic Dominion stirred.] The Styles retreated into their own realms.

The waters of Liither brought forth word from the deep that a distant power stirred in the shape of the shell, and that the Ancients’ contact had been successful This group of immortal beings intervened in Myaran history — which appeared like all-powerful wizards acting as angels from distant worlds — and those beings were called the Shell Binding, four binding threads to make one light. The Shell heeded the cries of the Myaran Oracles of Style, and began to construct a new age of enlightenment, towards which all life in that realm would evolve.

Above Myara the Bindings formed five protectives auras so it would be more visible to eyes on distant stars of Shell, the constellation into which the Wyrdic realms were inducted. This aura turned the sun red to Myarans being rescued, making the Sofic sun more identifiable from distant stars as a warning, and filtering the Styles from Draco’s mana. This local nebula will dissipate during the Age of Oracles as the Last War smoulders out.

Third Cycle: The Dynasty of Heaven

The Age of Oracles: The Shell Guides Myara to Heaven

The Constellation is the city above Myara, designed by the Shaell Boudin as a place for mortals to study the heavens.

After the Shell’s contact, there was warring between mystics and their Kingdoms. The Liitherians followed the Bindings into the heaven by connecting constellations towards the form of a spiral galaxy, inventing a new cosmology. Those who remained below on Myara would continue to operate within the old Creator’s order. The Septagram was deprecated in favour of the Cardinal Star, a window into heaven.

The Age of Architecture: The Constellation is Constructed

The history of the Constellation becomes the story of mortal evolution. Every kingdom was decimated by the Last War, and many left completely dead and barren. The Shell had built a rainbow bridge between Myara and the afterlife realms, and they ferried spirits of the dead across. This is still guided by a higher order that not even the Shaell can dispute.

Many kingdoms remain below on Myara, bargaining with Styles to restore their world to fertile and liveable earths. The Styles were generous towards the survivors, and granted them not only the steady regeneration of terrestrial Myara, but also the curse of technology and wisdom needed to construct in the heavens above the earth.

Thus the Styles presented mortals with Staell’s blueprints for the Constellation, the city in the sky. By constructing in the heavens, the Muses promised that mortals would come to intimately understand their magical nature of being, and to rule over their lifespan, death, and rebirths.

The Age of Plenty

The Age of Harmony/Resonance

Atlas Myara

Kingdoms & Lands

The world of Myara is divided up into seven continents, here described with respect to by their geographic position, including nation-states and settlements within those states. Thus we will attempt to scribe a breakdown of the major territories, kingdoms, empires, and land features.

To the west of the central landmasses (and where the sun rises) are the Looming Waters, and to the east the Parting Waters. The central waters, surrounding the Midlands, are the Celestial Waters. Several inland seas scatter the continents.

The Midland continent is made up of closely clustered islands, and Arborelia comprises most of the landmass of these “Center Countries.” Upon Arborelia, the unincorporated Rootlands are home to the Worldtree and is theoretically a portal to the mysterious Outer Realms.

The Eastern Reach is primarily comprised of two continents and their minor outlying islands. The larger of the two is Ulysia, the Northeast Continent, which hosts Gildȧn, and An Luliza. Additionally, in Nativia or the Southeast Continent (also sometimes referred to as “The Old Lands”) the predominant kingdom of Nativia is Mousania. Nestled between these Northeast and Southeast Continents is the Inland Sea.

The Western Reach is generally considered less habitable and more arcane than the eastern hemisphere. It is made up of two continental landmasses, and one more continent that is only a half-submerged archipelago. The Southwest Continent exemplifies this inhospitality, where the kingdoms of Aldstone and Kezelbek are stationed upon a high-altitude tundra. The Dominion of Beasts lies just north of the Southwest Continent, a sprawling jungle island fertilized by the ash of a central supervolcano. The Dreaming Waters spans most of the Northwest region, dotted with an archipelago of the Twilight Isles, the Sovereign Isles, and the Emerald Isles.

The Snowbarrens, or the Southern Continent sits to the extreme south. To the extreme north are the Sandy Wastes, or the Northern Continent.

The Midlands

The Midlands are the continents and archipelagos clustered toward the center of the world, surrounded by all other landmasses. They are often used as a thoroughfare for travelers and sailors moving between the Western and Eastern Reach.

Arborelia

Arborelia is the continent at the very center of the world. Here the World Tree grows deep down into the earth and through the underworlds, and its branches reach high beyond the heavens. It is said that the World Tree is a sort of spiritual vein or highway, upon which immortal beings can travel between the transliminal realmsand other terrestrial worlds. Drawings show one face of the World Tree’s massive ancient trunk painted with a matching ancient wooden door in the shape of a puzzle piece, leading inside to its mysterious halls and mechanisms.

The Rootland is the region surrounding base of the World Tree in Arborelia. Its capitol is Highloom, a labyrinthian ancient city comprised of monks, guards, and various spirits in disguise. These are the Keepers and inhabitants of Highloom, who protect the World Tree and its powers at all costs. Beyond this, the Rootland is apolitically maintained as a common nation for all beings, and is curiously apathetic to mortal concerns. 

Seertown is little more than large and ancient villages, dotted with marble relics, stone mosaics, and other cultural artifacts. Here resides Aven the Oracle, among numerous other mystical celebrities. 

Whistlewood, or the “City in the Trees,” is a network of treehouses built in the canopies Southwest of the Rootland and inhabited almost exclusively by spiritually devout Alvoli. Several other clans of mammalians cohabit here, but the branches are far too flimsy to support any of the Greater Races. 

The Moonwillow Woods run northeast from the Rootlands, a dense network of gigantic firs as well as deciduous trunks. It is said that yet more mammalians and elfs, who have not the privilege to inhabit closer to the Rootlands, inhabit the Moonwillow Woods in secret kingdoms that migrate by night to avoid disrupting the forest spirits. 

The Lifestreams are several streams of water from that gush the base of the World Tree. These collect into a nearby reservoir, and then run southeast, winding between the mountains, and depositing into the Lupine estuary. Behind this estuary stand the Lupine Mountains line the southeast quadrant of Arborelia, facing the sea. These lands, too, are known for their timeless and gigantic foliage.

Ibithia is an island to the northeast of Arborelia, and is a waypoint for travelers going between New Gate and Midland continent. It hosts a thriving sailor culture, a local chapter of mystics (who call it the “portal of souls”), and is lushly forested.

There are also, of course, the Highwind Plains. Other settlements in the Midlands include Merryl, Hamlet, Cellan, Agraria, and Ensdale.

The Eastern Reach

The Eastern Reach is generally regarded as more peaceful and domesticated than the west. It is home to a number of ancient kingdoms and intelligent species organized in highly organized and productive societies.

Cildan

Cildan is sometimes called the most powerful kingdom in the world, and its role in the history of the current Dynasty is indisputable. Cildan was awarded stewardship of the Worldstone by the Twilight councils, a funnel of the land’s magical energy and the prized possession of the Cildannes. A kingdom so rich that its monarchs are sometimes mocked as “The Gilded Keepers,” the Kingdom of Cildan maintains a tight control of a broad region and diversity of settlements through systematic taxation and enforcement thereof via local militias. Although its rulership proves sometimes controversial among annexed territories, there is an indisputable high and luxurious quality of life throughout the whole of the empire, in no small part due to the bureaucratic and militaristic policing of the commoners.

New Gate is one if the primary waypoints on the road between the Midlands and the greater Eastern Reach. This port city is a refuge to innumerable seafaring migrants, constituting a rich and diverse cultural center. It is a bustling center full of open air markets, grand architecture, and curious characters. In addition to its access to the Celestial Waters, New Gate is situated in a valley of the Keystone Mountains. This region is surprisingly fertile, and ancient irrigation channels are able to support predictable harvests and agrarian economies locally throughout the year. As an added result, the city is comparatively spread out.

Castletown is home to the Royal Palace. The city is surrounded by farmland on its inland side, and a culture of great mercantilism. Surrounded by three large agrarian regions, called the Fertile Triad. The triad is a cycling permaculture which alternatively produce wheatgrass, sweetleaf, and cane stalk according to long-honored traditions as dictated by the Land’s Voice. Here in the palace resides the Kest emerald, a mythical carved gem of seerhod and power. The city is perched above the Keystone Mountains. Other notable locations in the city: the High Mage’s Court, Keystone Dungeon, Nightstalk Bay, Maxwell’s Shipping Quarters.

Snakegrotto is a flat, marshy region full of twisting vines and creatively intelligent fauna of all kinds. Not home to any permanent humanoid settlements, though some ruins remain poking up through the mossy wetlands.

Gainne is the a trade port and castletown on Cildan’s eastern shores. In addition to the Gainnekeep and Imperial Armory, Gainne is also home to the Gilded Vaults and their untold royal treasures.

Basten is the intellectual center of Cildan. It is here that there are great libraries serve as a storehouse for different cultural artifacts and foreign texts. In this city is located the Royal College of Unkle, which hosts students coming from far and wide across the world.

Witchreach is a dimly-shaded swamp grotto, in which some witches and their company have constructed stilted wooden homes in which they do magic and sustain themselves through the alchemical crafts.

Lo Tell is a sizable agrarian community with a central village. Although primarily human and mousefolk in makeup, there is also home to a number of gnomish clans about here, as well as a thriving musical and tinkering community. Beyond this, the land is relatively destitute and barren, and farmers’ plots continue to creep away from the town center, for to till more distant fertile soils.  

Cildan sits atop the sprawling Fendorra Plateau, granting it a natural defensive advantage as a state, as well as a uniquely dry climate and arboreal features. 

Other settlements in the Kingdom of Cildan are Foendell, Thinnil, Mervalle, Noble Peaks, Overton, Timberwell, Davantry, and Ensnare.

An Luliza

An Luliza is located in the eastern badlands and sand dunes. It is called the Jeweled Empire, and it historic capitol the Jewel of the Desert. The people here are renowned for their fine metalwork and hieromancy.

Majira, also called the Jewel City, is the capitol of An Luliza. It is a trading post located by the Sidram Delta, on the northeast shores of the continent. Majira is often used as a final waypoint for offshoring goods from the Eastern Reach toward yet more distant ocean isles. 

The Topaz Range is the streak of mountains the starkly divides the borders of Luliza from south Gildan. The mountains are also home to mining camps and military outposts, and noted for their remarkably hard and stony terrain.  

Jinnu, locally called the City of Spirits, is is noted for its tendency as a place of coincidence or revelation. No Oracle or Ancient is known to take up residence there, but it is believed that the earth it rests on is inhabited by transliminal intelligences.

The Asom Desert is a large year-long reservoir located in the barren Mustaf Valley.

Fort City is the capitol of the region, and was once home to the great Asom clan that once ruled the valley. Now the keep is home to whatever tyrant rises to inhabit it. Outside the keep is the Desert Market, a bustling year-long market and shanty town for whoever makes Asom a makeshift home. 

Other settlements in Luliza are Nishap, Casabazesa, and Ban Vusa.

Nativia

Often described as a sort of wonderland, Nativia is also called “The Old Lands” due to its impressively lush old-growth flora and fauna. Unlike the wild jungles of the Dominion of the Beasts, life in Nativian tends to be hospitable, intelligent, clever, or beguiling. Nativia is home to the world’s primary population of mammalia, who outnumber humanoids in nearly every settlement of the continent.

Mousania is the Great Kingdom of Mousefolk. It is the greatest and most developed of the mammalian kingdom, trumping even the old humanoid empires in sophistication and grandeur. The city surrounds a fortified castle-town in the shape of a six-pointed star, from which the royal Mousian court rules over their patrons and serfs. During the later Age of Chaos, Mousian court was politically challenged by the Nightstalker guild over their possession of certain kests.

Bel Palengi is a cultural center located on the southeast waterfront of the island, and often called “the city floating on the shores” due to its unique design. Besides a fishing culture that draws in tourists each summer, Bel Palengi is also known for its stone quarries and as a center of the arts. The Gildish military fort of Well Wae is located in the northeast foothills of this region.

The Sildae Woodlands cover much of the northwest side of the continent, and are noted for their historically unique flora and the presence of forest villages throughout. Many intelligent species and spirits work in these lands, searching for their resources among the natural world in endless abundance. 

The Silver Land is a peninsula jutting out from the southwest region of Nativia and reaching towards Aldestone. This region has been long known for is monochrome landscapes which cannot be reproduced accurately in color prints, and which are poorly documented to this day.

Other settlements in the region include Pemi, Vanila, Bredy, Cuasette, Celtes, Bestole, Crimn, and Ratfell.

The Western Reach

The Western Reach is often thought of as an inhospitable and wild region of the world, more suited to beasts and adventurers than permanent residents. Nonetheless, the hardy dwarves took up residency in its cavernous mountains. And in the Dreaming Waters toward its north end reside the Elf Kingdoms, endlessly contemplating the precarious circumstances of the world and realms beyond.

Aldestone

Known colloquially as the Bearded Kingdom, dwarves and gnomes are the near-exclusive inhabitants of this hardy and persistent society. Aldestone’s settlements consist almost entirely of ornate, sprawling caverns carved out of mountain walls and old mining tunnels, with some resource camps situated above ground on the steppes. It is often remarked that the culture of the Aldestone region represents a spectacular collaboration of Myara’s finest dwarven engineering and gnomish ingenuity.

Settlements in Aldstone include Whilren, Rocdier, Borrelogen, Testhmick, Porritoc, Silsuc Mountain.

Kezelbek

Empire of the Southwest Tundra

Taldoz, also called the Imperial City by Kezbekians, is a small walled city located on the plains of the southwest continent. Taldoz is primarily known for its subsistence despite a scarcity of nearby fertile land and shallow ore. Despite this, the city is crowded with chromatic and inspired architecture, public venues, and temples to the Styles.

Dattock is Kezelbek’s primary port city, resting on the frosty southwestern shores and facing the Looming Waters. Although less sophisticated that other grand port cities of the land, Dattock attracts a unique array of visitors, even strangers from distant westward isles that sparsely dot the Looming Waters. It is known as a popular port for pirates and smugglers, due to the criminal convenience bribery within its local governance.

Azbora is a city on the Kezbekian side of the Ozemn Mountains, the ridge that divides the southwest continent into the two states. It is thought of as the last passage before the borders of Aldstone for travellers moving between the two regions, and home to a diverse culture of both Kezbeckians and Aldestonites.

Other settlements in Kezelbek include Mestif and Cazabesha.

Dominion of Beasts

Besides those inhabited and operated by its monstrous or goblinoid inhabitants, the Dominion of Beasts is not known as home to any permanent humanoid settlements. Instead, the continent and surrounding isles are exclusively overrun by jungle flora, beastly animals, and other enchanted and exotic variants of known wildlife.

Mount Ultima is an active volcano near the center of the primary island.

Old Essof’s Run is a valley is crusted with ancient magma, and extending from the center of Mount Ultimus far away into the ocean. It was first described by the gnomish explorer Mortier Essof in his voluminous autobiographical work Perilous Journeys, and is now referred to as a key landmark for navigating the continent’s inhospitable terrain. 

The Swamps of Demise are the outer wetlands of the Dominion, which often serve to discourage anyone approaching the inner volcanic region

Oftrealm is a gnomish settlement on the far boarder of the Dominion of Beasts. Part of the settlement is above ground, but this only serves as the entry point and guardpost for a greater subterranean fortress. Oftrealm is used as a gnomish stronghold on the Dominion, as well as a center of research for gnomish academics and nobility.

Twilight Isles

The Twilight Isles comprise the primary colony of elves (Dwagar ald[ar] or Lïtherian elùe) in the world. The spiritual depth of its inhabitants match their midnight sun and dewey mystery.

Lïther, home of the Twilight Kingdom, is a partly-submerged island constructed of massive prehistoric ruins that are, still to this day, inhabited by a single lineage of elves known as the Lïtherians. The Lïtherians are celebrated as the creators of the Myaran language, which is derived from Lïtherian elvish. They have produced some of the finest academic and mystical texts known to Myara, and keep isolated from the royal wars of distant countries, protected from invasion by the Dreaming Waters and Luna’s tides.

Tiibelst Sedar is a sprawling island covered in woodlands.

Qual Kestalt is dotted with several towns and scholarly monasteries, primarily concerning themselfs with medical sciences and other anatomical arts. 

Other islands and settlements in Twilights are Tirrela, Venriil, and Eodunn 

Sovereign Archipelago

Confederacy of Isles

These isles include Capitol Isle, Trout Fars, Wildren, and Tropic

Emerald Isles

Kingdom of Rathor, on the isle Rathor, occupied by ancient rats.

Estertoe is here.

Fagos, the haunted isle. Here a young and foolish fey race is possessed by nagas, and are cursed to circle the island endlessly in desperation. The island is known for its exports of hardwoods and other fine lumbers, though these too are considered cursed to a degree. The living austerics and miasmas of Fagos serve penance in anchorite cells and tunnels carved into the Wyrdic earth, gated from open air.

Sentinel, an isle of anchorite monks, who reside the slow mummification of monastic retreat upon its steep, intimidating cliffs. 

Atlas Myara Vol. V – The Uncharted Lands

Style Green

[MAP OF THE UNCHARTED LANDS, ROUGHLY?]

Snowbarrens

The Snowbarrens are the tundra and glacier regions located at the ice cap toward the bottom of the world. Wildlife here persists, although it is highly adapted to the constantly freezing climate and near scarcity of nutritious plant life.

Outpost, Desolation

Dusty Wastes

The northern desert continent.

Marra

Underworld

Great realms under the earth, inhabited by those who are called the “Underground Kingdoms”

Dwarven Regency

Naganiaga

Lasa Nulembo’s Astrology Vol. I – The Myaran Calendar

Style Blue

The Sprite, Fey & Elf Kinds

The sprites are remnants of Myaran spirits who lived during the Draconic wars and were slayed. These spirits represent some of the earliest documented records of soul individuals living on Myara, and were gifted new corporeal bodies as the fey races (faeries, brownies, and gnomes) by Florella.

Luna did not believe the fey races would succeed, and that the sprites of the Dynasty of Draco were inherently prone to wickedness and error. For this reason she created her own variety of humanoids to challenge the fairies, the elfs, who were to be a transitional stage between sprite and humanoid where the fledgling races could live out their childhood in cosmic play.

Florella’s fey 

The elfs succeeded at this mission and later were reincarnated by Luna as the elves, a nobler race which quickly grew depressed and despondent at their developing wisdom of the world’s depraved state. These elves eventually foretold and organized the coming of the Shaell Bindings, who challenged the Styles’ own cosmic authority and allied the Myaran solar system with the Shaell Constellation.

Philology of Myara

Languages & Scripts

Classical & Vernacular Myaran

Myaran is the most prevalent language of the world, especially among humanoids and mammalians. In addition to its many regional dialects, Myaran is divided up into two main linguistic branches: Classical Myaran and Vernacular Myaran. The former is employed mainly in printed texts, while the latter is the spoken language it is based on.

t msc̈ sxƨyn

Classical Myaran

Classical Myaran is based on the linguistic codes of the Ancient empires. It is the oldest form of the language, predating the mechanization of printed word, and is more widely used in old historical texts.

The formal script Longhand is often used for printing Classical Myaran, and it is popularly employed by a number of humanoids.

Longhand is compact and easily reproduced through printed glyphs, Transliminal Liitherian styles are preferred for technical writing due to built-in grammatical constructs representing abstract linguistic and conceptual structures.

Music

Music is the decorative style of Myaran script used architecturally and in artwork. It features selectively omitted accents and colorized text with filled areas. The letters “may be ornamented” in the style of animals or common objects. Music is often written around buildings in repeating sentences, and is used to tell the Styles’ stories.

Longhand Script

Longhand is the vernacular style for handwriting in several Myaran languages, and is popularly employed by a number of humanoids. It closely resembles the Latin alphabet (known to our readers) in several calligraphic variations.

While Longhand is compact and easily reproduced through printed glyphs, Transliminal is preferred for technical writing due to built-in grammatical constructs aiding abstract linguistic and conceptual structures.

Myara’s phonetics and dialects change throughout the Dynastic Ages.

Shorthand Script

Shorthand is a simplified version of the Longhand alphabet. It contains more letters to convey more phonetic details. Unlike Longhand, shorthand is not written using officiated calligraphic or heraldic conventions. Shorthand looks like Latin handwriting with additional accent marks indicating vowel placement, and varies based on pronunciation.

Vernacular Myaran

Vernacular Myaran is a modern, common form of spoken Myaran. Due to cosmological reasons, it is identical to English as it is known to our readers. Vernacular varies significantly across the lands, while written forms in Classical vary less. The abbreviated alphabet Shorthand was developed as a simpler standardized writing system that was easily employed in by printing machines. As far as the written word goes, texts written in Vernacular Myaran in Shorthand are by far the most commonly read in Myara. The book you hold in your hands at this very moment employs this combination! Its popularity has even led to it becoming increasingly preferred for informal correspondence. Although minor variations of slang, terminology, and accent continue to evolve across distant regional dialects, Vernacular  Myaran is usually thought to considerably standardized.

Cildainian

Cildainian is the royal tongue spoken through the Kingdom of Cildain and their territories.

Kezbeckian

Kezbeckian is a combined Myaran-Dwarven language spoken on the Southeastern Continent, in Kezelbeck and by Aldesten translators.

Transliminal Scriptin

Transliminal visitors have noted many similarities between Myaran and the languages of certain kinds of extraliminal realms. Vernacular Myaran is said to resemble the extraliminal language English, whereas Classical Myaran contains a more abstracted version of English designed for transliminal endeavors.

TRANSLIMINAL is the formal language and alphabet of Myaran scholars and mystics. It was developed in urban magic academies over several hundred years of intense technical formalization. The transliminal alphabet is built on the classical alchemical symbol set of the Liithern mystics, and is thought to constitute a set of icons with archetypal parallels with other worlds. Transliminal is prized for its seemingly endless utility in relating magical arts, technical descriptions, and poetic verbosity.

Liitherian

Liitherian is a dark tongue spoken by the elfs in Myara; it is standardized by mystics and oracles on the Liitherian archipelago. The writing system of Liitherian is a calligraphic script predating Tengwar, an Uncial printing system. It features a large number of lateral pronunciations and logical constructions. Liitherians is a completely internally-coherent language, and evolves with the elves’ cognition as it changes collectively.

Devonic

Devonic is the language of the Myaran Creators or Dyei. Unlike Transliminal, devonic is very poorly understood and unaccounted for by scientific practice. The script itself, as well as most devonic writings, have been recorded by a multigenerational tradition of monastic visionaries, trained from childhood to channel the voices of intradimensional spirits. It is primary used for magical inscriptions, incantations, and secret and magically-charged spiritual or metaphysical writing.

Scritch & Scritchprint

SCRITCH & SCRITCHPRINT are a language and alphabet employed by primarodentia and related Mammalian races. Originally developed as a counting system for use in trade and property management between communal parties, Scritchprint eventually developed rich linguistic and poetic complexity, marked by a primordial and stylistic quality. Today, the language is widely thought to have been derived from arcane classical tongues of older histories and Dynasties.

Dwagar or Dwarven

Dwagar is the common tongue of the dwarven race. It is written in runes. It is native to Aldestone. It is thought to have been designed for ease when engraving in stone. It became the chief dwarven tongue for its use in conveying long histories, engineering knowledge, and commemorative or enchanted inscriptions. Although it is not commonly encountered outside of dwarven culture, it continues to evolve and find new applications among races of the Underground Kingdoms.

Theban

THEBAN (commonly called the witch’s alphabet due to its utility in vernacular magic) is a script believed to be used by transcendent beings and demonic entities. Like Transliminal, it is designed around geometric forms conveying archetypal functions.

Fey

FEY is the language of the fairė realms and encompasses a language family containing many unique dialects, regional tongues, and a wide array of scripts of alphabets. This group of languages is used for various purposes by elf commoners, artisans, and and mystics. In Myara, the other common elfin languages are Liithern, Elfish, and Tengwish.

Carrollian

CARROLLIAN is a punning language with unique features.

A Treatise on the Differences Between Devonic and Transliminal Scripts

Much has been made of the supramundane and Outer similarities between the Devonic and Transliminal scripts. There is a tenuous distinction to be made between the two, which is not always obvious to foreign readers.

Perhaps the most significant of differences can be stated thusly: Devonic is a spiritual language for communication between Outer Realms, while Transliminal is a scientific notation meant for materialist universal observations. This is codified in their very appearance, the former being an elegant and somewhat interpretive language of brushstrokes and calligraphic execution, while Transliminal is more geometric and fundamentally mathematical in its composition.

The early history of these two scripts reveals further analogies between them. Both are widely considered to be “discovered” tongues rather than ones emerging from collective evolution and social invention. Like the Alchemical Table of Elements, Devonic and Transliminal were both penned by academics and scholars as a way of revealing fundamental truths and underlying forms in the Land of Myara. During the Late Period of the Age of Ingenuity, Liitherian mages were responsible for the discovery of Devonic and standardized its glyph-forms. The script has undergone little revision since its formulation, despite widespread adoption by other magical agencies. Contrarily, Transliminal is a more recent discovery by the Cult of Luna, who first developed its theoretical basis as a method of maritime navigation. Over time past several hundred years, these measurements were condensed and methodically standardized into its current set of symbols.

Style scholars would do well to familiarize themselfs with these histories. The essence of a language is contained not only in its aesthetic form, but also its history of use and collective emergence. As Liithern scholars wrote, “…words are vessels by which to convey tides of inspiration.” Words alone are perhaps utterly meaningless, but their associations and respective personal significance carry the wisdom of many lives.

Bestiary

The beasts and monsters of Myara are our natural enemy.

Good animalians are protected from them by the Nightstalkers, who betrayed their ratman blood to ward off Menth’s pirates. Nativians may find passage through Mousainian temples and churches to Arborelia, where the Worldtree branches up towards heaven and is guarded by oracles.

Man

In Myara, there was one man who won man, who was man, and is considered to have committed suicide. The Liitherians deprecated their race for the twin constellations so that Myara could nurse an angelic humanoid race.

Golems (Creatures)

In American English these are sometimes called zombies, in British English they are called sombies, and they are called by their masters’ tongue.

Golems don’t belong in heaven because they’re not supposed to have any de-sireable spirit, that poses a danger to the master. 

Creatures can spontaneously generate through magic. By means of a barrel of rats and some rags without doing the laundry, Noetic  life is created there under Luna’s tides with the manic fire of Draco.

Vampires

Nosferatu reach with claws.

Vampires leak blood but honor royal processes socially. We are supposed to be able to cure disease in the magic future.

Vampires are supposed to be white, not green. A vampire with strep throat leaves footprints upon dewy lawns.

Changelings

Changelings are beings which steal children from under their parents’ watchful eye. These are raised as Changeling children. The parents are unable to find the children, despite these crimes historically being local.

The Changelings’ process of stealing children may be done spiritually during fetal development, and is mythologically referenced by birds that steal eggs, such as mockingbirds and bluejays.

On planet Earth, Jews can be correctly identified as Changelings. Jews cause parents of stolen children to “babel like infants,” or “cry with their childrens’ blood.” The parents cannot locate their child, almost always locally stolen, because their language is taken away from them — this is why Jews approve of the term “changeling” in the popular Whitewolf roleplaying books, which is where I first encountered the term in a text produced by a printing press. It refers obviously to the curse of Babylon, in which the Babylonian tribes built a tower to heaven to challenge their God, and were cursed to babel in separate tongues as tribes by him. The tribes keep this curse still.

Being Song

Figure 3: The Myaran temple window sent by Westwood Studios

Sonne Sonnas, or “Being [Thread]song,” is a Myaran song describing the creation and worldcycles of Myara that is canonical with planet Earth and the Bhagavad Gita (Sonne Sonnas is called “Bhava Gita” in Vedic translation), and was received as dream terma by the author. It is reproduced here in full, as it is still being written drawing from the initial concept that received it:

Mitosis

Dichotomies

In the beginning, arising from [organized transliminal structures that appear chaotic/transcendent to us], [the shell-membrane containing our perception of the existing universe] was formed.

Here exists, still.

This was [the singular closed-off illusion of reality] that formed [our dharmakaya/our complete impression of this reality and its physical/spiritual energies]. This [shell-membrane] contained within it already contained the improbable multitudes described below, and to consider it in singular is only a theoretical construct to aid in comprehension.

Everything here began by separating from there.

Autopoesis

The [shell-membrane] [divided/underwent mitosis]. [The shell-membrane containing our perception of the universe] evolved so that it was manifested in multiple.

These [shell-membranes] were similar enough to [share boundaries] and existed together in stable autopoiesis. Together they formed intimidating structures of life

The more things separate there, the more here began.

These [shell-membrane]-clusters became [the cells/atoms/quanta] of our reality. They represent the smallest microcosm that is existing, in that it is theoretically possible, demonstrable through our ability to perceive it as conscious thinking beings. With different physical scales, reality bends with our ability to perceive it.

The more we thought about beginnings here, the further we drifted from endings there.

Complexity

The man-scale world we are familiar with is contained within/made up of these units of energy. To reiterate, reality is constructed from [shell-membrane units of conscious perception].

Still, everything had separate beginnings here.

The point of this is that all perception is based on the existence of [real energy] in [geometric/cellular/molecular/atomic/quantum arrangements] which have [unique energetic fingerprints] which are observable in all things within a [shell]. This [energetic fingerprinting] is the reflection in the jeweled drops of Indra’s net. This concept is logically absurd when considered in everyday frameworks of housework and gardening, and should only be considered by those gradually losing their sanity for the sake of an enlightenment that enables perceiving maya from a higher vantage point.

We know this because we’re all here, separate, still.

Because things at all scales are unique together in this [energetic fingerprinting], we see correlations between atoms and man-scale phenomena that seem to defy time and space. Cells organize with flock-level intelligence, human crowds adhere to the laws of fluid dynamics, quantum spin entangles instantly across space, the spheres’ motion and chemistry seems to influence terrestrial phenomena, and all suggestion that consciousness is cognitively distinct at different scales is suddenly questioned.

Here things can be small or big, and they are still like those things.

As the perceivable resolution of reality increases technologically, so does the necessity of having a perception of a reality which can support meaningful comprehension of that which is observed. This means that more advanced scientific minds will require more advanced spiritual/bioenergetic/[theo]neurotheological wisdoms and learnings, or else they will go mad from the self-evident proof of their findings. Ironically this is no different than the ordinary domestic sort of madness, in that intuition reveals those aspects of maya which are hidden from the madman by society, except that science is a much more exceptional context. This is why things like fine arts, music, alchemistry, magic, and science seem to demonstrate considerable phenomenological entanglements [among/between (ablative case)] one another.

Impossibly simple explanations, these imply eternal symmetry everywhere.

The entirety of our existence and adjacent [shell-membranes] exist recursively in [shell-membranes] such that scale extends infinitely into infinite dimensions. As mentioned above, since [the beginning] no [shell-membranes] ever actually existed in isolation, they only have existed in the [ultimate plurality that is unfolding].

Complex realities are always separating here into there.

The geometry of these structures is also uncertain. Here we represent with the simplest 3D membrane, a sphere, but this is an archetypal-philosophical abstraction meant to aid in comprehension and lend parity with traditional metaphysics. In reality [membrane-shells] must be considered like a complex energy field extending into higher dimensions, such as with electromagnetism, radiation, or gravity.

There are realities otherwhere, but the complexity you see here is ever there still.

Phenomenologies

Wherein subjective phenomenological realities and emergent symptoms of maya are defined as a unified construct, the Phenomena

This means that reality is [always revealing itself like a blossom or sprout] to the [perceiving streams of consciousness], which is perceived as [waking multiversal dreamtime], which is a more permanent [bioenergetic alignment-experience] than the ones simulated by the psychedelic experience. The Phenomenon, or [emergent-maya-symptom], of [waking multiversal dreamtime] seems to contain the definition of space-time, but encrypted in higher dimensionalities beyond mundane human comprehension, so mammalian cognition must be aided by higher-order computational capacities when perceiving it.

This implies the existence of other multiversal realities with similar-yet-different [energetic fingerprints], which are [adjacent or overlapping within high dimensionalities] with “our own” multiversal reality. Perceptions and realities form singular [shell-membranes] which become multiversal when they are [adjacent or overlapping within high dimensionalities] due to entropic changes to consciousness, this is the cause of synchronicities in consciousness, and one of the [emergent-maya-symptoms] observed in [waking dreamtimes] referred to here are Phenomena.

Another [emergent-maya-symptom] is astrology and similar topological fields such as numerology and mathematics. The motion of the heavens has always appeared constrained by the activity of macrocosmic phenomena. Due to [energetic fingerprinting], this is interpretable as acausal astrological phenomena, or a diminished relevance of space/time in subjectively-perceived correlations and synchronicistic entanglements, which is a hallmark of the [emergent-maya-symptomologies]. Perception and reality are one [construct].

Delusion

The subjective nature of this perception creates a rift in the ability to objectively process the information, as such it becomes sequestered rhetorically andor ignored/censored. Thus perception and reality become separately constructed, manifesting delusion within the illusion, binding the mind to it and trapping it there like a cancer. Such sequestered karmas may manifest as disease in a single lifetime, or influence subsequent rebirths and the nature of future emanations. This karma is optional, but it is best to not describe it as optional, in order to emphasize the jaw clench strength of maya’s ensnarement.

Thus the [fingerprint of dharmakaya the Constellation] is apparent in the illusion, and conveyed in stories and analogy, and mocked in karmas. However there is little possibility that karmas (themselves [action potentials built within an illusory framework of reality]) can be accurately measure [action potentials built within an illusory framework of reality] without more consideration for decrypting absurdities within the mystery of consciousness.

Archetypies

The [song/thread/scroll/book/tally] is used as a metaphysical analogy for cosmic spiritual impulses that may seem to originate from [transliminal dimensions, genius loci, personal creative inspiration, etc]. These pancultural narratives/cosmic archetypes reveal the common aspects of human and non-human experiences of life on earth, and hint at the abstract logics of transdimensional realities. Abstract systems revealing Phenomena such as mathematics and alchemy suggest organizing principles underlying reality and macro shifts in reality.

Alchemical achetypies label mortal perceptions of the recurrent fruit of karmic blossomings and repeated developments shared between lives. In its least chaotic sense of personal history this is understood as manifested in mindstreams and between living individuals sharing a mindstream (which are ultimately, being a dimension of reality itself, all beings [entropically/symmetrically equivalent]). This creates the opportunity for impressing souls which actualize over multiple lives (such as dynasties, artists, magicians, etc) or having karma emanation in multiple manifestations simultaneously (plural tulkus, twins/triplets/etc).

This being said, it is inaccurate to assume that the originating mind-stream/soul was ever truly ever in the singular, as they must still be considered to be components of a wider bandwidth of spirit or energies adjacent to spiritually-relevant dimensional realities (quite common, such as with lifelong spiritual possession by a ghost/inspiration by transdimensional genius/individuals who are [karmically or action-potential-spiritually] entwined).

Part I: The Constellations (Manas)

Biota

Earth is ruled by microscopic biota (fungi, virii, etc) which are entangled with grand cosmic phenomena. Because cell-sized robotics are constrained by quantum laws of relativity, manufacturing nanobots to compete with natural diseases runs against apparent laws of physics. Artificial biota must be complementary to the natural relativistic order of scaling the Constellations, or else they are incompatible with it, and are naturally rejected.

Over the ages, microbiotic phenomena respectively influence and define the human-scale cultures with which they are contemporary. We can attribute many bizarre large-scale behavioral trends to various subtle influences on collective cognition, such as: psychedelic empires, dancing plagues, ritual self-destruction or self-poisoning, god-emperors, cannibalism, death pacts, cults, “heavenly mana,” distinct haplogroups within and between races, etc.

Like and cultures or civilizations, the microbiotic world undergoes cycles of transformation, boom and bust. Depending on the microcosmic phenomena being observed, this may follow any number of factors, as represented in the gunas, astronomical motions, or any other perceived cycle of chance. It is essential to remember that the microbiotic influences of our world are not separate from the man-scale or macrocosmic ones. However, from our point of view, they appear highly consequential relativistically (as are astronomical phenomena) as they may significantly inform our definition of social human consciousness.

Trends in Delusion

We intuitively understand such chaotic or tragic changes in human cognition as influenced by cosmic factors, as they are discussed in gnosticism, kaliyuga, bicameral mind theory, accounts of human atrocities, deluge and other purges or mortals by divinity, and other common narrative themes of the corruption of religion and equivalent sacred social institutions on earth. 

This corruption of sacred knowledge extends to science, which itself is a sort of religion of [measurable philosophical equivalencies in data], and we see various cultures influenced by different [microbiotic macrobiomes] developing their own science with both overlap with and challenge religious beliefs in compelling ways. And as consciousness changes and science develops new progress, a natural conflict emerges with the old orders represented in religion. So religion is always playing catch-up with science in terms of current awareness, and science should always mind the protective institutions of the past which are kept sacred in religion.

Since societal collapse is a collective phenomena and not an institutional one, it is fascinating to watch science and religion to fall with a shared pomp and flare, for all the distinctions they would prefer to keep between them.

Humoralism

Alchemy

Astronomies

The stars and their associated astrologers in respective cultures serve as a global, macro-scale [clock/computer/map] that varies based on consistent geographic measurements and changes only with significant events. We should also be aware that macro-scale shifts in consciousness might alter the seemingly immovable firmaments, and that the associations between constellations and star systems has changed with mystery over the eras of mankind. This being said, the firmament is remarkably fixed through human history. 

The sky is certainly more fixed as a social history than the proof of mathematics and physics that currently image the stars themselves. So as our understanding of history changes as we learn more about the past, so too may the recorded observations of astrological events, and this may well still prove a challenge modern scientific findings.

Translimina

The plane we find ourselves on, and the stars above us, are the material real or [world-system] that our [local shell-membrane] manifests. As macrocosm dictates, the stars are a inconceivably gigantic reflection of life on earth, and vice versa.

The individual person’s world system is determined by the [shell-membrane] fingerprint that is exhibited by it. Independent [mindstreams/sets of consciousness/soul-perceptions] inhabit distinct realities, and to traverse these other realities in any way is to enter into a transliminal  state of consciousness. In such a state the stability of one’s own [shell-membrane] will begin to degrade, as if undergoing radioactive decay, and realign based on the determinants of the [shell-membranes] intersecting it. This is a primary cause of the appearance of [phenomena/siddhis].

World-Systems

Part II: Entanglement

Collective Consciousness

Consciousness in Vitra

Cloning

The best way to [clone] yourself is through [reincarnation], which requires no nasty artificial assistance, save for your own hard work.

The second-best method of cloning is the use of [transdimensional portals], allowing beings to “[walk-in]” from another dimension. This is explained in the [Egyptian Book of the Dead] under “cancer.” Sometimes clones mysteriously assume the place of someone else (a “[Invasion of the Bodysnatchers|body-snatcher]”). This is a big problem nowadays.

Farmers have studied guiding rebirth and memory transfer both through vernacular wizardry and later [Charles Darwin|formal genetics]. This is documented widely in texts such as the [Voynich Manuscript], [On the Origin of Species], and (more controversially) [Mein Kampf]. Many plants are associated with this in vitra/agricola embryonic-experimenting, including Roman [silphium], Igbo [yams], and [bananas]. It is the origin of cultural phenomena such as “[cabbage patch kids].” 

[Animal domestication] naturally compliments this grand experiment. Similar genomic leaps between the animal and vegetable worlds are also observed in [insect camouflage] and [coral|marine fauna].

Some places are designed to study the process of spiritual transfer between humans and potentially-human embryos. These include the “[Camera Lucida|winter garden of my mother]” shown in a photo described by [Roland Barthes], the [Winchester Mystery House], that weird [Arctic seed vault], select [woofing|organic farms], and many kinds of creepy [resorts] like [Epstein Island|Pleasure Island] and [Prora|Uncle Hitler’s Sexy Beach Funhouse].

Cultural programs near [Roswell, New Mexico] are similarly focused on extrapolating functions extraterrestrial influences to human genetics. That’s a different beast altogether. But while we’re on the subject, [Rapa Nui] should be mentioned too.

Organic psychedelic fungi bridge the connection between the human spirit and his influence over the natural environment; we may assume that mythological substances such as “[forbidden fruit]” and “[soma]” posses such qualities, imparting a mortal pact upon the consumer.

Suddenly the zodiac of Cancer becomes much less about disease, and more about a bizarre process of miraculous rebirth that has preceded the memory of all human history. There’s a lesson to be learned here for public global medicine guided by AI. I don’t know why I’m explaining all of this to you. But I should also mention that they have cloned the [unicorn]. It is the [giraffe]. Also, [Jurassic Park] is real.

Ancients

Matriarchy

Divine Empire

Divine empire has been historically demonstrated by emperors with claims of godliness, pharaohs, lamas, cults, cultic Abrahamic religions such as Mormonism and Islam, and royalty cursed with diseases. It is a form of mental disease, in which the divine people of a [political state] may split into extradimensional realities and manifest a personal utopia there.

More simply, this can also be practiced in private by monks who reject worldly attachments. However, once a godhead has achieved an enlightened state, only karmic bindings can bring that person down from their [elevated energetic-nervous state.]

Nazism

Nazism [always-shows] up-colors, winds “always-invade in March.” Nazism is a format of divine empire by which the relativistic phenomena driving the collective consciousness is one that defaults to violence and the mass ignorance and perpetuation of that violence as a means of control. This is [dystopian totalitarianism], where the well-being of respective mindstreams is deprioritized in favor of political and capital domination. It is evident in movements such as Nazi Germany, the CIA, Chinese Cultural Revolution, Italian mafias, indigenous occultism and black magic, etc.

Nazism is born out of a spiritual-political impulse to manifest collective consciousness, which in turn risks generating a degenerative cognitive condition due to [entropy]. For this reason it may appear a genuine spiritual path in early or mild incarnations, but if the actualization of these beliefs prove self-destructive or cannibalistic, there is little hope for continued progress.

Extraterreria

Collapse

Part III: Phenomena

Siddhis

The classic Indian siddhis should also fall under the definition of the Phenomena, and demonstrate overlap with these definitions.

Apparition & Disapparition

In which both living beings and inanimate objects blink in and out of our [present dimension] due to [entropic abundance & exhaustion].

Panlocality

In which [a siddhi] appears [to be a/live] in multiple places simultaneously.

Pandimensionality

In which [a siddhi] or [thing] appears [to be a/live] in multiple quantifiable dimensions of spacetime simultaneously.

Translocality

In which [a siddhi] or [thing] presents itself in an unseen [spatial/geometric-material] dimension.

Telepathy

Retrocausality

Apporting

In which objects disappear from one place and appear again elsewhere without material explanation.

Summoning

Portals

In case you need some magic portals, hears some.