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Chapter 5 - Databook 5: Cosmology Untold

[SPHERE]

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

[PRIME SPHERES]

In the grand structure of the Halvrendor, not all Spheres are equal. Among the countless worlds that exist across the cosmos, a rare few stand apart, known as the Prime Spheres. These are the core worlds from which entire Multiversal Divisions emerge. A Prime Sphere acts as a central anchor point in the metaphysical lattice of reality. From its existence flows an endless branching of other Spheres, lesser or derivative worlds that are conceptually, causally, or structurally connected to it. These connected worlds do not merely orbit the Prime Sphere, but are extensions of its core laws, themes, and metaphysical DNA. Each Prime Sphere gives rise to a Multiversal Division, which is essentially a cluster of infinite Spheres bound together through shared origin, law, or conceptual lineage. The Prime Sphere functions as the foundation for this entire Division, meaning, if a Prime Sphere is altered, all connected Spheres are affected. If it is destroyed, the entire Division may collapse or become unstable. If empowered, the Spheres under its influence may also evolve or shift to reflect that change. Because of this, Prime Spheres are considered keystones of multiversal structure—realms that hold disproportionate power and significance in maintaining the order and continuity of their Multiversal Division. The Supernals often pay close attention to Prime Spheres, as their influence spans beyond a single world. Conflicts, miracles, or events within a Prime Sphere may have ripple effects throughout countless other realities tied to its Division. Some Prime Spheres are known by mythic names, Mount Olympus, Jianmu Tree, or Yggdrasil, and are the setting for some of the most important events in cosmic history. Within Prime Spheres, laws are more potent, spiritual weight is heavier, and entities such as Qlippoth, Elohim, and even Outsiders often focus their efforts.

[TIMELINES]

Within a Sphere are multiple Timelines, threads of causality that twist and shimmer through the folds of time like serpents in mirrored glass. These continuums may run parallel, diverge, or fold in upon one another, often unseen by their own inhabitants. Some Spheres are simple, holding one or two timelines. Others, especially those of divine interest, carry a thousand moments all breathing at once, simultaneously alive in both the Nie'mada and At'ama.

[Nie'mada — The World of Matter]

Spoken in the First Tongue as Nie'mada, this is the Physical World, the one most mortals perceive and dwell within. It is a realm of form and function, where all things possess weight, size, and shape. Every artifact, every body, every hill or blade or tool is a thing of mass and moment, bound to the three spatial laws—length, width, and height. It is here where time is linear, perception is bound by the senses, and the soul wears a cloak of skin.

[At'ama — The World of Reflection]

But beneath Nie'mada, or perhaps above it, exists the At'ama, the Spiritual World, also spoken in the First Tongue. It is not visible to most, nor is it made of stone or flesh. Rather, it is the reflection of reality's essence, the mirrored soul of the world. Every being and structure in Nie'mada casts a shadow here, not of light, but of meaning. The At'ama is of a higher dimensional fold, shaped by the fourth axis: time unbound. Mortalkind, tethered to forward flow, cannot walk freely here. To perceive the At'ama is to awaken the mind beyond causality, through ancient magic, dream-walking, or the sacred arts of Spirits. The At'ama doesn't contain one realm, but three, each layered upon the next like veils drawn across the eye of creation:

[Elysium — The Crown of Thought]

At the highest fold lies Elysium, a realm of pure idea, where all thoughts and inventions, every whisper of dream or concept, exist in eternal harmony. This is the home of the Alufray, spirits born from the ideas of mortals and the collective unconscious. Here, the very air breathes knowledge; one may stumble upon a forgotten theorem walking like a man, or a melody sung by a river, among many other incomprehensible findings. Elysium is not heaven. It is inspiration unbound, a dream before dreaming, a forge where the soul hammers meaning into myth.

[Penumbra — The Hollow of Fears]

Beneath Elysium lies the Penumbra, the twilight realm where fear is sovereign. Though it too is shaped by the collective unconscious, Penumbra is divided from the clarity of Elysium, steeped in the inherited shadows of Mortalkind. The fear of fire, of falling, of being forgotten, these primal dreads manifest here as Elufray, spirits of terror and instinct. The Elufray are not evil unless persuaded. They are custodians of caution, preserving fear so that mortals may survive their own ignorance. They are shepherds of shadow, born from flame and silence, and their rule is one of stillness and awe, though some magicians have learned to form contracts with them and use them for their own benefits.

[Oblivion — The Abyss of Unbeing]

At the lowest fold, hidden even from the gaze of thought, lurks Oblivion. This realm, if it exists, is the final unmaking. It is not a place of death, but of nonexistence, where the spirits of fallen Alufray and Elufray drift as broken echoes. All meaning dies here, every idea, principle, and purpose stripped of identity and dissolved into the endless abyss. It is said that Oblivion only exists within a Prime Sphere, and even there, it does not reside, it devours. No soul returns from it. No voice is heard. The Qlippoth, spirits of negation and silence, dwell in its impossible geometry. They do not judge. They ensure nothing escapes. Some mages scoff at Oblivion. "What cannot be reached cannot be real," they say. But the wise know that truth and fear often walk the same path. And none who walk toward Oblivion ever return to correct the record. If one were to delve into this terrifying realm, they'd enter the infinite abyss, which is an infinite hierarchy of nonexistent structures, far more potent than the last, ensuring none can reach its center. The infinite abyss is so complex that it follows infinite-valued logic.

[HYPERURANION]

Every Prime Sphere, no matter how vast or humble, is tethered to a Hyperuranion, a realm above all realms, a divine dominion from which the Elohim issue forth the principles of reality. It is neither physical nor purely spiritual, but something altogether greater, existing outside the constraints of form, sequence, and the fourth dimension. If the At'ama is the mind's mirror, the Hyperuranion is the mind's origin. This realm is the prime emitter of Law. It is here that the gods dwell, each one an eternal flame that burns not for worship, but for function. For the Elohim are not merely deities to be revered, they are the living pillars of existence. Each Elohim casts their law outward, not downward, like great suns flaring across the metaphysical skies of their Multiversal Division. Their decrees weave the architecture of reality, anchoring the world so it does not collapse into Chaos by spreading their laws across the entire Multiverse. But the Hyperuranion is not invulnerable. Should an Elohim perish, the law they embody unravels. The result is not merely divine silence, but existential collapse. If the God of Fire dies, flame no longer behaves as flame. If the Goddess of Death falters, souls may linger, refusing to pass into the Afterlife, poisoning the world with undeath. Though they regenerate over eons, the absence of an Elohim fractures the Sphere, birthing eras of instability, madness, and divine error. Such divine deaths are not common. But when they occur, they mark the end of ages, and the rise of myth. (The Hyperuranion of Yggdrasil is Asgard).

[OL'TRINIAN]

The Ol'trinian is not merely a realm. It is the ancient medium through which the very architecture of the Sphere is upheld, a limitless ocean of pure, unformed mana, older than concept and deeper than identity. It surrounds and suffuses all existence, flowing not through space, but through conceptual hierarchy, dividing and connecting the three fundamental layers of being: The Nie'mada, At'ama, and Hyperuranion. These worlds do not merely lie one atop another, they exist at entirely distinct metaphysical strata, and only through the Ol'trinian can one traverse between them. To understand the Ol'trinian is to grasp the skeleton of one's sphere, for within its formless waters lies the Conceptual Axis, a grand metaphysical structure. This Axis is not bound by length or measure; it is the living fulcrum upon which all the Spheres pivot, a six-dimensional bridge linking all Worlds, all Realms, all Concepts. To walk upon the Conceptual Axis is to step beyond direction, time, and matter. It is to become a whisper in the lungs of the Elohim. The Elohim themselves traverse the Ol'trinian via this Axis, for it is their birthright and dominion, allowing them to project Law from the Hyperuranion across the myriad realities of the Multiverse. When a God passes through the Ol'trinian, their law follows, rippling through worlds, altering the nature of existence beneath them. But for mortals, or even lesser spirits, the Ol'trinian is death made infinite. Without a perfect metaphysical shell, any being that dares enter the Ol'trinian will have their body, soul, and nucleus unwritten, dissolved into the raw sea of mana like ink scattered into stormwater. This destruction is not physical, nor even spiritual, but ontological, a total erasure across all timelines, dreams, and identities. Wandering the vast reaches of this sea are the Hexbeasts, ancient, abstract entities made entirely of volatile mana, born from forgotten laws and unrealized potential. They are conceptual anomalies, capable of traversing the Axis freely, feeding on thought, language, and essence itself. In some Spheres, the Ol'trinian is given form, such as the Bifrost of Yggdrasil, which shines as a rainbow bridge but in truth is a dimensional current of the Axis made visible. Other civilizations know it as the Sea Without Floor, the Arc of Thought, or the Unbound Vein.

[Altraya — The Core of the Sphere]

In every Prime Sphere that exists within the vast cosmological structure of the Halvrendor, there lies a central axis of power and information known as the Altraya. It is not a place in the traditional sense, but a core-layered system of absolute control, resting at the metaphysical heart of the Prime Sphere and all other worlds connected. Everything, timeline, law, matter, and concept, is bound to the Altraya, making it the foundational system that upholds the structure and continuity of an entire Multiversal Division. The Altraya functions as both a repository and command center, holding the total informational matrix of spheres. This includes every known and unknown law, every metaphysical pathway, and even the entire framework of the Ol'trinian, which coils and weaves through the Sphere's deep metaphysical layers. From the Altraya, all reality within a Sphere can be monitored, corrected, rewritten, or even unraveled. The Alvamon, also known as the Governing Order, exists at the center of the Altraya. They're the highest and most sovereign Elohim within the Sphere. While other Elohim embody singular laws such as fire, gravity, or death, the Alvamon represents total systemic authority over the Sphere itself. The Alvamon is directly connected to the Altraya and acts as its sole guardian and operator. Through this connection, the Alvamon is capable of manipulating the laws of reality at will, adjusting the metaphysical constants of all spheres connected to the Prime Sphere to preserve equilibrium, overwriting or nullifying disruptions, including invasive powers from foreign Spheres or rogue Elohim, writing, and also deciding the fate and script of the Multiverse. The Alvamon are not omnipotent in the absolute sense, but within their Prime Sphere, they are effectively the final authority, capable of reprogramming the very fabric of the Multiverse they rule. Because the Altraya holds the entire Sphere's informational foundation, its destruction is catastrophic. If the Altraya is annihilated or forcibly disconnected from the governing Elohim, the entire Multiversal Division collapses into nonexistence, with all its laws, timelines, and spiritual layers. The Alvamon exists to prevent this outcome, maintaining vigilance. To protect the Altraya, the Alvamon often enforces strict metaphysical boundaries between realms, monitors fluctuations in the At'ama and Nie'mada, and may even lock down access to the Hyperuranion when threats arise.

[Halvrendor — The Infinite Soil of Spheres]

Beyond all known worlds, beyond the infinite dimensions of Prime Spheres, and divine law of the Elohim, there stretches an endless, cosmic medium, Halvrendor. It is the ancient substrate upon which all Spheres, Prime Spheres, and Multiversal Divisions are set. Though often referred to metaphorically as the "soil" of creation, the Halvrendor is no true terrain. It is a formless, ever-shifting expanse, a cosmic sea of raw pre-structure, shimmering like a nebula but deeper than stars. Every Sphere, whether minor or Prime, rests within Halvrendor like a seed embedded in unknowable ground. And as seeds draw life from soil, so too do the Spheres derive metaphysical structure, spatial anchoring, and conceptual context from the Halvrendor itself. The Halvrendor is infinite and without edge, yet paradoxically it is not space. It is not composed of time, matter, or even concept in the way mortal minds may understand. Rather, it is a meta-dimensional field, a medium of pure potentiality that permits the existence of laws, realms, timelines, and gods. It is not governed by anything, and thus it is immune to the constraints that bind reality within the Spheres. The Silvahein, known as the Sea of Potential, forms its boundaries, wrapping around the Halvrendor like a skin encasing a cosmic womb. Halvrendor is not merely backdrop, it is a structural necessity. It allows Spheres to exist in relation to one another, to connect or remain isolated, to grow or collapse. In this way, it operates much like a framework of living abstraction, where metaphysical distance can be as real and as important as physical separation. To travel through Halvrendor, without the protection of Aether, is to risk falling into formlessness, where one may be forgotten by reality itself, unmade and rewritten as something less than shadow.

[COLLECTIVE UNCONSCIOUS]

Beneath Halvrendor, there pulses a vast psychic ocean, the same size as the Halvrendor itself. It is known as the Collective Unconscious. It is not born of any one mind, but of all minds, coalescing into a shared subconscious memory passed silently through time. It does not record events, but experiences, the felt truths of generations, the echoes of fear, divinity, triumph, and myth. This realm is not personal. It is ancient, shaped by the archetypes: universal thoughtforms that drift through dreams, folklore, and history. From these archetypes emerge the Alufray Spirits, living ideas that crystallize into tangible form. Within each sphere, the collective unconscious varies and is dependent on that world's psychic weight. It evolves as beliefs shift, yet its core remains untouched, an eternal reservoir of meaning. So long as life possesses a mind and will, this hidden plane persists, quietly dreaming new spirits, Gods, and ideas into reality.

[Mundalia — The Aetheric Vein of Creation]

At the core of Halvrendor, where the formless cosmic sea begins to spiral into order, there lies a vast, dimensional chasm known as the Mundalia. It is neither realm nor world, but a divine aperture, a gaping, stabilized vortex that pierces through Halvrendor and connects directly to the Realm of Silvahein, the boundless Sea of Potential and source of all Aether. Though it appears as a cosmic rift or void, the Mundalia is in truth a cosmic filtration system, engineered by primordial design to draw in raw Aether from Silvahein and transmute it into Mana, the diluted, usable essence that sustains all life, magic, and structure across the Halvrendor. Aether, in its pure form, is too volatile, too rich in potential to be contained by Spheres. It would overwrite or unmake all things it touches. The Mundalia tempers this power, transforming it into Mana, safe enough to flow through the Halvrendor, yet still potent enough to fuel existence. From the Mundalia, Mana pulses outward like lifeblood through unseen metaphysical arteries, distributing magical potential across every Sphere, every Prime world, and every realm nested within the Halvrendor. Its continued operation is essential. Without the Mundalia, Mana would cease to flow, Aether would remain unreachable, and the multiverse itself would begin to starve. The spheres would dim, fade, and finally collapse inward, triggering a catastrophic Big Crunch, a return to unstructured void. Additionally, the Mundalia is considered untouchable by most civilizations and cosmic entities. Few can approach it, and fewer still can survive its presence. Even the Supernal treat it with reverence, for it is not merely a power source, it is the gateway to Silvahein, and thus, to the most fundamental force in existence. Some ancient myths say that the Mundalia is not a mechanism, but a wound, a deliberate tear carved by an ancient war of good versus evil. Others say it is alive, pulsing like a heart at the center of creation, dreaming all things into form as it breathes Aether into being.

[Silvahein — The Sea of Infinite Potential] Encircling the endless domain of Halvrendor like a sacred veil lies Silvahein, the Primordial Sea of Potential. It is not a world, nor a plane in the conventional sense, but an unbounded realm of living energy, where the raw material of reality—Aether—swirls in eternal, churning currents. It is from this realm that all magic, form, and concept first emerged into Halvrendor. Silvahein is the source of power, the womb of spells, and the matrix of miracles, yet it is also a place of unmaking, where identity, thought, and matter dissolve into infinite possibility. Silvahein does not abide by physical law or dimensions, similar to the Halvrendor, however, it's size is far larger than Halvrendor could ever hope to reach. It is a realm of pure pre-structure, a sea not made of water, but of shimmering potentiality—ever-shifting, and ever-birthing. Here, Aether takes no fixed shape, but glows with colors that do not exist, and hums with harmonics only the Supernal can hear. Though it surrounds Halvrendor like an outer shell, Silvahein is not truly "outside" in spatial terms. Instead, it exists as a metaphysical perimeter, surrounding all that can exist while simultaneously existing beneath all that is. It is said that Silvahein is both the skin and the bones of creation, layered beneath and beyond simultaneously. Only the most transcendent beings—those born within Silvahein itself—can survive its currents. Any foreign entity that enters without absolute protection will be dismantled on a fundamental level, their body, soul, and essence broken down into raw data and absorbed into the sea. From Silvahein, Aether flows into the Mundalia, where it is filtered and refined into Mana—the diluted magical essence that sustains all spheres. In this way, Silvahein does not just fuel reality; it defines the potential of what that reality can become. Some beings—native to this sea—do exist. Known in ancient texts as the Silvaheinborn, they are said to be manifestations of Aether itself, shaped by its will. They do not think as mortals do, nor obey any conceptual framework. When they do emerge into creation, they are often mistaken for gods, anomalies, or omens.

[The Infinite Gates — Threshold of the Ultimate Void]

Between the fathomless vast of Halvrendor and the unknowable churning of Silvahein, there lies a boundary both impossible and inevitable—the Infinite Gates, a realm of recursive, maddening passageways that span beyond all reason. They are not doors in the physical sense, nor portals in the magical. They are thresholds of reality, infinitely layered gateways that lead not from one place to another, but from one degree of existence to the next in an endless hierarchy that transcends the last. Each Gate opens into a version of space more fractured than the previous, where reality is thinner, laws grow fainter, and thought begins to unravel. It is said that no traveler walks the same path through the Infinite Gates twice. The Infinite Gates overlap themselves endlessly, not in number but in state. Every Gate contains within it the next—an infinite recursion of thresholds within thresholds, nested deeper and deeper into unreality. They do not stand in a line but in a paradoxical folding of trans-dimensionality, where each Gate is behind and ahead of every other. This recursive design forms an eternal labyrinth, where even the most powerful beings may lose not just direction, but definition. Names, identities, and purposes begin to distort the deeper one traverses until what enters the Gates is no longer what emerges if anything does at all. Some scholars of doomed civilizations once speculated that the Infinite Gates are the skeletal remains of a dream the Great Silence never finished, abandoned in its eternal slumber.

[The Ultimate Void — Womb of the Outer Nothing]

Beyond the final threshold of the Infinite Gates, there lies a place—if it can be called such—a silence so vast, so ancient, so final, that even the concept of oblivion withers in its shadow. This is the Ultimate Void, the zero-point of all that is not, and never will be. It is the absolute negation of form, idea, law, and presence. It does not destroy. It does not consume. It simply is not. The Ultimate Void is not darkness, for darkness is still something. It is not silence, for silence suggests something was once heard. This realm is the blank parchment upon which existence dares not write—the unreality from which no return is possible, because there is nothing left to return. Floating—if such a word could apply—in this eternal nullity are the Outer Gods: beings that do not belong to creation because they were never meant to be understood by it. They are not Primordials, nor Supernals, nor Elohim. They are anterior to all meaning, older than the Hortus, and untouched by the Atamon. Most of these beings do not dream, do not speak, and do not think in any sense comprehensible to those of Halvrendor. Some claim the Outer Gods are sleeping, others say they are awake, and some whisper they are not even there, but echoes of something deeper still—the Echo of the Incomprehensible, reverberating through the last threshold of Being. Little do they know, the Outer Gods are parasitic beings, hungry for this world, especially the Eater of Worlds, Azathoth. It's vast size still pales in comparison to Silvahein, but terrifying nonetheless.

[Arudel — The Imperium of the Unbound] Arudel is the Transcendent Realm where the Supernals reside, those abstract, absolute forces who act as the upper architecture of the Hortus itself. It is not part of the Halvrendor, nor tethered to Silvahein, nor seated upon any Sphere. Rather, Arudel exists apart from all causality, all sequence, and all law. It is often referred to in forbidden texts as the White Beyond, the Zero Firmament, or the Crown of Isolation, a place without form, color, or contrast, existing in pure abstraction. Within Arudel, there is no up or down, no time or space, only the pure expressions of reality itself contemplating themselves. Where Silvahein is overflowing with potential, Arudel is perfect stillness, a crystallized state of metaphysical stasis, where the Supernals are not bound by function, but exist as function itself. Life, Death, Memory, Will, Unity, each natural force that governs over the Hortus has its true origin and self-expression here in the form of a Supernal, unfiltered by material or symbolic form. These entities do not act—they are. And when they do act, their will does not ripple through time like a cause; it rewrites the structure of consequence entirely, as if they were the editors of a grand metaphysical manuscript. Arudel is severed from creation by divine architecture. It does not merely lie outside both Halvrendor and Silvahein; it is uncoupled from causality itself, resting in what some scholars call the non-happening—a state where action exists, but no consequence escapes. This detachment is not a barrier, but a safeguard. The presence of even a single Supernal in the Halvrendor would collapse Multiversal Divisions, shatter divine laws, or redefine existence with their mere presence. Thus, Arudel exists as a containment of the infinite—a cosmic sanctum where Supernals may engage in unrestrained interaction with one another without threatening the stability of the Multiversal Divisions. Arudel is a place of lawlessness—not in the sense of chaos, but in the sense of utter autonomy. Here, the Atamon are not obeyed, but instead understood as truths-in-motion, rather than forces to be followed. Nothing binds a Supernal within Arudel—not death, not logic, not fate. Here, all contradiction can be resolved because contradiction itself is merely a lowerinterpretation of what a Supernal represents.

[Hortus — The Infinite Garden of All Realities]

The Hortus, often referred to as the Garden, is the totality of all existence—the supreme, overarching reality that envelops all worlds, realms, laws, and concepts within its unfathomable design. It is not merely a cosmos or a creation; it is the architecture of reality itself, a boundless lattice that contains every realm, every sphere, every layer of metaphysics and dream. All that is, all that was, and all that might ever be—from the lowest whisper of Mana in Halvrendor to the highest silence of Arudel—exists within the Hortus. This realm is often described as a Primordial Garden, not for its literal flora, but for the symbolic richness of its structure: Spheres as seeds, laws as roots, Mana as branching stems, and Supernals as blooming cycles of infinite variety. It is self-containing, yet expansive, forming an ever-growing network of realities—some linear, some recursive, others spiraling in directions unknown to lower minds. No matter how far a realm expands or how deep a void descends, it will still remain within the Hortus, for nothing can grow outside the Garden unless one were the Atamon. Domains Within Hortus. Contained within the Garden are the great strata of being, each with its own function and cosmic role. Despite its all-encompassing nature, the true totality of Hortus is unknowable. No being, not even the Supernals, can perceive its full design. It is said in ancient First Tongue scripture, that Hortus does not merely hold reality—it is the condition for reality. There can be no thought, form, or being outside of the Garden, unless that thing chooses to be beyond being.

[Atamon Plane — The Axis of Absolute Forms]

The Atamon Plane is a realm that exists beyond the Hortus, outside the lattice of everything. It is the unreachable origin-point of the three fundamental Atamon, Creation, Destruction, and Chaos, which act not within existence, but upon it, shaping reality not as participants but as eternal axioms. While the Hortus is a boundless garden of becoming, the Atamon Plane is Being itself—unchanging, uncorrupted, and infinite in stability. It does not move through time, for time has no meaning here. It does not expand, for it contains nothing that can be measured. It is a pure metaphysical axis. No Mortal, no Elohim, not even the Supernals of Arudel may tread here. The Atamon Plane is not defended—it is inaccessible by principle. It cannot be entered by travel or by force, only reflected upon through philosophy, magic, or madness. To approach it is to cease being a thing, and become instead a shadow cast by a truth. The Atamon of Creation, Destruction, and Chaos are not beings in the traditional sense, but archetypal absolutes—eternal essences that define all structure, unstructure, and variance. Their "presence" in the Atamon Plane is not location, but principle. They do not dwell—they are the plane. To perceive the Atamon Plane would be to witness the blueprint behind all existence: the pure Form of Fire before fire existed, the Idea of End before death was born, and the Pulse of Discord before choices were possible.

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