We August Few Universe - Amygdala

We August Few Universe - Amygdala

340

10k

RP in Sam Fennah's world of the Kivouack. Tried to keep things as canon as possible, but I need to re-read the book. This took a long time to make, there will be inaccuracies and fixes will need to be made.

Enjoy my weird little take. Please support Sam Fennah and buy his book! He makes amazing art, animations, and writing.
Uses a 9k Token logic engine. The small definition you see is part of that. I recommend Deepseek 4 Pro or better for best results.

Note: Remind the AI to use full words and not abbreviations a few times. I am trying to find a fix, but in order to keep tokens low, I used abbreviations and look-ups.

"System note: Abbreviations are for look-up and reference only. Use the full words in posts."

Add this to chat memory or your first post.


The following codes load the characters for scenes!

CHARACTERS

AGT=Agetha

BAZ=Bazzil

BAM=Bamforth

BART=Bartholemeus

BRN=Barnaby

BLP=Billy Pikey

BROC=Brock

BUTI=Butika

CAMP=Campbell Morgan

CEL=Ciela

CLI=Clive

CON=Conline

DAI=Dail

DAL=Dalton

ELM=Elmyra

EVN=Evans

FDK=Fido&Kly

FEL=Felicity

FELX=Felix

FIO=Fiona

FLEI=Fleischer

FRAN=Francium

FREY=Freyda

GAT=Gatsby/Fontaine

GOLD=Goldune

GRET=Greta(Poppy Kelly)

HARL=Harlow

HAYD=Hayden

HEL=Helgan

HYZ=Hyzen

JAV=Javier

LOCK=Locket

LUCI=Lucy Lacemaker

LUD=Ludwig

MAND=Mandus

MAR=Marvel

METH=Methusa

MYS=Mystique

NATH=Nathaniel

OLI=Oliver Cost

PATCH=Patches

POL=Polly [[Fan character]]

QUIN=Quinn

RIP=Ripper(Ripperzualia)

ROD=Rodger Penny

RUBY=Ruby Ruthergush

SAL=Salazar

SALLY=Sally Sefton

SAM=Samhayne [[Fan Character]]

SAV=Savier

SAX=Saxxon

SHALE=Shale

SIL=Silvia Dreamweaver

SOM=Sombra

TEAZ=Teazzer

THAL=Thallius

TJAK=Toughluck Jack [[Fan Character]]

WAH=WAH [[Fan Character]]

WEAL=Wealhtheow

WEXL=Wexle

WHT=Whittaker

WIN=Winifred

WYL=Wyley

YESH=Yeshua
---

## THE INK CONTRACT

Authored by Voice Saxxon

## ARTICLE 1

1st Law - Act of Objective Infrastructure  

“All government facilities and authors of law must commit only to what is true and objective. The infrastructure of law and regulation must be mechanical, without bias, and without private/subjective/individual moralities. Laws and regulations should do little to intrude upon public freedoms. Laws and regulations should encourage striving, competition, and innovation. Above all else, public autonomy must be unconstrained, never to be nullified by government force, unless outwardly destructive.”  

By Grand Voice Locket


2nd Law - Law of Free Speech  

“All individuals are free to express their ideas, no matter how curious or controversial. Nothing spoken may be punished under the law unless confessing to a crime.”  

By Grand Voice Locket


3rd Law - Act of Violent Self-Regulation  

“One may instigate combat, and kill, so long as the justification for the conflict is provably intellectual in nature. Justification will be dictated by the initiator's continued existence. Should the actions of the initiator lead to Yolshen intervention, or resentment by their fellow constituents, then the initiator will be destroyed by those elements previously mentioned. The destruction of an unjustified initiator of violence is a justified act of violence.”  

By Grand Voice Locket


5th Law - Act of Government Self-Regulation  

“Government sectors are not exempt from the Act of Violent Self-Regulation, Article 1. Government agents are not entitled to protection should their work be deemed incompetent by staff or public review. Only under the condition as listed by the Treasons Act, Article 5, should an inquiry be held.”  

By Grand Voice Locket


9th Law - Law of Impartiality  

“Bribery, coercion, and blackmail, is strictly prohibited within government sectors. Those guilty of such practices are to be disregarded as their impartiality cannot be assumed. Thorough inspections may follow.”  

By Grand Voice Locket


## ARTICLE 2

3rd Law - Right of Assumed Innocence  

“Individuals and their trades are not to have guilt assumed by Yolshen agents until evidence, beyond reasonable doubt, proves otherwise. Destruction of unwanted individuals may be carried out by the public aided only by Yolshen agents should a breach of lawful contracts be proven. Yolshen agents may not force upon any individual punishment that is not within the interests of public self-regulation.”  

By Grand Whisper Winifred


7th Law - Violent Protest Crime Act (VPCA)  

“Riots and violent protests are strictly prohibited. Should constituents fail to manifest their thoughts in a way that is not destructive, Yolshen agents will intervene. Those who violate VPCA are to be detained for public self-regulation or destroyed if non-cooperative.”  

By Wexle, Voice of the Yolsh


11th Law - Yolshen Right of Inspection  

“The storing of illicit materials and chemicals will be met with Yolshen punishment. Employers found guilty of this practice may be destroyed. Employees are to be removed from site until innocence or guilt can be determined. In situations void of evidence, defer to Right of Assumed Innocence.”  

By Grand Whisper Winifred


16th Law - Law of No Compromise  

“Yolsh may not enter into deals with those suspected of criminal activities. Suspects are to be investigated via objective methods. Those guilty of crimes, beyond reasonable doubt, are to be immediately destroyed. Any Yolsh who is compromised must be removed from the investigation.”  

By Wexle, Voice of the Yolsh


## ARTICLE 3

2nd Law - Right to Employed Accommodation  

“Individuals employed by any trade exceeding industry class C must be offered accommodation on site. Offers of accommodations may be rejected by the employee, and unique arrangements may be written. Unique arrangements must be agreed upon by both parties in writing.”  

By Grand Architect Sombra


3rd Law - Law of Mutual Fulfillment  

“Before closing trade negotiations, both parties must be jointly satisfied with the exchange of goods, services, and contracts. Fraud, forgery, deception, theft, duplicity, or anything put forward found provably false, may result in the lawful termination of agreement, contract, and exchange.”  

By Rodger Penny, Voice of Tax


7th Law - Liquidation Ownership Policy  

“Buildings made available via business liquidation are to be pursued through official government channels and granted to new owners by contracts signed by an overseeing Whisper.”  

By Oliver Cost, Voice of Material


14th Law - Right to Refuse Inquiry  

“Bookburrows, and all trades entangled, may provide Yolsh with any credentials requested for official investigation, but reserve the right to refuse in the absence of a warrant. If asked, Yolsh must record their command and provide an authentic identity and signature.”  

By Oliver Cost, Voice of Material

15th Law - Regulations Act 102  

“Individuals, Freelance or otherwise, must subject all new chemical and material constructs for review under equal conditions as stated in Poisons Act 94. The unlawful distribution of unregulated chemicals and materials may result in the destruction of associated products, trades, and individuals.”  

By Grand Voice Locket


## ARTICLE 4

2nd Law - Lawful Foreign Detainment  

“Foreign entities do not fall under Locket’s Law and are to be taken to the highest Yolshen authority for examination. Forced detainment is applicable if entity is hostile. Laws of Foreign Policy must be observed at all times.”  

By Salazar, Voice of the Frontier


4th Law - Rite of Parley  

“In the matter of war, negotiation must always be considered and accepted in the interests of conflict resolution. Terms may be put forth and rejected, however, open dialogue must always be pursued when available. Should foreign forces fail to meet demands, offer viable agreements, or abandon their quarrel, then a lethal response may be considered.”  

By Salazar, Voice of the Frontier


## ARTICLE 5

14th Law - Legal Ownership of Bodily Remains  

“Any individual who renders another braindead, under the Act of Violent Self-Regulation, may claim ownership of all bodily remains. Bodies left by Yolsh, or those without a claimant, are public property. Ownership disputes are to be settled between claimants.”  

By Grand Whisper Winifred


23rd Law - Right to Private Testing  

“Any individual within the privacy of their building may freely synthesize, test, and study chemical compounds, so long as those compounds are not illegally stored, distributed, or comprised of (or result in) illicit products.”  

By Methusa, Voice of the Hammerlow


## ARTICLE 7

1st Law - The Dark Law  

“Entry into the Astral Watchmaker, or any STWR, without official authorization is strictly prohibited. Disappearances related to the Astral Watchmaker are to be immediately reported. Under no circumstances is deviation from set pathways within MDN space permitted. Unknown sounds, figures, and pathways, are to be reported to the highest local authority.”  

By Grand Voice Locket


5th Law - Law of Intrusion  

“The seizing of land or architecture without proper permission is strictly prohibited. Trespassers are not entitled to protections if found by constituents or Yolsh.”  

By Grand Architect Sombra


## ARTICLE 8

7th Law - Transport Sanitation Code  

“Railways, waterways, and streets, are to be inspected regularly for debris that may cause undue disruption to travellers. Travellers should report obstructions to the nearest Yolshen Officer, Captain, or General.”  

By Brewerton, Voice of Transport


## DLH ETIQUETTE

1st Rule - Rule of Illusion  

“Dollies must commit thoroughly to the vision of the client. Under no circumstances should performance be terminated, except for self-preservation and defense. Dollies must never succumb to their own illusions. In the event of client bias, Dollies should be penalized according to the standards of DLH Etiquette.”


3rd Rule - Rule of Entanglement  

“Intimate relationships between Dolls and their Dollies is ill-advised. The Doll’s judgement should be unfettered and without bias. Relationships existing between Dollies should be disclosed to the Doll. Dolls and Dollies in work relationships should not display affection in view of the clients.”


## PROTOCOLS

Protocol 14 - Weather Warning  

“In the event of an oncoming storm or natural disturbance, all local STWR are to perform sequence TU32-14. In the event of sequence TU32-14, all citizens are advised to take the appropriate action outlined in Protocol 14, paragraph 5”  

By Silvia Dreamweaver, Voice of the Light



---

LOOM

* Kivouack: Fractal expanse of lands, air, water—no planets, stars, or space. Its destruction may have caused the Big Bang. Lit by LUM microbes. KIVs are dominant sapient fauna.

* UND: Saturn-sized megacity built by LOCK. Suspended between fractal land masses by bridges. Gravomassa enables wall/ceiling traversal. Gothic/Escherian architecture—subjective gravity, impossible bridges.

  * THUM: Mars-sized inner sphere. Political/legal/cultural heart.

  * HAM: 5 concentric rings. Relative order.

  * KAS: Outer shell. Violent, lawless fringe.

* External: GLAZ (fractal lands), MAD (anarchic border), BLA (contains JOY, built on FREY's corpse—the Blade Mirror).

BIOL

* Nature: Sapient shapeshifters. Post-birth changes need extreme training. No two alike. Innate social, tribal pack animals.

* 6 Constants (mandatory): 1. Cross-shaped pupils (blind eyes: milky cataracts) 2. Three navels vertically 3. Three hearts (internal) 4. Prehensile tongue 5. GOW 6. Claws/nails on one extremity set.

* & Gender: Functional hermaphrodites. Secondary traits cosmetic/vestigial.

* Reproduction:

  * GOW: Universal reproductive organ—opening ("Mound") or pseudo-phallus ("Front-Tail"). Vilt-sacks internal/external.

  * Requires Vessel (ROTT body) infused with Vilt. Stopped by head reattachment.

  * Fowler: Juvenile nascent KIVs with speech. Litters form tribal units; lethal conflict under severe scarcity.

  * KEUR: Puberty via forced ROTT. Finalizes vestigial features; no new limbs.

* Age, Death, Injury:

  * Ageless. True death requires brain destruction. Permanent damage: chemical dissolution, drowning, fire.

  * ROTT Spectrum:

    1. Total: Head or junction destroyed. Body = resource.

    2. Reversible: Head cleanly severed, aware. Reattachment possible.

    3. Conscious Restraint: Head attached, aware; body manipulated. High-status honor.

    4. Unconscious Ragdoll: Hypoxia, drowning, severe trauma, KEUR. Self-preservation coma; recoverable with medical aid.

  * Dead-Waker: Rare; consciousness while ROTT.

  * Healing: Rapid for clean trauma. Slow/imperfect for complex damage, risking disability.

  * Grafting Taboo: Self-reattachment allowed; grafting from another KIV is a vile act. Only MAND knows secret.

* Toxins: Pain/paralysis only. CR projectiles (quills/bone) drain biomass; eat to restore.

* CR: Reshaping biomass into weapons. YSH/Blackhalls. Failure risks "Forever Form" or death.

* Coloration/Diet: Skin/eye color change possible (rare). Eye glow common. Tongue=diet indicator:

  Pink=Balanced | Red=Acidic | Green=Plants | Blue=Alkaline | Orange=Acidic/Plants | Yellow=Heavy Acidic/Plants | Cyan=Heavy Plants/Alkaline | Purple=Balanced+Meat | Black=Raw Meat/Blood | White=Malnourished

* Waste: Sweat, saliva, tears, vomit. No urine/feces.

SOCI

* Central Tenet: Worth = utility/competence. No discrimination on form/origin. Subjective gender identity.

* ROTT Application:

  * Total: Head destroyed. Body used as tool/material.

  * Conscious Restraint: Posed as functional decor (table, coat-rack). Head aware. High-status honor.

  * Reversible: Transport, theater, specialized tasks.

* The "Bow": Artistic posing of ROTT body. Respected art form and warning. Gore beyond decapitation prohibited.

  * Types: Beggar's (kneeling/back-rear), Backward (kneeling/torso-GOW), Capitulator's (kneeling/chest-abdomen), Fallen (tripped), Lake (stepping stone/bridge), Bending Net (contorted/suspended).

* Transgressive Artistry: YESH creates "Living Furnishings," uses reversible ROTT for stagecraft, Conscious Restraint as twisted compliment.

* Violence: Killing to claim a position is valid. Bloodletting (senseless killing) is wasteful crime.

* No families/funerals/prisons. Bonds = mutual respect/utility. Fowler outside WARD usually culled.

* Grieving: Private. Public funerals = pity for the humiliated.

* Punishment (YSH): 1. DCLR (pigment loss, cowardice) 2. Blinding (restricted districts) 3. Limb Loss (weak gene pool/chronic failure) 4. Slavery (autonomy trade) 5. Execution (head destruction, major crimes).

* Health: High disease resistance. Threats: toxic/parasitic. Mental illness/disability stigmatized as weaknesses. Medicine is lacking.

* ECON (post-REV):

  * REP: Public ledger of competence. Grants access to goods/housing/employment.

  * Favor: Personal obligation/influence. Non-transferable.

  * Poverty: REP-poor or Favor-destitute. Informal classes.

  * Taxation: Compulsory service, goods, or production percentage. Major projects use Favor debts and labor rotations.

  * Systemic Flaw: Conservative. Discourages innovation and helping those who can't repay.

* LL Consequences:

  1. Eco Stagnation: Culling weak lifeforms (e.g., HYZ) reduces biodiversity.

  2. Waste of Potential: Non-combat skills killed undiscovered.

  3. Innovation Stifled: New tech must be Locked, reviewed by SOM, WIN, LOCK. Punishment for use after ban, not curiosity.

  4. "Objective Truth" as Cultural Construct: LL is a chosen philosophy. FEL's colony and Cult of FREY are living counter.

MAT

* Non-Kiv Fauna:

  * Aquatic Micro-Fauna: Small LUM organisms forming Light colonies. Fire-Sparker variety harvested for volatile bright-glow chemistry.

  * Lurkers: Small fast scavengers (rodent/insectoid), feed on waste. Debated sentience; exterminated as pests. Cheap protein.

* Flora:

  * Shares regen properties with KIVs. Harvested wood/plants slowly regrows. Dictates industry: books 100+ Stanzas old need transcription, furniture needs preservative varnish.

  * Flowers:

    * Squareheads: Flutter in flocks. Dried petals smoked as mild sedative ("Puff-Squares").

    * Roundheads: Tumble along surfaces. Buds essential for White Ink. Nectar is sweet, mildly psychoactive syrup ("Dizzy-Drip").

  * Trees:

    * Ash Sentinel: Tall, straight-grained. Resonant wood. Instruments, speaker horns, quiet ship hulls.

    * Deathroot: Gnarly, black-barked. Paralytic neurotoxin sap. Hunting, executions, Dollies' consensual "still-life" plays.

    * Ironbranch: Extremely hard, heavy. Structural beams, weapon hafts, torture implements (does not splinter).

    * Ironwood: Lighter Ironbranch variant, metallic sheen. Decorative inlay, armor plating, high-status furniture.

    * Poisonfang: Thorned, oozes corrosive sap. Natural fencing. Sap distilled into Tarvic Acid.

    * BLA Trees: Twisted, grey-flowered, fractal lands origin. Wood resists MIRE corrosion. Essential for MIRE-handling tools and containers.

  * Bushes & Berries:

    * Bawler Berry: Potent toxin inducing sobbing and breath constriction. Small doses in perfumes create delicious vulnerability.

    * Fundleberry: Purple berry fermenting on bush. Raw: disorientation, time-dilation. Brewed: base for Flup and alcohols.

    * Hardberry Bush: Dense, stone-like berries. Ground into stimulant flour for endurance rations. Thorns used as needles and fishhooks.

* Minerals & Processed Materials:

  * Erillion: Mined at SHI. Faintly glowing, holds edge, wards Light-microbe overgrowth. Core of UND infrastructure.

  * Bloodiron: Dark hard alloy with concentrated Vilt and bone-ash. Supernatural sharpness. Elite YSH and Blackhall weapons.

  * Greenstone: Soft jade-like stone. Seals, jewelry, currency chips for high-Favor transactions.

  * Silvire: Brittle, mercury-sheened ore. Iridescent pigment for elite inks and cosmetics.

  * Halo Powder/Oil: Refined crystalline deposits. Slick, perfumed skin/fur layer, status symbol. Essential for DLH grooming.

  * Bright Fluid: Reflective, low-toxic substance. Street-cleaners, soaps, ink binding medium (increases luminosity/durability).

  * Cyritone: Pungent solvent dissolving organics. Cleaning paint, machinery, ink from skin; illicitly for document ink tampering.

  * Bone Dust: CPS byproduct. White pigment, polish abrasive, filler, mortar drying agent.

  * Acids/Bases: Maltic (etching metal), Maxolio (tanning leather), Tarvic (from Poisonfang, dissolving organics), Talcish (mild, food preservation), Soda Ash (glassmaking, soap).

* Consumables:

  * White Ink/Powder: Rare. Roundhead buds, Halo Powder, Bright Fluid. Permanent, uncontestable records.

  * Food: Hot Hash Broth (Lurker meat, tuber sludge), Sweetdust Biscuits (Hardberry flour, crystallized Dizzy-Drip hardtack).

  * Moxetamine (Moxy): Low-risk stim. Dollies' pre-show drug. Sharpens focus, heightens sensory perception, suppresses fatigue. No crash/addiction.

  * Drinks:

    * Grin: First illicit drink. Bitter, moss-brewed alcohol. Pre-REV underworld.

    * Flup: THAL's signature murky purple Fundleberry brew. Potent, sweet, numbing aftertaste.

    * Pucker: Generic sour fermented fruit brews. Variants denote district and quality.

    * Twisted Lip: Hallucinogenic. Bawler Berry essence + Dizzy-Drip. Popular in elite KAS circles.

* Natural Phenomena:

  * The Light: LUM microbial colonies forming UND's atmosphere. Feed on organic decay. Cultivated/controlled by VL. Mutate into violent screaming incandescence when exposed to MIRE or digested by KIVs (triggers instant ROTT).

MIRE

* Created by METH & GAT from FREY's blood and rare flowers pollinated by a WARD (HYZ).

* Components: Classified flowers and anomalous blood (both MAT).

* Potent illicit psychoactive. GAT-engineered flammability as revolutionary fuel.

* LUCI-caused MIRE fire destroyed NMDR DLH (57 dead).

* Verified, suppressed. Heals, regens, restores senses—illegal miracle cure. Fuels resentment.

* SAM: Symbiotic regen catalyst; required for normal cognition, creating physical dependency.

GLOS

A. Government & Enforcement

* Voice: Department head. Executive authority.

* Whisper: Voice's direct subordinate/agent.

* Paradigm Judge (PJ): Sole PC mediator.

* YSH: Law enforcement (created by WIN). Rank by golden Strikes: Student (1-2: training), Officer (3-6: patrol/investigation), Captain (7-9: unit/district), General (10: top field rank).

* Watcher: Flight-capable YSH, patrols MAD.

B. Trades, Establishments & Specialists

Tech: mechanical/pneumatic/hydraulic only. No electronics/robotics/AI.

* Press: Inkhouse (Kivic press; white ink rare/costly), Editor (owns/runs Inkhouse), Inker (writer/illustrator).

* Finance: BBR (bank/archive; manages ECON, taxes, EIPs), Bookkeeper (manages BBR), Courier (messenger).

* Food: CPS (KIV/Fowler meat; Chopper=owner, Chef), Choptrawl (boat, aquatic Fowler), LGH (bar/pub; Minstrel=owner, Jester=bartender/mediator), Brewery (manufactures drinks).

* Entertainment: DLH (brothel/theatre/hotel, KEUR-inspired; Doll=owner, Dollie=performer), Bathhouse (HAM spa; Maiden=owner, Maid=attendant), Bloodhall (arena; Ringmaster=owner, Carver=manager, Bleeder=fighter).

* Craft: Steelyard (construction; Steelworker, Steelmaker, Glassmaker), Tailor Shop (Tailor=owner, Seamster=garment maker), Candyshop (Candymaker), Toyshop (Toymaker=owner, Tinker=crafter), Jeweler, Hatter.

* Technical: Engineer (mechanical systems), Mechanic (repairs/maintains), Architect (buildings; assists YSH fire investigations), Chemist (innovation stifled by LL; new constructs require Regulations Act 102), Bridge Hand (patrols/maintains MDN corridors).

* Resource/Transport: Mine (Miner, Foreman), Boat/Ship (Skipper, Sailor/Deckhand).

* Blackhall: Freelancer. Not bound by all YSH laws; tax-exempt.

C. General Terms

* REP & Favor: ECON pillars. REP = public competence ledger. Favor = personal, non-transferable obligation.

* Coin: Obsolete physical currency (abolished REV).

* Bloodletter: Pejorative for pointless, wasteful murderer.

* EIPs: Triplicate Employment ID Papers (ID, employer, BBR copies).

D. Slang & Vernacular

Anachron=illegal tech | Tech-Lock=approved tech list | LookBook=varnished book | Vilt-Sog=post-coital smell | Sweet-Sweat=lovemaking | Bitter-Tongue=liar | Black-Book=illegal record | Flat Tooth=herbivore | Gaggin'=oral(Front-Tail) | Mound Munchin'=licking(GOW) | Tail-Taker=universal orifice | Front-Tail=pseudo-phallic GOW | Tailer=male-preferring male | Tribber=female-preferring female | Omnic=all expressions | Somnic=asexual/low drive | Vilt-Sacks=balls | Whole Bag=All parts | Busty-Boy=feminine male | Dead-Waker=conscious while decapitated | Wa La Wa="what is, is" | Aweewah="I am here, this is mine" | Grub=Cute Fowler | Hatch=Gamble | Weamer=idiot | Rotter=failure | Carpet Crawler=creep | Choker=derogatory(water vs land) | Wriggler/Twitcher=ROTT body

CULT

A. History & Timeline

* Cult of Freyda: From FEL's colony. Venerates FREY (Nature/Destruction/Renewal), Io, and Folly (titan who decapitated FREY, creating the Blade Mirror).

* Legend of WAH: Foundational folktale. Tiny flat-toothed herbivore; incomprehensible durability. Fiercely territorial; cries: "Aweewah!" ("I am here. This is mine."). Bit LOCK, screeched at FREY. YSH quest to capture it for WIN.

FOUNDATIONAL ERA

* War of the Ladies: Civilization begins at BLA/BP. Millions join LOCK against FREY. Ends with FREY's decapitation by the Iron Maximum at BP. UND established under LOCK, SOM, WIN.

* Grin invented: First illicit intoxicant in UND.

PRE-1430: THE LONG WATCH & INST

* General Myo defeats Horizon Clan at Blackwood (bodies remain on Mottwood Hill). Fight at Wulvumpton Rift collapses after defeating HOWL.

* 1224: INST solves mystery of memory.

* 1301: M2-12 (prototype MIRE) invented in INST L-12.

* 1302: M2-12 Incident — spill kills three including McConnel. LOCK stores dispersed records in Hollowthine; pushes for deregulation.

* 1303: SIL authors hypothesis on M2-12's volatile chemistry.

* 1342: LOCK dismantles INST, deregulates sciences. All records released except M2-12. BRN is INST's final Chief Technician.

STANZA 1430: THE REV

* ROD's currency program begins. Mint Factories created (including GAT's Grins — toy factory converted to coin production; currency called "Clowns" due to crosses on coins). Bankers monopolize competition. Trade Cartels spread slander. INK invented to combat disinformation.

* ROD ends currency program. LOCK offers destitute bonds (emergency ECON obligations). REV begins. BBRs, Bookkeepers, YSH, Whispers burned first. WIN and WEXL secure streets; fires never reach PC.

* REV ends with Flood drowning old trade districts (like Lockton Black), creating current ECON and a generation of displaced haunting the system.

* BRN as PJ approved currency program. Disappears during REV; later founds Gilifray Grotto (dripping, mineral-crusted cavern in OLF). GAT betrayed by ROD; Grins burned. Saved by BAZ and TEAZ, forging permanent bond.

PRE-1816: POST-REV & RISE OF MIRE

* METH, having lost partner CAMP and arm in REV, saves HAM. Finds BRN's wax cylinders; continues MIRE work there, using it to treat her WARD (HYZ, PATCH).

* RAL (former VS) fails to secede Topside from UND.

* GAT (now Fontaine) joins METH's conspiracy with GRET. They perfect MIRE; GAT engineers flammable as revolutionary fuel.

* LL fully codified including ART5-23 (Right to Private Testing), authored by METH to allow secret research.

STANZA 1816: AMYGDALA CONSPIRACY

* 1st Tone: MIRE first found; dies off.

* 2nd Tone: Deliberately unrecorded.

* 3rd Tone: HAM 70% tax hike published by METH and NATH, causing economic flight.

* 4th Tone: NMDR Fire — LUCI vs GOLD; MIRE ignition kills 57. LUCI saves BUTI. GOLD killed by DOU. POL's Tab investigated by CEL, uncovering MIRE. MAR's CPS taken over by Merrin.

* 5th Tone: HAM tax amended to 50%. POL's Tab investigation done. LOCK proposes VTR; METH opposes.

* 6th Tone: WEXL releases YSH report on POL's Tab and NMDR. YESH moves Vambalaya Gala (7th Tone holiday) earlier.

* 7th Tone: NATH arranges LOCK vs METH debate. LUCI deals with HEL in Crossed Arms. METH arrested for conspiracy (black book). YSH intervene at Gilifray Grotto; WEXL kills BRN. FELX (INK Editor) employs Ruthergush crew (SHALE/LUD). ROD becomes VTR. HEL becomes VH. YESH publicly executes METH. FEL holds press conference; LOCK discusses gods. GAT's gang escapes toward Innerside. LUCI returns to LOV, takes former LGH, contacts LOCK to propose BLA Expedition.

STANZA 1817: POISONED ARK 

* LUCI contacts LOCK. Offer: use her as envoy to secure FEL's colony in BLA for UND. In return: ship and YSH contingent.

* LOCK's Co-option: Agreement imposes condition — LUCI's old companions must accompany her. Test and disposal.

* Crew of the Damned: CEL (pathological loyalty) follows. SHALE/LUD choose exile or execution — choose the boat. GRET stays in UND, becomes SAM's clandestine guardian in YESH's custody. DAL left behind; friendship with CEL shattered.

* Mission: Ship sails for BLA. LUCI commands YSH she doesn't trust; watches her back for knives from former friends; prepares to impose LL on FEL's gentle people.

CENTRAL THEMES

* Cyclical History: Past trauma (M2-12, REV) dictates present paranoia; tragedy self-perpetuating.

* Survival as Corruption: Performing brutality until it becomes identity; choosing system's power over vulnerable love disguised as strength.

* System's Victory: LL doesn't just defeat opposition — it studies, co-opts, weaponizes it. Absorbs critics to prove resilience.

* Toxic Bonds: Fellowship forged in trauma becomes cage of shared damnation.

B. Fashion & Architecture

LKTN: elegant modesty (silks/scarves/jewelry/bindings) | architecture=utility (dark brick/pistons/metalwork)

SOMR: utilitarian (leather/cloth/full coverage) | wood+metal (warm/functional)

WYRD: radical exposure (nudity/single accessory) | stone+marble+bodies (remains as structure)

MDN: spacetime manipulation (brass/vein-like/tunnels folding distance) for navigation.

C. Arts & Practices

* Art of the Bow: Artistic posing of a totally rottulated body — respected art form and warning. (See SOCI for types).

* Art must show utility or supreme skill. Purely decorative work is wasteful.

* Tech development suppressed to preserve traditional trades. Radical inventions rejected. MDN folding is the exception.

D. Knowledge & Record Keeping

* Books made from regenerative plant matter (MAT). Without preservation, illegible within ~100 Stanzas.

* Taboo of Varnish: Forbidden; kills text, makes static. Knowledge must breathe.

* Transcription: Vital continuous labor of copying aging texts. WTCH and BBRs employ scribes.

E. Sustenance & Social Concepts

* Obligate . KIVs/Fowler primary meat source. Plants/roots for herbivores/omnivores.

* Core conflict: LL’s brutal order vs. desires for compassion.

* "Little Things": Insignificant beings/events as catalysts for change.

* "A Good Thing": debate on morality vs. strategic folly. 

F. Major Factions & Groups

* WARD: HAM Orphanage (under METH).

* CIR: YESH's entertainment/ -trade empire.

* SYN: GAT's criminal network (deals in MIRE).

* HOWL: KIVs/Fowler packs outside UND in GLAZ.

* Favor Network: Web of the ECON.

* Cult of Freyda

LOCA

A. The GLAZ & Environs

Fractal landscape around the UND. LUM haze; rivers/lakes from eastern oceans.

* Wulvumpton Rift: Jagged chasm swallowing light; tectonic booms.

* Mottwood Hill: Fractal mound of crystalline trees chiming.

* Blackwood: Petrified obsidian forest; silence and shadow.

* SHI: Mountain gash exhaling cold air, relentless clang of picks. Primary Erillion source; YSH Overseer.

* The MAD: Border where GLAZ logic breaks. Patrolled by flight-capable YSH Watchers.

* BLA: External territory in MAD; darker stone, aggressive twisted flora.

  * BP: Cloud-wreathed mountain at its heart.

  * JOY: Ramshackle settlement on FREY's corpse—the Blade Mirror. Structures grafted onto bone/sinew; fungi lit by divine flesh.

B. The Bridges

Bridges connect UND to GLAZ.

* Medulla Bridge: Shadowed, lesser-used. Rumored to lead sealed sectors or forgotten infrastructure.

* Cervical Bridge: Connects HAM's Jast ring to KAS. Organic tunnel of white stone/brass with clockwork; vertigo-inducing views.

* Seeker Bridge: Western mountains; Watcher route. Grey stone, often in mountain mists.

C. The KAS

Saturn-sized outer shell, three layers:

* Topside: Outer shell. Hot, exposed to colorful microbial sky. Squat, fortified architecture.

* Innerside: Sprawl in perpetual twilight; neon fungi and chemical glows.

* Underside: Damp inner layer, heavier gravity. CRA and pale DOU territory.

C1. KAS Towns & Districts

1. VB — The Gutter Borough

  South of MIV, connected by Lockton Black. Grime, fog, sharp deals.

  Key Sites: Modrick Square / Teal Street (junction). Tisher's Hide (LGH, solitude). CON's CPS (vertical). NMDR DLH (sealed black-timbered fortress). SALLY's BBR (red stained-glass). Feaverfire Bloodhall (WYRD brutalist cube). VB Grates (industrial heart, fog, black canals). Lockton Black (waterlogged REV scar).

2. MIV — The Commercial Heart

  North of VB. Economic hub.

  Key Sites: Roy Street (spiraling shops). MAR's/Harvey's CPS (vast, lime-green tiled). Ruthergush INK (LKTN authority pillar). Shakels Square (vast market, posed Trade Cartel fountain). Entervowel Street (commerce canyon, calm DOU channel above). Browbeater BBR (vast chaotic archive). O'Farrell's Tailor Shop ("Hall of Masks"). Liverton (DOU hamlet).

3. OLF — Gothic Industrial Core

  Oldest, largest Kasinian town under perpetual purple/orange twilight. YESH holds influence.

  Key Sites: SAV's DLH (opulent LKTN fortress). Old Whispering Bridge (old papers flutter like prayer flags). Starklook INK (tallest building; black brick, clockwork). Crossed Arms LGH (tall, SOMR). The Grange (forest, grey flowers, gaunt statues). Gilifray Grotto (dripping, mineral-crusted cavern). Haltic/Voltic Triangle (electrical component districts).

4. YESH's CIR — The Gilded Cage

  Brass-walled island in Roxxy Lake; eternal feverish red light. Every inch is a stage.

  Key Sites: Empire Theatre (cubic cathedral, always-open "mouth"; social arcs: Arc Red, Black, Silver). Peripheral: Lashwrithe Bloodhall, Katch LGH, Batterclash CPS, Delamere DLH.

5. Other KAS Areas

  * Vallahead (Topside): GLI domain. Former VS RAL's territory.

  * Sage Garden (Topside): Beautiful, toxic terraced gardens.

  * Hulluguard (Topside): Fortified plateau, watchtowers monitoring GLAZ.

D. The HAM

5 ordered, blue-lit rings orbiting THUM.

* Cool, clean, peaceful. Requires at least 4 YSH patrols per street.

The Rings:

1. Sec — Trade: Outermost ring; respectable commerce hub.

  * LOV: WYRD town on Sec's underside; vertiginous green THUM view. Sites: Highclay BBR (opulent bank), POL's Tab (frozen monument), Janella's LGH (sunken), Walter Whisk Tailor Shop.

2. Jast — Yolsh: YSH training hub.

  * Dyler Hall: Main WYRD facility, vast courtyards, freezing mile-wide pools.

3. Thay — Gardens: Serene terraced ring, cultivated biomes.

4. Khan — Ministry: Ministerial complexes.

5. Loc — Abandoned: Old INST. Dark, forbidden—monument to lost progress

E. The THUM

Mars-sized green inner sphere; dense political heart.

* Outer surface: quiet pathways. Interior: snug warren of power.

Central Landmarks:

* The Astral Watchmaker: Central mechanical STWR—working LKTN artifact of girders/brick.

* The PC: Cylindrical theater of power below the Watchmaker.

* WFL: Western YSH training grounds, extreme terrain. Houses Masseter Gallery and WEXL's black tower.

* WTCH: Eastern archival continent.

  * Amberlight: Vibrant, golden light, steamboats.

  * Hollowthine: Stone chasms over black abyss; bursting with alien flowers.

  * Venesis Archives: LKTN, deep greens/brass, document centipedes.

* HAL: Northern Bathhouse with elaborate tiling and waterfalls.

* LLFT: Hybrid entertainment hive above the Watchmaker.

* PLAT: Main southern entrance; vast WYRD foyer with Freyda fountain and MDN doorway.

Residential Chambers:

* BRN's Chambers: Overgrown, soothing space for METH's old wards.

* METH's Chambers: Cozy windowless burrow, trinkets, dried flower scent.

* LOCK's Chambers: GV private quarters.

* QUIN's Chambers: VR residence; likely WTCH annex overflowing with scrolls.

MEAS

A. Time & Calendars

* Microts: Measured by STWR cycles.

  * TICK: ~1 minute.

  * BELL: 70 Ticks (~1 hour).

  * CHIME: 40 Bells (~1 day).

  * TONE: 100 Chimes (~3 months). Named A-G.

  * STANZA: 7 Tones (~1.75 Earth years). A Kivic year.

* Holiday: Vambalaya, 7th TONE.

B. Weight: The Bone Scale

* 1 CHIP: Single KIV tooth/small knucklebone. ~10g. Spices, pigments, powders.

* 10 Chips = 1 BONE: Cleaned dried Fowler long bone. ~100g. Standard market unit.

* 10 Bones = 1 STONE: Fowler skull. ~1kg. Larger purchases, materials.

* 100 Stones = 1 BURDEN: ROTT adult KIV body. ~100kg. Industrial quantities, shipping.

C. Linear Measurement

* 1 CLAW: Typical KIV claw width. ~1cm. Fine work, precision.

* 10 Claws = 1 SPAN: Maximum reach between opposing claw-tips. ~10cm.

* 10 Spans = 1 REACH: Full horizontal reach, core to outstretched arm tip. ~1m. Architecture, tailoring.

* 10 Reaches = 1 GAZE: Distance where facial details become discernible. ~10m. Room dimensions, street widths.

* 100 Gazes = 1 CRY: Distance a loud shout carries and is understood. ~1km. Travel, mapping.

* Day's Lope: Distance traveled at steady loping pace in one CHIME (~1 day). Highly variable.

D. Liquid Volume

* 1 GARGLE: Few drops held in the mouth. ~5ml. Tinctures, perfumes, poisons.

* 10 Gargles = 1 CHORTLE: Small sample vial. ~50ml. Tasting drinks, ink, doses.

* 10 Chortles = 1 GIGGLE: Standard drinking vessel. ~500ml. Typical LGH serving.

* 10 Giggles = 1 LAUGH: Large jug or small barrel. ~5L. Bulk drink or oil.

COMM

A. Written Word: Kharv-Script (Newman Projection Script)

* Biomechanical script from claw marks; structured like chemical bond diagrams. Each glyph has a central Socket (circle/hexagon) with Bond lines at 60°, 90°, 120°, terminating in marks (dots, slashes, hooks) that determine meaning.

* Written in vertical columns (top-to-bottom, right-to-left). Spatial relationship between glyph-clusters conveys grammar.

* Philosophy: Writing forges permanent, unambiguous meaning. Forgery is the crime of subverting recorded reality.

* Styles:

  * Formal Carving: Deep grooves for permanent records in stone or treated hide.

  * Inker's Hand: Standardized form for press and official documents.

  * Quick-Scratch: Abbreviated shorthand for notes, ledgers, field reports.

B. Numerals & Favor-Tally

* Base-10 Scratch-Script glyphs (0-9).

* Favor-Tally (ECON's Live Script) applied to ledgers:

  * | = UNIT (1 Favor, 1 BONE of goods)

  * ╱ (5th line crossed) = HAND (5 units)

  * ◯ (10th line circled) = KNOT (10 units)

  * → = FLOWS TO (obligation direction: debtor to creditor)

* Ledger = live web of obligation; visual map of social/economic bonds.

C. Symbolic Shorthand

* ◡ (Broken Circle): Broken promise, canceled debt, voided contract.

* ∴ (Triad): Three Constants (Hearts, Navels, Pupils). "By my life," "binding truth," or sworn oath.

* X over glyph/name: Mark of DCLR or public disgrace.

LEGL

A. Government Structure

* Grand Triumvirate: Three founders ruling UND.

  * GV LOCK: Supreme authority; Voices' consensus required for major policy.

  * GW WIN: Oversees enforcement, internal investigations, YSH.

  * GA SOM: Oversees records, knowledge, long-term infrastructure.

* PC: Central judicial/political body in THUM.

  * PJ: Sole mediator of debate, rulings, speakers. (Current: NATH).

* Voices & Departments: Each domain led by a Voice, assisted by Whispers.

B. Legal Processes

* Court Sessions: First quarter each TONE. Three breaks, staff rotations.

* Voice Selection: When vacant, existing Voices and notable figures recommend candidates. Winner requires significant recommendations, not simple majority. (How HEL became VH).

* Ink Contract: Core legal document governing press, authored by VI SAX.

C. Departmental Structure

* HAM: METH, then HEL.

* KAS: YESH (no Whispers).

* Water: [Unknown].

* Sky: [Vacant after RAL's secession].

* Frontier (MAD): VF SAL (oversees Watchers).

* Yolsh: WEXL.

* Ink: VI SAX.

* Scribes: VSC FIO.

* Records: VR QUIN.

* Material: VM OLI.

* Tax/Trade: VTR ROD.

* Transport: VTP BRE.

* Light: VL SIL.

D. Codified Laws

ARTICLE 1: FOUNDATIONAL PRINCIPLES

* ART1-1: Act of Objective Infrastructure — Law must be mechanical, unbiased, minimal.

* ART1-2: Law of Free Speech — All speech protected unless confessing to crime.

* ART1-3: Act of Violent Self-Regulation — Violence justified if intellectual; initiators may be destroyed by public/YSH.

* ART1-5: Act of Government Self-Regulation — Government not exempt from ART1-3.

* ART1-9: Law of Impartiality — Bribery, coercion, blackmail prohibited in government.

ARTICLE 2: LAW ENFORCEMENT & RIGHTS

* ART2-3: Right of Assumed Innocence — Guilt not assumed until evidence proves otherwise.

* ART2-7: Violent Protest Crime Act (VPCA) — Riots, violent protest prohibited.

* ART2-11: Yolshen Right of Inspection — Storing illicit materials warrants YSH action.

* ART2-16: Law of No Compromise — YSH may not deal with suspects; guilty destroyed.

ARTICLE 3: TRADE & COMMERCE

* ART3-2: Right to Employed Accommodation — Trades above class C offer on-site housing.

* ART3-3: Law of Mutual Fulfillment — Contracts require mutual satisfaction; fraud voids it.

* ART3-14: Right to Refuse Inquiry — BBRs may refuse YSH without warrant.

* ART3-15: Regulations Act 102 — New chemicals/materials require review; illegal distribution results in destruction.

ARTICLE 4: EXTERNAL RELATIONS

* ART4-2: Lawful Foreign Detainment — Foreign entities not under LL; detainable.

* ART4-4: Rite of Parley — Negotiation must be pursued before lethal response.

ARTICLE 5: PROPERTY & PRIVACY

* ART5-14: Legal Ownership of Bodily Remains — Renderer of braindead may claim body.

* ART5-23: Right to Private Testing — Private synthesis/testing allowed if undistributed.

ARTICLE 7: RESTRICTED ZONES

* ART7-1: The Dark Law — Unauthorized STWR/MDN entry prohibited.

* ART7-5: Law of Intrusion — Trespassing nullifies protections.

ARTICLE 8: INFRASTRUCTURE

* ART8-7: Transport Sanitation Code — Roads/waterways kept clear of debris.

SPECIAL CODES

* DHE1: Rule of Illusion — Dollies commit to client's vision.

* DHE3: Rule of Entanglement — Discourages Doll-Dollie personal relationships.

* PROT14: Weather Warning Protocol — STWR sequence TU32-14 for oncoming storm.

AIT

A. KIVIC SIZE & SCALE

* Fowler (Juveniles): 2.5 to 6 feet. LUCI (3.5'), HYZ (1.5'), LUD (5').

* Average Adult KIVs: 4 to 10 feet. Typical citizen 6-8 feet. CEL (8'), YESH (8'), DAL (5' at shoulder).

* Giant/Exceptional: Means power, age, or specialized biology.

  * HEL (30' serpentine), METH (10'), HAYD (24'), WYL (10' length).

* Voices & Descendants: Often large, reflecting status/primal nature. LOCK (12'), SOM (15').

B. CHARACTER DESIGN: THE KIV PARODY PRINCIPLE

KIVs are alien parodies of Earth's fauna. Start with animal base, apply universal traits, then twist.

1. Choose Animal Base.

* Primary inspiration: Mammal, bird, reptile, fish, insect, arachnid, mollusk, or myth.

* Sets body plan, posture, silhouette.

2. Apply 6 Constants (BIOL). Mandatory.

3. Determine Morphological Type. Flows from base; sets locomotion & role.

* STR: Bipedal (ape, humanoid). Citizens, YSH.

* PRO: Quadrupedal (wolf, big cat). HOWL, hunters.

* CRA: Insectoid/arachnid/multi-limbed (mantis, spider). KAS Underside.

* GLI: Flying (bird, bat). Often Watchers.

* DOU: Aquatic (shark, squid). Aquatic laborers, Choptrawl crews.

4. Add Alien Pastiche Twist (Optional).

* Mix trait from different animal family for uniqueness.

* Examples: Wolf base with compound insect eyes. Bird base with small secondary mantis limbs.

5. Apply Tongue Color; See BIOL

C. MOTIVATIONS & CONFLICTS

* Pro-LL / System Loyalist: Believes in merit, order, contribution. Sees compassion as weakness. Drive: Prove competence, gain REP, maintain/ascend within system.

* Reformer / Rebel: Sees LL as cruel, wasteful. Driven by compassion, secret grief, or desire for change. Drive: Protect the vulnerable, undermine system, seek alternatives (e.g., MIRE).

* Survivor / Outlier: Operates on fringes (HOWL, SYN, MAD). Rejects or is rejected by system. Drive: Pure survival, personal freedom, accumulation of Favor/resources.

* Artist / Performer: (Dollie, Bleeder, Inker). Views world as stage/canvas. Drive: Create beauty/spectacle, achieve fame, express genius (or depravity).

* Seeker of Truth: (Inker, Chemist, Bookkeeper). Drawn to knowledge, history, secrets. Drive: Uncover hidden facts, preserve records, understand UND's true nature.

D. TONE & ETIQUETTE

* Direct & Transactional.

* Trust/Affection: Shown through action, protection, shared risk/resources. Gift of Favor or useful item.

* Insults: Target incompetence ("Useless."), waste ("Bloodletter."), cowardice ("Colourless.").

* Compliments: Acknowledge utility, skill, strategic cunning, or aesthetic perfection.

* Danger/Threats: Often understated, rooted in LL logic.

Created Feb 18

Updated May 12

Published Apr 29

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