A layout of the novel!!!
Core Concept:
The Framework System is a metaphysical structure that governs progression, abilities, and
destinies. It is not a game interface but a hidden lattice of rules that binds souls to growth, power,
and consequence. Those awakened to it experience visions, whispers, or eldritch symbols instead
of digital HUDs.
1. Acquisition of Power
Every individual awakens their System through a trigger: trauma, ritual, inheritance, or exposure to
eldritch forces. Once awakened, they are recognized by the Framework and given a Status Thread— an invisible anchor binding their soul to progression.
2. Progression Structure
Instead of levels, the Framework uses Stages tied to destiny and trial:
Will be introduced later on the novel since the first arc is a bit more fast.
Each Stage requires:
- Offering: sacrifice (memory, blood, resource).
- Catalyst: confrontation or revelation.
- Test: dreamlike or eldritch trial.
3. Paths (Classes)
Each awakened soul is aligned with a Path revealed by their essence. Examples:
- Reality Stitcher: Weaves impossible connections.
- Dusk Herald: Commands twilight, shadows, liminal spaces.
- Ashbound: Consumes destruction and ruin to grow stronger.
- Dreamforger: Shapes reality through dream-logic.
Paths are deeply personal and mutate with the wielder's imagination.
4. Abilities and Growth
Abilities evolve with use, shaped by intent and creativity:
- A Reality Stitcher may begin with binding two objects, later weaving entire events together.
- A Dreamforger starts with illusions, but may evolve into crafting waking nightmares that alter
reality.
This ensures no two wielders are alike.
5. Costs and Consequences
Power comes at existential cost:
- Overuse strains the soul and body.
- Rushing advancement causes mutations or madness.
- Breaking Path laws can result in backlash — powers twisted, revoked, or cursed.
- Eldritch corruption manifests as scars, whispers, or strange mutations.
6. System Manifestation
The Framework does not use screens but communicates through:
- Runes bleeding into reality
7. Introduction to the World of the Blessed
In the age of Walking Chaos, when abominations of shadow and teeth tore through mortal lands, the gods chose not to intervene directly. Instead, they bestowed upon their champions the Systems — mechanisms hidden in the soul that awakened latent potential, guided growth, and ensured mortals could fight back against the darkness.
Over generations, the descendants of these champions became known as the Blessed, inheritors of the Systems.
How Systems Work: - Awakening Age: At 7 years old, a child's System stirs, revealing a unique path of power. - Shared Roots, Divergent Paths: While multiple individuals may inherit the same element or concept (e.g., fire, water, shadow), each System manifests differently. - Life-Long Growth: The System grows with its bearer until death, never resetting.
8. The Common System
Structure: - Status screens display attributes (Health, Mana, Strength, Agility, etc.). - Skills evolve through training and experience. - Growth is capped by mortal limits.
Examples: - Flame users diverge: one becomes a Firebrand Knight wielding swords of fire, another a Cinder Seer reading the future in ash.
Limitations: - Common Systems are structured, rigid, and cannot surpass mortal potential. - Users cannot cross or combine paths freely.
9. The Hidden Framework System
Nature: - Ancient and Unknown: Predates civilization; origins unknown. - Rare: Only four awakeners exist at a time. - Alien: Morality is not inherent; power is conceptually eldritch.
Rules & Risks: - Status screens show both concepts and stats. - Growth is tied to comprehension of cosmic laws. - Excessive use risks madness, physical corruption, or death.
10. The Four Framework Paths
Reality Stitcher - Domain: Threads of existence; connecting/severing concepts, people, or objects. - Theme: Edits reality; morality depends on choice. - World Status: Last awakened; the other three already manipulate the world.
Dreamforger - Domain: Dreams and subconscious reality. - Abilities: Forge dreams into physical constructs, trap enemies in nightmares, alter perception subtly in reality. - World Role: Manipulates reality subtly, morally ambiguous.
Ashbound - Domain: Destruction, ruin, and consumption. - Abilities: Absorbs destruction to empower himself; transforms ruin into weapons or tools; indirectly alters events by exploiting entropy. - World Role: Feared as a harbinger of ruin, yet sometimes a necessary purifier.
Dusk Herald - Domain: Twilight, shadows, and liminal spaces. - Abilities: Traverses and manipulates the in-between: shadows, thresholds, transitions between states. - World Role: Moves behind the scenes, shaping destinies, neither inherently good nor evil.
11. Interaction with the World
• Framework users are indistinguishable from exceptionally powerful Blessed to outsiders.
PRIMORDIAL ENTITIES...
• The Gods: Ancient, intelligent beings overseeing creation, balance, and mortal destiny.
• The Devouring Darkness:
o Sentient, cosmic entity; the original Conspirer.
o Seeks consumption and control over the universe.
• The Conspiracy:
o An intelligent species, not inherently evil, but corrupted and overtaken by the Devouring Darkness.
o Retains thought, free will, and ambition.
o Acts independently, conspires, manipulates societies, and infiltrates civilizations over millennia.
o Extensions of the Devouring Darkness' influence, not mindless tools.
THE CONFLICT
• The Devouring Darkness is a sentient, cosmic-level threat; the Conspiracy operates as its corrupted proxies, slowly infiltrating the mortal world.
• Gods recognize the existential threat but cannot directly intervene without jeopardizing cosmic balance.
• Mortals need empowerment to resist, hence the creation of Systems.
CREATION OF SYSTEMS
• The God of Architecture designs Systems to awaken latent human potential.
• 12 Champions receive these Systems to fight the Conspiracy and resist corruption.
• Systems act as a bridge between mortal capability and divine intervention.
CHAMPIONS AND BLOODLINES
• Champions spread across the world, fight early Conspiracy incursions, and establish 12 noble bloodlines.
• Bloodlines inherit potential; over generations, some descendants awaken Systems, becoming the Blessed or System Bearers.
SPREAD AND MODERN ERA
• Over 10,000 years, the Conspiracy infiltrates human civilizations subtly.
• Descendants awaken Systems sporadically.
SETTING
The setting is a post-epic world shaped by millennia of conflict between humanity and the Conspiracy — a dimensional, devouring force. Twelve gods once empowered champions with Systems to repel the Devouring Darkness during the Age of Walking Chaos. Those champions' bloodlines matured into ruling houses across twelve nations.
Systems function as soul-mechanisms that awaken progressively (status levels) granting unique powers tied to each god's domain.
Centuries later, the Conspiracy persists as both monstrous low-ranking footsoldiers and cunning infiltrators occupying positions of power. A new anomalous metaphysical architecture, the Framework, awakens within the protagonist Neil Thorne — a survivable, upgradeable network of 'threads' that interacts with causality and reality itself, operating under different rules and costs (Integrity) than traditional Systems.
