To Create is to weave the forgotten into the possible. It is the verb of the Eidolon, the sacred and deliberate act of taking the distilled Eidos of past lives and shaping it into the seed of a new Tapestry. It is the moment between stories, where the player transitions from being a character to being an author.

Within ATET, Creation is not a “New Game” menu; it is the game’s central, player-driven generative act. It is the practical application of the philosophy outlined in On the Implications of Platonic Idealism: the ultimate purpose of becoming a god is to design a more interesting and meaningful mortality.

The Philosophy of Creation - The Artist’s Loom

The player who has attained the state of Eidolon does not create from nothing. They are not an omnipotent deity, but a master weaver working with the materials they have gathered. Their palette is their own past—every Fact uncovered, every Fiction lived, every Faith embraced or rejected.

The act of Creation is therefore an act of reflection and intention. The player looks upon the Eidos they have harvested and asks: “What story do I want to tell next? What truths do I want to test? What beautiful lies do I want to make real?” This process is the heart of the game’s long-term progression, where the reward for a life well-lived is not power, but a richer, more complex set of tools for future authorship.


The Mechanics of the Loom - Weaving a World

When a player chooses to Create, they are presented with the “Loom,” a thematic, interactive interface that replaces the Subjective Interface of an Incarnation. Here, they set the initial conditions for the next Tapestry. This process is a guided collaboration between the player’s will and the game’s generative systems.

1. Choosing the Warp (The Foundational Threads): The first step is to select the core thematic threads for the new world. The player is presented with the palette of Eidos fragments they have crystallized through Reflection. They choose a set number of foundational Facts, Fictions, and Faiths to serve as the Tapestry’s narrative DNA.

  • Example: A player might choose the [Fact: Glimmer-spore is toxic], the [Fiction: Legend of the Seed-Sage], and the [Faith: Nature is a benevolent but fallible guide] to create a world thematically haunted by the tragedy of their Botanist playthrough.

2. Tuning the Weave (Setting the Rules): Next, the player can adjust the broad parameters of the Tapestry, as outlined in Balance. This is where they set the narrative’s “rules of physics.”

  • They can set the Narrative Velocity, choosing a Meditative world of slow-burning intrigue or a Chaotic world rife with conflict.
  • They can adjust the Eidic Yield, determining how easily new meaning can be found, effectively setting the world’s “difficulty.”

3. Choosing a Thread (Shaping the Incarnation): The final step is to shape the conditions of their entry into this new world. The player does not design a character from scratch; they influence the seed that will grow into their next Incarnation.

  • They might select an Archetype (e.g., “Warrior,” “Scholar,” “Outcast”) which biases the Director AI’s search for a suitable starting role.
  • They can choose to Inherit Memories, seeding their new life with faint echoes or powerful, traumatic recollections from a past Thread.
  • They can set an Initial Belief, starting their Incarnation with a core conviction that will immediately shape its perception of the new Tapestry.

The sum of these choices is compiled into a single data structure, the AwakeningSeed (as described in The Nameless Ritual and Awakening), which is then handed off to the Director AI to be planted in the newly woven world.


The Role of Eidos - The Palette of Experience

The type of Eidos the player uses to weave the Tapestry has a profound impact on its emergent character.

  • Fact-dominant Tapestries: Weaving a world primarily from Facts creates a stable, predictable, and often harsh reality. The rules are clear, but there may be little room for hope, myth, or wonder. This is a world for stories of survival and realism.
  • Fiction-dominant Tapestries: Weaving a world from a rich palette of Fictions creates a vibrant, chaotic, and surreal reality. Legends walk the earth, myths are physical forces, and the very landscape can be a story. This is a world for epic fantasy, mythic tragedy, or absurdist satire.
  • Faith-dominant Tapestries: Weaving a world from powerful Faiths creates a society with immense narrative gravity. Cultures are coherent, dogmatic, and deeply resistant to change. This is a world for stories of political intrigue, ideological conflict, and heresy.

A master weaver learns to balance these three threads, creating worlds of nuanced and compelling tension.


The Unforeseen Pattern - The Limits of Creation

The player is an author, but not an omniscient one. Once the Tapestry is woven and the Incarnation Awakens, the simulation takes on a life of its own. The Director AI and the actions of countless other agents will warp, challenge, and re-interpret the creator’s initial intent.

  • A Faith of unity might be corrupted into a tool of oppression.
  • A heroic Fiction might be forgotten, or twisted into the justification for a villain’s actions.
  • A hard Fact might be ignored by a society in the grip of a more compelling story.

This ensures that the player is always, to some extent, a stranger in the world they made. Creation is the act of setting the stage and writing the first line; the rest of the play is emergent, a story to be discovered, not just directed.


Design Intent

Why the Create verb exists:

  • To make world-generation a core, player-driven, and expressive mechanic.
  • To complete the core loop of the game: Live Die Reflect Create.
  • To give tangible, creative purpose to the accumulation of Eidos.
  • To provide a framework for near-infinite replayability, with each new Tapestry being a direct reflection of the player’s unique journey.
  • To perfectly balance the player’s sense of authorship with the game’s capacity for emergent surprise.