To Seed is to embed a specific narrative potential within a new Tapestry. It is the Eidolon’s act of planting a memory, a myth, or a ghost into the fertile ground of a world-in-the-making.

While the Create verb sets the broad rules and themes of a reality, the Seed verb allows for the placement of concrete, meaningful elements within that framework. It is the difference between defining a climate and planting a specific, ancient tree that carries the memory of a past life. Seeding is the mechanism by which a player’s legacy becomes not just a theme, but a tangible, recurring presence in their ongoing myth-cycle.

The Philosophy of Legacy’s Echo

Seeding is about giving history a physical form. It transforms the abstract currency of Eidos into specific, potent narrative hooks that will shape the emergent story of the next Tapestry. This is how a player’s journey gains long-form continuity. The act of Seeding is a declaration that a particular story, character, or idea from a past life is not finished; its echo deserves to be heard again, even if distorted by time and context. It is an act of faith in the power of a single, well-placed story to change a world.


Mechanics of Seeding - The Narrative Inheritance

During the Create process, after establishing the foundational threads of the new Tapestry, the player is given the option to Seed the weave. The interface for this is a “Narrative Nursery” or “Legacy Vault,” presenting a library of potential seeds unlocked through past accomplishments.

Types of Narrative Seeds

The player can choose from a variety of potent, persistent elements they have previously encountered, created, or become:

  • Artifacts: A legendary item, like the Kintsugi Katana or the greatsword from The House of Whispering Steel, can be seeded into the new world. The Director AI will then place it in a thematically appropriate location—a king’s tomb, a dragon’s hoard, or a forgotten ruin—for a future Incarnation to find.
  • Myths & Fictions: A powerful story, such as “The Legend of Anya” from the Benevolent Leader scenario or “The Myth of the Rogue with a Heart of Gold” from Mythic Figure, can be seeded as a foundational narrative for a new culture. This culture’s Faith, laws, and heroes will be shaped by this implanted story.
  • Ideologies & Faiths: A complete belief system, like the pragmatic “Faith of the Hearth” from Homestead or the nihilistic Gnostic Fragments from the MEMETIC-COGNITO-HAZARD, can be seeded. The Director AI might use this to define a major Faction or a fringe cult within the new Tapestry.
  • Legacy Incarnations: If a player has successfully completed a Transcend arc, they can Seed that preserved Archetype into the new world. This “Legacy Incarnation” will exist as an NPC, living out their life according to their own established nature, potentially becoming a powerful ally, a tragic figure, or a formidable rival.

The Director’s Role in Germination

The player chooses the seed, but the Director AI is the gardener. The player does not get to decide exactly where or how the seed will sprout. They only know that it is there, waiting to be discovered. This maintains a crucial element of surprise and discovery, preventing the player from having total, omniscient control over their creation.

Design Intent

Why the Seed verb exists:

  • To provide a tangible and rewarding outcome for discovering and creating powerful narrative elements.
  • To allow players to create their own recurring motifs, personal mythologies, and long-form story arcs across multiple playthroughs.
  • To give the Eidos system a concrete, in-world expression beyond simply setting a world’s parameters.
  • To strengthen the sense of a persistent, personal universe where the echoes of the past can be encountered in the flesh.