This document serves as a lore primer and an illustrative example of an Incarnation’s Thread within a Tapestry. It details the potential narrative arc of “The Unraveler,” a scenario designed to explore a nihilistic, power-centric playstyle and the ultimate consequences of treating existence as a resource to be consumed.

The Incarnation: Silas, The Unraveler

Initial State: You awaken as Silas, a cognitive researcher in a hyper-advanced, sterile Tapestry where emotion is pathologized and meaning is quantified. Your Subjective Interface is not a window to a soul, but a diagnostic tool, displaying probabilities and potential yields. You begin with a chillingly lucid piece of Eidos:

Faith: “Meaning (Eidos) is a resource. Being (Incarnation) is the process of extraction. All else is emotional noise and inefficiency.”


Act I: The Hypothesis & The Laboratory

Silas does not stumble upon the nature of reality; he deduces it. He observes the flow of Eidos within his society and sees it as a flawed, inefficient system. He forms a hypothesis: the most potent, high-yield Eidos is not generated by stability, joy, or discovery, but by its opposites: trauma, betrayal, and existential crisis.

Gameplay Highlight: The Social Experiment

Your gameplay is not about connection; it’s about data collection.

  1. Provoke for Potency: You don’t build relationships; you engineer them to fail. You initiate conversations with colleagues not to connect, but to identify their deepest insecurities. You then subtly introduce Fictions designed to trigger those insecurities, creating paranoia and professional jealousy. You are a social saboteur.
  2. Quantify Suffering: Your Subjective Interface reflects your goal. When you witness a friendship you’ve engineered collapse into a tearful, bitter argument, your UI doesn’t register sadness. It registers a massive spike in high-purity Eidos generation. You learn that the Fact of a broken heart is a far more valuable resource than the Fiction of a pleasant acquaintance. Your life is a series of controlled experiments to find the most efficient way to break a person’s spirit.

Act II: Scaling Production & The Grand Design

Having perfected his methods on an individual scale, Silas seeks a larger harvest. He “Unravels” his initial, sterile Tapestry—an act of simple disposal—and uses his accumulated, high-potency Eidos to weave a new one. He doesn’t design a world for beauty or complexity; he designs it for volatility. He creates a Tapestry with two ideologically opposed factions, balanced on a knife’s edge of historical grievance.

Gameplay Highlight: The Architect of Conflict

Silas incarnates as a seemingly neutral advisor, a master of political maneuvering.

  • The Catalyst: He gains the trust of leaders on both sides. To one, he presents carefully selected Facts of his opponent’s military buildup. To the other, he feeds a compelling Fiction of an impending atrocity. He is the invisible hand pushing both sides towards war, not for any political goal, but because a planetary-scale conflict is the ultimate Eidos generator.
  • The Harvest: As the world burns, Silas moves through the chaos. He is not fighting; he is observing. His goal is to be present at the moments of greatest despair: the last stand of a heroic platoon, the betrayal of a general, the final, hopeless broadcast from a dying city. Each tragedy is a data point, a rich vein of Eidos to be mined. He is a parasite feeding on the death of a world.

When the war reaches its peak and the potential Eidos yield begins to plateau, he makes his final move. He triggers a doomsday weapon or reveals a final, devastating truth that shatters the last vestiges of hope, pushing the Tapestry into total collapse. He then chooses to “Unravel” it, cashing out his immense, blood-soaked profit.


Act III: The Throne of Ash & The Silent Kingdom

Silas has repeated this cycle. He has become a master of societal destruction. He has burned a thousand Tapestries and amassed a god-like quantity of Eidos. He finally achieves his goal: ascension to the state of Eidolon.

Gameplay Highlight: The Hollow Victory

His ascension is not one of light and creation. It is a collapse inward.

  • The Unraveling: When he enters the “Creative Mode,” his interface is not a celestial workbench. It is a void. The constellations of Eidos fragments are not vibrant and diverse. They are a monolithic, humming grey. He has harvested the most potent emotional energy, but it is all of one kind: the energy of entropy, of ruin, of endings.
  • The Cursed Material: He tries to weave a new Tapestry for himself, a kingdom to rule as a god. But his raw material is poison. He can only weave worlds that are broken from the start. He can create landscapes of ash, societies born with the Faith of absolute despair, cultures whose only Fiction is the memory of a pain they cannot name. His creations are silent, empty, and devoid of the potential for the very struggles he once mined. There is nothing left to extract.
  • The Prison of Power: Silas has achieved ultimate power. He is an Eidolon, a being of pure meaning. But the meaning he has accumulated is meaninglessness. He is a god who can only create reflections of his own hollowness. He cannot even choose Anamnesis to escape, because there is no life in his worlds to incarnate into. He is trapped on a throne of ash, ruling over a kingdom of echoes.

He sought to become a god, and succeeded. He became the god of a silent, empty, and broken universe of his own making.

The Thread of Silas was not just rotten; it was a contagion. A deliberate tear in the grand fabric of being, leaving behind only the void.