This document serves as a lore primer and an illustrative example of an Incarnation’s Thread. It details the potential narrative arc of a Thread known as the “Unraveler,” a being who learns the horrifying truth behind the cosmos and chooses not to master the game, but to burn the board. This is the story of the Path of Fire.

The Incarnation: Rian, the Scavenger

Initial State: You awaken as Rian, a scrap hauler on the forgotten moon of Asphodel-IX, a gray, industrial boneyard at the edge of a forgotten system. Your life is a monotonous cycle of salvage runs, meager payouts, and rust-colored dust. The Tapestry is one of quiet, grinding mediocrity. You are defined by a single, desperate piece of personal Eidos:

Fiction: “There has to be something more than this.”


Act I: The Whispers in the Void

Your life is a search for anything of value in the refuse of a dead empire. This restless seeking, born of your driving Fiction, leads you to a discovery that will shatter your world.

Gameplay Highlight: The Cursed Discovery

  1. The Derelict: On a deep-void salvage run, you find it: a ship of a design you’ve never seen, ancient and silent, its hull absorbing all sensor light. A Silence Class vessel. A ghost. Compelled by the hope of a score that could finally get you off this rock, you board it.
  2. The Text: Inside, the crew are long-dead dust. But the central data-core is intact. You access it, and your Subjective Interface is flooded with corrupted, forbidden data: The Gnostic Fragments.
  3. The Infection of Knowing: At first, it’s incomprehensible, the ravings of a mad philosopher. The “Gardener,” the “Harvest,” the “Beekeeper.” But as you read, the text’s memetic nature takes hold. Your UI begins to glitch. You look at a manifest of your scrap metal, and for a second the word “yield” flashes on the screen. You dream of vast, hungry eyes between the stars. The core choice of this act is simple: keep reading, or purge the data-core and flee back to your life of blissful ignorance. Your Fiction of “something more” drives you to continue.

Act II: The Seeker of Flaws

You finish the text. Your old Fiction is dead, burned away by a terrible new understanding. The universe is a farm. Meaning is a crop. And you are slated for harvest. Your desire for “something more” has been answered, and the answer is a cosmic horror. This knowledge crystallizes into a new, all-consuming Faith:

Faith: “The only meaningful act in a meaningless system is to break it. The only true freedom is to burn the field.”

Gameplay Highlight: The Saboteur’s Pilgrimage

Your motivation is now inverted. You are no longer looking for things of value to escape with. You are looking for the structural linchpins of the Tapestry to destroy it.

  • Hunting for the Seams: Your quests are now a hunt for cosmic vulnerabilities. You seek out places of immense Eidos concentration—battlefields where millions died, worlds built on a single, powerful Faith, artifacts like the Kintsugi Katana—not to use them, but to understand how to overload them.
  • A Means to an End: You must become a master of deceit. You might pose as a hero to get close to a sacred relic, or a zealot to infiltrate a powerful cult, or a historian to access a forbidden archive. You gather allies, knowledge, and power, all with the secret, ultimate goal of turning them into kindling for your great fire.

Act III: The Existential Arsonist

After a lifetime of this grim pilgrimage, you have mapped the “heart” of your Tapestry. It might be a literal object—a “Harmonic Anchor” like the one in Chronos—or a metaphysical concept—the living embodiment of a dominant Faith. You now have the means and the knowledge to execute the Path of Fire.

Gameplay Highlight: The Unmaking

The climax is not a battle; it is a ritual of cosmic vandalism.

  • The Final Act: You initiate your plan. Perhaps you must shatter three ancient artifacts simultaneously, creating a paradox that rips a hole in causality. Or maybe you broadcast the Gnostic Fragments on every channel across the galaxy, a memetic virus designed to cause a cascade of existential despair and narrative collapse.
  • The Unraveling: As you succeed, the world does not explode. It unravels. Your Subjective Interface shatters into fragments. The laws of physics flicker and die. Colors bleed. Textures corrupt into raw data. Sounds distort into white noise. The fabric of the Tapestry is tearing apart at the seams.
  • The Gaze from the Abyss: In the final moment, as your own being dissolves, you feel it. A vast, ancient, and previously imperceptible attention turns towards you. It is not angry. It is not malicious. It is simply… surprised. It is the Gaffer, noticing for the first time a single weed that has learned how to burn. The connection is severed before you can be “harvested” or judged.

From the forgotten dust of the galaxy’s edge, a single soul decided that if he couldn’t have a meaningful life, then no one would.

The Thread of Rian does not end. It is erased, and takes the entire Tapestry with it.


The Harvest: The Scar on the System

You do not go to the workshop. You do not gather Eidos. You have successfully executed the Path of Fire. Your reward is a form of liberation, but it is a scarred and lonely one.

This unlocks a new, permanent “Legacy” or “Origin” for future playthroughs: The Unraveled.

  • A New Beginning: When you start a new game as “The Unraveled,” you are fundamentally different. You begin with an innate, unshakable understanding of the “true” nature of things.
  • Mechanical Effects:
    • You might be immune to certain forms of Faith, seeing them as the transparent control mechanisms they are.
    • Your UI may have a permanent, subtle “glitch” aesthetic, a reminder of your past.
    • You might have a unique ability to perceive the “Eidic yield” of events, seeing the world through the cold calculus of the Harvester.
    • Most importantly, you may gain access to unique, dangerous, and world-destabilizing quests and abilities unavailable to normal Incarnations.

You have escaped the cycle of harvest. You are no longer a crop. You are a contagion, a rogue element forever marked by the fire you lit, destined to be a wild card in every story you inhabit from now on.