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The Fourth Fansus

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What is known is that this was a horrific event for humans and Hours alike, with the 2 Glories colliding and breaking apart. This, combined with the damage the Hours suffered, temporarily broke down the barrier between realities and released the power the Hours bled into the waking world, where it caused unspeakable devastation. Most of what occurred in that devastating time when all hell broke loose has been forgotten but what is known has been recorded below:
==History==The Fourth Fansus used to be two different Mansi, independent of one another, each inhabited by a different group of Gods-from-Stone and each with their own Glory. These Gods-from-Stone warred among each other, in a war whose ending has been lost to time. The twin Mansi were desolate, war-torn wrecks when the first Hours of Humankind awoke, as were the Gods-from-Stone who inhabited them. The new Hours either killed them or in other ways usurped the Gods-from-Stone and sent most of them to Nowhere. Then, the times of halcyon dreams started, until something that most cannot even describe happened: an event, in which the two Mansi "crashed" into each other. No one knows who is responsible. Some say it's the Navigator, others say it's the Wispy Tress, or even the dead gods-from-stone who acted from Nowhere. ===The Collision===Independently from who did it, the causalities of this event were fatal: multiple Hours were incredibly wounded, some Hours even died, and quite a lot rose in the next few years after. But first and foremost, the skin of the world was, if only temporarily, completely torn off, breaking down the barrier between realities, and melting the two Histories, one for each Mansus, together, in addition to power of the Hours bleeding into the Wake. The effects of the latter are recorded below, though no one really remembers what happened, probably for the better.====Effects on the Wake=========Lantern=====
Areas flooded by Lantern-influence were subject to perhaps the most alien of devastations, though they generally have suffered little physical damage. Strange lights appeared in the sky, eerie writing appeared on the walls, surfaces were rendered transparent or reflective, and so forth. People witnessed unspeakable things, saw visions, went mad, and so forth. Lantern is an unmerciful principle, perhaps the one that does the most harm to the mind. It also provides great revelations, however, and many affected by it are now known as oracles or soothsayers. People touched by the unmerciful light have a tendency to hoard knowledge, and to obsessively study it, yearning for the same sort of revelations they saw during the apocalypse. When traveling through terrain touched by Lantern-light, it is important to remember not to look at the lights in the sky, not to read the writing on the walls, not to fall asleep. If one must sleep, one should not record their dreams, nor really think about them too clearly.
=====Forge=====
Forge is one of the aspects that caused the greatest physical devastation. Grand explosions, earthquakes, and wildfires, some of which burn unquenchable to this very day. All areas of such devastation are searingly hot. Forge changes the mind too, and those affected by such change were granted an obsessive need to disassemble and reassemble various things. Thus, areas afflicted by Forge Influence are full of strange and often dangerous creations: stories spread among settlements by travellers inevitably end up talking about self-perpetuating and eternal-motion machines.
One thing is certain: Forge-influenced areas are often reliable sources of advanced, complex technology, whether it's made by the tinkerers who dwell there or from ancient relics that predate the Collision. In case of the later, their original function is probably twisted by constant exposure to Forge energies.
=====Edge=====
The areas affected by Edge went through great physical devastation, being cut, torn, or flung apart by supernatural means. People in these areas were stricken by jelousy and ambition, and many murdered those close to them in cold blood. After the influence faded, many came to regret or forget these acts.
Another peculiarity is that cities or settlements affected by potent Winter influences may be mistaken by those of Heart in the eyes of inexperienced areas, due to the quiet and stillness that seeps into every nook of the place. However, several visits through a long period of time will reveal the slow, creeping decay that blights these places.
=====Heart=====
The areas affected by Heart influence tend to be the best-preserved of the areas, as rampant Heart influence caused grand storms, earthquakes, floods, and other such weather phenomena that many areas were already at least partially prepared for. These same intense Heart influences gave tremendous vitality to the life to be found on these areas, and eventually led to a riotous growth and abundance of wildlife, specially when compared to the relative scarcity found on other areas; all this life hows uncanny resilience, something that has hampered attempts to settle these areas.
Those affected by Heart influence tend to be restless and optimistic, with endless determination. These are useful traits to have in the post-apocalyptic wasteland, but can also lead one into danger.
=====Grail=====
Areas afflicted by Grail are perhaps the ones where the most influence still remains, and also some of the more populous. During the apocalypse much of them were flooded, not just with water, but with blood or honey or stranger fluids still. These areas are ones where strange vines grow and strange fruit grows, of the kind that cannot be eaten only once. The people affected by Grail influence tend to be reckless and hedonistic, and the influence released during the apocalypse caused many of them to use it as an opportunity to commit acts that they usually did not do, or indulge in desires they had repressed, leading to a societal collapse in the places so affected.
Many are now addicted to a variety of substances or pleasures, both mundane and unique to Grail-tarnished land. A vast majority of the Long who were in these areas during the apocalypse are now Alukites, as the urge to commit the Crime of the Sky became irresistible during the hours when the border between the real and the surreal were blurred. Most of these Long tend to avoid contact with others out of shame, feigned or real.
=====Moth=====
The areas affected by Moth are the ones of which is known the least, and most of them differ significantly from each other. Common themes include the breakdown of perception and knowledge, and the forgetting of things and words, rampant growth of plants, spatial anomalies of various kinds, distances being much shorter or longer than they appear or objects being much closer or farther away than they appear, and aggressiveness on the part of animals. Humans remaining in these areas gradually lose their senses and return to their base animal state, filthy and unclothed.
=====Knock=====
Areas affected by Knock influence experienced grand turmoil during the apocalypse, and are today the ones from which the fewest return. During the apocalypse structures leveled themselves, old wounds opened and people bled to death, and portals and spatial anomalies appeared everywhere. Space is inconsistent, and doors and windows do not open into where they should, and frequently moving fissures in reality take people from one place to another, often unexpectedly. Knock did not affect the minds of people much, though it remains inadvisable to sleep in a Knock-influenced area.
=====Secret Histories=====
Secret Histories anomalies are the rarest and usually smallest kind, and tend to appear around sites where the scar of history is apparent. Things can become hard to remember properly as contradictory memories appear, origins of things can become paradoxical as people find themselves wearing rings indicating that they were married to one person and tattoos contradicting them while themselves becoming confused over which one is true. Most of these anomalies are much more minor and harmless than those influenced by other aspects. Secret Histories does not mentally influence people much aside from the false memories.
There are also some anomalies that are common to all areas, and can even be found in areas not hit as much by the apocalypse. These include: Places where pure Mansus-energy has flowed through, causing reality to feel more dreamlike, most common in Knock, Lantern, and Moth areas. Strange and dangerous dreams, most common in Knock and Lantern areas, though sleep in Winter areas can be dangerous for different reasons. People who appear to be asleep but nonetheless remain in perfect physical health, merely catatonic, but who release grand and dangerous influences if killed, most common in Lantern or Winter areas. They are suspected to be connected to the Hour known as the Legion Lamentful. Stray Mansus-beings are also common in all areas, and usually yearn to return to the Mansus and the Hours who created them. They are in most cases very dangerous, and should not be approached alone.
====Life After The Collision=========Oneironauts=====
When the Collision came, and the veil between the Mansus and the Histories was torn asunder, the people who dwelled there couldn’t afford themselves to continue pretending the laws and forces of the waking world were the only ones that existed, if they wanted to survive. Mystics, scholars, occultists, and anyone who could provide a resemblance of understanding about the otherwordly forces that now rampaged through the world rose to a prominent place in the societies that remained, and those who were founded anew.
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