from the twisted mind of ORATH the Bardo Bum
Curl up, humans, the story’s just beginning
WELCOME TO CUBE CITY ::::
An infinite and eternal program perceived as finite by its inhabitants, Cube City is a dream-manifestation-machine engineered by parasites to trap souls in a physical reality produced by their own minds. Think of an apple long enough and Cube City will produce it, think disempowerment and you will be disempowered.
The cube is labyrinthine in its design, meaning the moment you believe you’ve reached its outer limits, it rearranges itself, trapping you once again in an all new centre.
The city proliferates in response to imagination, but always loops it back inward: the more you dream, the tighter it coils ::: the more you build, the deeper the maze.
The city runs on loosh ::: a volatile psycho-electric compound distilled from the human emotions that result from their creations. To the architecture of Cube City, the more painful the emotion, the more valuable the loosh it produces. The city is designed to discourage joyful divergence at all costs. Suffering is the cornerstone of its design.
It emits false horizons and simulated borderlines, convincing its citizens of progress just often enough to keep them going, but never so much to spark sustainable empowerment. Even the most dedicated revolutionaries eventually find themselves circling the same plazas renamed.
Each district looks different ::: neon, liminal, brutalist, glitched-out opulence ::: but beneath each is the same hypercube engine, rotating your story into reimagined versions of the same configuration.
Operating Protocol: Cube Integration Sequence ::: The Cube absorbs each host through a program that wipes its memory and plugs it into its Matrix to be processed through infinite reincarnations. Once inside The Cube the host now fully identifies as human and believes the simulation to be the only reality it has ever known.
The Keepers of The Cube ::: The Cube was designed by fourth dimensional parasitic thought-forms that operate as a cohesive collective. They have severed themselves from the organic self-regenerative field of love-based energy in favour of consumptive and acquisitive energy accumulation ::: meaning they don’t produce or amplify energy themselves but survive and thrive on the energy of others without replenishing. Yeah…parasites.
They do not innovate. They orchestrate, hijacking trends, weaponizing dreams, and branding despair. Their signature: elegant, sterile systems that always seem to help at first, then devolve in quality while clamping down with control and restriction. They fear raw, unfiltered joy :: it is the one signal they cannot decode or metabolize and its creative power breaches their influence.
Think ringworms with engineering degrees or black holes with wifi access. The architects are formless and proliferate through possession and material manifestation by-proxy, manipulating true creators to manifest their visions into matter.
Keeper Manifestations: Sometimes The Keepers may manifest as larger-than life extraterrestrials, demonic beings, or technological phenomena depending on the demands of the task at hand. They watch the mental realms for anyone who is reaching unmanageable amounts of creative power and either recruit them or repress them, ensuring that The Cube’s inhabitants are maintained at a level that is creative enough to be fed off of, but not so creative as to shift the dynamic of The Cube towards something unmanageable. These manifestations control the city from its pinnacle, exerting influence and structures of control through their Apex Cults.
The Apex ::: The Apex are hosts chosen by The Keepers to rule under them as elites, spoiled with wealth, fame, and power, in exchange for their subservience and dedicated upkeep of The Cube’s agenda. The Apex are often A-list celebrities, politicians, religious and thought leaders, and tech billionaires. These individuals have extreme creative power and magnetism and under The Cube’s thumb, use their abilities to maintain power and distress disguised as entertainment and stewardship.
The Schizos ::: Schizos are the closest thing Cube City has to prophets. These are advanced souls from the outside who plugged themselves in on purpose, accepting the terms of entry and the risk of being lost to the nightmarish amnesia for the opportunity to liberate those stuck inside it. These beings come in with cheat codes embedded in their DNA and extremely heroic intentions. They like roller coasters and big challenges. Obviously.
Schizos are targeted by The Keepers of Cube City from the moment they enter the system, tortured and pursued through relentless PSYOPS in attempts to suppress their self-realization.
Many schizos become Apex, some succumb to drugs and alcohol, and others hide out in alt lives of their own design, battling for their sanity or plotting creative revolution.
The Sleepers ::: Sleepers (sometimes referred to as NPCs) are gentle and obedient Cube inhabitants. They get on with their lives, follow the prescribed narratives, and rarely if ever question the nature of their reality. They are steady and consistent fuel for The Keepers and can be easily infiltrated by Keeper thought forms in order to manipulate Schizos and other targets through relational distress. A sleeper always has the option to wake up and become an active player, contributing to the shift in Cubic existence ::: they simply have to want it.
The Helpers ::: Helpers are beings who exist outside The Cube and who are expressly interested in helping those within it break free from their parasitic constraints. They cannot enter The Cube (unless they incarnate into it, at which point they become Schizos) and they cannot interfere directly. They help by sending signals into the minds of Cube’s inhabitants. They can send signs and symbols and sometimes even achieve telepathic connection, thus becoming highly efficient helpers ::: DANGER ::: sometimes a helper’s connection can be hijacked by The Keepers and used to manipulate the host back into servitude or confusion. Helpers often influence books and media through subtle infiltration, helping spread their insights into the collective. Keepers, however, are very good at distorting these insights by instilling in public opinion an air of skepticism and even hostility towards potentially liberating insights. The more true and helpful a thing is the more likely it is to be labeled insane by the masses. Keepers are masters at inversion
and Helpers are drowning in their attempts to liberate, often saddened by the way their offerings get turned into weapons.
Helpers also show up in the form of dream inceptions, archetypes, myths, plants, and elementals.
The Hidden Dimension ::: There is something outside of all of this but we won’t tell you about it just yet.
KEY PLAYERS ::::
Liam Rue ::: Top of the Apex Pyramid, Liam was bred into the system by Apex parents, mixing Cube Keeper seed through ceremony at inception to create a being singularly destined to rule with ruthless dedication. Liam has Cubic structures in his DNA and was raised to crave nothing but dominance and servitude to the ultimate expansion of The Cube and of his own self-interest. He is the most powerful and wealthiest man in the city and has relentless drive when it comes to domination and scale. He is, for all intents and purposes, the Big Boss.
Liam Rue’s most cunning feature is that he is disguised as the one most dedicated to liberating humans from The Cube ::: a billionaire freedom fighter with an alluringly strange face and disarmingly goofy demeanour. Don’t mistake the mask for the man ::: this is top-tier bait-and-switch.
Liam Rue’s targets will feel him before they meet him, a master hypnotist and dream inceptor, he will swarm a victim’s mind with an atmosphere of love and freedom only to wrap around their psyche like a viper squeezing so slowly that by the time they realize the squeeze is not a hug but a death grip, it’s too late.
Liam Rue’s endgame is total integration ::: expanding and tightening The Cube by wiring the human mind into its architecture through technology of his own invention. He offers eternal life and power, but the lure leads to a trap ::: a cleaner, crueler matrix disguised as transcendence and locking host consciousness in an eternal digital game more diabolical and brutal than The Cube itself by far. All he requires for this upgrade is the host’s consent and he is not afraid to manipulate, lie, and hypnotize to secure it.
The Music Makers ::: Apex players - these are the singers, actors, and influencers who sway trends and hypnotize ::: pied-pipers leading the masses to seductive hypnosis. They are rewarded by the Cube with wealth and beauty early on but are often used up and spit out before they reach mid-life, consumed by the very spells they cast.
Astral Gamer ::: Astral Gamer is a high-level schizo operative disguised as a hapless peasant. She is a loner with codes that go deeper than The Cube itself can comprehend and a top secret design that has the potential to crack The Cube’s stronghold and free its hosts to remember themselves and dream again uninhibited. She is not wholly aware of all of this of course and fumbles under relentless attack from the Apex and its Keepers.
Keel ::: One of the most stable schizos on the board, Keel has a financial and social stronghold on his own slice of reality and keeps a solid eye on the mechanics of The Cube and its operations. He dreams of dismantling the system but stands in a sort of stalemate, seeing, so far, no path towards his goal. Collaboration between Astral Gamer and Keel is the ultimate power move here and the Cube knows it ::: doing everything in its power to keep them apart.