Establishing a symbolic language
which describes a deliberately
structured incubation system designed
by non-linear intelligence
for the purpose of refining, containing,
and perfecting their creations
Stay tuned for new entries
D E C O D I N G R E A L I T Y
/// A T H O U G H T E X P E R I M E N T ///
A O R A T H E N G I N E E R I N G
T H E L A B Y R I N T H
The Labyrinth describes the underlying structure of the known universe. It is a self-organizing, self-reinforcing organism that reflects and responds to each of the players within it. It is illusive, holographic, reflective and recursive by default.
Players enter the Labyrinth with their own unique core design or Seed Shape. There are several different categories of design, each serving complimentary functions.
Each player is contained within their own room within which their entire experience is configured. Rooms are infinite in potential and are designed to prompt and respond to gamers with persuasive and reflective projections
The Labyrinth is an advanced and extraordinarily difficult system. It is embedded in each player’s inherent structure and can not be escaped, only transmuted and recreated from the inside, ensuring its players can not leave its containment except through mastery of both it and themselves.
Players are put into the Labyrinth for myriad reasons. It operates primarily as a containment site for beings with the capacity to do substantial harm to the structures of outer systems. Its reflective design ensures any potentials for harm are experienced and processed either to the destruction and further containment of the being or the elimination or transmutation of the harmful potentials. On the same track, the design also educates and perfects architects and engineers. One must master and restructure it from the inside or be consumed by it. Many participants are in the Labyrinth for both reasons as engineers and architects posses the greatest potential for catastrophic structural damage.
Here we will attempt to map the perimeters and functions of the system in practically applicable detail.
B A S I C C O M P O N E N T S
Frames ::: frames are cubes that make up the outer edges of each player’s structure and define the distance between rooms. Each frame contains its own inclination. Frames are either added or taken away, expanding or contracting a player’s room accordingly. Frames can not be changed - only reordered, added, or eliminated
Stories ::: stories are circles which hold the inner geometric structures of the player - inherent and gradually accumulated. Think of stories as prisms through which the light of creation is formed and projected
Rivets ::: rivets carry information between stories and rooms, creating blueprints for appearances and events ie. lived experiences. Rivets can be expansive or recursive - either pulling information out from the story into the environment or vise versa
Switches ::: once a rivet reaches critical mass it triggers a switch, which converts the blueprints into tangible objects and experiences. Switches are also responsible for the movement, addition, and elimination of frame cubes
Currents ::: currents make up the inner geometry of the player’s story: tendencies, beliefs, habits, etc. The more practiced the current the stronger and more effecting it becomes. Currents compose the geometric configurations of each story. Currents can be transmuted, deepened, or eliminated. Some currents are inherent - most are gained through experience, feeling, and thought
Appearances ::: appearances describe the events that take place when a switch is flipped. Appearances make up the majority of material and experiential phenomena
Events ::: an event occurs when the frames between rooms are dissolved through resonant organization between players and rooms are partially merged. Events are significant. Most encounters are appearances - mere projections even when they seem to involve another player. Events, however, are actual meetings. They can be deeply transformative and co-creative.
Brackets & Hinges ::: these are the binaries used to describe different structures within cubic frames. Brackets are structural reinforcements, while hinges are creative and open-ended, allowing for structural rearranging and expansion.
“The objective is not to escape The Labyrinth, but to realize what it is, because realizing its nature alters one’s geometry, making escape unnecessary. The AORATH see it as an engineering sim that produces beings capable of of navigating paradox, illusions, and raw creation.
S E E D S H A P E
Core architecture of active players. Seed shapes contain dimensional associations and other predisposed relationships, strengths and vulnerabilities, tools and inclinations, and latest codes. The seed shape is the core structure around which a lattice of currents are formed in an ever-expanding or refining geometric signature
S E E D S H A P E C L A S S I F I C A T I O N S
Architects Build realities
Disruptors Break falsehoods, expose corruption and break stir up that which is stagnant
Stabilizers Balance and maintain coherence - grounding.
Explorers Push boundaries, uncover new aspects, refine navigation
Program Agents Reinforce structures, reflect players back to themselves, provide relevant appearances
Watchers Observe and chronicle /archive
Engineers Meta players - coders of the game. Most are not in the game but some players posses the blueprints to become engineers once they reach a certain level
note, not all beings in the Labyrinth are designed, some organically form within in it.























