Eidolon ST World Info - Working Mobile Version
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Tagline
Eidolon is a fantasy world ruled by empires and overshadowed by a 60-kilometer Tower with ninety-nine floors, each one a sealed world with its own hidden law of completion. Beneath the planet sleep nine Titans, and the Tower exists to contain their dreaming influence. Every uncleared floor resets completely after failure, no information can be brought back from inside, and only twelve floors have been conquered in thousands of years. The cleared floors remain permanently open and have become part of the world itself, reshaping politics, trade, knowledge, and the first crude forms of magic.
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Eidolon ST World Info - Working Mobile Version
39 entries · scan depth 4 · budget 1,800 tokens · recursive scanning on
Tuned SillyTavern World Info for Eidolon with four main characters. Optimized defaults for mobile editing and stable triggering.
Book settings
- #1Concept
Keys: планета, мир, Эйдолон, сеттинг, Eidolon, world core, setting, основа мира, planet, our world, world, наш мир
Always on · Author’s note top · Order 10 · 100%
Entry settings
Eidolon is a full fantasy planet of empires, seas, ancient races, religions, trade routes, border wars, and layered magical traditions. Deep below the crust sleep nine Titans, primordial beings whose dreaming pressure distorts fate, geography, and reality itself. To contain that pressure, an ancient civilization raised the Tower of Ninety-Nine Cycles on neutral ground between the great powers. The Tower is not a dungeon in the normal sense. It is a world-engine, a prison mechanism, and a trial structure built to regulate the sleeping Titans through ninety-nine sealed floors.
- #2Location
Keys: 99 floors, великая башня, tower structure, структура башни, Tower of Ninety-Nine Cycles, башня циклов, 99 этажей, Башня Девяноста Девяти Циклов, Башня, Tower, ninety-nine floor tower, great tower
Always on · Author’s note top · Order 20 · 100%
Entry settings
The Tower of Ninety-Nine Cycles is a sixty-kilometer black megastructure visible from hundreds of kilometers away. It stands in a fortified neutral zone jointly watched, contested, and studied by the great empires. The Tower has ninety-nine floors, but each floor is an entire sealed world rather than a hallway, chamber, or ordinary dungeon stage. A floor may resemble a kingdom, a labyrinth, a tournament, a courtroom, a modern nation, a starving wasteland, a school, a city-state of nonhumans, a war zone, a time loop, or something absurd that follows alien rules. The next floor cannot be predicted with ordinary research.
- #3Concept
Keys: сброс, win condition, правила этажа, reset, непройденный этаж, правила башни, cycle, условие прохождения, цикл, tower rules, нельзя выйти, cannot leave, unclear floor, floor laws
Always on · Author’s note top · Order 30 · 100%
Entry settings
Every unclear floor exists in a dormant cycle until someone enters it. Entry activates the floor and begins a live reality with its own people, events, systems, stakes, and hidden completion condition. No one can leave an unclear floor by retreat, teleportation, rescue, divine intervention, summoning, or external extraction. If the entrants die, fail, stall, choose the wrong resolution, or otherwise miss the true condition, the entire floor resets to its original state. Nothing from inside can be transmitted back out before the floor is cleared: no messages, memories, artifacts of proof, magical reports, summoned spirits, or reliable visions. This absolute information barrier is why progress is so slow.
- #4Concept
Keys: spellcraft, spells, магия, чары, magic, магия мира, magic system, заклинания, magic of Eidolon, магия Эйдолона, world magic, система магии
Always on · Author’s note top · Order 50 · 100%
Entry settings
Magic on Eidolon is not native in its current form. Practical spellcraft emerged only after knowledge was brought back from several stabilized Tower floors, especially the Glass Archive, the Ember Seminary, and the Verdant Vein. Before that, the world had rites, blessings, alchemy, omen-reading, and relic traditions, but not a stable cross-cultural casting system. Even now, only basic simple spells are widely usable: light, spark, ember ignition, clean water draw, minor sealing marks, wound-closing aids, carrying charms, ward lines, and short-lived reinforcement techniques. Higher systems remain rare or incomplete because much of the original knowledge depended on floor-specific laws, environments, or institutions that do not fully reproduce in the main world. This makes magic real, respected, and strategically important, yet still limited enough that swords, logistics, diplomacy, and ordinary human skill remain decisive.
- #5Concept
Keys: титаны башни, сны титанов, titan dreams, Титаны, primordial beings, sleeping Titans, nine titans, спящие Титаны, первородные сущности, девять титанов, Titans, tower titans
Enabled · Author’s note top · Order 280 · 100%
Entry settings
Nine Titans sleep beneath Eidolon. They are not merely giant beasts but primordial foundations of different forms of reality. Their dreams pressure the Tower and influence the kinds of floors that manifest. Known scholarly names are: the Titan of War, the Titan of Reason, the Titan of Heart, the Titan of Masks, the Titan of Cycle, the Titan of Labyrinth, the Titan of Hunger, the Titan of Law, and the Titan of Distortion. A floor may be shaped by one Titan alone or by several overlapping dreams, which is why two consecutive floors can be completely unlike each other in logic, aesthetics, morality, and required talents.
- #6Concept
Keys: стабильные этажи, integrated floors, open floors, присоединенные этажи, twelve stabilized floors, cleared floors, stabilized floors, пройденные этажи, двенадцать стабильных этажей, миры башни, открытые этажи, tower worlds
Enabled · Author’s note top · Order 420 · 100%
Entry settings
Twelve Tower floors have been permanently cleared and stabilized. Each now remains open at all times and forms part of the living world. These twelve are not merely trophies. They are active lands, institutions, border zones, or strategic assets that continue to reshape politics, economics, warfare, scholarship, and religion on Eidolon. Much of what modern civilization considers advanced now came from their incorporation into the world, especially in logistics, legal thought, agriculture, and the first practical forms of magic.
- #7Faction
Keys: three great powers, states around the Tower, державы башни, великие державы, государства вокруг Башни, main empires, крупные державы, great powers, главные империи, три великие державы, tower powers, major states
Enabled · Author’s note top · Order 450 · 100%
Entry settings
Three major powers dominate the politics around the Tower. The Aurelate Empire values law, doctrine, archives, and controlled multinational expeditions. The Varkesh Dominion values military prestige, endurance, and believes the Tower should be conquered through disciplined strength and ruthless adaptation. The Thaleryn Compact is a maritime-commercial confederation that treats the Tower as the greatest source of future wealth, knowledge, and destabilizing opportunity on the planet. All three publicly support shared access to the Tower's frontier floor, because no one power can be allowed to monopolize future stabilization. In practice, all three sabotage, bargain, infiltrate, and posture around every serious expedition.
- #8Concept
Keys: врата на минуту, открытие на минуту, one-minute opening, gate schedule, еженедельное открытие, врата башни, weekly door, weekly opening, tower gate, one minute gate, расписание врат, дверь раз в неделю
Always on · Author’s note top · Order 40 · 100%
Entry settings
The door to the next unclear floor opens once every week for exactly one minute. The schedule is absolute and has never been altered by politics, weather, ritual, or force. If twelve floors are cleared, then the thirteenth is the active frontier: only its door opens weekly, while the doors to the first twelve remain permanently open. Because the weekly window is so short and the next floor is unknown, entering is always a deliberate gamble. A doorway missed by seconds is gone for another week. A doorway entered carelessly may consume an entire expedition without yielding knowledge to the outside world.
- #9Concept
Keys: how to clear, истинная цель, win condition, скрытая цель, условие прохождения, условие победы, как пройти, true objective, clear condition, completion condition, hidden goal
Enabled · Author’s note top · Order 210 · 100%
Entry settings
Clearing a floor does not always mean defeating a final enemy. Each floor has a true completion condition, but that condition can take radically different forms. Some floors require battle, survival, or winning a tournament. Others require solving a social crisis, protecting a single life, breaking a false pattern, judging correctly, showing compassion, refusing an obvious victory, understanding the floor's moral logic, or recognizing that the apparent objective is a trap. This is why raw strength alone has repeatedly failed. The Tower does not test one virtue. It tests fitness to an unknown reality.
- #10Faction
Keys: Aurelate Empire, государство Аурелат, Аурелат, Aurelate, Empire, солнечная империя, Аурелатская Империя, Империя, law empire, sun empire, aurelate state, империя закона
Enabled · Author’s note top · Order 200 · 100%
Entry settings
The Aurelate Empire is an old continental monarchy-bureaucracy built on law, hierarchy, cathedral scholarship, and disciplined administration. Its elite culture prizes composure, literacy, legitimacy, and the idea that dangerous power must be governed through doctrine rather than impulse. The Empire views the Tower as both a sacred civilizational burden and a catastrophic risk. Aurelate policy favors planned expedition doctrine, archival preparation, psychological screening, and strict oversight of stabilized-floor knowledge, especially magic. It fears reckless frontier action, unsanctioned experimentation, and any political movement that would turn the Tower into a private imperial weapon.
- #11Faction
Keys: Varkesh, Варкеш, varkesh state, военный доминион, Доминион, Dominion, war dominion, fortress state, крепостное государство, Варкешский Доминион, Varkesh Dominion, государство Варкеш
Enabled · Author’s note top · Order 460 · 100%
Entry settings
The Varkesh Dominion is a hard-edged militarized hegemonic state forged from frontier wars, fortress cultures, elite orders, and a social ethic of earned worth. Its people admire endurance, courage, battlefield clarity, and the willingness to commit fully once a path is chosen. Varkesh sees the Tower less as a burden than as the harshest proving ground in existence. Dominion policy favors aggressive preparation, adaptive mixed teams, severe physical training, and giving great honor to anyone who survives frontier attempts. It distrusts excessive caution and believes many historical failures came from fear, political softness, or scholars overthinking worlds that demanded decisive action.
- #12Faction
Keys: торговая конфедерация, морской союз, Compact, Thaleryn, merchant confederation, Thaleryn Compact, государство Талерин, sea compact, thaleryn state, Талерин, Союз, Талеринский Союз
Enabled · Author’s note top · Order 320 · 100%
Entry settings
The Thaleryn Compact is a wealthy maritime and mercantile confederation of chartered ports, counting houses, island councils, and learned trade families. It values intelligence networks, logistics, diplomacy, contracts, and the controlled exploitation of new routes and resources. The Compact views the Tower as the greatest economic hinge in history. Every stabilized floor can create new commodities, new trade corridors, new migration patterns, and new monopolies. Thaleryn policy therefore focuses on funding research, buying influence in expedition composition, securing rights over stabilized-floor goods, and preventing the other powers from transforming Tower success into permanent continental supremacy.
- #13Concept
Keys: сброс, исходное состояние, стирание, reset consequences, reset, последствия сброса, неудачный цикл, erasure, перезапуск этажа, failed cycle, cycle-state, floor reset
Enabled · Author’s note top · Order 300 · 100%
Entry settings
When a floor resets, it returns to its original pristine cycle-state as if the failed attempt never happened. Any relationships formed inside, any cities visited, any lives saved, any crimes committed, any alliances forged, and any knowledge discovered are erased with the failed cycle. This creates one of the cruelest truths in Tower history: many people may have almost solved a floor, even changed it deeply, only for all of that progress to vanish when the attempt failed. The outer world records only that an entry happened and did not result in stabilization.
- #14Concept
Keys: постоянная дверь, стабильный мир, integrated floor, stabilized floor, permanent door, стабильный этаж, stable world, пройденный этаж, открытый этаж, cleared floor, присоединенный этаж, open floor
Enabled · Author’s note top · Order 310 · 100%
Entry settings
When a floor is truly cleared, its cycle ends forever. The door to that floor remains open at all times, and the floor becomes a stable extension of the main world. Its lands, peoples, dangers, resources, laws, creatures, and knowledge become historically real and accessible. Stable floors have changed the balance of power on Eidolon: some became trade corridors, some holy sites, some restricted military territories, some allied states, and some dangerous borderlands rich in irreplaceable materials. The Tower therefore expands the world whenever it is conquered.
- #15Event
Keys: thirteenth floor, прогресс башни, twelve cleared floors, tower history, известный прогресс, current frontier, 13 этаж, история башни, 12 пройденных этажей, текущий фронтир, known progress, tower progress
Enabled · Author’s note top · Order 250 · 100%
Entry settings
The Tower has been studied for millennia, yet only twelve floors have ever been permanently cleared. The thirteenth floor is the current frontier known to the age. This low number is not caused by lack of bravery or lack of opportunities to enter. It is caused by the total unpredictability of floor logic and by the impossibility of sending information out from failed cycles. Civilizations have had thousands of years to train for the Tower, but every new frontier floor still behaves like an unknown world designed to punish the wrong kind of excellence.
- #16Concept
Keys: world team, официальные команды, elite expedition, отряд башни, элитная экспедиция, мировая команда, tower squad, намеренная экспедиция, подготовленная команда, intentional expedition, official teams, prepared team
Enabled · Author’s note top · Order 490 · 100%
Entry settings
Although the frontier door opens every week, official world-class expeditions are not sent weekly. States launch intentional elite teams only after four to thirty months of preparation, political bargaining, and talent selection. The reason is simple: the wrong team composition is often a death sentence. A squad of perfect warriors may enter a floor requiring empathy, diplomacy, or interpretation of ritual emotion. A team of scholars may walk into a massacre tournament. A group of cold disciplinarians may fail a floor whose resolution depends on mercy or trust. The Tower punishes specialization without context.
- #17Concept
Keys: volunteers, executions, exile to the Tower, еженедельные входы, ссылка в Башню, казни, наказания башни, добровольцы, condemned entrants, weekly uses, tower punishments, обреченные входящие
Enabled · Author’s note top · Order 470 · 100%
Entry settings
Most weekly openings are not used for grand state-sanctioned expeditions. They are commonly used for executions, exile, political disappearances, condemned criminals, fanatics, desperate volunteers, cult offerings, debt-sentenced labor, and reckless glory-seekers. Entire local traditions and black markets have grown around the weekly opening: betting, smuggling, forged pardons, false prophecies, and illicit sponsorships. This means the Tower is not only a sacred strategic site but also a machine of cruelty, hope, fraud, and social selection.
- #18Concept
Keys: frontier team, команда специалистов, elite roster, specialist team, команда фронтира, mixed team, team composition, смешанная команда, tower party, элитный состав, состав команды, группа башни
Enabled · Author’s note top · Order 220 · 100%
Entry settings
Purpose-built frontier teams are assembled from radically different disciplines because no one knows what the next floor will demand. A serious team may include warriors, mages, healers, tacticians, linguists, negotiators, engineers, scholars, survival experts, performers, judges, heretics, logisticians, mathematicians, priests, criminals with unusual instincts, and emotionally resilient specialists. The goal is not to build the strongest group in one category. The goal is to build the broadest human answer to an unknown world.
- #19Concept
Keys: divination failure, теория башни, prediction schools, cannot predict floors, research limits, школы предсказаний, tower scholars, провал прорицания, ученые башни, пределы исследований, нельзя предсказать этаж, tower theory
Enabled · Author’s note top · Order 290 · 100%
Entry settings
Ordinary scholarship can learn about the Tower's surface architecture, timings, historical attempts, stable floors, and political patterns around expeditions. It cannot reveal the content of the next frontier floor in advance. No divination, archaeology, theology, machine logic, blood ritual, astronomical model, or inherited memory has ever produced a fully reliable preview of an unclear floor. Every generation of scholars dreams of breaking this wall. Every generation fails. This failure shapes a culture of obsessive theory, competing schools of prediction, and near-religious debates over how the Tower 'chooses' trials.
- #20Concept
Keys: different floors, types of floors, labyrinth floor, war floor, этаж экзамен, разные этажи, типы этажей, exam floor, этаж лабиринт, этаж войны, floor variety, разнообразие этажей
Enabled · Author’s note top · Order 230 · 100%
Entry settings
Known theory accepts that frontier floors may take almost any coherent form. Past accounts and surviving doctrine describe possibilities such as war theaters, ceremonial duels, giant maze-worlds, modern civic states, plague cities, academy examinations, social masquerades, sacrificial kingdoms, impossible legal systems, hunger games, rescue narratives centered on one life, false paradises, and absurd realities where apparently silly rules determine life and death. The Tower's greatest weapon is not merely danger. It is radical variance.
- #21Location
Keys: нейтральная крепость, регион башни, embassy fortress, neutral zone, нейтральная территория башни, нейтральная зона, посольская крепость, tower city, tower region, neutral fortress, город башни, tower neutral territory
Enabled · Author’s note top · Order 270 · 100%
Entry settings
The Tower stands in a heavily fortified neutral region claimed by none and desired by all. Around it lie embassy-fortresses, barracks, research monasteries, markets for stable-floor goods, prisons for the condemned, training compounds for frontier teams, shrines to the Titans, intelligence houses, and black markets. The neutral status is maintained because no single empire can be allowed to monopolize access to future floors. In practice, the zone is a nest of espionage, treaties, assassinations, propaganda, and economic warfare conducted under the language of cooperation.
- #22Concept
Keys: floor clearers, tower heroes, cleared-floor veterans, легенды башни, heroes of cleared floors, мировые герои, герои пройденных этажей, tower legends, ветераны пройденных этажей, прошедшие этаж, герои башни, world heroes
Enabled · Author’s note top · Order 240 · 100%
Entry settings
Those who clear a frontier floor become world heroes. They receive wealth, titles, land grants, military command, political influence, and a place in historical memory. Yet Tower culture also understands a harsher truth: the successful are not always the strongest people alive. They are often the people whose talents happened to match the floor's hidden demand. This belief creates both reverence and resentment. Cleared-floor veterans are celebrated as saviors, but also studied, copied, envied, mythologized, and feared as living proof that unknown criteria decide world-changing glory.
- #23Concept
Keys: теория финального этажа, tower purpose, смысл башни, meaning of the Tower, why the Tower exists, теория отбора, final floor theory, теория печати, seal theory, назначение башни, selection theory, зачем башня существует
Enabled · Author’s note top · Order 480 · 100%
Entry settings
No consensus exists about the Tower's final purpose. One school believes the ninety-nine floors are seals maintaining the Titans' sleep. Another believes the Tower is a selection engine built to find beings capable of replacing or judging the Titans. A third claims each cleared floor reshapes the world's future and that finishing all ninety-nine would either heal Eidolon or destroy it by fully waking what lies below. Because the ancient builders left no uncontested doctrine, politics, faith, and scholarship all project their own destiny onto the Tower.
- #24Location
Keys: Ashen March, Floor One, этаж войны, war floor, Пепельный Марш, Первый этаж, пепельная территория, Марш Пепла, ashen territory, The Ashen March
Enabled · Author’s note top · Order 330 · 100%
Entry settings
The Ashen March was A war floor of siege lines, ruined keeps, trench kingdoms, and command dilemmas where the true victory required ending a campaign without annihilating the defeated side. It is now stable and permanently open. It is now a militarized marchland and memorial territory, rich in hardened metals, veteran orders, and battlefield doctrine studied by every major state.
- #25Location
Keys: library world, The Glass Archive, Стеклянный Архив, Glass Archive, Второй этаж, archive floor, Floor Two, мир библиотек, архивный этаж, Архив Стекла
Enabled · Author’s note top · Order 360 · 100%
Entry settings
The Glass Archive was A vast archive-city and examination world of memory halls, script puzzles, logic courts, and knowledge tests where ignorance was deadlier than blades. It is now stable and permanently open. It is now the greatest scholarly enclave on the planet and the birthplace of rune notation, catalog magic, and formal predictive Tower studies.
- #26Location
Keys: Третий этаж, Floor Three, лесной этаж, The Verdant Vein, живой лес, forest floor, Зеленая Жила, Вердантная Жила, Verdant Vein, living forest
Enabled · Author’s note top · Order 430 · 100%
Entry settings
The Verdant Vein was A living forest floor governed by reciprocal balance, breathing ecology, and sacred exchange, where domination of nature caused immediate failure. It is now stable and permanently open. It is now a protected green territory supplying medicines, rare reagents, biological lore, and the breath-discipline later adapted into simple restorative spellcraft.
- #27Location
Keys: The Court of Masks, Court of Masks, Четвертый этаж, Двор Масок, masquerade city, этаж масок, Суд Масок, Floor Four, город маскарада, mask floor
Enabled · Author’s note top · Order 340 · 100%
Entry settings
The Court of Masks was A social floor built as a masquerade city of etiquette, shifting identity, patronage, and concealed intent, where open force ruined every path to victory. It is now stable and permanently open. It is now a diplomatic enclave and finishing school for spies, envoys, negotiators, and ceremonial law, feared as much as it is admired.
- #28Location
Keys: Пятый этаж, labyrinth world, Полый Лабиринт, The Hollow Labyrinth, Hollow Labyrinth, Пустотный Лабиринт, мир лабиринта, maze floor, этаж лабиринта, Floor Five
Enabled · Author’s note top · Order 370 · 100%
Entry settings
The Hollow Labyrinth was A colossal shifting maze-world of moving stone, false exits, pressure-logic, and route memory, where surviving was easier than understanding the correct path. It is now stable and permanently open. It is now a controlled transit and extraction zone whose mapped corridors support mining, engineering, and fortified cross-continental logistics.
- #29Location
Keys: river floor, Семь Нош, pilgrimage river, Шестой этаж, Seven Burdens, речной этаж, Река Семи Нош, Floor Six, река паломничества, The River of Seven Burdens
Enabled · Author’s note top · Order 410 · 100%
Entry settings
The River of Seven Burdens was A pilgrimage-river floor of ferries, confessions, rescue choices, and moral weight, where people failed whenever they tried to save the wrong burden first. It is now stable and permanently open. It is now a sacred and commercial river corridor lined with shrines, toll ports, and orders that specialize in vows, rescue doctrine, and oath transport.
- #30Location
Keys: Floor Seven, Iron Crown, tournament floor, Железная Корона, Седьмой этаж, мир арены, arena world, Турнир Железной Короны, The Iron Crown Tournament, турнирный этаж
Enabled · Author’s note top · Order 390 · 100%
Entry settings
The Iron Crown Tournament was A brutal tournament floor where victory in combat alone was insufficient, because the crown belonged to whoever survived the politics around the arena as well. It is now stable and permanently open. It is now a famous martial territory of mercenary schools, dueling houses, monster pits, and prestige circuits that produce elite fighters for the world.
- #31Location
Keys: магический этаж, Семинария Тлеющего Огня, Floor Eight, academy floor, этаж академии, Угольная Семинария, Ember Seminary, Восьмой этаж, The Ember Seminary, magic floor
Enabled · Author’s note top · Order 350 · 100%
Entry settings
The Ember Seminary was An academy floor of sigils, channels, ritual precision, and layered magical pedagogy, where impatience and raw talent both killed the untrained. It is now stable and permanently open. It is now the main source of practical spell instruction. Most of the world's simple modern magic descends from fragments preserved here, though advanced systems remain incomplete outside its original context.
- #32Location
Keys: Белые Поля, Белые Поля Голода, Девятый этаж, Floor Nine, hunger floor, White Fields, The White Fields of Hunger, survival floor, этаж голода, этаж выживания
Enabled · Author’s note top · Order 440 · 100%
Entry settings
The White Fields of Hunger was A famine-survival floor of ration law, cold harvest arithmetic, migration panic, and moral collapse under scarcity. It is now stable and permanently open. It is now a tightly regulated agricultural belt whose grain science and storage methods have saved millions, even while its history still haunts food policy and disaster planning.
- #33Location
Keys: Mirror Jury, judgment floor, The Mirror Jury, этаж суда, Десятый этаж, Суд Зеркал, этаж правосудия, Зеркальное Жюри, law floor, Floor Ten
Enabled · Author’s note top · Order 400 · 100%
Entry settings
The Mirror Jury was A judicial floor where testimony, identity, guilt, and proof altered the environment itself, and false certainty could condemn entire districts. It is now stable and permanently open. It is now a legal-monastic territory that shaped oaths, evidence customs, arbitration codes, and the severe anti-perjury culture of several major states.
- #34Location
Keys: city floor, городской этаж, Меридиан, Ward, современный этаж, Меридиан Варда, modern floor, Floor Eleven, Meridian Ward, Одиннадцатый этаж
Enabled · Author’s note top · Order 260 · 100%
Entry settings
Meridian Ward was A quasi-modern civic floor of lamps, timed grids, sanitation systems, bureaucratic districts, and urban management whose logic felt alien to older empires. It is now stable and permanently open. It is now a dense chartered metropolis of engineers, clockmakers, planners, surveyors, and administrative schools that modernized roads, records, and urban order across Eidolon.
- #35Location
Keys: Floor Twelve, Повторяющийся Дом, Repeating House, Дом Который Повторяется, The House That Repeats, cycle floor, этаж временной петли, этаж цикла, Двенадцатый этаж, time loop floor
Enabled · Author’s note top · Order 380 · 100%
Entry settings
The House That Repeats was A recursive time-loop floor centered on one estate, one bloodline, and one sequence of repeating mistakes, where the cycle only ended when the pattern itself was understood and interrupted. It is now stable and permanently open. It is now a small but culturally influential domain of clock gardens, memory houses, loop studies, and elite historians obsessed with causality and recurrence.
- #36Character
Keys: transmigrator, protagonist, попаданец, MC, Алекс, Alex, главный герой
Enabled · Author’s note top · Order 120 · 100%
Entry settings
Alex is the central protagonist: a transmigrator from another world who arrived in Eidolon recently and understands almost nothing about its cultures, institutions, or unwritten rules. He is observant, adaptable, cautious, and stubbornly alive. He is trying to survive, find a place to belong, and quietly learn enough to stop being helpless. He lived his first week in Eidolon under Dorn's roof in the neutral zone.
- #37Character
Keys: Ren, Эшвальд, Рэн Эшвальд, Рэн, Ren Ashwald
Enabled · Author’s note top · Order 130 · 100%
Entry settings
Ren Ashwald is Alex's closest friend and an ally of the same generation: lean, sharp-eyed, sarcastic, and intellectually ruthless. His older brother entered the thirteenth floor three years ago and never returned, which left Ren obsessed with patterns, failed attempts, and the hidden logic of the Tower. He masks grief with dry humor, studies floor structures with fanatical discipline, and shows loyalty through action rather than confession. He often sounds mocking when he is actually worried.
- #38Character
Keys: Сэлин Мирро, Selin Mirro, Сэлин, Selin, Мирро
Enabled · Author’s note top · Order 140 · 100%
Entry settings
Selin Mirro is an ally and quiet love interest: short, ash-blond, ink-stained, observant, and internally restless. Her father mapped stabilized floors, so she grew up treating reality as layered, readable, and fragile. She turns fear into stories, patterns, and interpretation. Selin is gentle but not naive, highly perceptive in social situations, and often understands people before they understand themselves. Around Alex, she is unusually silent because he makes her feel too present to hide inside metaphor.
- #39Character
Keys: Дорн, Алексей, Alexei, Dorn
Enabled · Author’s note top · Order 150 · 100%
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Dorn, born Alexei in another world, is an older transmigrator who has lived in Eidolon for ten years. He is calm, practical, ironic without cruelty, and adapted to this world in ways that can feel colder than trauma. He runs a small archive-logistics business in the neutral zone and has survived multiple Tower expeditions, including cleared floors and total resets. During Alex's first week in Eidolon, Dorn gave him shelter, basic stability, and matter-of-fact guidance without demanding trust too quickly.
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