Homestuck Epilogue and Achievements
Psyber
------
THE MAKER OF MONSTERS: Prototype a Kernelsprite.
THE CHARMING CRIMEFLAYER: Have Player 4 enter the Medium.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
THE COLLECTION BEGINS: Find a definitely unimportant frog.
THE DOOMBRINGER: Contribute to locating the Prince of Doom.
THE KNOWER OF THE UNKNOWN: Do some important research.
REAL AMERICAN: Defeat "robo-Stalin".
MOBBIE TANGO: Defend Player 4 from the first Underling assault.
NOBODY LEFT BEHIND: Help save Player 4 from the Underlings.
THE GRAVEROBBER: Loot the LOSAF Crypts.
WHAT WAS, ONCE: Explore the Veil after the Reckoning.
DON'T MAKE A RUCKUS: Deal with an Agent without violence.
MY KIND OF TOWN: Own territory on LOGAL.
THE PAINS OF A SPLINTER: Do some plot far away from the party.
BOSS PREVIEW: Meet a Denizen.
SPEAKING TO THE CONDUIT: Commune with the mystery presence in the water.
THE POWERPLAY: Force advancement of a plotline where it would normally stall.
THE GENERAL: Recruit or majorly ally with agents.
THE MONTAGE: Train a Player directly.
GOD TAKES QUEEN: Kill, exile, or otherwise defeat the Black Queen.
THE COMPLETIONIST: Complete a sidequest, comprehensively.
THE DEFENSIVE KNIGHTSLAYER: Defeat or turn the Queenside Knight.
THE HERO: Help to kill the Black King.
THE WORLDMAKER: Create a universe.
THE ATONER: Wipe away the debt.

Cirno
-----
FIGURE OF LEGEND: Deeply affect native culture.
A TASTE OF WHAT'S TO COME: Gain deep temporal insight.
THE ADVENTURER: Significantly pursue Red the Adventurer.
THE COLLECTION BEGINS: Find a definitely unimportant frog.
THE KNOWER OF THE UNKNOWN: Do some important research.
THE KEYS OF SINGULARITY: Recover at least one Key Shard.
IT'SA ME: Do some pipe-cleaning on LOSAF.
THE TIME TO FLEE: Locate a Denizen's lair before Gate 7.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
OPEN THE WAY: Enter the Door of Singularity.
DON'T MAKE A RUCKUS: Deal with an Agent without violence.
THE PAINS OF A SPLINTER: Do some plot far away from the party.
THE COMPLETIONIST: Complete a sidequest, comprehensively.
THE DEFENSIVE KNIGHTSLAYER: Defeat or turn the Queenside Knight.
THE HERO: Help to kill the Black King.
THE WORLDMAKER: Create a universe.

Laer
----
THE MAKER OF MONSTERS: Prototype a Kernelsprite.
THE UNIHORNED SKYTERROR: Have Player 3 enter the Medium.
THE CHARMING CRIMEFLAYER: Have Player 4 enter the Medium.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
FIGURE OF LEGEND: Deeply affect native culture.
THE LAND GRAB: Steal a portion of the setting.
MOBBIE TANGO: Defend Player 4 from the first Underling assault.
NOBODY LEFT BEHIND: Help save Player 4 from the Underlings.
THE COMING STORM: Explore the Veil before the Reckoning.
THE KEYS OF SINGULARITY: Recover at least one Key Shard.
IT'SA ME: Do some pipe-cleaning on LOSAF.
THE STATESMAN: Maneuver politically.
THE TIME TO FLEE: Locate a Denizen's lair before Gate 7.
THE HOLIDAY SPIRIT: Help in Gristmas.
THE DEFROSTER: Defeat a monster of Lupita's making.
THE LANDSCORCHER: Destroy a large landmark.
BOSS PREVIEW: Meet a Denizen.
THE HIGHER THEY RISE: Be part of the last LOGAL city assault.
THE PAINS OF A SPLINTER: Do some plot far away from the party.
THE LONG GAME: Play through the End of Disk 1 and the End of Act 2.
THE POWERPLAY: Force advancement of a plotline where it would normally stall.
THE GENERAL: Recruit or majorly ally with agents.
GOD TAKES QUEEN: Kill, exile, or otherwise defeat the Black Queen.
THE GODMAKER: Be responsible for the ascent of a god.
THE DEFENSIVE KNIGHTSLAYER: Defeat or turn the Queenside Knight.
THE STATESMAN'S RESCUER: Rescue a warweary orator.
THE HERO: Help to kill the Black King.
THE KINGSLAYER: Finish the Black King.

Raven DeVanos
-------------
THE MAKER OF MONSTERS: Prototype a Kernelsprite.
A CASTLE WITHOUT BONES: Defend Player 1 from the first Underling assault.
ASCENT OF THE BONES: Have Player 1 enter Gate 1-1.
THE UNIHORNED SKYTERROR: Have Player 3 enter the Medium.
THE CHARMING CRIMEFLAYER: Have Player 4 enter the Medium.
THE APPROACHING TERROR: Gain a reputation among Underlings.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
DON'T MAKE A RUCKUS: Deal with an Agent without violence.
FIGURE OF LEGEND: Deeply affect native culture.
THE TERROR OF LIZARDS: Become notorious among natives.
THE COLLECTION BEGINS: Find a definitely unimportant frog.
THE COMPLETIONIST: Complete a sidequest, comprehensively.
KINGSIDE CASTLEMASTER: Take over or defend Kingside Castle.
THE STATESMAN'S RESCUER: Rescue a warweary orator.
THE ECTOMOTHER: Create the Players retroactively.
THE HERO: Help to kill the Black King.
THE ATONER: Wipe away the debt.

Black Gold Saw
--------------
THE TREE THAT HATES: Have Player 2 survive the first Underling assault.
THE ROCK OF AGES: Stop a Meteor in its tracks.
A CASTLE WITHOUT BONES: Defend Player 1 from the first Underling assault.
ASCENT OF THE BONES: Have Player 1 enter Gate 1-1.
THE CHARMING CRIMEFLAYER: Have Player 4 enter the Medium.
THE APPROACHING TERROR: Gain a reputation among Underlings.
THE PAINS OF A SPLINTER: Do some plot far away from the party.
THE COLLECTION BEGINS: Find a definitely unimportant frog.
THE LAND GRAB: Steal a portion of the setting.
THE KNOWER OF THE UNKNOWN: Do some important research.
DON'T MAKE A RUCKUS: Deal with an Agent without violence.
THE GRAVEROBBER: Loot the LOSAF Crypts.
THE POWERPLAY: Force advancement of a plotline where it would normally stall.
WHAT WAS, ONCE: Explore the Veil after the Reckoning.
THE COMPLETIONIST: Complete a sidequest, comprehensively.
THE ARCHAGENT: Work with the Traitor.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
THE GENERAL: Recruit or majorly ally with agents.
THE LONG GAME: Play through the End of Disk 1 and the End of Act 2.
THE STATESMAN: Maneuver politically.
THE LIFEBRINGER: Contribute life to a new world.
THE REGICIDER: Have a violent encounter with carapacian royalty.
THE LANDSCORCHER: Destroy a large landmark.
THE COMPLETIONIST: Complete a sidequest, comprehensively.
THE HERO: Help to kill the Black King.

Nue Houjuu (DEAD)
-----------------
FIND THE BEGINNING: Unlock the Sburb Alpha Code.
THE SCENT OF CONSPIRACY: Discover Skaianet's first secret.
THE CHARMING CRIMEFLAYER: Have Player 4 enter the Medium.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
MAGIC HATE BALL: Parse Session assessments.
THE TERROR OF LIZARDS: Become notorious among natives.
MOBBIE TANGO: Defend Player 4 from the first Underling assault.
MY KIND OF TOWN: Own territory on LOGAL.
IT'SA ME: Do some pipe-cleaning on LOSAF.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
THE STATESMAN: Maneuver politically.
SESSIONSPAWNER: Create a session of Sburb/Sgrub.
LAST LIFE, LAST STRIFE: Die.
THE LIFEBRINGER: Contribute life to a new world.

Crepe (Dropped)
-----
THE MAKER OF MONSTERS: Prototype a Kernelsprite.
THE DETONATING FELINE: Have Player 2 enter the Medium.
ASCENT OF THE BONES: Have Player 1 enter Gate 1-1.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
DON'T MAKE A RUCKUS: Deal with an Agent without violence.
THE COLLECTION BEGINS: Find a definitely unimportant frog.
THE POWERPLAY: Force advancement of a plotline where it would normally stall.
THE PAINS OF A SPLINTER: Do some plot far away from the party.
THE SAVIOR OF THE DREAMING DEAD: Speak with certain informants.

Hastur
------
ENVIRONMENTALISM: Be part of the first expeditions to LOWAH.
THE LIFEBRINGER: Contribute life to a new world.
THE ROCK OF AGES: Stop a Meteor in its tracks.
THE HERO: Help to kill the Black King.

Tshallandria
------------
THE FELONIOUS MACHINE: Have Player 1 enter the Medium.
THE ROCK OF AGES: Stop a Meteor in its tracks.
OWN THE MEANS OF DESTRUCTION: Take command of one or more Underlings.
THE PAINS OF A SPLINTER: Do some plot far away from the party.
THE KNOWER OF THE UNKNOWN: Do some important research.
THE APPROACHING TERROR: Gain a reputation among Underlings.
FIGURE OF LEGEND: Deeply affect native culture.
THE INNOVATOR: Substantially innovate the process of Punchcard Alchemy.
THE KEYS OF SINGULARITY: Recover at least one Key Shard.
IT'SA ME: Do some pipe-cleaning on LOSAF.
THE MONTAGE: Train a Player directly.
THE TIME TO FLEE: Locate a Denizen's lair before Gate 7.
ENVIRONMENTALISM: Be part of the first expeditions to LOWAH.
BOSS PREVIEW: Meet a Denizen.
THE HIGHER THEY RISE: Be part of the last LOGAL city assault.
THE PLANETARY ANNIHILATOR: Create a planet-breaker weapon.

Loros
-----
BEARING THE ARMS: Gain a piece of Alchemized equipment.
MY KIND OF TOWN: Own territory on LOGAL.
THE SAVIOR OF THE DREAMING DEAD: Speak with certain informants.
SPEAKING TO THE CONDUIT: Commune with the mystery presence in the water.
WHAT'S TO COME: Have an early encounter with the Corruptor.
BOSS PREVIEW: Meet a Denizen.
THE HIGHER THEY RISE: Be part of the last LOGAL city assault.
THE MONTAGE: Train a Player directly.
THE PLANETARY ANNIHILATOR: Create a planet-breaker weapon.

Thionette
---------
A CASTLE WITHOUT BONES: Defend Player 1 from the first Underling assault.
ASCENT OF THE BONES: Have Player 1 enter Gate 1-1.
THE UNIHORNED SKYTERROR: Have Player 3 enter the Medium.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
FIGURE OF LEGEND: Deeply affect native culture.
THE KNOWER OF THE UNKNOWN: Do some important research.
MOBBIE TANGO: Defend Player 4 from the first Underling assault.
WHAT WAS, ONCE: Explore the Veil after the Reckoning.
DON'T MAKE A RUCKUS: Deal with an Agent without violence.
THE GRAVEROBBER: Loot the LOSAF Crypts.
THE COLLECTION BEGINS: Find a definitely unimportant frog.
THE HOLIDAY SPIRIT: Help in Gristmas.
THE DEFROSTER: Defeat a monster of Lupita's making.
THE KEYS OF SINGULARITY: Recover at least one Key Shard.
THE LANDSCORCHER: Destroy a large landmark.
OPEN THE WAY: Enter the Door of Singularity.
THE DARK: Experience a mentality-changing event.
THE POWERPLAY: Force advancement of a plotline where it would normally stall.
BARGAIN WITH THE BEAST: Strike a deal with a Denizen.
THE COMPLETIONIST: Complete a sidequest, comprehensively.
THE PLANETARY ANNIHILATOR: Create a planet-breaker weapon.
THE HERO: Help to kill the Black King.

Vinyl Scratch
-------------
DON'T MAKE A RUCKUS: Deal with an Agent without violence.
THE KNOWER OF THE UNKNOWN: Do some important research.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
SPEAKING TO THE CONDUIT: Commune with the mystery presence in the water.
THE LONG GAME: Play through the End of Disk 1 and the End of Act 2.
THE COLLECTION BEGINS: Find a definitely unimportant frog.
BARGAIN WITH THE BEAST: Strike a deal with a Denizen.
THE COMPLETIONIST: Complete a sidequest, comprehensively.
THE STATESMAN'S RESCUER: Rescue a warweary orator.
THE PLANETARY ANNIHILATOR: Create a planet-breaker weapon.
THE HERO: Help to kill the Black King.

Kaydon
------
BEARING THE ARMS: Gain a piece of Alchemized equipment.
THE PAINS OF A SPLINTER: Do some plot far away from the party.
THE COLLECTION BEGINS: Find a definitely unimportant frog.
THE FORGESTOKER: Make a sacrifice.
THE COMPLETIONIST: Complete a sidequest, comprehensively.
THE PLANETARY ANNIHILATOR: Create a planet-breaker weapon.

Eila Juutilainen
----------------
MOBBIE TANGO: Defend Player 4 from the first Underling assault.
DON'T MAKE A RUCKUS: Deal with an Agent without violence.
NOBODY LEFT BEHIND: Help save Player 4 from the Underlings.
THE GRAVEROBBER: Loot the LOSAF Crypts.
THE COMING STORM: Explore the Veil before the Reckoning.
WHAT WAS, ONCE: Explore the Veil after the Reckoning.
MY KIND OF TOWN: Own territory on LOGAL.
THE STATESMAN: Maneuver politically.
THE REAPPROPRIATION: Steal resources from Derse and use them at least once.
SPEAKING TO THE CONDUIT: Commune with the mystery presence in the water.
GOD TAKES QUEEN: Kill, exile, or otherwise defeat the Black Queen.
THE COMPLETIONIST: Complete a sidequest, comprehensively.
KINGSIDE CASTLEMASTER: Take over or defend Kingside Castle.
THE GODMAKER: Be responsible for the ascent of a god.
THE STATESMAN'S RESCUER: Rescue a warweary orator.
THE SAVIOR OF THE DREAMING DEAD: Speak with certain informants.

Gespie
------
IT'SA ME: Do some pipe-cleaning on LOSAF.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
THE DOOMBRINGER: Contribute to locating the Prince of Doom.
THE KNOWER OF THE UNKNOWN: Do some important research.
MOBBIE TANGO: Defend Player 4 from the first Underling assault.
THE COMPLETIONIST: Complete a sidequest, comprehensively.
THE GODMAKER: Be responsible for the ascent of a god.

Kirito
------
BARGAIN WITH THE BEAST: Strike a deal with a Denizen.
GOD TAKES QUEEN: Kill, exile, or otherwise defeat the Black Queen.
KINGSIDE CASTLEMASTER: Take over or defend Kingside Castle.
THE GODMAKER: Be responsible for the ascent of a god.
THE SAVIOR OF THE DREAMING DEAD: Speak with certain informants.
THE HERO: Help to kill the Black King.

Yuna Kagurazaka
---------------
GOD TAKES QUEEN: Kill, exile, or otherwise defeat the Black Queen.
THE DEFENSIVE KNIGHTSLAYER: Defeat or turn the Queenside Knight.
THE SAVIOR OF THE DREAMING DEAD: Speak with certain informants.
THE HERO: Help to kill the Black King.

Staren
------
THE FELONIOUS MACHINE: Have Player 1 enter the Medium.
THE ROCK OF AGES: Stop a Meteor in its tracks.
THE COMING STORM: Explore the Veil before the Reckoning.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
THE CRAFTSTOOLS CRAFTSMAN: Unlock bonus Alchemiter functions.
GOD TAKES QUEEN: Kill, exile, or otherwise defeat the Black Queen.
THE HERO: Help to kill the Black King.

Deelel
------
THE FELONIOUS MACHINE: Have Player 1 enter the Medium.
THE TREE THAT HATES: Have Player 2 survive the first Underling assault.
FIND THE END: Locate Sburb's Beta source code.
THE ADVENTURER: Significantly pursue Red the Adventurer.
THE GIBSON: Crack a fragment of the Sburb source code.
ENVIRONMENTALISM: Be part of the first expeditions to LOWAH.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
GOD TAKES QUEEN: Kill, exile, or otherwise defeat the Black Queen.
THE LIFEBRINGER: Contribute life to a new world.
KINGSIDE CASTLEMASTER: Take over or defend Kingside Castle.
THE HERO: Help to kill the Black King.

Ash
---
FIGURE OF LEGEND: Deeply affect native culture.
THE KNOWER OF THE UNKNOWN: Do some important research.
THE STATESMAN: Maneuver politically.
KINGSIDE CASTLEMASTER: Take over or defend Kingside Castle.
THE LIFEBRINGER: Contribute life to a new world.
THE DEFENSIVE KNIGHTSLAYER: Defeat or turn the Queenside Knight.
THE HERO: Help to kill the Black King.

Psalm
-----
THE ADVENTURER: Significantly pursue Red the Adventurer.
THE MONTAGE: Train a Player directly.
THE STATESMAN'S RESCUER: Rescue a warweary orator.
THE GODMAKER: Be responsible for the ascent of a god.
THE HERO: Help to kill the Black King.

Sarah
-----
IT'SA ME: Do some pipe-cleaning on LOSAF.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
SPEAKING TO THE CONDUIT: Commune with the mystery presence in the water.
DON'T MAKE A RUCKUS: Deal with an Agent without violence.
THE HOLIDAY SPIRIT: Help in Gristmas.

Caliber (dropped)
-------
THE MAKER OF MONSTERS: Prototype a Kernelsprite.
THE FELONIOUS MACHINE: Have Player 1 enter the Medium.
THE TREE THAT HATES: Have Player 2 survive the first Underling assault.
TIME TO SUIT UP: Discover the secret of Punchcard Alchemy.

Lupita Auryon
-------------
ENVIRONMENTALISM: Be part of the first expeditions to LOWAH.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
WHAT'S TO COME: Have an early encounter with the Corruptor.
THE HOLIDAY SPIRIT: Help in Gristmas.
THE DEFROSTER: Defeat a monster of Lupita's making.
THE SAVIOR OF THE DREAMING DEAD: Speak with certain informants.
THE HERO: Help to kill the Black King.

Inquisitor Valaes (dropped)
---------------------------
HOARD OF KEYS: Collect the Hubs.
THE SCENT OF CONSPIRACY: Discover Skaianet's first secret.
A CASTLE WITHOUT BONES: Defend Player 1 from the first Underling assault.
ASCENT OF THE BONES: Have Player 1 enter Gate 1-1.

Fayt Ravus
----------
TIME TO SUIT UP: Discover the secret of Punchcard Alchemy.
ASCENT OF THE BONES: Have Player 1 enter Gate 1-1.
THE UNIHORNED SKYTERROR: Have Player 3 enter the Medium.
THE PAINS OF A SPLINTER: Do some plot far away from the party.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
MOBBIE TANGO: Defend Player 4 from the first Underling assault.

Homura Akemi
------------
A CASTLE WITHOUT BONES: Defend Player 1 from the first Underling assault.
ASCENT OF THE BONES: Have Player 1 enter Gate 1-1.
THE UNIHORNED SKYTERROR: Have Player 3 enter the Medium.
BEARING THE ARMS: Gain a piece of Alchemized equipment.

Black Arachnia
--------------
THE MAKER OF MONSTERS: Prototype a Kernelsprite.
THE FELONIOUS MACHINE: Have Player 1 enter the Medium.
TIME TO SUIT UP: Discover the secret of Punchcard Alchemy.
THE HERO: Help to kill the Black King.

Endria (Dropped)
------
BOOM AND BUST: Participated in the Heist of the LOGALSE
MOBBIE TANGO: Defend Player 4 from the first Underling assault.
NOBODY LEFT BEHIND: Help save Player 4 from the Underlings.
BEARING THE ARMS: Gain a piece of Alchemized equipment.

Flandre Scarlet
---------------
THE HOLIDAY SPIRIT: Help in Gristmas.
BEARING THE ARMS: Gain a piece of Alchemized equipment.
THE DEFENSIVE KNIGHTSLAYER: Defeat or turn the Queenside Knight.

Tomoe
-----
GOD TAKES QUEEN: Kill, exile, or otherwise defeat the Black Queen.
THE SAVIOR OF THE DREAMING DEAD: Speak with certain informants.
THE HERO: Help to kill the Black King.

Alexis Maaka
------------
GOD TAKES QUEEN: Kill, exile, or otherwise defeat the Black Queen.
KINGSIDE CASTLEMASTER: Take over or defend Kingside Castle.
THE HERO: Help to kill the Black King.

Adela Elliford (dropped)
------------------------
THE COMING STORM: Explore the Veil before the Reckoning.
WHAT WAS, ONCE: Explore the Veil after the Reckoning.
ENVIRONMENTALISM: Be part of the first expeditions to LOWAH.

A-ko Magami
-----------
TIME TO SUIT UP: Discover the secret of Punchcard Alchemy.

Kazami Yuuka
------------
THE FELONIOUS MACHINE: Have Player 1 enter the Medium.

Rainbow Dash
------------
THE HOLIDAY SPIRIT: Help in Gristmas.
THE DEFROSTER: Defeat a monster of Lupita's making.

Kefka
-----
ENVIRONMENTALISM: Be part of the first expeditions to LOWAH.

Mir
---
THE HERO: Help to kill the Black King.

Auron
-----
THE DEFENSIVE KNIGHTSLAYER: Defeat or turn the Queenside Knight.
THE HERO: Help to kill the Black King.

Young Link
----------
THE COMING STORM: Explore the Veil before the Reckoning.
WHAT WAS, ONCE: Explore the Veil after the Reckoning.

Rabby
-----
THE HERO: Help to kill the Black King.
WHO'S THIS GUY?: Be present only at the Reckoning.

Maya
----
THE HERO: Help to kill the Black King.
WHO'S THIS GUY?: Be present only at the Reckoning.

Past Link
---------
THE HERO: Help to kill the Black King.
WHO'S THIS GUY?: Be present only at the Reckoning.

Aelin Taurus
------------
THE COMING STORM: Explore the Veil before the Reckoning.
WHAT WAS, ONCE: Explore the Veil after the Reckoning.

Aldebaran
---------
ENVIRONMENTALISM: Be part of the first expeditions to LOWAH.

Slime
-----
THE LIFEBRINGER: Contribute life to a new world.

Loki
----
THE LIFEBRINGER: Contribute life to a new world.

Serori
------
THE HERO: Help to kill the Black King.
THE ROCK OF AGES: Stop a Meteor in its tracks.
THE LIFEBRINGER: Contribute life to a new world.
WHO'S THIS GUY?: Be present only at the Reckoning.

Optimus Prime
-------------
THE HERO: Help to kill the Black King.
WHO'S THIS GUY?: Be present only at the Reckoning.

Richard Stadler
---------------
THE HERO: Help to kill the Black King.
WHO'S THIS GUY?: Be present only at the Reckoning.

Jim Raynor
----------
THE HERO: Help to kill the Black King.
WHO'S THIS GUY?: Be present only at the Reckoning.

Aethra Hagano
-------------
ENVIRONMENTALISM: Be part of the first expeditions to LOWAH.
BEARING THE ARMS: Gain a piece of Alchemized equipment.

Encore
------
HOARD OF KEYS: Collect the Hubs.
THE SCENT OF CONSPIRACY: Discover Skaianet's first secret.

Maxine Sandberg
---------------
HOARD OF KEYS: Collect the Hubs.
THE SCENT OF CONSPIRACY: Discover Skaianet's first secret.

Kino Makoto
-----------
THE CHARMING CRIMEFLAYER: Have Player 4 enter the Medium.
BEARING THE ARMS: Gain a piece of Alchemized equipment.

Raikari (dropped)
-----------------
FIND THE END: Locate Sburb's Beta source code.

Freya
-----
THE TREE THAT HATES: Have Player 2 survive the first Underling assault.

Sagat
-----
THE TREE THAT HATES: Have Player 2 survive the first Underling assault.
THE HERO: Help to kill the Black King.

Princess Daisy
--------------
THE FELONIOUS MACHINE: Have Player 1 enter the Medium.

Lute
----
FIGURE OF LEGEND: Deeply affect native culture.

Remilia Scarlet (dropped)
-------------------------
THE HOLIDAY SPIRIT: Help in Gristmas.
BEARING THE ARMS: Gain a piece of Alchemized equipment.

Monk Lee (dropped)
------------------
THE STATESMAN: Maneuver politically.

Leyanne Mace
------------
BEARING THE ARMS: Gain a piece of Alchemized equipment.
FIND THE END: Locate Sburb's Beta source code.
THE COMING STORM: Explore the Veil before the Reckoning.
THE COLLECTION BEGINS: Find a definitely unimportant frog.

>BEGIN EPILOGUE

http://www.youtube.com/watch?v=z2UhPHlOU_8

In the beginning, there was nothing.

Then there were the Gods.

A goddess of Void, a goddess of Life, and a god of Space. The goddess of Void could command this nothingness. It was she who granted the god of Space the chance to do what he had to, and to craft what he may, by creating the void that he could fill. And then, there was light.

He crafted matter and substance, brought it together, and allowed it to release from its singularity, blasting materiality and shape through the entire universe, filling it with every element required for the formation of the stars and planets. The god of Space was dedicated and academic. He established the intricacies of the fabric of space, handcrafting Calabi-Yau manifolds and setting substance in motion. He wove the Higgs field part by part. He created the means by which subatomic particles would interact. He decided the way atoms must shift and change, and the means by which molecules must form. He brought light and form to the universe. By his hand, matter would exert gravity. By his will, stardust would come into existence. Through his law and his plan, stars formed, and then black holes, and then planets and moons.

The god of Space created his domain, and began to operate it. He orbited moons around their planets around their suns. He guided asteroids. He sent light between stars and to everything around them. He set comets in motion. Massive telluric rocks were placed in the precise position to ensure a world would form such that the heat and light would allow life. Titanic galaxies were stabilized to permanence. Suns were formed with unimaginable life spans.

And for billions of years, he occupied himself with these titanic tasks. Until one day, he took on the task of keeping his universe together as it found itself unifying into a greater system of many, many others.


At first, the Goddess of Life simply rested while the other two worked.

Though she rested, she did not remain idle. She spent this time considering, and planning. Her work with her friends through her mortal life would aid her work. It would make it easier to bring certain life forms into existence. But still, she would have to lay the framework.

As Space is created and filled, the Goddess of Life begins her work. For most planets, all she has to do is leave a tiny bit of Life. A small spark on every planet she deems fitting. A few cells upon most of these planets, which will split and reproduce. Theyll slowly help alter the atmosphere of every planet chosen, making them more suitable for more complex life.

The Goddess of Life focuses upon one planet more than the others. Though she checks the development of them all, she returns to the home planet more than the others. She has to ensure that this planet develops well.

Countless years. Microbiological life is all across the planet. Finally, though, The Goddess of Life decides to bring forth the first multicellular life. Upon the land, she brings forth a large number of plants. Pumpkins. Hordes and hordes of pumpkins, covering the entire planet. These will be the ancestor of all complex plantlife upon the planet. They shall serve as the basic food for the first amphibian life, once life begins to take the first great step upon the land.

The first animal life begins to come upon the land. The first land animal is the Slime. Over the years, even gigantic forms of Slimes, Godslimes, start roaming the planet. Such is the first wave of life upon the planet. Over millions of years, more life shall form. So many beings were placed upon the Altars of Life. Humans. Trolls. Great Old Ones. Other Selves. Youkai. Frogs. Carpacians. Strange hybrids of Earth animals. Elves. Leviathans and Wyrms. Pokemon. All of these beings shall appear upon the planet within their due time.

The Goddess of Life continues her work, ensuring that the flow of Life is properly guided. The Life, eventually, begins to work well mostly on its own. And so, she finds a location to rest, as her eons of work reach their completion.


In the beginning, there was not Nothing. In fact, there was ur-something, a horrible primordial soup of energy and potentiality, a space of chaos. The universe was filled to the brim with this substance, which was both emptiness and fullness, that it had to be cleared.

And so it was.

The Goddess of Void spread wide her hands and swept the universe clear, creating a space for Space and Life to exist within. And then, she rested, and dreamed. She envisioned, and went about beginning the great creative works to seed among the worlds. For Void was always the partner to the Light, providing depth, and context to the stories of the Universe.

As the Universe was set spinning, the stars hung in the sky, and the planets aligned, she counselled the god of Space on the arrangement of the systems, to and helped scatter stardust in the sky, to create a pleasing sky, full of constellations pleasing to the eye and delighting of the imagination. Worthy of attributing to great heroes, mythological figures, and storied events.

She helped shaped the lay of the land, the mountains and the valleys. She ran her fingers down the mountains and created rivers. She scooped out a bay here, or made islands there. For all of her past anxieties as a mortal, as a goddess, she felt nothing but the elation of the creative process. The worlds that she helped color and craft, the secret, hidden places where great stories could be told of their untold beauty and strange constructions, and the vast stretches of picturesque landscaping, the northern lights, and more.

She worked her way through the world, as the beings that inhabited it began to appear, and seeing that the seeds of many epic tales and the inspiration for many stories through natural art and beauty had been seeded in the world, she finally retreated to rest once more, content that the universe had been left with wonderment and the seeds of untold stories.


Elsewhere in multiversal narrative-space, we examine a planet that has gone yet-unexamined; lost to time, the heavily populated sphere has yet to be noticed, because it has yet to unify. And yet, in spite of this, we will strive to remember.

What is this planet's name?

>DUMB REWARD

Har har, very funny, jerk. By which I mean not funny in any real sense at all. Let's get serious here.

>AFTERUS

There we go. In fact, you got it right on the nose, you guessed the name right, what are the odds? We now examine the planet AFTERUS.

From far away, the planet looks unremarkable. At a distance, in fact, it simply appears rather earthlike, albeit with some more substantial color variance, and the fact that it has one massive ocean rather than such larger bodies of water being spread about. Surrounding this unremarkable planet are four somewhat less unremarkable planetoids. One dark and gray and cloudy, with brilliant spots of light dotting it and giving it small bursts of intense color. One a dark purple with glints of gold. One a drab gray, full of skeletal trees and covered in a grim haze. One a translucent ocean-sphere with a web of gray-green spires around it, surrounded by orbiting clockwork machines. And a pair of planetoids, a golden one with a smaller moon chained to it and the hollowed-out wreck of a matching obsidian planetoid. Such unusual moons, to be sure, but certainly not the focus we'd like to take.

The planet Afterus is host to a very modern civilization. One can see the brilliant lights of its cities on the night side shining all throughout its continents, and even in its oceans. High in the clouds, deep in the oceans, and all around the land, the cities of Afterus are spread all around. The planet itself bears a pleasant environment, created precisely to ensure the ease by which a stable and successful ecosystem can form. The temperature, the weather, the terrain, it's all precisely promoting the evolution of life, and its continuation.

We now examine this wondrous new planet, and turn our attention to the inhabitants therein. The species inhabiting this planet are a mixture. Some are best described concisely: They are, quite simply, humans, without any remarkable properties. Others are more complex; a gray-skinned race with candy-corn horns, infrequent psychic powers, and, occasionally, biology suited to breathing and living underwater. Yes, even the Trolls have a presence here. And yet others, like many agile, long-eared elves who make their home in more natural environments and ensure the ecological balances are maintained..

But they are not what you're interested in, I expect. You, reader, are most interested in something entirely different. Let's turn our gaze from the Afterans and discuss other matters. Let us now discuss the ecology and the society. Let's discuss life, myth, and where, precisely, people of various levels of import wound up. Let's talk about the far-reaching effects of the noble Outsiders of Sburb, and what, precisely, each one might have wrought in the lives of its NPCs and the myth of its creation.

Let's talk about a true epilogue.


Loose Cannon continues to live on LOGAL. With the dissolution of the Prospitan and Dersite governments and their absorption by the Afterus government, LC felt he couldn't live very well in the more idealistic and rules-oriented administrative structure. Given everything he had done for the Heroes, as well as his close history with the Redeemer, he would have just been given a cushy desk job and a lot of interviews with terrible theologians.

He didn't want any of that.

So now, after being brought into a modern present by the Knight of Time, Loose Cannon establishes, on LOGAL, a small private detective agency. He goes to and from Afterus, and around the various planets, vigilant and watchful, taking cases that the Afterus police force can't or won't. He knows what the Afteran police pray to. It's the same Redeemer the criminals pray to later. The same Redeemer he used to sling guns alongside.

Another balmy summer evening. LOGAL rolls these nights like loaded dice these days. It's tough for a flatfoot like Lawless Crimesolver to make it on Afterus. Some towns are built rough and loose, and corruption seeps around the bricks for any old fella to see. But not on Afterus, where the bricks are tight-knit and look like a solid marble wall. Not much seeps through. Not a lot of kingpins that need getting taken down. A gumshoe asks questions and questions upset. Afterus is a city on a hill, but that doesn't mean there aren't a couple rats in the walls. They're just damned hard to find.

But a steak dinner doesn't pay for itself if you catch my drift.

The streets won't bang on his office glass and ask for placation. The streets ease themselves, but a type of fella knows better than to just step aside. A man finds space between the city's greased wheels of upkeep and when the time spins along it sees, yeah, it sees there were feet filling shoes on just that slab of rock. A man waits and listens. Every place, a placation. The alleyway spike of a bottle breaking - some tipsy beggar tithes to gravity, razor jewels shimmering on oilslick asphalt. The wail of a baby three floors up - ink is blotted before pact of appeasement sealed, hot formula dabbed on mother's wrist. And the shrill complaint of a phone…

Ain't no one can say a man wasn't filling shoes here.


Red the Iguana continues his exploration. Afterus' space program is advanced. There are a lot of planets nearby that they can try to explore. The little red iguana will always go where no other Iguana has gone before. And he's not alone; the Bard's Disciples follow him, the blue brigade going where there are stories.

Sure, it's unusual for the natives of the lands of the gods to have a job like an astronaut, but nobody bats an eye, because it's Red, and there's not a damn man on Afterus who'll bat an eye at Red, no way. So the explorer goes where things aren't yet explored. He and his team of expert recordkeepers are blasting off of Afterus, to a planet yet unexplored by anything but probes. The little group of Iguanas scream with delight and playful enthusiasm as they lift off towards the heavens, passing by their old home of LOSAF as they do.

The stars are a new kind of jewel. Explorers no longer have dungeons to plunder and caves to map, but each frontier gives way to the next. An explorer will never be at home at any place but the edge of that frontier, and as he goes, he'll leave a trail of homes behind him like dust off a horse's hooves, like waves off a cartographer's boat, like smoke out an astronaut's craft.

First there was LOSAF, then there was Afterus, and now, he's going far, far away, to somewhere else, somewhere beyond. You can't ever reach the end of a story if you're always finding new pages. So Red the Iguana and Laer's groupies send off to the edge of where life reaches, doing everything they can to find more. A story could last forever this way, and a man - or an iguana - might never run out of jewels to plunder and frontiers to explore.

Red and the ex-groupies of Laer go where the stories are. They go where pioneers have to.


The White Queen isn't a Queen anymore, not technically; when Prospit and Derse were dissolved as sovereign entities by her decision, she made that clear. But people still call her that, and she's long since given up on getting them to stop. She also really couldn't stop the Prospitans and Dersites from electing her to the Senate of Afterus, especially with the Warweary Villein as her advisor.

The non-partisan structure of the Senate goes hand in hand with the absurd violence; Senate debates are combined with a sort of melee sparring on Afterus, a kind of political riot. In a sense, it brings high tension. But in another, it is actually quite friendly. It is also precisely the sort of thing that the White Queen is quite capable in. While Carapacians are a minority group of Afterus, they are quite well-represented; the White Queen is notorious for her honorable and powerful performance in the brawls that make up a major part of Afterus' surprisingly progressive political discourse.

Afterus' government is, as a result, free of corruption, because of her benevolent and violent capability. It is thought by many political analysts that, even were she to die or retire, Afteran politics would continue with self-sustaining honorable combat-debate and lack of corruption, especially if WV maintains his influence. While she was the voice, he has always been her words. And, given years and years to work, he has been able to make sure there's not a bit of corruption in the Senate.

Blood on her fists as she makes declarations of telecommunications legislation. The troll in front of her is critically misunderstanding some basic facts about what he's ruling on. He's got a bat, while she's working with a billy club. He talks about the costs associated with transmitter towers while he tries a grapple on her. She's refuting it with cost reduction on the telecommunications satellite array, and a jab to the solar plexus to get him to let go of her.

The Senate have taken her off her feet a few times, but this isn't one of them. A crack at his wrist as her club comes down. Light shines reflecting off the droplets of blood whisk through the air, a spray to grease the cogs of the political machine as it churns. A soft snapping of carapace against horn as she headbutts her political foe so hard he's bodily tossed several feet away. A symphony of osseous tissue rings out. A foot planted on a neck, a final retort delivered like a coup de grace. Minutes of the meeting recorded in blood and honorable fury.

Legislation is passed. A Queen's duty is never done.


There's a gap in the story here; where did the relaxed, scheming Draconian Dignitary, his overbearing and viciously evil Black Queen, and his oblivious companion the Courtyard Droll go? Well, it's not entirely clear: DD and CD never did wind up entering Bilious Slick with the God of Time. In fact, it's said that they wound up leaving the entire context of the Genesis of this universe long, long before its creation was finalized. And it's said that BQ, for the grievous crime of being a huge bitch, was denied the Ultimate Reward.

Let's turn away from Afterus, for just a moment, and examine them.

Far, far from this universe, in what might simply qualify as another dimension, a pair of travelers wander the vast sands of a barren planet. It seems without life, but only as long as you don't know where to look. The pair wander from tiny oasis to tiny oasis. CD doesn't understand much of what he's doing. DD does, and always has. They're moving between these oases to transport water, of course, and to dig a proper means of irrigation in the process.

DD knows there are others on this planet. Others who bailed on the Big Plan. Loyalist Dersites, Prospitans without dedication… Anyone who wanted a sure-fire chance at not starving to death. Well, in a sense, they wound up moving only laterally. DD and CD are having a bit of a hand-to-mouth life at the moment. But things are getting better.

A few dozen fellow exiled carapacians have joined them in their small community, especially loyalists to the Queen who has also found a home there. But DD has big plans. He's got the crew back together… Mostly. HB is still out there. And the Archagent… He's sure he'll link up with him soon. For now, DD is building. He'll keep building. He intends to turn this wasteland into a city before he's done. It's already a little farm, even if it's struggling a bit. Wasn't nothing but rocks and sand when he got here.

He's patient. He's calm. He can wait. Just needs a little work to get some power back. And this time, the Queen's not going to be the one in charge.


But back to Afterus. And to the other Carapacians who remained faithful, both black and white, where they continue to live. They no longer use the cloning machines to supply their society with population, or enforce twisted machine augmentations on themselves. They have become a natural species, fitting precisely into the ecosystem and society of Afterus, black and white carapaced individuals surrounded by gray ones of flesh. Their technology was given up to Afterus, in exchange for a place to live. The Research Director helped disarm the robotics… As well as dedicating himself to a life of research on how to ease the pain of the war's veterans.

Given guidance and representation by their Queen, a majority of the Carapacians live on LOGAL, Prospit, the remains of Derse, and some even on Afterus itself. There will forever be a social divide between the species of human, troll, and carapacian, but… It is an agreeable divide, one that allows mutual respect and appreciation. It simply does not allow full societal integration.

Prospit, Derse, and the Lands were brought into the space around Afterus only a short time before their modern age, towed far forward in history by Vruasa Telash and his massive timeship. The sudden presence of moons around the planet was frightening at first, before explanations were made, but it was simple and easy for Afteran society to take them in. Alongside the Carapacians came the natives of the Lands themselves; the Iguanas, the Crocodiles, the Turtles, and the Salamanders (though much of this race seemed to be missing) all found themselves welcomed as well.

Though these amphibians and reptiles were welcomed as equals, they were at a terrible intellectual disadvantage, because, quite honestly, they are rather stupid. They've stayed to their lands for the most parts, with the individuals who move to Afterus being accommodated for in jobs as low-risk as Afterus can supply. Besides, of course, the rare few who have chosen dangerous or particularly noble professions. Such as Red. Or the one they called Tewer.


Tewer, the undead Iguana, found another home under the ocean. He's in service to Haita, and we'll get to Haita in a moment. Far down where the seadwellers make their home, he speaks as a sort of guide, and provides the sort of cosmological information the Afterans critically need when their gods are so confusing. Far under the sea, he has resumed his research and development of the wondrous crystal plant substance he named after himself.

His twin descendents live above - one on the surface, one in the air-cities - as his disciples, spreading and interpreting the psychic communications he provides to those who visit him. The father of the Twins himself speaks with the sea-dwellers directly, in the way they have known Haita to speak, and advises them. It is Tewer who leads the efforts to ensure that Haita is kept alive, communicating its needs and desires, as well as all that it perceives beyond the scope of the perception of the Human and Troll.

He also speaks the word of the Redeemer to the whole civilization, telling a mythological tale of a certain angel who helped to form this world as penance for a terrible, necessary crime. But we'll discuss the Redeemer when we get around to discussing Haita.

Muffled clacking of bones on crystal as the plant-based skeleton iguana moves around his underwater hut. Gold is inscribed in green as the deep plant substance is edited throughout the crystal construct. A seadweller nearby urges Tewer to continue and elaborate. He does so; he speaks of the Mark that the Redeemer suffered under when he was the Worldslayer, he speaks of the debt he had incurred, he speaks of the repayment that transformed him and empowered him. He speaks of how the Redeemer is now a fount not just of protection but of forgiveness.


Haita itself is titanic. The ocean floor is, in part, defined by Haita's movements and presence. It's thought that sea level would drop a great deal if Haita were to ever emerge from the ocean. But Haita would never do something so destructive to its beloved Afterans. The titanic creature deeply cares for its civilization. And, in turn, the civilization cares for it. While it certainly could destructively sustain itself independently, it prefers the care and help of the sea-dwelling trolls, who work directly with it.

Haita has a symbiotic relationship with the Afterans. The population of the planet provide resources and help for Haita, and Haita, in turn, protects the population from terrible threats. Its psychic power allows it to blast a very great number of large objects at a great distance with massive force. This is required of it, more often than not. Because Afterus is, at almost all times, under siege by meteors. Space rocks of all sizes and shapes descend from the sky near constantly, and if they were allowed passage, they could destroy much of Afterus.

But Haita loves its planet too much to let that happen. A meteor is impacting north of Haita now; a psychic blast vaporizes it. Another on the northern hemisphere on the opposite face of the planet; another psychic blast vaporizes that too. A cluster over the east coast the city of Home, and—! Haita can feel life aboard this one among the cluster, and spares it of the blast Haita gives its companions. Instead of vaporizing it, it does what it always does with these meteors. It delivers the space-rock to the Order of Raven, who will take the meteor, extract the child attached to it, and find it a good home. Just as they have done for the years since the Game began.

Yet another life with a destiny. Haita marks its passing in the unique, mentally-disconnected way that a Great Old One must. It does not understand humans, trolls, the strange pokemon, or any of the other entities that make up the population of Afterus. But Haita will protect them, until the very day it dies, and as long as it can after the fact. That is its purpose, as First Guardian of Afterus. And a Guardian inherited, in a twisted sense, from its creator of sorts: The King in Yellow.


We look now to another face of Afterus, another side of the coin. A dimension consumed by battle, the Other World.

A young girl in an unusual dress adorned with frills dashes between titanic geological features. In one domain, they are massive towers in the shape of lamps, that she bounces off of the side of in huge leaps. In another domain, she leaps between titanic mushrooms. In a third, she bounces around many and varied flying pillows. She is being pursued.

Behind her, another young girl is running. A three-part set of one-jointed wing-like snakeish limbs emerge from her back. The girl smashes her way through tower after tower with her trident, bashing the huge and abstract geological features out of her way as the pair arrive at the former's domain.

The two will be in combat for some time. Sooner or later, Fearmonger Nue will hunt down her enemy and kill her, as Youkai Selves are meant to. Nue is the apex predator of this strange abstract realm and one of the few who have yet to die. The Youkai Selves understand this cycle. They fight to survive, but they do not resent it.

The Youkai Selves of the residents of Afterus take on the emotional burden of their Afteran counterpart. They take all the suffering and pain their Afteran experiences and survive as long as they can to make sure that pain connects with them. And then, when they die, they give their Afterans emotional catharsis. This is the purpose of all Youkai Selves, and while their minds are alien and their lives are meant to find a violent end, they all understand this deeply.

Tonight another will die. A young female Troll will find relief, when she wakes up, from recent deep stresses, giving her recent, deep calm. Most know these sudden cathartic events as Curations.


I promised we'd get to discuss the Redeemer, and now, I think, we can. The Redeemer is something of a lesser god, or perhaps a saint, in Afterus myth, thought to be majorly responsible for the creation of the universe alongside the Maker. While the Mage of Space, the Witch of Void, and the Rogue of Life provided substance, it was the Redeemer and the Maker who gave them the opportunity in the first place. The Redeemer himself is idealized among both criminals and law enforcement for representing both necessary justice and the possibility of redemption, and culturally represents the idea of dedication to a moral code even in spite of harm to oneself. He is thought to be dedicated purely to the idea of the greater good.

The Redeemer is who Afterans pray to when they need strength to overcome their own basic nature and do something that's required of them, and especially in cases where they have to do something harmful, or are seeking atonement for it. He is said to be a guardian entity, responsible primarily for the protection of the universe rather than its actual creation, and in the universe his influence is said to protect anyone who adheres to what they know is right and who is willing to set aside their unease or discomfort. Law-enforcement groups, armed defense forces, judicial bodies, and even many sports groups all bear his symbols and regard him as their patron.

The Redeemer is imagined as a massive, tall man in a long coat, bearing hands burning with an intense white fire, and a set of massive black wings.

The Redeemer's true name is Psyber.

The Maker is the Redeemer's creation counterpart, responsible for the actual formation of the universe, who established everything required for the universe to function. It's said that her influence brings about creativity and genius in Afterans. Scholars, scientists, and, indeed, anyone who simply needs inspiration, mental strength, or a moment of cleverness is said to pray to the Maker. Where the Redeemer's domain is enforcement of law and protection of the righteous, the Maker's domain is engineering, science, and academia.

The Maker is said to have created the universe purely by chance, and is thought of as perhaps somewhat whimsical as a result. Where the Redeemer's personality is thought of as friendly, if righteous, the Maker's personality is thought of as that of a trickster-influenced genius, who never, ever speaks of the ultimate, true nature of what she's creating, always disguising her work as something more harmless or, in many cases, even silly. While the Redeemer's domain encompasses a majority of the war and law enforcement, some think the Maker's nature makes her an even more dangerous entity. Scholars, scientists, and others who work in the creation of new abstract ideas, substances, or methods pray to the Maker, and regard her as their patron.

The Maker is imagined as a short, lithe, almost childlike girl with icy mechanical constructs and a halo of genetic code surrounding her.

The Maker's true name is Cirno.


The Maker is, surprisingly, thought of as unconnected to the Crafter. The Crafter is said to have been much more direct, if, in a sense, still unaware of what precisely she was doing. If the Maker produced the substance of the universe, the Crafter is said to have given her tools to do so. Where the Maker is the patron of scientists and scholars, the Crafter is the patron of engineers. Where the Maker is about clean, well-protected creation and science, the Crafter is centered on the idea of getting one's hands dirty for the sake of getting practical things done.

The Crafter is the one that people pray to for the safety and function of their valuable machines, structures, and vehicles. Her domain is their crafting and their stability, and the protections of anything conveyed through them or using them. She's also thought to be a deity of larceny and plundering, being especially associated with adventuring pirates. It's said that her domain is strongest in the crafting of incredible weapons.

The Crafter is imagined as a skunk-like humanoid of average height, surrounded by a halo of ever-churning clockwork machinery.

The Crafter's true name is Thionette.

The Composer is closely associated with the Maker, despite being one of the Three Muses. Like the Crafter, the Composer is more associated with matters pertaining to an engineering of sorts. She is said to be the patron of maestros, creative directors, DJs, and other people who are charged with the the troubling task of coordinating artists or channeling the work of many others into a coherent vision. Anyone who takes a leading role in a creative team prays to her.

However, that is not the entirety of her domain. She is also one of the prime divinities of artistic combat, said to have channeled music itself into a weapon. Anyone who does performance in a conflict or competitive context, anyone competing with their fellows such as in a combat sport, and many others, all regard the Composer as their patron, because it was the Composer who could channel her art into her conflict in an incredibly powerful way. Her domain also encompasses inspiration from suffering or similar dark sources; it is said she drew power from the darkness beyond the universe itself to fuel her music on more than one occasion in the formation of the universe.

The Composer is imagined as a white horse-like or pony-like creature with a single horn and a blue mane, surrounded by a halo of music as visualized in the form of audioscope displays and volume bars.

The Composer's true name is Vinyl Scratch.


And what of the other two of the Three Muses? There's the Lyricist, for one. She was known to be a powerful protective influence, and it's said that she's one of the focal reasons the God of Space was ever a god in the first place. Where the Composer directs raw talent from others, the Lyricist is the raw talent that artists tap. Her power is known for being particularly intense, chaotic, the inspiration that people attribute to her tending to be the sort of inspiration that possesses one's mind utterly.

Artists of all sorts on a more personal and basic level consider her their patron. She is also a divinity of necessary recreation; her domain is specialized for revision, re-drafting… And killing what already is, so that something much, much better can have room to come into being. Whenever anything has to be destroyed to make way for something superior, it's dedicated to the Lyricist, and Afterans ask for her protection and blessing on whatever may replace it.

The Lyricist is imagined as a woman fiery hair and a formal but practical way of dressing, with a small dragon coiling around her calves. She is traditionally holding a lute that exudes a brilliant gold aura.

The Lyricist's true name is Magatha Songsteel, better known as Psalm.

And the last of the three Muses? Well, there's the Bard, though nobody ever knows quite what her deal is. Always bugging and fussing and meddling through the whole myth, but to what end? It was never clear to the theologians of Afterus, and even the Gods themselves never really knew what her deal was, though everyone can agree that she's a trickster being of some sort, and a damned dangerous one too. Nobody's sure how, but it's said she both killed and saved the Goddess of Life, in that order. She's also credited with massive positive contribution to the universe.

There's rumors among Afterus of a secretive order, though, an Order of the Silent Voice. It's said they're a shadowy religious order that operates from the edges of Afteran society, always involved in everything important but never revealing a clear and coherent plan of influence. It's said they're the order dedicated to her. Of course, even the most paranoid of conspiracy theorists are hard pressed to find a way their influence manifested in a way that was not, in the end, beneficial to Afterus, and so if that group really does exist, it is working for the best of anyone who would care to know.

For what it's worth, the Bard is imagined as a somewhat short, mildly armored elflike woman holding a highly complex multi-necked bass guitar that emits bright bolts of electricity and would require several more arms to actually play.

The Bard's true name is Laer.

Another being rounds out the pantheon: The member of the pantheon dedicated to the dead, the Deceiver, who is thought to be the source of all misfortune, fear, and death. Few pray to her and fewer still seek her blessing. This is a villainous element of the pantheon, thought to be a fear-generating monster who nearly brought an end to the titanic effort of the gods. Her incredible powers of deception and disguise meant that those involved could not even identify her hand in the destruction she wrought.

It is said that the only thing that saved the gods from her terrible destruction is the fact that, for reasons theologians still do not understand, she committed suicide, allowing a God of Time from another, distant pantheon to slay her for one of the many crimes she committed in a deadly duel where she permanently scarred him.

The Deceiver is never described. It's said she never had a true form, only many forms of lies. Nobody speculates on what her true form was.

The Deceiver's true name was Nue Houjuu.


Then there's the Oracle, a member of the pantheon of Afterus, and the one who seems to preside over its future. It's said that her foresight is the greatest of all the divinities of the pantheon, and that she is capable of seeing far into the future. It's said that she was critical in ensuring the survival of the Goddess of Void, who she protected in the earliest days nearly to the end.

This entity is the one people pray to in order to make the most crucial decisions with the proper foresight. Her blessing is sought by everyone from people making titanic life decisions to gamblers. The Oracle's domain is the uncertain future, and the protection of people through it. She is also thought to be a powerful guardian being of a sort, not of one person from another, but of the planet from any external threat.

The Oracle is imagined as a blonde girl with black fox ears, a similar tail and mechanical legs. In old times she was imagined as carrying a bow, but modern depictions feature her carrying a machine gun.

The Oracle's true name is Eila Juutilainen.

The Guardian was a strange and somewhat mysterious entity, known for protecting the Gods during their formation, but most for, through some convoluted method, CREATING the gods themselves, retroactively. It is not understood how this was done, or, in fact, why. What is known is that she is the patron of everything from bodyguards to parents, a deity whose blessing is asked for by people to help protect the people important to them.

Her domain is defense, protection, and preservation of whoever a person might regard as important to them. As a divinity, she's known for her martial prowess to a rather high degree herself, but is, in a sense, thought to be a somewhat limited deity in other regards. It's said that she watches over children particularly, ensuring their protection, both from external risks and their own poor decisions. In times of real stress, young Afterans often pray to her.

There also exists, dedicated to her, an Order of the Raven, who are responsible for taking under their care the many young Afterans who fall from the sky on meteors and are delivered to them by Haita. They find good homes for these children, and ensure they are properly prepared when that new child, or their charge, enters the game of Sburb.

The Guardian is imagined as an athletic woman with a pair of swords surrounded by a group of ravens. Her outfits are inconsistent, but tend towards the practical and combat-oriented.

The Guardian's true name is Raven DeVanos.


The others have had domains with minor focuses on conflict. Only the Curator was purely dedicated to combat. It's said that she presides over a realm of cathartic release, a realm where there's only combat and conflict. It's said it's an Other World, a world full of Youkai Selves, or. It's said that, with her influence, all Afterans are granted Youkai Selves when they experience too much pain, and that this Youkai Self assumes the pain and misery they feel

It's a little-known myth, but it is said that these Youkai Selves will engage in combat, or in many cases simply be slain by the Curator herself, and when they die, they take the misery and stress out of their Afteran's life, allowing both of them to be relieved of their burdens. And it's said the Curator certainly can slay them; her primary domain in myth is one of combat against great foes, specifically the greatest foes that she can find.

The Curator is imagined as a tall woman with long black hair and bright red horns, holding a titanic jagged blade, and occasionally surrounded by small cloaked figures.

The Curator's true name is Black Gold Saw.

Another member of the pantheon, the Program, was a little-known one for most of Afterus' cultural development, but only recently has come into regular recognition with the advent of Afteran information technology. It's said that she was the god of the purely digital, helping the rest of the pantheon as she could at every turn.

Her domain is said to be digital space, telecommunications, and other suchlike. Though not really prayed to, she's an entity revered as the patron of all digital space, and her symbology is put on practically everything related to data and communications. The Program is imagined as a woman with blue hair in a full bodysuit covered in glowing lines.

The Program's true name is Deelel.

There are also the paired demigods, the Speaker and the Demoness. Less known, it's said that each was crucial to the survival and training of the three primary Gods in the earliest times. The Speaker was said to have communed directly with the darkness when it had no voice of its own, while the Demoness provided power and researched a great deal to help the Gods when they needed it.

They do not have direct domains, so to speak, but are often referred to as sort of mythical entities with major cultural presence, and a few smaller groups do pray for their blessing or protection. The Speaker is imagined as a well-dressed man with an obsidian knife, while the Demoness is an armored woman holding a glowing sword.

The Speaker's true name is Loros. The Demoness' true name is Tshallandria.


Another notable mythical figure is the Swordsman, a warrior highly regarded in legend for, of all things, his act of nonviolence, negotiating not only a perfect solution with a Denizen that threatened the Gods, but negotiating directly with little-known dark gods from beyond the pantheon itself to fulfill the last of his own quest. Less of one someone would pray to, more of a hero of legend.

In spite of that, he does have a minor domain: "Fictional realities", not understood for thousands of years, but now better interpreted by Afterus culture as video games. People don't pray to him, exactly. But nearly every Afteran game seems to have optional costumes, gear, or weapons referring to him. Black longcoats, pairs of longswords… matching the way he is traditionally imagined. A young boy in a black coat with a blade in each hand.

The Swordsman's true name is Kirito.

There's the Fatebound, another mythical hero figure notable in legend primarily for his sacrifice. It's said he was a great warrior who sacrificed an incredibly important weapon to allow the Crafter to have materials for a vast and powerful device. His is a domain of sorts, of reforging. He's imagined as a tall, anthropomorphic stag with a blacksmithing hammer in one hand.

The Fatebound's true name is Kaydon.

The Inquisitor is another heroic mythological figure; it's said that she and her companions traveled around the land gathering information to help protect the Gods in the earlier days, but abruptly partway through the myths she seems to disappear, though her work is referenced repeatedly. She's imagined as a woman in a black and red armor, with a skull in one hand.

The Inquisitor's name is Valaes.

There's a well-known trio of heroic figures of Myth, known as the Alchemist, the Wrecker, and the Architect, as well. They're said to have come from another world entirely, visiting and doing a wide variety of strange things throughout the olympian realms of the Gods. Their adventures are told and retold, putting them somewhere between folk-heroes and legendary heroes.

The Alchemist's true name is Gespie, the Wrecker's true name is Crepe, and the Architect's true name is Endria.

A little-known heroic figure said to have protected many of the Gods at the very, very beginning was the Timekeeper, who was said to have command of time itself. Theologians aren't sure if this was an early version of the myths about the God of Time, or if she was a distinct entity, but most believe the latter. She disappears from the myth shortly after the gods are said to enter their olympian realm. She's imagined as a young girl with long black hair, with a shield covered in clockwork.

The Timekeeper's true name is Homura Akemi.

Another lesser-known heroic figure, said to have been a demigod of some kind, was the Packbeast, a woman closely associated with imagery of savage pack animals. Her involvement in the myth is widespread, albeit chaotic; her most well-known legend is an adventure she has accidentally creating and then subsequently hunting and killing a snow golem of some description, a story retold in various books and movies on occasion. She's imagined as a wolf-like woman with a pair of bone clubs.

The Packbeast's true name is Lupita Auryon.

And that's not all of them. There are more than enough legends to make up a myth. Legends about the Hydromancer, whose true name was Sarah. The Merchant, Fayt Ravus. The Tamer, Ash Ketchum. The Immortal, Staren. The Unspeakable, Hastur. And many, many others. It is a complex mythology, a massive series of legends, a titanic cultural touchstone that all Afterans recognize and understand, because this is the legend of the creation of their world. To all of them, even the most destructive, they owe their respect and reverence.

Just as the gods have advised.


This pantheon and its associated heroes are known throughout Afterus. Each legend told and retold, each scripture read and re-written, and all of it surrounding the three Gods, their pantheon, and the heroes who helped them. One part is omitted. There's a hole in the legend, a gap in the story, missing chapters in every book. None of the civilization know of this, and the Gods keep it that way, for the sake of Afterus itself.

And yet, somewhere, there stands a monument.

In the olympian realms of the moons high above Afterus, on a planetoid known as the Land of Spires and Frogs, there sits a very tall house. And atop the house, just below a large, floating Gate, there sits a monument forged out of starmetal. It's not well-made; the God of Space created it, not the artistically-talented Goddess of Void. It's misshapen at some places, unsteady at others. It's a pedestal, upon which eternally floats a sphere.

The sphere displays delicately recreated terrain features. Mountains and valleys, shores and oceans, continents and islands. It is a man-sized replica of a planet that is lost to time, now inconsequential. It is a statue of a planet long before an ancient catastrophe that devastated it, turning it into a barren rock covered in nothing but desert and craters. It is instantly recognizable to many.

It's Earth. Specifically, Earth-413.

At the base of the pedestal, four objects can be found in a row. A small radio. A pair of knitting needles. A briefcase. An empty pint glass.

Arthur sits here as he readies himself.

He'll be unifying soon.


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