(Article assembled hastily, will be arranged for easier reading soon)


Skaia resides at the center, an expanding battlefield, and the source of creative thought in this setting. The soldiers and regents from the Dark and Light kingdoms wage all-out war to control it on its surface, which at all stages of prototyping resembles a complex chessboard. The kings of each kingdom direct their troops from the surface, while the queens remain to manage the affairs of the kingdom, though in times of need the queen will join the king on the field of battle. All four regents utilize their rings or their scepters where appropriate to synchronize with Skaia and gain the powers granted to them by the prototyping of the player's kernelsprites. is a relevant (spoiler-heavy) animation for this, if you take interest in its depiction.

Surrounding it is the Medium, and after that, six planets corresponding to each player, linked by rare trans-spatial gates to each other and to Skaia. These have fairly global biomes, though they vary from planet to planet. They also each contain a Denizen. Two Denizens populate the planets beyond the Medium with hostile creatures, called Underlings, by constructing them out of their hoards of Grist, with more resilient and strong Underlings being formed out of greater quantities of varying types of grist. There is a great deal of variety in the biomes and inhabitants of the planets past the Medium, but all of them are capable of supporting human life. Each planet contains a single sentient race designated as the Consorts of the player corresponding to the planet, who are fairly easily directed, but who are absolutely incapable of combat.

Outside the orbit of the Kingdoms lies the Veil, a string of meteors dotted with laboratories where the two kingdoms develop the technology to produce their soldiers and vehicles. When the Black King or a similar agent initiates the Reckoning of Skaia, the Veil is launched incrementally towards Skaia. Skaia defends itself by generating portals that distribute the meteors through time and space, and is the cause of the meteor impacts that are more common on the version of Earth from this theme. However, any meteor host to the influence or direct presence of an elite is only distributed through space and not through time (due to the restriction on time travel shenanigans)

Also present are the Kingdoms of Light and Dark, two large planets orbiting Skaia, each of which has one large moon tethered to it by a large chain. These are Prospit, the home of the Kingdom of Light, and Derse, the home of the Kingdom of Darkness, Prospit orbiting just off the surface of Skaia and Derse orbiting far past the veil. The respective armies of each make their homes here, and send their agents and soldiers to the various planets and Skaia to subvert each other and do battle. They have access to futuristic technology in the areas of genetic manipulation, teleportation, and vehicular travel, but their weapons are mostly limited to things like swords and bows. Small groups or individuals may make use of more modern technology in their weapons, however. The imagery of each kingdom and its soldiers is to be determined by the prototyping of each player's Kernelsprite, but is primarily variations on medieval themes.


The Sylladex is, for the purposes of this derivative theme, is an item storage system that uses a dimensional manipulation technology embedded in cards of varying types. Each person can be imprinted through varying means with a "Fetch Modus", which determines the manner in which the cards function. Creation of a Fetch Modus requires expensive, advanced equipment and a great deal of knowledge on the subjects of data storage and spatial physics. The more useful and convenient a Fetch Modus is, the more difficult it is to produce, and thus the more rare it is. The Fetch Modus also determines the carrying capacity of a given card, ranging from about 100 cubic feet and several dozen pounds, to several hundred cubic feet and several tons, with a logically greater difficulty in producing a Fetch Modus with greater capacity. The cards can be manipulated by hand, as well as damaged to destroy their contents, but items can only be released according to the Fetch modus.

Fetch Modi can range from the logical (Stack Modus placing cards in the data structure of a stack, with only the top item being accessible, Hash Modus placing them in a hashmap where they are retrieved with words matching the hash) to the insane and illogical (Scratch and Sniff Modus requiring the user to match the smell with the item, 8-Ball modus replacing the cards with unwieldly magic 8 balls, etc), but must have a strict set of unbreakable rules governing their behavior (with only one recorded exception, the Miracles Modus, which is completely random and makes no sense. Retrieving an object correctly requires a miracle). If one attempts to captchalogue an item which would overwrite a given card, the item stored in that card is ejected from the user's local storage space with an inconveniently large force, often propelling the object out of reach. Captchaloguing is a conscious action, but can become habit, making one prone to accidentally launching objects out of the Sylladex. The cards are stored in a physical deck of cards, carried by the person using that particular Sylladex. They can be transferred between people, with the recipient being capable of retrieving items from cards through the Fetch Modus, but non-natives cannot captchalogue items with the cards without imprinting a storage space, which requires expensive equipment.

Sburb, the game system, and the theme in general

Sburb is a piece of software that utilizes the user's computer to tap into a framework laid in the foundation of the universe of this theme to manipulate objects and generate architecture and equipment. It comes in two disks, the client and the server disks, that function on all but the most obscure operating systems. When the server disk is run, it can accept one connection from a computer running a client disk. This permits the server user to manipulate the environment of the client user, generating or moving architecture and objects within a radius of a few dozen meters. This manipulation is fueled by build grist collected by the players from Underlings. The ultimate goal of Sburb is for the players to create a new universe using the grist harvested from theirs, collected at the hoards of each denizen, utilizing the Forge that makes up one of the players's planets, and which requires the players to steal or destroy the Black King's scepter, as well as create the Genesis Frog, the form for the new universe. They accomplish this by removing each of their respective residences from Earth and transplanting them into the planets past the Medium by creating and destroying their respective Cruxite artifact, to an isolated location on their respective planet. From there, they must build up to the gate above by collecting grist from the local Underlings and having the server player expand their house. This gate leads to the surface of their planet, where they must locate a gate leading to the home of another player, whose gate leads to the surface of their planet, etc. The final gate leads back to their planet, and into the lair of the planet’s Denizen. Each player is, in the Incipisphere, known as a Hero of Light, and given a mythological role to fill that grants them powers of varying kinds.

One of the constructs of great importance to Sburb is the Kernelsprite, released by one of the devices used in Sburb. The Kernelsprite can be “prototyped” with contact with an object, which will cause it to take on some properties of the object. It can be prototyped twice, after which it will begin assisting the player in whatever capacity it can, and providing excessively cryptic explanations of the specifics of Sburb. However, if prototyped with something that does not want to deal with the shenanigans of being dodgy, it can simply explain everything directly, though this is incredibly unlikely. The prototyping directly influences the forces of each army, with the information imprinted on the Kernel of the Kernelsprite being imprinted on each army when the Kernelsprite enters the Incipisphere, and the Kernel separates from the Sprite. The Sprite is limited to the home of the respective player, though after advancing sufficiently the player can create a pendant capable of summoning the Sprite at other locations. It is rather powerful, capable of various offensive techniques based on whatever it may be prototyped with, but will never gain power after the second prototyping. This prototyping is applied to the royalty of each army through the King’s scepter and the Queen’s ring. If the ring or scepter is stolen, it cannot be used by the players, but a sufficiently auric outside force (read: Any player character who feels up to taking advantage of this if it is every TP’d) can take the ring and utilize the offensive capabilities imparted to every sprite by the prototyping.

While Grist was depicted as a “power up” in Homestuck proper, I believe it would be much more appropriate and less fourth-wall-breaking to depict them as assorted crystalline structures. Upon contact with a Hero of Light, the Grist crystal will dissolve into nonexistance and impart the energy contained to the player. The player has a limited capacity to store this energy, and it can only be used in Sburb’s version of Alchemy. This capacity expands much like a muscle grows, with regular use. The Build Grist contained by a given player, also the most common Grist type, is accessed by the server player when modifying the player’s environment. It is consumed when lifting heavy objects or when making expansions to the architecture of the house.

All of this structure is subject to sabotage or destruction by internal or external forces. The Kings can be slain and replaced by other antagonists, the Sprites can be killed or not created at all, the meteors meant to motivate the players to join can be destroyed, and other similar phenomenon


Denizens are Derse-allied entities. They are meant to correspond to each Hero of Light, being the primary antagonists of the Sburb players before they reach Skaia proper. Each Hero of Light must defeat his or her corresponding Denizen, either as a team or individually, to win the session. They guard a hoard of valuable grists, necessary to perform the Ultimate Alchemy. The exact nature of each Denizen varies, ranging from unintelligent monsters to humanoid or even human entities, but they are invariably motivated to ally with Derse, act against the Heroes, and to eventually engage in combat with their respective player. The Denizens are also responsible for the presence of hostile creatures known as underlings, though their exact involvement in their creation is unknown. What is known is that they utilize their grist hoards to create the creatures artificially, and in accordance with the prototypings. Upon defeat, Underlings will release the Grist that was used to create them, the energy of which can be collected and utilized in standard Alchemizing. The Denizens are direct and open allies with Derse, but they are not necessarily hostile by intent. However, they are always directly opposed to the Heroes in some major sense, and must all be killed, or at the very least so severely defeated that their large hoard of Grist is available to the hero, for the game to be won.

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