or, SBURB Patch Notes II: An Admin's Guide to Multidimensional Love Shit
Welcome to Skaianet Laboratories, home of the award-winning best-in-class unique unusual hijinks of the developers who patch Sburb.
Wait, no, not the kind of developers you're used to. More like... oh, let's say Troubleshooters? Experience in Sburb is technically optional, but highly recommended, since there is physical combat involved. For our Admins, especially; since Admins are required to do all the legwork in regards to the largest villains and greatest plotlines that Skaianet sees on a regular basis.
Thread 1 Villain: Itchy [status: deceased]
Thread 2 Villain: God-tier Ultimate Grey King of Skaianet [discussion TBA]Originally Posted by trilbyulatingDungeoneer
Post 2 of this thread is the Skaianet Employee Directory.
Introduction to the Skaianet Employee Handbook, ver. 3.19
by Mobius Trip
...Last in our survey of the planets of our typical session is Skaia, a planet made of pure fused creativity. It is why we call ourselves Skaianet, in the hopes that we will be able to find the solutions to all dilemmas that we come across. It has clouds scuttling over its surface, clouds with the past and future inscribed upon them. In the center of Skaia is a great battlefield, where the chess-pieces fight in their eternal stalemate until the Prototypings tip the balance just barely in favor of Derse. Rivers run through that battlefield, rivers of not water but liquid light, reflective of Skaia's nature of infinite potential.
Creativity is a liquid, though, too: one must ensure one does not run dry. Keep it in a bottle, with a stopper, perhaps. Dip your pen in it, and write neatly, not hastily, upon the parchment that is history, so that others may know who we are and what we do.
These are some things I learned from the clouds of Skaia.
The frogs are paramount. Not just important; they are critical. Let them arise and they will save you, for they are the essence of all things. In a matter of speaking, I could even assert that they are more real than you are...
Frogspawn is created in great numbers, yet only a few of the embryos, the tadpoles, grow to maturity. So too is it with species, and children, and universes, too; you cannot let all of them succeed. Without the steadying hand of natural selection, where would we be?
Random walks need someone to guide them. That someone, in the case of universes, is us. Must be us, for we are the only ones with the power who are willing to take up the cause. We have the might of the multiverse within our fingers, the greatest powers of Space in our circuits, the most exalted powers of Time in our minds.
Others with this power...
...I have seen them. They will be children, maybe thirteen years old. On the cusp of puberty, only just - but possessing wisdom and intelligence far beyond their years. They will have survived their parents; they will have learned the lessons that I, through Skaia, have taught them. They will be worthy to receive the Ultimate Reward...
The Prospit and Derse dreamers are alike in their mishandling of the properties of memory, more than either would suspect. The Prospitian dreamer prefers to forget rather than forgive. He yearns for the blissful carelessness of childhood. The chief error of this type is that he remains willfully ignorant; his trust is because of a flat denial of the blackness in the heart of all. It is only when his hands are burnt that he knows they should not have been offered.
The Derse dreamer, by contrast, can neither forget nor forgive. She remembers every unfavorable twist of fate, every slight dealt her by another, and this turns her into a cynic who survives by distrust alone. It is on this planet you will find paranoia and nihilism, distrust born of the denial of goodness. One who dreams of Derse is unapproachable and unfriendly, then assumes that how she is treated is representative of how the rest of humanity treats each other.
Interestingly, sometimes a Prospit child will find one who dreams of Derse, they will befriend each other, and this friendship will strengthen both of them. It is for this very reason that a Session draws from both planets, balancing the number of dreamers on each. The attainment of god tier, before irregularities intervened, was intended to mark this union's perfection of the imperfect mind of each child. Skaia, insofar as it can be said to have an intent of its own, frequently bends fate to encourage the players toward this ideal - although, often enough, not via the conventional means.
And what is this ideal? The adult's worldview should forgive yet not forget; understand and encourage others. He or she should be self-sufficient but know when to ask for help. He or she encourages those who have not yet learned towards responsibility, kindness, caution, and the ability to make human connections. (Or the equivalent for whatever other species.) Preparedness as well as honesty. Both trust and skepticism. This is one of the great paradoxes of paradox space.
In that regard, 413 and 612, the famously renegade sessions, may themselves be recognized for their adherence to this pattern. The children of 413 are innocent compared to their counterparts in 612. Though there are irregularities in the moon-sorting of 612 that decrease the value of a strict analogical comparison, the idea holds.
The world of 413 is inherently innocent: the children, humans, grow up in a world where one of the main influences on their society is the idea of turning the other cheek, paying kindness even unto evil, nonviolence. The troll children of 612 live in an inherently fearful society: their race was dogged by the Handmaid until the entire culture was impregnated with brutality and cynicism, for the Handmaid instilled fear whenever they showed a risk of being kind to one another. And yet 413 and 612 are intertwined, and as time loops in on itself like a pretzel, each race teaches the other.
Thus is a beautiful expression of Skaia's will.
Thus is the real meaning of the game: growing children as well as universes.
The Ten Tenets of Universal Morality
1. Each individual has the right to do whatever they wish, provided this wish does not infringe on the rights of any other individual, living sentient being, or property of the aforementioned. In other words, the right to swing your arm in a punch ends at the other man's nose. Do not interfere with others' right to do harmless things; only interfere when they wish to infringe.
2. Value your children and raise them well. The gift of life is the hardest burden that all must bear, and yet it is more important than all else. Children thrive most on their parents' love, respect, and gentle urgings to become all they can become...
3. Respond to all that comes to you with a fair weighing of the situation. Do not rely solely on emotion for your decisions...
4. Conversely, do not discount the importance of the emotions of those you interact with. Harsh words encourage others to treat you unfairly, and small acts of kindness may be repaid a hundredfold...
5. Trust in others, and return the trust that is placed in you. Love others, and return the love that is placed in you. Why? It is because love, of all its forms, cannot be measured, but has effects far beyond what any original intention may have specified. Stay with those you truly care about and all other things will fall into [unreadable]. It will take time, but eventually, the bonds from kin to kin will grow strong enough to hold life.
6. Do not be afraid to do what is important to you, what is right, what is good. Staying in place as the world revolves around someone else, wishing for change without creating it yourself, is a poor way to live...
7. Cultivate the mind, for quickness, perceptiveness, and memory are virtues. A sentient mind is no good if it does not know what it wishes. Reflection, self-modification, is an important quality in programming languages; so too must the mind function...