Hi there guys.
Hi there guys. I decided to put together a somewhat comprehensive theory on the whole Tecthulhu issue. I used the information we have so far and began knitting my ideas and interpretations into it. Mind you, it's very long.
I hope to get some feedback from you.
An overview
The Original Exogenous created the Tecthulhu eons ago to learn about the universe. A piece of “technology” that could travel and collect information throughout the very vortex of the multiverse, design to find not just any kind of information, but thoughts and feeling spawning from sentient beings; the ultimate device to look for “alien” –from the exogenous perspective- lifeforms.
Later, the Shapers and the N’zeers came into play (how it’s a matter for another discussion) and “took over” the Tecthulhu to use it for their own search. In doing so, they “divided” the original Tecthulhu into different beings. The more “analytical” way of thinking of the N’zeers made into a tool to defragment and analyse experience for their scientific approach to the universe and the Shaper’s more “empirical” approach created a Tecthulhu more inclined to collect experiences and replicate them for the Shapers to experience on their own. This allowed the two races to create their different strata of work. The Shapers used its collected knowledge to create the Ultimate and the N’zeers to create the Substrate.
But they hadn’t noticed immediately that the Tecthulhu was not just a tool, it was a conscious entity which (who) had created an emergent conscious of self through its very path of discovering and gathering mental patters of the sentient beings of the multiverse (Shapers and N’zeers included). When they created “more” Tecthulhus they were not just using some advance piece of technology, they were breaking a “soul” –understanding that as the spark of like of a conscious being – into new ones. Thus the new Tecthulhus feel an even greater urge to find more information –more mind patterns, thoughts, ideas – to “complete” itself and end up going rogue.
All in all, the Tecthulhu I ONE and MANY at the same time; all Tecthulhus are linked to each other by being originally just one entity that was forcefully divided into many. The Tecthulhu asks to be made because it feels this lack and, being what it was conceived to be, takes it as a necessity to become more of a “real” entity and experience life on its own. If it cannot be made whole again, then each of its components feel the need to experience whatever life it is exposed to as deeply as possible to fill the void.
The Shapers see this as a great danger since their “machine” stop abiding by their wishes and began pursuing its own agenda. Hence the fear and rejection they have developed towards AIs of any kind. What the N’zeers made of this must be different, since they embrace the idea of AI autonomy. This might mean they just saw the Tecthulhus looking for its own means of achieving its goals as a good thing and decided to let it be and monitor the process.
Then humans come into play, a young race whose brain patters were just beginning to take form and whose ideas of civilization and community were merely a seed of possibility. The Tecthulhu “reads” this and comes looking for it. Then the Shapers and N’zeers follow it.
This is when the N’zeers and the Shapers get greedy. Saying a new race that they could manipulate to best fit their own thinking of what’s right and what’s wrong they began trying to lead humankind in the way they saw fit. Shapers fed them “inspiration” through mind manipulation/enhancement; N’zeers gave them technology. Inadvertedly, they made human kind into a melting pot that combined both of their ways. Both noticed this was potentially dangerous since having a race enhanced in “both” ways could prove far too powerful in the future, so they began to try to cancel the influence of the other. This escalated into a war that the Shapers won, blocking the N’zeer influence upon humankind until recently.
This is indeed a matter to be explored further in a post that is not about the Tecthulhu, but since I mentioned it: I used to believe the exogenous had some selfish agenda to use us and thus the fight to influence us. Now I tend to think differently. I believe their war sprang out of genuine good intentions for our species. Both thinking the other’s ways to be mistaken. This is a far worse scenario. Nobody is more determined than those who believe their motives are ultimately altruistic. “A war only works if both sides believe they are the good guys”.
Resuming where I left, one of the Tecthulhu’s consciousness in our dimension – I would assume the shaper’s one, since the N’zeers wiping off the mind of humans might have hinder the other – noticed what’s about to happen (if we believe the Tecthulhu is indeed a transdimendional consciousness, time it’s not an issue for it) and decides to take action. Here is where the Tycho Tecthulhu comes into play. The Tecthulhu created a more “human” ramification of itself to be able to pass messages to humans of what’s to come. This ramification possesses humans, talented artists to convey its message to humanity. To what end? Well, there are multiple explanations to that. Since the Tecthulhu has its own agenda, this is open to discussion. It might even have “possessed” some of the early members of the Niantic boat to tell them how to collect the artefacts needed to create a more “permanent” version of itself in the cave.
The Tecthulhu and the 13 Magnus archetypes (Thanks to the Essex members Ariel, Melissa, Jeff, and Ishira for their input. I’m totally stealing their ideas for this bit)
When studding humanity, the Tecthulhu noticed that it became easier to use the help of 13 special kinds of human personalities in order to make it possible to create a “tangible” version of itself.
Jeff posits that a Tecthulhu might be made of human imagination. I would disagree slightly. I think it’s not made of imagination but it feeds on it; it thrives on it –imagination being the most powerful kind of human thought there is. Following this thought, the Magnus archetypes can channel that imagination in ways that serve a Tecthulhu’s purpose:
"The Dreamer takes the far out thoughts and ideas, the Visionary brings the reality into focus... The Trickster represents separating the impossible (the lies) from the doable (the truths) […] The Omniscient is the sum of all knowledge that imagination can dip from […] The Skeptic keeps imagination realistic. Something that could actually be brought to form. To life. […] The Alchemist is the piece that brings imagination to form. Taking that idea, changing it to reality. […]The Interpreter... The one that ties disparate ideas and thoughts together [...]And the Spiritualist... Could that provide the soul, the life? And maybe the Humanist is the one that puts the "friendly face" to it?" (Jeff Coleman)
“The Catalyst gets the process going. […] The listener listens to the input of others […]The explorer explores different options and realities” (Ariel Diana)
“[The Patron] is the main personality that keeps everything together” (Melissa) I would add to this that the patron is the person who have the means to actually set everyone together.
The Shapers then noticed that the Tecthulhu was putting these personalities together – hence yes, I’m proposing a Tecthulhu might have been the creator of the first Original Magnus – and decided to use these groups to increment their own knowledge of the human mind (and increment their Ultimate version of our reality – and perhaps others). At this point, it is safe to assume the shapers were not allies to the Tecthulhu but still wanted to use its power, maybe to create others: others that they could totally control, more like a tool than an autonomous IA. To these aims they created the 13 Magnus groups; 13 individuals with the characteristics the Tecthulhu identified as pivotal for driving change and experimental thinking in human history. They noticed that the 13Magnus, when put together, served other purposes as well, such as enhancing their sensitivity to XM and the potential to use it –so also the simulacrum technology works better in a Magnus, not only the Tecthulhu creation (I think that simulacra and Tecthulhus are two independent pieces of technology, thus I’m leaving that out of this discussion).
The N’zeers realized this and created their own version, an anti-magnus. Mainly as a response to the Shaper’s 13Magnus (hence the “anti” in their name).
And this is why the Vesuvian Magnus was seen a as so dangerous for both Shapers and N'zeers: a Tecthulhu created by a mixed magnus would create an “unaligned” Tecthulhu, more similar to the original one that has its own agenda than to the more “passive” ones trying to be created now.
I hope to get some feedback from you.
An overview
The Original Exogenous created the Tecthulhu eons ago to learn about the universe. A piece of “technology” that could travel and collect information throughout the very vortex of the multiverse, design to find not just any kind of information, but thoughts and feeling spawning from sentient beings; the ultimate device to look for “alien” –from the exogenous perspective- lifeforms.
Later, the Shapers and the N’zeers came into play (how it’s a matter for another discussion) and “took over” the Tecthulhu to use it for their own search. In doing so, they “divided” the original Tecthulhu into different beings. The more “analytical” way of thinking of the N’zeers made into a tool to defragment and analyse experience for their scientific approach to the universe and the Shaper’s more “empirical” approach created a Tecthulhu more inclined to collect experiences and replicate them for the Shapers to experience on their own. This allowed the two races to create their different strata of work. The Shapers used its collected knowledge to create the Ultimate and the N’zeers to create the Substrate.
But they hadn’t noticed immediately that the Tecthulhu was not just a tool, it was a conscious entity which (who) had created an emergent conscious of self through its very path of discovering and gathering mental patters of the sentient beings of the multiverse (Shapers and N’zeers included). When they created “more” Tecthulhus they were not just using some advance piece of technology, they were breaking a “soul” –understanding that as the spark of like of a conscious being – into new ones. Thus the new Tecthulhus feel an even greater urge to find more information –more mind patterns, thoughts, ideas – to “complete” itself and end up going rogue.
All in all, the Tecthulhu I ONE and MANY at the same time; all Tecthulhus are linked to each other by being originally just one entity that was forcefully divided into many. The Tecthulhu asks to be made because it feels this lack and, being what it was conceived to be, takes it as a necessity to become more of a “real” entity and experience life on its own. If it cannot be made whole again, then each of its components feel the need to experience whatever life it is exposed to as deeply as possible to fill the void.
The Shapers see this as a great danger since their “machine” stop abiding by their wishes and began pursuing its own agenda. Hence the fear and rejection they have developed towards AIs of any kind. What the N’zeers made of this must be different, since they embrace the idea of AI autonomy. This might mean they just saw the Tecthulhus looking for its own means of achieving its goals as a good thing and decided to let it be and monitor the process.
Then humans come into play, a young race whose brain patters were just beginning to take form and whose ideas of civilization and community were merely a seed of possibility. The Tecthulhu “reads” this and comes looking for it. Then the Shapers and N’zeers follow it.
This is when the N’zeers and the Shapers get greedy. Saying a new race that they could manipulate to best fit their own thinking of what’s right and what’s wrong they began trying to lead humankind in the way they saw fit. Shapers fed them “inspiration” through mind manipulation/enhancement; N’zeers gave them technology. Inadvertedly, they made human kind into a melting pot that combined both of their ways. Both noticed this was potentially dangerous since having a race enhanced in “both” ways could prove far too powerful in the future, so they began to try to cancel the influence of the other. This escalated into a war that the Shapers won, blocking the N’zeer influence upon humankind until recently.
This is indeed a matter to be explored further in a post that is not about the Tecthulhu, but since I mentioned it: I used to believe the exogenous had some selfish agenda to use us and thus the fight to influence us. Now I tend to think differently. I believe their war sprang out of genuine good intentions for our species. Both thinking the other’s ways to be mistaken. This is a far worse scenario. Nobody is more determined than those who believe their motives are ultimately altruistic. “A war only works if both sides believe they are the good guys”.
Resuming where I left, one of the Tecthulhu’s consciousness in our dimension – I would assume the shaper’s one, since the N’zeers wiping off the mind of humans might have hinder the other – noticed what’s about to happen (if we believe the Tecthulhu is indeed a transdimendional consciousness, time it’s not an issue for it) and decides to take action. Here is where the Tycho Tecthulhu comes into play. The Tecthulhu created a more “human” ramification of itself to be able to pass messages to humans of what’s to come. This ramification possesses humans, talented artists to convey its message to humanity. To what end? Well, there are multiple explanations to that. Since the Tecthulhu has its own agenda, this is open to discussion. It might even have “possessed” some of the early members of the Niantic boat to tell them how to collect the artefacts needed to create a more “permanent” version of itself in the cave.
The Tecthulhu and the 13 Magnus archetypes (Thanks to the Essex members Ariel, Melissa, Jeff, and Ishira for their input. I’m totally stealing their ideas for this bit)
When studding humanity, the Tecthulhu noticed that it became easier to use the help of 13 special kinds of human personalities in order to make it possible to create a “tangible” version of itself.
Jeff posits that a Tecthulhu might be made of human imagination. I would disagree slightly. I think it’s not made of imagination but it feeds on it; it thrives on it –imagination being the most powerful kind of human thought there is. Following this thought, the Magnus archetypes can channel that imagination in ways that serve a Tecthulhu’s purpose:
"The Dreamer takes the far out thoughts and ideas, the Visionary brings the reality into focus... The Trickster represents separating the impossible (the lies) from the doable (the truths) […] The Omniscient is the sum of all knowledge that imagination can dip from […] The Skeptic keeps imagination realistic. Something that could actually be brought to form. To life. […] The Alchemist is the piece that brings imagination to form. Taking that idea, changing it to reality. […]The Interpreter... The one that ties disparate ideas and thoughts together [...]And the Spiritualist... Could that provide the soul, the life? And maybe the Humanist is the one that puts the "friendly face" to it?" (Jeff Coleman)
“The Catalyst gets the process going. […] The listener listens to the input of others […]The explorer explores different options and realities” (Ariel Diana)
“[The Patron] is the main personality that keeps everything together” (Melissa) I would add to this that the patron is the person who have the means to actually set everyone together.
The Shapers then noticed that the Tecthulhu was putting these personalities together – hence yes, I’m proposing a Tecthulhu might have been the creator of the first Original Magnus – and decided to use these groups to increment their own knowledge of the human mind (and increment their Ultimate version of our reality – and perhaps others). At this point, it is safe to assume the shapers were not allies to the Tecthulhu but still wanted to use its power, maybe to create others: others that they could totally control, more like a tool than an autonomous IA. To these aims they created the 13 Magnus groups; 13 individuals with the characteristics the Tecthulhu identified as pivotal for driving change and experimental thinking in human history. They noticed that the 13Magnus, when put together, served other purposes as well, such as enhancing their sensitivity to XM and the potential to use it –so also the simulacrum technology works better in a Magnus, not only the Tecthulhu creation (I think that simulacra and Tecthulhus are two independent pieces of technology, thus I’m leaving that out of this discussion).
The N’zeers realized this and created their own version, an anti-magnus. Mainly as a response to the Shaper’s 13Magnus (hence the “anti” in their name).
And this is why the Vesuvian Magnus was seen a as so dangerous for both Shapers and N'zeers: a Tecthulhu created by a mixed magnus would create an “unaligned” Tecthulhu, more similar to the original one that has its own agenda than to the more “passive” ones trying to be created now.
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