← KOSMIA / GARDEN WHEEL

PLANET OF MYTH  —  LIVING FOLKLORE  —  CAMPFIRE COSMOLOGY

Garden
Wheel

a grimoire from inside the story.
it smells like smoke.
it knows you're reading it.

core doctrine: structure life around instead of with.
the forces do not negotiate. they do not notice you.
they seek return to their natural state —
like water finding its way through a dam.
I.   The Forces

There are four. They are not gods. They do not have names yet — names would suggest they care about being called.

They are elemental in the oldest sense: not symbols of natural things, but the natural things themselves, abstracted to their function. They move through the world the way pressure moves through stone. The world cracks. The forces continue.

Time

does not move forward. accumulates. the oldest living thing in any room is not the wisest — it is the most compressed.

CATALOGUED — INCOMPLETE
Power

seeks consolidation. not malicious. not benevolent. it pools the way water pools — in the lowest available space, or the highest.

CATALOGUED — INCOMPLETE
Fantasy

the most misunderstood. not escapism — generative pressure. the force that makes the actual world feel insufficient. responsible for most of what humans have ever built.

CATALOGUED — INCOMPLETE
Security

the quietest. the most dangerous. seeks stasis above all things. most human violence originates here.

CATALOGUED — INCOMPLETE
the well-adjusted characters may be the most distorted.
the porous ones, the broken ones — they are closest to what is true.
the forces move through cracks.
II.   Bestiary — Partial

The creatures of Garden Wheel are not metaphors. They exist in the world the way weather exists — indifferent, recurring, necessary. This bestiary is incomplete. It will remain incomplete.

Verdant Jelly AFFINITY: Fantasy  |  THREAT: low  |  HABITAT: old roads, forgotten gardens

moves toward warmth. does not understand barriers — passes through them eventually, the way moss passes through stone. found near places where something was once imagined very hard.

Hinge Bat AFFINITY: Power  |  THREAT: variable  |  HABITAT: thresholds, doorways, unfinished structures

lives at transitions. feeds on decisions left unmade. a single one is harmless. they do not travel alone.

Lure Wisp AFFINITY: Fantasy  |  THREAT: indirect  |  HABITAT: anywhere beautiful

does not lead travelers astray intentionally. it simply goes where it is going. travelers follow of their own accord. the wisp does not look back.

III.   Field Dispatches

Boredom is death to a teenager. Oxeye planned to live.

— from the Garden Wheel manuscripts, provenance unknown

The world of Garden Wheel is told from inside, the way a fire is told — by what it illuminates, and what it consumes. The stories have the texture of something old that has been handled many times.

They do not explain themselves.

[ more dispatches forthcoming — the archive is incomplete by design ]

IV.   Known Inhabitants

The characters of Garden Wheel do not map cleanly to archetypes. They are closer to weather patterns — recurring, recognizable, impossible to hold.