Series: Fall of Times

FALL OF TIMES
«Every ending seeds a stranger beginning»

Overview

A cross-temporal saga exploring anthropomorphic civilizations navigating collapse and metamorphosis. From prehistoric shamans communing with sentient glaciers to post-human ark-dwellers rewriting physics, this universe chronicles how bestial societies adapt—or perish—when their eras crumble.

Core Themes

[*]⏳ Cyclical Collapse: Civilizations fall not to chaos, but to evolutionary pressure.
[*]⚙️ Hybridized Progress: Technology blends with biology (steampunk prosthetics, quantum-plague symbionts).
[*]🌌 Sacred Catastrophes: Disasters as divine acts—glacial impacts, timeline fractures, and sentient plagues.

Key Features

[*]🗺️ Era-Spliced Timeline: 100,000 BCE to 3,000 CE, divided into 10 epochs with unique aesthetics/rules.
[*]🐺 Anthropomorphic Focus: Species range from wolf engineers to owl-fox hybrids, all with post-human intelligence.
[*]💥 Signature Tech:
- Elemental Cores (Prehistory)
- Blood-Fueled Steam Engines (Industrial)
- Reality Shard Armor (Post-Collapse)

Cultural Pillars

[*]🎭 Ritual & Taboo: Every tech advancement spawns new cults (e.g., worshipping timelines, plagues, or prosthetics).
[*]⚖️ Feral Dynamics: Non-sapient animals serve as resources, threats, or spiritual anchors.
[*]🌀 Fractal Aesthetics: Recurring motifs: recursive patterns, mismatched materials, and glow-from-within lighting.

"We are not survivors—we are the blueprint of whatever comes next."
– Tharrak Stonehorn, Bison Pathfinder (12,340 BCE)

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