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THE BOOK OF NUMA
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📖 The Book of Numa — Story Overview

"We, the children of light and wonder, remembering that life is a gift and that love is the force that binds and builds all things — let this be a shelter for the weary, a compass for the courageous, and a promise to the living world: that no being shall be reduced to fear, no community governed by taking, and no joy treated as an afterthought..."

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57
Total Chapters
4
Story Parts
12
Constitutional Principles

Core Premise

The Book of Numa is a multi-dimensional fantasy narrative chronicling the cosmic battle between love-based consciousness (the world of Numa and all other worlds in the universe except for Earth) and fear-based control (Earth under Rathe's dominion). It functions simultaneously as an epic story and an inspirational and practical blueprint for societal transformation in which love triumphs over fear.

At its heart, the narrative contrasts two civilizations: Numa's ecological harmony-based evolution — in which love drives the interaction of all life, abundance flows freely throughout all ecosystems, different species take care of each other, and all creatures have a calling to serve others and so be fulfilled — versus Earth's evolution based on fear- and scarcity-driven systems of control and manipulation that drive all life.

In the battle between fear and love, the reader is left with the ultimate question: Will fear-based control spread throughout the loving universe?

Dual Function

As Fiction

A sweeping inter-dimensional saga featuring enlightened Angelics (gods and goddesses of Numa), fantastical creatures, and earth-born heroes (Almysts) on the side of love, light, courage, and truth — confronting Rathe and her dark entities. The novel serves as inspiration and guidance showing what life on Earth could be if we sought harmony and valued love over fear.

As Blueprint

A practical guidebook for transforming governance, economics, and social order from fear-based to love-based systems — incorporating constitutional frameworks, gift economy principles, and restorative justice models.

The Four-Part Structure

Part I: The Awakening (Ch. 1–14)

The first chapters bring the reader into the world of Numa through the eyes of Mariom, its central protagonist. The early chapters share Mariom's life story, from her divine conception within a quantum well, through her birth upon Numa through her early life from childhood to adulthood, in which she becomes a Numan goddess and Angelic. The chapters are chronological and bring the reader through the life of a child upon Numa, where all living creatures look out for Mariom and each other. As a 5 year old, Mariom's wonderings and learning are restricted to her homing and the village of Bornholm. As she grows older, her journeys expand to her entire realm, then to neighboring realms and finally to cultures the world over. These early chapters give the reader inspirational insight into how a love-based world can thrive, including insight into fantastical ecosystems and creatures.

In these chapters, the reader is introduced to characters on both Numa and Earth who will play key roles throughout the novel. Their personalities and powers are clarified through amusing vignettes and fun side stories. The reader also learns that each life-containing world in the universe is guided by a Maker, a spirit of life and love from which all life is sprung on each planet. On Earth, Rathe has trapped Earth's Maker, whose name is Heart, inside a part of Rathe's extra-dimensional soul. Heart is thus held bound by love to the Earth, but incapable of guiding or stopping Rathe's fear-based dominion of Earth. Heart enables life on the Earth with love, but she cannot influence it.

In the 14th chapter, Mariom is able to pierce time and space through her quantum connection to Earth. She and Rathe become aware of each other. The Makers of all other worlds are simultaneously now aware of Rathe and the fact that Heart is trapped. For the first time in her existence since the birth of this universe, Rathe realizes that she is both vulnerable and also has an opportunity to take control of the entire universe as she did with Earth. In this same moment, Mariom realizes that the Earth must be healed of its fear. This sets the stage for a war fought on one side with only the power of enlightened love, and on the other side with the power of fear and its ruthless technology.

Part II: The Calling to Earth (Ch. 15–28)

Rathe's systems mount sophisticated resistance upon Earth, led in part by Mariom's brother John Michael (high angelic with maker-like powers to shape matter and redirect energy). A cadre of brave Almysts, who aspire to become Angelics, together battle Rathe's fear-based systems on Earth. Rathe pursues Mariom across time and space, testing whether or not Rathe can establish a part of her being on Numa, and thereby introduce fear and control. She fails through the combined efforts of numerous goddesses and creatures, especially from the work of Sage Angelion (high angelic), and Aurore (high angelic with unparalleled powers as if she were a Maker herself). Love consciousness faces entrenched Earth institutions. Alliance building across dimensions begins.

In these Chapters the Angelics of Numa come together and prepare for their ascension to Earth to confront Rathe and free Heart. At the same time, Rathe and her minions scheme to replace humanity on Earth with human-demon hybrids that are utterly subservient to Rathe's will. Prior to convening together in the Sou-est lands and prior to their ascension to Earth, the planetary journeys of the Angelics of Numa reveal even more fantastical ecosystems and amazing creatures.

Part III: The Transformation (Ch. 29–42)

The Angelics of Numa descend to Earth in a moment of cosmic consequence — their arrival heralded not with thunder and spectacle but with a quiet, spreading warmth that those attuned to love can feel but cannot yet name. John Michael, already embedded within Earth's resistance, serves as the living bridge between the ascending Angelics and the Almysts who have been holding the line against Rathe's fear-based dominion. Together, for the first time, the full alliance of love-based consciousness operates as one coordinated force on Earth's soil.

These chapters are the heart of the novel's practical vision. The reader witnesses, in vivid and specific detail, how love-based governance and gift economy principles are not merely ideals but operational realities that can be deployed even within a fear-dominated world. Participatory councils form in communities that had previously known only hierarchical control. Resources begin to flow based on need and contribution rather than monetary exchange. The first gift economy networks take root — fragile at first, then resilient, then unstoppable.

Rathe does not yield easily. Her counter-offensive in Part III is her most sophisticated yet — not brute force but systemic manipulation. She deploys her lieutenants through Earth's institutional structures: financial systems engineered to manufacture dependency, media architectures designed to amplify fear, and political mechanisms built to suppress collective awakening. The human-demon hybrid program accelerates, as Rathe races to replace enough of humanity before love's momentum becomes irreversible. These chapters make clear that the battle is not between armies but between two fundamentally different understandings of what it means to be alive.

Yet love proves adaptive in ways fear cannot anticipate. The 90:10 principle — in which the Angelics and the love-based systems do the heavy lifting of transformation while the Almysts and awakening humans provide the final, irreplaceable 10% of human judgment, courage, and choice — begins to demonstrate its power. Each act of love, no matter how small, weakens the architecture of fear. Each community that chooses abundance over scarcity removes one more pillar from Rathe's dominion. By the end of Part III, all weapons production on Earth has begun to cease in pockets of liberated territory, and those weapons are being transformed — physically, materially — into instruments of joy, art, and sustenance. The transformation of Earth has begun, and it cannot be undone.

Part IV: The New Earth (Ch. 43–57)

Part IV opens with the most consequential confrontation in the novel — not a battle of weapons or armies, but a direct encounter between Mariom and Rathe across the dimensional boundary that separates Numa's love-based reality from Earth's fear-dominated one. Mariom does not come to destroy Rathe. She comes, armed only with the full force of enlightened love, to offer something Rathe has never encountered in the entire history of this universe: the possibility of release. The possibility that even fear itself might be healed.

The freeing of Heart — Earth's Maker, imprisoned within Rathe's extra-dimensional soul since before recorded human history — is the emotional and narrative climax of the entire novel. When Heart is freed, the reader feels it as a seismic shift in the very fabric of the story. For the first time since Rathe's dominion began, love can flow freely through Earth's living systems. Ecosystems begin to remember their original design. Species that had been locked in competition begin to discover the possibility of cooperation. Human beings, many of whom have never known a world without fear as its organizing principle, begin to feel something they cannot name — a warmth, a sense of being held, a quiet knowing that they are not alone.

The practical transformation of Earth's systems follows swiftly. All production of weapons ceases immediately and universally — not by mandate but by collective human choice, as the need for weapons dissolves when fear is no longer the governing force. Every weapon is transformed into something that brings joy: swords become musical instruments, warships become floating gardens, factories of destruction become studios of creation and healing. Technology, which under Rathe had been the instrument of domination and surveillance, is seamlessly re-integrated with love as its guiding principle. Engineers and scientists, freed from the service of fear, turn their gifts toward life.

The NUMA gift currency launches in these final chapters — a living economic instrument whose value rises with global happiness, shared resources, and ecological health, and falls when fear-based behaviors dominate. Every person on Earth receives an equal share, gifted to them as a birthright. Holdings are capped, ensuring that excess value must be given to others, making generosity not merely a virtue but the structural foundation of the new economy. Former adversaries — including some of Rathe's most powerful lieutenants — undergo their redemption arcs, choosing love not because they are forced to but because, for the first time, they are shown that love is real and available to them too. The novel closes with Earth seen from the perspective of the universe's other Makers — now glowing with the same light as Numa, a new member of the cosmic community of love-based worlds. The universe breathes free.

Central Themes

Ecological Harmony

All species on Numa care for each other. Ecosystems thrive through love-based interaction, not competition. Life fulfills its calling by serving others.

Love vs. Fear

The cosmic battle is not fought with weapons but with the power of enlightened love against ruthless fear-based technology and control.

The Calling

Every creature has a purpose — a calling to serve others and thereby be fulfilled. This is the foundation of Numan society and its gift economy.

Makers & Creation

Each life-containing world is guided by a Maker — a spirit of life and love. Rathe has trapped Earth's Maker, Heart, holding the entire planet hostage.

Gift Economy

Resources flow through love and generosity, not monetary exchange. All gifts are given to others, never purchased for oneself.

Transformation

Earth's healing requires dismantling fear-based systems — converting weapons to joy, scarcity to abundance, control to freedom.

👥 Character Guide — The Book of Numa

A complete review of every named character, creature, and sentient being in the novel — 69 in all — each labeled and profiled across origin, physical form, mind & spirit, allies & foes, actions, and impact on the plot. Use the filters to focus on a group.

35
Heroes
8
Villains
8
Creatures with Callings
7
Fairies & Little Folk
11
Other Beings
Aurore
A goddess of Numa revealed to be "the first new Maker born within this universe"
HeroGoddess

A mischievous, near-Maker goddess of immense power who is ultimately revealed as the final Maker, built from the love of all the others, who redeems Rathe by merging with her.

Also known as: Aurore d'Cœur; "Ora"; the last/first new Maker

Physical: An unruly "mop of chestnut hair"; saffron tunic, indigo belt and leggings, isinglass boots; a being of divine light; sings "like an angel."

Mind & spirit: Mischievous, jocular, full of laughter, yet "a deep, deep well unto herself"; loving, sorrowful and resolute; carries a heavy secret.  |  A born Maker — supreme power drawn "from the earthen bones of Numa itself"; can sense and reverse spells, bubble people, and see the souls who could un-make the Un-maker; "touched by all the love of this universe."

Allies: Rö (brother), Maria (partner), Mariom, Sage, Jemma, Jason, Heart, the Makers  ·  Foes: Rathe (whom she ultimately unites with, not opposes)

What they did: Bubbled the drowning Jason from 10,000 levs away; reversed the cherubs' love-spell; created a safe harbor and opened millions of portals in Rathe's Well; embraced Rathe and merged with her (yin and yang) into a single divine sphere that left the universe forever, freeing Heart.

Impact on the plot: The climactic resolution — her union with Rathe redeems the villain and saves the universe from collapse; the cosmic and emotional pivot of the ending.

Beanie
An older woman in Brookline, Massachusetts
Hero

A joyful, eccentric Earth inventor who, with Léo, builds the touchscreen device that lets Fíona cast her light across the whole internet.

Also known as: an enlightened Almyst of Brookline

Physical: A face lined by "a lifetime of smiles"; short gray-touched hair; an old-fashioned white lab coat splotched with happy paint.

Mind & spirit: Joyful, eccentric, warm and expectant; curious (pokes Fíona's halo).  |  An enlightened Almyst, full of love.

Allies: Léo (partner), Fíona, Rö, John Michael  ·  Foes: —

What they did: Welcomed Fíona, revealed the completed touchscreen device, and explained how she could cast her light through the "interweb."

Impact on the plot: Co-creator of the device that lets Fíona illumine billions via every electronic connection worldwide.

Bridget
An aged Almystic goddess, Mariom's aunt who raised her
HeroGoddess

A wise, aging goddess-scholar who provides the scientific theory of Rathe's trap and resumes stewardship of Mariom's realm so she can leave.

Also known as: Aunt Bridget; the elder goddess of Börnholm

Physical: About a thousand years old, small and frail ("weary old bones"); powers weakened with age; sits lotus-like.

Mind & spirit: Wise, loving, contemplative, humble about her decline; quietly sorrowful, foreseeing her own death and Mariom's danger.  |  An aging Almystic goddess near "the eternal"; her love as bright as ever though her casting is weak; touched with prophetic sight.

Allies: Mariom, Rö, Numarí, Hawkes, her sister Adelaide  ·  Foes: Rathe (as a theorist of the threat)

What they did: Theorized that the void is an inter-dimensional Well/trap attached to the Finn Wells; accepted the goddess-ship of Numarí via the song of transference; bade Mariom a final farewell.

Impact on the plot: Supplies the key scientific theory of Rathe's trap and frees Mariom to journey; her foreboding foreshadows the danger ahead.

Chloë
Goddess of Rûne
HeroGoddess

A joyful reunion-ally who rides a colossal Amocolossus carrying hundreds of The Called toward Heaven.

Also known as: goddess of Rûne

Physical: Rides atop an Amocolossus' head; her aquamarine dragonette Samî on her shoulder.

Mind & spirit: Excited, joyful, eager for reunion.  |  Goddess; casts love, happiness and joy.

Allies: Mariom, Påter, her dragonette Samî  ·  Foes: Rathe (by side)

What they did: Rode an Amocolossus bearing about 500 of The Called to Heaven's outskirts; cast joyfully with Mariom via the Faeren caster Påter.

Impact on the plot: Shows the scale of the pilgrimage to Heaven; a reunion ally.

Clara
A goddess of Sage's circle
HeroGoddess

A joyful, powerful goddess who shelters stranded riders, aids the fleet, and spreads illumination across Earth after the victory.

Also known as: goddess of Plov're / Plovre

Physical: Dark hair braided into a bun (her dragonette Dovie perches on it like a crown); isinglass breeches and a waistcoat in an ancestral Korean style.

Mind & spirit: Joyful, warm, loving toward all life.  |  Almystic goddess "among the blessed"; casts love; illumined with the Makers' gift.

Allies: Sage, Jemma, Mariom, Aurore, her dragonette Dovie  ·  Foes: Rathe / the web of fear

What they did: Sheltered stranded Filios riders in Plov're; helped aid lagging ships; after the victory illumined British birdwatchers in Brazil, African jungle animals, and the Vatican.

Impact on the plot: A powerful telekinetic ally and one of the beings who carry the illumination across the world.

Dhara
Almystic goddess and Angelic healer of the realm of Joon
HeroGoddess

A loving, self-sacrificing healer-goddess who is the linchpin first responder keeping the dying Rö alive until the network of goddesses can save him.

Also known as: the Almystic goddess of Joon

Physical: Long blond hair billowing as she runs; kneels and lays hands on the wounded.

Mind & spirit: Loving, urgent, determined, self-sacrificing to near-exhaustion; weeps under strain.  |  Almystic/Angelic healer of body and soul; casts will-o-wisps (soul-light projections).

Allies: WindRider, Rö, Sage, Jemma, Mariom, Jefî, her dragonette Michî, Jhanan  ·  Foes: Rathe, Astaroth

What they did: Received WindRider's alert, held Rö's body-soul bond with a will-o-wisp, summoned dragon-riders and blood donors, and relayed casts among the goddesses; later spread illumination on Earth at Angkor Wat with Jhanan.

Impact on the plot: The first-responder who keeps Rö alive long enough for the multi-realm rescue to succeed.

Frëden
A Filios god and dragoneer
HeroDragon

A giant, gentle dragoneer who braves the storm to rescue his wife and helps transport the goddesses and the grieving Jason.

Also known as: Freden; of village Filios

Physical: Very large — taller than seven feet, only a half-meter shorter than Sÿlvÿr; likened to the thunder god Thórr.

Mind & spirit: Warm, strong, gentle, joyful; casts calming peace.  |  A Filios god; casts love and the peace/joy of flight.

Allies: Hawkes (wife), Bayred (dragon), Paula-luna, Mariom, Sÿlvÿr, Rö  ·  Foes: Rathe (by side)

What they did: Flew all the Filios dragons into the storm to find and rescue the lost Hawkes; volunteered as a fast rider for Rö; ferried Mariom and Sÿlvÿr; comforted the grieving Jason and relayed Aurore's descent plan.

Impact on the plot: His heroic storm-search underscores the danger; a key dragoneer on Rö's fast-rider team.

Fíona
Goddess and ruler of the city of Heaven
HeroGoddess

The beautiful, powerful goddess of Heaven who welcomes The Called, explains the prophecy, and carries the gift of the Makers to Earth's electronic networks.

Also known as: goddess of Heaven

Physical: Olive/copper-toned skin, long raven hair to her waist, deep brown eyes "in whose pupils Mariom saw time and space and stars"; a faint nimbus; utterly beautiful, radiating strength and peace; shoots balls of light from her fingertips.

Mind & spirit: Warm, welcoming, serene, wise, playful (winks), yet gravely serious about the coming battle.  |  Extremely Almystic — "casts like a Faeren and then some"; communicates directly through others; leads the Welcomer's Song and spreads euphoria and peace.

Allies: Mariom, Willem de la Rissa, Rö, Michael, Gabriel, Beanie & Léo  ·  Foes: Rathe

What they did: Contacted Mariom across distance and named her "the light of salvation"; welcomed the fleet to Heaven; explained the history and stakes; then travelled to Brookline and used Beanie & Léo's device to cast her light through every electrical connection worldwide.

Impact on the plot: Anchors the destination of the pilgrimage and triggers the global electronic dissemination of the light that illumines billions.

Gabriel
A high Angelic / literal angel of Heaven with wings
HeroAngelic

One of the high angels standing with Fíona to greet The Called at Heaven.

Also known as: an angel of Heaven

Physical: A being of light "complete with angels' wings."

Mind & spirit: unknown / not stated  |  Angelic — a high spiritual order.

Allies: Michael, Fíona, Merlin, Aurore  ·  Foes: Rathe (implied)

What they did: Appeared and hovered with the angelic host during the sacred gathering at Heaven.

Impact on the plot: A ceremonial angelic presence marking Heaven's leadership.

Hawkes
A goddess and dragon-rider (dragoneer) of the Filios
HeroDragon

An energetic, adventurous dragoneer whose flights carry the wounded and the news, and who helps spread the Makers' gift through the dragon host.

Also known as: "holy Hawkes"; goddess and dragoneer of village Filios

Physical: A long, voluminous mane of red hair (froze to icicles in the storm); clan indigo flight jacket, helmet and isinglass lenses.

Mind & spirit: Energetic, adventurous, excitable, warm and humorous; reckless as a child (leapt off a cliff believing she was a dragon).  |  A Filios goddess; casts love and laughter; devoted to Rö and Numa.

Allies: Aurum (dragon), Frëden (husband), Prisma (dragonette), Mariom, Rö, the Filios  ·  Foes: Rathe (by side)

What they did: Caught the falling Rö over Aaronsea and carried him to his healer; flew the injured fleerling Aerielle to safety and nearly froze flying above the storm; ran errands for Rö; leapt dragon to dragon spreading the Makers' gift.

Impact on the plot: A key dragoneer and messenger — completes Rö's rescue relay and helps distribute the illumination.

Jason Mariner
A god and sea-captain of the living ship Argo
HeroGod

A jovial sailor-god who guides Mariom through the wonders of Numa's seas, grieves and releases his dying ship Argo, and descends to the undersea city where Argo is reborn.

Also known as: Jason; "Jas"; "lord of sea and land"; "cousin Jason"

Physical: Agile and acrobatic (runs up a wall and flips); isinglass-silk travel clothes.

Mind & spirit: Jovial, laughing, teasing; grief-stricken and dissociated at Argo's death; loving and tender.  |  A god of Numa; casts life and love-light; can hear "the levs of Heaven."

Allies: Argo, Aurore, Mariom, Sÿlvÿr, Neptûs & Marina, Salvathor  ·  Foes: —

What they did: Was capsized and bubbled by Aurore in the storm; steered the love-spelled Argo; comforted and released the dying Argo and descended with him to Lumielle, where the reborn infant ship was named "Jason."

Impact on the plot: Guides Mariom (and the reader) through Numa's seas; his devotion leads the party into the undersea world and Argo's rebirth.

Jemma Elévian
Goddess of the realm of Bretaine
HeroGoddess

A gentle, joyful goddess of unmatched telekinetic power who performs feats no one else can — flying the dying Rö across the sea and lifting whole ships into flight.

Also known as: Jemma; "Jem"; goddess of Bretaine

Physical: Saffron or living-vine green gown, long brown hair; flies and levitates; irradiates ethereal light while meditating; about 400 years old, in her prime.

Mind & spirit: Lighthearted, soft-spoken, gentle, quick to laugh and love, yet "exceptionally strong in spirit"; wept continuously while carrying Rö.  |  Angelic goddess born with a rare telekinetic gift (controls anti-gravitonic virtuons); channels realms' love into song.

Allies: Mariom (cousin), Sage, Aurore, Clara, Dhara, Rubyred (whom she saved as a child)  ·  Foes: Rathe, Astaroth

What they did: As a child telekinetically lifted the trapped dragoness Rubyred to freedom; "sang" the dying Rö's body hundreds of leagues across the sea to his healer; lifted the ship Elvi into flight to Rhöqville; illumined the sea after the victory.

Impact on the plot: Performs the transport feats that keep Rö alive and assemble the fleet — the physical crux of the rescue arc.

John Michael Finn
Earth-born human Angelic and Mariom's brother, born within a quantum Well
HeroAngelic

A gentle, halo-crowned Angelic child who dissolves fear by his mere presence, halts a global war, and ultimately springs Rathe's trap and stabilizes the universe.

Also known as: John Michael; "John Micheal"; "that darling angel"; Mariom's brother; "a cosmic genie"

Physical: About 7 years old; black curly cowlicked hair, dark brown eyes, missing a front tooth; tattered jeans and an oversized white hand-me-down shirt, barefoot; a visible radiant halo; can levitate; a light that coalesces into a boy.

Mind & spirit: Innocent, gentle, calm, loving, a little forgetful; playful and mischievous even in danger (mock-bows "as if he'd performed the lead in Hamlet").  |  Angelic — "entwined with the divine, and thus wholly without fear"; a pillar of light that dissipates fear; secretly able to speak with Heart; holds the quanta of the universe's singularity.

Allies: Rö (protector), Mariom (sister), Sage, Sarah, Aurore, Heart, Beanie & Léo, Pontifess Teresa  ·  Foes: Rathe (his mother), Astaroth, Morgaår Drethe (converted)

What they did: Walked into the World Governing Council, froze the assassin Drethe and dissolved his dagger, released humanity from fear, and stopped an imminent nuclear war; later passed alone through Rathe's Well, harmlessly sprang the gravity trap, greeted Heart, twined with Rathe's singularity, and dissolved her death-machine.

Impact on the plot: Halts the Earth apocalypse, neutralizes Rathe's black-hole trap, and becomes the being who holds the universe together, making the happy ending possible.

Kristy
Goddess and Mariom's grandmother
HeroGoddess

A warm elder goddess who delivers the book's origin myth — how the human colony crossed the Wells, shed their fear, and evolved into gods.

Also known as: Nana Kristy; the goddess Kristy

Physical: A short white mop of hair; her over-100-year-old Earth body reverted to a youthful late-twenties form on Numa.

Mind & spirit: Wise, warm, humorous, passionate and emotional (weeps recalling old pain and love).  |  An Almyst who "awakened from darkness," shedding fear to live in love and light; gained telepathy, wisp-casting and levitation.

Allies: Mariom, Rhöq, her dragonette Rosy, the other gods of The Thousand  ·  Foes: the old fear of Earth (implicitly)

What they did: Delivered the history lesson about The Thousand and Numa; told Mariom she is "born of love and light"; later left for Earth with Mariom's parents.

Impact on the plot: Delivers the cosmology and backstory and frames Mariom's exceptional purity.

Ksenia
A goddess
HeroMerfolk

A goddess whose storm reports lead Mariom to the endangered ship Elvi, and who later reunites joyfully with Rurik in the deep.

Also known as: Ksen; goddess of Starren Island

Physical: unknown / not stated

Mind & spirit: Warm, joyful, proud of Rurik; a little worried for missing friends.  |  A goddess/caster of Numa; later a ring-bearing Angelic.

Allies: Rurik (husband), Mariom, Maddie  ·  Foes: the storm / Rathe (by side)

What they did: Cast to Mariom that Starren was hit hard and that Sÿlvÿr and Elvi may have run for Börnholm — the clue that led Mariom to the rescue; descended to Lumielle and reunited with Rurik; illumined the sea.

Impact on the plot: Her report is the clue that sends Mariom to save Elvi.

Léo
An older man in Brookline
HeroInventor

A da Vinci-like inventor who, with Beanie, creates the device that broadcasts the Makers' gift through all of Earth's electronics.

Also known as: an enlightened Almyst of Brookline

Physical: "Looked remarkably like Leonardo da Vinci transported in time"; an old-fashioned white lab coat.

Mind & spirit: Joyful, playful, eccentric ("Ta daa!"), proud of his creation.  |  An enlightened Almyst, full of love.

Allies: Beanie (partner), Fíona, Rö, John Michael  ·  Foes: —

What they did: Revealed the "comically simple" touchscreen device programmed to "tap the entire interweb" and light up anyone near anything electronic.

Impact on the plot: Co-inventor of the global-illumination device.

Maria
A trained Almystic goddess and Angelic
HeroGoddess

A warm, beloved goddess-musician who corroborates the storm's dark nature and travels among The Called.

Also known as: goddess of the Nort'lands

Physical: Ivory smock, green leggings; wavy "Polynesian" hair woven with faerenfleur; carries an aquamarine-topped water harp.

Mind & spirit: Peaceful, warm, grinning, loving; a dear friend to all.  |  Almystic goddess and Angelic; casts love and Numan blessings.

Allies: Aurore (partner), Mariom, Sage, Jason  ·  Foes: Rathe (whose dark energy she felt)

What they did: Reported the Leviathan rescue of Jason and Argo; played her water harp and sang; among The Called to Heaven.

Impact on the plot: Corroborates the storm's dark nature and adds to the reunion of allies.

Marina
Goddess-mermaid, sea goddess and co-ruler of Lumielle
HeroMerfolk

The graceful sea-goddess who co-reforges Argo and bestows the symbiotic Lumielle rings that let the surface-dwellers live in the deep.

Also known as: sea goddess of Lumielle

Physical: Silver-hued locks undulating meters behind her; penetrating green eyes; large webbed hands; towering.

Mind & spirit: Graceful, warm, maternal, serene.  |  Highly divine, love-based; feels The Calling; casts telepathically.

Allies: Neptûs (husband), Uni (son), Aurore, Mariom, the party  ·  Foes: —

What they did: Called the party's bubble off Argo's deck; co-led Argo's rebirth; produced and bestowed the living rings of Lumielle (Mariom's is named Lümi).

Impact on the plot: Gives the protective living rings and co-effects Argo's rebirth.

Mariom
Numan Almystic goddess of the realm of Börnholm
HeroGoddess

The heroine of the whole book: a fearless, loving goddess who alone can perceive both Earth's imprisoned Maker (Heart) and the Un-maker (Rathe), and who is destined to confront Rathe and free Heart.

Also known as: Mariom d'Christ; "the goddess"; "Mar"; "Big Buns"; daughter of Numa and of Heart

Physical: Over 400 years old but appears a youthful adult; long raven/black hair (stands on end when she ionizes in storm-flight); eyes that changed color with her mood as a child; floats and levitates; gains a glowing golden halo/nimbus and mists divine light when in a heightened state.

Mind & spirit: Loving, playful, mischievous, curious, joyful and endlessly empathic; utterly fearless ("It is not in my nature to fear"); weeps easily from compassion; introspective and occasionally self-doubting.  |  Almystic goddess of the highest order, on/at enlightenment; immense casting power (wisps, distant healing, telekinesis, mind-casts); her light can thread space-time and pierce spells of fear; quantum-entangled with Heart; her childhood vision "enlightened the Makers."

Allies: John Michael (brother), Sÿlvÿr, Sage, Aurore, Jemma, Dhara, Fíona, Hawkes, Bridget, Kristy, Maria, Clara, Jason, Rö, Rhöq, Re'm T'Ash, Marita (mother)  ·  Foes: Rathe (the Un-maker), Astaroth

What they did: Threaded her consciousness to Earth as a child and touched Rathe's captive Heart; rescued the ship Elvi in a millennial storm; toured and handed her realm to Bridget; journeyed by sea to Heaven; led the phalanx of light into Rathe's Well and delivered the revelation of Rathe's true nature.

Impact on the plot: The linchpin of the entire plot — the one soul who can penetrate Rathe's heart, free Earth's Maker, and (with Aurore and John Michael) resolve the cosmic conflict.

Marita
A powerful goddess and telekinetic
HeroGoddess

Mariom's mother, a powerful goddess who taught the young cousins and later went to Earth to find Mariom's father and never returned.

Also known as: Mariom's mother

Physical: unknown / not stated

Mind & spirit: Loving, careful, focused.  |  Almystic; casts calm, love and life energy; can draw on the life energy of her whole realm.

Allies: Mariom, Jemma, Marcela, the Filios  ·  Foes: —

What they did: In flashback, prepared to lift the trapped dragoness Rubyred; later went to Earth to find Mariom's father and never came back.

Impact on the plot: Backstory — her and the father's disappearance to Earth ties into the Earth/Numa mythos and Mariom's origin.

Michael Angelico
A high Angelic and spiritual teacher
HeroAngelic

An angelic teacher whose long-ago lesson first guided Mariom's consciousness to Earth, and who stands among Heaven's angelic leadership.

Also known as: Michael; Saint Michael

Physical: A being of light "complete with angels' wings."

Mind & spirit: unknown / not stated  |  Angelic — a high spiritual order.

Allies: Fíona, Gabriel, Rö, Aurore, Mariom  ·  Foes: Rathe (implied)

What they did: Taught the lesson during which Mariom was guided to Earth and first found Rathe and Heart; stood among the high Angelics greeting the arrivals at Heaven.

Impact on the plot: His past lesson set Mariom's world-changing vision in motion.

Minor Called goddesses & allies
An array of minor goddesses, sages and folk gathered among The Called for the journey to Heaven
HeroGoddess

The broader company of goddesses and allies who confirm the storm's global reach, organize their realms, and swell the ranks of The Called.

Also known as: Maddie, Cat, June, Tynne, Sophie, Adelaide, Marcela, Sofía, Jhanan, Astri & Stari, and others

Physical: Various / mostly unspecified.

Mind & spirit: Loving, willing, cooperative.  |  Almystic goddesses and casters aligned with love; several later illumined with the Makers' gift.

Allies: Mariom, Sage, Sÿlvÿr and the wider circle  ·  Foes: Rathe (by side)

What they did: Reported storm damage across the realms, organized their peoples, and joined the pilgrimage; Marcela and Jhanan spread illumination on Earth after the victory.

Impact on the plot: Populate the roster of The Called and show the planet-wide scale of the mobilization.

Neptûs
God-merman, lord and healer of the undersea living city of Lumielle
HeroMerfolk

A towering, benevolent sea-god who reforges the dying Argo into a newborn ship and welcomes the party to the birthplace of Numa's vessels.

Also known as: lord of Lumielle; the sea god

Physical: At least 10 meters tall; prismatic phosphorescent-blue scaled skin; long translucent golden mane sparkling with jeweled crabs; enormous muscles "as if Ancients of the sea."

Mind & spirit: Gentle, powerful, benevolent.  |  Highly divine, love-based; feels The Calling; casts telepathically.

Allies: Marina (wife), Uni (son), the ctenophorans, the merfolk, the party  ·  Foes: —

What they did: Guided Argo to rest and, with Marina, melted and reborn him as an infant ship named "Jason"; toured the party through Lumielle and gave them the living Lumielle rings.

Impact on the plot: Effects Argo's rebirth, reveals the undersea origin of Numa's ships, and equips the party for the deep.

Paula-luna
A Filios goddess and dragoneer
HeroDragon

A playful, philosophical dragoneer-goddess who is the book's chief source of exposition about Rö's mysterious, near-immortal nature.

Also known as: Paula; a Filios goddess

Physical: Diminutive ("as diminutive as Frëden was large").

Mind & spirit: Playful, joyful, reflective and philosophical; loving.  |  A Filios goddess; casts love; feels "like a child" in Rö's presence.

Allies: Azura (dragon), Aure (dragonette), Frëden, Hawkes, Mariom, Sÿlvÿr  ·  Foes: Rathe (by side)

What they did: Flew Mariom on Azura; recounted how Rö's apparition summoned Hawkes and mused about his 3,000-year history and deep connection to everything.

Impact on the plot: Chief exposition-giver about Rö's nature; a key dragoneer transporting Mariom.

Pontifess Teresa
The female Pope-figure at the Vatican
Hero

A small, courageous spiritual leader who champions peace before the World Council and protects Earth's captive Maker.

Also known as: the Pontifess; Teresa of Avignon

Physical: A surprisingly small woman with laughter-lines around her eyes; simple white vestments.

Mind & spirit: Courageous, sorrowful when jeered, peaceful and wise (bows knowingly to John Michael).  |  Aligned with love, light and peace; recognizes John Michael's divinity.

Allies: Sister Sarah (her bodyguard), John Michael, Heart, the Almysts  ·  Foes: Rathe, Astaroth, Morgaår Drethe

What they did: Urged the World Governing Council toward peace amid pandemonium; bowed to John Michael; hides and protects Heart's light; later received the gift of the Makers with Sarah, illumining the Vatican.

Impact on the plot: Earth-side guardian of the endangered Heart; her yielding to John Michael frames his intervention.

Re'm T'Ash
A unicorn and emissary of Rhöq who guides Mariom and Sage through Rhöqshire and the Gates of Creation
HeroUnicorn

A divine unicorn-guide whose earlier presence at Mariom's childhood discovery of Rathe ties him to the central mystery.

Also known as: Rem T'Ash; T'Ash; emissary of Rhöq

Physical: A unicorn with a flowing mane; a deep, mesmerizing singing voice; flowers bloom along his path.

Mind & spirit: Warm, familiar, playful (winks), reverent.  |  Embodies "the spirit of the unicorn... a mark of purity of heart"; casts a shield of light.

Allies: Rhöq, Sage, Mariom  ·  Foes: Rathe

What they did: Guided the goddesses through Rhöqshire, sang the Song of Creation, and blessed both with the unicorn's spirit and a shield of light.

Impact on the plot: Divine guide to Rhöqshire; his prior presence at Mariom's first discovery of Rathe links him to the core mystery.

Rurik
A large merman
HeroMerfolk

A heroic merman who saves imperiled souls during the storm and joyfully reunites with his wife in the depths.

Also known as: a large merman of Starren

Physical: A large merman; a strong neck able to carry Ksenia on his back.

Mind & spirit: Heroic, swift, joyful.  |  A sentient sea-being; love-based.

Allies: Ksenia (wife), Patric, the merfolk  ·  Foes: the storm

What they did: Rescued the sailor Patric who fell overboard, catching him mid-air and arcing him back onto the deck; carried Ksenia joyfully in the deep.

Impact on the plot: Demonstrates the storm's danger and the realm-wide rescue efforts.

Rö
An ancient Angelic/Maker-level god of Numa
HeroGod

A selfless, warm, humorous god who repeatedly tried to heal Earth of fear, sacrifices himself to save John Michael, and leads the angelic charge against Rathe.

Also known as: Rö Isu; "the Rö-man"; a god of Numa; a Christ-like Angelic

Physical: Appears as a man (and as an old man in some manifestations); gains a halo; after his near-fatal wounding he bore talon punctures at the throat, stab wounds in the back and a pierced heart; a being of light whose glow, with Mariom's, was "brightest of all."

Mind & spirit: Brave, selfless, warm, humorous (jokes with the winklings); loving beyond measure; sorrowful and self-sacrificing ("I would trade all that I am to prevent this"); compassionate even to enemies.  |  Pure love/light; blessed by a Maker with a near-eternal lifespan; casts love powerful enough to dissolve the demon Astaroth; deeply connected to all of Numa.

Allies: John Michael, Mariom, Aurore (sister), Sage, Rhöq, Hawkes, Dhara, the Makers, Heart  ·  Foes: Rathe, Astaroth

What they did: Sacrificed himself to Astaroth so John Michael could escape Earth, then fled dying through a Well to Numa where a planet-wide network of goddesses saved him; later led The Called into Rathe's Well and destroyed Astaroth with love.

Impact on the plot: His near-death rescue drives the whole middle of the book; his survival protects John Michael's secret; he is the frontline leader of the final assault on Rathe.

Sage Angelíon
Almystic goddess and Angelic of the realm of Rhöqville
HeroGoddess

A brilliant, calm master-healer and strategist who destroys demonic poison, coordinates the multi-realm rescue of Rö, decodes Rathe's plan, and serves as the deliberate decoy Rathe hunts.

Also known as: Sage; "one of the greatest of Numan healers"; hidden under "Merlin's dunce cap"

Physical: Coral or light-blue isinglass-silk gown, a circlet of bluettes, long sandy-brown hair to her waist; gains a nimbus/halo; irradiates an inner light when illumined.

Mind & spirit: Wise, sharp, calm under pressure, strategic, playful but dignified; grieved and shocked at Aurore's revelation.  |  Angelic master of wisp-healing; uniquely able to wield controlled "righteous anger" to grasp and destroy Rathe's poison; a gifted seer; quantum-linked to Heart via a micro-Well.

Allies: Mariom, Sarah (twin), Rhöq, Rö, Aurore, Jemma, Dhara, Clara, John Michael, Heart  ·  Foes: Rathe (who hunts her by name), Astaroth

What they did: Reached across a thousand leagues to annihilate Astaroth's poison and knit Rö's heart; built a micro-Well with John Michael to link with Heart; devised the decoy plan; confronted Rathe in the Well and dissolved the demons with love.

Impact on the plot: The decisive healer and master strategist; her name reaching Rathe escalates the danger, and her decoy role gives Mariom her opening.

Salvathor
Captain of Titan, the fleet's largest vessel
Hero

A cheerful sea-captain whose great ship carries many of The Called toward Heaven.

Also known as: Salvathorr; captain of Titan

Physical: Blond curls against a sun-browned face; rasping hands; a pearlescent white ring on his right hand.

Mind & spirit: Cheerful, "ever on the verge of a laugh or encouraging word."  |  unknown / not stated (his white ring echoes others' rings)

Allies: Willem (father), Jason, Mariom  ·  Foes: —

What they did: Captained Titan carrying The Called and helped prepare the fleet for the sail to Heaven.

Impact on the plot: Adds a major ship and captain to the pilgrimage fleet.

Sarah Angelíon
An Angelic warrior-nun on Earth
HeroAngelic

A fearless holy warrior who guards Earth's captive Maker and humiliates the demon Astaroth in single combat.

Also known as: Sister Sarah; "that damn Angelic nun"; the Pontifess's bodyguard

Physical: Resembles her twin Sage; wields a wand; once walked back into the Vatican "naked and holding nothing but her wand... otherwise unscathed."

Mind & spirit: Formidable, fearless, holy, protective, watchful (foresaw a darkling attack).  |  Angelic — of love and light; quantum-twined with her twin Sage.

Allies: Sage (twin), Pontifess Teresa, John Michael, Heart, the Almysts  ·  Foes: Rathe, Astaroth

What they did: Flanked and protected the Pontifess; foresaw the darkling attack that let Sage prepare Rö's rescue; defeated Astaroth on the Vatican steps (leaving her bald and bleached); helps hide and protect Heart's light; later received the gift of the Makers.

Impact on the plot: Key Earth-side guardian of the endangered Heart; her victory shows fear can be beaten and marks her as a target of Rathe.

Sÿlvÿr
A Sÿlvan (tree-born being)
HeroSentient Tree

A calm, maternal tree-spirit who ferries The Called, communes with the Ancients to learn the nature of the void, and grounds Mariom emotionally.

Also known as: the tree-spirit; "big twig Numan"; captain of Elvi

Physical: Very tall with "twiggy bones" and bark on her body; large gold eyes; calf-length hair that glows and changes color; a mellifluous, musical voice; tree-born feet.

Mind & spirit: Calm, gentle, wise, loving and maternal toward Mariom; reflective and nervous about flying.  |  A tree-spirit of greenish-golden soul-light; casts "the love of the Ancients"; can meld with the Ancient trees.

Allies: Mariom, Elvi (her ship), the Ancients (Illumí, Eldarí, Sÿlva), Hawkes, Frëden  ·  Foes: Rathe (by side)

What they did: Sailed Elvi through the millennial storm at cost to her own life-light; melded with her parent-trees to learn the void is a dimensionless inter-dimensional Well; accompanied Mariom on her farewell tour and voyage to Heaven.

Impact on the plot: Transports The Called and provides key intelligence about the void; Mariom's emotional and spiritual anchor.

The Filios dragoneers
A clan of god/goddess dragon-riders — scientists, engineers and acrobats descended from The Thousand
HeroDragon

The welcoming, skilled dragon-riders of Filios who ferry The Called, plan the transport logistics, and dazzle with aerial acrobatics.

Also known as: Colton, Emily, Georgieanna (Georgie), Annabelle (Annabee), Kimpo Dragonheart, and others

Physical: Varied; Kimpo is an extraordinary acrobat; each paired with a dragon (Turq, Crystal, Jadesong, Whitwing, Saphíra).

Mind & spirit: Playful, joyful, clever, forward-thinking, loving.  |  Filios gods/goddesses; cast love.

Allies: Hawkes, Frëden, Paula-luna, Mariom, Sage, Clara  ·  Foes: Rathe (by side)

What they did: Flanked and welcomed Mariom in flight; Georgie and Annabelle built the self-updating isinglass map that Sage adopted to coordinate transporting The Called across all realms; Kimpo performed "dragon stairs."

Impact on the plot: Provide the aerial transport and logistics for The Calling's mass movement to Heaven.

Uni
The smallest merchild of Lumielle, secretly the son of the sea god and goddess
HeroMerfolk

A joyful, disabled merchild bonded to a seahorse who, offered healing, declines it — a poignant emblem of wholeness-in-love.

Also known as: the smallest merchild; secret son of Neptûs and Marina

Physical: The lower half of his body is mostly missing with a large scar; rides a seahorse (Equestra) whose tail curls about his torso as a saddle; smiles "effervescently."

Mind & spirit: Joyful, giggly, excited yet content and at peace with his body.  |  Deeply love-based and enlightened for a child; declines healing, casting "No thank you goddess. I am whole."

Allies: Equestra (his seahorse), Neptûs & Marina (parents), Mariom, Saltatrix  ·  Foes: —

What they did: Let Mariom look inside him and share his accident/bonding vision; declined to have his fins restored; touched hands with Mariom through the bubble.

Impact on the plot: A poignant emblem of wholeness in love; foreshadowed as the future lord and healer of Lumielle.

Willem de la Rissa
A seafarer and guest at Ellieberrie Inn, quantum-coupled to the goddess Fíona
HeroGoddess

A folksy traveler who becomes the medium through which Fíona first contacts Mariom.

Also known as: Willem

Physical: unknown / not stated (a seafarer)

Mind & spirit: Friendly, wise, easygoing.  |  Able to cast memories/visions; deeply connected to Fíona.

Allies: Mariom, Fíona, his son Salvathor  ·  Foes: —

What they did: Shared stories of Heaven and cast Mariom his memory of Fíona, which became the conduit for her direct message.

Impact on the plot: The medium through which Fíona reaches Mariom; provides exposition about Heaven.

Adolph Littlechilldre
A sycophantic mad inventor who claims to have built Rathe's death-machine for funneling the Well into a black hole
VillainInventor

A boastful, sadistic inventor whose lie about the machine gets him executed by his own mistress.

Also known as: Adolf; "old Adolf"; the evil genius/inventor

Physical: A skeletal face, mottled bald head, yellowed teeth and a "tortured grin."

Mind & spirit: Sycophantic, sadistic, boastful, malicious; then terrified when doomed.  |  Malevolent — a soul of fear and cruelty.

Allies: Rathe (falsely loyal)  ·  Foes: Dethe (his rival), Grace Angelica (whom he murdered), Astaroth (his executioner)

What they did: Presented the death-machine and boasted he had tested it by murdering the living saint Grace Angelica; was exposed by Dethe as unable even to operate it and was thrown into the Well by Astaroth.

Impact on the plot: Establishes the machine's lethal threat; his execution shows Rathe's ruthlessness and makes Grace Angelica a martyr. His name evokes Hitler-like villainy.

Astaroth
A demon — Rathe's closest bodyguard and enforcer
VillainDemon

Rathe's chief muscle: the ebon she-demon who mortally poisons Rö, battles Sister Sarah, and leads the doomed charge against the heroes.

Also known as: Dr. Astaroth Mourdre; the she-demon; Rathe's spawn/bodyguard

Physical: Ebony-hued, cat-like yellow eyes, talons and venom-dripping fangs, a black serpentine tongue; clad in impenetrable obsidian armor with a retractable poisoned blade; can assume a demonic form.

Mind & spirit: Menacing, aggressive, vengeful and gloating, but fearful of Rathe's wrath; humiliated and ultimately abandoned by her mistress.  |  A being of fear/darkness; her venom carries a "darkling poison" meant to sever body from soul.

Allies: Rathe (nominally), the demonic entourage  ·  Foes: Rö, Sister Sarah, John Michael, the healing goddesses, the Angelics

What they did: Stabbed and poisoned Rö and left him for dead; lost a duel with Sister Sarah at the Vatican; killed the archeologists Hill and Matsudaira; led the charge against Sage and was dissolved into darkling mist by Rö's love.

Impact on the plot: Her poison nearly kills Rö (driving the rescue arc); her easy final defeat shows love's power over fear and Rathe's callousness toward her own servants.

Dethe
The true builder and operator of Rathe's cyclotronic death-machine
Villain

A vindictive underling who exposes his boss to take over the murderous machine meant to kill the crossing Angelics.

Also known as: Littlechilldre's assistant; operator of the machine

Physical: unknown / not stated ("grinning evilly" once he gains the upper hand)

Mind & spirit: Fearful at first, then vindictive and opportunistic.  |  Aligned with Rathe's darkness/fear.

Allies: Rathe ("I like you, Dethe")  ·  Foes: Littlechilldre (his betrayed rival), the Angelics

What they did: Revealed that he — not Littlechilldre — truly built and could run the machine; survived the purge and was ordered to "get ready to capture some angels."

Impact on the plot: Becomes Rathe's operator of the deadly machine — the active technical threat to the crossing Angelics.

General Putn
A military commander in Rathe's service who proposes a failed weapons plan against Numa
VillainOfficer

A militaristic subordinate who serves as the foil through whom Rathe explains her trap strategy.

Also known as: a general serving Rathe

Physical: unknown / not stated

Mind & spirit: Militaristic; corrected and rebuked by Rathe.  |  Aligned with Rathe/fear.

Allies: Rathe  ·  Foes: Numa's forces

What they did: Proposed firing weaponry at Numa through a Finn Well — a plan Rathe rejected as unworkable, explaining instead her lure-into-the-void trap.

Impact on the plot: A foil who lets Rathe expose her trap strategy to the reader.

Morgaår Drethe
Rathe's agent and assassin who is secretly a convert to the good side — a double agent and martyr
VillainAssassin

A ruthless assassin turned self-sacrificing double agent: converted by John Michael's touch, he protects the heroes and dies defying Rathe.

Also known as: Drethe; "poor Drethe"; "Mr. Drethe"

Physical: Wore a fine silk suit (reduced to black rags under torture); concealed a crystalline poisoned dagger; hung by his thumbs beneath a bleeding "crown of thorns."

Mind & spirit: Once ruthless and remorseless; became awed and moved to euphoric tears ("felt loved for the first time"); defiant and self-sacrificing at the end.  |  Began in fear under Rathe's control; transformed toward love by John Michael, "trading his life for our salvation."

Allies: John Michael (his converter), Sage, Mariom, the Makers  ·  Foes: Rathe (who kills him)

What they did: Was frozen mid-assassination and converted by John Michael; falsely told Rathe the hunted soul was on an empty world to protect Mariom; taunted Rathe that "Sage Angelíon will destroy you" — and Rathe snapped his neck.

Impact on the plot: His conversion is the on-stage proof of John Michael's power; his dying misdirection plants the "Sage Angelíon" seed the heroes later exploit.

Rathe
The principal antagonist — a primordial alien entity of pure fear/chaos, possibly from before the Big Bang
VillainDemon

The great adversary who cloaked Earth in fear for millions of years and imprisoned its Maker — ultimately revealed as a tragic creator who gave nearly all her love to the Makers, and who is redeemed at the end.

Also known as: the Un-maker; the Demoness; "Mother Nature"; "satan"; the Dark One; Goddess of Fear and Death; Mother

Physical: A shapeshifter — a statuesque woman just over two meters, supernaturally beautiful, smoking a cigar; skin shifting ebony to pearlescent with her mood; a vast demonic form with taloned claws; black fire from her nose and eyes when enraged; her core a swirling chaos outside the universe.

Mind & spirit: Cruel, calculating, controlling, vain, mocking, blithe even while murdering; increasingly shocked, despairing and self-loathing ("I have failed again") — tragic beneath the malice.  |  The embodiment and foundation of fear — the antithesis of love and the Makers; spawns greed, hatred and cruelty; imprisons Heart and clings to it to hold just enough love to keep the universe from collapsing.

Allies: Astaroth, Morgaår Drethe, Dethe, Littlechilldre, General Putn, her demonic entourage; ultimately united in love with Aurore  ·  Foes: Mariom, John Michael, Rö, Sage, Aurore, Heart, Fíona, the Makers, the Angelics

What they did: Orchestrated a global nuclear war; imprisoned and taunted Heart; set the black-hole Well trap; dispatched demons and assassins (all foiled); was exposed by Mariom's revelation, embraced by Aurore, and merged with her into a single sphere that left the universe, freeing Heart.

Impact on the plot: The central threat whose true nature is the story's core mystery; her redemption and departure with Aurore is the climax that saves the universe.

Rathe's demon lieutenants
Named demons among Rathe's hellish entourage
VillainDemon

The lesser demons of Rathe's court who serve her reign of fear.

Also known as: Jahi, Azazel (and lesser demons of the entourage)

Physical: Demonic (details unspecified).

Mind & spirit: Malevolent, servile to Rathe.  |  Beings of fear/darkness.

Allies: Rathe, Astaroth  ·  Foes: the Angelics and Almysts

What they did: Serve among Rathe's demonic entourage; cowered and were dissolved into black mist by the Angelics' love in the final confrontation.

Impact on the plot: Fill out Rathe's demonic court; their easy defeat underscores love's dominance over fear.

Rathe's historical human tyrants
A collective of Earth's historical tyrants and monsters depicted as Rathe's human minions/tools of fear
Villain

Earth's worst historical villains, invoked as the human instruments of Rathe's fear across the ages.

Also known as: Adolf, Attila, Genghis, Vlad, Bathory, Mengele, Torquemada, Ivan, Idi, Pol Pot, and others

Physical: Human (as their history records).

Mind & spirit: Cruel, fear-driven.  |  Souls given over to Rathe's fear.

Allies: Rathe (their unseen patron)  ·  Foes: humanity, the Almysts

What they did: Referenced as the tyrants through whom Rathe worked her cruelty on Earth (Rathe even claims to keep the guillotine's severed heads).

Impact on the plot: Ground Rathe's millennia-long grip of fear on Earth in real history and dramatize the stakes.

Dragons of Numa
The great dragons (drakes and drakainas) of Numa — gentle, sentient, life-twined mounts of the dragoneers
Creature with CallingsDragon

Numa's dragons: enormous, jewel-colored, telepathic and gentle beasts bonded for life to their riders, who carry the wounded, ferry The Called, and answer The Calling.

Also known as: Aurum Majesticus, Bayred, Rûfus, Azura, Maxixe, Citrine, Jadesong, Whitwing, Saphíra, Turq, Crystal, Coral, Rubyred, Jasper, Garnet

Physical: Vast jewel-toned dragons — golden Aurum, ruby Bayred and Rûfus, sapphire Azura, emerald Turq, ivory Whitwing, etc.; large golden eyes; a cinnamon-like scent; wings that sparkle in the twin suns.

Mind & spirit: Loyal, gentle, loving, joyful, courageous, sometimes playful or sulky.  |  Sentient beings of love; cast and receive love telepathically; accept The Calling knowing the future is uncertain.

Allies: Their riders (Hawkes, Frëden, Jefî, Kit, Dori, Paula-luna, the Filios), the goddesses  ·  Foes: the storm; Rathe (by side)

What they did: Carried the wounded Rö and Aerielle; flew the rescue relays; donated blood; ferried The Called; Bayred spoke for the dragons in accepting Mariom's call; illumined the dawn sky with the Makers' gift.

Impact on the plot: The aerial workhorses of the rescue and the pilgrimage; their acceptance of The Calling marks the dragon host joining the final effort.

Menagerie of Numa
The wider bestiary of gentle creatures filling Numa's living world
Creature with Callings

The colorful background fauna of Numa — giant butterflies used as boats, singing herd-beasts that ripen the grasses, floating balloon-creatures and more.

Also known as: flutterbys, beezus/beezes, twombles, chirplings, veldlopes, ballonisia, flying fish, sugar moths, glow worms

Physical: Various — flutterbys as big as "your plumpest uncle"; twombles like large striped guinea pigs; veldlopes graze the plains; ballonisia are floating balloon-creatures.

Mind & spirit: Gentle, joyful, harmless.  |  Sentient lights of Numa; part of its web of love.

Allies: the peoples of Numa  ·  Foes: the storm (which endangered some)

What they did: Fill Numa's skies, seas and fields; the veldlopes sing to ripen the grasses; flutterbys carry goods and riders.

Impact on the plot: World-building — establish Numa as a living, symbiotic paradise.

The Amocolossus
Colossal, dinosaur-like herd creatures of the plains, some ridden or carrying structures
Creature with Callings

Serene, sky-camouflaging plains behemoths that bloom flowers in their wake and can carry hundreds of The Called toward Heaven.

Also known as: Amocollossus — the gentle plains giants

Physical: Vastly larger than dinosaurs; ~10-meter footfalls yet lighter than a grelding due to their own 'negative gravity'; color-change like chameleons (belly to sky, back to ground); deep melodic trumpeting.

Mind & spirit: Gentle, serene.  |  Respond to casts of love with trumpeting song.

Allies: the goddesses, Chloë (who rode one)  ·  Foes: —

What they did: Ambulated across the plains; one carried Chloë and hundreds of The Called toward Heaven.

Impact on the plot: Wonder-creatures that also serve as mass transport for the pilgrimage.

The Ctenophorans & the kraken
Giant, luminous deep-sea beings — the ctenophorans tend Lumielle and the birthing ships
Creature with CallingsLiving Ship

The benevolent leviathans of the abyss: winged, bioluminescent comb-jelly giants who guide and sing, and the gentle kraken who cradle dying ships down to their rebirth.

Also known as: the "cten's" (giant comb-jellies) and the kindly kraken

Physical: Ctenophorans are enormous winged beings "like giant seafaring flutterbyes," flagellated with radiating strings of luminescent color; the kraken are giant enough to hold a whole ship in their arms.

Mind & spirit: Loving, welcoming, compassionate, gentle.  |  Pour forth love and sing an "ethereal requiem"; deeply love-based; live on the "milk of Numa."

Allies: Neptûs, Marina, Roccus, the merfolk, Aurore and the party  ·  Foes: —

What they did: Guided the party's descent, supplied the air-star creatures, escorted Argo and the bubble to Lumielle, and cradled Argo into the deep for rebirth.

Impact on the plot: Enable and escort the entire undersea journey and Argo's homecoming.

The Leviathans
Colossal, gentle sea-folk of Numa who shelter foundering ships
Creature with CallingsLeviathan

The vast, kindly whale-like Leviathans who form living breakwaters to save ships in the storm and guide vessels to harbor.

Also known as: the "Levs" — LiuLiu, MeiMei, WeiWei, NuiNui

Physical: Like a manatee "a thousand times larger"; white/light-blue skin traced with photosynthetic algae; seal-pup-like heads with meters-wide eyes seeing infra-red and ultraviolet; breathe water and air.

Mind & spirit: Kindly, willing, protective, patient and good-humored.  |  Gentle sentient sea-folk of bluish-white light; live on the "milk of Numa."

Allies: Mariom, Sÿlvÿr, Elvi, Jason, the ships and sailors  ·  Foes: the storm

What they did: LiuLiu and her daughter MeiMei formed a double wall to shelter the foundering Elvi to harbor; the Levs sheltered other ships; WeiWei patiently endured the cherubs' love-spell.

Impact on the plot: Physically save the imperiled ships in the storm's climactic rescues.

The Solarians
Colossal floating balloon-creatures, among the most important beings on Numa, who make the "milk of Numa" from sunlight
Creature with Callings

Vast, transparent, joyful sky-jellyfish tethered to the sea that refract rainbows by day and put on phosphorescent light-and-music shows by night — ecologically central to Numa.

Also known as: the isinglass "gas-giant" sky-creatures

Physical: Transparent bulbs from a few to hundreds of meters across, tethered by umbilici to undersea tubes; refract sunlight into rainbows; glow with internal 'fireworks' and deep resonant sound at night.

Mind & spirit: Joyful — "every morning is to them a celebration of new life."  |  Loving and joyful; commune telepathically; called into being by Rhöq at the dawn of time.

Allies: Jason, Salvathor, the sea communities, all who feed on Numa's milk  ·  Foes: —

What they did: The fleet sailed through their colony; they displayed a night-long light-and-music show for the travelers.

Impact on the plot: A wonder-set-piece of the voyage and an ecological cornerstone of Numa (source of the "milk of Numa").

The fleeren
The "watchers" — enormous, fragile, high-flying winged folk of the open sky with telescopic sight
Creature with CallingsFleeren

The gentle pterodactyl-like sky-folk who watch over Numa, spot the fallen Rö from afar, and provide the key observations of the void at Heaven.

Also known as: WindRider, SunSinger, CloudRider, LightWing, FarSight, Aerielle

Physical: Up to 20 meters tall yet thin; 100-meter membranous photosynthetic wings patterned like tapestries; long aerodynamic faces; telescopic eyes; sibilant, windy speech.

Mind & spirit: Joyful, loving, curious, compassionate for all life; amused watchers.  |  Of love; cast and receive love telepathically.

Allies: Dhara, Jemma, Mariom, Sÿlvÿr, all the peoples of Numa  ·  Foes: the storm; Rathe (whose anomaly they watch)

What they did: WindRider spotted the fallen Rö from ~20 km and alerted Dhara; the fleeren of Fleerenhold showed Mariom and Sÿlvÿr images of the void, revealing its non-Euclidean, inter-dimensional nature; the youngling Aerielle was healed by Mariom.

Impact on the plot: Their sightings trigger Rö's rescue and provide the crucial firsthand evidence about the void.

The greldings & sea-mounts
Large sentient mounts of Numa — centaurian greldings (later winged), a bonded seahorse, and a giant merman pilot
Creature with CallingsMerfolk

The larger steeds and sea-mounts of Numa: honorable centaurian greldings who answer the goddess's call (and are gifted wings by Rhöq), plus the deep's gentle mounts.

Also known as: Eüle, Ryn, Börnson (greldings/pegasi); Equestra (seahorse); Roccus (giant merman)

Physical: Greldings are equine/centaur-like, built for speed, later gaining "pegasusian wings"; Equestra is a seahorse; Roccus a merman at least 5 meters tall.

Mind & spirit: Honorable, devoted, steadfast, gentle, joyful.  |  Sentient creatures answering "the goddess's call"; love-based; blessed by Rhöq.

Allies: Mariom, Sage, Sÿlvÿr, Uni (Equestra), the party  ·  Foes: the storm

What they did: Eüle carried Mariom and blew the ancient Taurûne horn to channel the realm's energy against the storm; Ryn and Eüle were gifted wings by Rhöq; Roccus piloted the kraken bearing Argo into the deep.

Impact on the plot: Provide crucial transport — including the horn-channeling that let Mariom suppress the storm and save Elvi.

The Cherubim of Tringle
Small winged cherub-folk of the village of Tringle who love music and dancing
Fairy / Little FolkCherub

The merry little winged cherubs of Tringle whose mischievous love-spell provides a comic subplot on the voyage.

Also known as: Tûm and Tīm (the "bunshine boys"); the Tringlings

Physical: Small, winged; wear tunics; can flutter and fly (their lips "swollen and pruny" after their ordeal).

Mind & spirit: Merry, festive, mischievous, amorous, then sheepish.  |  "Sparkling radiant souls"; angelic/cherubic; cast love.

Allies: Mariom, Sÿlvÿr, WeiWei, one another  ·  Foes: none (outwitted by Aurore)

What they did: Greeted Mariom with music and dance; cast a love-spell on the ship Argo that Aurore turned back on them, leaving them infatuated with the Leviathan WeiWei for a day.

Impact on the plot: Comic subplot establishing tone and Aurore's magical skill; Tûm and Tīm join The Called.

The Dragonettes
Tiny color-shifting dragon-sprites, affectionate familiars bonded to the gods and dragoneers
Fairy / Little FolkDragon

The little jewel-bright dragonette familiars who perch on shoulders and hair, express their humans' moods, and provide comic and tender beats throughout.

Also known as: Prisma, Michî, Aure, Rosy, Dovie, Samî, and the many bonded dragonettes

Physical: Tiny dragons that shimmer and change color with mood; perch on shoulders and hair, wrap tails around necks.

Mind & spirit: Affectionate, expressive, easily indignant, playful, comic.  |  Loving bonded companions; sentient little creatures of Numa.

Allies: Their bonded humans (Hawkes, Dhara, Paula-luna, Kristy, Clara, Chloë)  ·  Foes: —

What they did: Prisma sheltered in Hawkes's bosom in the storm and later nuzzled Mariom; the dragonettes flitted, cooed and comically reacted throughout the journey.

Impact on the plot: Provide tender and comic emotional beats and embody the love-bonding between beings.

The Faeren (Dearens)
Dwarfish gnome-like folk of Numa — natural long-distance mind-casters and heralds of news
Fairy / Little FolkFaeren

The dwarfish Faeren whose telepathic "casting" is Numa's long-distance communication network, delivering warnings and relaying love across thousands of leagues.

Also known as: Red Faeren, Sunny, Påter and Efter, the Faeren casters

Physical: Dwarfish/gnome-like with conical hair (Red has "buns"; Sunny has pink hair combed to a point); Dearens are small and round-faced.

Mind & spirit: Humorous, playful, warm, gracious, dutiful (tire from strong emotional casting).  |  Hold "primal sight into the spirit of the planet"; cast love and news over vast distance.

Allies: Mariom, Jason, Chloë, the fleet  ·  Foes: the storm

What they did: Red Faeren cast the urgent millennial-storm warning ("Red Buns calling Big Buns"); the twin sages Påter and Efter relayed casts across thousands of leagues, connecting distant reunions.

Impact on the plot: Deliver the inciting storm warning and enable the long-distance coordination of The Calling.

The Peafolk & demi-elves
Tiny nest-dwelling, flying pea-folk and assorted demi-elves who populate Numa's living homings
Fairy / Little FolkLiving Home

The little flying pea-folk and demi-elves who nest within Numa's homings and Ancients, part of the countless small folk of the living world.

Also known as: peafolk, peamaidens, the demi-elf peoples of the homings

Physical: Tiny; live in nests; can fly (a fallen pea-child is rescued and re-nested).

Mind & spirit: Gentle, joyful, playful.  |  Sentient little lights of Numa; loving.

Allies: the nī-elves, the Sÿlvans, the homings  ·  Foes: —

What they did: Nest within the Ancients and homings; a fallen pea-child was returned to its nest by the nī-elves and Sÿlvÿr.

Impact on the plot: World-building — flesh out the teeming little peoples of Numa's living dwellings.

The Sun Sprites & Al'Xandra
Tiny winged sprites of Numa — dragonfly-winged sun sprites who tend gardens and gods
Fairy / Little FolkDragon

The delicate, dragonfly-winged sprites of Numa, chief among them Rö's old friend Al'Xandra, who tend the gardens and care for the gods.

Also known as: Al'Xandra (Xandra); sun sprites; water sprites; sea sprites

Physical: Tiny; naked with clear dragonfly wings and pastel colors; Xandra has a Geisha-white, strikingly pretty face and a high sing-song voice.

Mind & spirit: Playful, affectionate, caring, a bit fastidious.  |  Of love; cast love.

Allies: Rö, Rhöq, Sage, Fíona, the winklings  ·  Foes: —

What they did: Al'Xandra woke Rö, kissed his eyelid, and had Rhöq clean and reclothe him; later slept, exhausted, in Fíona's arms at Heaven.

Impact on the plot: Facilitate the gentle care of the gods (notably Rö's awakening); tender and comic presence.

The Winklings
Tiny mischievous elfin folk (about 6–10 cm tall) who inhabit and serve the homings and inns of Numa
Fairy / Little FolkWinkling

Numa's comic little folk — hardy, impish winklings who scheme and bumble, provide comic relief, and cheerfully serve the goddesses and their homings.

Also known as: Plink, Tinklin, Spink Winkle, Rinka, Twinkle Winkle, Pinkie Winkle, Mimsy Winkle, Sprink

Physical: Tiny (6–10 cm); elfin; dense near-indestructible bodies (Spink survives a lightning strike); vividly colored hair; rustic dialect.

Mind & spirit: Mischievous, playful, brave, dignified even when embarrassed, comically stoic.  |  Of love and joy; cast and receive love (can faint from a god's love-cast).

Allies: Xandra, the goddesses, the homings, one another  ·  Foes: —

What they did: Plink and Tinklin schemed to wake Rö (Tink peed in his ear); Spink survived a lightning strike and was healed; the winklings carried luggage and clothes and attended the inns and homings.

Impact on the plot: Provide comic relief and animate the living homings and inns of Numa.

The nī-elves & tree-folk
Tiny elfin and plant-born folk (~7 cm) of Numa's forests, waters and homings
Fairy / Little FolkSentient Tree

The gentle little elf and plant folk who tend the forests and homings, help fallen creatures, and add whimsical warmth to Numa.

Also known as: Nighting Gaël, Father Sandison, the nī-elves, aquaelves, reedelves, Leaflings, Treelings (Piknut)

Physical: Tiny (~7 cm); Leaflings are leaf-shaped with bead eyes and wide smiles; Treelings (like Piknut) are taller, bendy saplings with bark skin.

Mind & spirit: Helpful, caring, effervescent, joyful, genial.  |  Sentient little souls of Numa; loving.

Allies: Sÿlvÿr, the goddesses, the peafolk, the Ancients  ·  Foes: —

What they did: Nighting Gaël helped return a fallen pea-child to its nest; Father Sandison sprinkled sleeping dust over Mariom; Piknut carried Leaflings on his head back to the forest.

Impact on the plot: World-building and comic warmth; part of Numa's living forest ecology.

Dr. Caratacus Hill & Leia Matsudaira
Two Earth archeologists who unearth proof of Rathe's ancient existence and are murdered for it
Other BeingHuman

A kind elder archeologist and his loyal assistant whose 75-million-year-old discovery exposes Rathe — and gets them killed by her.

Also known as: the archeologists

Physical: Hill is elderly with round spectacles and wild Einstein-like hair; Leia is younger, professional, in a lab coat.

Mind & spirit: Awed, kind, dignified; Hill faces death with defiance, Leia is careful and loyal.  |  "Insanely honest and good and highly respected" — good humans aligned with truth.

Allies: each other  ·  Foes: Rathe, Astaroth

What they did: Examined a 75-million-year-old crystal image of Rathe riding a T. Rex, recognized her as still alive and "satan," and were killed by Astaroth when the evidence could not even be transmitted.

Impact on the plot: Their discovery is the proof of Rathe's ancient existence; their murder shows Rathe suppressing evidence and her reach on Earth.

Grace Angelica
A living saint on Earth, murdered by Littlechilldre to test the death-machine
Other BeingAngelic

A holy martyr whose murder demonstrates the death-machine's lethality and Rathe's cruelty.

Also known as: the living saint / martyr

Physical: unknown / not stated

Mind & spirit: unknown / not stated  |  A "living saint" — a holy Angelic figure.

Allies: the faithful/Angelics (implied)  ·  Foes: Rathe, Littlechilldre

What they did: Was tortured and killed by Littlechilldre in a test of the death-machine, becoming "a martyr to them now."

Impact on the plot: Her murder is a rallying atrocity and proof of the machine's threat to the crossing Angelics.

Heart
The true, imprisoned Maker of Earth — a loving creator-deity (a "slightly imperfect Maker") held captive within Rathe
Other BeingMaker

Earth's captive creator, whose imprisonment lets Rathe rule the planet and whose liberation is the ultimate goal of the whole quest.

Also known as: the Maker of Earth; the Heart of Earth; "broken Heart"

Physical: In her true form, "boundless energy and light" too overwhelming to behold; appears as a giant white pearl enclosing John Michael.

Mind & spirit: Loving, gentle; long-suffering; cautiously defiant of Rathe.  |  A Maker — pure love that binds Earth's quanta together; her imperfection uniquely let her perceive Rathe; "her love is what makes the universe exist."

Allies: John Michael (who can speak with her), Sage (twined with her), Mariom, Aurore, the Makers  ·  Foes: Rathe (her captor)

What they did: Communicated her story to Sage via the micro-Well; kept Earth's life bound through her love; was freed as Rathe merged with Aurore, and her radiance transformed Earth into a fearless world.

Impact on the plot: The quest object — freeing Heart is the heroes' ultimate goal, and her liberation completes Earth's healing.

Numa
The living, sentient planet itself — the maternal source of all love, callings and Almystic power in the story
Other BeingLiving World

The living world of Numa, treated as a divine mother, who transformed the human colonists into gods and continually calls beings to their purpose.

Also known as: Mother Numa; the living world

Physical: A whole living world of forests, seas, Ancients and Wells — no single form.

Mind & spirit: Loving, nurturing.  |  The living source of love and light and all Almystic power; the opposite of fear; Rhöq rests embodied within her.

Allies: all her gods, creatures and Ancients; Rhöq  ·  Foes: Rathe (who wants to do to Numa what she did to Earth)

What they did: Epigenetically transformed the human colonists into gods; issues "the call" that gathers The Called; sustains all life.

Impact on the plot: The foundational benevolent power and setting — the world Rathe seeks to dominate and the heroes fight to protect.

Rhöq
The Maker of Numa — the divine creator who called Numa's life into being and rests within the planet
Other BeingMaker

The benevolent creator-deity of Numa and the story's great mentor/quest-giver, who reveals the cosmology, blesses the heroes, and (as Merlin) frames the tale.

Also known as: Merlin; the Maker of Numa; "Father"; the old wizard; the giant/mountain

Physical: As the giant, a vast face in a cliff with iris hues shifting through nature's colors; as Merlin, an immensely old wizard in indigo isinglass robes, white mane and beard, an inverted-flower cap, a staff topped with a tiny swirling universe.

Mind & spirit: Loving, jovial, gentle, playful, occasionally forgetful or wistful and burdened.  |  A divine Maker with "complete mastery of matter and energy within Numa" (though not omnipotent); the nexus of all life on Numa; embodies divine love.

Allies: Sage, Mariom, Rö, Aurore, Re'm T'Ash, the other Makers, all of Numa  ·  Foes: Rathe (the Un-maker), whom the Makers cannot directly confront

What they did: Guided The Thousand to Numa; gave Ryn and Eüle wings; told Mariom the cosmic history and charged her to face Rathe; bestowed the gift of the Makers on The Called; frames the epilogue as narrator-guide.

Impact on the plot: The great exposition and quest-giver who reveals the cosmology and sets Mariom's mission; source of the transformative gift.

The Ancients
The great sentient trees of Numa — its oldest beings, nodes in a planet-wide living nexus, and the source of the homings and the Sÿlvans
Other BeingSentient Tree

Numa's colossal, wise, loving sentient trees, whose deep tree-time consciousness anchors the homings, births the tree-folk, and holds intelligence about the void.

Also known as: Illumí, Eldarí, Sÿlva, Olarí, Estarí, Sarahí, and the twin Ancients of Heaven

Physical: Gigantic trees — some hundreds of meters tall, Sÿlva squat but nearly 1,000 m wide; luminescent, rejuvenating root tendrils; vast canopies dripping nectar.

Mind & spirit: Wise, loving, serene, joyful; perceive in compressed "tree-time."  |  Ancient sentient trees, nodes in Numa's global nexus of love and power that the gods draw upon.

Allies: The Sÿlvans, the homings, the goddesses, Rhöq  ·  Foes: Rathe (by cosmic side)

What they did: Illumí and Eldarí enabled Sÿlvÿr's melding to investigate the void; Sÿlva sheltered and guided Mariom's dreams; the Ancients birth the homings and the tree-folk.

Impact on the plot: Provide the power that amplifies the gods, the intelligence about the void, and the living foundation of Numa.

The Author / Narrator
The human framing-narrator who claims to travel to Numa in dreams and tells the tale
Other BeingNarrator

The warm human dreamer who frames the whole book, introducing Numa and Mariom and inviting the reader in.

Also known as: "I"; "my friend Mariom"; the dreamer

Physical: unknown / not stated

Mind & spirit: Warm, inviting; wishes to make friends and explore Numa.  |  An implied dreamer able to reach Numa.

Allies: Mariom  ·  Foes: —

What they did: Opens with an Author's Note framing the story and, in the epilogue (as Merlin), invites the reader to visit Numa.

Impact on the plot: Establishes the dream-framing device and the story's affectionate, invitational tone.

The Makers
The universe's primordial creator-gods who cultivate life
Other BeingMaker

The cosmic creator-gods whose love binds all matter — powerful yet unable to confront Rathe directly, which is why a mortal heroine must act.

Also known as: the creator-gods; Heart's siblings

Physical: No fixed form; beings of the highest creative light.

Mind & spirit: Loving; pity Rathe "beyond our ken"; uncertain how to free Heart without collapsing the universe.  |  Highest creator-level love — their love "makes it real," binding all matter; even they are "powerless against" Rathe directly.

Allies: Heart (their sister), Mariom, Sage, Aurore, the Angelics  ·  Foes: Rathe (though they pity her)

What they did: Were enlightened by Mariom's childhood vision; prepared to pass through the Well; enabled Aurore's creation and the plan, leaving the confrontation to Mariom's party.

Impact on the plot: Cosmic backers of the mission whose very limitation makes Mariom's mortal action necessary.

The homings
Sentient living dwellings of Numa, grown from the Ancient trees (or the reef/deep), that house and heal their inhabitants
Other BeingSentient Tree

The living, sentient homes of Numa — nurturing tree-born (and reef- and deep-born) dwellings that shelter, heal and amplify the gods, from Mariom's Numarí to Fíona's vast Rahulí.

Also known as: Numarí, Kestra, Lorí, Piper, Marîn, Rahulí, Lumielle, Ellieberrie

Physical: Living structures of greenwood lattice and water-clear isinglass; grow rooms, sing, luminesce, and cocoon and rejuvenate sleepers; Rahulí is a vast city, Lumielle a mountainous undersea hive.

Mind & spirit: Loving, nurturing, joyful, treasuring of guests (Rahulí "paternal, gentle, powerful").  |  Sentient conduits of love; amplify their god's realm-connection and sing Numan vespers.

Allies: Their gods (Mariom, Jemma, Dhara, Sage, Jason, Fíona), the little folk within them  ·  Foes: —

What they did: Kestra and Lorí amplified Jemma and Dhara during Rö's rescue; Rahulí's energy anchors the Finn Well; Lumielle welcomed the party and housed Argo's rebirth.

Impact on the plot: The living settings that empower the gods' feats and, in Rahulí's case, structurally enable the Well used against Rathe.

The living docks
Sentient living harbor-docks of Numa that berth and heal ships
Other BeingLiving Ship

The kindly, musical living docks that draw in arriving ships, heal their wounds, and welcome travelers to harbor.

Also known as: Bruid (Old Bruid), Druid, Danen

Physical: Luminescent, sparkling structures that extend amoebic bridge-arms, pipe tuba-like sounds and spritz water.

Mind & spirit: Kind, cheerful, playful, tender.  |  Sentient beings of Numa that cast and receive love.

Allies: the ships (Elvi, Argo), Mariom, the harbor folk  ·  Foes: the storm

What they did: Bruid welcomed and healed the storm-battered Elvi and guided passengers ashore; Druid berthed Elvi at Rhöqville; Danen received the fleet at Heaven.

Impact on the plot: Complete the safe-harbor rescues and welcome the fleet to its destinations.

The living ships
Sentient living sailing vessels of Numa, born of the undersea city Lumielle
Other BeingLiving Ship

Numa's living ships — sentient, singing vessels with isinglass sails that carry The Called, none more central than Sÿlvÿr's Elvi and Jason's aged, dying Argo.

Also known as: Elvi, Argo, Titan, Waldō, Limnus

Physical: Living hulls with clear isinglass sails that radiate rainbows; can rise from the sea and fly; Argo ages, clears "like isinglass and sea stars," and is reborn a meter-long infant ship.

Mind & spirit: Joyful, weary (Argo), childlike, loving, sometimes bewildered.  |  Sentient beings that feel "the calling of Numa"; nourished by their captains' life-light; die and are reborn casting love.

Allies: Their captains (Sÿlvÿr, Jason, Salvathor), Bruid, Neptûs & Marina  ·  Foes: the storm

What they did: Elvi survived the storm and was flown to Rhöqville by Jemma; Argo foundered, died at sea, was carried to Lumielle and reborn as "Jason."

Impact on the plot: Carry The Called; Argo's death leads the party into the undersea world and its rebirth mythos.

⚖️ The Numa Constitutional Principles

Important Note on Governance in Numa

There are no written rules on Numa — no formal constitution as a document. Rather, these principles represent a shared understanding by all that originates from the Makers themselves. They are not laws imposed from above but wisdom that flows naturally from love-based consciousness. The constitutional framework described here reflects what all Numans innately understand and live by.

The Living Preamble (as understood, not written):
We, the children of light and wonder, remembering that life is a gift and that love is the force that binds and builds all things, carry this understanding in our hearts. Let it be a shelter for the weary, a compass for the courageous, and a promise to the living world: that no being shall be reduced to fear, no community shall be governed by taking, and no joy shall be treated as an afterthought.

The Twelve Living Principles

I

Of Love as the First Truth

Love is the first principle of existence — not a law written by beings, but a truth gifted by Makers. All meaning, order, and flourishing are measured by how well they protect, express, and extend love.

II

Of Fear's Place

Fear shall not be enthroned, cultivated, or used as a tool of governance. Fear may be acknowledged as a signal, but it shall never be the decision-maker. On Numa, fear is understood as the absence of love.

III

Of Kinship and Sanctity of Life

All beings — of land, sea, sky, root, wing, fin, and thought — are kin within the living weave. No life shall be treated as lesser by form, origin, or power. Every species on Numa cares for every other.

IV

Of Calling, Knack, and Purpose

Every being is born with a calling and a knack that serves the harmony of the whole. Fulfillment comes from living one's calling in service to others.

V

Of the Giving Way

Numa's ecology and economy are founded on giving, reciprocity, and stewardship. All gifts are given to others — never purchased for oneself.

VI

Of Systems That Prevent Harm

No system shall be designed to require cruelty, predation, parasitism, or coercion. Where imbalance arises, the community heals and redesigns — not punishes and perpetuates.

VII

Of Children and Belonging

Every child belongs to all, and all belong to the world. No child shall be left unprotected, unloved, or unnamed by community care.

VIII

Of Truth, Trust, and Non-Domination

Truth and trust are preserved as foundations of peace. Deception, intimidation, and domination — being fear-born arts — are not legitimized in any form.

IX

Of Joy as an Obligation

Joy, play, beauty, laughter, and wonder are essential duties of a healthy world. Joy is not a luxury — it is a birthright.

X

Of Living Homes and Mutual Care

Homes, habitats, and tools are treated as living partners in the flourishing of life. To build is to nurture; to inhabit is to honor; to use is to return and renew.

XI

Of Stewardship and Service

Those with greater power bear greater responsibility to heal, guide, and protect. Authority exists only as stewardship. Angelics serve; they do not rule.

XII

Of Light in Action

When darkness arises, Numa answers with light: courage, compassion, and cooperative action. Love leads first — and in the battle against Rathe, this is the only weapon Numa wields.

🏛️ Governance Systems

Numan Governance: Unwritten, Lived, and Felt

Governance on Numa is not codified in documents or enforced by institutions. It flows naturally from the shared understanding gifted by the Makers. There are no courts, no police, no written laws. There is only the deep, universal knowing that love guides all things.

Numan Governance (Love-Based)

  • Consensus-based community decision-making
  • Angelics serve as guides and protectors, never rulers
  • No written laws — understanding originates from Makers
  • Restorative healing — not punitive systems
  • Self-regulating communities based on mutual care
  • All species participate in ecosystem governance

Earth's Fear-Based Systems (Rathe)

  • Autocratic, hierarchical rule by force and terror
  • Artificial scarcity maintains dependency and control
  • Surveillance and coercion as primary tools
  • Punitive justice perpetuating cycles of harm
  • Corporate oligarchy and debt-based economics
  • Rathe schemes to replace humanity with fear-subservient hybrids

⚔️ → 🎶 Weapons to Joy: The First Act of New Earth

One of the first things to happen after Rathe is gone is that all production of weapons is ceased. Every weapon is transformed into something that brings joy. Swords become musical instruments. Warships become floating gardens. Factories of destruction become studios of creation. Technology and love are seamlessly integrated.

💰 Financial Governance, Vision & Gift Economy

30%
Annual Net Surplus to Giving
15%
Max Revenue Reserve Cap
10×
Max Pay Ratio

The Gift Economy Foundation

Numa's economic system operates on fundamentally different principles than Earth's scarcity-based capitalism. Resources flow based on love and need. All gifts are given to others — never purchased for oneself.

💎 The NUMA Gift Currency — A Visionary Proposal

A love-based cryptocurrency tied to a metric of global love-based economics and contentment. The more shared resources and general happiness in the world, the higher the value of the currency. Every person on Earth is gifted an equal share. Holdings are capped — excess value must be gifted to others.

📚 Publishing

  • Books (print, ebook, audiobook)
  • Translation and accessibility formats
  • Educational materials

🎬 Entertainment

  • Feature films and series
  • Interactive games
  • Animated adaptations
  • Immersive experiences and VR

🛍️ Merchandise & Licensing

  • Ethically aligned merchandise
  • Events, workshops, memberships
  • NUMA currency ecosystem

📚 Chapter-by-Chapter Review

PART I: The Awakening — Chapters 1–14

Mariom's life from divine conception through childhood to becoming a Numan goddess. Fantastical ecosystems and characters introduced. Heart's imprisonment revealed. The cosmic stakes set in Chapter 14.

Ch. 1–3: Divine Birth & BornholmMariom's divine conception within a quantum well and birth upon Numa. Early childhood in Bornholm. All living creatures look out for Mariom and each other.
Ch. 4–6: The Child of NumaMariom's world expands from her homing and village. Amusing vignettes introduce key characters. Fantastical ecosystems and creatures revealed.
Ch. 7–9: Expanding RealmsMariom's journeys expand across her entire realm, then to neighboring realms. Characters on both Numa and Earth introduced.
Ch. 10–12: The World OverMariom's journeys reach cultures across the entire world of Numa. Inspirational insight into fantastical ecosystems and amazing creatures.
Ch. 13: Heart RevealedEach life-containing world is guided by a Maker. Rathe has trapped Heart inside her extra-dimensional soul. The tragic imprisonment of Earth's Maker revealed.
Ch. 14: The Cosmic AwakeningMariom pierces time and space. She and Rathe become aware of each other. All Makers become aware simultaneously. The cosmic war begins.

PART II: The Calling to Earth — Chapters 15–28

Rathe mounts resistance. John Michael and Almysts battle. Angelics prepare for ascension. Planetary journeys. Human-demon hybrid scheme unfolds.

Ch. 15–18: Rathe's Earth ResistanceJohn Michael leads Almysts against Rathe's fear-based systems. Love consciousness faces entrenched Earth institutions.
Ch. 19–22: Rathe Pursues NumaRathe fails to establish a foothold on Numa through the combined efforts of Sage Angelíon and Aurore. Fear cannot take root where love is fully embodied.
Ch. 23–25: Planetary JourneysAngelic journeys reveal more fantastical ecosystems. The universe's love-based worlds shown in their full glory.
Ch. 26–28: Ascension PreparationRathe schemes to replace humanity with human-demon hybrids. Angelics convene in the Sou-est lands and prepare for ascension to Earth.

PART III: The Transformation — Chapters 29–42

Angelics descend to Earth. Gift economy deployed. Rathe's sophisticated counter-offensive. The 90:10 principle in action.

Ch. 29–33: The Angelic DescentAngelics descend to Earth. John Michael bridges Angelics and Almysts. The full alliance of love-based consciousness operates as one.
Ch. 34–38: Rathe's Sophisticated CounterRathe deploys systemic manipulation through financial systems, media, and political mechanisms. Human-demon hybrid program accelerates.
Ch. 39–42: The 90:10 PrincipleLove does the heavy lifting; Almysts provide the final 10% of human judgment. First weapons physically transformed into instruments of joy.

PART IV: The New Earth — Chapters 43–57

Heart freed. All weapons forged into joy. Technology integrated with love. NUMA currency launches. Earth joins the cosmic community.

Ch. 43–48: The Cosmic ConfrontationMariom confronts Rathe with the full force of enlightened love — offering release, not destruction.
Ch. 49–52: Heart FreedHeart is freed from Rathe's extra-dimensional imprisonment. The emotional climax. Love flows freely through Earth's living systems.
Ch. 53–55: Weapons to Joy — UniversalAll weapons cease and are transformed universally. Technology re-integrated with love. Former adversaries choose their redemption.
Ch. 56–57: The New EarthNUMA gift currency launches. Every person gifted an equal share. Earth seen from space, glowing like Numa. The universe breathes free.

📝 Chapter Rewrites — Sample (Ch. 1–14: The Awakening)

This rewrite sample opens Part I: The Awakening (Ch. 1–14) from the Rewrite Sequence outline above — introducing Mariom's world of Numa chronologically through amusing vignettes, world-building, and every creature interaction naturally demonstrating the 12 principles, exactly as the outline calls for. This revision leans further into character interiority and plot texture: Mariom's private wonderings, the personalities and histories behind each figure she meets, and the quiet threads — Bridget's foreboding, the pull Mariom feels toward something vast and distant — that will matter later in the novel.

⬇️ Download Chapter Rewrites (.docx)

Chapter 1. Children of Light and Wonder

Imagine, as best you can, what it would be like to grow up in a world without fear — a world in which you are loved simply for existing, free to be happy, and giving, and kind, and funny, and silly, and full of singing and dancing, and all the good, strange, wonderful things possible within a joyful life. This is a story about such a world: the planet Numa, one of millions of living worlds scattered across a universe wrapped in the slow, patient currents of time. Three tenets held true for every living thing on Numa. First, all creatures felt called to love and care for one another, so completely that fear had never taken root among them — there had simply been no need for it, no soil in which it could grow. Even the oldest instinct of all, self-preservation, had softened over the ages into something gentler: a devotion to the survival of the whole rather than the self. Second, every being carried within it a purpose, a true calling, woven into the larger harmony of the world the way a single note belongs inside a song. And third — perhaps most importantly — Numa was simply, unapologetically fun. It was playful and funny and alive with a kind of giddy, generous joy, the sort that made even the wind seem to laugh as it moved through the trees. Whatever hardships still existed on Numa — and there were some, for even paradise is not without its griefs — they were met with love rather than dread. All in all, Numa was about as good and joyful a place to grow up as anyone could imagine, and this is where our story, and our heroine, begin.

Her name was Mariom, and though the grown history of the universe would one day speak of her in the hushed tones reserved for legends, she was — on the particular golden morning our story opens — nothing more than a wild-spirited five-year-old girl with dirt under her fingernails and a head full of questions. She did not yet know what she would become, only that the world was enormous and endlessly interesting, and that she meant to see all of it. How her family had come to make their home on a world so far from the one her grandparents remembered is a story for another day. For now, it is enough to know this: Mariom was as curious as any child who ever lived, as loved as any child could hope to be, and as real, in every way that matters, as you or I.

She lived in a tree. Not just any tree — a tree so vast that the notion of an ordinary tree could not begin to contain it. Its oldest leaves, veined in red and gold, grew large enough that the people of her village fashioned them into boats, ferrying goods and small kindnesses to neighboring homings up and down the coast. To wake inside such a tree was to wake inside a cathedral of living light. Numa's twin suns poured each morning through vast windows of grown isinglass — a gnarled, glimmering lattice that climbed root to branch, hundreds of meters into the canopy above — and where the light struck the glass it scattered into a thousand small rainbows that drifted lazily across the walls of Mariom's sleeping nook like slow-moving fish. The air itself seemed to hum with the scent of a million flowers, heaviest and sweetest where a curtain of lavender blossom draped low over her bed, as if the tree itself were tucking her in each night and easing her awake again each dawn.

She stretched, blinked the last of her dreams away, and looked up through her mossy nook to see hundreds of flutterbys — some no bigger than her palm, others broader than her plumpest uncle — wheeling lazily through the canopy in long, unhurried spirals. On the right kind of morning, if she asked politely, one of the larger ones might carry her aloft into the high branches of her homing, which is what the Numans called their houses, grown rather than built, shaped over centuries by the will and wisdom of the Ancient — the vast, sentient tree in whose branches Mariom's entire family lived. The Ancient had grown her rooms the way a mother might braid a child's hair: patiently, lovingly, with an eye for both beauty and use. Its isinglass windows kept out the rain while she slept and dissolved back into the branches the moment she rose, so that the moss and hanging blossoms of her room might drink in the morning dew she no longer needed shelter from. Even the walls of her home, in other words, understood the difference between what she needed and what the garden needed, and gave freely to both.

Mariom breathed deep, savoring the fragrant air, and wondered — as she wondered every morning, with the particular seriousness only a five-year-old can summon — what adventures the day might hold. Even this young, she was already known throughout Bornholm as a wanderer, a girl who could not walk past an unfamiliar creature or unopened path without needing, urgently, to know where it led. Her homing stood only two kilometers or so from the sea, and this morning the wind carried a whole story to her nose before her eyes had even found the horizon: salt water, the petrichor of last night's rain, the perfume of a thousand blossoms just opening — and beneath it all, faint but unmistakable, the warm, cinnamon-edged scent of dragon.

She was out of her nook and past the great central chamber before she'd fully decided to move, bare feet slapping the mossy floor, and outside she craned her neck skyward until she found them: Rubyred, a dragon the exact scarlet of a polished garnet, circling high above the homing tree with her rider, Arie, silhouetted against the brightening sky. Mariom cast her thoughts upward, the way a child on Earth might call out across a yard — Good morrow, Rube's n' Rie! Are you terribly busy with some important errand, or might I beg a ride to the top of Numari? — and felt, rather than heard, Arie's laughter and Rubyred's answering bellow ripple back down to her. A heartbeat later the dragon folded her wings and dropped, arrow-straight, a thousand feet in what felt to Mariom like the space of a single held breath. The scent of cinnamon-warmed scale hit her an instant before Rubyred did, wings cupping hard against the air to slow her fall, talons finding the ground with a delicacy that seemed almost impossible for a creature so enormous. The great garnet head lowered, nudged Mariom's cheek, and then — with the particular mischief of a creature who had known this child since her first breath — snorted directly into Mariom's face, sending her dark hair streaming back like a flag in a gale. Mariom shrieked with laughter and threw her arms as far around the dragon's neck as they would go, just as Arie slid down from the saddling to join the reunion.

Arie stood nearly seven feet tall, and still she seemed almost delicate beside her dragon. Her chestnut hair, waved and thick, was braided into two long plaits and tucked into a quiver-shaped pocket sewn into the back of her flying jacket — the practical fashion of dragon riders the world over, who had long ago learned what became of loose hair at altitude. Her voice, when she spoke, carried the low, weathered rasp of several hundred years spent shouting over windswept skies. "Well now, Ruby, my dear," she said, looking Mariom up and down with open delight, "will ya look at the size of this wee lass. That couldn't be Mariom, could it?" Mariom, who stood perhaps a meter tall and took her height very seriously indeed, drew herself up as straight as she could manage. "It is me — Mariom! I have grown a full winkling or two since you last saw me. I am a big girl now." (A winkling, for the uninitiated, is a tiny elf-folk who stands some four to six centimeters at full height — a small unit of measure for a child determined to prove she was no longer small.) Arie laughed, a warm, rolling sound, and nodded with theatrical solemnity. "Oh aye, I can see that plainly. You'll be my height soon enough. Might even give Sÿlvÿr a run for it one day," she said, and Mariom beamed as though she'd been crowned.

"I've come on an errand, mind," Arie continued, tucking a stray braid back into place, "from the Christina, up in t'Nort'lands. They're in need of a fresh batch of your mother's fulsomberry salve. Is Marita about, little one?" Mariom closed her eyes for the barest moment and cast her thoughts to her mother, feeling the familiar warmth of the connection settle over her before the reply came, gentle and clear as a bell: Please let Arie know I am at a healing and will return within the hour. Ask the Winkles to bring her wayberry tea and something to eat. And tell Rubyred there's a honey melon in the garden, enormous and perfectly ripe, waiting just for her. Mariom relayed the message and watched, delighted, as Rubyred's ears pricked forward and the great dragon trotted off toward the garden with an eagerness that made the ground tremble underfoot.

Mariom led Arie inside, where the isinglass windows were already rolling back to let the morning air and sunlight pour through the lattice of branches. A dozen winklings arrived within moments, staggering under the weight of a wooden mug of warm wayberry tea balanced atop a dried cerulean leaf they had carved handles into — no small feat for creatures who stood barely as tall as the mug itself. They set the tea at Arie's feet with a flurry of small, earnest bows, and Arie thanked them so warmly that they blushed a deeper shade of green before scattering off to fetch more treats. She sipped, tentative at first, then sighed with real pleasure. "Ah. This is the good stuff." More food and drink arrived in a steady, cheerful procession, and Mariom and Arie fell into easy conversation about the news of neighboring realms, the weather over the Nort'lands, and — Mariom's favorite subject — every creature Arie had encountered on her long journey south.

It was in the middle of this conversation that Marita arrived, drifting in through one of the high windows the way morning light drifts through fog. Mariom's mother was a telekinetic goddess, and she looked it: a nimbus of soft light caught in her snow-white hair, her pearlescent gown shifting and rippling as though it, too, breathed with the breeze. She landed without a sound and folded both girls into a hug that smelled of garden herbs and healing salves. There was a tiredness in her — Mariom could feel it, the particular weariness that came after a long healing — but beneath it, as always, ran a current of warmth that never seemed to run dry.

They shared tea and wayberry cakes a while longer before Marita led them out to her garden apothecary, where broad yellowing leaves hung draped over low branches, shading bulbous flowers and gourds heavy with powders, creams, and elixirs of every description. Illness was a rare visitor on Numa, but broken bones and skinned knees were not, and the apothecary's shelves — grown, not built, like everything else in Bornholm — held remedies for both pain and patience. Marita pointed up to a bulbous pink bag, roughly the size of an Earth gallon, hanging from the eaves: the salve, grown inside a single cone-shaped flower and tied off once full. Even Arie, tall as she was, could not quite reach it. Marita only smiled, lifted one hand, and the bag drifted gently down into Arie's open palm without either of them needing to move another step.

Arie thanked the goddess, tousled Mariom's hair with obvious affection, and secured the salve to her saddling, which shifted and reshaped itself around the new weight as though it had been expecting it all along. Then, with a single easy motion, she scooped Mariom up, bounded onto Rubyred's back, and settled into the saddling. A wink, a wave, and they were airborne, Rubyred's great wings beating the air into motion, Mariom's hair whipping wild around her face as the ground fell away beneath them.

Arie and Rubyred carried her not home but higher still, up to the very topmost boughs of Numari, so she might spend an afternoon watching the blue waters of Bornholm Bay stretch out toward a horizon she had not yet earned the right to cross. She loved this view above all others — the sense of the whole living, breathing world laid out beneath her, small enough to hold in her two hands. Numari herself stood at least a thousand feet tall, one of the oldest of the Ancients, the eldest and wisest of all the trees on Numa. It was said the Maker had grown the Ancients before any other living thing, which would make Numari older than memory itself — older, perhaps, than the concept of age.

Rubyred hovered while Arie lowered Mariom onto the wide, trumpet-shaped bloom of a pale yellow flower some ten meters across, its petals curved just so to overlook the sea. Mariom thanked them both and cast a small, warm pulse of love their way as they wheeled off toward their own errands, and then she was alone with the wind and the water and the enormous, patient quiet of the flower, which seemed to gather every sound of the world — the distant roar of waves breaking against the reef, the cry of some far-off seabird — and funnel it gently to her ear, as though she sat inside the horn of some ancient, living instrument. She waved to passing birds. She cast good mornings to anyone within reach of her thoughts. Eventually a great yellow-and-cerulean beezus arrived with a low, contented thrum, nudging her politely aside as it burrowed deeper into the bloom toward the nectar-heavy organ at its base, and Mariom considered — briefly, seriously — whether she might one day be small enough to ride one. Not today, she decided. Perhaps not for a while yet.

For any reader keeping careful track: Numa operates under gravity and physics much like Earth's own, only rendered in far richer color — taller mountains, deeper forests, wider seas, and a night sky so thick with stars that they seemed, some nights, to be whispering to one another in a language made entirely of light.

The morning breeze tugged at Mariom's dark hair, and the drowsy, honeyed perfume of the blossoms around her began, as it always did, to work its quiet magic. She was only five, after all, and five-year-olds nap. As sleep found her, her mind wandered outward and upward, past the reef, past the horizon, out toward the impossible scatter of stars, and she found herself — not for the first time — wondering which single point of light might be Sol, the distant sun her grandparents so rarely spoke of, and the strange, far world called Earth that her family had left behind long before she was born. She could not have explained it to anyone, not even to herself, but there were mornings when she felt something out there, something vast and quiet, reaching faintly back toward her across all that distance — a feeling she would not understand for many years yet, and would spend the rest of her life trying to answer.

She woke refreshed, chin propped on her hands, and watched the harbor traffic below with the unhurried attention only a child at leisure can afford: sailing vessels gliding in from distant shores, each one flying the bright, particular flag of its home port, each one rigged with isinglass sails unique to its makers — some patterned like the stained glass of old Earth cathedrals, all of them faintly luminescent, so that after dark the harbor glowed with the soft, shifting colors of a hundred different homelands. The ships would leave again laden with the goods of Bornholm and its neighboring villages, carried freely, given rather than sold, in the manner of a world that had never needed money to know its own generosity.

A yellow-and-blue flutterby nearly her own size landed briefly on her knee, uncurled a long, curious proboscis, tasted the air near her nose and cheek, and — apparently deciding she was not, in fact, a flower — fluttered off in search of better prospects. Mariom giggled at the insult. The day was glorious, the sea a field of scattered gems, and for a while she simply let herself exist inside the beauty of it, already dreaming of the day she would be old enough to see every corner of Numa for herself — the frozen hush of the Nortlands, the warm, storm-wet air of the Souwest lands, and everything strange and wonderful in between.

Eventually, reluctantly, she made her way back down — sometimes with the patient help of trelves, the tree-elves who tended Numari's lower branches, sometimes astride a slow, gentle sylvie, and once in a great while lifted gently by her mother's or her Aunt Bridget's telekinetic hand, as though gravity on Numa was, for Mariom at least, always negotiable. She had tested that negotiation once already, at three years old, tumbling from the very top of the tree in a heart-stopping instant — and in that instant had somehow known, without being told, to reach for Bridget with her mind. Her aunt had caught her out of thin air before either of them had time to be afraid, which was, in its own way, the truest lesson Numa ever taught: that love, cast quickly enough and truly enough, arrives before fear even has the chance to speak.

Back on solid ground, Mariom sang and skipped her way toward the village, and when her small legs tired, she needed only think of her mother and trust that someone — anyone — from the village would soon appear to carry her the rest of the way. Marita was goddess of the whole realm of Bornholm, bound by love and thought to every soul within it, and that same bond, threaded loosely through Mariom as her daughter, meant she was never truly far from anyone who might help her. Every living thing on Numa carried some measure of that sentience, that quiet, constant thread of connection to purpose and to one another. We carry the same thread on Earth, the story reminds us gently here, though fear so often muffles it that we forget it's there at all — at least, not yet.

Chapter 2. On How the Children of Numa Learn as They Live

The next morning arrived bright and cloudless, the kind of day the Faerenfolk out on the outer isles had promised would hold fair clean through to evening. Mariom woke to the sound of her mother and Aunt Bridget singing together in the garden below, their voices twining in a harmony so old and familiar it had become, over the years, less a song than a kind of weather — something Mariom felt in her chest before she consciously heard it. She shed her sleeping gown and padded to her bathing pool, humming along without quite knowing the words.

The moment her feet touched the cool water, she cooed a soft greeting, and the surface of the pool began to stir. Aquaelves — tiny, mer-shaped folk no larger than her hand — rose up from the water and the surrounding flora in a flurry of bright, chattering color, each one already arguing cheerfully over who would have the honor of scrubbing which patch of Mariom first. She knew them all, every one, by name and hue: quick, silver-finned Tavi; round, bossy little Purl; and above them all, perched now on Mariom's shoulder with the easy authority of long practice, their unofficial leader, Evi Plinkwater, who liked nothing better than pointing out to some hapless cousin that he'd missed a spot behind Mariom's ear.

The aquaelves had, over time, developed an entire small industry around Mariom's morning bath. They had built tiny sleds from the dried husks of featherwood blossoms, each husk naturally ribbed like the runners of an old Earth sled, and they used these to careen down from the crown of her head, along her shoulders, and into the pool below, the ribbed runners combing snarls from her hair as they went. When a sled caught on a stubborn tangle — which happened often, and always to great delight — its rider went tumbling into the air with a whoop, splashing down in the pool to peals of high-pitched laughter from the whole gathered crowd. Mariom bore it all with the calm patience of someone who had done this every morning of her life, fishing sleds and elves alike back out of the water and setting them, dripping, atop her head to try again. When the last tangle was finally combed smooth, she thanked each of them in turn and cast a small warm pulse of gratitude over the whole chattering crowd, which sent them scattering back into the flowers in a happy shower of droplets.

No sooner was she dry than Flitwing and a handful of other flightsprites arrived, bearing a tunic of white gossamer that the nigh-elves had woven while she slept. All Numan clothing grew from isinglass threads spun by the world's flora, and it came in every color imaginable — though flightsprites themselves were always some brilliant shade of blue, their dragonfly wings a blur as they hovered around Mariom, fussing over the fit of her sleeves with the seriousness of master tailors. Their speech came out in high, piccolo-bright trills, more song than sentence, and when the tunic finally sat just right, Flitwing planted a quick kiss on Mariom's cheek before darting off, already late for some other small errand of kindness.

Behind the flightsprites came the winklings, hauling her leggings and skeds down the path in a small determined procession — all except one, a winkling child no taller than three inches, whose adult companions stood nearly twice her height and who clung to the load with the fierce, wobbling concentration of someone determined not to be left out of the work. Winklings, unlike their nocturnal nigh-elf cousins, loved daylight and growing things, and dressed themselves accordingly in shades of earthy brown and green, while the nigh-elves favored the hush of moonlight and quiet, careful needlework performed while the rest of the world slept. Between the two peoples, Mariom's wardrobe was remade fresh each day, never quite the same twice, and she never tired of the small surprise of it. She thanked the winklings, pulled on her leggings — not unlike capris, if you'd ever seen such a thing — and laced up her moccasin-soft skeds.

She found her mother and aunt in the garden and folded herself into a hug with each of them before setting off toward the village. Marita pressed a fuzzkin, peach-soft and warm from the morning sun, into her hands. "Breakfast, when you're hungry," she said, and kissed the top of Mariom's head.

"Mariom, are you off to Bornholm?" Bridget asked. There was something in her aunt's voice this morning, a softness edged with something Mariom was too young yet to name — a kind of tenderness that lingered a beat too long, as though Bridget were memorizing the moment even as she lived it. "Yes, Bridget. Should I bring you back anything?" "Some wayberry tea leaves, if you happen by the Estlands stall. That would be lovely." Marita, still tending the bandaged wing of a small dragonette in her lap, looked up. "And could you carry this salve to Moonie? She caught too much sun in the garden yesterday — this will help her heal faster." She pressed a kiss to the dragonette's head, and it chirruped its thanks and launched skyward in a flash of emerald, and then Marita lifted a small pouch from her own shoulder and settled it over Mariom's. "There you are." "Thank you, Mumsarita! I'll see you both this afternoon — or tomorrow, if I'm having too much fun to remember the way home." Both women laughed, and Bridget, still with that same lingering softness, said, "Have fun, little goddess. We'll see you when we see you. But we'll always feel your spirit, wherever you wander." In that instant both women cast their love toward her at once, and Mariom felt it land in her chest like warm sunlight through a window — a feeling she would carry with her, unknowingly, for the rest of her life.

For readers wondering what exactly "casting love" means: most Numans can send loving thought — sometimes simple, sometimes whole complicated feelings — from mind to mind, soul to soul, in a way that needs no words at all. The gods and goddesses of Numa are especially skilled at it, though humans, on Earth and off, carry the same capacity buried somewhere within them. We give and receive love more often than we ever realize; we simply lack Numa's clarity in recognizing it when it happens.

Mariom hitched her leggings up importantly, the way a big girl does, and set off down the village path, singing to herself. The trail had been worn smooth over thousands of years by thousands of feet and paws and hooves, winding at times through cool green tunnels of flora where dappled light fell like coins across the ground, opening at other times into wide faeren-fields, so named for the fae-folk who liked to gather there. Every few steps some new creature seemed to find her — a turquoise flutterby, nearly a foot across, settled briefly on her head like a living tiara, its wings translucent and faintly trembling — and Mariom greeted every one of them as though they were old friends, because on Numa, in some sense, they were.

Not far past the second bend, the path opened into a clearing shaded by an old flowering quickthorn, and here Mariom found what passed, on Numa, for a schoolhouse: no walls, no slates, no rows of desks — only a loose, cheerful circle of children seated in the grass around Nana Persimmon, a stout, round-faced winkling elder whose hands, though older than the tree above her, moved with the quick sureness of someone half her age. She was showing a cluster of winklings, two young flightsprites, and a solemn little sylvie how to graft a struggling blossom-bud onto healthier stock, narrating each small motion as she worked rather than explaining it beforehand — the Numan way of teaching being, always, to do first and understand after. "There now," she was saying, pressing a bud gently into place, "you don't force a calling onto a plant no more than you'd force one onto a child. You find where it already wants to grow, and you help it get there a little faster, that's all."

Mariom slowed, then stopped altogether, drawn in the way she was always drawn toward anything with more than one voice speaking at once. Nana Persimmon caught her eye without pausing her work and patted the grass beside her, and Mariom folded herself down among the others without a second thought — this, too, was simply how learning happened on Numa: whoever wandered close enough to a lesson became, for as long as they liked, part of it. She watched a young winkling named Pell struggle to tie off a graft-thread, his small fingers fumbling the knot three times before Mariom, without being asked, reached over and steadied the stem so he could try a fourth. He looked up at her, startled and grateful in equal measure, and Nana Persimmon only smiled, as though this — a five-year-old goddess-child quietly helping a stranger's fumbling fingers — were the whole of the lesson she'd meant to teach that morning.

"Every one of you already carries your calling inside you," Nana Persimmon told the circle, tying off her own graft with a final, practiced tug, "same as this little bud carries the flower it hasn't grown into yet. Nobody has to tell a seed what to become. You only have to give it good soil, good company, and enough patience not to dig it up early just to check." The children laughed, not quite understanding and not needing to, and Mariom laughed with them, tucking the words away in the particular unhurried way children keep things they aren't ready to use yet. She thanked Nana Persimmon, promised Pell she'd check on his graft another day, and continued on, humming, toward the faerenfield.

By midmorning the twin suns had climbed high enough that she was growing hungry and thirsty in earnest, and it was then that she came upon the treeling standing alone in the middle of a faerenfield, arms outstretched like young branches toward the light. Her topmost leaves shimmered in a blend of azure and sunset gold, and around her, fat yellow humblebees the size of a grown hand drifted from bloom to bloom alongside a scattering of flutterbys. Mariom had never met this particular treeling before, and crossed the field to introduce herself properly. The treeling's voice came out in an oboe-like fluting, warm and a little melancholy. "I am called Clarion." She stood nearly four meters tall already, though her age — Mariom would learn — meant she was nearing the end of her wandering years, the last stretch of a treeling's life before she rooted herself permanently in one chosen place. Even so, she could still bend, and her lowest branch curved down to brush Mariom's cheek with unmistakable tenderness. "Here, child. Drink of me." A blossom lowered itself into Mariom's cupped hands, and she sipped nectar sweeter and more complex than any she had tasted before. "Thank you, Clarion. I've never tasted anything quite like it. Have you traveled far?" "Yesss," Clarion sighed, the word drawn long and soft. "From the realm of the goddess Sage Angelíon. I am seeking a mate — someone to root beside, to raise treelings with. I can feel him calling to me on the wind, in its chemistry, closer now than he was yesterday. I think I am nearly there."

Mariom cast an image of the treeling to her mother without quite meaning to — the habit of a child who shared everything interesting with the person she trusted most — and felt Marita's reply arrive almost instantly, warm with recognition. Oh, I feel her now. Thank you, Mariom. There's a male of her kind, recently rooted, along the Alpen path. His name is Aster. He's the one calling to her — I'll come guide her there myself. Mariom relayed the news, watching relief and joy move across Clarion's leaves like wind across water. "My mother, Marita, goddess of Bornholm, can sense you now," she said. "She'll come soon to bring you to Aster. He's been calling to you a long while, and he trembles now, waiting for you to arrive." Clarion gave a long, shuddering sigh of relief and lifted Mariom carefully into her boughs to wait together, and while they waited, she spoke of her own childhood — how the elven folk had tended her as a seedling before she could speak or walk, how she had said goodbye to her rooted parents when her branches grew strong enough to carry her into the world, and how she had wandered ever since, searching for the place and the partner where her fruit might finally nourish a community of her own. "Much like you," she told Mariom, "we begin as something small and tended. Then we walk the world until we find our calling. Soon enough, you will too."

It was not long before Marita arrived, drifting down through the field with the same unhurried grace she brought to everything, and laid a hand against Clarion's bark. "You are more than ready for rooting, dear one. Let's bring you to someone who has been longing for the touch of your roots." Several small dragonites, startled from where they'd been dozing in Clarion's higher branches, took to the air in a flurry of wings as the treeling gathered herself, lifted Mariom gently back to the ground, and thanked the goddess with a low bow of her crown. Then, creaking, she took her first slow step toward the Alpen path, and then another, Marita walking silently beside her in a conversation Mariom could not hear but somehow understood anyway. Her mother turned back just long enough to wink at her before the two of them disappeared down the trail, and Mariom, smiling, turned back toward the village path alone.

A little further along, where the path dipped through a shaded hollow, Mariom came upon a small trailside stand built into the hollow of an old stump — shelves of woven vine holding dried fruit, twists of spiced bark, a handful of carved wooden toys, and a single, faded sign in looping Numan script that needed no explaining to anyone raised on Numa: Take what calls to you. Leave what you can. No one tended the stand; no one needed to. As Mariom watched, a passing wingfolk trader paused, selected a twist of spiced bark, and in its place set down a small woven basket she had clearly repaired herself, its handle bound in fresh, careful stitching. Neither the giving nor the taking seemed to require a single word between them — only the quiet, practiced certainty of people who had never once had to wonder whether the world would provide.

Mariom was not hungry — Marita's fuzzkin still sat warm and untouched in her pouch — but she stopped anyway, because stopping at the stand felt, in some small way, like part of the walk itself. She left behind a single bright feather she'd found tangled in her hair that morning, tucking it carefully among the dried fruit for whichever child might want it next, and continued on with the particular lightness of someone who has given something away and been made richer for it rather than poorer.

Chapter 3. In Which Thunder Can Be a Friend

She heard him coming long before she saw him. Mariom had stopped to rest by a spring-fed pond just off the village path, trailing her fingers through the cool water, when the ground itself began to tremble beneath her — ka-thump, ka-thump, ka-thumpity-thump — as though some great slow storm were rolling in along the earth rather than through the sky. The sound grew louder, closer, until Mariom judged it wise to step toward the water's edge, just in case whatever was coming had no plans to stop. It very nearly didn't. A massive centaur thundered around the bend and skidded to a halt scarcely an arm's length from her, close enough that she felt the rush of displaced air against her face. "My apologies, little goddess!" the centaur boomed, his great voice equal parts alarm and embarrassment. "I did not see you there!" This was Adrax, and he towered over her the way Numari's trunk towered over her homing. "Hello, Adrax! I'm headed to the village — are you as well?" "Aye, that I am. Your mum asked me to keep an eye out, in case you'd fancy a ride into town." Mariom, who had never in her life declined a ride from anyone, fancied it very much indeed.

Adrax lowered himself and scooped her up into one enormous palm, and Mariom pressed her cheek against the warm, furry expanse of his chest, listening to his heartbeat thud away beneath her like a great slow drum. He kissed the top of her head, almost absentmindedly, the way one might greet a favorite niece, and set off toward the village at an easy trot that still, to Mariom, felt like flying.

The village was livelier than usual when they arrived. Several trading vessels had come into port overnight, and the harborside hummed with activity. The dock itself, sentient in its slow, patient way, stretched octopus-like arms out to cradle each new arrival, cleaning hulls and feeding them Numa's own rich, restorative milk, so that even a ship that had spent a month or more at open sea could rest and be renewed before setting out again. Adrax set Mariom gently down, and she thanked him for the ride as he trotted off toward the far side of the village, pausing along the way to trade a few easy words with a sailor unloading a sack of faeren fruit from the south. He offered, in return, a length of finely woven isinglass rope slung across his broad shoulders, but the sailor waved him off good-naturedly — "chuck full-o-ropes already, but enjoy t'fruits, laddie" — and the two parted with the easy warmth of people who had traded favors for years and expected to trade many more.

Bornholm's square, just beyond the harbor, was in full and happy chaos by the time Mariom wandered into it. Stalls built from woven branch and sail-cloth lined three sides of the open plaza, though "stalls" understated the truth of them — nothing on Numa was bought, and so nothing here was quite for sale, either. Vessa the potter had set out a table of her newest bowls beside a hand-lettered sign that read simply take one, and had already accumulated, in exchange, a small mountain of things she hadn't asked for: a sack of Nort'land grain, a mended fishing net, a child's drawing of her own kiln done in charcoal. Old Bram, who had lost most of his voice to age but none of his cheer, stood at the well pumping fresh water into anyone's jug who brought one, communicating entirely through an elaborate system of winks and gestures that every child in Bornholm had long since learned to read fluently.

Near the square's center, a lanky young Numan named Corwyn was casting bells — actual bells, shaped from a resonant blue clay found only in the Bornholm hills, each one humming faintly with its own particular note even before it was fired. Corwyn had been, by his own cheerful admission, hopeless at nearly everything else the village had tried teaching him: he could not fish, could not weave, went pale and useless at the sight of a healing wound. It was Marita herself who had noticed, years back, the way he unconsciously hummed a different pitch for every person he met, and who had gently suggested he try his hand at bell-casting instead — and in the years since, no ship left Bornholm's harbor without one of Corwyn's bells hung at its prow, each tuned, he insisted, to the particular sound of its captain's laugh. Nobody on Numa thought it strange that a boy's calling should take three false starts to find. They only thought it stranger, when Mariom asked about it, that anyone might have given up looking before it was found.

A ripple of small shrieks went up from a knot of playing children as Adrax came trotting back through the square on some other errand, the ground announcing him half a block before he arrived — and for the briefest instant, in the way even a fearless world still startles at a sudden noise, every small body went still and wide-eyed. Then, exactly as quickly, the shrieks turned to delighted laughter as the children recognized him and swarmed his legs demanding to be lifted, and Mariom, watching, understood something she wouldn't have words for until much later: that even here, even on Numa, thunder could still make you flinch — but only for the length of a single startled breath, because it was always, always, only ever a friend underneath.

Mariom made her way to the Wayberry Inn in search of Moonie, a dearen — a small, teardrop-shaped creature about a meter tall, with wispy yellow hair the same lemon shade as her skin and thin, twig-like legs that ended in bright red, curl-toed skeds. Her apron was nothing more than a single soft orange petal, cut with a hole for her head and dusted liberally with red tea leaves. "Hi, Mariom! I see you brought the ointment from your mum — thanks the world for it. I burnt me backside in t'garden yesterday something fierce, and me bum's been numb the whole blessed day. Got meself a proper numb-bum, I have!" The two of them collapsed into giggles at the sheer indignity of it, and since Moonie's own twig-thin arms could not quite reach the afflicted area, Mariom applied the salve herself, both girls laughing so hard the job took twice as long as it should have. Afterward, over a shared cup of tea, they traded the small gossip of their days, and Mariom tied the promised bag of wayberry leaves to her hip before setting off, at last, for home.

On her way out of the village, Mariom remembered Bridget's small request and detoured past the Estlands stall, where a broad-shouldered goddess named Yelena kept baskets of tea leaves sorted by scent rather than name, each basket labeled only with a small painted symbol — a raindrop, a sunbeam, a curl of smoke — for those who couldn't yet read. Yelena measured out a generous handful of wayberry leaves into a twist of leaf-paper without being asked twice, waving off Mariom's offer of the coin-shaped fuzzkin seed she'd been given for just such trades. "You'll bring me something better one day, little goddess," Yelena said, tucking the twist into Mariom's pouch alongside Moonie's bag. "Everyone does, eventually. That's rather the whole point."

By the time she reached the path up to Numari, both suns had long since set, and the flora along the trail had begun its slow evening luminescence — enough to see her feet, if not much beyond them. She judged, with mounting unease, that she still had a good distance to go and was beginning to consider the very real possibility of a night spent sleeping beside the trail, when a soft whinny sounded somewhere in the dark ahead. A moment later a gentle light broke through the brush, growing brighter as a unicorn picked her way toward Mariom with unhurried, deliberate grace. She recognized Windfoot at once and cast her love ahead of her like a greeting; the unicorn could not answer in words, but she knelt low all the same, and Mariom climbed gratefully onto her back. They rose together and set off toward home at an easy walk, and Mariom, wrapped in the soft glow and quieter-still love that only a unicorn seems able to offer, felt her eyes grow heavy almost at once. By the time they reached Numari, she was nearly asleep in the saddle, and it was Bridget — waiting, as she so often seemed to be, exactly when and where she was needed — who lifted the drowsy child down and carried her the rest of the way to her mossy bed, already fluffed and turned down by the nigh-elves for the night. Bridget laid her gently upon the moss, pressed a kiss to her forehead, and whispered, so softly it barely disturbed the quiet, "Sweet dreams, child" — and if there was, in that whisper, some small private sorrow that Mariom was still too young to hear, it passed, that night, unnoticed, leaving behind only warmth, and love, and the deep, dreamless sleep of a child who had never once been told to be afraid.

Long after the lamps of Numari had dimmed and the whole homing had settled into its slow, breathing quiet, Bridget sat a while longer beside the child's bed than she strictly needed to, watching the moonslight move across Mariom's sleeping face. She was young enough yet to trust that the world would always be this soft, this certain, this entirely without teeth — and Bridget, who had lived long enough to know that even the kindest worlds sometimes change shape when you aren't looking, allowed herself, just this once, the small luxury of hoping she was wrong to worry. Then she rose, smoothed the moss blanket one last time, and went to find her own bed, leaving behind a room lit only by starlight and the faint, contented glow of a thousand small night-blooms, and the sound, if you listened closely enough, of an entire loving world breathing quietly in its sleep.

✍️ Recommended Rewrite Sequence

Rewrite Philosophy

The rewrite transforms The Book of Numa into a dual-function work: compelling inter-dimensional fantasy AND practical blueprint. Each chapter must serve both purposes. Key correction throughout: Jemma (not Jena). All governance principles are understood, never written — originating from the Makers.

Phase 1 — Mariom's World (Ch. 1–14)

Key Elements:

  • Open with Mariom's divine conception in the quantum well
  • Show Bornholm as a living love-based village
  • Every creature interaction demonstrates the 12 principles naturally
  • Build to Heart's imprisonment (Ch. 13)
  • Ch. 14: The mutual awakening — the pivot of the entire novel

Structural Notes:

  • Chronological: Mariom ages naturally through chapters
  • World-building through expanding journeys
  • Amusing vignettes introduce characters naturally
  • Gift economy shown in daily life — never explained, always demonstrated
  • No written laws appear — only lived understanding

Phase 2 — The Calling (Ch. 15–28)

Key Elements:

  • John Michael's Maker-like powers in action on Earth
  • Jemma and the Almysts as relatable Earth-born heroes
  • Rathe's failed attempts on Numa
  • Sage Angelíon and Aurore as ultimate defenders
  • The human-demon hybrid scheme as the ultimate horror

Structural Notes:

  • Parallel narrative: Earth battles and Numa defenses interweaved
  • Rathe's perspective shown — her fear is real, her ambition cosmic
  • The Sou-est lands convening: a love-based war council scene
  • Each Almyst's calling revealed through their battles

Phase 3 — The Battle (Ch. 29–42)

Key Elements:

  • The Angelics' ascension — a cosmic arrival scene
  • Gift economy networks replacing monetary systems in real time
  • The 90:10 principle demonstrated in action
  • First weapons physically transformed into instruments of joy

Structural Notes:

  • Battle scenes fought with love, not violence
  • Practical gift economy scenes under pressure
  • NUMA currency concept introduced as a story element
  • Former adversaries beginning early redemption arcs

Phase 4 — The New Earth (Ch. 43–57)

Key Elements:

  • Mariom's confrontation with Rathe — offering release
  • Heart freed — the emotional climax
  • All weapons universally forged into joy
  • Technology seamlessly integrated with love
  • NUMA gift currency launched

Structural Notes:

  • Heart's freeing more powerful than any battle scene
  • Weapons-to-joy transformation shown in vivid detail
  • Rathe's redemption arc — does fear become love? Leave ambiguous.
  • Final image: Earth seen from space, glowing like Numa

The Dual-Track Narrative: Story + Blueprint

Track 1 — Story Track

The compelling inter-dimensional fantasy with Angelics, Almysts, fantastical creatures, cosmic battles, and the ultimate question: will love or fear win?

Track 2 — Blueprint Track

The practical demonstration of love-based governance, gift economy mechanics, and ecological harmony. Readers absorb these frameworks emotionally through story.

"The genius of Numa is that readers learn how to build a better world by falling in love with one that already exists."