
Kismet is a parallel-world setting shaped by inevitability rather than prophecy. Fate in this world is not foretold—it is inherited, formed by the consequences of a single impossible event: two gods striking the same planet.
Before impact, gods exist without form or identity. Embodiment comes only through descent. When Gaia and Terra descended upon the same world, they became people—and in becoming people, they fell in love. That love did not save the world. Civilization grew under two incompatible divine influences, and what began as difference escalated into a war that reality itself could not endure.
The conflict ended with the formation of the Great Rift, a vast, permanent barrier of light that split the world into two parallel realms. The rift cannot be crossed, seen through, or undone. Gaia’s realm and Terra’s realm now exist side by side yet forever apart, unable even to sense one another. The gods themselves were severed along with their worlds, their former bond reduced to a historical truth neither side can act upon.
Though the rift is stable, the damage it caused was imperfect. Across both realms, localized distortions appear—rift scars and reflection chasms where geography, atmosphere, or structure subtly mirrors what belongs to the other world. These are not gateways, but wounds in reality that remember a time when the world was whole.
Gaia’s realm developed into a high-fantasy world shaped by living magic and diverse peoples known as Numens, where power is innate and the land itself holds memory. Gaia remains present there, dwelling in temples and sacred sites, a tangible reminder of divine influence.
Terra’s realm, by contrast, is human-centered and industrial-fantasy in nature. Magic is not practiced as an art or faith, but treated as a dangerous phenomenon to be regulated, translated, and controlled. Humanity organizes itself through institutions, class structures, and restraint. Two notable human groups exist alongside the general population: Acolytes, spiritually sensitive individuals trained to stabilize and contain anomalies, and Umbrals, shadow-affinity humans capable of operating where light and stability break down.
In the modern era, Terra enters a turning point with the development of Riftec—a new system that allows humans to safely and repeatedly interface with Fayth, a hybrid phenomenon born of natural law and divine fallout from the rift. Riftec does not drain the world or grant personal power; it standardizes and translates something once unpredictable into usable infrastructure. Cities expand, progress accelerates, and power shifts—often at the expense of those closest to failure.
Kismet unfolds at the moment when long-maintained balance begins to falter. Terra’s pursuit of understanding threatens to awaken forces that were survived only through ignorance, while Gaia’s world watches from the other side of an uncrossable divide. At its core, the world explores fate not as destiny promised, but as consequence endured—where the past is not gone, merely waiting for the present to repeat it.
Fantasy; Industrial Fantasy; Mythic Fantasy; Science-Fantasy
Post-Sundering / Modern Era
Kismet exists as two parallel worlds divided by the Great Rift, an uncrossable barrier of light that permanently split a once-overlapping reality.
Gaia’s Realm is a high-fantasy environment shaped by living magic and natural expression. Landscapes feel intentional rather than engineered—forests that grow around ancient sites, cities integrated into terrain, and regions where the land itself holds memory. Geography varies widely, but magic is ambient and organic, influencing climate, ecosystems, and civilization alike. Sacred temples and sites mark places where Gaia’s presence is strongest.
Terra’s Realm is an industrial-fantasy world with layered cities, stone and iron infrastructure, early mechanical transit, and regulated power systems. It is neither medieval nor modern, but transitional—defined by growth upward rather than outward. Upper districts are clean, orderly, and stable, while lower districts sit closer to instability, pollution, and experimentation. Fayth behaves differently across environments, making geography politically and socially significant.
Across both realms, rift scars and reflection chasms appear as localized distortions—dangerous areas where reality subtly mirrors the opposite world. These places are heavily restricted, studied, or mythologized, depending on who controls them.
At the foundation of all history lies a single truth: two gods struck the same world.
Before impact, gods are formless forces. Only through descent do they gain identity. When Gaia and Terra descended upon the same planet, they became embodied beings and fell in love—after the fact. Civilization flourished under dual influence until the world could no longer sustain two opposing divine logics. War followed, not just between peoples, but between ways of existing.
The war ended with the creation of the Great Rift, severing reality into two parallel realms and permanently separating the gods. Though the rift stabilized quickly enough to allow survival, it left lasting wounds in the fabric of the world.
Over centuries, the two realms diverged:
In the present era, Terra’s development of Riftec—a system that allows safe, repeatable interfacing with Fayth—marks the most significant shift since the Sundering. While celebrated as progress, Riftec reawakens forces once survived only through ignorance and restraint, raising questions about whether the world is repeating the conditions that caused its original fracture.
Lore in Kismet is not static. History is remembered differently on each side of the Rift, shaped by absence, doctrine, and survival. Truth exists—but it is fragmented, politicized, and increasingly dangerous to uncover.
Society in Kismet is defined by division—not only between individuals, but between worlds. Since the Sundering, social structures developed independently on each side of the Great Rift, shaped by entirely different relationships to power and divinity.
In Gaia’s realm, society is organized around coexistence with living magic. Communities tend to be decentralized, shaped by environment, lineage, and tradition rather than rigid hierarchy. The peoples of Gaia—collectively known as Numens—live in ways that emphasize balance, memory, and continuity. Authority is often informal or situational, rooted in wisdom, age, or spiritual responsibility rather than law.
In Terra’s realm, society is highly structured and stratified. Humans live in dense urban centers with clear social layers. Class divisions are reinforced by proximity to stability and access to infrastructure. Upper districts enjoy clean environments, regulated systems, and safety, while lower districts bear the risks of experimentation, instability, and industrial fallout. Social order is maintained through institutions, regulation, and surveillance rather than trust.
Cultural identity in Kismet is shaped by how each world understands power and history.
Gaian culture values memory, ritual, and expression. Art, storytelling, and oral tradition play a major role in preserving history. Cultural practices often blur the line between daily life and the sacred—festivals may coincide with natural phenomena, and architecture grows around the land rather than reshaping it. Individual identity is often tied to ancestry, environment, and communal role.
Terran culture prioritizes productivity, discipline, and progress. Art exists, but is often utilitarian or symbolic rather than expressive. Cultural norms emphasize restraint, conformity, and respect for institutional authority. Innovation is admired, but only when sanctioned. Fear of instability has shaped customs that favor order over freedom, and curiosity is often treated as a liability rather than a virtue.
Politics in Kismet are inseparable from power—how it is accessed, controlled, and justified.
In Gaia’s realm, political power is diffuse. Conflicts tend to arise from territorial disputes, ancestral obligations, or differing interpretations of balance rather than centralized ambition. Alliances are fluid and often bound by tradition or shared memory rather than treaties.
In Terra’s realm, politics are centralized and contentious. Control over Riftec development defines modern power struggles. Political bodies compete with religious institutions, industrial leaders, and research authorities for influence. Decisions are framed as matters of public safety and progress, but are often driven by economic gain and class preservation. Information is tightly controlled, and dissent is frequently reframed as recklessness.
Religion exists in both realms, but in fundamentally different forms.
In Gaia’s realm, belief is experiential. Gaia’s presence is tangible, localized in temples and sacred sites. Religion is less about doctrine and more about participation—rituals, offerings, and reverence integrated naturally into daily life. Faith is personal, communal, and flexible.
In Terra’s realm, religion is institutional. Terra’s absence defines belief more than her presence. Faith is expressed through structure, hierarchy, and regulation rather than communion. Religious institutions historically oversaw Fayth-related phenomena, enforcing taboo and restraint. Even as Riftec rises, religious language and authority continue to shape how power is framed—often positioning control as moral necessity.
Governance reflects each realm’s core philosophy.
Gaia’s governance is decentralized. Leadership varies by region and culture, often emerging through consensus, tradition, or spiritual responsibility. Laws are few, but customs are strong.
Terra’s government is bureaucratic and hierarchical. Laws are extensive and enforced through layered institutions. Authority is divided among civic leadership, regulatory bodies, religious institutions, and industrial powers. Riftec’s emergence has complicated governance, introducing new authorities and undermining older systems that once justified control through fear of the unknown.
Technological development diverges sharply between the two realms.
Gaia’s realm relies minimally on technology. Tools exist, but magic fulfills many practical roles. Craft and creation are often organic, blending magic with material rather than mechanization.
Terra’s realm is defined by early industrial fantasy technology: stone and iron infrastructure, mechanical transport, layered cities, and regulated systems. The most significant advancement is Riftec, a modern interface system that allows humans to safely and repeatedly interact with Fayth. Riftec enables scalable power, infrastructure growth, and rapid societal change—but also introduces systemic risk and ethical conflict.
The environment in Kismet is shaped by divine legacy.
In Gaia’s realm, ecosystems are vibrant and adaptive. Magic influences climate, terrain, and wildlife, creating regions that feel alive and intentional. Natural balance is maintained through coexistence rather than control.
In Terra’s realm, the environment is increasingly shaped by human intervention. Urban expansion, industrialization, and Riftec infrastructure alter landscapes and climate patterns. Certain areas exhibit instability due to Fayth interaction, particularly near rift scars. Nature is managed, regulated, and often sacrificed in the name of progress.
Across both realms, the physical world bears the quiet scars of the Sundering—reminders that reality itself once broke, and may yet break again.
Realm: Terra
Humans are the sole sentient species of Terra’s realm. They are biologically ordinary, with lifespans comparable to real-world humans, but culturally shaped by dense urban life, institutional control, and industrial growth. Clothing and aesthetics vary strongly by class: upper districts favor clean lines, muted colors, and refined materials, while lower districts rely on practical, reinforced garments designed for hazardous environments.
Subgroups of humans exist, not as separate species, but as recognized classifications within society:
Realm: Gaia
Numens are the collective term for Gaia’s peoples—sentient races born of living magic and natural expression rather than design. They possess innate magical capacity and tend to develop in harmony with their environments. Lifespans, appearances, and cultures vary widely between Numen races.
Established Numen races include:
Power in Kismet originates from a hybrid foundation formed by the Sundering—part natural principle, part divine fallout. How that power manifests and is accessed differs radically between the two realms.
Gaia’s Realm
Terra’s Realm
Riftec (Modern Development)
Across both realms, power is never free. Whether innate or regulated, it carries cost, limitation, and consequence, shaping societies as much as it empowers them.
**Hybrid (Divine Fallout + Natural Phenomenon)
Terran Common, High Terran, Gaian Common, Aeliri, Nekari, Lithae, Drakyn
Economic systems in Kismet differ sharply between realms.
Gaia’s Realm
Terra’s Realm
Trade between realms does not exist. Any perceived influence occurs indirectly through myth, recovered relics, or reflection chasm anomalies.
Movement within Kismet is shaped by geography, class, and realm.
Gaia’s Realm
Terra’s Realm
Teleportation or instant travel does not exist in either realm.
The Great Rift itself is entirely impassable—no travel, communication, or observation across it is possible by any known means.
The history of Kismet is defined not by linear progress, but by fracture. Every era exists in the shadow of a single, irreversible event—the moment when the world became two.
Before time was measured, gods existed as formless forces without identity, will without self. They did not rule worlds; they created them by impact. A god’s descent into a planet was not an act of governance, but of becoming. Only through striking a world could a god gain form, awareness, and individuality.
The universe was built with an unspoken rule: one god per world.
That rule was broken.
Two gods—Gaia and Terra—struck the same planet. Upon impact, both became embodied beings, gaining identity, emotion, and selfhood for the first time. In this shared awakening, they encountered one another not as distant cosmic forces, but as equals. They fell in love after the descent, once form and feeling existed.
The world that formed under their combined influence was unprecedented. Reality overlapped rather than separated. Power manifested in multiple ways at once—innate and structured, living and restrained. Civilization flourished rapidly, shaped by two divine philosophies that initially coexisted.
For a time, the world was whole.
Peoples emerged under Gaia’s influence with innate magic and deep ties to land and memory. Humanity developed under Terra’s influence, defined by adaptation, tool-making, and systems of control. Cultures intertwined, borders blurred, and power was understood differently depending on where one stood.
But coexistence masked incompatibility. The world was not designed to sustain two opposing logics indefinitely. As civilizations expanded, differences hardened into conflict—over governance, belief, power, and the future of the world itself.
What began as ideological division escalated into war.
This was not merely a conflict between nations or peoples, but between ways of existing. Living magic clashed with regulation. Presence clashed with absence. Balance clashed with control. The gods themselves became participants, bound by the consequences of their embodiment and their inability to withdraw.
Reality fractured under the strain.
The war ended not in victory, but in survival.
To prevent total collapse, reality split itself. A vast barrier of light—the Great Rift—formed, dividing the world into two parallel realms. The separation was absolute. Land, sky, and history were severed in a single moment.
Gaia was sealed with one half of the world.
Terra was sealed with the other.
The gods were cut off from each other entirely, their former bond rendered meaningless by distance that could not be crossed, seen through, or undone.
In the centuries that followed, both realms struggled to survive and redefine themselves.
Direct knowledge of the other world faded into myth, doctrine, and fragmented history.
For generations, Terra survived through avoidance. Fayth was monitored through ritual, taboo, and institutional oversight. Acolytes acted as stabilizers, preventing catastrophe through spiritual sensitivity rather than understanding. Progress was deliberately limited to prevent repeating the past.
Gaia’s realm, meanwhile, preserved ancient memory more clearly—but lacked the means or desire to intervene beyond its own balance.
The present era marks the first true shift since the Sundering.
In Terra’s realm, centuries of observation culminate in the development of Riftec—a system that allows humans to safely and repeatedly interface with Fayth. For the first time, power once feared becomes usable, scalable, and infrastructural.
Cities expand. Class divisions sharpen. Institutional authority fractures under competing interests. Reflection chasms and Rift-adjacent anomalies gain renewed attention.
The conditions that once fractured the world are not repeating exactly—but they are rhyming.
Kismet begins here: not at the moment of collapse, but at the moment when the world convinces itself it has learned enough to try again.
Kismet explores fate as consequence rather than prophecy. The world centers on the idea that destiny is not something foretold, but something inherited—shaped by past decisions that continue to exert pressure on the present.
Key thematic elements include:
Kismet is inspired by a blend of fantasy, science-fantasy, and mythic storytelling, particularly works that examine power, consequence, and fractured worlds.
Primary inspirations include:
The story takes place during a fragile turning point.
This is not an age of apocalypse—but an age where the conditions for one are quietly forming.