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Steam Machines, Nachwir


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The process to achieve what we seek is a long and meticulously evaluated path. Every part of our creations is part of us as we gave it life in our minds before we brought it to the physical plane. Now I want you to take this into consideration and try again to make it work. Find what it is that is causing chaos in your being, visualise each and every piece of your creation and find the one that is causing you discomfort. Can you see it, ok fix it. Now disconnect from your creation and try to make it work again and always remember, our works are an extension of ourselves as they are the materialisation of our essence, our spark of life.

-Brena Sig, Master Craftsman.


The Nachwir are creations of the god Dasgan/Forsch (She who creates all/he who takes all) who inhabits a world called Zündu which is located in the Brinder universe. Their bodies are true works of engineering, which function thanks to a core of energy which is known as the "the spark". As with the Ixiku, the Nachwir could be said to be immortal, since as long as their spark is active they can live without any problem, but if they change bodies, their memories are erased, since they are stored in information cells in their bodies. In the event that a Nachwir's body is destroyed, strange creatures known as the Kromant will go to the site of the Nachwir's remains to reclaim the spark and take it back to a cube-shaped fortress known as "Dasgan's Forge". No one knows what is in there or what kind of technology they had but they believed that’s the place where Dasgan/Forsch resides. On the other hand the Kromants are the ones who carry a newborn Nachwir to the Abrik where it will belong.

More than a few Nachwir have tried to recreate a son of Dasgan but when they put a spark in it, for some unknown reason, it does not come to life. Hence they are convinced that there is a divine touch in the process of creating one of their own.

Another of the mysteries surrounding the Nachwir or rather their world Zündu is the fact that the surface of the world is plagued by strange mechanical beasts of unknown origin, although like the Nachwir, they possess a spark of life within them, only this one is red in colour.

The Nachwir love to create artefacts so they try to follow the example of their gods and creator, which is why one of their greatest inventions was to turn their Abrik into true flying factory cities. This was done to avoid both the natural disasters that plague Zundü and to avoid being constantly besieged by the mechanical beasts that inhabit the land.

The Nachrwir are divided into four types, the Grospekt or miners, the Aufman or merchants, the Konst or craftsmen and the Chützer or guardians. The latter have as their companion a beast which they themselves captured during a ritual test called the Inwecken. In this ritual, after capturing their partner, they link their spark to that of the creature to ensure their fidelity, but the lives of both are linked so that they share a destiny.

The craftsmen are the ones who create all the technology which is based on steam and electricity i.e. steampunk. The Aufmans seek to trade between Abriks although one of their main detractors are the more conservative Konst, who postulate that each city should create inventions for the city and not share them or "contaminate" themselves with the influence of other cities. On the contrary, the younger craftsmen support progress and the exchange of ideas as they postulate that in this way more can be achieved by learning from the mistakes and certainties of others. The Grospekt are the only ones who spend much of their time on the surface of the planet mining and digging for the raw materials used by the Konst in their creations. Finally, there are other Nachwir who were not made for a specific job and who perform tasks such as ship's crew or maintenance assistant, among others.

 
 
 

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