TIME WARS: Stories and Games in the Harmonicon Universe

The Crystal That Broke History

In the late twenty-eighth century, an attempt to create time travel opens the way into the Temporal Nexus Chamber. There, researchers discover a crystal tied to time itself. Their intervention shatters it, scattering colored shards across thousands of years of history.

The discovery offers access to the past. It also sets a catastrophe in motion: the scattered crystal must be restored before the collapse of time destroys everything held within it.

Two Answers to the Same Disaster

One faction believes history must be preserved. Even a terrible event may be part of the chain that led to the present; changing it can produce consequences far beyond the intention of the person making the change.

The other believes the power to change history creates a responsibility to improve it. Why accept a tragedy if it could be prevented? To them, refusing to act can be as troubling as acting without restraint.

The tension is not simply between people who understand the stakes and people who do not. Both sides can believe they are protecting humanity. Their disagreement concerns which sacrifices they are willing to make—and whose future they are willing to place at risk.

The Nexus

The Nexus is the point where eras meet and travel between them becomes possible. The earliest game outline imagines time as sectors around a central convergence rather than merely a straight line. That offers room for encounters between people whose worlds should never have touched.

The crystal’s colored shards connect to different historical periods. In the working chart, the red, purple, orange, blue, green, and yellow shards correspond to successive millennia before Christ; white and black connect to later eras. The chart is part of the developing setting, rather than a finished map of every possible time period.

People Who Should Not Exist

One story opening follows a college student whose existence becomes impossible once an earlier event is corrected. In the repaired timeline, his mother died before he could be conceived.

Instead of abandoning people like him, the temporal agency retrieves anomalies and brings them to the Nexus, where they may be offered a life and a purpose beyond the timeline that no longer has a place for them.

That is an emotional question as well as a science-fiction puzzle. What does belonging mean when the world you came from can no longer remember you? What would you choose if the people who saved your life also expected you to protect a history that erased it?

Another Door into the Story: The Old West

A later opening takes us into a saloon. A loud, dangerous man called Bart has made himself at home when an agent arrives to bring him in. Bart does not appreciate being called Bartholomew, and the encounter becomes a familiar Western confrontation with a very unfamiliar destination.

The agent, called Hickson Kincade in this version of the notes, wins the encounter and prepares to leave through time. Then a woman working in the saloon collapses. A scan reveals something the agent believes should be impossible: an exceptional Harmonicon connection, discovered in the wrong sector of history.

He takes her to the Nexus, where the discovery challenges what its own specialists believe they know. The war is going badly, and someone who should not be there may be exactly the person they need.

These are alternative entrances into the same developing universe. Both are preserved in the project notes; they are not being presented as a single finalized chapter sequence.

A Story about Intervention and Consequence

The adventure offers chases, confrontations, unfamiliar eras, powerful artifacts, and a conflict larger than any one life. Beneath that is a question worth returning to: if you could undo a wrong, what would you risk changing with it?

The agents themselves have carried different names across versions. Earlier notes use TICKERS; later game material develops TRACKers. The opposing HACKers remain associated with altering history. Those changes are part of the concept’s history and will need to be settled as the world is developed further.

A Game World as Well as a Story

The same setting has generated several game directions. Early TIME WARS notes follow guardians seeking crystals, misunderstanding one another, and eventually recognizing a larger enemy. The Remnant Wars explores factions linked to different eras.

Fractures concentrates the conflict around a single shard. Opposing sides pull the struggle toward themselves along a time track, bringing the larger disagreement over history into a focused card-game encounter.

These game designs belong alongside the story concept. They are ways of exploring the same universe, rather than a reason to reduce the writing to a set of mechanics.

Where It Stands

There are world notes, competing opening ideas, faction concepts, and several generations of game design. The setting has enough identity to preserve as a substantial project, while its terminology, central cast, and final opening remain open to development.

Help Bring This Idea Further

This is a project in development. If you would like to partner in developing it further—through writing, illustration, game development, testing, or another relevant skill—I would love to hear from you. Contact Love78 Studios.

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