## lifecycle of a world seed
1. baby; can eat **motes** (passively kinda like one of those filter-feeder whales that eat kill). Motes are _uncondensed_ magic, sorta like free radicals (whatever those are?)
2. Once it pasively eats enough it grows its first tendrils. This is the "find your first agent" stage; it can wave its agent-connection tendrils but not move its body until it finds an agent and gets some motes from what the agent does. But not all world seeds actually _find_ an agent at this stage. Crucially this is the stage at which it can eat _magic_ ; condensed motes.
3. generate an aura around a chunk of loose floaty stuff in the void and properly claim it, start integrating it into its being.
4. grows "travel" tendrils; can travel by fwooming {some world seeds find agents at _this_ stage; agents make finding food a lot easier.}
5. in the beginning, it's relevant to the energy situation that there is no sun. The sun is fusion/fission, a self-sustaining very long-term reaction. Once a world seed can make _that_ it's a level-up / maturity marker. Like when a kid hits puberty. At this point they develop their own magic field with its own rule set, physics etc, the 'flavor' to be determined by consuming the weight of all the magic crap they've accumulated.
6. makes new baby world seeds and sends them out into the void, it's the ciiiiiircle of life.
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How do worlds die?
The usual way, fast and then slow. Sometimes slow, sometimes fast.
Bring context of world being born.
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Instead of experience, use luck which can be spent on either items or to apply pressure to a situation to tilt the situation — basically FATE points?
Use Tuft as a formalization of things. Maybe Wandering Inn style? This is a world seed. Tuft prime. He makes a small bubble of reality — he has been drifting in the void like a dandelion seed on the wind and searching for anchor points carve in enclave out of the void. He finds The Three adventurers, along with some artifacts. The first thing we should do as part of character creation is roll for which artifacts they get, I will make a bank of 15 things in Andy's general vicinity and then he can suck in the three that players roll. The bingo cards are stuff in the ether as well.
Tuft is a world seed. He might send the adventurers out into the void to explore and collect things, once he is anchored to a place he can sense but not actually interact with anyone but the sentients? All world seeds can do is be a data Bank, helpful interface, and the sphere of protection. In order to expand the sphere of protection, they have to feed the seed and nurture it the way one would a regular seed, some combination of nutrients, sunlight and water.
Of course, world seeds don’t actually use those three things, he needs… Narrative weight; along the lines of “the experience points” don't go to the characters, they go to Andy. Have the narrative weight be moats motes the way that it worked in the fairy tale books by Mercedes lackey — the 500 kingdoms.
Characters transfer the motes to Andy, Andy gives them directions to useful things to make them more powerful and help achieve their goals. It's a symbiotic relationship between sentients and world seeds.
As we explore further, perhaps we learn that there is a series of conflicts between the world seeds, some of which do cloning, some of which do more like how trees fall and then new forests grow up redwood style, some are more like mycelium, some are more like dandelions, some are more like acorn trees.
I like Andy being a dandelion, Tufts on the wind, because it lets me talk about how cool dandelions are, definitely weeds, and in some ways annoying, but quite Hardy, and tucked into places they aren't wanted :p
Earth is A redwood Forest, ancient and powerful and slow growing and allows for a monoculture.
Sometimes Andy sends you to retrieve an artifact, sometimes it sends you to retrieve person, or even a whole house, or chunk of a city, but it can only enclose things based on how much space there has, so the players will have to pick what they want to add to Andy's sphere.
Things can float safely in the void and be visited, but they can also be destroyed out there, Andy is protective. Sphere is like the atmosphere of a planet, it is not absolutely perfect, and planets can exist without an atmosphere, but the atmosphere helps protect it from random encounters with terrifying things.
Magic users can't exist in the void, but once Andy's sphere is strong enough, then the protective wards will allow them to become magic users and retain magic and develop their own unique magic system for the world so that they can explore the things that emerge in the world safely and shape the entire world and become functionally gods should they survive long enough. But that path will tie them to the world and Andy, which is what Andy pushes them towards, but if they decide to not do that, they can continue exploring and helping him spread world seeds… his children.
Of course they may encounter the agents of other world seeds and choose to defect!