Reality is governed by two known “Everlaws“ that reconcile the constant conflict of Contradiction between competing realities.
The Everlaw of One
There are thousands upon millions of possible futures for every world in the cosmverse. Some possible futures differ from one another only in minutiae while others may have fundamental differences, but only one of those possible futures may become reality due to the Everlaw of One.
The Everlaw of One states that only one outcome from all possibilities may become reality. In other words, a world in which you are going to die and stay alive at the same time is not allowed. Either you live or you don’t.
The Everlaw of One eliminates Contradictions, keeping just one reality “true.“ It strips away Possibility Energy from the cosm, then uses that energy to put things right by changing one or more of the contradictory elements. If by some chance two possible futures begin to coexist, the Everlaw of One changes one of the conditions—that which requires the least amount of energy to change.
The Everlaw of Two
The Everlaw of Two states that Possibility Energy flows between all living and unliving things in a cosm, and is generated by interactions between the living and nonliving. It’s what ties and binds these various elements into a single reality, and is expressed by the world’s axioms and World Laws. The living may use Possibility Energy to create and manipulate their world.
The Everlaw of Two is weaker than the Everlaw of One, and can be interrupted by the Darkness Devices of the High Lords. They do this by imposing a new set of axioms over an area so that they take precedence—altering the Magical, Social, Spiritual, or Technological levels of the realm.
Despite being in a foreign reality, living beings remain connected to their original reality, and so Possibility Energy flows from them to their home cosm. However, when Possibility Energy flows back from the unliving it is intercepted and stolen by the Reality Raider’s stelae. This process takes place even if those living beings are disconnected. The Everlaw of Two maintains just a sliver of a connection between the disconnected native and his reality to try to send Possibility Energy to him. But the connection is not enough to allow the being to create Contradictions or control Possibility Energy.
Reality-rated characters have a much stronger connection to their reality, and the Everlaw of Two becomes a conduit for large amounts of Possibility Energy. Even though the invading realms’ stelae can intercept part of this energy, more than enough remains to power a reality-rated character’s Contradictions and incredible feats. When they disconnect, reality-rated characters are no longer able to tap into their reality’s Possibility Energy, and are nearly as powerless as Ords. However, the tiny thread of a connection is enough to allow them to reconnect and tap into that energy source again.
It is the Everlaw of Two that allows Storm Knights and Stormers to transcend in their Moment of Crisis. The choice that the Storm Knight or Stormer makes provides the conduit for the Everlaw of Two to create a defender (or enemy) of the invaded reality by strengthening the connection the being has with his reality (even if it is the one he has just been transformed to).
Not everyone who experiences a crisis is affected by the Everlaw of Two, and no one yet understands why. The crisis a Stormer experiences is often less spectacular than the heroic act of a Storm Knight—often coming down to a selfish or opportunistic decision that harms someone else, leaving many Stormers to believe a Moment of Crisis never occurred at all.
A strong majority of those who transform become Storm Knights, possibly due to Core Earth’s Law of Hope. However, casualties are much higher among Storm Knights thanks to their own selfless inclinations, which leaves the final ratio of Stormers to Storm Knights just about even.