Imagine you were a designer of an elaborate videogame. You design the stages, the characters, the rules and the plots. You construct and implement everything that exists and interacts inside it.
As a matter of fact, you generate all the bits and the bytes inside the source code, you ARE the Game.
However, for the sake of making it fun for yourself to play too, while remaining omnipotent and omnipresent, you can divide yourself into infinite sub-units, make your presence invisible and trigger amnesia in your subs under certain circumstances, so as for the game to never get old. You entrust each of your created elements with sufficient memory, intelligence, processing capability, variable choice, and a degree of interaction with its meta-environment and adjacent players. To some characters you even give free will. And you make it all true enough to be considered a Reality.
In your apparent absence, every time any of your game elements makes a pivotal decision of any kind, you back-log that decision's maturity vector for future reference, while dealing with higher priority tasks. You cyclically suspend the whole animation scenario and copy it's totality to a different disk, so that each circumstance, player and stage can become completely independent from all others - to develop somewhat autonomously. In the meantime, the original games go on uninterrupted, so as to avoid confusion among the root contestants, who keep gaining experience, individuality and skill in the meantime.
Every single movement, every newly-collected know-how, every breath and heartbeat will be carefully analyzed eventually, once the time comes to pass to the next stage, to harvest the fruits of your gaming experience in search for the best possible outcomes, the highest score available, the greenest grass.
You separate each physical memory unit from the other with a thin veil of astral energies, so as to keep all cast and characters factually interconnected, but apparently separate and concentrated on the current learning experience; so as to avert turbulence among your vibrant interactive audience, because they will NOT be able to cope with such massive array of data on their own. Gradually, you compile and undetectably connect all elements into larger and larger structures; you transfer entire dimensions and universes onto new carrier memory & evolutionary platforms.
You burn your potential scenarios onto CDs, assemble these CDs into racks, clusters, server farms and gigantic warehouses of Celestial Existence. And you have billions upon trillions of such warehouses on eons of fields, planets and universes...
Once a warehouse runs out of space or reaches a quality (celestial age) ripe enough for harvest, you cyclically go through each and every scenario CD to assess it, and to derive the totality of knowledge and experience it has brought to the game. You discard the useless and you keep the profitable, so as to merge their knowledge, wisdom and skill into higher-density scenarios - to allow them to become Designers too, because they have proven themselves worthy of such significant and responsible position; so that eventually, they can become like you - Creators of Infinite Universes.
Some scenarios you can quarantine for future reference, because you are still unsure where exactly they belong - the bin, or the next branch on the tree of creation. And you come back to these quarantined features later, upon the next cyclic passage of the reading laser head, while letting them play and divide into further clusters of physical discs in the meantime.
But eventually, even the largest of warehouses of quarantined CDs gets over-packed too! It appears to contain a majority of game elements that never bothered to learn, never gave a damn about others, and remained unprofitable to themselves and The Game at large, despite the infinite opportunities provided for them.
What do you do with such corrupt memory cells, be it a single unit of consciousness or an entire warehouse filled with them? Do you drop them as useless and obsolete? Do you over-write them? Or do you keep letting them play until they eradicate one another together with their neighbors? Until their timeline runs out of options, and their screen reads "Game over"?
But what if by destroying themselves and their current Game, through their rooted interconnection to other - better-performing elements, from which they all essentially stem - your quarantined building blocks take their parallel copies down with them? What if the destruction cannot be contained within their respective cluster, but will ripple from a single element to an entire warehouse and beyond?
At this point, the game has become too complicated and you are simply unsure if such could be the case. Plus, it would require too much back-testing and simulation to figure out the degrees of their entanglement, their dependency on one another, from one competing champ to the next.
So you simply create intelligent filters, through which the gaming scenarios will pass one by one, and get discarded or accepted into the next stage based upon specific rules. Servitude versus domination, benevolence versus destruction, love versus fear; that kinda rules.
Because ultimately, the Game has no end and no beginning; it simply exists and is initially designed for you to play forever by default; it is not result-oriented, it is PROGRESS-oriented!
But what if even the most elaborate of your filters fail to distinguish the good from the bad and the ugly?
Well, in this case you intervene personally, because enough is enough!
You send copies of yourself - Architects - conscious energies carefully concealed in anonymity, so as to prevent the Game from stopping; so as to make sure nobody begins to show off or play nice, while you're in there checking upon them at any given level. But before the Architect can have his say, he must learn the rules of the game too, because he is not necessarily aware of them from the start.
The Architect's job is to infiltrate any given portion of the Game on any given level, ranging from a timeline in a physical universe CD, to rack, to cluster, to server farm, to warehouse and so forth. It is to collect information and assess all potential outcomes, so as to evaluate the probable future progress, and make changes where necessary - to intervene up and down the timeline, in order to save it from destruction, because you simply cannot let it destroy itself for fear of damaging the Entangled Others.
On higher levels (warehouses, server farms) the architects remain pure energy - they distribute and administer balance to the Overall in a constant flow of data. On the levels of Physical Matter Reality (records on CDs - physical universes, galaxies and civilizations), all Architects have the obligation to clone themselves too, and blend into the gaming environment, so as to remain invisible and cautious; to be just like the rest - almost human, if you will.
However, the Architects cannot correct the timelines indefinitely. They do not have the capacity, willpower or permission to do so. Nor is there much point. Eventually, there MUST be an ultimate test of sorts that will decide on the destiny of a given timeline. If such timeline is deemed impossible to save due to karma collectively generated by its participants, if the majority of its elements still refuse to contribute to the Overall despite the given warnings, the Architects have the power to implement a Final Solution on any fractal level beginning at the very root.
They can drop the timeline on any given marker inside the cyclic scenario, and erase the majority of harmful memory elements, while saving only those that they personally vouch for, or that have passed the simple automatic filters of universal inter- and intra-benevolence.
Because in the end of it all, YOU, as the Supreme Designer, DO have the power to disengage the apparently entangled relationships! All you need do is be vigilant, concentrated, critical, and involved.
And goddamn, does it piss you off to get involved in such trivial insignificant matters!!!
So here's the deal as I perceived it (I may still be very wrong, but based on prior experience, the increasing magnitude of received information, and the recurrent quality of these visions, the margin for error is minimal):
There is a bet that this timeline needs to be dropped (or, at the very least, some of its elements), it's been in the red for far too long... Some of us are here to evaluate the situation and correct it if possible... Others, if we fail, will step in and apply the Final Solution...
Humanity is not learning... There is no progress... One civilization after another they destroy themselves and succumb to fear, greed, envy etc... They make up histories and dupe others into submission, while in reality, long ago they had been entrusted with the opposite, because EVERYONE here deserves and has the right to ANY future he or she chooses.
The forces of good and evil are pretty balanced on this planet, but that's not good enough. Mere balance is stagnation, and stagnation is equivalent to destruction in the long run... Humans are surviving, but NOT living. They navigate from one dooms day prophecy to another, barely avoiding the BIG ONE each time, hanging by the thread despite all prior warnings. And they have pissed off a lot of supervising entities up there, who are barely willing to keep this anarchy and pandemonium going for much longer...
Atlantis, Lemuria, Mu... ALL have made the same mistakes and were ALL "taken care of" to a variable degree for the sake of saving others. But most importantly, they were warned that this time is their last because the Big Dude, in whichever grand apparition of his, is coming around at the end of next cycle and he sure as hell will not be so nice after so many ignored messages!
I took the side of the bet to prove that humanity is indeed worth the hassle... Me and some others... But if our final evaluation comes back negative, if we give up in trying to prove our point... Well, i guess u know what this means... But we will take as many as possible with us...
Others... I don't know exactly what will happen... I guess those units of consciousness will just be reloaded - all memories erased and placed into new meta-environments to collect experience anew... Maybe even start off as physical objects, who knows...
But thats just an educated guess...
2012 is the next marker on this fractal timeline.
We are the Architects of Change.
We intervene when necessary. We intervene to make changes. We intervene to correct.
But we are currently forced to begin dropping entire timelines - cleaning up the server farm one CD after another...
Because at the current stage, this cluster is running out of storage space if you see what I mean...