On the Orbs - the nature of the Sefirot are viewed to comprise both metaphorical "lights" and "vessels". So in this instance, because this is a map, I'm interpreting the garden lights as figurative. It also fits the idea of Yog / Qlippoth as a place that is not a place because, in one interpretation, the centre circle appears to sit "behind" the central path.
One theme connecting the three circles is the
mosaic water. We have already reasonably established that the largest circle
(1) represents the Milton cosmos and therefore the mosaic water is in the location for Hell. Yog is an entity of "malignant globes" - thus, a cosmological evil beyond our comprehension.
The smallest circle
(3) has 6 trees which corresponds to the object within the middle circle
(2). It also shows the path leading 'around' it, not through - which is suggestive of a portal within / through this relative "position" on the path.
Yog Sothoth is stated as being "coterminous" with reality - meaning end-to-end or sharing common boundaries.
As you can see the two ends of the garden have the gates - with what I interpreted as gothic / runic Haglaz and possibly isaz beside - Hail and Ice respectively. This also fits with HPL's poetic use of coldness. The Kabbalah sphere of Hod is associated with the angel Michael - so in the Qlipploth it is associated with Samael / Satan.
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This leaves us with the four small circles along the 'path'. If there is a Kabbalah relationship, then there is also the
Four Worlds which are four spiritual realms in a
descending chain (with a primordial fifth as the 'highest'). Perhaps the higher fifth realm (ie. Adam Kadmon) is represented in this line, but it is an ethereal thing. More like a 'potential'.
There are also the four trees in the Miltonian Pendent World circle within (1), which perhaps explains why the path 'leads' to / from the Empyrean / Universe side of (1), and not Hell.
The MiGo fungoid creatures also travel much like Thargoids do through an 'other' space which is similar in the way the Kabbalah has connecting 'paths' between its spheres. Perhaps they are simply using a network that is far older than them. They simply use it to serve their master.
Furthermore, the cultish nature of the Raxxla Toast and Dark Wheel does give me the impression that Raxxla is revered like a god, and perhaps their reverence is naively directed toward this ancient network - which is effectively a component of an Outer God's being.
I know this doesn't glean much in terms of in-game spatial relationships, but I wonder if this helps place Raxxla in a "ranking" context between thematic zones. The Lovecraftian element acting kind of like a 'glue' tying everything together. In this sense, the Milton cosmos - Hell, Chaos, Night, Pendent World, Empyrean - are 'coterminous' with this malignant Outer God - imprisoned / held at bay by some force, and Raxxla may be a means of accessing this powerful network, but with
Dangerous risks.
Thank you
@selbie I appreciate the discussion, it’s very
enlightening.
Below are some
loose thoughts about how maps
could be utilised; again I believe I understand the map (to some extent?), but I suspect there are aspects to it we are
missing primarily because its context probably has been lost over time, as I suspect there was supposed to have been some type of ‘Codex’ to enable us to read it

…
Below then are some loose thoughts… ultimately I don’t believe all ought to utilised, a map ought to be
simplistic.
Centralised Narrative
In this respect our narrative - I am certain is a
Miltonian cosmological model, and thus Raxxla ought to be located - I speculate, much like the pendent globe, above Chaos, underneath the Empyrean. Thus I believe the map is conveying exactly this.
First circle is the model; second circle is the system it’s in (inside the first); the third is the body (inside the second).
Much of my research is formed from literary associations in game separate from the discovery of this garden (which I’ve discussed previously and assessed as highly likely); relationship mapping; spatial orientation and behavioural backcasting.
From that I believe we can identify the model in game, and identify the apex of Chaos.
The map is an incredibly clear match; likely in my opinion this was probably the original method of discovery for this model - but as a map on its own it ought to ‘communicate to us’; it ought not to exist in isolation but hold the seed of information to convey or assist in
orientation.
In that respect my studies speculate such context has been eroded, due to the removal of the old missions - which likewise I’ve identified have a likelihood of correlation… thus this garden may likewise be
archeological!
Albeit still relevant.
Thus for a map to have merit it must Identify
waypoints or
nodes. I believe these exist in the map, but we lack a legend to understand all their meaning.
Ultimately there ought to be a
unifying theme or cosmology which ties every element together and it is this theme which we ought to understand.
It is equally possible it’s not this complicated, and the map is just a
glyph, and exists only to convey the concept… again I speculate there was additional content to these journey, which has either been removed or has still yet to be found.
Spatial Structure and Orientation
There ought to be some form of primary axis or spine, a river, or a
processional path.
All of the key features ought to likewise align upon this path, in the map I believe
this is so as there is a direct line of sight upon a central axis in the garden.
But there ought to be some
cardinal direction. For instance a compass denoting at least one point of orientation, a form of directional symbolism. In most maps this is shown as a common arrow or symbol for North, but it could be anything.
Obviously garden map is unique because it’s actually a map within a map. So a cardinal direction may not be necessary, eg it actually shows us a Miltonic map, one which through research is based upon a cardinal system., but this is still guess work, if you didn’t know of the model in game, this the garden design should be giving us these clues…
I know there is a
compass linked to this model in game, I’ve established it correlates, but
where is this inside this map?
Is it really necessary?
There ought to be sight-lines, so users discover major elements in a deliberate sequence… again I believe this is so in the map as we see
repeated patterns of trees and benches in
defined numbers which correlate in a nested pattern. Or these equally form a line of sight upon the axis.
Symbolic Materials and Palettes
In real life maps we can use various materials to convey information, these can be utilised to identify common palettes, eg legends and thus help with orientation, such as ‘this is what denotes a hill, this a tree etc’ this colour denotes a certain height etc; a map can use various symbols and therefore can be encoded via
symbolism.
Thus certain waypoints or nodes, can be assigned
symbolic meaning, eg to materials such as stone - for permanence, water - for transition etc. or simply to convey a
significance to a primary location, eg this is Hell, this is of importance, start here, go there first etc…?
Plants likewise could act as symbolic metaphors or mythological associations.
I’m at a loss to understand their meaning but I do suspect the actual plants (bushes) in the model could hold some yet to be understood esoteric meaning? Eg their origin or nature correlates to certain systems?
Do some of the trees hold similar meaning, cypresses or cedars? Both hold potential for symbolism?
There are various literary references to certain types of tree being associated with liminal zones…but does the numerical aspect have some deeper meaning?
Thresholds and Transitional Elements
Gateways, arches, bridges or hedged tunnels could be utilised to identify markers between various “zones”.
Ground surfaces such as gravel to grass, stepping stones to flagstone could signal a shift in meaning or a transition along a boundary or concept.
Layering of low walls or raised beds could be utilised to create nested spaces reminiscent of map contours.
In the map I speculate the path ways denote the transitions between these tiered universes, there aren’t literal, but simply hold our imagination to convey this layered cosmological?
Scale, Proportion, and Vantage Points
A human-scale perspective may herald deeper meaning?
Changes in elevation (ramps, steps) could simulate ascents and descents.
Focal sculptures or viewpoints could be utilised at high points, to act like map landmarks.
Interpretive Aids and Wayfinding
Much like when undertaking field work, mapmakers and walkers use way finders, these can be desecrate plaques, engraved stones or stylized maps or glyphs at key points or junctions, to enable orientation.
These ought to be consistent symbols (icons, colors) on signs to orient visitors within this narrative!
Or is this map, simply a glyph itself…and it’s not intended to be any more complex. It’s does its job.
But if something else correlates, it can help further narrow down the sphere of influence.