Turn 4: The Joy of Death
And for a many a century, the gods watched as the mortals advanced onwards.
...
Many of the Feral Wallows had become something greater than tribal villages or nomadic bands. Through many generations of natural selection, a large number of Feral Wallowings had become more adjusted to their environment. Rather than walking on four feet, these creatures lurched forward on two. They became taller, slimmer and far more flexible than their enslaved kin. Those who led their peers even grew small antlers, as if a recognition of their authority. These Ferals had become something greater: the Free Folk.
They were a people at odds with themselves. They were down to earth and yet saw the Free Wallows, the "Saplings", as little more than runaway pets who had forsaken the gods over a little fit. They were wise from the songs and eddas of the ancestors, but were quick to fight over the smallest slight. They were free and supposedly equal, but gave distinction to the strong. And yet, for all these contradictions, the Free Folk were in many ways, masters of the Wilds.
The cultivation of the Control, Mo'tep's Wit, had given the Free Folk mastery over the creatures lurking in the forests and swamps they called home. Even the trees themselves, plants without thought, gave way to the stride of a Freeman. Even in the arts of War and Song, the Free Folk excelled, singing their battle rhythms as they clashed in the thick undergrowth which they called home.
In time, singing-priests became part of the Free Folk way. Called Druids, they soon became a cornerstone of any tribe, caring for the Controlled beasts, tending the Sacred Groves and retelling the Songs of the Ancestors to all who gathered around the fire.
And as would be expected from any martial culture, battle and glory was always on the mind of any self-respecting Freeman. Skirmishes and battles took place between the tribes, some even ending in the Arena, if the participants wanted a truly glorious end. These battles rarely saw great bloodshed or death; even the raids on Sapling villages saw little carnage. Most raiding stopped once automatons arrived and wielders of Unsiege came around. Most Glory was instead found in the Wild Hunt. An event held annually, it was a time for great warriors to mount atop their beasts and wreak havoc on the Saplings, taking what they wished. Acting quickly, the automatons and engineers would find little time to react before the mounted warriors were gone once more.
...
The Free Wallows, for their part, carried on with their lives. Although they had always been watched by the Caretakers, many had ruled in their name and knew how to oversee their return to prosperity. The first generations were chaotic; anarchy had seen many innocents dying due to mismanagement, battle or malice. And yet, they recovered. Councils and kings sprung up, to lead the Wallowings in this age without gods. The spells of Unsiege saw the homes and walls of many cities repaired, and even the great palaces were once again glimmering with marble.
And yet there was still the other problems. Many of the cities were simply not salvageable. The foul magics of the Tyrants had been the death of hundreds of thousands; those burnt cities were inhabited by little more than ghosts, their few residents wandering the empty streets. Those cities had quickly fallen to invaders, disease, mismanagement or were simply abandoned.
More alarming however was the fate of all souls; to be the playthings of the gods, to be tormented for all eternity. The Melancholy was a great burden for many Wallowings and always gave encouragement for all manner of indecencies to be committed. As the years passed, philosophers and sages of all backgrounds emerged, each with answers to Life and Death. Each developed their own followings, their own systems and own beliefs. Some believed in spirits who naturally existed. Others created their own gods to replace those they had abandoned. A few however looked for comfort from within; they emulated the Way and chose to believe in themselves rather in the supernatural. Regardless of their new beliefs, all were united in a rejection of the Old Gods and a belief in an achievable afterlife that lacked the tortures of the Singing Tower. These Schools of Natural Thought would come to influence the Free Wallows for centuries to come.
And so, the Free Wallows marched ever onward, trying hard to live a life without the gods or their foul ideas.
...
The Eight Cities, cutoff from much of their trade and each other, hunkered down. More and more walls were built, with armies ever ready to fight the Heathen scum. Mages flanked by their retinues of Fruitbearers watched over the arcanite fields, harvesting their energy as needed. To many outsiders, the Eight Cities became places of myth; cities that seemed to be part of another age defended by armies of automatons and experts of Unsiege. Stone men still walked its streets, with Wallowings bowing in respect while Willowmen sung of the Tower and its Joys.
The Eight Cities, for all the legends and myths about them, were all too aware of their circumstances. As such, the Cities developed great tunnels below the Earth; a way to communicate with the outside world without encountering the Heathens that surrounded them. Through Runic spells, the Caretakers augmented their charges; Wallowings who could survive the Darkness were created and sent forward. In time, links with the Minds were made, even several Free Folk tribes. In some deep and cold caverns, a purple metal was discovered. In yet deeper places, a warm metal too was found. Though the true purposes of these minerals yet eluded the Cities, one day they hoped to understand them.
[3] In time, the Caretakers heard the words of the Saint and Protector Meoboroje. He asked for worship, for power so that he could continue his duty. The Eight Cities, as grand as they were, were crowded and every space was a luxury. Not wanting to disappoint a god, the Caretakers took to mining out large if drab temple complexes deep underground. Some cities even built around Minds, hoping they'd worship in the way of mortals. As though amused by their antics, a few Minds did so, though even fewer showed any real devotion.
Without worshipers however, these temples would offer little to the god save what worship was made during the creation of these temples. This soon proved to be a non-problem as the Caretakers never stopped building their temples; whole tunnels would be dug and then carved into temples. The Caretakers had turned architecture into worship.
...
The Minds, united by Duty, continued their tasks with diligence. Their Father's words still rung true; Guide and Remember. For an immortal race such as the Minds, innovation came slowly. With the dawn of the new era however, some had thought about making a change, a change the 'senior' Minds would have concerns for.
The elders had spent eternity watching the mortals war and fight, only caring for their Duty. Even when their Father had given them the duty of Guidance, they had did little more than trade and advise. Only Mind Cocea had made any attempt to help the mortals in a direct matter and the results had been beneficial to all; a whole civilisation learnt in the wisdom of the Minds and all in singular worship of the Father. The Firm Hand could not see why the elders were hesitant to adopt Cocea's ways; was it not their duty to Guide? Their Light Hand did nothing; only the Firm Hand could make a difference.
In time, this friction resulted in debate, then argument, then war. Whereas the battles on the surface were for all to see, those battles that happened in the darkness below ground had no spectator, no one to Remember besides the Minds themselves. And so without the knowledge of the mortal races, the Minds fought battles of attrition, each vying to institute their own philosophy. In some areas, the old guard remained dominant, retaining their duty to Remember and Teach, but always with a Light Hand. In areas where the youths had taken victory, they chose to carry out their duties with the Firm Hand. In most cases however, such battles were short-lived, with the arrival of the automatons ending all hostilities.
What had happened in Mind society was a natural evolution of thought; the birth of the Shaded Minds was not. While many Minds had known of arcanite and its effects, none had yet been touched by Infusal. As such, when the Father directly created a new generation of Shaded Minds, all were greatly confused. The newborn were not like other minds; they had the stench of mortality and their very composition was mortal emotion. Their locations on the surface also made communications difficult, with most correspondence done through the messengers and crystalline spire. In time however, the Shaded were recognised as yet more of the Father's creations and while they differed in thought and in form, they were Minds all the same.
Most of these Shaded Minds drifted towards the Firm Hand, due to their mortal nature. Some, those more aloof, chose the Light Hand. Regardless of their philosophies, these Shaded Minds soon became a common part of the landscape, in many cases disrupting the lives of those already living there. A lover's retreat may be the new site for a Mind of Love's base. A graveyard might become a Mind of Despair's favoured territory. In most disputes, the power these living arcanite shards had was a decent trade for giving up some lands. These Shaded Minds soon became prime trade nodes; arcanite was by now well understood and a favoured trade good for all who could wield the power of the Runes.
Cocea especially became the home of many Shaded Minds. These monotheist had come to discover that in many cases, their souls did not leave the mortal plane but became immortal entities just a step below Kerikavae himself. If the Coceans had been pious before, now they were a people who's whole lives were devoted to their god and true immortality. The Minds of Cocea, the honoured ancestors who had achieved grace, would in time form the ruling class of their nation.
...
Vodoth did as he planned; a Second Sun to hold the souls of the Starborn and a Plan by which they would be reincarnated. He hoped it would not cause too many problems. As he waited for his plans to come to fruition, he gazed at the world and yearned for knowledge [6] Vodoth, it seemed, learnt quite a bit. He stared at the Eight Cities of Gold and observed.
While in truth there were at least 50 Guided settlements throughout the world, the Eight were those in popular memory and the Guided preferred to keep the exact locations of their homes secret. The smallest of the Eight was the Cloud City, Clugize. A city built on the slopes and peaks of the Drasperres mountain range, to even call it a city is a misnomer. Its population is scattered throughout the range, each connected by roads and tunnels. In the Golden Era, it ha been a quiet monastery for a Caretaker prophet and his followers; the waves of refugees that came from the lowlands had resulted in its growth throughout the surrounding mountains. It is ruled by a council of Caretaker priests, each in charge of a canton within the city. Clugize has few connections to the outside world, save for the regular Feral traders and visiting Starborn flocks. Starborn flocks can at times make up 15% of Clugize's population and a large segment of the city's economy relies on Starborn visitors. Businesses have opened with the sole function of caring for Starborn juveniles or feeding Starborn visitors with a myriad of snow-based dishes.
The Drasperres, Vodoth discovered, was a favoured resting spot for the Starborn, who would rest in its snow-laded peaks for periods of time; their patronage of Clugize had only made their times there more enjoyable. Beyond this, Vodoth found little of interest. The whole mountain range was controlled by Minds with a few Feral tribes inhabiting the mountains. Vodoth did however discover a species of mobile tree that while non-sapient, had the ability to mimic Wallowing songs.
Suffice to say, Vodoth now has an intricate knowledge on the workings of Clugize and the Drasperres.
The Starborn, despite the many years of learning, had retained their Flocks, albeit with some cultural evolution. In many flocks, hierarchies had evolved. Whether by age, skill or raw power, the Starborn found that being better was equal to being leader. When they learnt of Vodoth's new plan, they offered no shock or outcry, only acceptance.
It was only the Pacifists who raised a dissenting voice; why should they who had given up the gods be limited by their plans? Though tolerated for their status as healers, those who spoke their opinions were jeered and insulted for their blasphemy. The implications of the Pacifists' disagreement with the Vodoth's system of reincarnation did not seem to have any observable effect on Starborn society for some time until one day they noticed that the oldest of the Green Starborn had not died or aged; they were still in their youth even if their clutch-mates withered and died. The Followers of the Way, it seemed, had used the knowledge of Vodoth to circumvent the fate Vodoth had imposed on them all. Suffice to say, some Starborn were intensely jealous, although most had the tact never to say this outright.
...
As the world moved on, Vayros and Pif-Ria did their part to ensure to strengthen their influence.
Pif-Ria, ever industrious, gathered 33 of her wisest servants, transforming them into the Sages of Mirth. These mysterious figures who could disappear for whole lifetimes, soon became important if unreliable members of the world. While hated on principle by the Free Wallows, none could say that the Sages were not of use. They were far too useful to simply be discarded and far too devoted to be simply ignored. As such, they soon wormed their way into many courts and at times, taverns. Storytellers and chroniclers would spend days recording their tales or mention how they had affected one event or another.
The Joy the Sages brought was soon reflected in the slight increase in the Tower's growth rate. While not enough to make a major difference, the Sages hoped that with enough encouragement, the Mother would soon enough be empowered yet further.
To further drive Joy into the hearts of Mortals, Pif-Ria changed the those Shaded Minds that had embodied Joy. They would become the first of Pif-Ria's Mind followers and the first adherents of a Mind religion. Called the Cult of the Unending Hum, they had an unusually strong link to the Singing Tower and as such, the Child-Goddess herself.
Empowered by her sages, Joyous Minds and the many generations of mortal souls, Pif-Ria soon held the power of the Afterlife in her very being; she was not just Joy but Death incarnate.
While Pif-Ria took up a new Sphere, Vayros was just beginning to ensure people knew of his Own. Creating 12 Books of Alchemic Knowledge, he ensured that only those who worshiped him would be given the inner secrets the Books possessed. With nary a thought, he scattered the Tomes throughout the world giving them to the most curious of the Wallowings. Those who had been blessed soon figured out the wonders of Alchemy of how it could cure and curse by combining ingredients. While some of these were seemingly mundane, others were seemingly impossible. As such, those who read the Books soon knew without a doubt that Vayros was a god. Each disciple of Vayros soon gathered a following of students, all wanting to learn the Alchemic arts. Within a span of decades, Vayros was soon known as a living breathing god and one not associated with the Singing Tower or Creation. This fact resulted in the popularity of his cult amongst the Free Wallows, making him one of the few deities worshiped that had any real power.
...
Tired of the mortal world, Raalmana journeyed deep below, hoping to find a place of solace without the anarchy of the sun and those who lived under it. [2] His hopes were quickly dashed. He found great tunnels and caverns inhabited by the Minds and the Guided Wallows. Temples, Nodes, Outposts and Mines littered the shallow parts of the earth. Even as he journied deeper, he found yet more denizens of the Dark; descendents of the first Wallowings who had adapted to a life without light. Plants that fed on elements or magic. Creatures that ate Minds and Memories. Simple-minded degenerate Wallowings who had lost all senses of civilisation. The dark was not at all peaceful. [4] Regardless, there were places of quiet in the darkness. Places the Minds revealed to him. Some of these immortal creatures, aided the Crystal Starborn with his plans, to build a laboratory to advance the knowledge of all races. Some asked to be Infused, which Raalmana easily gave. Some asked for news, which he offered without trouble. Some asked for aid in a task; Raalmana handled them with ease. Eventually, with the help of the Minds, a cavern was fortified and furnished with all the Ascendant needed to perform his experiments.
While Raalmana descended deeper underground, The Artist remained on the surface to help those he had hurt and further the plans of his mother. Ashamed of what had happened to the Boogiemen, the Artist invited their progeny to forever inhabit the Arena, free from persecution. Most accepted and those who visited the Arena now saw within it a vast collection of monstrous denizen. Most attributed it to the Artist's sense of art, not questioning their presence.
His mistake mended, the Artist decided to dedicate a grand palace to his mother. [6] He succeeded perfectly. To describe Pif-Ria's physical palace would be impossible for its beauty is far too much for mortal words. Suffice to say, the Palace soon becomes a place for pilgrimage for Pif-Ria's earthly followers. Sages and Cultists alike sing praise to the Mother while supplicants ask for advice or engage in merrimaking. This said, Free Wallows from the surrounding settlements are of course, outraged at its construction and were an army of automatons not surrounding the palace at all times, there would surely be bloodshed.
Pif-Ria gains the Sphere of Death.
Most Feral Wallows evolve into Free Folk. Skilled in Control Magic.
Free Wallowings resettle cities. Adopt varied beliefs called the Schools of Natural Thought.
Eight Cities of Gold develop tunnel networks. Create giant temples underground to Meoboroje. +0.5 Worship to Meoboroje.
The Minds split into Firm Hand and Light Hand philosophies. Conflicts range from minor arguments to wars.
Coceans now belief in an afterlife as Minds for the pious and the Singing tower for those less dedicated.
Second Sun created. Starborn population limited to current souls available.
Pacifist Starborn achieve workable immortality.
Raalmana gains Isolated Researcher trait.
Vayros gains Free Wallow worship.
Alchemy becomes known to the World.
The Crystal Palace is built.
Feral Artist gains Divine Architect trait.
Kerikavae: 0MA 2.5A
Meoboroje: 0MA 1.5A
Pif-Ria: 0MA 1.5A
Vodoth: 0MA 2A
Vayros: 1MA 1A
The Feral Artist: 0.5mA
Raalmana: 1.5mA