appear on Ur, migrating in small prides across the shrubland, hunting and gathering. These human-torsoed lions have six limbs, as per centaurs; four legs and two arms, with leonine heads. Whilst fast and with natural weaponry, Koorathi prides clash often and are prone to fighting.
of all kinds appear across the surface of the world, taking to the plains and forests, whilst countless species of
fill the skies and shrublands of this place. Whilst their flight gives them some advantages, they prove less able to survive in the dense forests of the world and tend not to spread to these places.
appears in the world, but is soon lost. It grants one who touches it knowledge of all living tongues, and imparts a message from its creator, informing the use of the Teleport Chant.
appears upon Uth-Vel, a village surrounded by an indestructible wall of divine make, and filled with buildings of the same indestructible material. Within the village walls, no violent action is possible. It is possible to expand the village, but only the initial structures retain their indestructibility, and the pacifying effects of the village cannot pass beyond the wall.
appear in the Mystic Village, apparently lizard-like humanoid creatures. In truth, their scales are composed of the same material as hair, and bear closer similarity to the pangolins of Earth than true lizards. Whilst not possessed of strong biological advantages or disadvantages, the lizans have a deep psychological need for peace and harmony, permitting larger family groups but perhaps less effective contest with hostile competition.
is wrought across the fabric of the world. There prove limitations to the chant, and unexpected ones. Whilst teleporting, the accuracy of the teleport depends upon the ability of the traveller to visualise their location; a familiar place will be accurate to travel to, whereas merely the name of a region could land the traveller anywhere in that whole area. A second limitation is that the teleport requires fuel in the form of radiance. One may teleport freely away from a place with strong ambient radiance, but to do so elsewhere must consume radiance carried with the traveller.
Cracks begin spreading across Isgon's form, crumbling away at the tips of his wings. From his form the dragons emerged, flitting across the world in search of new homes. The abyss calls to him, and this world can no longer support his spirit. With a great rupturing, his soul takes to the sky, leaving the shattered form of his body below. Through starlight and void he soars, waiting to spin a form anew.
The broken ruins of the eagle man's body continue to crumble, revealing within a mass of golden feathers. The floating wisps of form coalesce, momentarily forming that body of a brilliant eagle, wings outstretched, before they fade. From Isgon's body, a god is born;
.
Ages have passed, and whilst indecision may have stayed their hands, the alignment of stars inexorably pulls the spirits of the Titans away.
find their forms beginning to fail, the bodies no longer able to support them. They are drawn towards the void once more. What will they leave in their passing?
Radiance: The core of the world is changed, and now emits magic in a wild and chaotic form, typically manifesting visibly as an array of colours or a haze in the air. Radiance typically escapes through volcanic cracks in the earth, but sometimes also through rivers or storms.
Devouring Magic: The devouring of sapient creatures (or a gluttonous amount of animals or plants) grants one characteristics of that which is devoured, such as strength, speed or flight. It usually triggers morphological changes as well. This magic is voluntary, and must be specifically invoked.
Memory Capture: Every sapient being in this system has its memories copied into the Memory Pyramid on Ur, instantly.
Magical Negation: Sunlight dampens Radiance and weakens the powers of magic and magical creatures, so long as it is reflected from water ice.
Black Ice: Ice water no long reflects any light, appearing to be matte black.
Pre-Cognition: It is possible, through means not elaborated upon, to catch glimpses or even visions of the future - but the trap of Destiny will close shut if you do so, dooming those events to come to pass.
Enos Teleport: (Limited to Enos) - Enos can teleport seven times in their lives, to or from the Warp Spire to/from their last left Sky Lord. After 3 teleports, they receive a random boon: the Boon of Physique (better flight); Boon of Life (fast healing, longer lifespan); Boon of Grace (improved intelligence, creativity); or the Boon of Magic (natural magic, infinite teleports). The chances of obtaining are weighted heavily towards the former Boons. During teleports, they may carry worn or held items up to their own body weight with them.
Catblock: Cat memories cannot be captured by magic, nor can their futures be predicted.
Teleport Chant: A specific chant, in the divine tongue, may teleport members of certain races either to a location they are very familiar with or to a random location within a given 'region' (anywhere between an island to a whole continent), save to the moon of Cath. As an unexpected limitation, this chant must either originate at a place of natural surplus radiance, or will else consume stored radiance of the travellers.
The Gods
Ashult, the First Steward, Lord of Magic, Fate and Change. Ashult is typically depicted as a young sapient, with a great eye in his forehead, garbed in the dress of a scholar. He accepts animal sacrifice, favours sapient sacrifice, and tolerates prayer. Ashult supposedly grants boons of magic, guidance and glimpses of the future.
Sous-Rio, Lord of Caverns, Life and Civilisation. Sous-Rio is typically depicted as a grey humanoid with an iron mask and a crown of gold. A beating heart is visible, glowing through its chest. He accepts feasts in his honour, favours acts of heroism in his name, and tolerates prayer. Sous-Rio supposedly grants guidance through the Underworld, and blesses the creation of arms and armour, particularly those magical in nature. Very rarely, those he favours most are said to gain physical boons affecting their bodies.
Enias, Lord of Justice. Enias is typically depicted as a mass of golden strands in the form of a humanoid figure. He accepts prayer and favours votive sacrifices, particularly burning depictions or effigies of the wise and just, and tolerates vegetable sacrifice. Enias supposedly brings justice, order and law, and his temples work to stabilise the places where they operate.
Hungarion, Lord of Hunger. Hungarion is typically depicted as a monstrous worm with five heads and sixty-nine arms. He accepts burnt sacrifice of food, favours gluttonous orgies committed whilst buried in the earth and tolerates prayer. Hungarion supposedly brings satiation, physical strength, and famine and ruin upon one's enemies.
Nogsi, Lord of Memories and Knowledge. Nogsi is typically depicted as an eagle with a pyramid etched into its forehead. He accepts prayer, favours sacrifice of scholars and tolerates votive sacrifices. Nogsi supposedly brings knowledge and wisdom, and the power to know another's past.
The Stars
The Titans' Stars - Eight clear constellations are visible across the world; Ultan-Tor, a great eye; Marrow, a tusked elephant; Morbidon, a Terrortail; Isgon, an eagle; En, a mass of strands; The Artist, a humanoid with a raised hand; Maliel, a humanoid, walking, with a trail of stars following its footsteps; and Ashteh, a cat.
The World
Unnamed Moon
Moon: Cath
Ice water moon, orbits close to the world and absorbs all light. Increases tidal strength. Infrequently, synchronises phase with the other Moon causing powerful tides, usually leading to flooding. It is encircled by a 1km-deep belt of solid gold encircling the moon's equator. Looks like a black hole on the night sky covered by a golden strip.
-- Artefact: The Spirit of Ice
A three metre platinum staff which uses the wielder's magical power to transmute standard black ice into White Ice.
Seas
Sea: Ao
Saltwater sea. Microbial life, Fish, Heptapods, Depth Snails, Seers, Birds, Magur, Sea Cats. Saen. Fellbeasts.
- Landmark: The Fell Pit
A deep black pit beneath the waves, from which Fellbeasts emerge. At any time it contains hundreds of dormant Fellbeast eggs.
Trenches: Marrow's Tusks
Deep ocean trenches. Microbial life, Fish, Heptapods, Depth Snails.
= Race: Drepthar
Sapient humanoid crustaceans. Natural weapons, tough carapaces and are marine, but cannot move beyond shores or bodies of water.
Land
Provinces: Polar Ice Caps
Ice fields. Microbial life. Frozen Frost Serpents. Saen.
-- Artefact: The Alienated Figurine
A fist-sized mushroid statue that comes to life with blood sacrifice to serve its master. Indestructible as a statue, will revert to statue from flesh if enough damage is taken.
= Race: Deriyn
Immortal, sapient beings of fluid guise. There are seven, and they cannot breed. Divine artefacts relating to knowledge will not function for them, and there is a gentle compulsion on them to share knowledge.
Province: Morbidon's Spine
Mountains, hills, desert. Microbial life, Mushrooms, Shrubs, Movifungi, Birds, Bats, Spiders, Insects, Mammals, Dragons, Terrortails, Cats. Saen.
Province: Ur
Shrubland. Microbial life, Mushrooms, Shrubs, Movifungi, Grazers, Birds, Mole Wolves, Spiders, Insects, Mammals, Dragons, Raffguffins, Terrortails, Cats. Saen.
- Landmark: The Monolith of Sight
A huge black tablet with white writing, recording all the events of the world.
- Landmark: The Memory Pyramid
A mountain-like pyramid of perfect black stone, topped by a tiny white capstone. One at the capstone might view the memories of the world, but not without a risk of madness.
-- Artefact: The Seer of Memory
A golden circlet that allows one to read the memory pyramid selectively. Temporarily stalls madness, but if ever removed the insanity will return at once.
-- Artefact: The Font of Stars
A bubbling spring of metal that grants heroes a powerful weapon for seven years. It moves around a lot.
-- Artefacts: Memory Jars
20 scattered black stone jars that when touched describe a different chapter of the world's creation in white writing and pictures on the surface, in the language of the gods.
= Race: Canids
Sapient humanoid dogs, fiercely territorial with good social cohesion, but not particularly inventive.
= Race: Koorathi
Sapient leonids with humanoid torsos. Natural weapons, sprinters, small, independent family groups.
Province: Wushkrag
Forest. Mushrooms, Shrubs, Trees, Trancertrees, Movifungi, Glow Slugs, Birds, Mole Wolves, Bats, Spiders, Insects, Mammals, Sailemandros, Cats. Saen.
- Landmark: The Intestines of Change
A tunnel that transforms creatures who pass through it with extremely chaotic magic.
- Landmark: Obsidian Gate
An obsidian archway that transports one to Aes-Vel. More than 3 uses may cause transformation, erosion of memories or identity.
= Race: Mushroids
Sapient perambulatory fungus, highly social, capable of linking together to increase collective intelligence. High food requirements when sessile.
Province: Northern Ur
A vast stretch of badlands, pierced by a great mountain which shelters an expansive desert. Microbial life, Mushrooms, Shrubs, Movifungi, Birds, Bats, Spiders, Insects, Mammals, Dragons, Terrortails, Cats. Saen.
- Landmark: The Dome of Ages
A dome of perfect black stone, within which there is a chamber which displays the dates and deaths of anyone you ask for, in the language of the gods.
-- Artefact: The Lorestone
A tablet of perfect black stone, which gives the wielder an understanding of all languages past and future, and leaves one with knowledge of all present languages and the language of the gods.
= Race: Sadrafi
Sapient, slightly humanoid giant scorpions. Possess humanoid face, pincers, venom sting. Irritable, fractious and poor manipulation with pincers.
Province: The Isle of Creation
An atoll in the shape of an upward-facing eye, with clear springwater filling the 'iris'. Mushrooms, Shrubs, Movifungi, Grazers, Birds, Spiders, Insects, Mammals, Dragons, Seers, Cats. Saen.
- Landmark: The Isle of Creation
A sense of loss, restlessness and the promise of change fills the Isle. Those who live here are inspired to works of art and intellect.
Provinces: Ush-Vor
Volcanic string of islands, with major vocano in the middle. Microbial life, Mushrooms, Shrubs, Forest, Trancertrees. Movifungi, Birds, Magur, Mole Wolves, Bats, Spiders, Insects, Mammals, Dragons, Raffguffins, Cats. Saen.
-- Artefact: The Waterflask of Disgust
A clay flask that refills with magical vomit - heals anyone of all injuries when the vomit is drunk.
- Landmark: Basalt Gate
A basalt archway that transports one to Aes-Rae. More than 3 uses may cause transformation, erosion of memories or identity.
= Race: Avioids
Sapient birds with vaguely humanoid heads and working graspers at the tips of their wings. Predatory, not the best social cohesion. Can fly, excellent eyesight.
Province: Uth-Vel
Flat shrubland, streaked with forests. Microbial life, Mushrooms, Shrubs, Trees, Trancertrees, Golden Boughs. Movifungi, shapir lizards, dreios, ruby snakes, golden birds, Grazers, Birds, Mole Wolves, Bats, Spiders, Insects, Mammals, Dragons, Raffguffins, Terrortails, Cats. Saen.
- Landmark: The Crystal Obelisk
A great obelisk of clear crystal, healing all organic life that touches it during the daytime. Mushrooms and shrubs cluster around its base, and vegetation is thick surrounding it.
- Landmark: The Warp Spire
A titanium spire, serving as an anchor for natural Enos Teleportation, to and from the Giant. Enos will teleport to the tower from a Sky Lord, or back to their Sky Lord (or the last Lord to be visited on the matrilineal line).
- Landmark: The Mystic Village
A walled village of divine structures, indestructible by mortal means. Within the confines of the walls, no violent acts may be engaged in.
-- Artefact: The Gem of Paths
A silver necklace set with an emerald. Can create temporary, traversible paths of light at will.
-- Artefact: Bow of Radiance
A longbow that fires arrows of radiance.
-- Artefact: Spear of Radiance
A spear whose tip explodes with radiance on contact.
-- Artefact: Radiant Blade
A fine sword that imparts magical power to its wielder.
~ Physics: The Channel of Uth-Vel
A metaphysical channel routing Radiance from the core up to Uth-Vel and spreading it evenly across the isle.
~ Physics: The Buffer of Uth-Vel
A metaphysical effect dampening and channelling Radiance according to mortal will. Magic is easier here, but weaker.
= Race: Lizans
Sapient lizard-like humanoids (pangolin-like). Strong tendency towards pacifism.
Province: The Shifting Isles
Shallow, warm waters. Microbial life, Fish, Heptapods, Seers, Birds, Magur, Island Fly Traps, Shrubs, Fungi, Trees. Saen.
Provinces: Amparea
Broken, variable terrain. Mountains, hills, shrubland, forest, canyons. Microbial life, Mushrooms, Shrubs, Forest, Trancertrees. Movifungi, Glow Slugs, Grazers, Birds, Mole Wolves, Bats, Spiders, Insects, Mammals, Dragons, Raffguffins, Terrortails, Cats. Saen.
- Landmark: The Tower of Stars
A great stone tower atop a mountain, with a magical telescope capable of looking at every star that crosses its hemisphere, even those who are not visible by the naked eye, or through the atmosphere.
- Landmark: Atema, the Cloudhorn
A grand mountain, which also serves as a direct channel upwards for Radiance. Radiance is extremely common here, and flows in geysers from its sides.
- Landmark: The Wind that Eats Souls
A fell wind with harsh and hungry whispers, that takes a piece of your mind and soul, changing your personality. This is erosion, and enough exposure will consume.
- Landmark: The Mist Grove
A grove of trees that shields view from pre-cognition and divine entities, and dampens magic.
-- Artefact: The Sword of Devouring
A unrusting blade that becomes more powerful the more it drains blood.
-- Artefact: The Stone of Tongues
A stone that imparts a message from its creator and grants knowledge of all living tongues.
= Race: Giants
Gigantic versions of the other sapient races across the world. Massive, strong, thick hides, but dull-witted and hungry.
= Race: Eaglekin
Giant sapient eagles. Fast, excellent fliers, intelligent and have natural weapons. No opposable thumbs.
= Race: Humans
Humans, a bipedal ape-based sapient race. No particular advantages or disadvantages.
= Race: Halrathi
Sapient humanoid cat people. Short, agile, stealthy, easily distracted from cogitation (not so good at research).
Province: Aes-Vel
A continent in the sky, filled with verdant plains, forests, hills, caverns and streams. Mushrooms, Shrubs, Forest. Birds, Bats, Spiders, Insects, Dragons. Saen.
- Landmark: The Heart of Radiance
A huge, immobile beating heart, constantly outputting Radiance. This heart is linked to and supports the continent, both magically and physically.
- Landmark: Obsidian Gate
An obsidian archway that transports one to Wushkrag. More than 3 uses may cause transformation, erosion of memories or identity.
-- Artefact: The Amulet of Divine Invisibility
Titanium amulet in the shape of a closed eye, makes one imperceptible to divine entities and invisible to mortals.
-- Artefact: The Crown of Life
A titanium crown that halts ageing and prevents death by old age.
-- Artefact: The Compass of Titanium
A titanium compass that points to wherever the wielder wishes to go.
= Race: Avioids
Sapient birds with vaguely humanoid heads and working graspers at the tips of their wings. Predatory, not the best social cohesion. Can fly, excellent eyesight.
Province: Aes-Rae
A continent in the sky, filled with verdant plains, forests, hills, caverns and streams. Mushrooms, Shrubs, Forest. Birds, Bats, Spiders, Insects, Dragons. Saen.
- Landmark: The Heart of Radiance
A huge, immobile beating heart, constantly outputting Radiance. This heart is linked to and supports the continent, both magically and physically.
- Landmark: Basalt Gate
A basalt archway that transports one to Ush-Vor. More than 3 uses may cause transformation, erosion of memories or identity.
-- Artefact: The Necromancer's Slab
An obsidian slab with the basic secrets of necromancy written on in the language of the gods. Touching the slab imparts this information, including the language, as well as a spell to raise the dead (Necromancer's Gesture).
= Race: Eaglekin
Giant sapient eagles. Fast, excellent fliers, intelligent and have natural weapons. No opposable thumbs.
The Underworld
Province: Vash-Narad
The vast cavern beneath the world. Microbial life, Mushrooms, Glow Slugs, Movifungi, Mole Wolves, Bats, Spiders, Insects, Terrortails, Cats. Saen, Shadow Guard.
- Landmark: The Hearts of Radiance
Huge, immobile beating hearts, constantly outputting Radiance.
= Race: Mushroids
Sapient perambulatory fungus, highly social, capable of linking together to increase collective intelligence. High food requirements when sessile.
= Race: Darklungs
Humanoid squid monsters with a natural poison cloud attack and an affinity for toxic, destructive or concealing magic. Ineffective in sunlight.
Provinces: Vash-Uthred
Tunnels and smaller caves riddling the world. Microbial life, Mushrooms, Glow Slugs, Movifungi, Magur, Mole Wolves, Bats, Spiders, Insects, Terrortails, Cats. Saen, Shadow Guard.
- Landmark: Travel Pools
A network of pools that allow one to travel randomly from one to another.
- Landmark: The Cave of Echoes
A cavern which echoes every sound that has ever reached it, for all eternity. This effect has magnified to create a constant, deafening roar whenever one is near it.
- Landmark: The Hearts of Radiance
Huge, immobile beating hearts, constantly outputting Radiance.
-- Artefact: The Wickerstaff of Terrortails
An ebony staff. The owner can pacify and tame terrortails. Control ends if the owner dies or the staff is claimed by another.
= Race: Darklungs
Humanoid squid monsters with a natural poison cloud attack and an affinity for toxic, destructive or concealing magic. Ineffective in sunlight.
Province: Vash-Ur-Gur
A network of caves, riddling the mountain of northern Ur. Microbial life, Mushrooms, Glow Slugs, Movifungi, Mole Wolves, Bats, Spiders, Insects, Terrortails, Cats. Saen, Shadow Guard.
- Landmark: The Hearts of Radiance
Huge, immobile beating hearts, constantly outputting Radiance.
-- Artefact: The Fungiskin Robe of Diplomacy
Purple mycelium robe. Wearer is treated more favourably by Mushroids.
= Race: Marrowlings
Sapient grey humanoids with elephant heads and multiple trunks. Good willpower, hard to kill, attunement to earth magic. Slow, do not quickly accept new ideas.
Argurath, the Blue Giant
Provinces: The Vast Gulf
The great majority of the gas giant's upper atmosphere, which supports its peculiar aerial life. Floons, Sky Snakes, Sky Nodes, Sky Wolves, Sky Lords, Sky Vines, Sky Trees, Sky Bamboo, Sky Pandas.
- Landmark: North Polar Node
A vast island which magically detects threats to the planet's ecosystem and then eliminates them with long ranged lightning bolts. This node can reach across the majority of its hemisphere, although the equator may be safe.
- Landmark: South Polar Node
A vast island which magically detects threats to the planet's ecosystem and then eliminates them with long ranged lightning bolts. This node can reach across the majority of its hemisphere, although the equator may be safe.
- Landmarks: Sky Spires
Four enormous spikes of titanium, suspended by magical stones, which regulate local atmosphere and channel the lightning from the polar nodes. Can concentrate fire from both nodes for maximum effect.
= Entity: The Titanium Enos
A titanium enos, possessed of great strength and resilience, free teleportation and driven to protect Enos and restore ecological balance through ruthless, unstoppable violence.
= Race: Enos
Winged blue humanoids, capable of breathing methane and oxygen. Flight is less effective on the main world, more frail than other races.