Trees, bushes and shrubs come into being, clawing a life out on hard rock on the surface, with mushrooms acting as pioneers to help break it down into soil.
Wushkrag, a new land springing up into being along the eastern edge of Ur and nearly linking with the shallows of Uth-Vel, swiftly becomes thick with trees across its ideal climate. Mushrooms proliferate across the forest floor, surviving off fallen leaves and detritus in the absence of light. Glow slugs follow them, tiny beacons of blue light in the shade.
Ur,
Ush-Vor and
Uth-Vel are colonised in large part by mixtures of shrubs and mushrooms, creating relatively verdant plains and islands. Small forests even appear in the right places.
Movifungi appear, primarily in Wushkrag but later migrating elsewhere. They come in a variety of forms and species, but all descended from the fungi that colonised Wushkrag and the Underworld. Specialised organs and pseudolimbs allow them to slowly migrate from place to place to scavenge, or even to prey on one another or on glow slugs.
Mushroids appear in Wushkrag, sapient, ambulatory mushrooms with pseudo-limbs for arms and hands. Highly social tribes of Mushroids live in the Wushkrag, moving slowly through the forest to collect and consume detritus. Mushroids can link together, pooling their intelligence, but increasing their nutritional requirements. In an area plentiful with food, Mushroid elders may form semi-permanent links, relying on the rest of the tribe to feed them until the area is bare enough that they must unlink and move on. Some mushroid colonies move down into Vash-Narad, but typically do not extend into the Underworld's passages.
The Intestines of Change burrow through the earth of Wushkrag, a tunnel that transforms creatures that pass through with extremely chaotic effects.
Devouring Magic is created, such that the devouring of sapient creatures (or a gluttonous amount of animals or plants) grants one characteritics 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.
The Hall of Echoes is an enchanted cave within the tunnel network of Vash-Uthred. It echoes every sound that has ever reached the cave, which is mostly the sound of the slowly moving earth. Unfortunately, since this has had time to build up the Hall now emits a deafening roar of thousands of simultaneous grindings of the earth's movement.
The Channel of Uth-Vel cuts directly into the Radiance at the world's core and pipes it gently and evenly across the isle of Uth-Vel. As a result, the island is subject to a gently iridescent sky, as if constantly subject to the northern lights (but in every visible colour).
The Buffer of Uth-Vel dampens and channels the effects of the Radiance across Uth-Vel, as directed by mortal minds. Magic is significantly easier to perform here, if much weaker.
Avioids appear upon the island chain of Ush-Vor, birds with roughly humanoid heads and features (barring the beak and lack of obvious ears), along with working graspers in place of hands at the tips of their wings. They primarily fish the seas surrounding Ush-Vor, either by beak or hand, or with simple nets of knotted fungus strands. The Avioids can fly, and they have excellent eyesight, but their society is based around small family units rather than the tribe and they lack social cohesion. Their predatory nature is more likely to cause trouble between Avioids.
The
Memory Pyramid comes into being on the plains of Ur, towering above the shrubs nearby. A mountain-like structure of the same perfect black stone as the monolith, the pyramid stores the memories of all sapient creatures. One who could climb to the top might be able to touch the white capstone and view these memories, but it would be a matter of intense will to find the information one wanted and not be driven mad by the recollection of billions of ghosts in the machine.
Naturally, the world is warped so that
Memory Capture is a part of it.
Canids come into being around the pyramid, revering and living near it. Every once in a while a Canid will climb to the top, touch the capstone and go completely mad (if prone to occasionally saying very true and sometimes almost prophetic things). Canids are dog-like humanoids who mostly live off the Movifungi in the region, tend to be fiercely territorial as well as social, but are not the most adept at coming up with new ideas or adapting to new situations.
Marrow's Tusks are gouged into the sea, two deep trenches that swiftly fill with marine life. In places, natural airlocks link the trenches with Vash-Uthred.[-50]
Drepthars appear within the Tusks, living on the ridges and a few in the deeps. Upright crustaceans, they have red or blue shells, vaguely humanoid heads (if you account for the antennae, spikes and black, bulbous eyes), two legs, six arms (two with pincers, four with two digits and a thumb) and lobster-like tails and carapaces. They can survive out of water for an hour at a time (they have chambered gills) and could also survive in freshwater lakes and rivers. Five minutes in water every hour is enough to refresh their gill chambers. Drepthars are aquatic, strong and possess a thick natural armour, but are incapable of operating away from the coast or major bodies of water.
Depth Snails follow the Drepthars, a family of molluscs not dissimilar to the glow slug, all bearing iron-hard shells. Some are huge, capable of carrying burdens, and some are tiny, and their shells come in a variety of shapes. They can be used effectively as tools.
Cath, a moon primarily constructed of ice, appears in the sky, orbiting at a slightly closer distance than its sister, the world's un-named moon. Reflected light from it makes the night often quite visible, and it has a powerful effect on the world's tides. The two moons follow slightly different orbital periods, but every so often they synchronise and one gets a dark night where both moons are new, or an exceptionally bright one where they are both full. Tides tend to be especially strong during these times, and flooding is common.
Amparea rises from the sea, south of Ur. A broken land, Amparea is filled with mountains, rivers, canyons, plains (of shrubs and fungal mats) and rivers. It is geographically rather more interesting than some of the other continents. [No cost to spread existing.]
Giants of all shapes and sizes, based off the other races of the world, appear in Amparea. They are a motley of different species (who only breed with other giants of their kind), but group themselves together with other giant races for survival, and so may be thought of as one race. Giants are huge, with accompanying strength, and their hides are appropriately thick. Giant Drepthars tend only to survive in the rivers and lakes, and do poorly at sea. Giants tend to have rather poor wits, and their huge size demands an equal diet.
Meanwhile, over in the Gas Giant...Floons, living balloons that give off a bright golden glow, course through the atmosphere of the Giant, sifting nutrients and lift gas from the skies. They are so plentiful that their effects can be seen from space, as forests make the Earth's lands look green - the gentle blue of the Giant's skies are shot through with lines of gold where the Floons are most common.
Sky Nodes fill out the less glamorous part of basal ecology on the Giant, great balls of slime suspended by internal sacs and producing tasty fruit-like spheres.
Floons and Sky Node fruit are fed upon by
Sky Snakes, sinuous gliding serpents. The Sky Snakes themselves are eaten by
Sky Wolves, mammalian, fire-breathing, winged, wolf-like fliers who also consume Node fruit.
To top the ecology off,
Sky Lords take the form of vast, turtle-like creatures who resemble floating islands and consume Sky Nodes. They have a very efficient, slow-burning metabolism, which helps stave off the starvation such vast creatures might experience. Thick veins of
Sky Vines often grow on the backs of Sky Lords, producing tart berries eaten by Snakes and Wolves.
The
Polar Nodes of the Giant are vast arcane islands, policing the ecology of the Giant. Any threats to the ecosystem are destroyed by long-range lightning bolts. The nodes can cover most of the Giant, although they cannot effectively target the equatorial region.
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 characteritics 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.
The World
Unnamed Moon
Moon: Cath
Ice water moon, orbits close to the world and reflects light. Increases tidal strength. Infrequently, synchronises phase with the other Moon causing very bright or very dark nights and powerful tides, usually leading to flooding.
Seas
Sea: Ao
Saltwater sea. Microbial life, Fish, Heptapods, Depth Snails, Seers.
Trenches: Marrow's Tusks
Deep ocean trenches. Microbial life, Fish, Heptapods, Depth Snails.
= Race: Drepthar
Sapient humanoid crustaceans.
Land
Province: Ur
Shrubland. Microbial life, Mushrooms, Shrubs, Movifungi.
- 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.
= Race: Canids
Sapient humanoid dogs, fiercely territorial with good social cohesion, but not particularly inventive.
Province: Wushkrag
Forest. Mushrooms, Shrubs, Trees, Movifungi, Glow Slugs.
- Landmark: The Intestines of Change
A tunnel that transforms creatures who pass through it with extremely chaotic magic.
= Race: Mushroids
Sapient perambulatory fungus, highly social, capable of linking together to increase collective intelligence.
Provinces: Ush-Vor
Volcanic string of islands, with major vocano in the middle. Microbial life, Mushrooms, Shrubs, Forest. Movifungi.
= 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. Microbial life, Mushrooms, Shrubs. Movifungi.
- 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.
~ 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.
Provinces: Amparea
Broken, variable terrain. Mountains, hills, shrubland, forest, canyons. Microbial life, Mushrooms, Shrubs, Forest. Movifungi, Glow Slugs.
= Race: Giants
Gigantic versions of the other sapient races across the world. Massive, strong, thick hides, but dull-witted and hungry.
The Underworld
Province: Vash-Narad
The vast cavern beneath the world. Microbial life, Mushrooms, Glow Slugs, Movifungi.
= Race: Mushroids
Sapient perambulatory fungus, highly social, capable of linking together to increase collective intelligence.
= Race: Darklungs
Humanoid squid monsters with a natural poison cloud attack and an affinity for toxic, destructive or concealing magic.
Provinces: Vash-Uthred
Tunnels and smaller caves riddling the world. Microbial life, Mushrooms, Glow Slugs, Movifungi.
- 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.
= Race: Darklungs
Humanoid squid monsters with a natural poison cloud attack and an affinity for toxic, destructive or concealing magic.
The Gas 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.
- 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.
Ultan-Tor, The Great Eye (DH): 650 points.
Marrow, the Silence of the Dark (Spider): 705 points.
Morbidon, the Guts of Eternity (Detox): 400 points.
Isgon, the Seer (tntey): 590 points.
En (Fallacy): 740 points.
The Artist (endless): 935 points.
Maliel (Whisper): 1000 points.
Ashteh (UR): 900 points.
Edit: Fixed points.