Enos Teleport Adjustment: [4x20, because 4 limited physics changes] The Enos are altered, such that after their third teleport (of the seven in their lives), an Enos gains one of four boons; the Boon of Physique, which improves their agility in flight; the Boon of Life, which accelerates their natural healing and extends lifespan; the Boon of Grace, which improve intelligence and creativity; and the Boon of Magic, which increases their natural magic and grants them infinite teleports.
The catch is, such boons are not evenly distributed. The Boon of Physique is by far the most common, with eighty of a hundred receiving it. Fifteen of a hundred might receive the Boon of Life, just under five of a hundred the Boon of Grace, and less than one in a hundred might receive the Boon of Magic.
The
Gem of Paths is made, a silver necklace set with an emerald, which creates temporary planes of shimmering light upon which one might walk. The planes can be dismissed at will, or will fade naturally after several hours.
The
Sword of Devouring is forged, a blade of unrusting steel, shaped as a single piece of metal. It drains the blood of those it strikes, using the power of their life-force to enhance its own balance and empower the guiding spirit inside it. As the spirit strengthens, it will anticipate the wielder's intent and its target's actions, and guide itself to compensate. The improvements diminish the more blood is put into it, so it becomes harder to improve as time goes on. Right now, it is just a sword. With enough blood, it could be a legend.
The
Wickerstaff of Terrortails is not actually made from wicker, but from ebony. The owner of the staff can pacify and tame terrortails, but said control only lasts until the owner or terrortail dies, or the staff is claimed by another. Said control is instinctual on the part of terrortails, who will at the very least not attack the owner of the staff.
The
Fungiskin Robe of Diplomacy is a purple robe of woven mycelium. Whilst unpleasant and clammy, wearing it enchants Mushroids you meet to react more favourably towards you.
The
Waterflask of Disgust is a clay flask filled with what looks, smells and tastes (and has the texture of) stale vomit. However, a full draught will completely heal anybody who drinks from it of sustained injuries. It takes a minute for the flask to refill once drunk.
The
Alienated Figurine is a fist-sized statue of a deformed mushroid. If blood is sacrificed to it (by literally bathing the figuring in a fresh bucket of it, ideally), the figurine comes to life and becomes a life-sized deformed mushroid, serving whoever performed the sacrifice without question for 25 hours before reverting to a statue. The figurine is a living, thinking being bound to serve its master, and is unaware during the periods it is a statue. While the statue is completely invulnerable to harm, sufficient injury to the figurine in living form will cause it to revert to its statue form. When it is restored by blood to flesh again, it will be fully healed.
Terrortails are altered such that some of their power is lessened and they are only able to dig through loose rock, soil and sand. Those who remain in the Underworld are still potent beasts, but no longer able to just drill through walls to reach prey. Those up above become terrifying predators of deserts and plains.
The
Lorestone, a tablet of the same perfect black stone as the monolith, contains the key to all speech. Whilst held, it gives the user a glimpse of all language that was, is and ever will be. Most of this knowledge is lost, but present-day languages of the world and the language of the gods is retained.
The
Deriyn are brought into being, seven immortal sapients. They possess a long and clear (but not perfect) memory, and a simple ability to shift into the guise of mortal races. They have instinctive knowledge of languages (including that of the gods), but cannot make use of divine artefacts relating to knowledge - they are forced to walk the world and learn it for themselves.
As it turns out, the Deriyn possess a measure of invulnerability. Their bodies are flesh and bone and can be effectively killed, but each one contains an indestructible core, no bigger than a pea, in their brains. So long as it remains in their bodies, the bodies will regenerate and eventually bring them back to life. If the core is removed, it will spin a body from air and dirt if nothing else is available, but it might take many years. Eventually, a Deriyn will walk again.
The Deriyn are slightly compelled to share knowledge, but they are living, breathing people and develop personalities of their own. Aeryn, the first, takes on the role of a mage, gathering knowledge of the Radiance and how to make use of it, turning its hand to changing the world and keeping it in flux. Bethryn, the second, descends into the deep places of the world and the dark corners' of men's hearts, seeking and hoarding what secrets he can gather, and remaining hidden from the world - a spider, tugging at the strands of his web. Gisryn, the third, becomes a glutton and a gardener, seeking the pleasures of the world and working to grow and tend plants and animals for the eventual eating - the same philosophy applies to the sapients he tends as well. Dalryn, the fourth, becomes a rapacious scholar, obsessed with the acquisition of knowledge by any means, and she guards jealously what she obtains. She develops a tendency of paranoia, of even destroying knowledge to keep it from others. Herryn, the fifth, becomes a hermit, standing apart from the others and retreating to places of isolation, crafting art or writing poems or building castles or tending gardens. He does not seek out interactions with sapients, but may well aid the few that find him. Varryn, the sixth, wanders the world without particular aim, seeing where her fancy takes her. She aids and heals those who cross her path, defending those in danger she meets, crafts tools and sings songs and dances, but rarely stays for long, adventuring on to find the next thing of interest. Zayrin, the seventh, becomes a warrior and a quarreller, starting fights and joining wars, seeking to interpose herself and mix things up. She tips battles, interferes with wars and takes advantage of her immortality for the thrill of death and the kill.
The
Font of Stars appears on the world, shifting location whenever its boon has been granted. It is a spring of liquid metal, bubbling up and back into the ground. When a mortal with a destiny plunges their hand into a spring and declares their goal or duty, the spring will produce a weapon of the liquid metal, shaped into the hero's preferred form, and then disappear. The weapon grants the user a shade of pre-cognition, allowing them to react to blows and to the movements of their enemy before they happen. The weapon disappears after seven years, or the stated goal is completed.
[I'm charging you 150 points, because the Font is an artefact generator, so it counts as an artefact.]
Twenty
Memory Jars are scattered around the world, sealed jars of flawless black stone. When touched, they describe the details of the creation of the world, with pictures, in the language of the gods, appearing as white writing on the sides. Each jar tells a different chapter of the tale.
Cats abound through the world! Big cats, small cats, dolphin equivalents of cats, flying cats (more like flying squirrels than true fliers). They get everywhere.
Halrathi emerge in the forests of Amparea. They are 1 metre high, agile and stealthy. They do tend to live somewhat 'in the moment', however, and are like to be distracted by a bird or passing yarn, which speaks poorly for their research skills.
The
Catblock comes into effect, a change to the rules of pre-cognition and post-cognition that prevents feline memories from being stored magically, and for their futures to be seen. They are wild-cards in the deck of time.
The
Bow of Radiance is made, a longbow which creates arrows from its component Radiance - these arrows fly truer and strike harder than ordinary ones.
The
Spear of Radiance is forged from a spark of radiance as well, whilst no more accurate or balanced than an ordinary spear, does staggering amounts of damage from the radiance that explodes from the tip.
The
Radiant Blade, whilst a balanced and capable sword, has its real power in the Radiance it grants directly to the wielder, enhancing their store of magic.
The Titans' Stars shine brightly in the sky, constellations visible from these worlds, leaving forever the marks of their makers; 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
Isle of Creation forms where Ultan-Tor's slumbering form descends into the ocean, east of Ur, and transforms into an atoll in the shape of a great eye. Any mortal who walks upon the isle shall restlessness, loss, joy, hope and the promise of change - it shall inspire any who live there.
As its body turns to sand, and the vast iris fills with clear spring water, the last of Ultan-Tor's strength leaves its body. Time, now, to return to the stars - to let the endless void wreathe it once again in flesh and power and potential. Ultan-Tor's spirit departs the world and returns to the stars.
From the echo of Ultan-Tor's form, a god is born:
Ashult, the First Steward.
Nine
Hearts of Radiance are created, literal beating humanoid hearts the size of two-storey buildings, torn from the flesh of Marrow's own body. The flesh of the hearts is indestructible, and the hearts are physically anchored in position relative to the orbit and spin of the planet, so they appear to be stationary and immovable, and will float if their supports are removed. From their massive arteries and veins, they spew intense Radiance into their surroundings, a boon for any magical civilisation or magical beasts. They are a natural, inexhaustible source of Radiance, weaker than the core but stronger locally.
Aes-Vel and
Aes-Rae, two continents, lie high in the sky, just beneath the inky black clouds, forged from Marrow's bones. They are supported there by immense magic, powered by two of the Hearts of Radiance, and physically anchored to those Hearts as well. They cast a perpetual shadow (albeit one that moves with the sun), and the rivers of those places end in waterfalls, crashing to the world below. Birds, Avioids, Eaglekin, insects, bats and spiders make their way to the surface, along with air-borne fungus and the seeds of shrubs and trees, in the fullness of time transforming these continents into verdant paradises.
With this last effort, Marrow can feel what remains of his body begin to die, his life dwindling. What was left of him has now gone into the Hearts, his hearts, beating with the last of his blood. He relinquishes his remanants, and they crumble to dust but for a single tiny heart. Marrow's spirit departs the world and retuns to the stars.
The last remanant of Marrow, the heart, coalesces together with the dust of his body to form a grey man, who fades. From his ashes a god is born:
Sous-Rio.
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.
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.
Catblock: Cat memories cannot be captured by magic, nor can their futures be predicted.
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.
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. Looks like a black hole on the night sky.
-- 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.
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.
- 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.
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: Ur
Shrubland. Microbial life, Mushrooms, Shrubs, Movifungi, Grazers, Birds, Mole Wolves, Spiders, Insects, 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.
Province: Wushkrag
Forest. Mushrooms, Shrubs, Trees, Trancertrees, Movifungi, Glow Slugs, Birds, Mole Wolves, Bats, Spiders, Insects, Sailemandros, Cats. Saen.
- 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. 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, 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, 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, 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.
= 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, 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).
-- 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.
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, 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.
- 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.
- 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 Tower of Augury
A pale stone tower, at the summit of which one can catch glimpses (or even visions) of the future.
-- Artefact: The Sword of Devouring
A unrusting blade that becomes more powerful the more it drains blood.
= 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. 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.
= 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. 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.
= 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.
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, 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.
= Race: Enos
Winged blue humanoids, capable of breathing methane and oxygen. Flight is less effective on the main world, more frail than other races.
Ultan-Tor, The Great Eye (DH): Has returned to the void.
Marrow, the Silence of the Dark (Spider): Has returned to the void.
Morbidon, the Guts of Eternity (Detox): 50 points.
Isgon, the Seer (tntey): 215 points.
En (Fallacy): 390 points.
The Artist (endless): 835 points.
Maliel (Whisper): 800 points.
Ashteh (UR): 250 points.