Sky Bamboo begins growing on the shells of Sky Lords on the Giant, sustained in a symbiotic relationship with their predators, the
Sky Pandas, great winged bears of a solitary bent, grazing from Sky Lord to Sky Lord.
Four
Sky Spires of titanium and magical levitation stones hang in the atmosphere at cardinal points, channelling the lightning from the Polar Nodes to destroy ecological threats and calming the atmosphere around them.
The
Spirit of Ice is forged from a three metre rod of platinum and hidden on Cath. When wielded by one with magical power, it can transform Black Ice into true White Ice, reflecting the light necessary to negate Radiance.
Northern Ur extends into a vast desert and outlands, shadowed by a great mountain. Trees fail to take root here, but fungi and hardy shrubs have some success. The mountain's innards become riddled with caves and tunnels, becoming
Vash-Ur-Gur.
Bats, spiders and insects fill the world, spreading outwards from Northern Ur. These creatures are attuned to the Radiance of the world, and whilst it usually has few noticeable effects, sometimes it will change these creatures. The most obvious effect is the occasional creation of giant spiders, insects or bats, larger than nature should support them. Others are less so.
Marrowlings appear within Vash-Ur-Gur, sapient humanoids with the heads of elephants and multiple trunks. They have grey bodies, potent willpower, and are attuned to magic affecting the movement of the earth, growth and solidity. On the other hand, their patience and solidity encourages a way of life that does not lend itself to haste - they move slowly, even ponderously, and they are not ones to jump at new ideas (although they are fond of maintaining old ones).
The Dome of Ages springs up in the desert, a vast dome of that familiar perfectly black stone/glass. The dome has a doorway on the northern side, leading through a corridor to a domed room at the centre of the structure. By speaking the name of a living person, with clear intent in your mind, the walls of the dome will display the history of their birth, where they were born and their parentage. If asked, it will display the date and circumstances of their death as well. Of course, this is all written in the language of the gods.
The
Sadrafi appear near the dome, a race of vaguely humanoid scorpions, which is really starting to stretch anatomy. They resemble primarily a scorpion, with a squashed humanoid face (made of plates of chitin and soft skin) at the front of their bodies, surrounded by mandibles. They have six legs. They have chitinous plates over their skin, two large pincers and a barbed, poisonous tail. Tough as they are, it is hard to perform fine tasks with pincers, and they are possessed of a terrible temper which causes friction amongst their people.
The Fell Pit is bored into the deep sea south-east of Wushkrag, filled with black ichor and hundreds of
Fellbeast eggs. The eggs hatch at random intervals, usually decades apart, and give rise to a Fellbeast of uncertain and often hideous visage. Such beasts will go on a Tarrasque-like rampage, killing and eating all they find until they are killed - killing one will give rise to an artefact from their ichor, usually related to their nature in some way. [-85, 25 from pit, 10 from beasts, 50 from effectively an artefact generator.]
Very rarely, perhaps once every thousand years, two Fellbeasts will awaken at the same time and mate, laying hundreds more of the eggs in the Fell Pit.
Humans finally appear on Amparea, although to the rest of the races they look like some weird copy of them. Humans have no particular strengths or weaknesses - they are the 'vanilla' of the world.
The
Raffguffins are adorable 6m wooly rhinocerouses, grazers who quickly spread to all the grazing land overground. They could be easily domesticated for meat, wool or riding.
Sailemandros, 2m long lizards, appear in the Wushkrag, feeding on bats, birds, glow slugs and movifungi. They often find themselves in competition with Mole Wolves, hunting in packs.
The
Island Fly Trap is an impressive sessile predator - it grows up from a thick trunk on the sea shallows, initially subsisting off photosynthesis, until its roots and branches combine at the water's surface to form a large platform. This mass captures sand and soil from the tides, gaining the appearance of a sandy atoll. The sediment on its surface is ample grounds for other plants to grow upon it, particularly ferns, coconut trees and other tropical delights. It grows its own 'trees' into the mix, thick with inviting fruit, and diffuses pheremones into the air to lull, confuse and attract creatures to certain parts of the island - where the ground opens up and literally swallows them, crushing and digesting prey over a long time. New ones emerge over a course of 50 years, and every now and again an island will collapse from disease or decay.
A number of these take root off the coast of Uth-Vel, forming the Shifting Isles.
Terrortails emerge in the caverns, horrifying megaworms capable of tunnelling through rock and stone, devouring pretty much everything in their path. Fortunately, a low breeding rate keeps the ecosystem barely in check.
Trancertrees appear throughout the forests of the world, small oak-like trees with brilliantly coloured fruit inclined to give one visions, nightmares or one hell of a bender.
Uth-Vel raises slightly in the centre, giving a space for freshwater streams to form, which flow out to sea.
Atema, the Cloudhorn, spears up into the sky from north-eastern Amparea, a blade-edged mountain top to crest it. It brims with Radiance, channelled up from the core, and escapes in geysers of colour and light from the sides.
In the south of Amparea, where badlands meet black glacier, the
Wind that Eats Souls begins to blow, a wind filled with hungry, harsh whispers that tear a piece of one's mind and soul when one passes through it, changing one's personality and nature. If you were to meet the Wind often enough, it might take your soul completely.
In eastern Amparea, the
Tower of Augury is shaped into being, a tall pale tower with steps from base to summit. At the very top, one can catch glimpses of the future, but beware the trap of Destiny - that which you see must come to pass.
Beyond the tower, the fabric of the world is rewoven also, making
Pre-Cognition possible through powerful enough magic or other means - yet this also is subject to the trap of Destiny. What is seen, must come true.
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.
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. 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.
Province: Ur
Shrubland. Microbial life, Mushrooms, Shrubs, Movifungi, Grazers, Birds, Mole Wolves, Spiders, Insects, Raffguffins. 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.
= 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. 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. 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.
= Race: Sadrafi
Sapient, slightly humanoid giant scorpions. Possess humanoid face, pincers, venom sting. Irritable, fractious and poor manipulation with pincers.
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. Saen.
= 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. 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).
~ 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. 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.
= 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.
The Underworld
Province: Vash-Narad
The vast cavern beneath the world. Microbial life, Mushrooms, Glow Slugs, Movifungi, Mole Wolves, Bats, Spiders, Insects, Terrortails. Saen, Shadow Guard.
= 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. 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.
= 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. Saen, Shadow Guard.
= 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): 215 points.
Marrow, the Silence of the Dark (Spider): 350 points.
Morbidon, the Guts of Eternity (Detox): 300 points.
Isgon, the Seer (tntey): 265 points.
En (Fallacy): 490 points.
The Artist (endless): 885 points.
Maliel (Whisper): 1000 points.
Ashteh (UR): 600 points.
[I
think that's everything. I also think I gave everyone far too many points and made sapients far too cheap. o_o]