WorldThe world, the mountain. It was empty once, now it's not.
There is little definition, but there is some.
The mountain has terraces, each containing a sea, connected, with which mortal races can ascend and descend the layers.
Every layer differs in gravity, from 0.5 near the bottom, and increasing by 0.1 gravity for each layer up.
At this time, it had up to 10G, making it 96 layers.
Underneath it all, there is a giant sea, which the mountain rests in. The Endless Sea.
LIGHT/LYT becomes the sun, under suggestion of Landria.
LIGHT has been selected by Landria and Sadiq to serve as the world's light source and agrees with the idea.
LifeThe first race to be created, was the Anansi.
The Anansi are a race of gigantic mechanical spiders, their ceramic exoskeleton is onyx-coloured, their internals are made of steel. Their eyes come in various shades. They have the ability to incorporate new materials into their bodily composition and graft technological devices directly into their bodies. They are extremely strong, tough and intelligent (STR/CON/INT bonuses). They slightly prefer hierarchical societies. They have an affinity for enchanting magic
Their creator, Landria, was quick to teach them new technology. The first, was magnets. But, it was also co-created by Mani. Who taught magnets about the Anansi.
This became a running theme with these two gods.
Then Katzerie created the Kattens. First only the Kattero, Kattav, and Jakatt.
Katzerie creates a bubble of light, it touches her skin, and becomes silvery. Then she molds the blob within, a girl, with looks similar to her own.
She sends the bubble to a 1.2G layer, creating a pop unit of Katteros (Advanced) on the southwest, but close to the center.
Then she makes another bubble, she stares at it uncertain, it darkens and gets stripy. She molds the blob within, another girl, but with primal looks.
She sends the bubble to a 3G layer, creating a pop unit of Kattavs (Advanced) on the islands of the western oceans.
She makes a third bubble, she thinks of many things it can be, it blackens. She molds the blob within, a girl, but of changing shape.
She sends the bubble to a 1G layer, creating a pop unit of Jakatts (Advanced) in the eastern forests.
Kattens are humans, but with feline features. Notably, tails and ears.
These come in many forms, made for different environments.
Kattero
The mainland Kattens, the Katteros, have metallic skin, with the smoothness of Kazterie's. The colors vary, mostly metal colors, including some mixes, like rose gold and green gold.
Some more unusual colors rarely occur, like blue gold and purple gold. Though this is most often a result of curses or divine action.
The Katteros like metals, like gold. It tingles upon touching their skin, in a very pleasing way. The different metals have different tinglings, some prefer specific alloys.
Katteros also sense metal, in it's unrefined form, it tingles strangely, though not as pleasantly as refined metal. It also tingles much stronger, not requiring skin contact.
Their skin is also hard to cut, more so than regular skin. They don't shed flakes, instead they shed big patches at a time, often having to peel it off by hand.
Kattav
The Kattens of the waters, the Kattavs. These share no special part of Katzerie's looks. Instead, these are the purest of Kattens.
Kattavs have strong bodies, and can hold their breath for very long. Their hair and body often bear patterns, like stripes, dots, rings, and other feline patterns.
The Kattavs are proud of their bodies, and often train to keep themselves looking good. The health is just an added benefit.
If driven to desperation, they are capable of entering a feral mood. This is risky, as they can lose themselves to it, but it gives them a big power boost.
In this mood, they can tap into powers which the other Kattens can, but a bit weaker.
Jakatt
The Kattens of the marsh and jungle, the Jakatts. Their limbs end in paws, and they also have claws.
A Jakatt's sclera (white part of eye) also comes in different grays, from ivory white, to ebony black. They also have 2 tails instead of one.
Jakatts have the ability to shape shift into other humanoids, and into cats, but their ears and tails will always stay, they can change their fur color though.
They like to manipulate people, using their shape shifting, along with some trickery. To aid in this, they like to have a big wardrobe of clothes to use.
This often gets them into powerful positions and gets them lots of money.
Then Sadiq creates a race, the Ishim, out of the ashes from the forest fire around the river Delta.
After watching the ensuing forest fire (which Sadiq remarked was most dazzling), he went down amongst the ashes and formed it into shape. A tail, a reddish hind, sharp fangs and small microscopic wings just behind the shoulder blades. Admiring his work, he then went on to make many more such ashen sculptures. He would call them Ishim, Sadiq thought.
...
4E: Sadiq creates 1 unit of Ishim, baboon-men who inhabit the land around Sadiq's river delta. They have low wisdom, intelligence and charisma but have high endurance and strength. Great farmers.
Landria makes another race, the Terminae, and some accompanying minor life.
Landria creates one population unit of the basic race of Terminae within the ground of the mountain-world (at around 5G) for 6 essence. Highly hierarchical termite-people who are divided into many castes, they are expert miners, being able to tunnel through a wide range of gravities in the mountain, from 3G to 7G. Collectivists who always put the good of the group over that of the individual, they excel in working together and love efficiency. Terminae will sometimes spend spare time optimizing systems.
Terminae are skilled in necromancy and have an affinity for ritual magic.
Some castes below, Terminae may develop new castes as time goes on or to deal with certain situations
Labourer Caste (Potential subcastes: Miner Caste, Farmer Caste, Builder Caste)
Crafter Caste (Potential subcastes: Potter, Blacksmith, Engraver)
Merchant/Minor Administrator Caste (Responsible for managing resource distribution/low-level administration and trade with other races)
Warrior Caste (Larger and more powerful Terminae responsible for defending the Hive, will sometimes branch into developing military technology and logistics)
Breeder Caste (Including both males and fertile females. Females will spend almost all their time laying eggs, males may take up other roles such as diplomats or military leaders)
Engineer Caste (Potential Subcastes: Architect, Priest of Landria, Inventor, Mage (primarily necromancers), Scholar, Scientist, Researcher,)
Ruling Caste: (The ultimate authority of any single Terminae Hive, responsibe for ruling and administrating it, with their brains especially adapted for their demanding task.)
Racial bonuses:
Innovates new technology slightly faster
Fast Breeding Rate
Do much better when acting in groups
Hardy, develops resistance to new diseases quicker
...
0E: Landria creates several species of nutritious plants and fungi underground for the Terminae, which also produce useful byproducts such as raw material for textile and wood industries.
0E: Landria creates a rare species of bronze mango trees 75% of the way up the mountain. They grow and reproduce slowly, and once mature, will grow one bronze-mango fruit per year, which grants any being who eats it biological immortality.
Then LYT makes the Sharim.
The pupil at the center of LIGHT's form narrows until the light emanating from it is a tight, intense beam. Where it strikes the planet, the ground glows, melts, hardens, and shatters. The shards do not fall back to earth. Instead, LIGHT spends 7 Essence creating the first Sharim. (Sadiq/micelus should provide the rest of the essence needed for the first unit)
The Sharim are a race of crystalline shard clusters, especially skilled with magic, and it is integrated into their very being, and able to refract and focus light. They communicate optically, rather than verbally, though they're still able to sense the latter. Many different colors, though these are typically more indicative of the individual Shar/Sharim, given their nature. They are very intelligent, though they would seem to think oddly compared to more typical mortals.
Then Katz creates minor life, for her creations.
A plant, small and fragile. It has lots of maroon flowers.
It has no special property by itself, it's leaves are strange in their taste.
Dried however, these leaves taste great with warm things, like baked goods, or fried food.
It has a warm taste, which works best while the food is also warm.
The oil of this plant is hard to collect, due to it's size, but will warm up those suffering from cold.
It's nectar becomes fire honey, which is spicy and vivid orange.
Katzerie creates Heatleaf on the center lands of the 1.2 G level, it grows best in plains, where the sun can easily reach it.
Katzerie continues to create, now looking at the Kattavs.
A lizard, big and strong, climbing rock, and treading land. It is as tall as a polar bear, but also very long.
It's feathers are in vivid colors, and cover most of the body, except the face, underbody, and the ends of their limbs.
Around the head, the feathers form a sort of mane of feathers, which is normally lying flat, but when showing off, it stands proud. Either to attract mates, or to chase away threats.
At the end of the tail, it's a tassel of sorts. The feathers are longer, than on the tail before.
Their scales are golden. The feather colors vary, but mostly the island populations have the same colors, so each island has a unique pattern.
The scales are hard as bronze, while the feathers are hard as steel. They are also capable of swimming.
Katzerie creates Liondragons, and spreads them among the islands of the western ocean on the 3G level.
A tree, big and strong. It's wood is bright, with dark stripes. It blooms, and the nectar becomes great honey.
Said honey makes really good mead, and the wood is strong yet soft to the touch.
The leaves are like big, the size of your hand.
Katzerie creates Stripewood, and spreads it on the eastern forests of the 1G level.
Gandtrael creates brains. This too, will become a running theme.
With a grandiose display of performance, the Gandtrael appears out of nowhere and lays his ethereal greenish tentacles to reach a jungly part of the mountain. There in a grand radius he begins his work.
You see a purple brain with a strange brownish tentacle hanging down from the part where usually you would asume the spine. It ends in three lesser tentacles, and it has a small mouthopening. With the weak tentacles the Gandraelite can feed himself and do minor manipulation of the environment. Due to its hyperintelligence it is able to comunicate directly into the brains of others, and this is the common way for Gandraelite to communicate. They have the ability to connect to neural networks through touch and can temporarily use these senses of bodies. Mindcontrol is not impossible, but to control an unwilling persona would require an immense act of power and also would hurt the victim immensely, probably damaging the controlled so bad it becomes useless. Surrounding the brain you have small insect eyes and feelers, through which Gandtraelites sense their surroundings.
Create 10E Gandtraelites
Create 1E: Worth of Braingulls
Braingulls are small brains with beaks and big wings able to carry them. They constantly scream out telepathically when they find something to feed on. Their eyes, placed just above the beaker are superpowerful. They reproduce sexually and have two genders.
Then Frami, creates Arani and Nautils. The former which may cause confusion with the Anansi, as Arani seems more spiderlike a name, despite the Anansi being the mechanical spiders.
6E Frami creates the Arani, an Advanced race :
The arani are a race of large (think wandering albatross for the size) and very colorful birds that are very intelligent (above human levels) and can use and create constructed languages. They are highly social and live in society, although there is little to no hierarchy within their civilization. Their beak is somewhat similar to a parrot's beak in shape. They are omnivores and will eat about anything. They can live in trees and do not need to build houses for themselves, although some may prefer to do so. When in danger, they are able to change the color of their feathers to camouflage themselves. Their beautiful singing has the ability to pacify other intelligent creatures; This can be used to prevent conflicts with other intelligent races, but will not work on feral predators. They reproduce sexually (2 genders) and lay eggs.
Stat wise, they have very high Intelligence and Charisma, reasonably high dexterity, medium wisdom and low strength and constitution.
He places their first unit in the Forests.
4E Frami creates the Nautil, a basic race :
The Nautil are a race of humanoid fish-people. They have tough scales which are hard to pierce, and webbed feet and hands. They are very good swimmers. They communicate through echolocation (like whales). They are omnivorous, although they prefer meat and feed mostly on fish, and sometimes land animals that come too close to the shores. They are amphibious, but while very agile and reasonably strong underwater, they become weaker and less quick when on the surface. Most of them also strongly dislike being outside water. They live in society and are intelligent (but not as much as Arani. I'd say they have a level of intelligence a little lower than humans). They have a good understanding of basic agriculture and will create kelp farms and cattle-fish farms. They are wary of other intelligent races and can quickly become agressive. They reproduce sexually (2 genders) and lay eggs.
Stat-wise, they have high dexterity and constitution, medium intelligence, wisdom and strength and abysmal charisma.
He places their initial unit in the great ocean.
0E To fill the ocean with life, Frami creates numerous varieties of mundane fishes and sea plants.
0E Frami instills the desire for extension and conquest in the Nautils.
Wstfgl, which I know not how to pronounce, creates life of his own.
Wstfgl, unsatisfied with the realm and wishing a better, more surreal and different creation, will create, then, 10E of the dream-feeders. Invoke sphere bonus. If possible, grant them an affinity for "psymental" magic if it's free.
Wstfgl gifts dreams to the races (0E).
Wstfgl makes a flowering plant, that when eaten, brewed, or otherwise consumed, strengthens dreams. Call it dreamflower.
He spreads it near any races that exist (0E?).
Mumuski creates a race, the Zwerg.
Mumuski Looks down at the world as she started playing a dramatic melody, forms being created from the music, two populations of creatures where created on the base of the mountain near the forests, the intelligent Kleine Zwerg and the strong Hoher Zwerg (12E for 1 unit of both), Mumuski then watched them as she played a calming symphony, curious at what music they would make and how their culture would develop.
Zwerg are short creative creatures that exist in two subspecies, Klein and Hoher Zwerg, they both tend to live in the same society and can reproduce with each other (although with some complications). They both naturally have long messy hair should they let it grow out but most of the time they comb, cut, and braid it into fancy designs. Both species live for a longer then average time able to live up to the equivalent of two hundred and fifty years. They both are onivores.
Kleine Zwerg are the shorter subspecies of Zwerg that tend to be at tallest three feet tall, they are frail and weak but are masterful artists, engineers/inventors, mage's, and singers, in fact most of the Kleine Zwerg sing when they work together however most don't when working by themselves however most doesn't mean all and some Kleine Zwerg may only sing by themselves or not at all, however Zwerg who don't sing are better at playing musical instruments then most other Kleine Zwerg. Due to there shorter size they tend to also be good in the art of trapping, both for capturing animals and killing those who step in the wrong spot. They all have a natural affinity for nature/forest magic even if most of them never use it for more then farming.
The taller and stronger Zwerg, they can grow to be at tallest four and a half feet tall and are never shorter then three and a half, they are much stronger and while not as good singers, inventors, or artists as Kleine Zwerg, as well as being unable to use any magic whatsoever, they make up for it in there crafting, smiting, and there ability to play instruments, as well as there pure toughness, a Hoher Zwerg has extremely strong bones that are almost as strong as steel and there skin as tough as copper, however while they may be extremely tough their strength is only above the average.
Katz starts the process of making the Shimmermen.
Katzerie makes a bubble, within forms a girl, a tiny girl, an inch in height, with wings, but no hands.
Katz creates a nugget of silver, and bursts the bubble, the girl comes to life.
Katz touches the girl with the nugget, where the hands should be, parts of it sticks to her, and then Katz takes the nugget away.
She forms the silver on the girl, making metal hands. The girl opens and closes her hands, testing them.
Katzerie has created a Shimmerman, a Shimmergirl, to be exact. The Shimmergirl reaches for Katz, and she pats her on the head with a finger.
Then the Shimmergirl points at the silver nugget, Katz moves it to her, she touches it, and then her hands vibrate.
The Shimmergirl than tears off a bit of silver from the nugget, and plays with it, molding it.
Katzerie taps the Shimmergirl on the head, and from her another Shimmerman appears, this one, male. He has no hands.
The Shimmergirl moves to the Shimmerman, and starts making him some hands of silver.
Katzerie keeps tapping onto the heads of the Shimmermen, making more Shimmermen, and they create more hands.
Katz then runs out of silver. But decides to not make anymore silver.
Katzerie is in the process of making 1 E worth of Shimmermen.
Shimmermen
1 inch tall humanoids. They have completely black eyes, wings on their back and ankles. Antennas on their head, and pointy ears.
Their hands are made of metal, which can vibrate. The vibration from their hands let them mold metal as if it's clay.
Their wings are insect-like. Except, on the top part of the wings, they have a purple metal border, lending extra structure. The main material is like clear crystal.
The back wings lending them most of the lift, while the foot wings give them finesse in movement.
They have slightly glowing hair in strong colors. Their skin is white.
A Shimmerman's hands will never heal, and cannot sense normally. They will only feel while using the vibration, and only on metal.
Shimmermen can easily break each others' hands, due to them being made of metal.
Shimmermen are born without hands, the hands are made by another Shimmerman, usually an experienced smith.
Their hands greatly help them in making things of metal, as such, they make great smiths. Being able to make small changes very quickly.
The vibrating has no effect on things not made of metal.
Fortuna creates the Fhortan
Create as many full units of the highly technical variety of the Fhortan (I believe it'll be 3) and place them in a forested region somewhere in a 5g range on the mountain.
A village/city will be created, centered around a large gambling house, which will be the center of gub'ment.
Feline-like humanoids with a penchant for luck. All their cosmetic identifying features are decided through chance rather than genetics (fur color, size, eye color etc.) as well as societal positions being decided through tournaments of pure-chance games.
They are a stupendously lucky race, significantly moreso than the average race (this essentially being what I'm price-checking)
MetalThe first metal created, was Saland, by Landria.
Landria creates the super-metal Saland at the top of the mountain for 2 essence. This nearly-weightless purple material is ten times stronger than steel.
Gandtrael creates metal as well.
Create 1E vein of Neuronite closeby the Gandtraelites
incredibly elastic metal, that is able to carry electrical currents and bioelectrical signals
PlacesThe first afterlife, was made by Mani.
Mani creates the Recycling Center as an afterlife for his followers. The Recycling Center has a layout like a factory, with various sized chairs hanging from a hook like an upside down roller coaster. The incoming souls are placed on these chairs and strapped in with an X shaped seat-belt. The seats go on a brief tour, for about a decade, stopping in about one room each year. Each room has something different depending on the soul taking the tour, an actor might stop at a theater, a worrier might stop at a paintball arena, a chef might stop at a buffet ETC. They will be allowed to get off the chair for the duration of the year, of course. After the decade is up, it leads them to a final room with two lines. One line loops back to the front, allowing those who wish it to go for another spin do so. The second leads to Reincarnation, allowing those who wish to visit the world again do so.
Sadiq created the first place of importance, the city of Jannah. Which also doubled as an afterlife.
Sadiq, while not entirely pleased with the world, shrugs and descends to begin his constructions. First though, a bit of tampering to Sadiq's desires. Taking a mask from his back, he put it afire and threw it at the forest surrounding a river delta that was particularly attractive to the god's purview. Course, there would be a good amount of death but after all, as long as the end result was good, would it really matter at all?
...
After animating them and giving them their various attributes, Sadiq then decided to indulge himself. After all, he deserved a bit of rest, yes? Putting on a construction hat, conjuring a few machines, some vehicles, a pile of tools and an army of djinn labourers, he threw himself to the world and began building Jannah, the City of the World's Desire.
Jannah is a city of opulence, built of the finest stones, metals, jewels, lumber and shells. It is decorated with murals, tapestries, gardens, fountains, and many more beauties. The city is cleanly divided into four main districts.
DISTRICTS
The Gleaming Sapphire District comprises of the city's port and its entertainment quarters, the District is ruled over by the Law-Clad-Pleasure, a Houfni dressed in fine elegant silks and expensive wears known for her flirty demeanour that hides a strict and disciplined ruler beneath the words. The District is home to the seedier parts of the city as well as its most entertaining. Arenas, pleasure dens, theatres, and multi-entertainment-complexes are all found in the District. Besides this, entertainers and 'entertainers' often patrol the streets, kept in line by the Siren's Blue Djinn, sultry slender enforcers of the law clad in dancer's cloth and armed with schimitars and bola. Nearly all Blue Djinn have extensive tattoos on their bodies. Such Djinn are known for their draconian punishments and quickness to enforce their Lady's rule. This district's architecture is renowned for being heavily influenced by foreign cultures, with structures often changing as soon as a foreign ship so as enters the port. In general, the buildings are characterised by being tall, and filled with light. Streets tend to be wide if winding, making it easy to get lost. Statues of various figures tend to populate the District's streets.
The Fine Ebony District comprises of the city's outer layers, save for that adjacent to the coast. It is ruled over by the giant ghulman Welcome-Bearing-Vigilance who dresses in heavily ornate bronze armour an keeps a great axe with him at all times. He is known for his no-nonsense personality, his motherly ways and the care he has for his men. This District controls much of the city's defenses, the city gates and the marketplaces. It is patrolled by the Brown Djinn, heavily armoured if pudgy beings who are covered in jewelry. These guardsmen always carry with them a heavy weapon and specially made glass grenades. Jovial and welcoming, the Brown Djinn are lenient but will do all they can to keep the city safe. Fine Ebony architecture is characterised by wide open spaces, water features as well as a seemingly infinite number of obelisks and pillars. Other Djinn tease the Brown Djinn for overcompensating constantly. The streets of the District tend to be narrow and winding save for the main roads. Despite this, such roads are easy to navigate due to signs at most junctions and helpful Djinn at every plaza.
The Eternal Marble District comprises of the western inner portion of the city and is ruled over by the Houfni Labour-Yearning-Tong. She is a stocky if short female-looking youth who dresses in labourer's clothing and is almost always covered in a layer of dirt and soot. She is known for being a woman of the commons who would not be out of place in a pub and is often found in one after her duties. This District contains in it much of the city's factories, artistians and warehouses. The White Djinn patrol this District, a short if buff race of people who exude masculinity, regardless of gender. They often wield maces and shields as well as crossbows. These Djinn are known for liking a good joke and 'playing around' but do enjoy their jobs with glee. The architecture of the Marble District tends towards the pragmatic due to their important role in the city with many streets being more-or-less permanently occupied by tracks and machinery so as to facilitate the movement of goods. Compared to the other parts of the city, the Marble District is rather spartan with most 'decoration' in the form of greenery and gardens. Oddly, the White Djinn are known for throwing the greatest parties.
The Celestial Gold District comprises of the city' eastern inner portion and is ruled over by the Ghulman Obligation-Loving-Quill, a tall lanky and finely dressed person who loves his books and numbers. He is known for spending much of his time in his office either getting down to work or reading his books. A clean-freak and a lover of order, his District tends towards the quiet and tranquillity compared to other districts. The Celestial Gold District comprises much of the city's 'finer' establishments such as museums, palaces, libraries, graveyards, labs, courthouses and the like. It is patrolled by the Yellow Djinn, silent and tall humanoids dressed in comfortable robes or tunics. Active and willing to take the initiative, these Djinn usually tail or spy on those they believe would cause trouble for their District, arguably acting as the city's intelligence organisation. They prefer blowdarts and spears to other weapons. The Gold District is known for being the most innovative and beautiful of the city's locales, offering awe-inspiring towers and temples for all to enjoy. Most buildings are painted white or gold with gardens being strategically placed to offer the best contrast.
In the centre of the city lies the Throne, a giant ziggurat built from marble, inlaid with sapphire, painted in gold and surrounded with ebony trees. The Throne is the residence of Sadiq as well as his closest servants, save for the four District Governors who inhabit their own much smaller ziggurats around the Throne. The top of the ziggurat is inhabited by Sadiq and contains a vast treasury both of objects but also knowledge and organisms. The lower sections are used by his servants as well as various administrative functions. The lowest sections is a dense maze of machinery that only an insane being would enter. Or if they want to enter the ziggurat at all. This is as the stairs leading up to the Throne is guarded by the First Djinn, invisible beings who only allow those invited by the god to enter. Anyone else has to brave the city's sewers and find the entrance to the Throne's lowest levels where they will have to navigate its puzzles to reach Sadiq.
NATIVE RACES
Jannah is inhabited by divine extensions of Sadiq's will called Djinn, Ghulman and Houfnis which act as the city's administrators, caretakers and officers. These races are completely fluffy and do nothing of importance.
Djinn: A catch-all term for the lower servants of Sadiq, these function as the city's officers and caretakers.
Ghulmen: Pale and extremely beautiful, the Ghulmen are masculine servants of Sadiq that act as his direct agents. They are the nobility and influential of the city; mortals that impress Sadiq tend to become Ghulmen.
Houfnis: Pale and extremely beautiful, the Houfnis are feminine servants of Sadiq that act as his direct agents. They are the nobility and influential of the city; mortals that impress Sadiq tend to become Ghulmen.
Worshippers of Sadiq end up in Jannah as ghostly apparitions that cannot interact with mortals save for speech. This said, they can fully interact with Djinn and other divine servants.
0E:Sadiq burns away the greenery surrounding a river delta, ensuring that the vegetation around the river itself is left untouched. Sadiq then takes the rich ash and scatters it throughout the soil.
...
1E: Sadiq creates Jannah, the City of the World's Desire on the river delta next to the coast. Also doubles as a fluffy afterlife.