Chronicle of Creation By the Great PanzerPart 1, the World. (Tick 0-8)
TIck 0.0: Daybreak
As the discussion on the world's form dies down, a world begins forming out of the still-volatile energies of the Bubble. Color-changing red water fills much of the Bubble, and a great Disc rises out of the reddish seas as the sun rises its first. What earth lies below groans as it greets the sky, letting loose a volcanic fanfare, producing countless islands and cracking the Disc, producing a large sea. Light and rain fall on this new paradise as gods and earth alike cool and resolve, and the Bubble seems more stable for it.
GowlerCreated the Desert of Kragran, this desert is big and has beautiful reddish sand, it has the wildlife you would expect in a desert.
Created Dunelings in Kragran.
Created a Statue of a Duneling.
Created Wostrichelves in the desert. Wostrichelves are two legged running birds that are quite intelligent. They have sharp teeth and a pack mentality. Their coloration range from desert yellow to desert red. Their beaks are greenish to blueish.
Taught the Dunelings how to ride Wostrichelves.
Created Desert Herders near the Dunelings.
Desert Herders are herd animals that have a heavy exoskeletons. They appear like giant skeletal cows. They grow to a 3m length and weigh up to 12tons. They can save water in fat under their exoskeletons and can sustain themselves with it when traveling between oasis.
Created the oasis Fankafor in the desert.
Taught the Dunelings to domesticate the Desert Herders.
Taught the Dunelings to build and settle at Farankofor
Created the Chalice of Dunes, an artifact dune herder skull chalice that gives the wielder the ability to command and control dunes when it is filled with sand.
Handed the Chalice of Dunes to the Farankofor Dunelings.
Taught the Pharactine Dunelings to respect Pharanct and to protect Farankofor with Sand magic
Taught the Dunelings about Bonement, a mixture of desert herder bone powder sand and water. When hardened by fire it becomes hard as cement.
Created Oasioat a grain with fruitful bulbs of yellow grain that grows near oases and on savannas.
Taught the Dunelings to build with Dunement.
Taught the Dunelings how to build Canals.
Taught the Dunelings how to create glass.
MudaCreated the Seconds! Spreading them out to where the other races are likely to be/have been born.[/b]
Seconds are, at least at the start, spirits that inhabit the corpses of other races. They take over the body, making it theirs, giving them the same strength, powers, and intelligence as the fallen enemy, though their memories are typically brand new. They are small spirits, typically only "taking up" a single body part, such as a brain, heart, liver, stomach, etc. They can control the entire body from that location, but damage to their specific body-part is almost always fatal, as it disrupts the hold they have on the body releasing it from their control. Damage to body-parts they don't inhabit are typically easier to ignore, the Seconds don't feel pain from places they don't inhabit, making the only downside of damage the loss of function. Once inside a body, the spirit is effectively a normal mortal, aside from its above powers. If it is killed, its soul passes on like a normal mortal's would. Despite their undead appearance they abhor necromancy and true undead, as they use up valuable resources that could house more Seconds. They are easily identifiable from the normal specimens of their race, often having the wound that killed them clearly visible, and always changing to be darker in color as if trying to match Muda's appearance.
Crunch: Need Corpses to reproduce, Power: Takes over other race's corpses, giving them the same powers and abilities as they had while living with increased Toughness (in most cases). Advanced race?
Created Pause!!, with the same specifications as Pause! but three bars instead of two.
I can't find anymore info on these.Created Pause!!! and Pause!!!!, with the same specifications, four bars instead of three on Pause!!! and five instead of four on Pause!!!!.
Created The Loop! The Loop is an afterlife set for Muda's followers. When one of Muda's followers dies, their soul is sent back in time to when they where born, creating a stable loop that the followers are in forevermore, reincarnating as themselves continuously.
Made two more Pause!!!!!!!!!!? es!
Muda is acting suspiciously, application of blunt force to head is recommended.
MavnonCreated the Honnes, an extensive mountain range that borders Kragran Desert on the east and north. A much smaller mountain range, the Lesser Honnes, divides a small portion of the desert from the rest. This is called the Jokar Basin. The interaction between warm air and cold air tends to result in a constant layer of fog covering the Basin.
Created Drosierre, a small savannah region north of the Kragran Desert. A curious interaction between strong winds, temperature, river systems and the elevation of the Honnes mountains results in a constant lightning storm in the middle of Lake Marteir, which itself is in the middle of Drosierre. ((
https://en.wikipedia.org/wiki/Catatumbo_lightning))
Created The Hidden Week, an event that occurs once at the end of each year where the world is covered with mist.
Spent some time travelling with Dustlings and teach them about Plots and Intrigue.
Mavnon sends out job requests for intrepid reporter types (Kharis). All applicants will be received in the Jokar Basin.
Mavnon had sent out job requests for intrepid reporter types! A dozen rushed over, but per a certain cliche, all but one disappeared.
Turned the Kharis applicant into the Immortal Reporter-Editor Guy/Gal. He/She is to found the Annual Innovations magazine which specialises in describing/explaining recent discoveries and technologies in a way that is understandable for most people. He/she will also be provided with a printing press.
Ne'tharilCreated more pleasing and mild locations as well as a jungle.
Created a large amount of basic mundane animals, plants and trees near the Greater Honnes, getting to work on making planes, forests and slightly more to the south jungles resulting in the creation of the Ver'ton plain lands, the Ki'row forest and the Mir'rog jungle.
Made one unit of these basic animals into E'lai'met
E'lai are smaller animals (Rabbits, foxes, cats, weasels, ect.) who have been born or gifted with intelligence, wisdom, powers, and long life. They are physically the same in strength and toughness as what animal they are however make up that fact with their wisdom and intelligence as well as their special ability which is to transform into another sentient creature at will, however they only take the form and none of the strengths or weaknesses of what they turn into, remaining as strong as they where before the transformation. E'lai who are wild animals usually try to make deals with other creatures in exchange that they don't hunt animals of their species or that they don't chop down their homes in exchange for something such as information or the location of something, should the other brake the deal they tend to get revenge one way or another while domesticated animals that happen to be E'lai tend to be much more manipulative to further their own goals and occasionally act as spys for either other E'lai or other creatures however not all E'lai act the same way. Naturally they can all speak both animal languages and more sapient languages.
LazanSet her eyes on the north, and created the Arkagon Forest.
The Arkagon Forest is a taiga, spending most of the year under a layer of snow.
To inhabit the Arkagon, she creates the Flemish.
Flemish are humanoid mammals. They have two arms and two legs. They walk with their knees bent and their backs hunched. They are covered in thick fur, usually white to blend in with snow. They are omnivorous, hunting small animals that live in the taiga. If they were to straighten their bodies they would be on average 1.5 meters tall, but hunched over they're about 0.9 meters.
RuusukaijaCreated the Heartbreak Lagoon in the sea east of the Honnes.
A circle of nine coral islands, centered by reef shoals too shallow for any larger ship and slightly dangerous even for rowboats. There is enough fish for fishing to be lucrative, though. Many rock and coral formations play wailing music in the wind, said to be the voices of those lost at sea. The area is quite stormy due to the nearby mountain range, after all. The islands themselves are lush and tropical, with relatively mundane flora and fauna.
Created the Caverns of Echoes under the Heartbreak Lagoon. (Not too deep, to avoid falling through the disc)
Each island has an entrance to these maze-like tunnels. They are very dark and thus have very little macroscopic life in them (plenty of microbes), but sound seems to 'live' a long time. Rock formations amplify, resonate and echo the tiniest sound for several days, and spread it to echo all around the caverns. The caverns are difficult to navigate and easy to get lost in.
Created the Piacere and place them on three of the Lagoon's islands. Each population is expected to form their own tribe (the Adagio, the Andante and the Allegro).
The Piacere are eyeless, human-sized parrot-like sapient creatures. They have excellent hearing and near-perfect echolocation, and thus can 'see' by the noise of their heartbeat. Their arms are somewhat wing-like, but incapable of flight. They have an affinity for Musical magic, and indeed music, singing, poetry and other vocal art forms are very important to their culture. They form a tribal structure roughly organized by each member's musical talent. Besides music, the sea is also important to them, and most of their sustenance comes from fish (as well as fruit). They are decent shipwrights and navigators, but getting to another island is still quite difficult and dangerous. Tragically, they have a xenophilic interest in the other tribes, creating a reason for many to endanger themselves for the sake of passion, meaning there is always another tragic song of loss and love to sing.
Defined various measures and taught them to the Piacere.
Time:
As the world is an even disc orbited by a sun, every the time between two sunrises is always the same. This makes it usable as the basic unit of measurement. Barring that, the Hidden Week can be used to count a year.
1 year (y) = 2 seasons ("Roe" and "Harvest")
1 season (sn) = 3 collections
1 collection (cl) = 60 days
1 day (d) = 30 arias
1 aria (a) = 40 bars
1 bar (b) = 100 beats (bt)
1 Tick (T) = ???
The average creature's heartbeat is an acceptable estimate for the beat when no timekeeping device is available.
Distance/length:
An echo is the distance a sound can move to an object and back to be heard as an echo exactly 5 beats after it was made.
1 wail (wl) = 20 echoes
1 echo (e) = 500 words
1 word (w) = 80 whispers (ws)
The average Piacere is about 60 whispers tall.
Volume:
A bowl is the volume of a cube 20 whispers long on each side.
1 chamber (ch) = 64 bowls
1 bowl (bw) = 20 cups (cp)
Mass:
A colony is the apparent weight of a bowl of a particular type of coral. A model piece exists as a living polyp colony periodically shaved to stay consistent.
1 reef (rf) = 800 colonies
1 colony (c) = 20 grains (gr)
Temperature: Degrees Acqua (°A):
0°A: Freezing point of water at the pressure of 1 c/w2.
40°A: Boiling point of water at the pressure of 1 c/w2.
Set up a fluff afterlife plane.
The Ever-After is a dream-like plane where each soul gets its own resting space mutable to its preferences. Communal spaces exist as well.
The souls may leave their resting spaces to visit those of others, but may not modify them without permission. These resting spaces are situated based on the relationships of the souls when they lived, and may overlap. This closeness works in dozens, even hundreds or thousands of spatial dimensions, but is visually simplified to the 'correct' amount the soul expects to see. The purpose of this is to allow lovers to be together always, rivals to challenge each other, and so on. True enemies are conversely far away from them, unless reconciliation is possible. Strangers can also be perceived and visited to allow for new flames, though etiquette would prefer communal spaces be used for this. Relationships may change over time (though time is rather meaningless here), changing the plane accordingly.
The Ever-After has several 'channels' that souls may tune their resting places to hear music of any and every kind imaginable. Silence is also an option. For live music, the communal spaces come into play. Instruments of all kinds are always available, as are instructions and instructors for their use, and it's quite hard to fail to find an audience. Both endless revels and quiet wakes of remembrance exist. Let the souls choose the rhythm of their symphonies. For those of a different kind of passion, some communal spaces serve as battlegrounds with neither pain nor death. The dance of combat and the drums of war shall be eternal for those who truly enjoy it. A victor of these games may occasionally be declared to allow for triumphs and parties of camaraderie for allies and opponents alike. Other passions have similar spaces.
Panzer, The Bestest God and Bestest ArmorCreated the continent of Schwerland.
Lit a bunch of stuff on fire, making a really big forest fire.
Created the Flammen out of the fires in the forest on Schwerland.
Flamme (plural: Flammen)
A race of living fire, shaped like people, and burns everlasting (can only die from depletion, can't die of age).
They consume anything to stoke their flame, for they use it for everything.
Reproduction, survival, metallurgy, magic, etc. All use their flame.
Their magic, is all fire stuff, and they drain magic by burning it, unless it's already on fire, then they just eat it.
They can also eat fire, to provide fuel for themselves, to stave off depletion.
A naked Flamme, is vulnerable, as they constantly lose their warmth.
Therefore it is common for them to use any insulators they can, so they don't radiate what keeps them burning.
Due to this, they are often adorned with armor, which they make themselves. This pursuit of insulating armor, makes them constantly create new pieces to insure as much protection as possible.
They grow from a head's size to man size in just 100 years. Then they slow in growth, but still grow. To reach twice their height, requires 1 000 years. Twice that, 10 000 years.
The Flammen have the strength of 10 of it's size, and has a very keen affinity for armor.
They are resistant to physical harm, as they are a mass of fire. But the will lose fuel as their form is disrupted.
Limbs can be cut from them by cutting through their mass of flame. But they can reattach said limbs.
They can also regrow them, but this uses a lot of fuel.
Created a set of steel armor on one Flamme, which also insulates very well, due to a special inner lining.
Created a Blackrock Spire from under the mountain, it pierces through, and stretches for miles into the sky.
The Blackrock is much harder than regular rock.
Carved out a structure in the Blackrock Spire. The spire is very wide, so the structure is very big, but still miles above the ground.
Created Immortals. And put them on Schwerland, but away from the Flammen.
The Immortals are not a single creature, but creatures made of creatures.
These creatures, alone, are like blobs of slime. But as an Immortal, a high number of them work together, each serving a more specialized purpose.
The blobs aren't sapient themselves, but the Immortals are. Because in having a specialized brain slime, lets them reach sapience.
The resulting Immortal is humanoid, but with slimy skin, which is also quite weak. But with understanding of themselves, they can improve.
This improvement tends to shorten the lifespan of the blobs, so a strong and tough warrior needs to replace blobs more often.
This results in higher nutrient consumption, and as such, an Immortal military's size is limited by how much food is available.
An Immortal can replace parts of itself, whenever the parts get old. And as such, they can keep themselves young forever.
When an Immortal replaces it's brain, it takes some knowledge to do so perfectly (no loss of memory).
But once they know how to do so perfectly, they keep that knowledge. With other parts, they tend to lose muscle memory, which has to be retaught.
So warriors tend to hold onto their old parts even when they're weaker than a new one, due to familiarity.
When separate, the blobs reproduce with themselves. Splitting up.
When grouped up enough to become an Immortal, they can do more traditional reproduction, which is useful for genetic diversity.
The resulting newborn is naturally adept at staying together and working as an Immortal. Unlike blobs that combine to become an Immortal, and has to learn.
Those born can also be shaped by their parents, with the knowledge they gained in self improvement. Though sometimes they get things wrong.
Extra:
An Immortal can change many things, but they will always secrete slime, and need said slime, to not dry out.
It isn't immediately fatal, but very uncomfortable, and will weaken the Immortal, and death will likely follow.
Due to this, they have an aversion to salt and flames.
While armor can provide some protection, salt in their eyes will leave them blind for a while, also, they got no eyelids, so it is guaranteed to hit their eyes.
Putting lines of salt on the ground, can make Immortals avoid going somewhere. It wont work to trap them, but it will work to direct them.
Though it shouldn't look too deliberate, or they'll catch onto it being an attempt to direct them, which can make them endeavor to cross the salt.
Fire is very useful against them, though waving a torch at someone will make pretty much anyone keep distance.
But Immortals, will not fight people if they got enough fire. Or if they're made of fire.
Created Futhark Menschen.
Futhark Mensch (plural: Futhark Menschen)
Futhark Menschen are like humans, but they have a natural affinity for enchanting, which also flows through their body rune.
Each Futhark Mensch is born with a rune on their body, it gives slight bonuses, barely noticeable, but it serves to drive them toward an occupation.
The location is related to it's effect. Rune on the head means a better mind. A rune on or below the eye, means better sight, side of head, means hearing or mind, and tongue or chin, is taste.
A rune on the chest, means either general health, or a better soul. Legs relate to speed or jumping.
The type of rune is also related to it's effect.
A Futhark Menschen can train to gain greater benefit from this rune, but it requires a lot of training, and it's related to their affinity for enchanting.
When they unlock more of the benefit of the rune, it grows, having more runes. But they can also generate new runes by doing so.
A Futhark Menschen covered in runes, is a powerful one indeed. Unless it's fake, and just drawn on their bodies.
You can't cheat, you gotta get them through enlightenment. Also Panzer don't like cheaters.
Placed some Futhark Menschen along the coasts of Schwerland, some inland, and some along a river, a bit river.
Created the Advanced Artifact Forge: Gott Smeide.
Created a ton of Gott Stahl. A stronger and all round better Steel, she put all of it in a stash at the Blackrock Spire.
Created the Advanced Artifact: Erde.
Erde is a sturdy anvil, and is made for artifact making. When Essence is put into what's made on it, it may go through or around the item. Erde will reflect that Essence back.
Created the Advanced Artifact: Schöpfer.
Schöpfer is a hammer which specializes in making artifacts. When Essence is reflected back from the item it strikes, Schöpfer will reflect it back into the item.
The combination of the two, makes Essence trapped between them while forging, making sure as much Essence as possible is put into the Artifact.
ClicheCreated Yoonies.
Yoonies are human-like creatures, more or less equally split into 4 castes, but the only difference is how they are viewed by various members in society:
Farmers, who are thought to be stronger and most robust in Yoonie society, but not so intelligent. The most visible are older males of the species, with a penchant for wearing plaid, dungarees and straw hats. Farmers think they are the most important group in Yoonie society (and beyond) as without the products they provide, society would fall apart in a hungry, naked mess.
Tradesmen, who are thought to be more dexterous and fastidious than their counterparts, tend to be looked upon as very anti-social, that their work takes precedence over social activities. Their jobs tend to be viewed as very dirty, as they always have dirty, calloused hands. Tradesman think they are the most important group in society, as without them things would literally fall apart.
Merchants, who are thought to be more charismatic than the other members of the Yoonies, are also viewed as very greedy and selfish, that a fast buck is better than anything else to them. They tend to be fatter than other Yoonies, due to spending so much time behind a desk, but wear more expensive clothing. Merhcants think they are the most important group in society, as otherwise there would be no money with which to survive if they were not there.
Intellectuals, who are thought to be more intelligent and wise than the other Yoonies, but also viewed as haughty and dismissive of others who are not as smart as they are. They tend to stay indoors, wearing long, white robes for no apparent reason, discussing their ideas and experimenting. They think they are the most important group in society, as without them, everybody would still be using stone tools.
While there are no barriers to movement between the groups, such a thing is frowned upon, but accepted. An individual cannot be in two castes simultaneously, and will be pressured by members of both castes to give one of them up.
Each of the four castes elects a member to the Yoonie Council, which acts as the overall ruling body in Yoonie society. There are also individual councils within each of the group, making decisions specific to them. The national and caste councils don't share a remit, and any member of a group that is served on a caste cannot serve on the national council, and vice versa.
Created the Kharis, a race of intrepid reporter types.
A race that has enough mechanical ability to build and maintain printing presses, as well as a very strong affinity with musical magic in order to be able to write excellent, widely appealing articles, as well as lots of charisma in order to interview people.
Created Cliche's Press, an Elite-tier printing press. Anything that it prints is able to be read by any race in the world, allowing the masses to be informed of global goings-on.
Created Maxwell Murdoch Hearse, an Epic-tier hero, who will be tasked with overseeing publishing and distribution of the new daily. MMH can teleport in order to perform this task more efficiently.
The new daily would be known as the Godsea Gazette!
Sent out the Kharis to set up offices in the major population centers of the other races in order to facilitate easier journalism, subject to permissions from the deities.
Encouraged the Kharis first edition of the Godsea Gazette to include profiles of each of the races present in the Bubble, in order for everyone to know who their neighbours are!
VimbrFound a flat area with a gentle hill or two, and covers it in grass. making a nice grassy plain.
Created fireblossoms and scattered them around the plain.
Fireblossom -Plant-
Small red flowers with three curved and pointed leaves. it comes up to about the height of a recently mowed lawn. like most plants you mostly just have to put it in adequate soil and water it, but fireblossoms also draw upon ambient power and periodically (about every few seconds) release a small stream of burnless fire. (the fire is warm not hot, you will not be using this to start a campfire) this item is the main symbol associated with vimbr.
This plant grows year-round, and can self-pollinate.
Created a basic ecosystem for the plains, consisting of fruit bearing trees, and herbivores. he leaves out the carnivores for now.
Spice Trees: Trees with red leaves that bear a sweet fruit. there leaves can be used as spices
Treox: A small animal that lives in trees and consumes there leaves.
Veltan: A medium sized animal that grazes on grass.
Created the embrear in the ember plains
Embrear -race-
The Embrear are a race of people that greatly resembles humanity the main differences are that their skin comes in varying shades of red and that they have wings of burnlessfire much like vimber’s own, in there case however they have two sets and when fully spread there wings will look simmaler to a curved X.
their eyes tend towards brighter colors such as gold, bright red, blue, teal, and pink, they do however sometimes come in all black orbs.
there hair likewise varries from simple black, brown, blonde and red. to really red, pink and bright gold colors.
they can have anywhere from zero to three tails. these tails are fairly long and thin. usealy reaching to around the ankels if allowed to hang free. they can exert some control over them.
some may also have small but sharp claws on there fingers.
they have an affinite for fire, and are bothered not by all but the hotest flames
They are also immortal in regards to age, but still die if killed or overcome by a great sickness
they can breed with other races with simaler forms and structure, Though the traits of a hybrid are up for grabs on whether they are more in line with the Embrear or another race, a hybrid will always inherit the immortality.
Ran a river through the plains and suggested they build their first town around it.
A river running through the ember plains, the name is purely thematic, and the river is not infact, on fire or made of flames.
PiscesCreated fish of all colors and sizes.
Became the sea.
Well that was short.
MorgonCreated the Vitovan. Borne in dark caves and forests.
Basic Race with Enchantment and Illusion Affinities
Hairless, pale white and thin humanoids possessing spindly limbs and elongated faces. They dislike strong light and see particularly well with small amounts of lighting. Any location in which they dwell in large numbers will come to be blanketed by a thick dark fog that helps protect them from strong light.
Descended down subtly to the Vittovan.
Sought out those with the greatest degree of despair and helplessness.
Those with the greatest desire for change in themselves but whom lack the confidence to seek it out.
Listened to these individuals and granted their wishes in exchange for a pact in which they sell themselves forever to him.
Checked up on those he had made pacts with to see what actions they have been taking recently.
Encouraged these agents to try and further unify Morgon's followers and advance their society and technology, in particular, taking advantage of the ores and wood in their surroundings to advance their knowledge of forging and construction using their inherent enchanting abilities.
OrganechLooked for a place away from the other gods, then made a small forest of Ironwood Trees.
Large metal trees which rotate to keep the Sun's light best directed at their Leaves. Near their base they have a gear like shape. They can only rotate to the right.
Afterwards created Cogknots in the forest.
Cogknots are large stone people. They commonly have red eyes. Their blood is blue. They are very strong and have a diet of minerals.
Created Tics and Toks, both are types of clockwork insects although they are very different.
A Tic is a tiny twelve legged clockwork creature with a long "Beak" which they use to drink blood from their victims. A Tic gains nourishment from blood by first filtering out any metals and then slowly converting the blood to a electric mix that magically powers the Tic while slowly disappears. Each Tic can hold up to 1/4th a pint of blood.
A Tok is an large eight legged clockwork creature which generates power from light. Each leg has several blades used to climb and to end the lives of attacking creatures. each Tok has a set of spider like jaws upon its front, which is able to produce blasts of energy used to harvest metal So a Tok may reproduce.
Created Tinks: Short People with an ingrained want for making things involving "simple" mechanics such as: Gears and Axles. They have sixteen fingers on each hand, blue skin, and silver colored hair.
PharactCreated a large glowing sapphire monolith carved with information on the magics of Earth and Air elementalism in the centre of the desert of Kragran. Topped by a large Pharactine symbol. Only those openly wearing Pharactine symbols can read what is written on the monolith.
Created the second Magic Monolith, a towering edifice of shining emerald engraved with knowledge of Fire and Enchanting Magic at the centre of Schwerland, visible across the entirety of the subcontinent. Topped by a large Pharactine symbol. Only those openly wearing Pharactine symbols can read what is written on the monolith.
I'm still angry about that.
Khava BarasCreated Kiv Mal, Kabaran, the Ocean's Teeth, on the west-north-west shore of the disk where it meets the ocean, a series of very large, irregular and jagged peninsulas, with several saltwater lakes. Around half of the peninsulas have small mountain ranges running down them, shorter as they approach the end.
Created Pan Tobuersha, the Bleeding Mountains, where the peaks are scored and gouged, and the earth's blood runs close to the surface. They extend inland from the Ocean's teeth, with fertile valleys in between and swift-flowing rivers to the north. To the south, the land is smooth and rolling, with ample room for the grasslands and herds that roam within.
Created the Boku Garai, the Artisans.
Bio-Mechanical constructs, each generation strives to improve the next, as they are not born, but crafted lovingly by their parental teams. Once born, their minds will develop until they can begin to improve and enlarge themselves on their own, though most families will help their children grow somewhat up until that point, in order to show them how it works. This is partially due to the fact that their possible body size grows along with their mind, and age; if one were to craft a Boku Garai full size from birth, they would have great difficulty controlling and functioning properly within it, and would likely die from the complications. Truly elderly Boku Garai can become quite large, though sustaining such a body size can be difficult as one ages, and grows frail, even as the mind grows continually. This goes much of the way to explain why they have such veneration for their elders, yet still care as much as they do for their young; the young represent the newest and best forms of their kind, while the elders are the wisest and most capable among them, despite their physical weakness. Nonetheless, they are remarkably adaptable due to their bodies, and their minds are likewise flexible and creative, quick to learn, quick to innovate, and always curious.
Created the first of the Black Cities, inland of Pan Tobuersha.
The first shall be named Vaekhem, and their kind shall be known in the Engineer's Tongue as Mul Vaekhem. Living marvels of architecture, machinery, and urbanization, their relationship with the Technicians is uncertain, though some believe they control the Technicians, this has no real observable basis.. What is known is that Technicians are often protective of the City if it is being damaged in a non-superficial manner, though the degree to which they pursue this varies greatly. Black Cities are essentially mechanical organisms that greatly resemble semi-mobile, self-assembling cities. Their 'life cycle' is poorly understood and largely dependent on smaller, sentient organisms, as they are not sentient on anything resembling a mortal or understandable timescale. Only mobile during part of life-cycle (when smaller), unable to 'reproduce' unless sedentary.
Created the Technicians, within the Black City of Vaekhem.
It is unclear to mortals what their connection to the city is, though their name stems from the fact that they usually appear to be doing maintenance work or upkeep of some kind. Those who interfere with their work, however, rarely fare well, and by all accounts appear to have no end in numbers if a position to slay them is taken up. It's also uncertain from where they emerge or where they return to when they feel their task is complete. Technicians will usually ignore any questions asked of them, though some will respond with very general answers, always in the Engineer's Tongue. They refer to themselves as the Böd Jura, which translates best as the Technicians. Usually, though, if thye say anything, they will respond by informing the asker that they are performing maintenance.
Taught the Boku Garai about existence of Black Cities. Warned them of the respect they must pay, but also of the shelter and aid each may provide to the other.
Created the Pan Bharsett, the Mountain's Heart, at the center of the Disk. A large, regularly erupting volcano with a very deep magma reservoir. The eruptions are small and frequent, and serve both to increase the size of the volcano over time, as well as fertilize the surrounding area; a cycle of eruption and plantlife feeding off the ash develops quickly.
Created Artisans near-ish the center of the disc.