P0005: "Why dont we create a gigantic ocean with Islands. Then above this ocean there is a cloud ocean with floating cloud islands. Above that cloud ocean we have an ocean of flames withsome volcanic islands. These three layers are connected via pillars of Rock that spiral up and downward."
P0006: "World formed from Fire to Ice, and goes from one to the other across it; extreme heat, fire, and molten rock on one end, extreme cold, ice, and frozen air on the other. In the middle, where they meet, rock is cooled and solidified to earth, while ice is melted and becomes ocean. The sun, if any, provides light but little warmth; most warmth is dependent on location. Each of these three realms occupies around the same amount of space; fire, ice, and temperate/oceanic. Around 20-30% of the temperate area is covered with 'islands' at any given time; these islands stretch seemingly endless down into the deeps (another 40% or so of the ocean is 'covered' with subaquatic landmasses that provide a bottom to the ocean; the rest seems to be bottomless, just as the ice sheets and scorching fires/roiling lava of their respective realms seem to go down forever; many of these subaquatic landmasses are attached to or portions of landmasses that do rise above the waves), and drift slowly, sometimes smashing into each other. These can cause the islands to become attached to one another, formed a larger island, smash apart one or both, or simply bounce (with a great deal more violence than that implies) off of one another. These islands can be very, very large, sometimes even continent, though larger islands will often eventually be subject to stresses that cause them to break apart. Because shards of their respective realms can be carried with them when land forms/breaks off into the ocean, there are both volcanoes of fire and of ice; when these collide, a tremendous battle is had by their respective forces, usually but not always ensuing in their mutual, though glorious, defeat. The weather patterns caused by perpetual lands like this should be pretty interesting, though not necessarily static. Bounded on one end by cold so intense that it does in fact reach the equivalent of absolute zero, and what amounts to the core of the sun on the other."
P0008: "Underworld where the dead await judgment/filing to other afterlives. All those who have no other afterlife stay there. Literally an underworld, underneath the world; it is not truly bottomless, it just seems like it. Has subrealms available/ready for each of the gods/assigned afterlives we decide on (afterlives never really get used for anything other than hiding out in at most and it's not like that actually does anything, certainly not specific to it being an afterlife). Also a realm of the gods but that's always sortof abstracted. The two gateways to this realm are in the fire and ice realms respectively, and both the journey to and the descent after are harrowing and difficult for all, regardless of adaptation to local climate. It's not easy to go into the underworld via non-dying means, dammit"
P0011: "seasons."
P0015: "The world is made of pieces of earth, most is flat, but the mountains are exceptionally tall, and have holes going through the world. If anyone falls, they will fall into the abyss and be consumed. The north is cold, and the south is warm, but there are no land of fire and ice, though the northern winter is very cold. Rivers and oceans flow, but they can drain into the abyss. Whatever water goes into the abyss, emerges from natural springs, ensuring that the oceans never deplete. Land masses may even be wholly separate from the main land, and need bridges built to access them. They also don't all lie on the same level. The main land, is made of a lot of land masses, and as such has the most land, but also the most holes."
P0017: "... all the gods become the sun, giving the world a dozen and change suns across its various layers."
P0022: "...that any god who does not wish to be a sun may produce light in any other way they deem fit, or dark if they truly desire so."
P0023: "Druidic Magic: a mix of a variety of other magics, it tends to involve ritual and ceremony for most spells, and power is limited to a point by one's personal deeds; if one wishes to become a truly great Druid, one must go on mystic quests and all that jazz, in order to essentially achieve the glory necessary for the spirits/nature/magic to glorify you and allow you to work with it in such a way. Contains parts of ritual(uhh...yeah, sacrifice, basically), celestial(plenty of ingredients require harvesting under certain suns rather than others), and elemental magic (nature!), with small parts of necromancy(mostly communion with the dead and dealing with spirits), divine(nature/beast god), musical, and enchantment magic. Tends to be weaker than other schools of magic, or rather more subtle and less suited for direct assault or protection actions than others. The exact details of style/abilities tend to be unique to the subsect of druidism or the practitioner."
P0025: "...a concrete measurement of Time be enacted and agreed upon by all the gods.