The Company of Gods
Industrialization lays claim to the kingdom of land, building a citadel formed of mountains with whole forests on the ramparts. The lowlands grow
ordered and
efficient. The rivers take on strangely geometric patterns and forests seem to burn and grow in cyclic timings. A great mountain range erupts down one side of the continent filled with volcanoes that contain not molten stone, but various molten metals. The land shapes the god as well, and he takes the form of a distinctly masculine figure of towering stone, with brilliant gemstones for eyes. You feel you could change this if you wish.
2*
He seeks to make plants and trees to cover his hills, but finds them already covered in forests. It seems the world has been changing on it's own accord when the God wasn't watching. He seeks to create anyways, but his actions are clumsy and his powers are unfamiliar. Though far from his full potential, he creates a tree worthy of a god. It is a massive pillar like tree, reaching almost to the clouds. It is white, and though only wood, it is as hard as stone. The tree resonates with his power, and he places a number of these pillar trees across the continent.
Our last God,
Destruction seems lost in quiet meditations, when suddenly he erupts. Another aspect inside him seems to have emerged. The two sides fight for some time, the will of
destruction against the whimsy of
Fun. Perhaps it was always in the nature of a god of destruction to self destruct?
After some time a clear victor emerges having absorbed the former Gods will. They are not unchanged by this experience however, and the spirits of
Destruction and
Fun have merged to create a new ambition,
!!FUN!!.
This God wastes no time, and descends to claim the final kingdom below, building a lair of fire and smoke and molten rock in the caverns below. The underworld takes on many changes with this entry, growing
chaotic, yet
rewarding. The caves below expand and grow maze like, and beautiful vistas are formed in secret underground caverns. A number of structures that will someday come to be know as "dungeons" are formed in the depths, holding many dangers, and many treasures, for those brave enough to enter. The underworld shapes the God as well, and she takes the form of a distinctly feminine figure made of raging flames. You feel you could change this if you wish.
6*
!!FUN!! stretches her new powers, drawing on the underworld around her for inspiration. She creates the
Elemental Fires. Fires of all colors, each corresponding to an element or force of some kind. Blue fires burn cold, and purple fires leave the rocks around glistening like gemstones where they were scorched. These flames grow like small plants in the caverns underground, seemingly needing no oxygen to burn. When having grown large enough (around a foot high) they will break off into small elemental beings of flame, who move of their own accord and seek to plant new fires to grow. These elementals are loyal to
!!FUN!!The other gods are not idle either, and seek to shape their own realms.
Discovery seeks to seed her islands with plants and metals.
8!*
Having seemingly grow quite used to her powers, she creates a masterpiece! Not content to lay only common metals, she creates a whole new metal in her islands. It is as light as the air she rules, but harder than the diamonds in
Industries eyes. It is teal in color, akin to
Discovery herself. Furthermore, this is not just simple metal. The plants she created are rooted into it, and grow large and healthy for it. In time, they seem to produce more of this metal around their roots if growing in common soil. Such a legendary creation
surely deserves a name.
Mutualisim seems to have a different goal in mind with his actions, and seeks to better his precious fish.
7!*
Another brilliant success! It seems practice makes perfect, and the gods with some practice are working regular miracles.
Mutualisim shapes the minds of the fish, fearful of their predators above, an they grow far more intelligent than any would have guessed. In fact, it seems he has just created the
Merfolk, quite some time before it would have happened naturally. His immediate creation is a tribe of Merfolk directly loyal to him, though they quickly breed and fill the seas with a more common sort. The original merfolk are large, several meters tall, and possess impressive physique. They appear to have the lower bodies of fish, and the upper bodies of what will someday be called humans. They reproduce by laying eggs and fertilizing them in pairs. The original Merfolk, also known as Alpha Merfolk, are better in every way than their diminutive offspring. They live longer, are bigger, smarter, stronger, faster, and of course, are completely loyal to
Mutualisim. They number sever hundred, and reside in the coral castle that is
Mutualisims home.
Their common brethren do not share this loyalty, and live where they please. They live in small nomadic tribes, making spears from coral to hunt fish or birds, and shelter around thermal vents at night. Every once in a blue moon an Alpha Merfolk is born, and will migrate to the coral castle to join with
Mutalisms personal tribe. This is about enough to keep the number of the Alpha Merfolk stable. Their common brethren number a few million, spread across the seas around the globe.
Life has not been idle, and, were it not for the creation of the Merfolk, what would have been the first intelligent life has arisen on land. These are the
Drakin. They are large scaled humanoid creatures, that can fly short distances with the wings on their back. A few among them posses the ability to spit fire. They are relatively solitary, living in small family packs. They make their homes on floating islands, or in caves or swamps. They make wooden tools to hunt with, and rudimentary shelters. They number just short of a million, spread across the lands and floating islands.
The primitive peoples of this world cry out for guidance from the Gods! The worship of a species could do much to elevate a God, and in time will prove indispensable.
The Drakin are creatures of Fire and Earth, and the Gods of such realms should offer a gift to secure their worship. They will only worship one God.
The Merfolk live at the surface of the sea, caught between the Air and the Water. The Gods of these realms should offer a gift to secure their worship. They will only worship one God.
When creating your gift, you might not trust your power alone to do the job. Swear an oath into the fabric of reality, and it will grant you power for an act.
Be careful! Such an oath is written into the fabric of the world, and may never be broken. The oath will bind you even if you fail to achieve your goals. The more restrictive the oath that binds you, the more power the universe may grant you.
A higher roll will usually win, but not always. Consider what the species in question would value. A well made necessity would likely be more appreciated than an expertly made novelty.
The world is large.
The land has unusual geometry.
It is a single massive landmass, surrounded by oceans.
- The oceans are shallow
- The oceans are calm and warm
Floating islands fill the skies, drifting over land and sea alike.
The weather is unpredictable.
There is no moon.
The day is 24 hours.
The sun is yellow.
Life is comprised of all manner of animals and plants.
The first intelligent races have appeared, the Merfolk, and the Drakin
These things can be changed if you wish.