Rules:
1. The Game of Techno-Nomic World shall always include one player who holds the office of Techno-Nomic World God (TNWG) whose job it is to rule on all proposals.
The initial TNWG is Liberonscien.
The game shall never have an official winner or official end condition.
2. Players make Proposals to change the laws of the game or the facts of the world. All proposals must be given a concise title by their proposer for referential purposes. When proposing the proposer must underline the first use of the proposal title. Proposals must be designated "Rule" or "Fact" in the proposal title. A Proposal is submitted by posting to the TNW thread.
3. The TNWG will judge each proposal submitted and accept, reject or ignore it.
To ignore a proposal, the condition by which it is ignored must be explicit elsewhere in the rule set.
The TNWG may, at any time, modify or remove any existing rule or fact or enact new rules or facts by issuing a Divine Proclamation.
In addition, he/she may, at any time, issue a Directive calling for proposals in a certain area.
4. A rule or fact is not in effect until it is added to the OP.
5. If a player's proposal is accepted then they earn points. The number of points earned shall be chosen by the TNWG at their discretion.
Facts:
1. The setting of TNG was, initially, a featureless world called Techmos. Techmos is ruled over by a god called the Overclockmaker. The initial inhabitants of Techmos are randomly generated creatures. These creatures have memories of other worlds.
2. The Overclockmaker is the Divine Chairman. The Overclockmaker allows the inhabitants of Techmos to propose changes to Techmos. Proposals that the Overclockmaker likes get woven into reality.
3. The world is a planet, a nearly spherical piece of rocks of many different types, held together by a force called gravity, an attracting force between molecules.
4. There is a collection of various gasses, collectively called “air” that is used by organisms that appear like rocks to grow themselves by making and breaking chemical bonds from these gasses to add to themselves.
5. There are sedentary radially symmetrical tentacled creatures that feed on the moving rocks by waiting for them to hit the tentacles. When one is caught, they drag them towards the mouth.
6. All over the world inorganic molecules have come together and formed new organic life.
7. There is water on the planet, in rivers, lakes, ponds, swamps, and oceans that separate the continents.
8. Some rock creatures are less dense than their ancestors, allowing them to float or swim through the water.
9. The stones and earth of the planet contain various minerals and metals.
10. Organic grasses exist.
11. Some organic creatures live in water, some are filter feeders, some are photosynthetic, some are scavengers, and some eat other creatures.
12. There are many kinds of trees on the planet, ranging from hard to soft wood.
13. There are thousands of species of plants of all kinds on the planet.
14. Flying creatures drink juices from plants, pollinating them in the process as they travel from plant to plant. Some are made of rock while some are organic creatures.
15. The planet has all kinds of weather from rain and snow to hurricanes and tornadoes.
16. The world of Techmos has nine main continents and hundreds of islands. The nine islands follow the following themes:
Steam tech, Diesel tech, Clock tech, Atom tech, Tesla tech, Bio tech, Cyber tech, Magic tech, and Horror tech.
Each continent is detached from the bedrock of the world and slowly drifts around the world.
17. The Cyber Continent is inhabited by a civilization of sentient robots, they use super advanced factories to create more citizens.
18. The central nervous system of the bio continent aka sapient species of the continent consists of a civilization of large wasps who have added lungs so that they can grow to large sized regardless of oxygen content. They are a hive mind and they communicate using telepathy. Things that die are often used in their constructions.
19. The people of the clock continent are clockwork creations in themselves, they appear as humanoids made of bronze metal and gears.
20. There are creatures that hide in the shadows on the horror continent, and kill people that go into them alone and without light.
21. The Magic Continent is home to multiple races normally found in fantasy stories, such as elves, dwarves, kobolds, gnolls, orks, and any other races that come to mind.
22. On the Horror Continent lives a race of shadow people a description can't be given do to their nature but they do appear vaguely humanoid in shape and size.
23. On the Horror Continent, there a nearly transparent tree made of bone that, when touched, makes the one who touched it think they are in another location on the continent while they are actually still at the tree. This effect ends when someone moves them from the tree so they are no longer touching it. A result of this is that people end up second guessing whether they are really where they are.
24. (Empty to make it easier to find.)