Shift 4: ComplexitiesShift 4a: Visitor OutcomesWith the beginning of a new shift comes good news. With libatious celebrations, the Wolf-Headed Slime is pleased to announce that Uvum is now structurally complete! She will now direct her company towards the construction of a continent and atmosphere.
Kinning The Travelled has deposited several broods of his creatures upon Unnamed Continent 2 as agreed upon. He skitters away through the Point soon after.
infestedThe Dying God's offer is accepted and a mausoleum is commissioned for his remains. Furthermore, Feathers states that the followers of the Dying God are to be placed within the structure.
Potentes and Sowers are purchased from the Glider That Trades.
A Loving Mother is
distressed that no company representative has spoken to her.
You are without and I am within
Shift 4b: Action SummaryDalarin declares the Unnamed Continent 1 to be called the Hairball Archipelagos and attempts to place birds and beasts upon it to deal with the lack of death. Dalarin, not being a Biotic Designer, is unable to create specific organisms, and as such, has embossed a whole ecosystem of decomposers upon the whole of the continent.
Dalarin also creates a large basin valley upon one of the bigger islands of the Hairball Arcipelagos. Here, the Dying God's Mausoleum shall be built. Within the valley Dalarin morphed the terrain and features to be like-urban in form, so as to house and shelter the followers of the Dying God who would presumably inhabit this region. This region would come to be known as the Valley of the Dead King. After the Dying God's passing, his body was entombed here, his flesh hidden. As promised, his being infused the land, becoming magical and entwined with his own being. It has taken on a gloomy hue, with clouds permanently above and the winds singing formulae and hypotheses.
Sartanah goes about creating the region of Rabbitania upon her discarded shell, through which flows two great rivers.
Kokyangwuti deposits the Rodgini upon Carpathia and the Marionetters in orbit high above. The latter are given instructions to link, most likely with the Rodgini. Kokyangwuti herself descends upon the Discus, seeking to guide the Rodgin towards civilisation. In that respect, she teaches them about the sharing of wives (and
only wives) and the nourishment of their souls.
Within the darkness of his Forge Station, Kęklos goes about creating a vial of what he terms grey goo. As it is, the vial's effect is localised and has a very limited lifespan, with the concoction lasting a a few months at most. Further work on the vial could however, improve its effectiveness.
Shiny does an aerial performance above the Rodgini as they leave stasis, teaching them of the sing-dance culture. Shiny also begins matchmaking efforts to bond the prettiest Rodgini.
Iquana conducts the actual work of constructing the Dying God's final resting place, making use of the plan provided by Feathers. She also creates a flat continent, which is so far called Unnamed Continent 3. Upon this land are created two regions. One contains a great cave within which is a platform of stone. From this singular point, the whole of the region would hear any sound that was made. The second contained a titanic spire that pierced upwards unto the heavens. They would be known as the Great Cavern and Spire of the Gods respectively.
Gamma Omega Delta continue working on the Soular Superhighway, with Kęklos chipping in a single EBA. Work is going swimmingly. (
Moteminded activated; one of Kęklos' actions will be intensified this shift).
Waiiy's ability,
Ennui, has activated [goal PM'd].
Shift 4c: Discus DevelopmentsEcological Successionsa
Prior to the imposition of Dalarin's new ecosystem, the ecosystem of the Hairball Archipelago had become a land of fervent life and unlife. With rot slow and predation insignificant, herbivores grew, bred and died without much worry. Even in death, they did continue to carry out their desires, even as they lost the attributes of life and kept only a semblance of normality. Leaves were chewed and grass was uprooted, without digestion and without conversion. Interestingly, this did give rise to a family of hepatics that rather than rely on light, feeds on dead (and 'dead') plantlife. Most often, the adult plant is eaten by grazing animals, with its seeds conveniently being brought along with it. Within the animal's intestines does it germinate, feeding on waste and other biomass. For the majority of species within this new family of life, survival within a functioning organism is difficult. Most are more successful in growing within undead creatures. Advanced colonisation of these microhabitats can eventually spread to other parts of the unliving creature, to the point that the entire organism is infested with hepatic life. Whilst these living bushes can scurry around for a time, the creature is eventually brought low by pure mass and stranded in one place or another. From here, the hepatic begins the cycle anew.
Dalarin's mass drop of birds and devourers into the Hairball Archipelago causes an obvious ecological shift. After the initial changes in trophic level concentrations, the environment settles into an almost mundane equilibrium. Plants grow food, herbivores eat plants, predators eat the herbivores and decomposers eat the stuff that stops moving. As a result, the ecosystem of the Hairball Archipelago has become rather stable.
Carpathia, blessed with the very idea of life as it is, soon receives an influx of even more life. The addition of the two great rivers quickens the colonisation of the lands by plants and animals alike. As with earlier migrants, all creatures have become more and more leporidic in form and function. Amongst the grasses exist the dwarf rabbits, small creatures the size of mice and insects. Striding above and feeding upon that grass are the stockier hoofed hares and jackorabbits. Upon and around the trees are the spider rabbits, the steppe bunnies and red hares. In the skies exist the glide hairs and pergerines, who hunt for fruit and flesh respectively. Hunting quietly and with care are the ambush predators, the devourer rabbits. Even the riverways are already being colonised by leporidic life, with musk rabbits and webbed-toe hares coming into existence. The trees, and shrubbery, too are starting to become fuzzy and furred.
Unnamed Continent 2 barren as it was, soon springs to life. The gift of Kinning soon hatches; a thousand-thousand ants the size of beetles and men emerge from the cracked earth. With odd membranes upon their backs, they tunnel their faces inwards once more, and direct their bottoms towards the sun. It seems that these creatures photosynthesise light, and combined with minerals from the earth, they are able to reproduce and colonise many more areas. Their detritus and remains are similarly devoured by others of the species, resulting in fertile soil as the millennia ebb and flow.
Whilst these insects colonise the barren lands, the edges of Unnamed Continent 2 have slowly become entrenched with life. For the most part, much of the life mirrors the ecosystems of the Hairball Archipelagos.
Unnamed Continent 3, being bereft of life, is currently barren. That said, the soil is extremely fertile and well-disposed to nourishing a great many forms of life.
The PuppetsIn the years of settlement, we did emerge. From the dreams of the gods, we came, to the land of life - our cradle and our world. And yet, we were not alone and never would be.The Rodgini were settled in Carapathia, with the Marionetters similarly placed in orbit above. The Rodgini emerged from cryosleep confused and dazed. Without memory or culture, they were barely more than beasts. The Old Woman, who came to the Rodgini with words and manners unknown, taught them of the bonding-matters and nuzzling-matters. Bonds - of kin, of love, of hate, of being - were the kine-words; the ur-essence of what it was To Be.
But those words were mixed with those of another. High above did the Rodgini see the sun become unlike itself, hidden by something that was great, and horrible, and luminescent. The being was tentacled and great and titanic; it was beautiful and terrifying to behold. It taught of different manners, of the joy-motions, of the erythematic rhythmic dance and the twisting of throats and noses. Then it descended.
With a thousand-thousand arms and a thousand-thousand-thousand loving caresses, it took each Rodgini in turn and looked at their tusks and teeth. Blemished and yellow, its mind was clear; this would not do. Fearful and afraid, the Rodgini scattered at first, but this was of little threat to a creature of the sky of such size. Taking them all with little effort, it held them to the earth and opened their maws. Then it scrubbed, and rubbed and scratched. There was pain at first, but not at the level one would expect from a gigantic space jellyfish from the skies. And then, the creature's mentality took over. It began not only whitening, but
whitening. Why whiten, when one could glow, embellish, enhance? Each tooth a work of art, a gleaming light from which no ugliness could hide. In a few excruciating moments it was over, but not without sore gums and spilling of blood.
The result left each Rodgini with a shine. A great shine, a pearlescent shine, a
magical shine. Opening their mouths, the Rodgini found that their teeth now emanated a faint glow...and had been shaped into a varying number of shapes and sizes inefficient at their task of crunching and molding. Even their tusks were made into works of art, with the more comely Rogini now exuding a glowing glamour from their pairs of ivory. They were beautiful.
And it were these beauties that the Sky God - as Shiny came to be known - encouraged to breed. Whilst perhaps the offspring would not inherit the works done on their parents, their natural characteristics - their shape and their hues - would be passed on.
The PuppeteersAs the Rodgini were granted audience with the divine, the Marionetters were similarly instructed by the Voice to link with the ones below. They bent their probing minds at the angles they knew from heart, and found the empty vessels, the Rodgini. It did not take much effort - no problem at all - for the Marionetters to burrow their consciousnesses into the orcish minds. Some, with better eyes for worth, took the most beautiful and tusked of the Rodgini as theirs.
It soon became apparent to the memoryless and cultureless Rodgini that there existed amongst them, Rodgini who had a semblance of memory, of understanding of the world. These vessels were, for the most part, those with the most beautiful of tusks or those with the most gleaming of teeth. It did not take long for a belief to spread, that these Rodgini were blessed by god and spirit. The Marionetters, for their part, saw little need to dispel such notions. Utilising their knowledge and their beauty, they went about establishing hierarchies, with themselves at the top. Most then went on to lead their peoples to Rabbitania, where the Two Rivers offered sustenance at ease and luxury for their new-found herds. Here, bustling villages developed, sustaining themselves on hunting and gathering. In the lands of Carapathia, food was abundant, with even animals that were hunted regrowing meat and fur and hide. However, life does not give without taking. The settlers soon found that the spirits of death were too, abundant in this land. Many people - even in their youth - would find themselves struck by malaise and horrible tumours. Some who were affected, showed no sign of disease at all. Both sets of people however, were eventually struck down by their cancers. Even so, this was a cost most would accept, for the land was plentiful and the gods kind. It came to be understood that a good life is balanced by death and that there was no need to fear the end, if one enjoyed one's time around kin and hearth.
Some villages did not agree with these beliefs, of the cost of settling this land. Led by divergent Marionetters, these tribes fled Carpathia entirely and migrated to the Hairball Archipelagos. Here, they established villages on the forest floors. Whereas Carpathia was a land of death spirits, these forested islands were the abode of life spirits. It was discovered early in the migration. A marionetted chief went out hunting one day and found himself trampled to and bruised and bitten by a devourer. The wise orcs of the tribe (both marionetted and free) did not think that he would live, with those above pleading with the chief to release himself from the vessel. And yet, the chief did not die. He merely got up, looked at his wounds, wrenched around in his own entrails and felt no pain. He did not die, for the spirits of life were strong here. Not only were the spirits keeping those animals and those plants that ought have died alive, so did it seem that the spirits loved some of the Rodgini that walked the forest as well. The Rodgini of the Archipelagos soon came to revere the forests for their love and their gift of eternal life.
In time, those that were favoured by the spirits of life (which did not in truth, exist as of yet) were selected as elders of the tribe. Even the Marionetters above came to believe in the blessings of the forest, and respected those that did not die. Indeed, even unbonded Rodgini who lived eternal were of greater rank their than marionetted kin. With the passing of the ages, many Rodgini tribes in the Archipelagos came to be ruled by the eternally living. In others, separate communities formed, with those who had died and returned living separately from the rest of the population. Being revered as semi-divine, some took it in stride, whilst others came to despair.
The Challenge of the DivineOne day, a young chief of the Rodgini (and young by Marionetter standards as well) was visited by the Old Woman. It had not been many days since the Old Woman and Sky God had greeted the Rodgini. The young chief grovelled and wished to know what the Old Woman sought. Nubile youth, flesh or hearth? The Old Woman shook her head and said that it did not seek orifice or nourishment or rest, merely proof of one's worth. The Old Woman told the chief 'for your people, I decree, establish a home and last for three years since and hence. Do so, and be blessed."
The young chief was fearful, for a challenge issued by the great spirit was as of yet unheard of. And yet, he felt pride, for the spirit had put her trust in him, and in him alone. With hearty mind and anxious chest, he gathered his people and sent out his scouts. He was told of two great rivers in a land abundant with rabbitfish and haretrees. Not wasting a moment, he brought his people to the new land and settled in the fertile soil. From the cottontail reeds, the people made roofs and walls and baskets and clothes. From hoofed hair came glue, and fur and bone. Even the ferocious pergerines, who were terrors of great majesty, were driven away by bow and spear.
Soon enough, a bustling settlement Between the Rivers came to be. In three years time, the Old Woman returned and was pleased with the success of the young chief. Seeing his success, the spirit granted him boons of loins. And so, did the line of the young chief become plentiful and many Between the Rivers.
This is how, Ar, the first of the cities, came to be. - An Arrish tale.
The Mourning PartyThe Old King died by enemy's scythe. Entombed in virgin world, with our souls entwined
The funeral of the Dying King was a swift affair. The God's remnants were hidden well - even from his own followers. These followers were called Autoki, the servants of the dead divine. They remembered their past history and their culture, of the endless factory that had once been their home. In those times, they had served as servitors and blessed with the knowledge of divine affairs. Here, in this land, they were without the tools and machines and fetishes they had become accustomed to. Still, it was better than the alternative. Arranging themselves into the traditional guild-lineages, they were divided into two groups. Those who would reside within the Mausoleum and protect their dead master, and those who would reside beyond it to tend to the land. The former group would also keep alive the memories and knowledge of the world, even if such arcana was outside their ability of replication. It would be up to those outside, to assimilate the new world's knowledge and ensure the people's survival.
Even though those outside were physically farther from their god, the essence infused into the land by his death still spoke to them. In the wind and in the light, they saw and heard the formulae and knowledge of the dead divine. With these they crafted tools and creations, that while primitive in their eyes, aided them in this new land. Soon they made creations of metal and structures of great planning.
It was some time later that the Autoki first encountered the Rodgini, humanoids that had fled the lands cursed with death. It became apparent to the Autoki that the lands beyond the Valley were cursed with a sort of undeath. Or as the Rodgini called it, the "blessing of eternal life". Keeping the Rodgini at arm's length (for they were foreigners and barbarians and primitive), they granted baubles and gifts as a sign of peace and friendship. In time, Rodgini traders would come to the Valley specifically to acquire more of these, providing the Autoki foodstuffs and other materials in turn.
Hey, Listen!Ky the Helper has settled in around Rabbitania, advising elders and youths alike with everyday problems and issues. The people have started to see her as a kind of helping goddess, calling her the Fair One for her constant attentiveness and aid.
Murmurings of the SpiritThe growing beliefs of the Rodigini and their Marionetter masters have begun to congeal into motes of consciousness. Whilst not yet sentient, such beings will eventually form into spirits.
Shift 4d: CuriositiesEvents, prayers and other iotas of information that may be of interest. -The chief of Arr wars with the chief of Unri; the first large conflict between Rodgini/Marionetter polities.
-Skittering is heard below Unnamed Continent 2
-A screech is echoed in the Great Cave, but no one is there to hear it.
-Durthu has settled down in a grove upon the Hairball Archipelago.
Shift 4e: VisitorsThere are no new visitors this shift.
discord.gg/zcj8Y4jfMM
Systems (0/1)/20)
- Celestial Bodies (1/20)
-Non-Habitable Bodies (0/20)
- Continents (0/1)
-Regions (0/1)
-Habitable Bodies (2/2)
- Discus (4/6)
- Hairball Archipelagos (1/4)
- Valley of the Dead King
- Carapathia (1/4)
- Rabbitania
- Unnamed Continent 2 (0/4) (Major Species: 1/5)
- Unnamed Continent 3 (2/4)
- Great Cavern
- Spire of the Gods
- Uvum (0/6)
-Continents (0/6)
-Regions (0/4)
Point
Status: Working as Intended
Upgrade: Inn at the End of the Universe - a delightful tavern hotel that is both comfortable and spacious enough to allow visitors to stay for longer than usual. Visitors from the previous turn may be interacted with. May also act as an afterlife in a pinch.
Uninhabitable Bodies
Habitable Bodies
Unnamed Discus
Status: Habitable
Description: a simple disc that spins on its edge, it tilts somewhat, allowing a day-and-night cycles as well as seasons. Some continents and regions may be influenced by Necromancy if magic is available.
Continents (3/6)
- Hairball Archipelagos (Necromantic Influence)
- undifferentiated forest inhabited by all sorts of life and unlife.
-Regions (1/4)
- Valley of the Dead King
- an isolated valley in which the Mausoleum of the Dead God is found. The clouds never part here, although the winds and lights form and echo the Dead God's teachings.
- Carapathia (Life Influence)
-a thriving shell that is quickly being colonised by life from Unnamed Continent 1. Animals and plants are slowly becoming leporid-like.
-Regions (1/4)
- Rabbitania (Life Influence)
- a fertile land through which two great rivers flow.
- Unnamed Continent 2 (No Influence)
- barren hilly land littered with the corpses of herbivore dead. Slowly being colonised by plant life from Unnamed Continent 1.
- Regions (0/4)
- Unnamed Continent 3 (No Influence)
- A fertile flat land.
- Regions (2/4)
- Great Cave
- a giant cave, the centre of the region-sized subterranean hollow is occupied by a small platform. From here, a sound can be heard throughout the region.
- Spire of the Gods
- a titanic spire of rock and stone, its base is many times wide but claws through the heavens even higher. It is harder to climb as one gets higher.
Uvum
Status: Semi-Habitable
Description: a spherical planet built around the divine-moth-monk Uvum.
Continents (0/6)
The Transit of Souls
Description: the delivery of mortal souls that have lived enriching lives to the Point.
Status: Allocating...
Status: Under Construction
Universal Treasury: 22 SC [+0 from last shift]
Profits: Nil
Expenditures: Nil
Stasis Warehouse
Potent (pl. Potentes) [Major Species]: a perennial fern-like shrub the size of a small cat, potentes grow a false seedpod every year that is largely analogous to fruit. Potent fruit is hardy and unpalatable to most tastes, but when softened, is much easier to eat. Potent fruit also has the unique attribute of amplifying the consumer's skill at life. I.e. they become unusually fertile and incomparably fortunate. The downside is that those who eat of the potent fruit begin changing into a potent. The only way to prevent this change is to consume a potent fruit at least four times a year at regular intervals. Glider That Trades is willing to let this go for 10% of a shift's production once soul transit begins.
Sower (pl. Sowers) [Major Species]: a species of cicada, they are known for their long lives and for being the size of a rhinoceros. Sowers are a utility species created by mortals for the purpose of long-term colonisation. While having a juvenile lifestage(s) similar to other cicadas, adult sowers instinctually attempt to cultivate areas, increasing their fertility and seeking a balance in the ecosystem. They do this through an imprinted understanding of ecology, a pair of human-like limbs, and the males being only able to breed if their mental state is calm. Calmness has been hardwired to be possible only if the male sower believes its territory to be ecologically stable. Glider That Trades is willing to let this go for 10% of a shift's production once soul transit begins.
Forge Station (by Kęklos)
Description: point in space that has the singular purpose of being a place wherein a godling by the name of Kęklos - an employee of Shell Estates Company - conducts his creation of artifices and contraptions of various sizes and function.
Effect: nil
Vial of Grey Goo (by Kęklos)
Description: A small glass vial filled with grey goo. The nanites inside, once the vial is broken, will eat everything in their path, multiplying and consuming. The viability of the material is a few months at most.
Effect: destructive conversion of matter into nanites.
Soular Superhighway
Status: 7/20 EBAs committed; no issues so far
Description: a massive web of tubes and collection points that can capture souls and efficiently channel them toward the Point. In soulspace, it's quite clearly made of adamantium and quicksilver, but it appears something like the Milky Way when seen from the material perspective. There are numerous connection nodes along the routes where various en-route attractions could be added later, such as hotels, restaurants, and other such soul-enriching infrastructure.
Effect: nil, for now
Durthu The Dealer: spooky tree spiirit seeking to make deals for souls and providing essence.
Ky The Helper: a new SEC employee engaged in noble advisement of mortals.
discord.gg/zcj8Y4jfMM
Severan The Travelled: an orangutan wizard spreading magic throughout Creation.
Kokyangwuti, Mortal Relations Officer (TricMagic)
EBA: 2, SBA: 0, Actions: 1
Trait: Guiding Needle - Once per shift, Kokyangwuti may Test a mortal, minor entitity or organism(s) with any sort of challenge. Those that pass the challenge may find themselves fortunate to the weaves of the Fates in the future. Those that fail tend towards failure for the rest of their existence(s).
Random Bonus: may select a sphere which mortals will be more inclined to associate you with.
Iquana, Planetary Landscaper (Rockeater)
EBA: 6, SBA: 0, Actions: 0
Trait: Odd Job God - Once per shift, Iquana is able to use one of her EBAs (if available) for any action, regardless of role.
Random Bonus: +1 EBA. Use is limited to current role.
Kęklos, Utility Manufacturer (ImmortalRyukan)
EBA: 2, SBA: 0, Actions: 0
Trait: Moteminded - If all Acts and Actions used per turn are wildly unrelated to each other, several actions taken next turn will have their intensity increased. Kęklos, being the scatterbrain he is, may sometimes randomly not perform any one of his actions.
Random Bonus: improve the effectiveness of one of your actions.
(Princess) Shiny, Mortal Relations Officer (IronyOwl)
EBA: 2, SBA: 0, Actions: 1
Trait: Shiny!. Everything Shiny makes is inherently less functional or efficient, but they look glamourous- something quite appreciated by mortals and entities alike.
Random Bonus: improve the effectiveness of one of your actions.
Gamma Omega Delta, Utility Manufacturer (Glass)
EBA: 2, SBA: 0, Actions: 0
Trait: Replication - Gamma Omega Delta may create abiotic life and is allowed to in situations where they are allowed to create biotic life. Sometimes, anything abiotic Gamma Omega Delta creates or destroys turns out sentient.
Random Bonus: may select a sphere which mortals will be more inclined to associate you with. (Innovation Selected)
Sartanah, Planetary Landscaper (KJP)
EBA: 6, SBA: 1 (Life), Actions: 0
Trait: Boring - As a relatively normal employee corpslave, Sartanah is better at dealing with other corpslaves and SEC upper management. Besides that, Sartanah has no great advantages...or disadvantages besides their lacklustre love life.
Assets:
Assistanter (Bonus): semi-autonomous spirit employee who works for minimum pay. Can perform 1 Action. Is not affected by any Action bonuses or maluses that affects the owner.
Leased Soul (10%)): Durthu has rooted himself into your soul. 20% of all SC accrued by this employee will be taken by Durthu.
Waiiy, Company Representative (Shadowclaw777)
EBA: 0, SBA: 2 (Silence), Actions: 0
Trait: Ennui - Every three shifts, Waiiy receives a mission from their inner self that if completed, will temporarily boost the effectiveness of some actions. A depressed husk, Waiiy's actions are normally lacking in lustre. [3/3 Shifts]
Assets:
Leased Soul (10%): Durthu has rooted himself into your soul. 20% of all SC accrued by this employee will be taken by Durthu.
Assistanter (Bonus): semi-autonomous spirit employee who works for minimum pay. Can perform 1 Action. Is not affected by any Action bonuses or maluses that affects the owner.
Feathers, Company Representative (Shadowdragon)
EBA: 0, SBA: 0, Actions: 0
Trait: Deathly Pointers - Every shift, Feathers is able aid a fellow employee (or npc) with an action. This increases their general effectiveness. Doing so tends to spread the necromantic touch, however.
Random Bonus: improve the effectiveness of one of your actions.
Kobas, Generalised Catalyst Operative (Knightwing64)
EBA: 0, SBA: 0, Actions: 3
Trait: Smite Permit - Once per turn, Kobas is able to smite/kill/maim a mortal, population, organism or sufficiently lowly entity.
Random Bonus: may select a sphere which mortals will be more inclined to associate you with.
Dalarin, Planetary Landscaper (Dustan Hache)
EBA: 6, SBA: 0, Actions: 0
Trait: Big Eater - Consuming souls and other sources of divine energy tend to impact Dalarin more than other entities.
Random Bonus: +1 EBA. Use is limited to current role.