Turn 5: Food Fight
Shinka felt the world was not sufficiently wild and created Texas, a big, savage continent between Yamayunqa and the Old World. It is the start of another many-region project.
Name: Texas
Neighbors: Yamayunqa, the Old World, and the Driftlands
Traits:
+ Everything is bigger in Texas. Any event there will be in some sense larger or greater than it would have been somewhere else.
+ Texas is intrinsically resistant to all forms of corruption. Anything in Texas will remain pure and pristine in whatever sense is appropriate for it.
- Texas is a vast wasteland; most of it is essentially uninhabitable and enormous distances must be covered to get anywhere interesting.
Description: Texas is an almost unimaginably large continent possessing most varieties of biomes, criss-crossed by meandering stone walkways wide enough to accommodate whole herds of large animals. Most of Texas, however, is essentially wasteland covered in scrub, desert, badlands, savannah, steppe, etc., and even ocean here and there. In between these inhospitable stretches, though, mountains, rivers, lakes, forests, and the like hold bountiful resources. Texas is populated predominantly by reptiles and birds, but the largest animals found there are grazing mammals that run the gamut from deer- and cow-like to rhino- or even elephant-like. These regularly stampede along the "roads", where reptile/bird predators lie in wait to pick off stragglers.
The sleepy
Twi created the Pastures, an idyllic grassland region situated between Polis and Trunthia Multa.
Name: Pastures
Neighbors: Polis, Trunthia Multa
Traits:
+ Wide Pastures of Grass, occasional forests, and lakes and rivers.
+ Naturally Magical and Sunny. Rainbows are common.
- Surrounded by mountains and gustoes windstorms, occasionally spawning twisters. On the other hand, rain is also in abundance.
Description: A huge expanse created by Twi composed of wide open fields and forests clustered around the edges, with some few near bodies of water. A land with lakes, water, and plenty. But also a land protected and threatened by mountain ranges at the edge filled with greenry that turn the wind that passes over them into storms and occasional twisters. Despite this, it's almost always sunny, even during the rainstorms, and the land is filled with 'magic' leftover from Twi's spheres when she made it. A favorite resting place of hers. Beneath the island lies a number of open caves and tunnels through which excess water drains, leaving them moist for lichen and luminous moss.
C'thun, ever seeking to enlighten everyone with his forbidden lore and teachings, created the region of Murica around the less habitable regions. Although it was initially placed by Yamayunqa and the Driftlands, it soon floated farther away.
Name: Murica
Neighbors: The Old World, Texas
Traits:
+ It is a teleporting valley! It appears very close to the other gods city’s and regions, and entices them in. It’s their own choice though.
+ It is filled with a bunch of hidden knowledge, magical secrets and fantastical beings.
- Living in this place lowers inhibitions and is populated by many magical and deadly creatures. May start to call people you dislike “commies”.
Description: A huge valley, covered in a gigantic forest. Although with a few mountains for natural resources here and there. Countless insignificant little critters run around to support the ecosystem and provide food. Living here will deepen your connection to C’thun. The forest itself is a little weird, the leaves are the color of blood and the bark looks like dried human skin. The water looks like black sludge and is very much a acquired taste. but it’s actually pretty good for you, with tons of health benefits. Once every year, one of C’thuns angels will appear and grant their deepest wish. For a price.
The lonely mountain of Yamayunqa was soon graced with the sky-exposed Shrine of Freedom, courtesy of
Gibeele. Its unsettlingly fluid rock formations were as much a testament to the strange power of the gods as a result of its unusually visceral creation process. Alas,
Shinka disapproved of the installation and promptly smashed it nonmagically (target: 16, roll: 5).
In an effort to create the tallest mountain,
Qwitzikottle extended the already immense island of Trunthia Multa to create the region of Trunthia Mazia, its cavernous base. Its sheer size and porosity make it a rather unique environment; most of its habitable space and known plant and animal life resides underground in its countless voids with the notable exception of its lowest level, the hollow, which also happens to be something of a liminal space between the interior and exterior. The extensive underground presence puts it in stark contrast to most other islands, for which the surface of the island accounts for virtually all of the usable space.
Name: Trunthia Mazia
Neighbors: Trunthia Multa (direct vertical [below] adjacency)
Traits:
+ Stable Environment; no matter what time of year, day or night, so on- there is very limited change in temperature, humidity, so on at a local level, this largely prevents unexpected droughts or floods, sudden heatwaves or cold snaps, and other such sudden and unpredictable natural disasters caused by weather from happening.
+ Mineralogically blessed; This region contains significantly above average amounts of a variety of minerals
- mostly Subterranean; as implausible as it sounds given that the world is made of floating islands- most of this Region is literally underground, rendering most plants and creatures native to its environs unable to survive in other regions, in addition this state of affairs heavily limits how much- if any- daylight actually reaches the livable area.
Description: A Region below a region- Trunthia Mazia extends below Trunthia Multa both literally- as it is a second region's worth of rock attached below- and figuratively- as it is made up of vast caverns and interconnected cave systems, some few of which extend to connect one region to the other.
Trunthia Multa is an... exceptionally 'vertical' region in addition to being an exceptionally solid region, it can be divided into 4 'layers', each of which is large enough for a certain number of 'provinces' and each of which is literally lower than the 'layers' preceding it.
Firstly there is the 'fungal jungle'- which contains an area large enough for '4' provinces
Secondly there is the 'crystalline forest'- which contains an area large enough for '3' provinces
Thirdly there is the 'Steaming chambers'- which contains an area large enough for '2' provinces
Finally there is the 'hollow' a singular massive cavern at the 'bottom' of the island that is the size of a singular province
The 'Fungal jungle' is comprised of sporadic caverns connected through a multitude of narrow branching caves- some of which function as rivers as well. the caverns of this layer are filled with dense fungal life growing on the walls, the floor, the ceiling, the fungi, even the fauna, not even the connecting caves of this layer are entirely safe from the encroaching growth. Notably, most- though not all species of fungi found on this level are poisonous. there only two "animals" found purely in this area- Rockstalkers and Wumuns.
Rockstalkers are a species of omnivorous snail with a rough stony shell, they grow to between 3-4 feet in size. they have a semi-symbiotic relationship with several species of fungi- they provide nutrition and a method of spreading to the fungi, and in turn the fungi provide them with a layer of camouflage. They have a venom that possesses both anesthetic and paralytic properties. They are an ambush predator, waiting for prey to literally stand upon them before injecting their venom and slowly eating it while it still lives.
Wumuns are a species of blind deaf and hairless rodents of 2-3 feet in length. possessing exceptionally limited intelligence- they make up for it with a resistance to most toxins found in the "flora" of their home layer- and what would be an excessive reproductive rate in any creature more suited to its environment. Wumuns are technically scavengers- eating anything that doesn't eat them, including fungi, rotting carcasses, dying animals, and other Wumuns.
The 'Crystalline forest' is comprised of many large caverns that are divided by clear or semi-clear crystalline columns and meandering caves that typically only connect a single cavern to another. there are one notable species of "flora", Glowshrooms- as well as a number of generic species. there is only one notable species of fauna- Glitterflies.
Glowshrooms are a species of lightly glowing mushroom that only grow a foot tall at most. glowshrooms aren't toxic in the "traditional" methods- rather they have highly alkaline juices, which in turn produces horrible chemical burns on the flesh of most creatures- and indirectly forms another more directly toxic chemical when mixed into acid.
Glitterflies are a species of transparent bee or wasp like insect that dig out nests or hives in the crystalline columns found throughout the layer. Glitterflies name comes from the glowing "honey" they produce out of Glowshrooms, and in turn store in their transparent hives. Glitterflies are "social insects" but do not have a singular "Queen", rather having several reproductive females at any given time. Glitterflies possess a stinger, but don't produce their own venom, rather they reuse the juices of the Glowshroom to horrific effect.
The 'Steaming chambers' are an area with significantly greater amounts of water than higher levels, as well as significant lava flows- in turn producing the "weather cycle" of the entire region within a region through vast amounts of water boiling off, steam rising to the higher levels, and in turn returning to here through the various "rivers" and "streams" that flow down. there are no notable flora native to this level. there are no notable fauna native to this level, but there is a correspondingly greater number of generic fish and amphibians native to this area as there is more water than higher levels.
The 'hollow' is the lowest section, as implied by its name, it is a singular mostly empty area the size of a province. rather than tunnels- it has a multitude of stone "bridges" spiraling from its lowest point to connect with the layers above, it possesses the largest gaps to the outer area providing plenty of light relative to other levels, even with most of the light being blocked off by the rest of the island above it. there is one notable species of flora here, Starmoss. there is no notable species of fauna native to here.
Starmoss is a slightly yellow moss adapted to take advantage of what little light there is here, as there is still significantly more light here than other layers- it does not spread far beyond the bounds of this area. Starmoss is unique in that it seemingly glows in the light, looking like seams of gold on the "bridges".
There are two notable species of Fauna that are spread across all- or a majority- of the region, Swordsmenbeetles, and Shimmerwing moths.
Swordsmenbeetles are exceptionally large beetles that grow roughly 5-6 feet wide and roughly 250-300lb, processing a large bladed 'horn' sticking out of their heads. Swordsmenbeetles are solitary creatures. Swordsmenbeetles are omnivorous, with herbivorous tendencies (plant / fungi preference, can eat meat). Swordsmenbeetles are highly aggressive to other creatures of similar size, ramming into them to assert dominance. Swordsmenbeetles are Hermaphrodites who 'duel' to determine which one will be the female when two encounter each other.
Shimmerwing moths are butterfly like insects roughly 1-2 feet in width. adult moths do not eat anything, but larva are omnivorous scavengers. Shimmerwing moths lay their eggs in the 'Fungal jungle' where their larva will gorge themselves for several months before seeking out downward flowing water and produce a pupa, soon after reaching the 'Steaming chambers' they will emerge from their pupa and begin the arduous flight back to their hatching grounds in the 'fungal jungle'.
Qwitzikottle also created a truly massive ocean stretching out below everything made so far save the Driftlands, which are presumably cut off by Yamayunqa.
Name: The endless blue
Neighbors: Everything, (vertical [below] adjacency)
Traits:
+ Massive; This region takes up a significantly larger area, and in turn contains more 'provinces' worth space
+ Massive; This region takes up a significantly larger area, and in turn contains more 'provinces' worth space
- insubstantial; This region near totally lacks solid land, resulting in anything sinking in it almost always falling out the other side- and providing practically nowhere to build permanent structures on
Description: a truly massive Free-floating "ocean" sitting 'below' most of the islands making up the rest of the world, home to a number of generic fish.
This was threatened by a lack of prior investment into
Shinka's collaboration until the
Wanderer rescued it by retroactively having always started it off. With their remaining act, the
Wanderer created the Central Garden, a lush sea of small islands. Thanks to strong chaotic updrafts blowing throughout the Garden, travel between islands (and perhaps even between regions) is easy but potentially unpredictable for their many gliding inhabitants.
Name:Central Garden
Neighbors:All regions so far that haven't contested this (So no Driftlands I assume) also use this spot to encourage every future region to be a neighbor
Traits:
+ Lush: the ground is fertile and plenty of plants and critters live in the area
+ Up drafts: Upward winds exist all through the region (although sometimes other winds overpower it) allowing unpowered glide to reach higher altitudes and make flight easier for larger creatures
- Hard to navigate, although well connected (Hopefully), the region is difficult to reach from any other region, The large number of small islands and the sometimes strong and chaotic winds and narrow passages makes flying through the region difficult to the uninitiated
Description: A large and in areas dense cloud of islands ranging in size from between a few meters to a few kilometers although the largest part of mass is of islands in the few hundreds meters size, with plants growing all across them, with an ecosystem of small to medium animals capable of flight and glide between the islands, with a few being completely bound to some of the larger islands
Do Drift Kings Eat of Electric Sheep?
Born as something of a mirrored counterpart to the ruined Shrine of Freedom, the great Drift King arose from the egg of a great winged eel in the Driftlands. With a primary affiliation with itself, the Drift King will most likely be even more independent than Creatures are prone to becoming. Despite assertions to the contrary, it isn't particularly hungry and currently mostly occupies itself with flying about the innumerable islands of its domain, gathering what shinies it can find for its hoard.
Name: Drift King
Affiliation: Drift King, Gibeele
Class: Creature
Traits:
+ The King is an exceptional flier, and enjoys nothing more than to race around the changing landscape.
+ Scales of chitin protect the King from the worst effects of magic.
- Any dragon needs a hoard, so the King may occasionally relieve others of their shinies to grow His own hoard.
Description: This is a former winged eel, now grown into a huge fluffy insectoid dragon: a serpent lined with colorful butterfly wings, plated with white-furred chitin, and with a head topped by branching antennae. It feeds not by devouring lesser organisms, but by dipping its proboscis into wells of magic energy and drinking them dry. The King's domain is in the Driftlands which it protects from any fell incursions, but leave it be and it will not bother you.
Somehow, the question of how the Drift King would eat resulted in an extended argument that escalated into a fight drawing in the
Faceless Prince.
Harvey Harvest set out to sow cognitohazardous fruits on the Old World. As expected, this enraged the
Faceless Prince, who blocked the bag of seeds before it could reach its destination.
Harvey Harvest responded by causing the seeds to move on their own, but this, too, was countered by the
Faceless Prince's golden threads.
Harvey Harvest attempted to bypass them in turn by having the seeds cut the golden threads to form golden thread pasta, even expending a sphere act to do so. The
Faceless Prince's intervention won out in the end, and the forbidden seeds were destroyed (target: 14, roll: 9).
At some point in the process,
Gibeele interceded to take on the forbidden seeds instead of letting them fall on the world (Gibeele: -1 Light).
Shinka, too, interceded and attempted to redirect at least some of the seeds to Texas, Wizny, and Yamayunqa (Shinka: -1 Light). Ultimately,
Gibeele's intervention won out (Opposed roll; Gibeele: 19, Shinka: 10), and the forbidden seeds were forbidden from growing before their destruction by the
Faceless Prince, restoring the status quo.
The existence of oxygen is contested by both
Shinka and
Susan, and the existence of magic is contested by
Shinka (target: 12, roll: 12). While the former doesn't seem to have too much of an explicit effect in a world with such exotic elements as paperworkium (certainly not on the Drift King), the latter successfully deprives the Drift King's species of their food source. In time, the Drift King will be the only member of its species left.
All this hubbub seems to have attracted the renewed attention of the
Eye, but surely getting hit by the
Eye won't have worse, lasting effects as time goes on...
Meanwhile in the Crystal Sphere
C'thun created two orders of denizens for his misty, tentacled plane. The first, the
Pale Ones, were gifted with great magical talent. The second, the Corrupted, had remarkable shapeshifting abilities and were able to impersonate even the gods convincingly enough.
Name: The Pale Ones
Affiliation: C’thun
Class: Plane-bound Outsiders
Traits:
+ Magically Gifted: The Pales Ones are capable of learning and using magic at such a speed that boggles many practitioners. They also come into being with many spells already imprinted into their brain. All suitably eldritch, of course.
+ Blessed of C’thun: The Pale Ones are incredibly resistant to non eldritch divine magic and the such, as well as corrupting the divine magic when exposed.
- Plane-bound: Bound to C’thuns endless city. Mages can call upon them for power or knowledge, but they may never leave the plane.
Description: Very tall and skinny with no facial features. They are covered in a variety of normal clothes resized to fit their exact measurements. They talk via telepathy.
All of C’thuns worshippers, if they haven’t done much to please or benefit it, end up as one of these. The plane has many things and luxuries to keep them entertained and occupied for all of eternity. Due to the current lack of mortals, C’thun has created a few hundred naturally created pale ones and placed them in the city.
Name: The Corrupted
Affiliation: C’thun
Class: Plane-bound Outsiders
Traits:
+ Perfecter worker: The corrupted have supernatural strength and unlimited endurance. They rapidly become skilled at mundane tasks after doing them once, making them perfect for any and all work.
+ Shapeshifters: The Corrupted can shapeshift into any currently created being or divine creature, they could for example transform into a member of the tradesmen or Gibelle, then back to goo.
- Plane-bound: Bound and enslaved to C’thuns endless city.
Description: The souls of the corrupted. Whoever has been exposed to C’thuns corruption becomes one of these upon death, barring special circumstances.
Living piles of sentient back goo, they can shapeshift into any appearance but upon injury reverts back to walking black goo creatures. They are used as laborers and slave by the Pale Ones. They can receive freedom with exemplary service.
With a proper sacrifice to C’thun, a mortal can access the shapeshifting powers of the Corrupted without turning into goo for a few days. Then it runs out and another sacrifice has to be made. Once again, a few hundred natural born corrupted are born and placed into the city.
Gibeele seeded their plane with the oddly violent and violently odd Snappers, shapeshifting pools of flesh with literal moral compasses.
Name: Snappers
Affiliation: The Moral Compass
Class: Outsiders
Traits:
+ Adept shapeshifters, Snappers may change form for stealth or offence, but not change size.
+ Equipped with a fine tuned and sensitive Moral Compass, Snappers only resort to violence when they feel it is the best choice.
- Violence is the last resort, but also the second-first, after doing nothing. Snappers don't know how to do anything but kill.
Description: In their neutral form, a Snapper is a limp pool of undifferentiated tissue, with a metal disk floating in the middle; a literal compass.
Susan sought to leave a lasting impact on the world and created the Super Intelligent Macrobacteria, Outsiders sent to build for the glory of their as yet unbuilt Empire. Being entities of planestuff and not flesh, they seem to be having difficulties manifesting in the material world, and construction there is going considerably more slowly than in their home plane and in
Susan's claim in the Garden of Souls.
Name: Super Intelligent Macrobacteria
Affiliation (list all applicable gods, primary first): Susan
Class: Outsiders
Traits:
+ Superintelligent
+ Superstrong
- Supershortlifespanwithnoabilitytosurvivebeyondthisera
Description: Large amorphous blobs resembling bacteria, these beings are blessed with the knowledge of a thousand-thousand lifetimes and the strength of a thousand-thousand repetitions. Each lives for the glory of the Empire, the Empire which they are assigned to built. Once it is complete - with all its infrastructures and edifices - they shall return to the dust from which they came.
The
Faceless Prince created the order of the
Dealbrokers. Especially for mortals, there will be very little they are incapable of buying or selling for those clever enough to negotiate suitable deals.
Name: Dealbrokers
Affiliation: The Faceless Prince, whoever hires them
Class: Angels
Traits:
+ Any Price, Paid: In any contract a Dealbroker makes, they can always provide what they have promised. Untold riches, true love, arcane knowledge - they can grant it. Whether they will promise such things is another question, but no promise they make will go unfulfilled for lack of ability, at least on the mortal scale. Those mortals who are truly powerful may be able to afford even more - but the eyes of the gods are upon them, and potentially even the watch of the Eye.
+ Perpetually On Call: It is simple for mortals to call on the Dealbrokers, and any mortal eager to make contact with one (or any generic "entity I can make a deal with to get stuff") will find that their means of summoning - whatever they may be - will be successful, though they may also color the Dealbroker's opinion of their customer, and cause them to alter what they are willing to offer accordingly.
- An Exacting Tongue: Dealbrokers will provide the service they have promised for the cost they have demanded. No more, and no less. It is of utmost importance that any orders or requests made of them are made with absolute specificity.
Description: The Dealbrokers are (faceless, of course) brass humanoids clad in the raiment of wealthy traders - and ultimately, that is what they are. Though the Faceless Prince and their Incarnae may make the highest-level deals, and rituals to make trade with them may one day be made, in the interim and for more esoteric exchanges, the Dealbrokers are the Faceless Prince's middlemen and traders.
The
Faceless Prince also created the
Author of the Ending, a deft, dexterous war form, but they prioritized sending the
Ferrous Wyrm into the Old World.
Name: The Author of the Ending
Affiliation: The Faceless Prince
Class: War Form
Traits:
+ Arcane Prowess: The Author's knowledge of all things ending-related extends both to a nigh-endless array of death-dealing magics, as well as the most effective manner of applying them to end their opponent.
+ Sudden Twist: An unforeseen strike, avoided by chance; a certain hit, dodged by a hair. The Author is skilled at turning opponents' strikes aside, avoiding what appears to be all but destined.
- Fragile as Plot: The Author depends on avoiding strikes, because where such manage to land, the Author is poorly suited to take a hit.
Description: A weathered gold humanoid, blank of face, wearing flowing paper robes, nearly black with text written upon them. They bear only a pen in their right hand, but the ink that flows from it bends to their will.
Name: The Ferrous Wyrm
Affiliation: The Faceless Prince
Class: Creature
Traits:
+ More than Clever: The Wyrm, suffused with the power of half a Knowledge Act, is of an intelligence above the typical Creature, in fact approaching that of an Angel. This allows it to learn at a greatly increased rate, as well as make use of tactics and strategies that would never even be possible considerations to a typical Creature.
+ Good, Solid Steel: There is a weight to the Wyrm's structure, the metal of its body lending it exceptional durability. Strictly speaking, that same metal also holds an exceptional edge where the Wyrm's shell bears blades, but in the realm of Incarnate combat, they are ultimately about as dangerous as any Creature's natural weapons.
- Auric Arrogance: The Wyrm is... not wonderful at judging the bounds of its ability. This can result in it attempting to do things that it cannot, in fact, do. The fact that such things are few and far between only makes this habit worse.
Description: The 'shell' is a massive, serpentine mechanism, bearing great resemblance to a golden train. In fact, it essentially is a giant, golden (well, pyrite) train, suffused with divine power, although where such a vehicle would have wheels, the Wyrm instead has a strange combination of legs and wings. Stranger is the Wyrm's 'interior' - something not immediately evident to an investigator, even if they were to open the Wyrm's shell to study it. The consciousness that controls the Wyrm, in fact, is a rust-colored slime mold colony that makes its home in the shell. Other specimens can be found through the Old World, animating otherwise-inanimate artifacts, but the Wyrm is unquestionably the greatest of these colonies.
Farmfill
Harvey Harvest created a great many plants and creatures throughout Farmaland.
Antfarma: Ants are industries creatures that, despite being lower organisms, are still capable of legitimate agriculture. In this temperate region of Farmaland, giant ants roam amongst the various trees creating tall spires where they grow fungus. Said size is directly allowed by the soil being able to support large populations, and removing them from Farmaland would no doubt require a large amount of food upkeep. Other native wildlife includes generic forest-life, large beetles, giant bees, and a variety of edible berries and tubers that could potentially be harvested (or used as fungus food by the ants).
Grain Plains: As one would expect, these are plains filled with various particles of amber grain. Or other colors of grain. Someone unfamiliar with the location would simply assume they had discovered an ocean of said grain. Nibbling on said grain is a variety of pack animals big and small, large fluffy hoofed creatures covered in wool, small feathered egg-laying creatures pecking at the ground, giant four-horned creatures that produce milk, and other such friendly beasts. Nibbling on said friendly beasts is a variety of clawed dog, large two-legged bird like creatures with sharp teeth, and moderately sized hawks.
Hidden Valley: In the tropical region lives a tropical forest between two mountains known mostly for its spices. Peppers, cocoa, tasty seeds, mushrooms, cinnamon, flavorful fruit, and much more grow in abundance in this region. Even the rivers that flow through here have a strong flavor that can be used as a spice. Prominent local wildlife is miniature hogs who's snout can sniff out spices (and who taste delicious due to their high-spice diet), birds with bright colors who spread seeds around by eating fruit, and miniature tigers who mostly prey on the hogs. They are generally considered more adorable than threatening but may prove dangerous to smaller and weaker races.
A certain god with the initials HH also tried to create something named Fasces, a rather inauspicious coincidence if indeed it was one. This was promptly halted by Gibeele's opposition and an intercession on top of that. (target: 18, roll: 10, Gibeele: -1 Light)
Interentity Raheal Chatter
Seeking to improve coordination among the many contractors scattered across the world,
Susan created Raheal of Eternal Service, a neutral, nearly omnipresent messenger with the ability to relay words spoken to it for any group of covered entities.
Name:Raheal of Eternal Service
Affiliation (list all applicable gods, primary first):Susan, Twi, The Faceless Prince, The Wanderer, Harvey Harvest, C'thun, Shinka, Gibeele, Qwitzikottle
Class:Angel
Traits:
+ Omnipresent and consequently, difficult to destroy in the material plane
+ That which is spoken to Raheal may be communicated to another divinely touched, loved, or blessed via Raheal instantaneously
- Without will or opinion on the matters of the world or gods; it will not evend defend itself.
Description: Theoretically an infinitely long coil of optic fibre wires in the shape of a lamprey, Raheal is more often than not, in a diffused state of drifting iotas. That is, a cloud of gas. A cloud of gas that is found throughout the whole world. It is, as such, incredibly difficult to detect naturally. Raheal however, can be called upon by those divinely touched, loved, or blessed by the gods. In doing so, A small figment of Raheal can be conjured from the cloud, and Raheals spoken to. Messages can be given to Raheal verbally, via letter or typed - Raheal figments are equipped with a graphical interface and input system - who will then faithfully deliver that message to the intended recipient anywhere in the material plane. This is usually instantaneous due to Raheal being everywhere, and as such, can form new figments to deliver said message. Each message is exactly as written/stated/typed by the sender.
All servants with access to Raheal have been informed of Raheal's services.
Shinka has barred Raheal from access to Texas and Yamayunqa (and provisionally Wizny if the services continue to be offered free of charge).
Voteboxes
This realm automatically absorbs the souls of dead mortals, and other displaced spirits with nowhere to go. Combat and other means of harm, physical or otherwise, are impossible here.
At the very center is an open, 9-sided pavilion, with each side's midpoint bearing a small column and a humble shrine to one of the gods; from these shrines, souls may petition acceptance into the corresponding god's afterlife.
The land within 36 mile's radius of the pavilion is a large area of wilderness tightly wrapped around itself, filled with grass, trees, creeks, and the like, where souls may contemplate their decision or simply rest.
Beyond the radius, the wilderness begins to change, reflecting the realm of the god whose shrine corresponded to the side the wilderness was most closely approached from. The influence strengthens as the distance from the center increases.
54 miles away from the center, directly in line with each god's shrine, is a portal to and from each god's realm; only entities who belong to these realms may utilize the portals. Those who arrived through the portal may move essentially freely through the Garden of Souls, with the sole exception that they may not come any closer than 24 miles to the central pavilion.
Fuck these proposals!: 1 (Shinka)
Cathedral of Souls: 3 (Gibeele, Shinka, Wanderer)
Garden of Souls: 4 (Gibeele, Shinka, C’thun, The Faceless Prince)
Field of the Dead:
The Distorted Ways: 1 (Qwitzikottle)
Sub-Vote - Allow changes via Consensus later: 1 (Twi)
Dirt: 1 (Harvey Harvest)
Dirt Cloud: 1 (Gibeele)
Many Dirts: 1 (Shinka)
[Just let the mortals name the dang thing]: 4 (The Faceless Prince, Qwitzikottle, Twi, Gibeele)
Allow flying as a default trait: 2 (Gibeele, Wanderer)
Do Not: 4 (C'thun, Shinka, Qwitzikottle, Susan[/color])
Flight is unlikely to be a default trait.
Yes: 0
No: 0
The Islands Move
Wizny is no longer a magic kingdom.
Raheal's unavailability in a number of regions may tug at the
Wanderer's heartstrings.
Trandarc has sold a number of stories to the spirit of the Land of Wizny with unknown results.
More subtle than any other Creature in the dang thing, The Ferrous Wyrm has taken a liking to the ethereal yet
delicious Super Intelligent Macrobacteria that occasionally turn up to build imperial constructions. It has learned that the Super Intelligent Macrobacteria are attracted to picturesque locations and has taken to ambushing them there disguised (target: 12, roll: 10).
The Chariot has partially recovered from its wounds. Jolly collaboration is on the rise.
Aila has left the mortal plane to chase after the gradually brightening Chariot.
Helicopter trees have spread to Yamayunqa and Polis.
The starvation of the Drift King's species may appeal to
Harvey Harvest's better nature.
Something goes
*PING*.
Clockmen are guarding building supplies around their portal in the Garden of Souls.
The Voicers' Garden of Souls colony is expected to be finished in two turns' time.
The
Pages are alarmed by the
Eye's alertness.