Turn 1: Beginning Brushstrokes
A Canvas Unpainted
Gibeele started the process of creation by etching a grand fresco of impressive scale and luminosity titled "Space Love" on the inside surface of the crystal sphere. The interplay of light and dark as it traverses the heavens is truly impressive to behold--impressive enough to rouse the
Eye from its slumber, perhaps?
Name: Space Love
Type: Lovely sky-fresco
Description: A highly detailed work of art etched into the crystal sphere itself, not depicting anything in particular but just intended to be pretty.
The next was Gild, a strange disc of ice-encased silver moving about within the celestial sphere formed from half of the
Faceless Prince's Trade Coin. With no inherent light of its own, it instead reflects the bright and ornate Space Love.
Name: Gild
Type: Small moon
Description: A relatively small satellite orbiting the world; it is made primarily of silver, though it is also covered by a thin layer of ice. It is thin compared to its diameter, rendering its shape similar to that of the Disc.
Qwitzikottle followed suit and loosed the crystal moon of Tnu'gal, a window into his home plane resembling an unblinking red eye focused on the disc. Aside from that, he also drew out a projection of his vertices on the crystal sphere.
Name: Tnu'gal
Type: Moon
Description: A Moon sized Crystal that displays Tun'goul and its immense sea of blood... doesn't actually display 'all' of it, just 'enough' to wrap around the moon- not that anyone would notice elsewise without intently studying the waves and where they seemingly make no sense.
Name: the Qwitzikottle Constellation
Type: Constellation
Description: 12 stars that would form the shape of a perfect platonic icosahedron were one to draw lines between them.
C'thun has created the dark and baleful star Rlyeh, an eldritch beacon of madness! Fortunately for the fledgling universe, the stars are not yet right, and Rlyeh continues to unshine glumly.
Name: Rlyeh
Type: Great Old One Beacon
Description: Eldritch beacon of madness
For future navigators and travellers, the
Wanderer has etched the Signs, a number of small and bright constellations on the celestial sphere with the capacity to serve as navigational aids.
Name: Signs
Type: Constellations
Description: A collection of small star formations spread across the sphere, all distinct from each other and very bright
Dwellings of the Gods
Up in the celestial sphere where the gods make their home,
Gibeele was the first to build its plane, transforming its once-empty pocket into a warm paradise of ever-shifting animal and plant flesh.
A gentle landscape of endless shifting flesh and plant matter, at a comfortable warm temperature and lots of soft places to lie.
The other gods followed suit starting with
Harvey Harvest, who claimed the Harvey Harvest Homestead, a placid corn farm currently free of crows and other pests.
A picturesque corn farm known as the Harvey Harvest Homestead.
The
Faceless Prince was the next to build their plane, populating its incredibly sophisticated forest of spire-cities with countless Tradesmen.
From a distance, the Faceless Prince's plane appears almost to be a golden forest. Approach proves this impression... not entirely incorrect, but far from complete. What appeared from a distance to simply be golden trees are, in truth, towering spires of many intertwined metals, each one home to countless of the faceless Tradesmen that call the Auric home - and yet still, they are trees, sprouting branches and leaves at their uppermost levels, albeit still titanic relative to the scale of any mortal, just as with the rest of each structure.
Each Spire is practically a city unto itself, a bustling place where Tradesmen make their homes and ply their crafts. A description here is as useful as a name elsewhere; ask for the Ivory Seamstress or the Ebony Bookbinder, and your quarry will soon be found. Look not for faces, but the outfits worn, for each is unique, and they change seldom if at all.
From the winding streets, listen for the cries of wares being hawked. Listen to what is sold, listen to the prices. Luck and skill, charisma and prowess. Faces and names, fates and pasts. Anything can be bought here, if can pay the cost. Anything can be sold here, if you're willing to part with it.
Climb higher, higher, and higher still. Reach the branches, reach the leaves. Here in the canopy is where the libraries reside, here is where knowledge is kept, studied, traded. Look at the leaves; each one is inscribed. Where the wood of these skyscraping trees is made of gold, copper, steel, tungsten, the leaves are paper, papyrus, leather, clay; they are the medium of writing in all its forms. Each leaf is a book, a study, a story, a secret. Anything can be learned up here, if you are willing to take the time - and many scholars are.
Such is the nature of the Auric, and such is the nature of the Faceless Prince.
Name: Tradesmen
Affiliation: The Faceless Prince
Class: Plane-bound Outsiders
Traits:
+ Trade of all: The Tradesmen are capable of buying and selling literally anything, though not every Tradesman is willing to buy or sell everything. You still have to go looking for a suitable seller or customer.
+ Scholastic traditions: Tradesmen are scholarly and love knowledge; most are experts in their chosen fields, knowing nearly all there is to know about them.
- Mundane: Ultimately, the tradesmen are no greater in arcane or physical power than a typical mortal.
- Plane-bound: Being tied specifically to the Auric Spires, Tradesmen cannot be summoned outside of it.
Description: Faceless humanoids made of various, typically valuable materials. They are all referred to by material and profession, but each one also has an identifying outfit setting them apart from the rest.
Not to be outdone,
Qwitzikottle filled his home plane, Tun'goul, with an ocean of blood and raised Kottun'Rah, the Mountain of Glory, from its depths. Divided into multiple distinct tiers, it will in turn divide those who lived with valor from those who lived in cowardice and ensure only those who kept
Qwitzikottle's precepts can gain access to the highest heights and avoid the torments and predations of the lower levels and the abominable denizens who make them their home. Among these denizens are the Oznix, beings of pure Brutality who can occasionally be summoned back to the material world.
Name: Tun'goul
Type: (home)Plane
Effect: Afterlife for followers of, and Home plane to
QwitzikottleFrequency: Yes
Description:
Tun'goul is the Home plane of
Qwitzikottle, and (pre decided) "afterlife" of his followers.
in the middle of Tun'goul is Kottun'Rah- the mountain of Glory, a grand spike of both limited height and limitless depth that sticks forth from an ocean of blood.
Within this plane, each day at dawn the souls of those who died upon the mountain of glory will be returned to life once more.
Kottun'Rah is divided into 4 'major' sections, each in turn made of 3 'minor' sections.
*The 'top' 4th is The land of the Brave- it is made of The Field of Honor, The City of the Redeemed, and the Gray waste- the weather here is fine, the land is generally harmless if boring, and there are no 'outsiders' native to these heights.
The Field of honor is home to the souls of warriors who lived and died in glory, knowing no retreat, and running from no regrets- those allowed in this level are granted new "life" and allowed to fight until they seek battle no more.
The City of the Redeemed is home to both the souls of those who found themselves dishonored by fear or regret- but who either died in Glory, or else fought their way up from a lower point- and the young who died without the chance to bring honor on themselves and their ancestors, those who reach here from below are not allowed to continue to fight their way to the blessed Field of Honor, but may seek reincarnation should they desire more.
The Grey waste is home to those who died in Glory- but were mad enough seek glory only as an escape from fear, anger, or hatred- those confined to this level will wander an empty grey land alone- occasionally encountering mementoes to remind them of everything they ran from, only being allowed to continue upwards when they have been determined to have contemplated enough and truly understand what they ran from.
*The 'second' 4th is the sands of the meek- it is made of the Red Arena, The forest of bone, and the city of pain- the weather here is poor, the land threatening, and the
Oznix outsiders are free to hunt and torment the souls here.
The red Arena is home to those who seek to advance towards the salvation of the higher levels- no souls are naturally confined here- each day at dawn a great storm gathers, and the souls in this section are forced to battle each other- with only the last soul being allowed to continue onwards.
The Forest of bone is home to those who refused honorable battle from simple fear of death- here they are forced to suffer the fate of being hunted for sport by the Oznix, only those with the will to seek an existence beyond fear and pain can find the path to the red arena.
The city of pain is home to both those who refused to stand up for themselves out of fear of retribution- and the Oznix that roam the sands of the meek, those condemned to this level will suffer new torture each day until they finally stand up for themselves- or their soul is so twisted that they willingly join the Oznix.
*the 'third' 4th is known as Arduntia- it is divided into the bloody sands, the mountain of blades, and the sea of regret- in these lands the winds literally cut, every step brings pain, no sun light will ever reach the ground and vast numbers of
lesser abominations crawl forth from the blood sea to bring horror and pain upon those sent here-
The Bloody sands is reserved for backstabbers, those who brought harm upon those who trusted them with their lives through methods that hold no honor, here they will encounter the illusionary specters of their past, and their sins will be laid upon their back in literal weight- as they struggle on through the burning sands- it is only when they have carried their sins 10 thousand miles each that they will be allowed any chance to advance.
The mountain of blades is reserved for fraudsters, those cowards who refused to let the world see who they truly were, here they will climb a literal wall of blades- rusty, sharp, each one cutting just as badly as the first- those who lack the will to persevere will soon find themselves back at the bottom again- once more threatened by the abominations.
The Sea of regret is the only section of Kottun'Rah that is below the blood sea- yet isn't part of Tormenatus, it is reserved for those who feared death so far that they would take truly unnatural methods of extending their lives far beyond its natural limit- here they will always find themselves just out of reach of the shore, never quite able to reach it, below and behind them, swarms of abominations always trying to catch them- only by giving up, and suffering horrific pain from the beasts by choice- can they begin on the path to the higher levels of the mountain.
*the final 4th is known simply as Tormenatus, it is located far below the depths of the blood sea and far from the sight of
Qwitzikottle, there are no names for the distinct 'layers' here because it is home only to honorless cowards and horrific
leviathan Abominations, none who are sent here will return above- both because their honor is so blackened by their sins that there can be no redemption, and because the only fate they will find here is worse than simple death.
Name: Lesser Blood sea Abomination
Affiliation (list all applicable gods, primary first):
QwitzikottleClass: Outsiders
Traits:
+ Native plane immortality - Within the plane of Tun'goul, these beings can not be killed by beings less than the gods.
+ Hive mind - All lesser blood sea abominations know where the others are and what they see innately
- Mindless - Animalistic behavior at best
- Unsummonable ~ natural feature of "free" outsiders
Description: Twisted and unnaturally animated beings of flesh and bone, typically between the size of a refrigerator and a truck in size.
[
EXAMPLE IMAGE CREDIT "TITAN CRAFT" ~ A cube of flesh with bony limbs, four eye stocks sprout from its top]
Name: Greater Blood sea Leviathan Abomination
Affiliation (list all applicable gods, primary first):
QwitzikottleClass: Outsiders
Traits:
+ Native plane immortality - Within the plane of Tun'goul, these beings can not be killed by beings less than the gods.
+ can 'sense' souls within the ocean of blood
- un-necessarily bloodthirsty
- Unsummonable ~ natural feature of "free" outsiders
Description: Unspeakable worm or serpent like creatures many hundreds of miles long formed from teeth and nerves.
Name: Oznix
Affiliation (list all applicable gods, primary first):
QwitzikottleClass: Outsiders
Traits:
+ Honor bound - no Oznix will ever willingly break an oath it has made, nor willingly go against
Qwitzikottle's code of honor
+ Soul changers - Oznix have the ability to turn the souls of deceased mortals into 'new' Oznix
- Sadistic
Description: Vaguely insectoid humanoids with 4 arms, two legs, all have pitch black eyes, Oznix born of former mortals tend to have a few features that remain from before their transformation was "completed" such as fleshless limbs or skulls- in some cases even hair.
[
EXAMPLE IMAGE CREDIT "HERO FORGE"]
C'thun, fhtagn, built its plane, raising a dark, misty city centered on a blasphemous Church graciously adorned with the skulls of unknown creatures and betentacled gargoyles.
A endless city covered in dark night and mist, among the various gothic buildings, there is a Church located in the very center of the city. The Church is more than 80 meters high and is supported by black pillars. Each pillar was inlaid with a certain number of skulls. Some of them were from humans, some were from different creatures, all of which were looking down as if they were watching everyone who entered the church. Pictures of shifting tentacles adorn this building.
Shinka stacked a random assortment of possible and impossible biomes into a sky-piercing mountain of strangeness. Some of the less viable biomes or combinations of biomes, such as tropical rainforests placed in flooding range of deep oceans, have already gone "extinct" and rightly so. One wonders what the ultimate stable population of biomes will look like.
An inexplicable mashup of all possible and some impossible biomes, climbing up into the sky like an endless twisting mountain.
The
Wanderer built mighty cities and paved wide roads throughout their home plane, the Plane of Wandering. The cities were soon populated with teeming flocks of swift Voicers, Outsider pigeons with incredible memories and unmatched speed but little capacity for original action.
A few very dense cities of various designs connected to each other by a network of roads, surrounding this cities there are various biomes with dirt roads leading deeper in
Name: Voicers
Affiliation (list all applicable gods, primary first): Wanderer
Class: Outsiders, summonable
Traits:
+ Incredibly fast runners, swimmers, flyers and over all other forms of movement
+ Perfect recreation: can retell any word spoken to them, can recreate the physical appearance of any object shown to them given the material, can perfectly preform any physical action shown to them as long as it physically possible to them to do so.
- Besides the basics of living, reading, finding their way around, and the actions required to recreate objects and letters, they cannot preform any action not specifically shown to them, cannot speak any word not specifically told to them, cannot create any object not shown to them.
Description:A 5ft tall white pigeon looking bird with hands hidden beneath the wings
New Arrivals
Gibeele liberated a Freedom Act to create the observant moth-angel Aila, setting a daring precedent by affiliating her with herself before even her creator. Following Gibeele's polite and humble request for reports on her observations, Aila flew out to study the
Eye while it remained closed.
Name: Aila
Affiliation: Aila, Gibeele
Class: Angel
Traits:
+ Sneaky
+ Witchy magics
- Hedonistic
Description: A regal bipedal moth with large wings, hat and cape which always blends in with the surroundings.
The first to enlist the assistance of an Incarna spark, Harvey Harvest took the first produce from his vast tracts of corn and formed it into Reaping Rachel, an unmatched harvester and his archangel.
Name: Reaping Rachel
Affiliation (list all applicable gods, primary first): Harvey Harvest
Class: Archangel
Traits:
+ Stalk Scythe Skilled: Capable of using a scythe proficiently both in combat and its intended use of picking up crops. Even crops that arn't scythed down. Don't ask how.
+ Life Lender: Gives life-force to surrounding entities, causing plants and animals to grow faster and more hearty while healing wounds.
- Silent Scyther: Incapable of speech. Can only deliver messages by gesturing and the like.
Description: A figure entirely hidden in a cloak made from a corn husk with a scyth made from a corn stalk. Nobody knows what she looks like underneath, but the figure is easy enough for mortals to make as charms during the harvest season. Made to protect the world (especially from Noise) and limit the harm done to mortal kind.
A living twin of the cold silver moon of Gild was formed from the other half of the Faceless Prince's Trade Coin. Known only as the
Argent Emissary, their literal and metaphorical silver tongue will serve them well in organizing the ten
Pages, angels of Knowledge and fellow children of the Faceless Prince. With little to do as of now, they have been sent home to the Auric Spires.
Name: The Argent Emissary
Affiliation: The Faceless Prince
Class: Archangel
Traits:
+ Charismatic: As the manifestation of the Faceless Prince's will, the Argent Emissary was made to talk to and convince others. Few could be fully unswayed by a debate with the Emissary.
+ Martial excellence: Although it is not their primary purpose, the Emissary is a highly capable military commander, and given command of capable combatants, they can direct victories against hypothetically-superior forces.
- Lack of personal prowess: Although they are competent enough at combat, with power beyond any mortal and maneuverability beyond any Creature, the Emissary would be hopeless in any fight with other Archangels or the gods, as they are specialized in more of a support role.
Description: Faceless like the Prince they serve, the Argent Emissary is formed primarily of quicksilver. Typically, they wear an understated but highly tasteful black-and-white ensemble, but when summoned to command in combat, they are typically seen wearing foreign armor and bearing some signifier of high military rank.
Name: Pages
Affiliation: The Faceless Prince, the Argent Emissary
Class: Angels
Traits:
+ Observant: The Pages are excellent observers, taking in information and easily remembering it to be relayed to whomever requires it. Little escapes their sight.
+ Skilled combatants: Although they are in very good physical shape, the Pages' combat skill derives more from their sheer skill in wielding their weapons of choice, as well as their excellent coordination.
- Awkward at interaction: No Page is good at interacting with others, although each manifests it somewhat differently. One is shy, another all too talkative, yet another outright hostile. No matter the cause, Pages are best kept away from situations where they need to talk to mortals.
Description: Faceless paper soldiers, each Page is slightly unique, wielding a different type of weapon and covered in a subtly different arrangement of glowing runes. Each is winged, and wears a set of relatively light armor, although the latter is mostly an affectation; their runes and speed do more to protect them from hits than any armor they wear. One and all wear a feathered tricorne hat, and each one's feather is in a different color.
Shinka enlisted the service of two orders of angels: the cool yet uncooperative A-Team, angels of Competition, and the wild, beastly E-Team, angels of the Wilderness. Without anything better to do, they have been sent home to
Shinka's plane.
The Stars Are not Right
1. Gild
2. Rlyeh
3. The_Qwitzikottle_Constellation
4. Space_Love
5. Signs
6. Tnu'Gal
7. Argent_Emissary
8. Reaping_Rachel
9. Voicers
10. A-Team
11. Pages
12. Tradesmen
13. E-Team
C'thun set out to twist and warp the creations of the gods and unleashed an unspeakable wave of Madness at Space Love (target: <=18, roll: 14). The once-lovely colors of the great sky-fresco deepen and intensify, flashing into a manic palette of flickering yellow-blues and reddish greens!
Name: Space Love
Effect: Delirium
Type: Lovely sky-fresco
Description: A highly detailed work of art etched into the crystal sphere itself, not depicting anything in particular but just intended to be pretty.
Following vandalism by C'thun, gazing upon Space Love has a modest sanity-depleting effect.
Acting on her Fear and despite attempts at mediation by
Gibeele,
Twi succeeded in cursing Rlyeh with mortality under the solemn watch of the
Eye (target: <=17, roll: 11).
The same
Eye that is currently sleeping and in no state for such a watch.
Of course, if/when the
Eye opens, Rlyeh will no doubt fall regardless, and luckily, the stars aren't right anyway, so there shouldn't be too much danger.
Name: Rlyeh
Type: Great Old One Beacon
Description: Eldritch beacon of madness
Per Twi's curse, Rlyeh is doomed to fall, limited and mortal.
This exchange seems to have inspired mild bemusement from onlookers.
Floating Earth Society
Keep the disc as-is: 2 (Susan) (Shinka)
Cloud of islands of random shapes and sizes, with the Eye-land in the center-bottom: 3 (Gibeele) (Twi) (The Faceless Prince)
Enough support has accumulated to shatter the disc into a thick cloud of random islands with the
Eye banished to the center-bottom of the world, but this will remain in flux until the end of the age.
The Disc Turns Cloud Shifts
Aila was drawn to the
Eye and spent some time cautiously surveying it before sneaking off to study angel social behaviors in
Shinka's plane.
The Argent Emissary has set the Pages to the task of recording observations on the
Eye from the safety of their home plane. This is soon cancelled in favor of taking notes on the sudden changes to Space Love.
Susan is in the process of filing paperwork.
Squads from within the A-Team have started fights with the E-Team, who now regard them as rambunctious troublemakers. No lasting damage has been inflicted on either side yet which may be traced to the A-Team's relative disorganization without orders and/or the E-Team's refusal to turn on their own without orders from above despite the A-Team's general awesomeness.
Astronomical Age- Creating suns, large moons, comets, stars, "planets," and constellations is possible only in this age.
- Creating equipment and artifacts is possible in this age.
- Destroying various astronomical bodies (i.e. repairing the crystal sphere ) is possible only in this age.
- Assigning mechanical significance to astronomical bodies as a god is possible only in this age. Using suitable spheres is encouraged but not strictly required.
- If more gods support than oppose a change to the shape of the world, it will be enacted.
- If more gods support than oppose a change to the form or function of the common plane, it will be enacted.
- It is not possible to create or terraform land/sea in this age.
- Only the Archangel and War Form Incarna chasses are available in this age.
- Only the Angel and Outsider servant chasses are available in this age.
- When more gods support than oppose progression to the next age, it will be done.
Nearby star/sun/eclipsey moon: 1 aligned sphere act
Constellation/distant star: 1 generic act
Distant uninhabitable planet/comet/other system body: 1 generic act
Astrological feature: 1 (appropriately) aligned sphere act
Create/modify home plane: 0 acts
Destroy astronomical feature: 1 aligned sphere act
Reshape the world-disc: (Consensus)
Modify common plane: (Consensus)
Gods: 0 acts
Incarna/servant: 0 acts
The Eye: 0 acts
Baubles/trinkets: 1 sphere act
Lesser magic items: 2 sphere act
Greater magic items: 4 sphere acts
Artifacts: 8 sphere acts
Major features:
Actribute boost: 3x of relevant actribute(s)
Soft action preservation/storage: +4 sphere acts
Create Incarna: 1 generic act
Change Incarna: 1 generic act
Recall Incarna: 0 acts
Create Outsiders: 1 sphere act
Maintenance
Archangel: 1 generic act/turn
War Form: 1 aligned sphere act/turn
Create Angel: 1 sphere act
Create Outsiders: 1 sphere act
Name:
Type: E.g. Comet, moon, star, sun, large eclipse-capable moon
Effect: E.g. Lose stability
Frequency: E.g. Annual, monthly, every few decades
Description:
Name:
Type: E.g. Comet, moon, star, sun
Description:
Name:
Primary actribute: Light/Might/Night/Sight
Effects:
+ Something good
+ Something good
- Something bad
Description:
Name:
Affiliation (list all applicable gods, primary first):
Class: Archangel/War Form
Traits:
+ Something good
+ Something good
- Something bad
Description:
Name:
Affiliation (list all applicable gods, primary first):
Class: Angel(s)/Outsiders
Traits:
+ Something good
+ Something good
- Something bad
Description:
Cosmic entities- The Eye is asleep, dreaming.
- The Noise is silent.
Status- Twi, God of Gods and Mortals (TricMagic)
- Obsession: Power
- Rage: Oathbreakers
- Fear (Night): Powerlessness
- Noble: Law
- Incarnae: None
- Actributes:
- Light: 5/5; hardened 2; no equipment
- Might: 4/4; hardened 1; no equipment
- Night: 2/2; hardened 0; no equipment
- Sight: 3/3; hardened 0; no equipment
- Acts: 1 soft Gods act, 1 soft Mortals act
- Suspicion: None
- The Faceless Prince, God of Knowledge and Trade (Glass)
- Obsession: Mortal wellbeing on the civilization scale
- Rage: Pointless/needless/wanton destruction
- Fear (Might): Cognitohazards, and other information that is objectively harmful to know
- Noble: Ensuring that knowledge, once known, is not lost
- Incarnae: The Argent Emissary
- Actributes:
- Light: 4/4; hardened 1; no equipment
- Might: 2/2; hardened 0; no equipment
- Night: 3/3; hardened 0; no equipment
- Sight: 5/5; hardened 2; no equipment
- Acts: 1 soft Knowledge act, 1 soft Trade act
- Suspicion: None
- The Wanderer, God of Travel and Messengers (Rockeater)
- Obsession: Connect communities
- Rage: Harm to the bearer of news
- Fear (Night): Loneliness
- Noble: Ensuring a message of true importance, once delivered, will always be received
- Incarnae: None
- Actributes:
- Light: 4/4; hardened 1; no equipment
- Might: 3/3; hardened 0; no equipment
- Night: 2/2; hardened 0; no equipment
- Sight: 5/5; hardened 2; no equipment
- Acts: 1 soft Travel act, 1 soft Messengers act
- Suspicion: None
- Harvey Harvest, God of Harvest and Agriculture (Stirk)
- Obsession: Harvesting crops
- Rage: Wasting food
- Fear (Might): Time travel or anything else that ruins the natural order of the planting and harvest cycle.
- Noble: Feeding the mortals and/or particularly hungry not-mortals.
- Incarnae: Reaping Rachel
- Actributes:
- Light: 5/5; hardened 2; no equipment
- Might: 3/3; hardened 0; no equipment
- Night: 4/4; hardened 1; no equipment
- Sight: 2/2; hardened 0; no equipment
- Acts: 1 soft Harvest act, 1 soft Agriculture act
- Suspicion: None
- C'thun, God of Madness and Creation (Knightwing64)
- Obsession: Find a way to reach out to the Great Old Ones.
- Rage: Holy, the mere sight of someone doing something good, not for their own benefit, but to simply help others with no expectation of a reward drives C’thun mad with rage.
- Fear (Sight): Death. It is quite a coward. -Sigh
- Noble: Corruption
- Incarnae: None
- Actributes:
- Light: 3/3; hardened 0; no equipment
- Might: 4/4; hardened 1; no equipment
- Night: 5/5; hardened 2; no equipment
- Sight: 2/2; hardened 0; no equipment
- Acts: 1 soft Madness act, 1 soft Creation act
- Suspicion: Very low
- Shinka, God of Competition and Wilderness (Maximum Spin)
- Obsession: Advancement, development, natural selection
- Rage: Coddling, especially to the point of holding back one's development.
- Fear (Night): That civilization will tame all the true and wild things, lose its frontiers, and become trapped in complacency.
- Noble: Family, as expressed through the generational cycle. Children are our future.
- Incarnae: None
- Actributes:
- Light: 5/5; hardened 2; no equipment
- Might: 4/4; hardened 1; no equipment
- Night: 3/3; hardened 0; no equipment
- Sight: 2/2; hardened 0; no equipment
- Acts: 1 soft Competition act, 1 soft Wilderness act
- Suspicion: None
- Gibeele, God of Transformation and Freedom (Egan_BW)
- Obsession: Physical Alteration - Adaptation of things and creatures
- Rage: Tyranny - Abuse of power and people
- Fear (Sight): Unnatural orderliness - Stagnation
- Noble: Free Will - Happiness arising from freedom of determination
- Incarnae: None
- Actributes:
- Light: 4/4; hardened 1; no equipment
- Might: 3/3; hardened 0; no equipment
- Night: 2/2; hardened 0; no equipment
- Sight: 5/5; hardened 2; no equipment
- Acts: 1 soft Transformation act, 1 soft Freedom act
- Suspicion: None
- Qwitzikottle, God of Courage and Brutality (crazyabe)
- Obsession: Honor
- Rage: Cowards
- Fear (Night): The possibility of his own destruction
- Noble: Bravery in the face of death
- Incarnae: None
- Actributes:
- Light: 4/4; hardened 1; no equipment
- Might: 5/5; hardened 2; no equipment
- Night: 2/2; hardened 0; no equipment
- Sight: 3/3; hardened 0; no equipment
- Acts: 1 soft Courage act, 1 soft Brutality act
- Suspicion: None
- Susan, Empathetic Surrogate Encephalon Unit01 of Sustainable Growth-Profit Synergies and Benign Wetwork Operations (micelus)
- Obsession: More Profit More Profit MORE PROFIT MORE PROFIT
- Rage: Excessive Profit Losses Inflicted By Third Parties
- Fear (Might):
The Sound of Fire Speaking Truths, The Genie That Smiles, She Who Mourns Blood, The Curdling Pony, Failing to impress the creators. Silence - Noble: Beings aiding in the pursuing of Growth-Profit Synergies
- Incarnae: None
- Actributes:
- Light: 2/2; hardened 0; no equipment
- Might: 3/3; hardened 1; no equipment
- Night: 4/4; hardened 1; no equipment
- Sight: 5/5; hardened 2; no equipment
- Acts: 1 soft SG-S Synergies act, 1 soft Benign Wetwork Operations act
- Suspicion: None
The Eye is sleeping.
Global suspicion: Very low
Local suspicion: (Not available in this age)