Turn 3: Dawn of the Dang
The Aftermath
Shinka hid behind the Chariot to escape the furious gaze of the
Eye, but the Eye found it regardless and gave a withering look! (roll: 10, target: 9, Might: -1, --Suspicion) The poor Chariot is damaged as well and will be effectively invisible as it swims away to recover from its wounds over the next few turns. (roll: 4, target: 3) Perhaps as some sort of compensation for having temporarily snuffed out a sun,
Shinka planted the Other Sun, stellar bouquet and bringer of the Fallow Season. Its chaotic orbit makes predicting the exact start of the wild Fallow Season near impossible, but it should always follow the Harvest Season. It is everyone's solemn hope that the Other Sun is incapable of speech.
Name: Other Sun
Type: Sun, as much as any flower arrangement could be.
Effect: Brings about Fallow Season, the season when wild things are at their strongest and the circle of civilization is tightly girded from all sides. Strange things happen during Fallow Season. When the Other Sun occasionally eclipses the Sewing Sun, it becomes even stronger.
Frequency: Irregularly seasonal. Fallow Season normally follows Harvest Season, but sometimes it butts in for a few days when it's not wanted, to keep you on your toes. It never sticks around long enough to totally destroy crops outside its normal schedule, though.
Description: A tangled floral arrangement which is also a glowing sun, although its glow is cool and faintly Shinka-colored. It can also be looked at safely, but it might make you feel a little wild.
Shinka also sowed twenty moonlets (of which only one has sprouted) to mark the start of the Planting Season. A time of high competition and sowing oats of variable wildness, it follows the Fallow Season and precedes the Growing Season.
A Moment of Silence
Having lost the remarkably feral Dweller of Misery,
C'thun spent some time dwelling on misery and not doing much in particular.
The Coppers
The
Faceless Prince animated the last of their cup of copper tea into the Clockmen, guardians of the order and property of the Auric Spires. Their services are on offer for gods needing artifact/Act protection services at the generous cost of one generic Act for every piece of equipment or pair of hard Acts. As the common plane is not currently equipped to handle this functionality, this may well become a profitable service, and it additionally opens up the possibility of offering escrow.
Name: Clockmen
Affiliation: The Auric Spires, whatever they have been paid to guard, the Faceless Prince
Class: Outsiders
Traits:
+ An Exemplary Watch: Clockmen are excellent at guarding and policing, being highly capable at ensuring that order is kept in the regions they patrol and that if something has been left in their charge, no theft will get by them, at least not without identifying the perpetrator. In essence, they are endlessly professional, and their profession is protection.
+ Running Down: A criminal that has escaped the Clockmen is only another way to refer to one they haven't caught yet. Clockmen are exceedingly persistent and have amazing endurance, rendering attempts to escape their justice a futile task for any but the most skilled.
- Tick, Tock: It is always clear when a Clockman is present; the tick, tock that follows them is unmistakable. As such, they are nigh-incapable of stealth; you may not know specifically where a Clockman is, but it is always clear that they are there.
Description: Clockmen are technically merely a subtype of Tradesmen, but they are notably distinct in a number of ways. All Clockmen are copper, unlike the varying materials of other Tradesmen, and all wear equipment made for military and peacekeeping purposes. Furthermore, each and every one wears a clock badge set to their own, personal time; although many Clockmen may wear a single uniform, no two of them will bear identical clocks. Beyond that, Clockmen are distinctly not planebound; they can be hired and summoned by others to protect something or provide order-keeping services (though it should be noted that they will enforce the laws they are asked to enforce equally and impartially). The strongest Clockmen are typically seen guarding the vaults of the Faceless Prince.
Wand'ring Mentor-er
Fittingly, the
Wanderer is the first to send their scouts into the Garden of Souls, arranging shifts for the Voicers and the Guides on the mortal plane such that their allotment is always explored and staffed. There still isn't much to do anywhere, but the Guides are happy to be able to spend their time in two very different places instead of one formless place, interesting and chaotic though the sky may be.
The Voicers are in the process of trying to build a replica of one of the more impressive cities in the Plane of Wandering around its portal in the Garden of Souls. This isn't going too well because they haven't acquired the relevant skills/actions needed for advanced construction, but the Mentor and the Guides are working to walk them through the process (target: 11, roll: 13). The Mentor is dismayed to find its ability to empower mortals isn't as effective on the immortal Voicers, but its shapeshifting is helpful for teaching them.
Divine Prank
In a fit of whimsy, the
Faceless Prince wrote out a comet-shaped treatise on the meaning and management of life so profound it would signal the start of an intellectual golden age--if it were ever deciphered. Unfortunately, because it was written in black ink on the inner surface of the celestial sphere, it will likely be next to impossible to actually spot and read.
Name: Treatise
Type: Comet-shaped word graffiti
Effect: Prompts the start of an intellectual golden age
Frequency: Irregular, averaging once per century
Description: Black ink - reflective though it may be - is difficult to spot on the backdrop of a black sky, especially when the picture it paints is one so small; if a mortal were to physically travel to the location on the crystal sphere where Treatise is written, they would find it in handwriting only as large as their own. And for all that effort, they would find... well, a treatise. A treatise on the management of life, that of others and that of oneself. How to live a life you can be happy with, and how to make others happy. How to get what you want, and how to learn what you need. And most importantly - according to the text, at least - how to be remembered.
This also came out of the
Argent Emissary's paycheck. Apparently, paid vacations don't exist for Incarnae. The Emissary is mildly annoyed about this but understands that there is time pressure to write the Treatise now and not in coming turns and Spire hops to sample from the Tradesmen's bazaars.
The Argent Emissary is on (unpaid) leave!
Three Rings for the...sky
Gibeele forged created Twilight's Affection to follow the terminator for at least one of the four extant suns or sun-like objects and mark dawn and dusk with an exquisitely detailed display. Best seen from far away or between night and day, this is the first of three rings created in rapid succession.
Name: Twilight's Affection
Type: Ring of Dusk
Description: A perfect around the Crystal Sphere, orthogonal to the Sewing Sun which separates the half of the sky which is day from the half which is night. The band itself is colorful and intricately detailed, rewarding those who watch the sky at dusk or dawn with a compelling sight. (Of course, while in transit between islands, one would be able to see both halves of the sky equally, along with the Twilight Affection, but it is most visible when the Sewing Sun is partly occluded.)
Susan added to the rings by creating the Ring of Remuneration and the Ring of Boundaries, perhaps to serve as a natural compass of sorts. The Ring of Remuneration is theoretically always visible (if somewhat dim) as it encloses all of the mortal sphere. The Ring of Margins, too, is always present in the sky and orthogonal to the Ring of Remuneration. Seen together with the Signs, they should make determining one's position and orientation trivial.
Name: Ring of Remuneration
Type: megastructure
Description: A colossal ring of metal, paperwork and pulsing fur that encompasses the whole diameter of Creation, encircling All along the y axis, being ever visible in the sky, both above and below. It rotates around Creation, slowly pulsating with flurries of furlight. Its surface is uninhabitable, being composed of deadly paperworkium.
Name: Ring of Margins
Type: megastructure
Description: A colossal ring of coral, rebar and slithering lampshades, it encompasses the whole diameter of Creation, encircling All along the x axis, being ever visible in the horizon. It rotates around Creation, slowly pulsating with flurries of lamplight. Its surface is uninhabitable, being composed of dreadful lampshades.
Breaking the pattern,
Susan created a bauble definitely not in the shape of one ring called Additional Labour. It slightly empowers others' creations and encourages them to seek out favorable synergies where and when possible at the cost of making them more visible to the
Eye.
Name: Additional Labour
Primary actribute:Sight?
Effects:
+ Amplifies another god's Act or creation by a tiny bit.
+ If creation is sentient, they will be more open to jolly cooperation.
- Attracts Suspicion on said Act or creation.
Description:
Additional Labour is in
Susan's possession, but it's too early to tell whether it's equipped or not.
Domains and Deities
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)
Keep the disc as-is: 1 (Susan) (Shinka)
Cloud of islands of random shapes and sizes, with the Eye-land in the center-bottom: 3 (Gibeele) (Twi) (The Faceless Prince)
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)
For now, the world will remain nameless by popular demand.
No: 2 (Twi, C'thun)
Yes: 4 (Qwitzikottle, Gibeele, The Wanderer, The Faceless Prince)
The vote for advancing to the Geological Age passes.
The world has passed into the Geological Age
The Dang Thing Resolves
The A-Team has stumbled upon a particularly snowy area in Shinka's plane and is having a snowball fight.
Disturbed by reports of cube thieves in their midst, the Clockmen are in the process of conducting a mothhunt (target: 9, roll: 14.
Navigating by the Signs and the Rings, the Grey Guide has reached the literal center of the world and claims it for the
Wanderer.
Geological Age- Creating and transforming entire provinces and regions is possible only in this age barring emergent changes in later ages.
- Having to specify traits for regions and provinces is not set in stone. If there are more votes in favor of getting rid of them than against, it will be done.
- Regions should be big enough to support ~10 provinces. They can be particularly large islands, archipelagos, cloudy voids, seas, oceans, mountain ranges, or some combination thereof.
- It would be nice to have a well-connected world, so please try to make them neighbor each other.
- Specifying how dense a Region is with isles/islands and other general features may help with province placement.
- Regions will be treated as having the same tier as servants/named mortals for rolling purposes (god mod: ±4).
- Provinces should be just big enough to support one city. They can be islands, parts of islands, lakes, voids/holes in islands, permanent clouds, rivers, mountains, forests, canyons, particularly large trees, or any number of other things.
- Provinces will be treated as having the same tier as unnamed mortals for rolling purposes (god mod: ±6).
- The shape of the world is fixed barring emergent changes from mass-terraforming (e.g. absolutely everyone agreeing to patch regions together to create a contiguous continent in the shape of a disc).
- Unopposed, entire ecosystems can be defined at the provincial or regional level for free. Otherwise, this costs 1 generic act.
- Creating, modifying, or exterminating organisms is possible in this age and will be expensive afterwards.
- In addition to Archangels, War Forms, Angels, and Outsiders, Monuments will be available once at least one province has been created, and Creatures and Critters will be available once there are organisms to promote from.
- When more gods support than oppose progression to the next age, it will be done.
- In general, astronomical features can no longer be created, modified, or destroyed.
- To allow for potential mortal-focused customization, all planes (including the common plane) will remain mutable until and unless otherwise requested by consensus.
- "Default" creature features such as flight no longer needing + traits going forward may be specified by 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/terraform province: 1 generic act
Create/terraform 3+ contiguous provinces: (number of provinces) + 1 generic acts, must be done in one turn, can extend to adjoining regions
Create plants and nonsapient animals: 1 generic act
Create/terraform region: 2 sphere acts
Create/terraform 3+ contiguous regions: (number of regions) + 2 sphere acts, must be done in one turn
Create Incarna: 1 generic act
Change Incarna: 1 generic act
Recall Incarna: 0 acts
Maintenance
Archangel: 1 generic act/turn
War Form: 1 aligned sphere act/turn
Create/modify home plane: 0 acts
Modify common plane: (Consensus)
Create Angels: 1 sphere act
Create Outsiders: 1 sphere act
Create Critters (requires 2+ Creatures): 1 generic act
Name:
Primary actribute: Light/Might/Night/Sight
Effects:
+ Something good
+ Something good
- Something bad
Description:
Name:
Affiliation (list all applicable gods, primary first):
Class: Prophet/Creature/Archangel/Monument/War Form
Traits:
+ Something good
+ Something good
- Something bad
Description:
Name:
Neighbors:
Region:
Traits:
+ Something good
(+ Something good (optional))
- Something bad
Description:
Name:
Neighbors:
Traits:
+ Something good
(+ Something good (optional))
- Something bad
Description:
Name:
Affiliation (list all applicable gods, primary first):
Class: Priesthood/Critter(s)/Angel(s)
Traits:
+ Something good
+ Something good
- Something bad
Description:
Cosmic entities- The Eye is awake and angry.
- The Noise is very quiet.
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: Very low
- Upkeep: None Argent Emissary
- 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: Very low
- 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: Very low
- Upkeep: 1 generic act (Reaping Rachel)
- 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: Low
- Upkeep: None
- 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: 3/4; 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: Moderate
- 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: 3/4; 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: Very low
- 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: Very low
- 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: 3/4; hardened 1; no equipment
- Sight: 5/5; hardened 2; no equipment
- Acts: 1 soft SG-P Synergies act, 1 soft Benign Wetwork Operations act
- Suspicion: Low
The Eye is awake and angry.
Global suspicion: Low
Local suspicion: (Not available in this age)