Turn 4: Eye of Exhaustion
Worldbuilding
A map of known place-place connections NOT TO SCALE for convenient reference regarding overconnected/underconnected regions.
Harvey Harvest started the world construction process by creating the Farmaland, a fluffy storm cloud-like region with a warm, tropical base irrigated by grand rain-rivers flowing down from its frigid tops. To avoid fizzling out actions, it was retroactively incorporated into a major region creation collaboration.
Name: Farmaland
Neighbors: None!
Traits:
+ Fertile Soil suitable for harvesting
+ Large range of habitats
- Low natural metal deposits
Description:Farmaland is a mostly continuous nimbus cloud that resembles a giant mountain of cotton. Near the bottom is set for warm tropical regions while the temperature decreases as you increase in altitude up to the polar regions at the top. The cloud-soil is fluffy and easy to mange with almost any tool, growing plants exceptionally well compared to regions created by less farm-obsessed Gods. Natural rivers run downhill from the polar region to the tropics, where they fall off the edge rather than pooling up.
Furthermore, to ensure weather systems could still develop independently of the already cloudy terrain,
Harvey Harvest scattered a bag of cloud seeds to provide sun and storms wherever and whenever they went to seed.
Name: Cloud Seeds
Traits:
+ Cause weather when planted
+ Can be harvested at will
- Can cause bad weather
Description: Ever wonder where weather, something important for the farming cycle, comes from in a world where everything is already in the clouds? Turns out it comes from the ground. Specifically from seeds. Cloud seeds are dandelion like seeds capable of floating in the wind from cloud to cloud. When they plant themselves in a cloud they eventually blossom into a plant representative of the weather type they contain. A thunderstorm seed makes a lightning bolt plant surrounded by seedlings, a sunny weather plant makes a sunflower representing the Sewing Sun, a rain plant makes a flower with rain drops etc. When these plants are harvested (or burst for wild plants, releasing their seeds to the winds) they create their weather type locally. Said weather will come from the ground around the plant if applicable, so that rain water and snow would flow upward (then eventually back down). The more plants of one type in the area the larger the effect is.
Finally, to provide mortals with the potential for flight regardless of the outcome of the vote on making flight a default trait,
Harvey Harvest planted stands of helicopter plants (
Acer hellicopterum) in and around Farmaland.
Name: Acer Hellicopterum
Traits:
+ Can be used by mortals to fly
+ Produce yummy maple syrup
- Must be grown, can be removed from regions as a result
Description: Acer Hellicopterum aka the "helicopter plant" is a a large tree with brightly colored leaves allowing mortals to easily find it at a distance. It produces seeds year round, which are contained in a two-bladed helicopter like seed pod. Said seed pods are gargantuan in size and contain a handy "handle" that mortals can grab on to. Aggressively spinning this handle cause them to fly through the sky. Tilting their body weight allows them to control their direction, and slowly spinning down allows for safe landings in most locations.
The honorable
Qwitzikottle began a great endeavor to populate the world with many regions, the first of which was Trunthia Multa, a great island blessed with abundant mineral resources and fertile lands built around a very active volcano.
Name: Trunthia multa
Neighbors: Yamayunqa, Polis
Traits:
+ Mineralogically blessed: This region contains significantly above average amounts of a variety of minerals
+ Volcanically active; This region contains significant volcanic activity, resulting in better growth of plant life through volcanic ash, minerals not commonly found on the surface being found significantly more shallowly, and hot springs being found in many parts of the region.
- Volcanically active; This region contains significant volcanic activity, resulting in fairly regular volcanic eruptions devastating the surface and choking the skies with ash
Description: a mostly solid floating island of significant size, its "edge' is made of thin "root like" bridges of twisting stone, while its center is dominated by a mountainous volcano which takes up a province alone, interspersed between these two overarching areas is a mixed area of plains and hills.
A voice behind
Gibeele was the next to create a full region. Much like Farmaland and Trunthia Multa before it, Yamayunqa features a prominent mountain, albeit one covered in wild jungle and inhabited by all sorts of savage creatures and dangerous plants.
Name: Yamayunqa
Neighbors: Farmaland, trunthia multa,
Traits:
+ Close to the gods - rituals and prayers always work best from a sacred mountaintop!
+ The jungle clinging to the mountain's sides is bountiful and easy to forage
- Wild beasts, wild mortals, and still more dangerous things are empowered within the sacred jungle
Description: A sacred mountain towering over the civilized lands, Yamayunqa's jungle-robed sides beckon would-be prophets and seekers of enlightenment to brave Shinka's tests and demonstrate their worth to the gods.
Having supplied the other part of the impetus for
Qwitzikottle's region proliferation scheme,
Gibeele created the Driftlands, a barren field of small islands downwind from forested mountain of Yamayunqa. The islands move about unpredictably as a result of the suspendium that so infuses their cliffs and crags, but a few of the hardier plants and animals from the jungle have successfully migrated onto the Driftlands where they eke out a modest existence.
Name: Driftlands
Neighbors: Yamayunqa
Traits:
+ Rich with Suspendium. Suspendium: The Mineral That Floats!
+ Crags and other natural formations, along with the shifting terrain make this a good place to hide.
- The drifting landmasses make navigation tricky: you can build a house here, but you'll never know where you're waking up int he morning.
Description: A remote and somewhat inhospitable region of small islands, floating around each other in inscrutable patterns driven by native veins of suspendium. In the shadow of the mountain, this region sees little rainfall, and thus spare plant life and limited possibilities for agriculture. It's not impossible to live here, but a large self-sustaining settlement would be difficult.
Ecosystem: Moss and lichen, vines, a few hardy trees which bear fruit. Small bats, birds, and flying eels which eat fruits, insects, and one another. Larger and fiercer creatures may sometimes migrate from Yamayunqa, but find much less sustenance here than in the jungle.
The Faceless Prince joined in the region creation efforts and built the Old World bordering the chaotic archipelago of the Driftlands and the verdant peak of Yamayunqa. With ever-improving and ever-shifting ruins and bizarre creatures scarcely found anywhere else, it will surely be a fiendish but rewarding challenge for mortal expeditions.
Name: The Old World
Neighbors: Driftlands, Yamayunqa
Traits:
+ Ruins of our Greaters: The ruins in the Old World are curious ones; no matter how advanced a civilization is, it always seems that there are items to be found here just a tad out of reach of their current technological or magical level. It is almost as if explorers are being taunted with what is possible.
+ Treasures of the Ancients: Aside from advanced artifacts, many things of great value can be found in the Old World's ruins, be it material prosperity - valuable metals and gems can be located often enough to be notable - but also from artistic quality or simple utility.
- Never Again: Repeated ventures into the Old World will rapidly reveal that any ruin can only be found once. Even if one were to take the exact same route, not a single ruin encountered will be the same. Anything left behind will be permanently lost, and settling here is impossible. Furthermore, the same advanced treasures that make expeditions worthwhile make for advanced traps and other such dangers.
Description: A cloud of overgrown islands, strewn about with ruins. Enter and explore, if you dare; the plants and animals present are nearly as strange and inexplicable as the ruins.
After a brief but (relatively) civil argument with
Shinka over the merits of region locking and/or piracy, the
Faceless Prince continued with the creation of the wide and very habitable golden island (continent?) of Polis. Situated at or very near the center of
Qwitzikottle's project, it borders most extant regions and will likely grow into a flourishing hub of mortal civilization in coming ages.
Name: Polis
Neighbors: Everything? Everything? Yeah, everything. Everything is good.
Traits:
+ Mortal Hospitality: Polis is, put simply, very hospitable to sapient life. Early on, this may mean that forgeable food is abundant here, as is potential shelter; later, it could mean that natural disasters are vanishingly rare, and there is a good place for nearly any construction. This is a place for people to live.
+ Center of the Tradewinds: Travel through Polis is simple, even expedited; the fastest route from one region to another almost always passes through Polis.
- The Island that Never Sleeps: Time in Polis is... strange. Let us be clear, spending 6 hours there is spending 6 hours there. The issue is that you will find a great deal of disagreement on what 6 hours those are. Within Polis, the day-night cycle is personalized, rendering consistent manners of determining the time much more difficult, and ensuring that there will be people awake at all hours.
Description: A vast island - perhaps best referred to as a continent, in truth - the very earth of Polis seems to have a golden sheen. The landscape is primarily rolling hills, covered in a yellow grasses and dotted with silver shrubs and trees, each bearing berries and fruits. There are small animals filling various ecological niches, as well as the occasional large, placid grazing beast, but little here would be a threat to a typical mortal.
As for
Shinka, it scrapped its idea of a Polis where everything would be bigger and instead created the Land of Wizny, a magical land and purportedly the happiest place on the unnamable cloud of islands and cloud-islands. In keeping with the spirit of competition, living in the Land of Wizny is impossible without periodic payments of some kind determined by the growing land itself.
Name: Land of Wizny
Neighbors: Polis, Farmaland, and the Old World
Traits:
+ Magical Kingdom: The land of Wizny is alive; its spirit listens to mortals living there and tries to give them what they need (even if it isn't what they want). It demands spirited struggle of its mortals, and it expects that some will fail, but it moderates its challenges to maintain a smooth difficulty curve.
+ Growth Industry: Wizny is constantly slowly growing at the direction of its spirit. Where necessary, it grows by consuming materials offered to it by its inhabitants, or by asking those inhabitants to perform tasks like building and mining, or, in rare cases, even combat with other lands.
- High Cost of Living: Everything in Wizny (including time) has to be paid for somehow, whether by making offerings, performing services to the spirit of the land, trading for exemptions with people who have themselves paid for them, or perhaps yet other ways at the discretion of the land itself.
Description: As it begins, Wizny is a stunning and colourful sight, with palaces and spires formed directly out of monolithic stone, covered in flowers and fruits of every description. Its appearance will change as it continues to grow and adapt.
While the Iron is Hot...
Aside from creating land, some gods have been busy creating magic items of various kinds.
Twi attempted to forge the Weak Link, a soft act storage necklace. Unfortunately,
Twi failed to gather and supply more than 2 of the requisite 6 sphere acts, and the Weak Link ended up as a generic storage necklace for holding/hiding mortals, demigods, or trinkets. Thus was
Twi's prediction that issues would arise fulfilled.
Name: Weak Link
Primary actribute: Night
Effects:
+ Soft Act Storage Necklace
- Automatically upgrades Soft Act Storage.
Description: A necklace made of chain links, growing on their own to form bands. As actsthings are stored, they grow the necklace to the next tier. Seemingly invisible but for pinpricks of light in the chain.
Evidently eager for mortals to convert, corrupt, or otherwise drive mad,
C'thun created the silver-tongued angel
Trandarc. Without actual mortals, however,
Trandarc sadly finds itself out of work.
Name: Trandarc
Affiliation: C’thun
Class: Angel
Traits:
+ Very charismatic and sliver tongued. He appears as someone’s favorite or most loved person, a idealized version.
+ Can give followers of C’thun/himself different powers and forms depending on their deepest desires and feelings.
- A strong dislike of gods other then C’thun as they give him nausea and feelings of weakness.
Description: A shapeshifting angel. It appears to all mortals in need and helps them by giving them power that they need, and in exchange, they become C’thuns devoted follower and servant. People rarely refuse his offer because of his mastery of psychology and speech. It also helps that he appears to people in dire need. He reports to C’thun whenever something important happens.
During a routine check-in from
Gibeele, the Mentor Figure was informed of
Trandarc's potential to be a force for good (target: 9, roll: 15).
"I'm afraid I must stay and assist the Voicers for now, Shaper. What if, in fighting this Trandarc poorly, I succumb to blighted tyranny myself?"
This inexplicably drew a cry of censorship from
C'thun, who had recently sicced a feral Archangel on
Shinka for further tempering the subtle influence of the stars.
The Wanderer created a rickety-looking yet sturdy and speedy flying raft known only as the flying raft. It has effectively unlimited intraplanar travel capabilities when dramatically appropriate and is currently held in the Plane of Wandering.
Name: flying raft
Primary actribute: Sight
Effects:
+ Can hold much more mass then an object of that construction would intale
+ Once in a while, mostly in dramatically appreciate timing, it can fly to a journey to any place it can physically reach on that plane
- When not available to a flight, it stuck to the ground
Description: a badly constructed looking raft from wood that does not seen on the mortal plane and from ropes which are surprisingly sturdy
Susan forged the Worn Bracelet, a falsely aged gold bracelet with the power to unearth hidden acts in the mortal plane at some cost to the wearer's Might. Instead of wearing this, however,
Susan put on Additional Labour (which also occupies the Sight slot).
Name: Worn Bracelet
Primary actribute: Sight
Effects:
+ reveals secret actions performed in a region it is deployed to
+ reveals the source of said secret action
- -1 Might
Description: A bracelet of gold, smoothed by faked age and silvery licentiousness. It radiates an aura of tututututututututututut
Red Eye
Shinka tried to hide behind
C'thun, who didn't appreciate its cowardice and unsuccessfully tried to fling
Shinka into the
Eye as an ironic callback to Dweller's fate (target: 8, roll: 9). Sensing a distinct lack of hospitality,
Shinka fled and elected to hide behind
Gibeele instead. This naturally annoyed
Gibeele, who wanted no part in this feud and left for its home plane. Moments later, a frightfully dark ray struck Shinka and the Driftlands, and the Driftlands somehow became even more uninviting than they already were. (Shinka: -Light, --Suspicion; Driftlands: Drained of color) The
Eye seems to have been appeased or drained by this outburst and is slowly closing once again.
Name: Driftlands
Neighbors: Yamayunqa
Traits:
+ Rich with Suspendium. Suspendium: The Mineral That Floats!
+ Crags and other natural formations, along with the shifting terrain make this a good place to hide.
- The drifting landmasses make navigation tricky: you can build a house here, but you'll never know where you're waking up int he morning.
Description: A remote and somewhat inhospitable region of small islands, floating around each other in inscrutable patterns driven by native veins of suspendium. In the shadow of the mountain, this region sees little rainfall, and thus spare plant life and limited possibilities for agriculture. It's not impossible to live here, but a large self-sustaining settlement would be difficult.
Ecosystem: Moss and lichen, vines, a few hardy trees which bear fruit. Small bats, birds, and flying eels which eat fruits, insects, and one another. Larger and fiercer creatures may sometimes migrate from Yamayunqa, but find much less sustenance here than in the jungle.
A stray Eyebeam has drained the Driftlands of their color.
Aping the great
Eye itself,
Gibele trained its Sight on C'thun and saw C'thun definitely not doing anything at all after creating
Trandarc.
Evaluation
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
Advancing the age is not recommended at this point.
The Driftlands Dance
Blobderpy has been rather prominent lately.
It seems that the Guides are now splitting the time between the heavenly planes and the mortal world 1:3 instead of 1:1 as before as a result of scheduling tricks.
The business of the Tradesmen and profits involved may be piquing
Susan's interest.
A massive swathe of plants in Farmaland have somehow been cut down but have begun growing back with great vigor.
The Clockmen continue their investigation (autohalt target: 8, roll: 9) but find only a cold trail (target: 9, roll: 11). There is increasing support for halting the investigation since no other puzzle cubes have recently been stolen.
That altruistic angels exist may anger
C'thun.
Some Tradesmen seem to be having more meetings with the Clockmen than usual.
Aila has turned in her report on the
Pages back at
Gibeele's plane and has snuck off to somewhere on the mortal plane.
Lacking mortals (or appropriate surrogates in dire need), Trandarc has gone to the Land of Wizny to find a non-divine outlet for his oratory.
The Voicers are making good progress on building a city in the
Wanderer's zone in the Garden of Souls in spite of the reduced Guide presence.
It's possible that
Qwitzikottle disapproves of
Shinka's evasiveness.
The
Pages predict that the
Eye will be fully shut in 2-3 turns' time. Some have switched to tracking Chariot's recovery from the
Eye's cruel attack, and it's too early to tell how long it'll take to recover now that the sky is largely fixed.
Passions
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).
- Please explicitly mention when you're adding places as part of multiregion/multiprovince projects and when you're creating them solo/separately. Additions can be vetoed by those paying the initial cost.
- 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: Create/terraform 5+ contiguous provinces: (number of provinces) - 1 generic acts, must be done in one turn
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 drowsy.
- The Noise is getting louder.
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; Weak Link
- Sight: 3/3; hardened 0; no equipment
- Acts: 1 soft Gods act, 1 soft Mortals act
- Suspicion: Very low
- 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
- 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: Very 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: 4/5; 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: Low
- 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: 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: 4/4; hardened 1; no equipment
- Sight: 5/5; hardened 2; Additional Labour
- Acts: 1 soft SG-P Synergies act, 1 soft Benign Wetwork Operations act
- Suspicion: Low
The Eye is awake and drowsy.
Global suspicion: Low
Local suspicion: