OF THE DIVINE
The first to arrive was... wait? Where did they go? eh nevermind that one.
The second? to arrive was
The Sleeper, a rather dull fellow, by their inaction, The Lonely Sheets formed far to the North.
The third was
Endless Dream of Void, A deity with a rather pretentious name- who formed Pride's Folly to the south.
Fourth came
Tribulation, who forged the Tumultuous Traverse just North east of the center of the world.
and Finally
The Green Muse arrived upon the surface, and from their choice- The Shifting Fields was made.
MORTAL MATTERS
The first mortals upon the world were the Selkies, who formed The Blubbocracy in the midst of The Lonely Sheets.
The second mortals were the Errand of Mu, who formed a civilization of the same name at Pride's Folly- perhaps we shall see if this is their folly or not.
The final set of mortals Seem to have missed the mark, The Glide Vipers of Snákavaengiri ended up appearing within open ocean just south of the Tumultuous Traverse- yet they did not drown, for from the depths like an open wound came the land that would be declared Carociber, the Flesh Jungle.
[?]
The Sleeper - 5 FC - Inaction, Rest, Cold
Endless Dream of Void - 5 FC -Corruption, Fear, Pride
Tribulation - 5 FC - Challenge, Glory, Fire
The Green Muse - 5 FC - Inspiration, Alcohol, Amusement
Mortal Status
Civilization Name: The Blubbocracy
Species Name: Selkies
Species Description: Seal-people, who love to eat fish and take regular naps
Species Boons: Great Swimmers (+1 to rolls involving [swimming]), (Thick Blubber, +1 to rolls against [cold] threats)
Species Bane: Sleepy (roll 1d10 for each worker before acting, on '1'- they fail to act)
Located at: E1 - The Lonely Sheets
RESOURCES
5 Workers
RESEARCH
/
Civilization Name: Snákavaengiri
Species Name: Glide Vipers
Species Description: Snakes with strong wings, and dexterous arms. Three fingers and an opposable thumb on each hand enable these clever serpents to grasp and manipulate objects, while their wings grant them effortless flight along the many breezes of the world. Their cold-blooded nature requires that they must be active during the day, when the sun warms their skin and allows them to move. Their cold blood permeates through to their emotions as well, causing them to be cold and dispassionate towards others. Beware their venomous bite!
Species Boons: Flight ([CONDITIONAL] +1 to avoiding threats, will be noted by relevant threats), Venom (+1 to [Hunting] rolls)
Species Bane: Cold-blooded (-1 to rolls involving [cold])
Located at: G6 - Carociber, the Flesh Jungle
RESOURCES
5 Workers
RESEARCH
/
Tiles, New and Used
[tiles currently inaccessible to mortals will only be marked in their *first* turn until made accessible][Tiles Accessible to mortals will have their descriptions cut off after (1) turn]
E1
Lonely SheetsA thick layer of ice formed on top of the sea on the edge of the world. Still and barren, yet meager algae, krill, and fish exist below the ice.
Resources - Plant (food) 10/10 + 1 per phase, Wood 0/0 + 0 per phase, Wildlife 0/0 + 0 per phase, Fish (food) 10/10 + 9 per phase, Mineral ?/? req relevant tech
Threat: [Cold], when acting in this tile roll 1d6- per worker, on 1 said worker dies- skip if not otherwise possible.
E10
Pride’s FollyDescription: An island filled with many a resource. populated by many beasts to hunt and be hunted by. Shadows seem darker on this island, and aggressiveness is enhanced. Other then a few minor details, a pretty normal island.
Resources - Plant (food) 20/20 + 1 per phase, Wood 10/10 + 1 per phase, Wildlife 20/20 + 1 per phase, Fish (food) 15/15 + 9 per phase, Mineral ?/? req relevant tech
Threat: [Wildlife], when acting in this tile roll 1d6- per worker on 1, said worker dies, on 2, said worker fails to act. (does not apply if [wildlife] is fully depleted)
G5
Tumultuous TraverseA golden sea of shifting dunes, whose sands go on to the horizon. All that live here are well-suited to handle the oppressive sun and howling winds that reshape the land beneath them. Those who are incapable of moving with the breeze crawl underneath the sands, in a system of caves flourishing with invertebrates and fungi.
Resources - Plant (food) 5/5 + 1 per phase, Wood 0/0 + 0 per phase, Wildlife 10/10 + 1 per phase, Fish (food) 0/0 + 7 per phase, Mineral ?/? req relevant tech
Threat - [Heat], when acting in this tile roll 1d6- per worker, on 1 said worker dies- skip if 1 is not otherwise possible.
SPECIAL -
Resources may be expanded with proper Tech.
I7
The Shifting FieldsA wide valley with a stream running through it. The plant-life is mostly herbaceous (including plentiful grains) with a few woody shrubs here and there. Various animals graze and forage while fish swim in the stream, and insects and birds flit about.The climate is temperate and there is usually a slight breeze causing the grains to dance about. There is also always at least some sound emanating from the valley’s inhabitants and/or the stream.
Resources - Plant (food) 20/20 + 1 per phase, Wood 10/10 + 1 per phase, Wildlife 15/15 + 1 per phase, Fish (food) 10/10 + 9 per phase, Mineral ?/? req relevant tech
Threat - N / A
G6
Carociber,
the Flesh JungleA horrible mistake, a land covered in vast quantities of tumorous flesh- where the meat that makes up the land grows faster than the flames trapped below it can consume it- strange aberrant and abhorrent abominations makeup all 'natural' life within this land so rotten.
Resources - FLESH 20/20 + 5 per phase, BONE 20/20 + 5 per phase, Wildlife 10/10 + 1 per cycle, Fish (food) 10/10 + 8 per phase, Mineral ?/? req relevant tech
Threat - [Wildlife], when acting in this tile roll 1d6- per worker on 1, said worker dies, on 2, said worker fails to act. (does not apply if [wildlife] is fully depleted)
SPECIAL -
can not be fully depleted