Turn 2: The Urban Era
"Architecture is a sacred art for its truths are grounded in the workings of the gods, in the grand edifices they crafted and left behind. Consider it well for at the highest level of truth even whole worlds can be made,"
-Introductory lecture from Master Architect to apprentice
The Gardener and Winnower
The gods look at the foundation that they have established in the universe and add yet more to it. They reach out past the veils of logic and grasp onto two principles, elevating them beyond base concepts into implicit forces of the universe itself and breathe life, intellect, and awareness into them. They are the Gardener and the Winnower.
The Gardener is the principle of giving, of multitude and diversity, of cooperation and complexity. It exists to reward those who make space for new ideas, who embrace heterodoxy, and who guide the universe away from stagnation. The Gardener's influence ensures that the cosmos is always growing, always building something new, a force that promotes the flourishing of life and the creation of endless possibilities.
The Winnower stands in contrast, embodying the principles of taking, of natural selection, competition, and simplification. The Winnower is the force that prunes away the excess, refining the universe towards the Final Shape—a perfect form that, while perhaps never fully realized, represents the inevitable outcome of natural processes.
The Gardener and the Winnower are not in opposition, but in balance, each complementing the other. The Gardener fosters the growth of complexity, diversity, and cooperation, ensuring that new forms and ideas continually emerge. The Winnower selects and simplifies, ensuring that only the strongest, most suitable forms endure, preventing the cosmos from descending into chaos.
At their birth one in the universe takes note of it. Augustus, ever attuned to the ebb and flow of the universe recognizes the ascension of two more concept and the intricacies of their power, readily shifting its will to seize their power to do their work. And ever the entertainer does so in a way as to entrance the nascent ascendant forces. With the Gardener's light the Primordial Pool explodes as complex chemical patterns spontaneously form and then begin lumping together into countless cancerous masses. The Winnower's darkness contributes some by heightening the differences between these cancerous masses, allowing for the rapid consumption of lesser masses. Then the pattern is repeated again and again, as Augustus pushes forward with his work.
The Far Shore
Beyond the reach of time and space, in a corner of the cosmos where even the most enduring determination fades, there lies a place known as the Far Shore. It is here that souls, once vibrant with life and purpose, come when their final reserves of determination are spent. They drift as dust on the wind, their essence scattered and diffuse, awaiting the next chapter in their journey.
The Far Shore is not a place of endings, but of beginnings—a realm where the remnants of souls are not lost, but gathered and repurposed. Here, a small god, humble in stature but vast in curiosity, tends to the shore. This god is a recycler, a caretaker of the cosmic cycle, who sees potential in what others might discard.
On the Far Shore, the dust of dispersed souls clings to the sand, drawn by the lingering determination that remains. The small god collects these grains, each one a fragment of a life once lived, and brings them to a kiln—a sacred forge where new souls are crafted. The kiln is a place of endless creativity, where the spark of determination is guarded and used to ignite the formation of new souls.
But this god is no mere craftsman; they are an experimenter, a creator driven by curiosity. As they work, they wonder: What happens if the colored sands of different souls are mixed? What new forms might arise from such combinations? And what if more determination is added to the mix, infusing these new souls with greater strength and purpose?
In this realm the small god works tirelessly, crafting souls not just for the present, but for the future. These souls, imbued with enhanced determination and unique combinations of essence, are destined for great things. They are sent forth from the Far Shore to the moments where they are most needed, to fulfill destinies that have yet to unfold.
The Far Shore is a place of quiet power, a hidden cornerstone of the cosmos where the cycle of life, death, and rebirth is carefully maintained. It is here that the small god, with their kiln and their spark, ensures that the universe remains vibrant, always renewing itself, always prepared for the challenges to come.
The Corban
In the shadow of the Black Mountain and the White Mountain, where the forces of fire and ice clash and merge, a new form of life emerges—creatures uniquely adapted to the extremes of their environment. These are the Corban, short bipedal canine beings, whose existence is intricately tied to the land they inhabit and the temperatures that shape their birth.
The Corban come in two distinct varieties, each a reflection of the conditions under which they were conceived.
The Black Corban are born in the searing heat of the lands surrounding the Black Mountain. Their bodies are covered in obsidian-black scales, accented with metallic highlights that shimmer in the intense light. These scales are more than just protective armor—they are a vital part of the Black Corban's survival. The creatures possess the remarkable ability to expel heat from their bodies, a mechanism that allows them to regulate their internal temperature and keep their insides ice cold despite the fiery world around them. In moments of extreme heat, their bodies can produce cryogenic fluid, which they spray to cool their surroundings, deter threats, or maintain their core temperature. On the hottest of days, their scales may glow red hot, a warning that their bodies are reaching their limits. If their scales begin to melt, it is a sign that their time is near—death is certain if they cannot cool themselves in time.
The White Corban are born in the frigid cold of the lands surrounding the White Mountain. Their bodies are enveloped in a thick insulating fur coat, topped with a fluffy mane that shields them from the biting cold. Unlike their black-scaled kin, the White Corban thrive by stealing heat from their surroundings, drawing warmth into their bodies to maintain a toasty core temperature. Their internal heat can grow intense enough to soften metals in their mouth, a trait they use to craft tools or defend their dens. When threatened, they can expel a ray of concentrated heat from their mouths, a fiery breath that can warm their surroundings or fend off potential dangers. However, the cold can be just as perilous as the heat—on the coldest days, when the White Corban cannot gather enough warmth, they risk freezing solid, their bodies succumbing to the relentless chill.
The Corban live in the lands between the two great mountains, digging their cave dens deep into rock and ice. Their long, tough claws allow them to burrow and mine, seeking shelter or uncovering sustenance hidden within the earth, for in this barren world bereft of life they sustain themselves by feeding on the materials hidden within the rock and trace chemicals impregnated within the ice.
Land Spirits
As the first elements of true life begin to be released into the world, the gods looked and willed for the appearance of a new force, a new phenomena to help guide and assist this new life and the civilizations that would inevitable form from them, the Land Spirits. These spirits, born from the collective essence of communities, became the guardians and embodiments of the places and peoples they represented. They were not merely spirits of the land but also of the cultures, traditions, and bonds that formed within it.
Whenever a community reached a certain size, whether it be a small family, a bustling city, or an entire nation, a spirit would form to embody the essence of that community. These spirits were both singular beings and part of a greater whole, deeply connected to the lives of those who sustained them. They were the genius loci of civilization, divine entities nurtured by the unity and cooperation of their people.
Family Spirits were the first to emerge, representing the bonds that spanned generations. These spirits could influence the fortunes of their families, guiding them with subtle nudges or small acts of magic. When families joined together in matrimony, their spirits would intertwine, creating a new, shared essence that represented the union of two lineages.
As communities grew, so too did the spirits that represented them. A Clan Spirit was both a singular being and a composite of the family spirits within it. A City Spirit was born from the collective essence of families, shops, parks, and even the streets themselves, each contributing to the city's unique identity. These spirits became increasingly powerful, capable of influencing larger and more complex aspects of the world. A Country Spirit might reshape entire landscapes over time, while a World Spirit—should the entire planet ever unite as one—would be a titanic entity, embodying the very essence of the world itself.
The larger the spirit, the more incomprehensible it became to ordinary mortals. While a family spirit might be easily understood and communicated with, a city spirit could only be fathomed with the aid of magic or the guidance of lesser spirits. The spirits of countries or continents became beings of such vast scale that their thoughts and intentions were beyond the understanding of most mortals. These grand spirits often employed lesser spirits as messengers, translating their will into forms that could be comprehended by those they served.
Despite their immense power, large spirits were limited to affecting things on their own scale. A family spirit could guide its members in small ways, while a country spirit might take centuries to reshape a region. However, when spirits and mortals worked together in cooperation, their combined efforts could surpass the limitations of scale. Small spirits could achieve great things through the collaboration of their communities, while even the mightiest spirits could focus their power on smaller tasks with the aid of their charges.
In the untamed wilds, Nature Spirits formed from the life and complexity of ecosystems. These spirits, born from the intricate web of relationships between plants, animals, and the environment, acted on instinct and natural magic. While they lacked the knowledge and refinement of civilization's spirits, they were powerful in their own right, manifesting the raw, untamed energy of the natural world.
The existence of a spirit was intrinsically tied to the life of the community or ecosystem that sustained it. Should a population dwindle or disappear, the spirit would weaken and might eventually fade away unless it could find a new community to support its existence. This fragile yet resilient connection between spirits and their communities created a dynamic interplay between the growth of life and the health of the land.
The first such spirit is born from the Corban, it is a frail weak thing expected for such a newly born race, still in its infancy and living in a land bereft of any other life. Yet its influence is felt as the beastial Corban is slowly herded by the spirit, setting them to avoid many a great disaster from the tumultuous landmarks of their home as they sought out to survive and prosper.
The Island of Entropy
In the midst of the thick, roiling Primordial Ooze, where the intermingling essence of many a primordial being interacted in explosive congiruations, there arose a unique formation—a large, pristine island of ivory white. This island, known as the Island of Entropy, is a place of stillness and order, a paradoxical sanctuary of purity within the ever-changing currents of the ooze. The island is entirely flat and featureless, its surface smooth and untouched, a blank canvas waiting to be shaped by the forces that would come to inhabit it.
The Island of Entropy thrums with a strange, colorless mana—a power without character or purpose, lying dormant yet potent. This mana is pure potential, an untapped force that holds within it the capacity for both creation and destruction. It is a delicate balance, for the island is in constant threat of being corrupted by the very forces that would seek to harness its power.
The true nature of the Island of Entropy lies in its malleability. Those who set foot upon its surface will find that the island begins to change, slowly and subtly at first, then more rapidly as it adapts to the essence of its inhabitants. The island bends easily and readily to the core of their souls, reflecting their deepest nature and desires.
Should a group of fiery creatures take residence upon the island, its pristine surface would crack and blacken, giving way to rivers of molten lava and towering flames. The colorless mana would transform into a searing force of destruction, reshaping the island into a flaming hellscape that mirrors the inner fire of its new masters.
If, instead, creatures of ice were to claim the island, its surface would harden and chill, the air growing crisp and cold. The mana would take on the properties of ice and frost, spreading across the island to create a winter wonderland, a frozen paradise that embodies the stillness and purity of its inhabitants' souls.
The Island of Entropy is a place of infinite potential, its character and form ever-changing, dependent entirely on those who inhabit it. It is both a reflection and a catalyst, turning the desires and essence of its inhabitants into reality, for better or for worse. It is a place where the true nature of beings is laid bare, where the inner self shapes the outer world with ease.
In the churning roil of the Primordial Ooze it is perhaps inevitable that the island would quickly be overrun by the proto creatures and proceed to change as according to their nature, an ever evolving melange of life that is in constant competition with each other. The ocean of protoplasmic flesh would quickly be sucked into the island whose interior had become a world utterly conducive to this simulation of evolution as the environment rapidly cycled between constant extremes even as it provided an endless amount of resources to allow the ooze to continuously grow.
Augustus himself would find it futile in trying to interfere, the magic of the island simply too vasts form him to tame, especially as it was empowered further by the Gardener and Winnower. Whatever would emerge from this land would be a thing of wonder and horror both, especially given the origin of the flesh was the nightmare creature that was the Guardian.
The Twilight World
In the vast expanse of the cosmos, where the forces of creation give rise to stars, elements, and the very fabric of existence, a planet born of gravity slowly takes shape. This planet, formed as the Gravity Orb gathers mass, is destined for more than mere solidity; it is to become a realm unlike any other, a place where the boundaries of reality blur and bend.
The gods turn their attention to this nascent world and decide to shroud it in a thick, diffracting atmosphere. This atmosphere is unlike any other, a veil that scatters and bends the light from the First Sun, casting the entire planet into a state of perpetual Twilight. Here, the dominion of the First Sun's light is weak, its rays diffused into a soft, omnipresent glow that neither brightens nor darkens, but instead creates a world of in-betweens.
In this Twilight world, the laws of reality are more yielding, more flexible than in other parts of the cosmos. The rigid structures and defined boundaries that govern other worlds hold less sway here. , the planet of Gravity becomes a place where the ordinary laws of existence bend, allowing the impossible to become possible, for ideas and concepts to take shape and walk among the Twilight lands.
In this land of perpetual Twilight, there are no sharp edges, no clear distinctions between day and night, truth and illusion. It is a world of grey tones, of half-light and half-truths, where the in-between is the only certainty. The inhabitants of this world, whether natural or conceptual, live in a state of constant flux, their forms and identities shifting with the changing light.
Externally the world seems to balloon as a great grey mass swirls around it and surrounding dust and gas is absorbed in ever prodigious amounts even as they are destabilized to once more take on the form of ever shifting chaos mist. The world, with a slowly growing crystalline core now resembled a gas giant, such was the extreme amount of power was poured into it.
The Jungle of Beasts and Dryads
As the Twilit World formed and ballooned the world of the primordials also experienced a radical shift and change as the gods reached forward and painted the entirety of planet, covering every patch of ground and ocean into a great chocking jungle, a place teeming with life in its most primal and diverse forms. This is the Jungle of Beasts and Dryads, a massive expanse of dense foliage, towering trees, and a vibrant ecosystem that pulses with the energy of countless creatures.
The jungle is home to a myriad of beasts, ranging from the tiniest insects to the largest predators. Within its depths, omnivores, herbivores, and carnivores alike roam, each playing a role in the intricate web of life that sustains the forest. The jungle is a place of both beauty and danger, where the cycles of life and death are played out in endless variation.
Presiding over the entire jungle realm are countless trees that have been granted a spirit in defiance of the law of souls, done in such a way as to allow them to persist despite the lack of faculties for it. These are the Dryads. They are lesser gods of nature, each one, able to command and shape the surrounding life around them to a myriad of effects, thei land around them bathed in the green glow of their mana.
They are all green mothers, that tend to their lands with the touch of a caring mother, wishing nothing more than to see it flourish and grow. But they are also red in tooth and claw, warring with all that was not their own, seeking to subjugate all others to their will.
It is this nature that draws the Gardener and Winnower to them and it is this touch that would color the civilization that the Dryads would develop, newly created as they were in this world. From the Gardener they were taught cooperation, to reach out to their neighbors and to combine their powers together to allow for ever greater heights, the beginnings of civilization. But from the Winnower were they taught the many ways to refine their killer instinct, to predate on other sisterhoods and take their land and resources for themselves.
And like the brutal jungle of their birth the Dryads readily break fight each other, childlike innocence readily feeding into horrific violence. Nature is weaponized as the will of the Dryads seep into domains, nascent nature spirits taken and made into subordinate soldiers. Even as Dryads banded together into sisterhoods, war was endemic. Made even more brutal as many a dead dryad lingered only to be met with bindings as the Winnower turned what it gleaned of magic to the ends of dominating these deceased beings. Necromancy in its crudest forms is pioneered in this first conflict.
Despair
In the absence of Hope, where the light of optimism fades and the warmth of possibility dims, another force emerges from the depths of a god's mind—Despair. Born of void and shadow, Despair is not a physical being but a presence, a projection of something far more ancient and malevolent, reaching into reality from the furthest corners of existence.
Despair is a cosmic entity, better described by those who have glimpsed its presence and survived as an inky black ocean, vast and suffocating. The waves of this ocean lap at the edges of the mind, pulling thoughts and feelings into a deep, crushing abyss. It is a force that exists beyond physicality, a Lovecraftian presence that looms like a storm cloud over the world, influencing all who come near it.
Despair is intelligent and sapient, though its way of thinking is on a cosmic scale, making it impossible for lesser beings to truly comprehend its thoughts and intentions. To encounter Despair is to be overwhelmed by a sense of insignificance, as if standing before the vastness of eternity and knowing that nothing awaits but darkness. Where Hope inspires and uplifts, Despair drags down all who come near, filling them with feelings of futility and hopelessness.
Despair's presence is insidious, spreading slowly yet inevitably through the world. The closer one comes to it, the heavier their heart becomes, as if a weight presses down on their very soul. Despair feeds on fear, sorrow, and uncertainty, growing stronger as the beings it touches fall deeper into despair. It is a malevolent force, and though it does not act with cruelty for cruelty's sake, its presence inevitably brings suffering, leaving a trail of broken wills and shattered dreams in its wake.
Yet, like its counterpart Hope, Despair does not reveal its full nature to those it touches. Many who encounter it cannot even comprehend what they face; they feel only a deep and abiding emptiness, an absence of light that consumes all joy. Those who survive are often left with only vague recollections of an endless ocean of blackness, its presence so all-encompassing that to name it would be to lose oneself in madness.
It gravitates directly into the horrific maelstrom of violence that is the Dryad war, adding its own horrific malice to the war, snuffing out what points of hope and light would emerge allowing the Winnower to overcome the efforts of the Gardener yet paradoxically it also hastened the end of the war. As Dryad killed dryad, tearing their spirit from them to add to their bound legions, their despair began to weigh onto them, sapping what enjoyment they derived from victory until at last, when the previously millions strong first generation was reduced to a paltry hundred they stopped fighting. This peace was not one wrought from understanding but from sheer hopelessness. A hopelessness that crushed any will to fight any longer, trapping all in a dark malaise.
Toraloduros
Hidden within the depths of all celestial bodies large enough to host life lies a city of unimaginable scale and significance—Toraloduros, a name that carries profound meaning: "That place where all roads meet" and "If you should meet God upon the Road, Kill Him." This city is not of mortal design, nor is it easily discovered. It is a place that exists beyond the reach of common beings, forged from the remnants of god-spires that never were, structures cut from the primeval dawn by the Sword of Maybe.
Toraloduros defies the physical constraints of the worlds it inhabits. Though it lies within the heart of each celestial body, it is larger than the worlds themselves, a paradox of space and reality. Its existence is a secret, unknown to mortal races, for it must be sought and earned. To reach Toraloduros, one must first learn the ancient truth that only by cutting a path beneath the ground can the way be opened. This path is not easily found, and on some worlds, it may be impossible to uncover. The city lies too deep, in places too hot, or behind barriers that no tools of this age can breach.
For those who do manage to uncover a path, the city offers a sight unlike any other. The horizon of this circular road of a city is a vast expanse of pavilions and pagodas, of domes and spires, and temples built in styles alien to many peoples. These structures, grand and imposing, serve as the meeting places of gods—creator gods, war gods, gods of law, and gods of rage. Here, they have their speaking houses, their mansions, and their cults, where the affairs of divinity are discussed and the fate of worlds may be decided.
At the center of Toraloduros lies the heart of the city, the Speaking Hall Ziggurat Dojo, a structure adorned with swords of styles both familiar and unknown, and wheels with twelve spokes, some whole and some split. This is the residing place of the God of Sword Law, a deity whose power and authority are unparalleled in the realms of combat and justice. To enter this sacred hall, one must Cut the way forward with the Sword of Want, a blade that symbolizes the burning desire to move forward, to conquer, and to achieve greatness.
Toraloduros is a place of mystery and power, a city that stands as a testament to the strength and will of those who seek it. It is a city of might-be god-kings and fated banking guilds, where the affairs of the cosmos are played out on a stage hidden from the eyes of mortals. It is a city that demands not only discovery but also mastery, for only those with the skill and determination to Cut their way forward can hope to enter its gates.
Yet it remains empty, awaiting for arrivals to come cut their way through.
Land Called Opalescence
A goddess observes as the known universe is created and modified, as the fabric of reality bends and adjusts to the will of the divine. Amidst this grand tapestry of creation, the goddess finds herself yearning for a place of her own—a sanctuary that reflects the essence of her being. She decides to use all elements of her nature to craft such a realm, a place that exists at the very beginning of time, untouched by the chaos and complexity of the universe beyond.
With a thought, she brings her realm into existence. It is a place where everything is pure and white, a canvas of endless tranquility. Yet, within this whiteness lies the potential for infinite variety. The whiteness is not empty; it refracts instances of color, each hue representing a different aspect of her nature, her emotions, her thoughts. These colors dance and shift across the landscape, creating patterns of light and inspiration, yet never overwhelming the peaceful, pristine white that defines the realm.
This is her sanctuary, a place where she can retreat when she wishes for peace or when she desires the quiet inspiration that only solitude can bring. The realm is not bound by the laws of time or space. It exists outside the flow of the cosmos, a place where the first goddess can withdraw and reflect, where she can be alone with her thoughts.
And it is this contradictory place that forces the great canvast to convulse and react, for the threat for a realm that exists only at time's beginning presents the greatest breach of its existence for the law of time must be ironclad, especially the acts of the Primordials. Thus like Hope before, this realm is released from the edge of the Horizon, to be lost within the Primeval Night, rejected by reality and barred by the grand Horizon that is its border, forever stuck in the time before the Sun's rise. A place of contemplation yes, but also a grand prison for the divine for they are without power without the Sun to give them form. Yet the imprint of its power remains, the miracles of the gods are not to be denied, a link, no matter how tenuous, remains to this grand realm.
Healing Flower Field in the Night
Among the gods, one observes the unfolding events with a heavy heart. The protector of the Sun, in its duty, has struck Hope, leaving a wound on the very essence of this benevolent force. While the protector's actions were driven by a sense of duty, the god cannot help but feel compassion for Hope, whose only fault was being slightly annoying in its boundless optimism.
Moved by this empathy, the god decides to create something that would not only aid Hope but also offer solace to any others who might find themselves lost or wounded in the vast darkness of the Primeval Night. The god gathers the most vibrant colors—the green of plants, the soft glow of healing, and the bright hues of hope itself. These colors are compressed into a single seed, small yet brimming with potential.
This seed, when planted, will grow into a great field of flowers, a place of healing and comfort. The flowers, each a delicate blend of the colors infused into the seed, will radiate an aura of peace, mending wounds and soothing spirits. The field will become a sanctuary in the darkness, a place where those who wander in the Primeval Night can find respite from their struggles.
As the seed is cast out among the mists it takes root, nascent roots quickly eat the surrounding chaos mists to grow the golden flowers to full maturity. And it is here that the power of the flower reveals itself as the gentle glow they emanate brings order to the swirling chaos of the Night, for each flower was a miniscule rendition of the Sun and though tiny it replicated its work enough to form a safe haven for any who wander the night, their light stretching out through the infinite darkness.
Soon enough the Primeval Night becomes dotted with golden speks, the countless seeds of the Sunflower, provided aide and succor to any that go towards them. And it is this scenery that rouses the secluded form of hope, their gentle light brining back to the forefront of the being's mind what it was. Roused from its torpor the embodied concept looks back towards the grand Horizon and at the eternally burning wellspring of optimism that was Augustus. And, to its horror, saw the great miasma of despair that clung to the world that it had left its friend on.
The Palette
Late to the beginnings of creation, a being arrives with a keen interest in preserving the essence of what has come before. This being, curious and meticulous, trawls a net through the cosmos, gathering motes of various colors—fragments of light, energy, and concepts that had once played a role in shaping the universe. These motes, though small and scattered, hold within them the echoes of creation's earliest moments.
With great care, the being collects these motes and places them past the Horizon, beyond the reach of chaos, where the laws of the cosmos blur and bend. Here, the motes are contained within intricately carved crystal pearls, each one a masterpiece of craftsmanship. The carvings on these pearls are more than just decorative; they house a complex technology, a refined system designed to protect and preserve the colors from the chaotic mists that threaten to erode them.
Within these pearls, the colors are slowly refined, distilled into their purest forms. Over time, the pearls begin to produce packets of color—comets of hue that occasionally fire free from their crystalline confines and return to the cosmos. These comets, once released, resuffuse creation with a hint of what came before, a reminder of the primordial colors that once shaped the universe.
As these hue comets travel through the cosmos, they impart their colors over generations, subtly influencing the fabric of reality. Concepts and beings connected to these various colors gain strength and significance, their essence enriched by the returning hues. The comets ensure that no color is ever truly lost, that the vibrancy of the cosmos is maintained, and that the echoes of the past continue to play a role in the present.
In time, another hue comet will be released, tinting the cosmos with a different shade, and with it, new concepts will rise in power while others wane. The cycle of color and concept continues, each comet adding to the ever-evolving palette of the universe, ensuring that the vibrancy and diversity of creation remain eternal.
The first wave of comets would overcome the black light of the void and paint the cosmos in a kaleidoscopic tapestry so reminiscent of the first age when the gods warped space and time to extract all colors from the light. With each color certain phenomena and concepts became prevalent even to the point of spontaneously appearing when circumstances dictated their impossibility. Indeed the only dark regions remained in the immediate surroundings around the Sun where the Guardian readily cut down anything that tried to enter its immediate territory.
Pillars of Enlightenment
The world, still vast and barren, lacks the vibrancy of life and the spark of thought. Seeing this emptiness, a deity steps forward with a solution. With a vision to fill the world with life and intellect, they begin to gather the necessary components for their grand creation.
First, the deity collects stones—white as snow and black as the void—each representing the duality of existence. Next, they gather metals of all varieties, rich with the potential for creation and destruction. From the edges of the cosmos, they summon a small cloud of Chaos Mist, a reminder of the universe's raw potential. To these, they add Raw Prismatic Light and Mana, the essence of color and magic that has been woven into the fabric of reality. Finally, the deity takes a secret component—a mote from Augustus' Soul, copied with such precision that neither the original nor Augustus himself is diminished or even aware of the act.
With these materials, the deity begins their work, kneading them together with Divine power. The result is a set of twelve monoliths, each one unique in shape and form. At first glance, these monoliths appear to be composed of swirling contrasts of white and black stone. Upon closer inspection, the white stone shimmers with every color, a spectrum hidden within its purity, while the black stone glimmers with points of unified white light, like stars in the night sky. These swirling patterns are separated by thin bands of metal, each one encoding secrets within its slowly shifting patterns—secrets that only the wise and the observant might uncover.
Once completed, the deity casts the twelve monoliths into the cosmos. Four of them are scattered to the great clouds that surround the Sun, where they remain hidden, waiting for the right time to reveal their purpose. The remaining eight monoliths are sent to two of the planets, with four crashing down upon each. As they strike the ground with immense force, they carve out great craters in otherwise barren and indistinct portions of the world.
Within these craters, an incredible transformation begins. The monoliths emit a powerful influence, causing life to flourish and grow in ways that had never been seen before. But more than just fostering life, the monoliths have a profound effect on the development of Intelligence, Wisdom, and the Soul. Beings within the monoliths' influence find their minds sharpened, their understanding deepened, and their souls enriched. The world's secrets, once hidden, are more easily uncovered and turned to truth, as if the monoliths themselves are guiding the hands and minds of those who dwell near them.
The pillars that make their way to the planet the elementals wrought would quickly be found by surviving Dryads who bask in their presence and in their state of enhanced wisdom they finally notice their state of despair and the foolish origins of their war. They see their legions of enslaved souls and in a state of unity the remaining Dryads finally declare peace, heedless of the whispers of the Winnower and Despair.
And it is in this hopeful period that Hope finally reappears in this world, driving away Despair. The golden sun looks upon the fledgeling race, so deprived of hope that she immediatley takes them into her embrace, imparting upon them the hope for a better tomorrow. Thus the formal conclusion of the Dryad's war finally dawns.
Crucible of Life
Upon the world shaped by the Elementals a new and powerful construct is brought into being. In a remote and hidden location, far from the eyes of curious dryads, a deep pit is formed. At the bottom of this pit stands a door, its surface glowing with a red-tinged gold light, radiating an aura of subtle power. The Curcible of Life.
This door is more than just an entrance; it is a gateway to a great cavern, the center of which is an utterly massive well filled with raw, churning pools of pure life essence and primal energies. Here, one can attempt to fashion life forms from scratch, drawing upon the limitless potential of the Crucible. Plants, animals, and perhaps even more complex organisms can be created, but such endeavors require years, if not centuries, of trial and error. The user must learn the delicate art of life-building, understanding how to weave together the strands of essence and energy to create a living, breathing organism.
For those who lack the patience or skill to create life from nothing, there is another option. By taking a piece of flesh—be it from a living creature or a remnant of something long dead—one can imbue it with the vast energies of the Crucible, transforming it into a new creature. The flesh acts as a template, a base upon which the raw power of the Crucible can work its magic, bringing forth a being infused with primal life energy.
But the Crucible's potential does not end with the creation of life. It can also serve as a forge, imbuing weapons, armor, and other artifacts with a vestige of primordial life energy. The Crucible can breathe life into cold steel, granting weapons a pulse of vitality that makes them stronger, sharper, and more resilient. Armor forged in the Crucible can take on a life of its own, offering its wearer protection that goes beyond mere physical defense.
The Crucible of Life is a tool of immense power, an ever replenishing wellspring of creation that holds within it the potential to reshape the world if harnessed properly. For now it remains dormant, unused in the far reaches of the world, awaiting the day it is put to some use.
Castella
The landscape, already rich with natural beauty, begins to take on new forms as the god partially carves the stone, shaping the environment into something both natural and extraordinary. By the will of the god hands the world changes.
Mountains, once simple and imposing, now rise as majestic fortresses, their peaks adorned with spires and battlements that blend seamlessly with the rock. Caverns, deep and mysterious, transform into grand halls, their walls etched with intricate designs and their ceilings vaulted like the most opulent of cathedrals. In the vast deserts of the planet, sandstone towers rise from the shifting sands, their origins unknown and their purpose a mystery. Each tower is unique, a blend of natural formation and divine architecture, a landmark that draws the eye and stirs the imagination.
Even the lands below are not left alone as great subterranean bunkers are spread liberally across the crust, many of them breaching down into the mantle. INdeed it is a sign of architectural mastery and miraculous design that the world does not collapse from everything but the molten core of the world becomes, the construction done in such a way that even tectonic movements and weather patterns are taken into account.
The world itself becomes a grand work of architecture, with ever facet turned into fortresses of every make and form, all of them of awe-inspiring beauty and complexity. The chief architect of this, satisfied with the work, decides to name this world Castella, a name that carries the essence of castles and fortresses, of grand halls and hidden caverns. In a remote corner of the planet, the god carves the name into the stone, a subtle signature left for those who might one day discover it.
The inhabitants of the world react to this sudden shift in many ways. The Elemental beasts do not care much, though the Beetle does make note of the techniques exhibited in it and instinctively incorporates the knowledge behind it into itself, More than likely any world constructed with said elementals help would have fotresses naturally arise from the stone.
The Dryads take the sudden change in their home as a divine sign approving of their newfound peace, and their new focus on rebuilding, the scars of the great war having been paved over with the sudden shift in their environment. Indeed the Jungle itself has been thoroughly tamed, becoming incorporated as wild gardens or plantations of palatial estates, estates that the Dryads readily take as their own domicile.
Reverse World
As the gods continue to shape the universe, creating places and homes for the soon-to-be dwellers of reality, one god's thoughts drift toward those beings who will have no place in the material world. These are the entities born not from physical matter but from the minds, dreams, and abstract concepts of living beings. They are creatures of thought and imagination, existing beyond the logic of reality, and as such, they lack a place to call home in the physical universe.
This god, recognizing the need for a sanctuary for these beings, turns its gaze toward the twisting Chaos Mist—a raw, untamed force that holds within it the potential for anything and everything. With a careful hand, the god grasps a portion of the Chaos Mist and begins to shape it, molding it into something new and extraordinary. Through divine power, the mist is vitrified, solidified into a form that mirrors the universe itself. However, this new creation is not truly real; it is a reflection, an echo of the material world, existing as a world of pure fiction, halfway between the existence of reality and the nonexistence of the void.
In this realm, those who cannot exist in the logic of reality can find a home. They thrive in this world of pure fiction, free from the constraints of the material universe. The reverse side is a sanctuary, a refuge for all those, the loose logic of this realm readily accommodating it as the Law of Consistency is tuned to creating a world to account for them, using the reflection of the material world as a baseline reflection.
Almost immediately upon its inception it is inhabited by the abstract entities in the form of Despair, Complexity, and Simplicity, the Law of Consistency seeing a way to readily resolve an issue that had been plaguing it for some time. They pay little heed to this, their main focus on reality, especially Despair who now has to contend with Hope's interference among the still living Dryads.
Cradle of Beginnings
A god, intent on laying the foundations for future civilizations, sets to work crafting lands that will nurture and guide the fledgling races that will one day rise. These lands are found near sources of fresh water—lakes, rivers, and streams—where life naturally flourishes and where the conditions for growth are most favorable.
At the heart of each of these lands stands a large white obelisk, towering above the landscape. These obelisks are not mere stone; they are covered in intricate runes and artwork, each one a masterpiece of divine craftsmanship. The runes and images etched upon the obelisks are more than just decorations—they contain the teachings and wisdom needed to establish the basics of civilization. They offer guidance on agriculture, governance, and social harmony, laying the groundwork for the development of stable and prosperous societies.
The obelisks provide powerful blessings to the lands they stand upon. They ward away feral beasts, ensuring that the early inhabitants of these lands are safe from the dangers of the wild. They enrich the soil, making it fertile and bountiful, perfect for the cultivation of crops and the sustenance of communities. These blessings are the foundation upon which the future civilizations will be built, offering protection, abundance, and knowledge in their early stages of growth.
However, these blessings are not meant to last forever. The obelisks are designed to support civilizations only in their infancy. As these societies grow and evolve, gaining the strength and knowledge to thrive on their own, the blessings of the obelisks will gradually fade. This transition is not sudden or harsh, but a natural part of the growth process, allowing the civilizations to stand on their own and continue their development without divine aid.
When the time comes for the blessings to end, the obelisks themselves will turn to dust, leaving behind only the memory of their presence. This event is foretold within the runes and artwork of the obelisks, clearly communicated to those who live under their protection. The civilizations will understand that this change is not a curse, but a sign of their maturity, a moment of graduation from divine oversight to self-sufficiency.
These lands would be readily found as they, by their natures gravitated to such ideal growing lands. They would take note of the Pillars and would be inspired by the divine inspiration, aided by the activity of the Gardener. They learn on how to better tame the nature that they ruled over, how to govern themselves, and how to establish rules and principles that would prevent their warring, to allow them to rise above the activity of beasts.
Joined with the 4 pillars, four nascent nation begin to take form.
First is the Red Forest, the strongest and the ones that took to the warring incited by the Winnower the best. Masters of necromancy, they establish a society honing their martial prowess and practicing the Winnower's teachings. Their lands is a cauldron of constant warfare as they pit their natures together to force the evolution of ever more powerful beasts. Each Dryad is a general leading an empire, united in a rudimentary military hierarchy. They cared not for the next generation, seeking natural selection and the winnower to ensure only the strongest Dyrads survive.
Second is the Blue Forest, embracing the Gardener and what it represented while rejecting the Winnowers whispers. They are the largest faction, but also made of the weakest members. They were the early sisterhoods that did not wish to fight in the beginning but banded together when the other parties did not let them. They now fortify their lands, intertwining their efforts and preparing for the next war to come even as internally they reject all forms of violent warfare, content to study the world.
Third is the Yellow Forest. Less a united civilization and more a collection of Dryads that wished to be alone, working together they retreated from all territories to congregate in their chosen cradles, their mastery of determination and magic to twist the blessings of the cradle to repel all that was not them. In their lands they focus on their own individual projects, following their passions and only occasionally working together. It is the Land Spirit that emerged from their collective that passes for governance among them, made up for the fact that specific rituals grants a tithe of mana and determination for the Land Spirit to do its work.
Fourth and last is the Black Forest. Technically a civilization of one, it is composed of one living Dryad who bore the name Kore, the single greatest master of Necromancy at this point in time. Under her is a legion of enslaved souls a million strong, all toiling to bring about her will. She secludes herself, long having lost any trust in her fellow kin and knowing many would not forgive her for so many slain. At the heart of her territory is a forest that she tends to, born of her tree, they are her children, her only hope of having sisters once more.
Lesser Elementals
With the work of the four greater elementals complete, their creators decide to bestow upon them a gift—a gift that allows the elementals to propagate, though on a much lesser scale than their progenitors. These new beings, the Lesser Elementals, inherit the essence of their creators but are distinct in their own right.
Unlike the greater elementals, these lesser beings are not immortal. While they do not age, they can be killed if their core—made of water, fire, earth, or wind, depending on the elemental—is destroyed. These cores are the source of their life and power, and should the core be shattered, the lesser elemental's existence ends. However, these cores also hold a unique potential: they can fuse with the cores of other elementals, combining their essences to form new, hybrid elementals with abilities and attributes from both parent forms.
The Lesser Fire Elementals are linked to their progenitor, the Primordial Firefly. Though they cannot create flames as powerful as their progenitor, they can form simple fires and naturally wield fire mana. However, they struggle to control other elements unless fused with other elementals. When combined with other primary lesser elementals, they can create new forms such as magma, steam, or molten metal, gaining additional mana attunements in the process. Their personalities mirror the fire they control: passionate, energetic, and quick to anger. When provoked, their fury is intense but short-lived, directed solely at the source of their anger. They resemble their progenitor, generally taking the form of fiery, glowing fireflies.
The Lesser Water Elementals share a deep connection to their element, resembling their progenitor, the Primordial Lobster. These beings are calm, collected, and slow to anger, embodying the tranquility of still waters. However, when roused, they can unleash the fury of a raging sea storm, overwhelming those who provoke them. Like the other lesser elementals, they struggle with controlling elements outside their own, unless fused with another elemental. In appearance, they resemble various types of crustaceans, reflecting their watery origins.
The Lesser Air Elementals are the offspring of the Primordial Dragonfly, and like their progenitor, they are carefree and light-hearted. These beings love to play pranks and are difficult to anger. However, when they do become enraged, their retaliation is swift and powerful, manifesting in destructive tornadoes that sweep away their foes. They are naturally attuned to air mana and struggle with other elements unless they fuse with others. In form, they resemble dragonflies, flitting through the air with ease and grace.
The Lesser Earth Elementals are the stalwart and loyal children of the Primordial Beetle. These beings are as stubborn as the earth they command, slow to adapt, but unwavering in their commitments. They are nearly impossible to anger, caring little for personal slights, but they are fiercely protective of those they care for. When provoked, they will use their power to shield and nurture the more fragile beings around them. These elementals, naturally attuned to earth mana, struggle with other elements unless fused with others. They resemble various types of beetles, embodying the strength and resilience of the earth.
The Primordial Elementals produce their progeny in massive waves, the infinite wellspring of elemental mana that they embody now extruding outwards in forming the first elemental courts. They quickly work to assist their progenitors, supplemental the inborn, if instinctive, mastery and knowledge of the the elemental beasts with their own intelligence and independence.
The elementals of fire work to direct and guide the star seeds formed by the Firefly, the waters and their waves are governed by the elementals of the Lobster, the winds and atmosphere fall under the stewardship of the Dragonfly's progeny, and the Beetle's progeny take control of the Earth.
These are beings that know their duties, their own independent race but one born knowing the purpose of their progenitors and thus their own and strive together to understand and advance upon it. Truths of the world are uncovered as the elementals work together and new masteries are formed. Flame elementals become able leaders, understanding that fire alone could do nothing, working to direct their other brethren as well as serving as the warriors to fight off against threats such as the occasional incursion by a rogue Dryad war band. Water elementals saw the jungle born creatures and learned all they could from them, to the point of understanding the truths of life and biology and how to shape them. Earth elementals studied the workings of the Gods in how they shaped Castella, they understood the truths of architecture, geology, and mega engineering such that already theoretical designs for entire planets were discussed. And the elementals of air mastered magic of all types, having seen Augustus and is educational shows, learning to manipulate mana to fill all manner of utility roles.
Soria Moria
Between the realms of the Reverse World and the Mundane World, where the boundaries of reality blur and the impossible becomes possible, a city of unparalleled beauty and wonder begins to take shape. This is Soria Moria, a metropolis unlike any other, shining with an ethereal light that beckons to those who might one day call it home.
It is the great bridge that links the Reverse World and Material World, existing in an in-between state. Soria Moria is crafted entirely from gems of every kind and cut, each facet reflecting the brilliance of the worlds it bridges. The city's crystalline spires rise high into the sky, their surfaces refracting the iridescent lights of the Mundane World and the infinite possibilities of the Reverse World. As these lights meet and intertwine, they create a kaleidoscope of colors that dance across the city's facades, giving birth to marvels that defy the imagination. The very air seems alive with the potential of both worlds, a fusion of reality and dream that permeates every corner of the city.
At the heart of Soria Moria, towering above even the kilometers-high skyscrapers, stands a colossal throne. This throne, vast and imposing, is the true center of the city, housed within a shimmering castle that embodies the essence of Soria Moria itself. The throne is a symbol of power and authority, a seat for the rulers who will one day guide this realm and shape its destiny. Indeed to claim the throne is to wield the divine authority invested within the city, to shape it just as the gods did when they first willed the crystal city into being. And given the nature of the city as bridge between worlds that potential is vast indeed.
The city would be empty for a time, but eventually it would be discovered. Kore the Black, explored Necromancy in all its facets, advancing it further than any of her kindred. And key to the art is the truth of the soul including the new afterlife crafted in the Reverse World. In her investigations into this realm Kore would stumble upon the city and entranced by its beauty immediately moved within it, even to the point of moving her great Tree, planting it on the crystal throne in the center of the city, and in doing so claiming it.
Kore ascends, her nature fed by the crystal throne and her power spreads to her thralls. The Dryads souls, bound through chains of mana and determination and the WInnower's cosmic law, are uplifted. Where before they were wisps used as a means to generate and control mana past Kore's personal means now they manifest fully, the dual nature of the world allowing them to manifest. And with Kore's will, gems would form around their souls, anchoring their bodies to a material substance and essentially restoring them to a semblance of life. In one fell swoop Kore has cemented the Black Forest as the greatest of the four Dryad nations even if the crystalline beings could hardly be considered Dryads at this point.
Cosmic Brushstrokes: Creating the Gap
As Eirsy looked upon the world, she declared its canvas ready, but in her eyes, it was still too cramped. Newborn stars had yet to fully shine, their brilliance constrained by the limited space. With a determined stroke of her divine brush, Eirsy began to reshape the cosmos, unafraid of breaking what had already been created. She took hold of the Horizon, that boundary between the known and the unknown, and redefined it, making it infinitely remote from the rest of the universe. Yet, in a paradoxical twist, the Horizon became omnipresent—embracing the universe fully from a higher dimension, allowing Hope to still reach the cosmos and her dear friend from outside.
In expanding the Horizon, Eirsy inadvertently created the Gap—an odd and initially empty space that now existed between the infinitely far Horizon and its previous, more limited location at the edge of the observable universe. But to Eirsy, the Gap was not a problem; it was an opportunity, a new space and time to sketch and refine with her artistic touch.
Eirsy took up her brush, using the existing laws of the universe—those that gave it potential, created borders, and governed mysteries—as her tools. Together, they began to define the Gap. At first, it appeared empty, with only light traveling through its infinite vastness and darkness. However, for those with the ability to observe, the Gap would transform as they traveled through it. The cosmos would gradually take shape beneath their feet, and the vast emptiness would yield matter, stars, and worlds, defined by the observer's perception and the distance light could travel.
As Eirsy worked, she couldn't resist adding her own artistic flair to the Gap. She introduced interesting rules and properties to the space, allowing rare and unique matter to appear as it became defined. These materials, though simple and inert, could possess extraordinary properties or form beautiful, ordered patterns. The goddess, a being of arts, crafts, and laws, ensured that these structures, while never as complex or large as a planet, could still surprise and delight those who discovered them.
With each stroke of her brush and pencil, Eirsy added random touches of color to the rules of the Gap, generating free deposits of matter—gas and dust nebulae, lonely asteroids, entire rings of celestial bodies—all floating in the void, waiting to be found and utilized. Most of the colors she used were those of simple rocks, gases, liquids, and powders, but a few were given special attention, painted in more detail and imbued with unique attributes. These rare materials might include an indestructible holy gold asteroid or a stony, empathetic ice nebula—each one a masterpiece of the goddess's art.
Eirsy ensured that these materials, once born in the Gap, could potentially be recreated through artificial or natural processes, for to her, all matter and energy were just different strokes of the same cosmic paint. However, recreating these wonders would not be without cost or challenge, as the laws of Truths and Mysteries governed the world. These materials would remain rare and unique, but the goddess left open the possibility for others to create similar marvels if they possessed the necessary knowledge, skill, and inspiration.
The first to observe this sudden change would be the Firefly, who regularly flew across the breadth of the cosmos in order to seed stars. As it neared the former Horizon it instead saw the gap and driven by instinct it flew into it and saw the creation of a far vaster world. Understanding intuitively what had happened the Firefly was quick to move onward,drawing the many nascent stars it had created and flinging them into the new regions where they would explode outward, forming full stars.
Giddy with anticipation the other Primordial Elements would also come, drawn by the greatest of them. Seeing the new space and the new stars they would go forward, following their directive in creating worlds. They would be trailed by their progeny, who also hoped to contribute to the process of world creation. They would leave behind only enough Elementals to continue to manage the world, taking on the duties that their Progenitors had done in maintaining the world's order.
This would be the beginning of their cycle. The four would go out in the the Gap, manifesting new worlds. The FIrefly would create a new star and the Beetle would create entire worlds by both generating earth from its flesh and drawing the exotic material that usually appeared in this excursions into its construction. The Lobster and Firefly would terraform the world and the elementals would take charge of its maintenance, the Earth Elementals making sure to shape many a fortress within its boundaries in homage to what they learned in Castella. And then the Elementals would move on, ready to repeat the cycle, leaving a trail of habitable worlds behind them.
Some elementals, the ambitious and most independent among them would even choose to go their own way. They would take one of the star seeds created by the Firefly and have themselves be flung into the Gap to help expand the universe, where they would create their own worlds. These worlds would be much less refined than the working of the Primordials, but would regularly incorporate new and interesting designs devised by the elementals such as gas giants, or asteroid belts, and the like.
The Vein Weaver
Near the end of the era it would appear in the dark corners of Castella, far from any civilization, a new being emerges—The Vein Weaver. Standing at a towering 10 feet, the Vein Weaver is a figure of both horror and awe, its skeletal and sinewy body in constant motion as if the very flesh it is composed of is alive and aware.
The Vein Weaver's body is a grotesque patchwork of organic materials—flesh, bone, sinew, and chitin—all moving and writhing as if each has a life of its own. Its skin, if it can be called that, is a pale, translucent membrane, revealing the pulsing veins and twitching muscles beneath. The creature's elongated, multi-jointed limbs end in long, bony fingers with needle-like claws, perfect for the precise and intricate work of weaving flesh.
Its head is a terrifying blend of insectoid and humanoid features, with several eyes of varying sizes scattered across its skull, each glowing with a cold, calculating light. A vertical slit lined with razor-sharp teeth serves as its mouth, though the Vein Weaver rarely speaks. Instead, it communicates through telepathic whispers that invade the minds of those around it, filling them with dread and unease.
Growing from its back is a mass of tendrils and thin, muscular appendages, each capable of independently manipulating organic matter. These tendrils are covered in tiny, retractable spines that can inject a variety of substances—tissue-breaking enzymes, DNA-altering mutagens, or growth-boosting stimulants—into its creations, allowing the Vein Weaver to shape and mold living beings to its will.
The Vein Weaver is immortal, a being with unrivaled mastery of biomancy. It can manipulate organic matter at the cellular and genetic level, weaving flesh, bone, and other biological materials to create new creatures or alter existing ones. Its creations are often grotesque amalgamations of multiple species, enhanced with new features or entirely new abilities. Driven by an insatiable need to create, the Vein Weaver cannot remain idle for long. It constantly seeks out new raw materials—animals, plants, or even the bodies of the dead—to fuel its relentless drive to create.
The Vein Weaver's ultimate goal is the creation of a perfect race of believers, beings who will worship its Maker and help spread the Weaver's influence throughout the cosmos. To achieve this, the Vein Weaver employs its most powerful ability: Weaving. This ritual process involves the Vein Weaver using its tendrils to infuse raw materials with its essence, transforming them into new life forms. Weaving is not simply a physical process; it also involves implanting thoughts, memories, and a deep-seated belief in the Maker into the minds of the newly created beings.
The Vein Weaver exudes a mutagenic aura, a subtle yet pervasive influence that can alter the biology of beings in its immediate vicinity. Over time, these changes become more pronounced, with beings developing new physical traits or mental abilities, all while becoming more susceptible to the Vein Weaver's control. The aura acts as a form of influence, ensuring that those who spend too much time in the Vein Weaver's presence are shaped, both physically and mentally, into tools for its dark designs.
It would wander through the fortress grounds, attracted to the tamed jungle plantations that dotted the world and would immediately begin its gruesome work, twisting the life of the surroundings to create its first servitors, already planning on how to fulfill its mission. It looks to the trees of the empty estate and sees within it, gestating, the nascent dryad, a being that would take a century to be born, but could become so much more under the Vein Weaver's hands.
Era 1 End
Thus ends the second era in a cosmos more filled compared to the era before it, but one that is also expanding rapidly through the efforts of the elementals.
Now begins the third era, the Era of species involving the creations, modification, and destruction of entire new races.
24 Hour Moratorium