LifeMortals (1 Grand + 1 Aligned Act per existing mortal species, requires 3 flora, 2 herbivores, and 1 carnivore/omnivore): Sapient species with the capacity to communicate, build, and, most importantly, worship. Civilizations take time to develop and can be influenced by meddling gods.
Fauna (1 Common, creates entire order/family/genus (https://en.wikipedia.org/wiki/Taxonomic_rank), requires 2 flora): Macroscopic moving creatures to populate the world
Flora (1 Lesser, creates entire order/family/genus (https://en.wikipedia.org/wiki/Taxonomic_rank)): Sessile and/or microscopic creatures
TerrainContinent/ocean: See Cosmogonic Pieces
Region/sea (1 Common, requires continent/ocean): A large part of a continent/ocean enough to fit an empire, several kingdoms, or many cities. Should broadly agree with the underlying continent/ocean themtically.
State (1 Lesser, requires region/sea): A chunk of a region large enough to fit a kingdom or several cities. Should broadly agree with the underlying continent/ocean and region.
Province (1 Petty, requires state): A piece of a state supporting a city or several villages. Should broadly agree with underlying terrain
Domain (1 Greater, restricted to Natural-specialized Tempered, requires life-forms or servants): The seat of a nature god's influence in the world. Sculpting land or creating/destroying life (including Critters and Creatures) within one's domain or in another's domain with permission costs one tier less than normal. Effectively a region-sized Piece for terrain interaction purposes.
Free terrain Pieces obtained from creating higher-tier terrain Pieces don't themselves provide free terrain Pieces.
Incarnae (limit 1 active per god)Prophets (1 Common, requires mortals): Special mortals touched by the divine to better spread their gods' cults and also banish hostile angels
Creatures (1 Common, requires fauna): Half-tamed beasts with unnaturally high capacity for growth to work their gods' wills on the world and nom yummy enemy mortals
Archangels (1 Greater, requires angels): Incredible angels promoted to a mere step below the gods to do what must be done and smite impious creatures
Monuments (1 Common): Great trees, mountains, springs, or other imposing representations of the enduring might of their gods
ServantsHigh Priestoods (1 Lesser, requires cult (co-creation OK)): Elders, envoys, or actual priests overseeing the rites and sacrifices
Critters (1 Lesser, requires fauna): Species of wild beasts for bringing great fortune or great ruin to trespassing mortals
Angels (1 Common): An entire host of messengers, envoys, spies, or clerks with innate planar travel abilities matching that of unmaimed gods
BureaucracyBureau (1 Greater, limit 3 per heading deity, requires 2 departments, angels, and office space): An organizational unit managing up to four departments and headed by gods/Incarnae. There is less overhead for performing bureaucratic actions through proper channels, i.e. through the bureau delegating to an appropriate department.
Department (1 Common, limit 4 per bureau, requires angels and office space): An organizational unit with duties covering a sphere/title pair. Spheres/titles not possessed by the founding deity increase the cost by one Petty Piece unless sponsored by other deities or the founding angels in question. A functioning department placed under a functioning bureau can provide up to one effective Aligned Act per turn under ideal circumstances.
ArtifactsArtifacts are generally wearable divine constructions providing bonuses/penalties when used. The exact slot makeup for equipment is under construction.
CultsCult template:
Name (optional): How the cult gets named in updates and such
Deities/spheres/persons/things venerated: What the cult venerates (or fears!)
Offering doctrine(s): What followers do/give up to generate acts for their patron(s)
Miracles/interventions: What followers can commonly expect to do. Think stuff like better harvests, cursing rivals with bad luck, and not meeting bandits on trips and that kind of thing.
More information: Any other information on practices that can help flavor/color the cult's interactions in updates
Cults:
- Early cult chassis (1 Common, min. 1 deity, 1 offering doctrine, 1 miracle/intervention*): (None)
* Subject to rebalancing
Example offering doctrines:
- Burnt offering: Sacrifice food to the god(s)
- Pilgrimage: Travel to sacred sites
- Monument building: Build great monuments to honor (or ward away) the god(s)
- Mortal sacrifice: Sacrifice mortals to the god(s)
- Tithes: Sacrifice valuables to the god(s)
- Vision quests: Commune with the god(s) with special libations