Well, you'd best get this thing fixed.
First, you head to Tra to ask for volunteers.
HEY, WANT TO GO TO LIVE ON ONYDIA FOREVER TO REPOPULATE IT?"...That big green circle in the sky?"
YES."...I'll pass."
You get a few volunteers. There's almost four hundred southern dwarves, a couple hundred manormul, about four or five dozen each of humans and gnomes, about a dozen ordynar, and two northern dwarf lovers. A bit over 700 overall. They are sent to Odyna to form a colony, where they swiftly establish a clearing.
The clearing is swiftly filled with bickering; aside from a few sets of lovers like the northern dwarves, they were pretty much all wanted criminals, beggars, or both. This doesn't make them terribly good at getting along. The ordynar and half of the manormul and humans are murdered within two days, along with a dozen gnomes and two dozen southern dwarves. (It's around this point that you tell your champion to lay low; it would destroy all these nice people if it came rampaging through.) The northern dwarves flee the settlement, if you could call it that. By the end of the first week (which, for matters of convenience, is seven days), half of those survivors have died from starvation or the few large predators to still lurk in the jungle. The final population: About 170 dwarves, 50 manormul, 30 humans, and 11 gnomes. The gnomes flee through the wilderness; while four die to attacks, the survivors find the northern dwarves and start building a cottage near a small lake. In the meantime, they live on plants gathered from the forest and small parrots and planarians caught by the male dwarf and one of the gnomes. Meanwhile, the other 250 or so people organize themselves, electing a human to be the Mayor of Onydia City, as they call their clearing. This leads to a bloody coup, where a dozen humans (supporters of the mayor), seven manormul, and three dwarves are killed. Udil Greenknife, the leader of the coup, takes control and enslaves the surviving humans and manormul. Naturally, a mere sixty slaves can't support over 160 dwarves, so the dwarves also work...but the hard work and food-testing goes to the "lesser" races.
Within a month, these two settlements had become stable. The lakeside cottage had a large garden, a crude dock for "fishing" off of, and a set of simple tools for making various goods. Its nine inhabitants had roofs over their heads, walls around their rooms, and well-defined jobs. There had been two weddings, one between the dwarves and one between two gnomes. The group has also caught and tamed several birds, some serpents, and a large planarian. There was a bit of argument (for instance, two male gnomes are both in love with Dahilu), but these are fairly minor and never end in worse than black eyes. The situation is much different in Onydia City. Starvation, murder, and so forth have reduced the village's population to about 120 dwarves, 36 manormul, and 14 humans. Greenknife is still in power, due to having several tools at his disposal (including Jet Blacknight, a great alchemist who is his second-in command and, due to having worked with Udil before, great loyalty to him; a pair of manormul warriors who are alchemally enslaved to him; and Elva, a little human girl with great magical gift who Udil has raised since her parents were killed within the first week); he has a large house made from a massive hollow log. Meanwhile, the others live in the open, or in trees, or in lean-tos. They get by, barely, but things are finally settling down.
You decide now is the time to try and unite the races of Onydia.
Through means far subtler than any you've used yet, you convince the Onyd to send out a scout. You then direct the scout to Onydia City, where he is mistaken for a mere animal, killed, butchered, and eaten. This...was poorly-thought-out.
As you consider simply tossing your champion on a moon and calling it a day, you feel a presence.
YOU HAVE A LOT OF EXPLAINING TO DO, YOUNG GOD...
Form: Crystal Sphere, full of colorful mist which can form into appendages or little creatures.
More detail
here.
Two worlds
Tra
Geology: Mainly ferrous rocks, with large deposits of copper and gold in many areas.
Wildlife: Blue plants. Southern continent wildlife is mainly land-living cephalopods, such as the tendrilled walkers--squid which walk around on their tentacles, using their eight arms to snag food.
Sentients:
-Dwarves:
--Southern: Dark skin, red hair. Highly intelligent and well-known for various questionable/criminal activities. Good at ice magic.
--Northern: White skin, yellow or orange eyes. Excellent sight, excellent weather magic. Inefficient feudal system. Once followed the Whale Spirits, but turned their backs on them for Ores, a god.
-Gnomes: Pale skin, dark hair, violet eyes. Possess no bones. Noted for skill with medicine, social situations, and witchcraft. Worship a hierarchial, matriarchial pantheon of gods and goddesses who they believe are generally distant and uninvolved in their lives. Religion focused on rituals. Government is...ethical, it its own way. Mostly scattered tribes. Half-dwarf, half-human.
-Humans: Dark hair, fair skin. Marry late and rarely have kids. Precognitive alchemists.
-Manormul: Misshapen worms with many elongated arms. Divided into several castes with different jobs and appearances. Complex system of holidays. Complex reproductive cycle. Dictatorship.
-Ordynars: Skinless cephalopods. Lead by hunters. Involved in a cold war with dwarves to determine fate of the gnomes.
Onydia
Geology: Mostly igneous rocks
Wildlife: Green-chlorophylled plants like jungle ones. Animals are 80% reptilian, but with a few birds, gastropods, and flatworms. There is also a species of semi-planarian beings with tentacles and sometimes arms and/or intelligence.
Sentients: Onyd, giant stubby-limbed reptiles. They have sweet pheromomes and are 60% servants. They create more onyd with a ritual to their god, in which lizards are turned into new onyd. They understand how the mind works but are typically depressed. (Specimens of Tralian races are also present.)
Settlements:
Cottage by the Lake: A large cottage by a small lake. Inhabitants:
Dodok Brokenbolt,
Dahilu Marquessa Endinghands,
Gsih Bloodstained-Bishop Foulgrotto,
Rarige HelmetShadows Ghastly,
Urist Lonelantern,
Riru Clumsyfists PavilionOrientation,
Regod Gambler-JadeSteal Shieldfist-Ghastly,
Oeni GreatSelfThought Shadowborn, and
Kun Dreamer Unnamed.
Lastcave: The last bastion of Onyd civilization. Inhabitants: 700 Onyd.
Onydia City: The landing point for the misguided Onydian colonization. Inhabitants: 120 dwarves, 36 manormul, and 14 humans.
Other bodies:
Feer, gray moon orbiting Lyt
Jauns, yelow moon orbiting Tra
Lyt, lavender sun
Pakin, gray rocky moon orbiting Onydia
True Gods
?? (You)
Gomork, a god like a green ball of tentacles. It tries to promote the ordynars and is coaxing Onydian species into more...squiddy forms. It wants to spread its image of ideal life onto all species. [1 Major Act, 3 Acts, 2 Minor Acts]
Ores, a god in the form of an amorphous blob of hair. It has a rivalry with Zera and Thox. It wants to be worshiped by everyone. [1 Major Act, 3 Acts]
Thox, a god with a shifting humanoid shape. It wants to create as much life as possible. Thox dislikes Gomork for trying to make all life so...similar. [2 Acts, 7 Minor Acts]
Zera, a god in the form of a bull-headed serpent with wings made of energy. It has a rivalry with Zera and focuses on Onydia. It wants to rule said planet. [1 Major Act]
Known Lesser Gods:
Wormface the Unstoppable: Your champion, worshiped by the surviving onyd. [3 Minor Acts]