[X] Create the Hound artifact (Demi-Act)
This does not feel like a demi-act to me. It feels like a lesser.
Authored:
[X]Create the Gnolls on the second planet (Grand Act)
Whenever you're lost, listen to your bones. It knows where your family is.
- Gnoll proverb
Gnolls (placeholder name) are hunched upright creatures that live on Avoroth, the currently sole continent on the second planet. They top-heavy bulky creatures with hard overlapping plates armoring their backs and arms. They bear broad claws well-suited for digging.
They roam the continent in caravans which is typically a family unit. They are quite talented when it comes to weaving and textiles. They are adept at using Avorrite to make glowing dyes and scarce colors. Every family has a unique pattern which symbolizes their caravan. Part of the inauguration of a caravan splitting from another caravan is the creation of a rug bearing this pattern.
The sigil of connections is etched into the bones of every gnoll, however in most it lies dormant. The sigil of connections creates connections with others of its kind nearby, and those that had it awakened in their bones shall see the connections that linked them. A gnoll with awakened bones shall find the links that connected them to every other gnoll they have met. Should they wander out into the wilderness in their lonesome, they can find solace in their awakened bones that a path home is ever evident. Even when only the bones is left of a gnoll, living ones could still connect to them, and awakened ones could see that someone had wandered there before them.
Awakened ones are important members of a caravan. They can the paths ahead of them, forged from their connections with other caravans. They could be navigators seeing the paths and any dangers ahead of them. They could be messengers and scouts who could be sent ahead without fear of becoming lost or being in danger.
The awakening of one's bones require great meditation, and even among those that practice, only few manage it. So rare are they that some fashion their bones into amulets that supposedly helps with seeing the links.
They regard mapping as important as weaving. Mapping the links between them, their family and friends, and strangers is part of their methods of awakening. Some make elaborate maps of their genealogy while others aim to map the relationships of the stars above and all that is material and immaterial on earth. In some clans, it is customary for one to weave a map of their life. It will be where their bodies will be lain in their funerary ceremony, but the cloth will be given to their children after they have been buried.
They worship a few gods, although at this moment, their gods do not currently exist, existing only in legend and myth. Lore has it that they're simply asleep. Their astrologers map the cosmos, looking for them or for a way to awaken them. Their godlore may differ from caravan to caravan. The gods they worship are as follows: Grimmis, Asviel, and Forzan.
Grimmis rolls a pair of six-sided barrel dice made from gnoll bone. It is said than whenever she rolls her dice, she reveals the path in which the future may tread.
Asviel is the god which tends to the winds. He herds his herd of clouds to the sea and back to bring rain to the continent.
Forzan is the only one explicitly not a gnoll. They are a dragon with a pair of antlers made of brilliant crystal. They are said to be all-powerful and all-knowing.
Sponsored:
[X] Establish the System of Faith, Myths, and Gods (Cosmic)
[X] Create The Shifting Land On the Second World (Grand Act)
[X] Create the Tyrant's Legion (Lesser Act)
[X]Hikanophs (Grand Act)