Npt170
Primordial god of order
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[X] Bring Color to the World (Grand Act)
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[X] Create the Skrayt, four-winged inhabitants of the Clouded Lands
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[X]Create the first series of birds within the Clouded Lands, from the smallest song bird to massive mythical beasts. Let them compete for survival within this land and see who comes out on top.(Grand Act)
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[X] Skyland Fungal Bloom(Lesser Act) - The Skylands must be provided with a basis to support life. Seed them with spores of lichen, moss and fungus of a thousand colors and properties, making rainbow landscapes in the skies that can support future life.
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[X] Create the great Sun-Whales, dwellers of the chromospere, titans tens of kilometers in length, children of the Unfrozen Sun. Each of them is a nation within one, their minds great and powerful, grand magic of sun at their command. (Grand Act)
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[X] Create the Myridna in the Hot Lands (Grand Act)
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[X] Every living creature bears an innate link to a counterpart spiritual mass in the realm of the unseen. As they grow and experience things this mass grows and changes and upon the creature's death they reawaken as said spiritual mass, now brithed into the realm of the unseen. A life after life. (Cosmic Act)
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[X] (Cosmic Act) Create the World Tree Yggdrasil, Tree of life and the 2 magics.
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[X] let there be all manner of beasts to dwell upon the land and all manner of plants to match the fish and coral of the sea. (grand act)
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[X]Hollow and puncture holes to pebbles all around the Unnamed World and fill them with living meat. Grant them the power to shape their shells and meat in accordance to their time in the world. (Grand Act)
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[X] Create a sentient race : the White Ants, giant albino ants attuned to lunar magic on the Isolated Island. (Grand Act)
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[X] Create a sentient race: the Umbrals, a pale, blind, race, with hunched over backs, they dwell inside the darker parts of deep canyons and caverns of the cloudlands (Grand Act)
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[X] Teach the Bãsn-Shaal-Khlomet the arts of Ardency. (Grand Act.)
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[X] To give challenge and danger to the Void and Unseen, may there be 40 Outer Deities, eldritch in mind and being, and powerful beyond imagining. However, they are split between the Void and Unseen, forever to war upon the other. (Cosmic Act)
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[X] The world's poles shoot out towards the sky far above, anchoring time to themselves; go up the Northern World-Pillar, and spend many years at the top while a single day passes. Climb the Southern World-Pillar for a few days, and descend to find months have passed. (Cosmic Act)
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[X] Create sentient race: the Baólians. (Grand Act)
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[X] Fill the branches of the 'Lonely Tree' with a variety of large, nutritious, seed-bearing fruit in a rainbow of colors so that it might spread lesser kin to the rest of the world. (Lesser Act)
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[X] Create the Cultivars, beings that shall help the makers fill the universe with life. (Grand Act)
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[X] Create a grand city within the Unreal, one that grows and changes with its inhabitants. It's roads shine like precious jewels while it's architecture will be the stuff of dreams. (Grand Act)
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[X]From a particularly lustrous fruit of the Lonesome Tree, Kaileah the Dryad is born. Between its twisting boughs she finds her purpose, as a sentinel and gardener to her beloved progenitor.(Lesser Act)
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[X] Skyland Fungal Bloom (Lesser Act)
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[X] Create Myriad Sea Plants (Grand Act)
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[X] creates a system that automatically collects remnants of divine power or powerful evil souls and then uses that power to create artifacts of all kinds that will have powers, these will be randomly given to unborn carriers and soul-bound.
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[x] Every living creature bears an innate link to a counterpart spiritual mass in the realm of the unseen. As they grow and experience things this mass grows and changes and upon the creature's death they reawaken as said spiritual mass, now brithed into the realm of the unseen. (Cosmic Act)
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[X] Create a grand city within the Unreal, one that grows and changes with its inhabitants. It's roads shine like precious jewels while it's architecture will be the stuff of dreams.
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-[X] An intelligent species and civilization of bipedal feline rodents, the Myridna are a hardy race of diggers and craftsmen.
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-[X] Myridna stand at average of five feet for males and four feet for females. They are covered in fur that aids them in maintaining comfortable temperatures against both heat and cold, with females having longer fur in lighter shades of yellows and oranges while males have shorter furs in darker shades of reds and browns. They have strong longer upper arms, a pair of smaller secondary arms on the upper waist and legs that in normal sitting position look short and stubby but can stretch to be quite long. Myrinda middle arms are short with three clawed stubby fingers well suited for gripping, while the upper arms have three fingers flanked by a pair of thumbs; the three fingers each have retractable claws. Male claws are shorter and sturdier and better suited for digging through tough surfaces; while female claws are longer, sharper, and better suited for cutting through softer substances. Myrinda tails are short, strong, and sturdy on the males, while females have thinner, longer, prehensile tails.
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-[X] Myrinda are well suited for living either in the sea or underground. Their lungs and digestive systems are especially hardy. The lungs are both capable of breathing in all but the most toxic of environments and holding air for extreme periods of time. Their digestive systems are highly efficient and capable of digesting practically any biological matter. Myrinda are partial to darker locations, with eyes well suited for dimly lit places. While not blinded by bright lights, they are not fond of them and can grow irritable if forced to be out in sunlight or other bright places without means to dim the light their eyes are exposed to. Myrina are particularly fast and dextrous, making for exceptional climbers - a process aided by their claws.
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-[X] Myrinda as a civilization and culture are builders and craftsmen, having a keen eye and firm knack for taking raw resources and making new useful things out of them. They are especially fond of working with stone and metal due to those products having far greater durability and far better suited for surviving over longer periods of time. This, combined with their preference for darker places, leads them to primarily work towards building their settlements underground, which synergizes with their need to dig up metals and stone to work with. Myrinda on the whole desire function over form, the artistry of a given item is secondary next to how well an item functions and how durable and long lasting the object in question is. Indeed, the Myrina see their greatest works as eternal monuments that will stand for all time, outlasting any one given Myrina if not the entire species as a whole.
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-[X] Myrinda are monogamous and mate for life, the loss of a Myrindas mate is a devastating event. Only those who lose their mates at a comparatively young age are likely to ever remarry, at elder ages the loss of a mate is frequently so devestating as to bring about the death of the partner soon after. This passionate sense of loyalty to ones mate echoes into other elements of their lives as well, as the Myrinda are a fiercely loyal species. Friendships are not easily broken, the strongest and longest companionships are neigh unbreakable short of death. Betrayal is one of the worst sins a Myrinda can commit.
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-[X] Myrinda have lengthy natural lifespans that can last for hundreds of years. The exact average length of a Myrinda's lifespan, however, is hard to discern, as it is tied to the mental and physical stimulation the Myrinda receive. Those who continue to maintain an active lifestyle or are continually finding stimulation for their minds can live a youthful life until they simply 'give out', while those who turn sedentary or allow their minds to grow stale frequently die at comparatively young ages.
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-[X] They are unusually attuned to eachother's emotions, being able to sense them unconsciously. Due to this, those in the race with a tendency towards negative emotions tend to be ostracized and even exiled.
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-[X] Usually timid and very empathetic due to their hypersensitivity of emotions. However, those exiled or ostracized tend to become more aggressive.
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-[X] Dwell in caves and shaded area's because they're very sensitive to the sun due to their pale skin.
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[X] Create the Dream Plane within the Realm of Unreal (Greater-Act)
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