[center][h1][b][color=0076a3]Qullqiya[/color][/b][/h1][/center][hr] It started as a simple project, once she had seen the lions her mind had been focused on their use. Blessed with magnificent powers, she wondered if there was something to be won by using them in some sort of fused creature. But to fuse them with what? Wings seemed interesting if only to see that they could fly and that indeed could work, but was it enough? To Qull it wasn't, she wanted more. And then it came to her, what if she added men to the mix? That would provide some cognitive ability for sure and if she picked the right specimen she could create something with great magical capabilities too. And so the goddess set out to do exactly that, making those strange creatures with her power, mixing lions, eagles and men, the result was something curious. She called them Sphinxes. They were few and were unable to be born naturally, like most fused species, but they did have the advantage of being free from aging. All were picked from people who had great magical abilities... and peculiar personalities. Each Sphinx would have a personality of their own, based on the humans they were made from, however, along with magical powers, Qull made sure to pick isolationists as she didn't want these creatures just strolling into settlements for casual chats. Each type of isolation took its own form, some would be friendly to the wise, others would be sadistic and play deranged games, some would rather not deal with mortals and avoid them entirely, that is unless they felt like having a quick snack, they were still part lion after all. Qull just let them hang about, their bodies were wonky and they couldn't really multiply, so she was sure this wasn't like the mortal species, but she had hoped they would make for interesting creatures to inhabit the lesser-known sides of the world. [hr] Not all creations needed to have a great purpose, Qullqiya was as much of a child of the lifeblood as any other god and sometimes she wanted to do things just because she liked them. She found the luminant to be very interesting, it was aesthetically pleasing, though it was also best appreciated if kept a rare type of environment, else the unlit trees would be the new standard of rare and pleasing, and the explorers would be much more excited to see the muddy, earthly colors than the shine of a luminescent flower. Still, it didn't mean some amount of spreading it around couldn't be done, minor biomes following the style of this continental shining forest. In the north, not too far from the poles, she wanted to create a grassland, but there was little land available, sure she could make an island, but she found an underground cave and decided to play around that. Glowing yellow grass, with enough of a shine to sustain other, less shiny, surface-like environments within the cave, was made. Flowing water meeting lava created a thick but light mist that created a white cloud-like cover to the cave environment. This was like a simulation of how the world looked like before the aurora, and they were called the golden grasslands. In the east, in the Kylsar, she picked one of the isles and spread red glowing plants over it to contrast with the deep moss green that dominated the region, creating the eastern scarlet swamps. In the west, deep in the wastelands, she had a twisted idea. In the bleak of sands and rocks, one could only hope for the green of plants, she would twist that hope. Dry plants, but glowing green, would be seeded here. Creating the verdant mirages. In the south... well there wasn't much of south? Was there? She could create an island... but, suddenly, she wanted more than that. Qael seemed to mirror and counter her moves, so if she pretended to claim the south, would that god start to build up in the north? Qullqiya did not feel the need to claim a tract of land, she was a claimless empress who ruled over all in equal anarchy, but nobody else needed to know that. It was decided. The south would be taken by the magical chaos. Using the full power of the stream of mana, she allowed it to rage in a sweeping storm, infusing the very land with raw chaos that broke it and tore it into pieces. This was the wildlands, the frontier, the untamable. Broken lands of unjustified biomes, a land of illusions and constant change. The stream of magic turned into storms near the south pole, tornadoes of mana shaping the familiar into the unfamiliar. [hider=The eternal and untamable wildlands of the South Pole] [img]https://i.imgur.com/es18UOr.png[/img] [img]https://i.imgur.com/RTYzZ2t.jpg[/img] [/hider] To further characterize her control over the south, she shaped the ink-stained sky all over Galbar. In an uncharacteristic moment, she made it more orderly and bland towards the north, while fully powered towards the south, just to further characterize herself as the chaotic one, even if she was creating something more logical and mundane to do so. Mortals from the center of the world would notice that north winds were gentle colors while the south winds arrived in pearlescent storms. But before these new lands, there was a respite, south in comparison to most of the world but still logical, a melancholic land of white rocks and plants with shining blue petals. The cerulean gardens. Finally, a central island, Here the design was moderate, the luminescence was a detail not the norm, just like the night sky before the aurora. She would call this the starry island. And with that, Qull felt satisfied, almost done for the time being, almost. [hr] So far her approach had been from above, as a goddess creator, but she needed to make herself known to mortals to an extent, she wanted to be a nameless goddess, mysterious, unknown and yet ever-present. But still, having a group to do her deeds would be beneficial to her cause. The question was how to reliably approach them, how to create a group like that? What she knew was that it could not be an exoteric concept, it had to be inward, esoteric... Perhaps a group holding secret truths? This could be done. Perhaps a group that lived in the shadows, seeking only select individuals. Qullqiya would reveal to them her truths through the use of faulty divination methods, flames, the glint of gems, and... perhaps the use of certain types of mind-altering plants. The later quickly became of her interest, and upon exploring she found out how to make a platinum-colored fizzy drink from a certain type of plant, it filled those who drank it with energy. This would do, this would be the key to her society. The Kuntur. Their purpose? Killing people was a good start, seizing and altering sources of knowledge, and of course, seeking the real truth, the truth no one else told them, not their village elders nor the gods above. [hider=Summary] Qullqiya creation spree part II. - Sphinxes are made. They are fusions of men, lion, and bird. Wise and immortal, but isolationists unable to breed. Some of them are friendly to those who can reach their lairs others will just be annoyed and try to eat the intruders, most of them like to play games with mortals. -Five fancy lands with glowing flora from the luminant are made, but each follows a particular aesthetic. Golden Grasslands: Is made in an underground cave, a big meadow of glowing yellow grass. Scarlet Swamps: A swamp with flowers that glow dark red. Verdant Mirages: Glowing green dry plants that give people the hope of forests just to shatter them. Cerulean Gardens: White rocks and plants whose flowers have glowing blue petals. Starry Island: Things on the island don't outright shine fully but have shiny spots, looking sparkly. She also alters the south pole, making it all messed up and twisted, with biomes in the wrong place and outright mana tornadoes. Very hard to live there beyond the gardens. The purpose of creating the south pole was to fool people into thinking she resides there, to further sell this idea, she shifts the aurora, making the south winds of the ink storm be more chaotic while the north winds are more controlled and opaque. Finally, she creates a holy order, the Kuntur, who drink a sparkly, fizzy platinum-colored drink and have dreams with orders given to them by Qull. They are a mix of mason lodges, the inquisition and the Hashashin. They are assassins and spreaders of obscurity, well, not yet, since there is no society or knowledge, but they will be! [/hider] [hider=Might Summary] 1DP: Create an extraordinary species - Sphinxes (1 - Amalgamation) 1DP: Create a Holy Order - The Kuntur (1 - Esoterism) Occultist Order I (1DP) - The Kuntur is a secretive order who is not meant to be spread out or have its 'secrets' revealed. If someone breaks the oath of secrecy, tries to denounce the order or stops doing its rites (in particular drinking the sacred brew) they will find their memory to be spotty and faulty, making it hard to rat them out. Shadow Gates I (free title) - The Kuntur are able to create special entrances into areas that just exist if their vicinity is completely devoid of light. They take a few hours to be made. Shadow Assassins I (free title) - The Kuntur are able to locate anyone within ear range who is paranoid about shadowy areas, in particular if they think an assassin might be lurking in them. [/hider]