[hider=expenditure] 2 mp : make a glider that can call the wind to give it more lift 1 ap: make a nice sharp curved sword for slaying beasts, fools and anything else. Durable enough to be wielded by a god without breaking, otherwise unremarkable. 2 (4 discounted with adventure!) ap: to make a large ancient mystical forest to get lost in. Hosts a lot of sea life-esque animals (fish, squids, octopuses, crabs, shrimps, sunfish, sharks etc.) in the place of bugs, birds, lizards and small mammals collectively known as tonnikala. 2 (3) mp: to make forest-kin, a [url=https://imgur.com/a/Mdom5hC]diverse range[/url] of animated plant matter that roam the forest and make it more ‘interesting’ to explore. Replace your large mammals in the food chain (wolves, deer, etc) and add in a few more unique things like towering humanoid forest guardians, giant root based snakes or the mysterious handworm. They will collaborate in doing violence towards anyone not living in harmony with the forest (something that makes them all tamable by those that do and the bane of lumberjacks), but otherwise act as normal animals. Their carcasses can be harvested for many potentially useful components which have a variety of medicinal, magical and material uses. 1mp: teach some elves basic wood/plant working to make stuff like pointed sticks, nests, vine grass skirts etc. 1mp: artifact: Granysmith’s cookbook: can be used to learn how to cook an apple pie once the prerequisite technologies have been acquired (fire -> cooking and some form of domestication for dairy products) 1 ap (discounted from 2 from adventure!) monument/landscaping/legendary beast (hard to say what this counts as tbh): big tree house dungeon 1 ap (discounted from 2 using adventure!) legendary ‘beast’: Jim (of many titles): a calcified heart that still beats and is capable of reanimating anything that once had a soul into undead creatures serving his will. Seeing as everything has a soul, well, that gives him a lot of options. His heart is very sturdy, requiring strong magical or divine power to destroy. 4 mp (discounted from 8 with adventure!): to create the class system. See roleplayerguild.com/posts/5390338 for more details as to how this works 2 ap (discounted form 3 with adventure!): to make the Darkwood [Adventurers] Guild holy order, a presently pretty loose knit group of adventures based out of the Darkwoods. Members have a high chance of getting bonus forest related skills. 1 ap (discounted from 2 with adventure) to make the small landscaping change of a spooky castle up in the mountains 1 ap to make Jim a champion with the [necromancer] class 1 ap to fill the castle with mundane treasures 3 mp to unlock the Forests Aspect: More than just trees, a forest is a diverse and complex ecosystem, that, while yes, defined by its largest of residents, includes so much more than that. From vines growing on the trees, to caterpillars munchkin on the leaves and [s]birds[/s] tonikalla munching on the caterpillars, to the mushrooms munching on the rotting wood below, all are part of these great landscape defining realms. Forests are also more than just an ecosystem, they are ancient heartlands of terrestrial life, and hallmarks and symbols of nature itself, ones oh so often stood in opposition and contrast to the civilizations who fell them for timber and /or clear them for farmland. To those of the plains, forests are deep dark mysterious things, hiding dangers and terrors, things best gnawed at the edges of or briefly penetrated and plundered for treasure such as furs, fruits or fungus rather than a place any sane being would live. Of course, people and forests are not incompatible, and to those who would live in harmony with the trees, or even encourage them to flourish in new and wonderful ways, forests can be a sanctuary from the harsh world beyond, and a wonder deserving of protection. From [druids] to [treeshapers] and [forest guardians], mortals who live in tandem with the forests can enter a symbiotic relationship that allows both forest and friends to prosper. 2 ap (discount from 4 with forests) to make the lightwoods in the south west of the continent, between the mountains and the desert. 1 ap (discounted from 2) to make the Cortex Plant, a large growth which can 1 ap: teach the basics of Druidry to the elves of the dark wood, allowing them to gain variations of the [druid] class by entering a symbiotic relationship with Huwu’idang that lets them gain the same environmental restoration and growth encouragement magics as it. Then with levels and technology, they will be able to do so much more. 2 mp ( discounted from 4 by Adventure!): to create the labyrinth city 2 mp: curse the Rirakuri so that if they eat mortal souls they instantly get really bad hangovers 1 mp: create/teach the [poltergeist] class, which ghosts can gain and which allows them to interact with the mortal world in the way a poltergeist would when they are angry. Ment to let them protect themselves from soul eaters, will likely result in the odd vengeful haunting. 1 ap: teach the Rirakuri about classes 2 ap (discounted adventure): Mother Brains: Hulking colossi of biometal that roam the streets of the labyrinth city, seeking out ore and assailing any that incur into what they see as their domains. While being tall as buildings, quite stompy, and having a nest of tentacles so their bodies do make them dangerous on their own, the main threat they pose is via their manufactured offspring: 1 mp (discounted adventure): for Labyrinth Sentinels: Biometal constructs produced by their metal mothers as defenders and laborers. Their bodies are incredibly tough, night immune to primitive weapons but a quirk of their construction means they must leave one or more glowing red power cores exposed to the elements. These crystals can be damaged somewhat easily, making them glaring weak spots in their otherwise unbeatable defense. Should one die, its soul is drawn back to its metal mother, causing its body to decay into a plain metal husk. There are 4 kinds: Troopers: vaguely humanoid troops armed with arm cannons (that fire red energy bolts) and wrist blades Bruts: Hulking soldiers twice as tall as a man armed with crushing pincers and heavier arm cannons. Swarmers: which stand just over third of a human’s height and atack with long barbed tails. Stalkers: Muscular predators with razor sharp claws and good stealth capabilities that like to ambush their prey or assassinate high value enemies [url=https://imgur.com/a/PUH5rcH]Gallary of Sentinels[/url] 1 ap (discounted adventure): [url=https://i.imgur.com/ogxqfuw.png]slimes![/url]: Born of damp and a bit of lingering divine might, slimes were simple spheres of goo that hopped or rolled around their homes, eating just about anything and everything. Any fluid wil do, and any power too, which caused all sorts of strange and fantastical slimes to come into existence, from blood slimes, to magma slimes, to ice slimes born in different climates, to shadow slimes, plant slimes, kung-fu slimes and abyssal slimes. A slime’s slime will retain its essence and properties after death, which may have uses in future. 1 ap (discounted adventure): [url=https://i.imgur.com/R1YvnHz.png]magamtaurs[/url]: bulls of living lava, that form in the deep, and generally do not like people messing with the rock and stone of their home, let alone mining it. Won;t affect close to surface mining, but go dig down in the underground and you risk their ire. 2 ap (forests): Darkwood Guardians: Consisting mostly of Rangers and Druids, they have a deep connection with the Darkwoods, allowing for greater coordination with its natural defenders, as well as enhanced skill in operating within its confines. Each member gains either the [guardian] class, a defensive class that synergizes well with existing ones, and with other [guardians]. Their leaders are [Wardens], a class capable of anointing fresh [Guardians] and one that will also gain skills to empower their subordinates. 3 ap (discounted with forests) to turn a Huwu’idang into an avatar. Monpau is his name, and he is a Lung Dragon (read chinese dragon, one of them long noodle bois) with green sacleas, sapphire eyes, branch antlers, a mossy beard, fun whiskers, a grassy mane going from skull tot tail tip. He is your protective grandpa. Love him. 3 mp: raise Coin Fairies to a fully sapient species capable of receiving divine wisdom 1 mp: to teach the elves and coin fairies of Sanctuary how to make pots (and other kinds of ceramics) real good. Ming vases up in here and all that. 1mp: to teach coin fairies in general how to miniaturize technology of other, larger, species effectively. 1 ap: (offscreen) teach coin fairies to commune with the Huwu’idang 1 ap: (offscreen) teach coin fairies how to become [dragon tamers] [/hider]