Continued in next post due to charlimit
Celestial Bodies:a massive rod in space. The strange energy seems to grow as it gives off intense heat
The tendrils of dust form into the relatively new addition, surrounding the sun over the course of centuries in an absolutely massive twisting torus. It begins spinning around its sun slowly, the dust now having settled down to mere dust storm levels. The beginnings of different biomes can be seen in the different temperatures of the world, as the Gods had intended.
Finally, the dust on the planet settled completely, as the massive amount of Power input into it seems to vanish. For a moment, the planet is finally stable. Then, massive tremors run through the structure, shaking it to the very core of the planet. Every inch of the twisting torus begins vibrating in different directions! Cracks begin to appear in different locations. All at once, entire plates of earth launch themselves in different directions, flying into the Void. Craters, ranging from absurdly massive to fist sized, fill the surface of the planet. Several sections of the loop simply vanish into dust, breaking what was once a complete loop around the sun into three uneven pieces separated by hundreds of miles of Void. Several areas seem to remain untouched, only to have had their core and mantle removed to become husks of crust. As a final insult, a flare several dozen miles long erupts from the sun and scorches what was once an untouched part of the planet.
As the event finally settles, it seems that not nearly all is lost. Hundreds of millions of square miles have been left completely untouched, with a majority of the cratered area being perfectly habitable to normal life. The planet has been damaged, but not broken.
Several craters have been filled with water by the Great Mavnonian Flood
Make a (spherical) moon, half the size of a standard moon, the moon is alive, though only barely, and made from chitin. It cannot grow larger than its current size. If the world currently being created it spherical, it orbits around the planet. If the world is a torus, it orbits around the sun, close than the torus, so that it casts a shadow across the torus as it orbits. It is riddled throughout with caverns, caves, passages, tunnels, hollows, canyons, gorges etc. It is capable of sustaining life. At the very core of the Chitin Moon, is a portal to the sun. The abundant energy pouring from the portal is used by the moon as sustenance to maintain its massive body. In addition, head radiates out from the portal, making the entire moon very warm. Specialized glands near the center of the moon constantly produce sweet, nutritious nectar, which is then distributed through the moon by a ingenious system of small portals. Other portals in this system are also used to regulate ventilation and heating, essentially being part of the moon's homeostasis system. (The nectar stuff should be free per Stirk's earlier statements. Ventilation is just fluff?) On the side of the moon is emblazoned a large symbol, Izgamlo's Anti-Sun. The side with the symbol is always facing towards the planet. (I believe symbols are included in creations automatically, so this is just more fluff?)
Create a belt of asteroids that glow brightly, they orbit the sun further out than the world does. Viewed from the world, they should look like a river/band of stars stretching across the sky. (Each of the asteroids has a small anti-sun icon on them ofc)
Gathers several of the larger chunks left in the Void into a series of "islands" in the Void, locking them into position. They seem to be just like any other part of the planets, capable of supporting life in the same way. Filled with forests of blossoming fruit trees and lush, flower-filled fields.
Starsigns (Cosmetic) - Stellarion
A massive dungeon in space with an artificial environment. The first floor of the dungeon is essentially a preparation area with no monsters. Instead it will be used to set up various shops selling dungeon equipment, food and an assortment of dungeon merchandise.
Deeper levels of the dungeon will contain progressively stronger monsters for individuals to fight against and contain progressively better loot.
It is possible for stronger monsters to occasionally move from a deeper floor to a higher floor and which can give adventurers on lower floors a taste of what higher floors are like. If the dungeon is not being used for a long time, it is even possible for monsters to make it up to the first floor of the dungeon and use the portals to go out into the world to wreak havoc.
Includes a variety of wolf based monsters and a number of traps. Some of the traps swap your gender, others teleport you into rooms full of unfriendly monsters, and some just slice your arm off or poison you repeatedly.
A hidden bonus stage of the dungeon will contain rainbows that bleed wonies. The rare wonie plushie and rainbow t-shirt items may be found here.
Connected to the World-Fragments via portals.
Creatures:Generic Plants
can grow on sand and feed exclusively on light and is obviously not sentient. it will have black leaves to allow it to collect the most light possible
Wolfbased Wildlife - Nilva
naturally 20% larger than their normal counterparts, but with no upper limit on growth, and a physiology that shifts to support their size, besides being naturally more capable.
Ironwood Trees - Moi'aaty
flying insects, slightly smaller than a human fist that feed on heat and light instead of food and water. They spray a thick colorful ink-like substance at predators to defend themselves and have a colored back and wings, whose color will determine the color of their ink(pretty much every color is possible). The ink can easily be made into extremely high quality dye or paint.
Penguins - Illiseth
Aliciaborn are sentient creatures, of various shapes and sizes. Most are similar to butterflies or dragonflies, but bird-like creatures, incorporeal beings and rarely tiny, non-sapient humanoids. They can only live on Elysium. All Aliciaborn can interbreed by fusing a part of their soul, but they prefer to mate with those similar to them.
similar to cotton, but suited to survive in the desert landscape. Black, pointy, sturdy and sharp leaves grow near the cotton to absorb as much sunlight as possible. The leaves are strong enough to be used as a cutting tool, but are inferior to most metals. Their light weight makes them suitable to be used as arrowhead.
The cotton inside them shall be smooth rather than soft, silken in fact, and very very strong.
Any binds with the silk will even bind the powers of the target, the more silk in the binds, the more power is limited.
The petals shall be made of segmented bone, and consumption of it's sap will enhance bone growth (or cause it).
These new plants wont have a name yet, as I can't be bothered to name them.
They shall grow well in land stained with blood, and best in corpses or bodies. If their seeds enter a wound, it will start to grow from it.
These shall also inherit some of the binds of the people it consumes, first feeling pain and discomfort, then going sentient, then going sapient.
They shall inherit some of the memories, especially the bad ones, they shall know all the pain their host experienced.
When they assimilate a person, they shall wander as them, bound to that static form, and will never die from age.
small white owls with frowning old man faces. They will go to the world fragments and be a general nuisance to anything that isn't themselves. They'll push pots off shelves when people aren't looking, they'll steal food, they'll poop on everything, they'll bit and scratch other things. However, there is a way to protect yourself. If you wear a frowning old man face, or paint it on your stuff, the owls will mistake you or your stuff as one of them, and will leave it alone.
Snakes - Illiseth
Rabbits - Illiseth
Horses - Illiseth
(Sentient)Scales, wings, tails, large, live conceivably for thousands of years, steadily growing the whole time, very hard protective scales, can conceivably grow to the boulder size after 100 years and growth is sped up by good diets. Capable of firing prolonged streams of flames, intensity and duration increasing with age. Essentially, they grow with age and are not withered by it. Hatched from eggs, etc., etc. Dragon Stuff. Close relationship with Droogans in which they will be called in to fight for and protect Droogans.
Non-sentient automatons that simply follow the mental orders of their assigned master. This is chosen by Mavnon. When in use, Durazni are physical extensions of their master, maintaining all magical or physical blessings. Durazni are agile, made of flexible but durable crystal and reproduce by budding. They feed via photosynthesis.
gives blood red fruits. It feeds on negative thoughts and anxiety.
Grows mana crystals which can be used to power magic
I create Wisps, small balls of eternally burning fire that are there own spirits. Colors are usually quite vibrant colors, although sometimes can be a darker color such as amber or violet. Near the end of their lifespan (about 1 year) they turn a bright white before burning out, and by burning out create 10 small Wisps of random color to live on after them. They sense all things around them although they have no sensory organs (they have their own magic which sustains them) and draw energy from the surrounding environment. They gravitate toward my temples and churches and powerful pyromancers. They lend energy to assist nearby pyromancy. Fires in their vicinity have a tendency to change to unnatural colors. They can survive in space and create fabulous lights in the sky when it is dark. They are incapable of worship or thought.
truly massive creatures, nearly Great Tree scale, and feed off of shadow. As a result, they are primarily nocturnal, so that they might collect food by moving. They can eat actual bio-mass if they need to, but they are larger enough that it is rather inefficient. They are typically slow moving due to their size, though more than capable of defending themselves. They can also use Great Magic, although it is instinctive, primarily to divert hurricanes or tornadoes and the like away from them.
Large creatures, able to reach the height of a human, the Deepcrawler is a spider-like animal. Each of their 12 legs end in pickaxe or hammer shaped (6 of each) sticky bone appendages. They are able to climb on roofs and walls. Their bones (Unlike spiders, they have an actual skeleton, and not an exoskeleton) are incredibly sturdy, being able to dig through stone with ease. They are strong enough to dig tunnels through rocks. Their skin is tough, but also as soft as silk and of a somewhat dull purple color. They are eyeless, and rely on echolocation to navigate. They are incredibly stupid, barely able to maintain themselves alive and reproduce. They are naturally docile, eve friendly, and can be tamed easily. Their low intellect limit the amount of things they can learn. They can usually be told where to go and when to dig by pushing and poking them with a stick respectively. They will produce up to five eggs at a time, once or twice per year. The eggs will be stored in a silk nest that they will create, which itself will be placed in a cave to protect the eggs from the harsh sun. The silk they produce can be harvested from tamed Deepcrawlers once every two week, which is the time it takes for them to refill their reserves. Deepcrawlers will only become hostile if they are injured or if their eggs are harmed. They feed on a portion of the rock they dig, but most of the stone is thrown outside their tunnels. They require no water. They can survive in both hot and cold environments.
Races:Ant-sized sapient ants inside the Chitin Moon. They are capable of using magic. They can only digest and metabolize the particular nectar produced by the Chitinsphere. They are quite weak to the cold. They are good at comprehending magic
Ant Drones, Archons are twice the size of a drone and each are marked by bluish chitin. An Archon is able to produce pheromones that unlike other ants, allows him full control over the Colony. Archons will continue to spread their rule until they come into conflict with another Archon's realm; Conflict or Peace will ensue depending on the whims of the Archon. Archons will attempt to impose their views on their populace.
Humans - Illiseth
Saplings are vaguely humanoid plant-like creatures with the ability to change/adapt their growth. They can eat meat or vegetable matter, as well as 'rooting' to gain sustenance from sunlight/other powerful light sources, which they do for most of the day, as a form of 'sleeping'. They have good night vision, and are primarily nocturnal for the reason of needing to root during the day. They are slower, sturdier, and slightly stronger than humans, and both live longer and think slightly slower, on a longer timescale. Finally, they have a special relationship with the Great Trees that are their home. All Saplings are 'male'. All Great Trees are 'female'. While the Saplings can live away from the Great Trees, they (mostly) cannot reproduce without them. New Saplings effectively bud from 'womb-flowers', which are pollinated by the Saplings. Other creatures could theoretically serve as pollinators, but it has not been observed to happen, and it would still just produce Saplings. Most Saplings, once mature, stand between 7 to 10 feet tall, and weigh between 200 to 450 pounds. Their skin is similar to wood or bark, and can vary greatly, though it tends to be similar to the bark of the tree they were born of. The 'womb-flowers'(as there are many kinds of flower upon a Great Tree) of the Great Tree also happen to maintain genetic diversity, even though they come from the same Great Tree. How, few are quite sure. Saplings usually have vines, flowers, or leaves for a 'hair' analogue, though it is not restricted or necessarily on their head, especially as they are not always humanoid in form.
Great Trees can reproduce to make other Great Trees, but it is a supremely rare occurrence. After all, every Great Tree has a divine spark of Power within it, blessed by their god. To ensure the Tree's survival while it grows, which can take centuries before it reaches maturity, a community of Saplings will accompany the seed on what amounts to a Holy Mission. This seems to be one of the few circumstances that can enable Saplings to seemingly reproduce on their own, in order to provide protection to the growing Great Tree. Some theorize Great Trees to be sentient or even sapient, given their ability to adapt to stimuli, and defend themselves and their charges.
Incorporeal Fire Spirits that inhabit hearths
A short sapient humanoid, slightly less than half the size of humans have a silicon base rather than a carbon one. They have a cream white skin, a somewhat oversized head and three bulging black eyes. They are extremely dexterous with their hands, which are more suited towards delicate tasks than brute force. They feed from the sun's energy and the ambient heat rather than traditional food and drinks, being perfectly at ease even in the hottest of the desert, but being intolerant of the more temperate climates, requiring an artificial heat source to maintain them in good shape. They are naturally innovative and curious and greatly enjoy to find new uses for or to improve existing things, and enjoy new discoveries at the same level. Due to their small size, thin body and general lack of strength, they would make poor fighter, despite the fact that their skin is somewhat more resilient than human skin. They are also somewhat more intelligent than humans. They also have a tail, though they can't really use it as a weapon. They sleep in short bursts, for about the same amount of time as a regular night of sleep when added together. They also prefer fleeing over fighting, but won't hesitate to defend themselves and each other when necessary. When In combat, they will tend to use their small size and agility to dodge their opponents and strike whenever an opportunity is presented. They will also prefer peace and cooperation over conflict and competition, and so tend to be open-minded and tolerant. They also often possess an interest in arts, and have a certain affinity with acting and painting/drawing, but can still perform other forms of art.
Skolld takes a group of wolves and binds each one to a Maag, making the 2 beings inhabit one body, and they will transform depending on who's in charge.
If they are to gain harmony and master this transformation, they could find great benefit in the demi-wolf demi-Maag form.
This curse shall be bound to their bones, and be hereditary.
Dwarves - Lorash
Near identical to other dwarves, Clan Rilem are easily identified by their amber skin and almond-shaped eyes. They also happen to detest alcohol. Clan Rilem is ruled by the Regent and the Council of 11. They are to rule until a true King/Queen presents themselves to Mavnon. Plop them somewhere pleasant near the human and dwarven frontiers. Ensure that they are settled in a high elevation area.
Order Clan Rilem to set up the first nation-state; all lands claimed by Clan Rilem are owned by the Clan in perpetuity. This is to be guaranteed by further peaceful expansion into surrounding areas. All excess growth is to be directed to smaller hamlets away from the Mountainhome. Any encountered settlements are to be offered membership of the Clan. If refused, maintain friendly relations as well as trade.
"Dwarves you are the chosen ones, if you choose to be.
If you train hard, you can overcome any space, any gap, and become one man armies, able to conquer space.
Your mightiest warriors are to gather and begin meditating daily, for one hour pondering over how to overcome space, then they will follow the Ritual of Spaceless Body.
The Ritual of Spaceless Body is a parcours to overcome fear of space as well as proning the physical abilities. The Ritual is repeated until the sun begins setting. When a year of repeating the Ritual of Spaceless Body he may choose to go submit himself to have the Rite of Becoming Space. He has to climb the highest mountain named, and jump over a river. He is now a Body of Space.
The Most Intelligent amongst you may begin their day meditating for 5 hours, pondering over how to become space. Afterwards they submit themselves to the Ritual of Spaceless Mind. This Ritual is designed to teach you the arts of Organization, Efficiency, Trade, Geography and Astronomy. After five years of training you may enter yourselves to the Rite of Overcoming Space. You are to travel within a dream of another and also answer all sorts of Organizational questions. If you enter the trance, perhaps you will jump without moving. You are now a Mind of Space.
You engineers, watch both of them closely and learn from their movements and ponder about space, ponder oh ponder. Bring forth creations of engineering wonder and use all means to achieve creative perfection. Your sole mission is to better the situation of the whole clan, and to eventually truly conquer space. You are to bring forth inventions to aid the grand tower.
All of you are free to pray to your old god, and my Endless Space allows the worship of another, as we stand together like brothers so far. Respect the old laws, as they were presented, unless they have become shallow and outdated, but keep in mind that the Great Space surrounds you."
Grant the wisest warrior of the clan charisma and knowledge in hand to hand combat, meditation, climbing, jumping and give him a vision of the durrakil.
Grant the wisest thinker of the clan charisma and knowledge in Organization, Efficiency, Trade, Geography, Astronomy, and a Technique to organize space in a manner that is pleasing to space, known as Space-Shui.
Van-sized, spacedwelling, armored, tentacled entities with impressive intellect and voracious appetites for knowledge.
Water Spirits. Mortals seem to like falling in love with them for some unfathomable reason
sapient space-whales of 2km in size, that live of solar energy and occassionally drop gems that increase fertility on the places where they drop. They are of black colouration and hold six side fins. They communicate through song, and conversations with them are unnerving to shortlived creatures as the transmission of simple information can take minutes to hours. A healthy Durrakil can raise to be 5000 years old.
Take a group of wolves, and bind their bodies to the elements, making them feel the pain of environmental damage on their bodies.
But the elements are also bound to them, so they can bend it to their will, making them capable of using elemental powers.
This curse shall be bound to their bones, and be hereditary.
Change the earth wolves. Their bodies becoming more compact, and they skulls shorter, but with stronger bone, and a bite that can go through bone.
They shall have long hairs on their face with which they feel, so they can easier navigate forests in the night, and caves without light. Their legs become able to do great leaps.
Their eyes shall more easily adapt to the dark of night, and be better adapted to vertical movement. Their fur shall be shorter, and patterned in yellow and black. They shall become jaguars.But their fur will be so short they cannot go to the mountain tops, due to the cold.
six legged tauric race. In addition to their tauric lower bodies, they have a humanoid upper body with the heads and skin/scales/fur/feathers of many of the native wildlife.
Despite males outnumbering females three to one, the Loi'naaryt societies are female dominated, with well defined yet flexible hierarchies. Their relationships with the surrounding forests is relatively druidistic, with foraging parties sent to gather edible plants and hunt game using broken Ironwood branches, with the priests tending to the forest itself.
The Saag are sapient, towering four legged friendly giants with a stone-like thick chitin shell. They reproduce asexually by creating 2-5 red larvae about the size of a human from their eye cavity, which will cling on their parent's shell until they can create their own. When they carry their children, they will refuse to move outside of the desert, and will migrate towards the exposed mantle to allow them to collect as much energy as possible. They generate their energy during their larva form by collecting light and heat, which will slowly be used during their adult phase, lasting up to 300 years depending of their level of activity. They will be much quicker to think during their early adulthood, but slow down considerably when become elders to conserve their power. They are very protective of the Maag, and will not hesitate to eliminate anything that might threaten their lives. They are also very slow at thinking (but not at moving) depending of the task, answering simple commands quickly but taking months to solve complex problems that would take weeks for a human to solve. They rely on the Maag to take care of anything in the short term and will gladly follow their instructions. Their size allow them to be great architects, and their voice, which can mimic a large variety of sounds, makes them some of the greatest singers of the universe. And finally, they have a photographic memory, making them great historian and helping them solve mathematical equations.
The Droogans are a race of sapient humanoids that appear to be reptilian in nature. They have no tails or wings, but are very like dragons in that they have hard, glossy scales covering their bodies, reptilian eyes, and can breathe fire.*
*Fire breathing: For Droogans they can easily launch flames 5 meters in their prime (which is about 40(they live to 90 usually) and can sustain that for about 10 seconds). Their fire-abilities are affected by factors such as age, health, diet, training, and pyomantic (basically just fire magic) ability. Prayers to me before use can also increase fire ability. They are capable of using specialized organs in their body to make and propel these flames, much like a flame thrower.
Step 1. Flammable gas is pumped out of their stomach and up the wind pipe by a special organ.
Step 2. Two hard rock like organs in their throats click together, like flint and steel sparking a flame.
Step 3. The fire passes through the fire proof mouth and continues onward.
A race of crystalline humanoid beings, needing no sustenance, whom's task is to maintain the space slab.
Muselings are small, sapient humanoids (about 2/3rd of a human) that are native to Elysium. They are all identical, exept for the pair of wings they possess. Some possess feathery, birdlike wings, whilst others possess wings similar to butterflies and dragonflies, and some wings are even ethereal. They can't fly for more than an hour at a time. They spend their time eating the plentiful food and nectar on Elysium and playing music. Most of them trek around, sleeping, eating and playing music wherever they see fit, but if there is a city present, they will settle there. A lot of them have Alicia-born familiars.
Armoured, Clawed, Emphatetic
nomads of the plains who ride worses and horses
usually between one or two head taller than a human and have a humanoid shape. This sapient species have arachnid traits, such as 8 black eyes, a pair of mandibles, a very thin, somewhat fuzzy exoskeleton in addition to their skeleton, and six spider arms in addition to their regular arms. The Yaag feed like the Maag, by absorbing sunlight and heat, and require no traditional food and drink. Their fuzz color ranges between white and beige. They are on average twice as smart as a regular human, but also twice as weak physically. Their body is also more frail than average. These two restrictions prevents them from accomplishing most manual labors. Their additional arms are just strong enough to lift them, which they will usually do when traveling long distances as they are faster this way. They are also better than average climbers, their potential in this topic being only limited by their low strength. Their brain also work differently, prioritizing cold logic over instinctive and emotional responses. They are also free of a large variety of cognitive bias and logical fallacies that other species suffer from. They are naturally curious, and greatly enjoy every new discovery. The most common art form practiced by them is literature.
dog-sized, sapient spiders, that are apt at weaving, and have the ability to weave more space into reality (1m³ per day/spider)
Unique Beings:a tiny jumping spider, the first of creation
Bound a human named Illyria into a Pact: she will become immortal and have the unusually great ability to Discover and Invent. She has also learnt Mavnon's skill at weaponry and learning to fight with any weapon comes easily to her. Most of Illyria's inventions/discoveries, while probably benign, can cause Conflict. Every century, her current body dies and her souls is transported into the nearest newborn child. At the age of 12, the child regains the memories of her forbear.
Sankis, Immortal Dwarf Engineer - Gai-Gen
Uztot grants the Ant Soldier enhanced charisma and the ability to calm others, as well as immortality.
Huon, Immortal Maag Clothier - Lithus & Nilva
Incorporeal children are non-sapient, ghost-like creatures. They appear the same as human children. Their only purpose is to make a lot of noise. They can't be destroyed.
Ambiguously gendered dwarven spymaster
Elemental Wolf. Immortal. Should he die, a tree will grow an extremely large fruit and give birth to the Wolf oncemore.
Walker Angel. Sapient. Can cause overlaps between dreams and reality, to as great an extent as the Essence spent is worth. It can also take a mortal's form for a more hands-on approach and conversation.
A former mortal interested in True Magic
Artifacts:scatter them around areas inhabited by saplings. Child-sized conical sculptures, the Ritualstones convert nearby biomass into wealth, knowledge or spears (which are invented by the Ritualstones since saplings don't have that technology yet). What constitutes 'wealth' depends on what the applicant currently considers wealth. Knowledge is sourced from any written text on the Torus Worlds. Everyone who offers biomass to the Ritualstone is also signing a Pact with Mavnon.
Human-shaped stone. Animate and sapient. Due to a quirk of the people seeing friendship as wealth, the ritualstone was converted into a "friend".
On this obelisk is engraved a log of all that has been said by the gods without any alteration.
It is gold and inset with a moonstone. Whoever wears the ring will have heightened magical ability and keen intelligence. It changes shape based on the will of the wearer.
It grants the bearer the strength to overcome any obstacle, mental or physical. Besides giving him a near-unbreakable morale, it increases his physical might. It possesses all traits of the Rings of Patronius (increased intelligence, ability to change shape at will of wearer, etc.). The ring is gold and inset with a ruby.
It is inset with Citrine and grants the bearer defense against hostile spells and effects, whilst also granting him a resistance to physical attacks and increased luck (in terms of surviving). It possesses all traits of the Rings of Patronius (increased intelligence, ability to change its shape, etc).
the Fourth Ring of Patronius. It is a golden band encrusted with sodalite. It grants increased wisdom and intelligence. As a side effect, it also gives the bearer a hunger for knowledge; this knowledge can come in any shape or form, but would most commonly be the advancement of technology and learning. It possesses all traits of the Rings of Patronius.
From what everyone can tell, it tells the complete and full history of all of creation. However, all secrets seem to be written in a language unfamiliar to all the Gods.
Containing all non-secret history. Entrances to it would manifest as small houses within cities that were always there. The placement of bookshelves would be labyrinthine, but the one searching would always find what they were looking for within five minutes, then either seating and table to read the book there or the exit within another five. Any books taken out of the library would be "misplaced" after being read by those who took them and return back to the Library. Any damage done to the books would be repaired when book returns to the shelves.
The books within the library are those of history. Inventions would be mentioned, but not with enough detail to replicate them. Furthermore, the Library does not work with anything as ambiguous as "invention", one needs to know what they are looking for to find it within the library.
Nearby Maag feel a sense of well being and goodwill for others. The effect is notably stronger when two Maag are alone near the mosaic, and often leads to other feelings. The effect seems to be most pronounced at sunset, when the glittering paint is at its most beautiful
a more sturdy stick, an weapon against other godly beings, and to allow him to remotely hit things anywhere in the universe with his cane.
Beautiful Harplike instrument
crowns of gold and gems, crowns that would grant their wearer perfect memory and greatly increased intellect at the cost of all of their emotions. These crowns would also grant protection from influencing mind by magic or hypnosis and some defense against divine smiting. Once the crown is put on, the person would feel desire to keep it on and would do so baring extreme circumstances or sleep.
a fountain found deep within the Rilem Mountainhome. By consuming its water, mortals accept a Pact from Mavnon in her aspect as the Lady of Luck. By taking on the Pact, these mortals become intrinsically luckier. In exchange, they are forced into the adventuring lifestyle as well as forced obedience to Mavnon for the duration of their adventuring career. Retiring from adventuring will release the adventurer from his/her bonds as well as his/her luck.
The most important thing one should obtain on the first floor of the dungeon is an evolution orb. This orb will let a person evolve and become stronger, faster, etc as they defeat opponents. The evolutions depend on the individual's manner of combat. It is also rumored as one grows particularly powerful, their personality will also begin to affect their evolution. Kind adventurers may become heroes of justice who radiate healing energies while cruel ones might become more monstrous than the creatures they once fought.
More Evolution Orbs can be crafted by individuals from monster components for new adventurers.
Futuristic rifle armed with explosive plasma bulletsThe rifle regenerates it's all of it's ammo within 4 minutes, making new bullets return as time pass, instead of reloading everything in a single burst.