One day as the sun began to set, the boats attempted to return to shore. Tiamat pleaded with them to stay. They ignored his words. So, in a fit of anger, he summoned the waves to do what his words could not. He wrenched their boats from shore until the land was lost to the horizon. In life, first seafarers had been his acolytes. In death, they were their own men.
Summary:
Tiamat was the Isu of the sea and also presided over aquatic creatures and the secrets of the briny deep. But he was also the Isu of ancient knowledge, murmurs, gradual change, introspection, vast distances, long voyages and far-ranging searches. Tiamat might have also been described as the Isu of patterns, such as those of tides, currents, ripples in water, and even the passage of time. He venerated the huge monsters of the sea, such as the leviathans, krakens and other denizens of the inky depths. For him these creatures embodied the ability to withstand any persistent force: time, water, predation and darkness. His promise to mankind was to bring them to a place where they would never be disturbed. They prayed that the abyss would give the dead peace, but no one could know for sure except the grim Isu. That dark place was his home and his alone. The passage into darkness was a place of no return. That is its nature. When he spoke, he often used the future tense, always referring to what tomorrow will bring, forever uninterested with the reality of today. Tiamat was slow to anger but implacable once roused. His anger would grow like a rumbling, cresting, unstoppable wave, taking out whole villages with its fury—then subside with the tide, dragging the evidence of his wrath calmly out to sea. He was the Isu who was least likely to be satisfied with the status quo, but also the least likely to rush to change. He was constantly striving to re-sculpt the land, changing coastlines and upending institutions for the purpose of slow, eventual, unfolding change. Ultimately, he seemed calm and wise, but his dreams were as bizarre and alien as the depths from which his creatures rose. |
"Return back from whence you came."
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New Moon (25%)
With the wrathful seas at your command, Tiamat's power lurks beneath raging tides to plunge your foes into the abyss. Unleashing salvos of cannon barrage and tentacled ocean horrors to rend foes asunder, your power is reminiscent of the age of corsairs.
Allowing Tiamat's power to crest through you is a gradual ascension, much like an accumulating wave, slowly rising and gaining force until crashing back down and subsiding with the sea. At the very peak of your power, you become a glowering Isu-god of the deep, seeking to quench your thirsty rage and plunge all the world in endless, wrathful seas. To have a symbiotic relationship with Tiamat is to become a monument to all of his idle rage when he was a living, walking Isu. What must it be like to live forever in the shadow of your brother? To be denied again and again that which you desire, despite the power of the wrathful seas at your command? So Tiamat broods on his coral throne at the ocean floor, waiting for an apostle to summon his power and ergo, his rage.
A dense, salty mist pours from the sleeves and skirt of your apparel, flowing over the ground high enough to reach your kneecaps. The mist carries the stench of the sea, of salt, of brine and sulfur. You take a few steps forward as though in a trance, markings on your skin glowing with an eerie light, the energy feeding your body no longer reaching your opponent, appearing much colder and distant than over. Then an inverted star sears across the land beneath the mist and you raise both your hands upward, as though lifting something heavy, the strain on your body causing blood to fall from your lips. Suddenly, Tiamat's influence blinks to life.
All of the mist is thrust upward, but instead of whisking away and becoming diluted, it saturates and becomes somewhat like a cloud (but much more dense) over the field. The opponent can feel bubbles trailing up their legs and arms beneath their clothes as the heavy fog becomes more and more dense, revealing to be what seems like the world encapsulated within an ocean. Seaweed erupts into bloom from the ground, which is now sand and grit, carried in the direction of the flow of water while the sunlight becomes blotted from far above, casting the ocean in twilight.
You are now in your new form. Your hair is now much longer, unkempt and drenched. Regardless of whether in water, on earth or in your space, your hair will always be flowing as though you were underwater. If you were using any weapon or armor prior to activating the New Moon form, they'll appear rusted, riddled with barnacle and rime, disregarding the material its made out of to do so. This is the godly Isu-presence corrupting anything in its radius and is most powerful upon the activation, making it a very viable way to escape seals or traps. After the initial power of the activation, the corroding powers slowly weaken before eventually reaching another peak in the Full Moon stage. Not only do the immediate objects and other energy types rot spontaneously (which you can harness in a later stage), but so does the Annunaki. Your entire main arm (left or right-handed) becomes made of a shadowy tendron-like essence very similar to muscle tissue in the sense that it can flex and release. Electric blue electricity loops and coils around the entire arm (Isu Energy) while it, and the wispy shadows flow off the shoulder in sporadic rivulets. On top of this, the actual skin of your entire body is now a very dull, light blue and both eyes are pale like that of a fish.
With the wrathful seas at your command, Tiamat's power lurks beneath raging tides to plunge your foes into the abyss. Unleashing salvos of cannon barrage and tentacled ocean horrors to rend foes asunder, your power is reminiscent of the age of corsairs.
Allowing Tiamat's power to crest through you is a gradual ascension, much like an accumulating wave, slowly rising and gaining force until crashing back down and subsiding with the sea. At the very peak of your power, you become a glowering Isu-god of the deep, seeking to quench your thirsty rage and plunge all the world in endless, wrathful seas. To have a symbiotic relationship with Tiamat is to become a monument to all of his idle rage when he was a living, walking Isu. What must it be like to live forever in the shadow of your brother? To be denied again and again that which you desire, despite the power of the wrathful seas at your command? So Tiamat broods on his coral throne at the ocean floor, waiting for an apostle to summon his power and ergo, his rage.
A dense, salty mist pours from the sleeves and skirt of your apparel, flowing over the ground high enough to reach your kneecaps. The mist carries the stench of the sea, of salt, of brine and sulfur. You take a few steps forward as though in a trance, markings on your skin glowing with an eerie light, the energy feeding your body no longer reaching your opponent, appearing much colder and distant than over. Then an inverted star sears across the land beneath the mist and you raise both your hands upward, as though lifting something heavy, the strain on your body causing blood to fall from your lips. Suddenly, Tiamat's influence blinks to life.
All of the mist is thrust upward, but instead of whisking away and becoming diluted, it saturates and becomes somewhat like a cloud (but much more dense) over the field. The opponent can feel bubbles trailing up their legs and arms beneath their clothes as the heavy fog becomes more and more dense, revealing to be what seems like the world encapsulated within an ocean. Seaweed erupts into bloom from the ground, which is now sand and grit, carried in the direction of the flow of water while the sunlight becomes blotted from far above, casting the ocean in twilight.
You are now in your new form. Your hair is now much longer, unkempt and drenched. Regardless of whether in water, on earth or in your space, your hair will always be flowing as though you were underwater. If you were using any weapon or armor prior to activating the New Moon form, they'll appear rusted, riddled with barnacle and rime, disregarding the material its made out of to do so. This is the godly Isu-presence corrupting anything in its radius and is most powerful upon the activation, making it a very viable way to escape seals or traps. After the initial power of the activation, the corroding powers slowly weaken before eventually reaching another peak in the Full Moon stage. Not only do the immediate objects and other energy types rot spontaneously (which you can harness in a later stage), but so does the Annunaki. Your entire main arm (left or right-handed) becomes made of a shadowy tendron-like essence very similar to muscle tissue in the sense that it can flex and release. Electric blue electricity loops and coils around the entire arm (Isu Energy) while it, and the wispy shadows flow off the shoulder in sporadic rivulets. On top of this, the actual skin of your entire body is now a very dull, light blue and both eyes are pale like that of a fish.
- Pulse: Every couple moments of so, the entire arm can seen visibly pulsating, showing Tiamat's power steadily flowing into you; this is a very vital part of Tiamat's entire arsenal and it is called "Pulse." Pulse is the main core of your kit when you're using Tiamat. Intermittently, you will be pumped full of Tiamat's power, but that only lasts for a few moments. In that window of time, you're given extreme levels of strength, agility, durability--even your energy reservoir becomes significantly deeper. Even though you're only drawing 25% of Tiamat's true power, in that window of time when you're "pulsating," it's like you're in 75%.
Rising from the ocean depths, this Isu harnesses the power of the tides to a devastating effect. He is Tiamat, a deadly marauder from the deep. Whether the seas or the stars, Tiamat takes a foreboding command of the battlefield
- Kanóni Neroú (Water Salvo): Target an area and call down a barrage of liquid fury. Charge this attack to increase the lethality of the onslaught. Tiamat marks a targeted location for orbital bombardment over unrestricted range, calling forth an artillery barrage-like salvo of water missiles from above to strike the marked area. These water missiles are pressurized in a torpedo shape and drill through defenses with crushing force.
- Éntasi Palírroias (Tidal Surge): Crash through enemies in a ferocious wall of water. Tiamat transforms into liquid and surges forward as a wave of water. While traveling in waveform, you become completely invulnerable to damage, as your speed increases. Enemies in the wave are ragdolled and shred along by the riptide.
- Antírevma (Undertow): Become a water trap and drown unsuspecting enemies. Tiamat submerges into a pool of water, becoming invulnerable to damage and untargetable by enemies. Enemies that wander onto the pool sink and disappear from sight, realm-switched into any body of water of your choosing.
- Kósmia Thálassa (World Sea): A high-tier technique for the New Moon stage, this technique can be used during any phase and becomes more powerful with each rising phase. Place your hands a few meters from one another and a singularity appears between them, inflating until eventually reaching the size of a beach ball. As it expands, the singularity appears to fill in with water with the turbulent noise of rushing waterfalls heard loudly over the immediate area. This is actually the noise of a worlds-amount of water being compressed into a singularity. The smell of brine and salt is heavy in the air, followed by a moderate amount of pressure weighing over the land. When the orb is completed, inside is a miniature replica of a sea habitat completed with sand, coral, seaweed and rushing fish. The weakness of the technique is to destroy or "pop" it prematurely during the charge-up that takes approximately two minutes. If this is not done, you can use the orb for a variety of things. Among those is the ability to actually detonate the orb yourself to free its contents or crush your opponents within its dense core. Depending on the energy levels of the user, this ability can be cast multiple times (albeit still requiring the same charge up time) and have them hover around the user like Truth-Seeking Orbs.
- Thálassa Psári (Seabeast Invocation): A bi-phase technique. Venerate creatures from the inky deep to aid you in battle (only viable if they have a body of water to swim in) or alter yourself to befit a naval creature—mythological or not. A list of seen uses of this technique are below.
- Karcharías (shark): Transform into a selachorian creature of the sea, causing your skin to be replaced with grey, overlapping dermal shells. A dorsal fin expands from your back and your teeth hone into daggers, capable of biting through armor plates with ease. These essentially turn you into a tank, allowing you to walk unscathed through medium-level techniques. Two other smaller dorsal fins that appear on your elbows can be used as splicers, while the gills on your neck allow you to breath in any type of energy or gaseous substance, filtering it and serving both as a buffer to your own energy and a source of oxygen. In this form, you're able to literally swim through the air as though you were in your natural habitat of the ocean, and exceptionally fast at that. Drawing blood or energy from your opponent makes your eyes dilate, allowing you to smell and sense them from continents away. Anything that you cut through with your dorsal fins or your teeth are incapable of healing, as you leave a trace of your energy inside of the wound, rendering it incapable of regeneration. This energy has corrosive properties, making it spread throughout the body before eventually leaving your opponent in a pool full of blood. This corrosive energy can be amplified on the fins to make them visible like fiery, hellish venom, allowing you to swim straight through a comet and emerge out the other side, splitting it into two.
- Médousa (jellyfish): Transform into a cnidarian creature of the sea, causing your skin to glow from within, illuminating the bones and blood vessels of your body with a rose light. This is your skin gaining the same amorphous quality of the jellyfish, leaving you boneless and liberating you from your anatomy. Special cells on every inch of your skin become triggered by touch and penetrate skin in less time than it takes to blink, imitating the same affect as electricity but with poison. This can induce paralysis and kill an opponent by the briefest of touches. The strongest trait about this form is the ability to manipulate those dangerous cells on a molecular level, essentially altering the way they influence other energies or skin. For example, if you were to add heat energy to the cells, then instead of inducing a poison effect, it would burn whatever the user came into contact with. You're also able to mimic other energy types if you make contact to them, essentially transforming all of your cells into whatever you want to take up.
- Chtapódi (octopus): Transform into a cethapodian creature, causing your skin to become entirely translucent at first with your legs being replaced by black tentacles that carry you wherever you go and your eyes drip with black paint, a reek of sulfur hanging around you like a sinister cloud. These tentacles are wildly thrashing whips that make it hazardous to be anywhere near the users range. You're able to camouflage yourself into any surface and even camouflage yourself in the air, but this goes further than just perfect stealth. This also silences any type of breathing, noise, eliminates your shadow and also silences your energy so perfectly that you cannot be traced back by your energy signature. You are, for all intended purposes, nonexistent. The air around you whispers regardless of how fast you're moving, dulling the air movement, disregarding the laws of physics. Furthermore, you can use bio-luminescence to emit light where there normally is none. Releasing an inky mist in the air can suffocate your opponents and further mask your movements if you are found, an involuntarily reflex.
- Megathírio (leviathan): Transform into a leviathan, a primal unconquerable monster of the sea that is highly regarded as the seventh prince of hell. Your body becomes covered in a double-layer of armored scales, which are shut up as with a tight seal, one so close to another that no air can get through. Your mouth becomes rimmed with sharp teeth and powerful fins adorn your body, horns sprouting from your head with a terrible message etched into the horns: "King of the Sea, three hundred miles in length, and enter this day into the jaws of the Leviathan." You have an eerie fluorescent property, eyes filled with a dim light with fluorescent halo's surrounding your flippers. When you move, you leave a glowing wake behind you. You're able to spew gouts of fire from your mouth that broil the sea and phasechange properties into molten slag, all-the-while tanking attacks that should otherwise be able to trample over you.
Waxing Gibbous (50%)
In your second stage the corruption of Tiamat's influence finishes its polish over you, tearing away your mortal body to reveal the monstrosity underneath. Your flesh underneath is chitin, same as the exoskeletons of arthropods, such as crustaceans and insects. Your hair has been bleached to white and your forehead, much like the other joints of your body, ends in wicked spiked protrusions. You're much more lean and brisk, this body making you capable of high-speed chase both above ground and especially under water. This is the stage where you start turning into a champion of Tiamat rather than your average soldier of the deep. Instead of manipulating these abilities or invoking them, you start to become one with them, fully enveloping his power so that it may transform you. If the ocean that was created in the first technique wasn't already dealt with and removed, then the water will begin to lose density until it feels like regular air, though bubbles will still rise to the surface in order to demonstrate that the ocean is in fact present. What's happening here is a "dimensional overlap," and to better understand the mechanics behind the field presence, you must first come to learn about Tiamat's "Throne World."
Tiamat possesses a private realm that would prove to be a boon in his quest for immortality, and gave him a place to recover during the Creation Saga. The development of this personal throne world is the natural result of reaching a certain level of power. All laws within these realms obey him and can typically grow in size by the deaths of powerful entities. If one of Tiamat's champions are slain in the material world, their soul will pass to their throne where they will regain their strength until they can re-enter the material world; this can potentially be accelerated by the sacrifice of lesser beings. If they are killed within their own throne, they will die permanently.
The usage of this Throne World in the second stage is the slow pulling of the material world into itself, and to do that, it first has to phase shift into the material world. This shift is characterized by the temperature dropping, the ties of gravity fading to nothing, everything festooned by sea vegetation--anemones, seaweed, kelp, massive coral groves rising like Gothic architecture, and golden rays of light from the sun being diffused to a soft glow. In this phase, you now possess the Artifact "Dekella," manipulate sea pressure, have access to Tiamat's Salt Throne, and venerate the inky monsters of Nibiru's tidewaters.
Dekella is a magical artifact in possession of Tiamat that takes the shape of a pure gold alloy trident, and is attuned to the champion of Tiamat. It contains an invocation of every creation that ever lived in the oceans of Nibiru, and many more added on other planets which the champion has visited. Dekella was created by Tiamat after Nibiru came under threat of the Emanations--the plan was to catalogue as many ocean predators as he could in order to ward off their probable extinction, and for that reason, it contains a vast array of primordial, defunct creatures. Dekella is only able to summon incorporeal, ferocious but dim, ghostly versions of the creatures in which it slays. As the champion travels to new planets, encounters new creatures and adds them to his/her menagerie, Dekella will grow in power. Eventually he/she will be able to call the magical spirit forms of creatures from myriad planets, aquatic beasts greater than anything that had ever lived on Nibiru. In order to add new creatures, Dekella can make "snapshots" of a dying creature, transforming its memory into a spirit of the animal in its prime. The ritual involves tapping the trident three times against the floor, resulting in an intense white light surrounding the champion. After a fourth tap, the artifact opens into metallic bark and branch, flowering at intervals. After it splits down, a jag of light absorbs the spirit of the dying creature.
In this stage, your primary role in battle consists of overwhelming multiple opponents with a barrage of summons while you leisurely sit on your throne and charge yourself up for the third stage, or ride these alien beasts into battle to mow down your adversary.
In your second stage the corruption of Tiamat's influence finishes its polish over you, tearing away your mortal body to reveal the monstrosity underneath. Your flesh underneath is chitin, same as the exoskeletons of arthropods, such as crustaceans and insects. Your hair has been bleached to white and your forehead, much like the other joints of your body, ends in wicked spiked protrusions. You're much more lean and brisk, this body making you capable of high-speed chase both above ground and especially under water. This is the stage where you start turning into a champion of Tiamat rather than your average soldier of the deep. Instead of manipulating these abilities or invoking them, you start to become one with them, fully enveloping his power so that it may transform you. If the ocean that was created in the first technique wasn't already dealt with and removed, then the water will begin to lose density until it feels like regular air, though bubbles will still rise to the surface in order to demonstrate that the ocean is in fact present. What's happening here is a "dimensional overlap," and to better understand the mechanics behind the field presence, you must first come to learn about Tiamat's "Throne World."
Tiamat possesses a private realm that would prove to be a boon in his quest for immortality, and gave him a place to recover during the Creation Saga. The development of this personal throne world is the natural result of reaching a certain level of power. All laws within these realms obey him and can typically grow in size by the deaths of powerful entities. If one of Tiamat's champions are slain in the material world, their soul will pass to their throne where they will regain their strength until they can re-enter the material world; this can potentially be accelerated by the sacrifice of lesser beings. If they are killed within their own throne, they will die permanently.
The usage of this Throne World in the second stage is the slow pulling of the material world into itself, and to do that, it first has to phase shift into the material world. This shift is characterized by the temperature dropping, the ties of gravity fading to nothing, everything festooned by sea vegetation--anemones, seaweed, kelp, massive coral groves rising like Gothic architecture, and golden rays of light from the sun being diffused to a soft glow. In this phase, you now possess the Artifact "Dekella," manipulate sea pressure, have access to Tiamat's Salt Throne, and venerate the inky monsters of Nibiru's tidewaters.
Dekella is a magical artifact in possession of Tiamat that takes the shape of a pure gold alloy trident, and is attuned to the champion of Tiamat. It contains an invocation of every creation that ever lived in the oceans of Nibiru, and many more added on other planets which the champion has visited. Dekella was created by Tiamat after Nibiru came under threat of the Emanations--the plan was to catalogue as many ocean predators as he could in order to ward off their probable extinction, and for that reason, it contains a vast array of primordial, defunct creatures. Dekella is only able to summon incorporeal, ferocious but dim, ghostly versions of the creatures in which it slays. As the champion travels to new planets, encounters new creatures and adds them to his/her menagerie, Dekella will grow in power. Eventually he/she will be able to call the magical spirit forms of creatures from myriad planets, aquatic beasts greater than anything that had ever lived on Nibiru. In order to add new creatures, Dekella can make "snapshots" of a dying creature, transforming its memory into a spirit of the animal in its prime. The ritual involves tapping the trident three times against the floor, resulting in an intense white light surrounding the champion. After a fourth tap, the artifact opens into metallic bark and branch, flowering at intervals. After it splits down, a jag of light absorbs the spirit of the dying creature.
In this stage, your primary role in battle consists of overwhelming multiple opponents with a barrage of summons while you leisurely sit on your throne and charge yourself up for the third stage, or ride these alien beasts into battle to mow down your adversary.
Salt Throne: In your second stage you gain access to Tiamat's sea throne that you can sit on in each stage to recharge your power. It has the appearance of being entirely made of coral and can appear out of thin air. When you sit on it, it is like plugging yourself to an arc reactor. You gradually regain energy and power to cast techniques of a higher magnitude. This throne also has displayed the feat of teleporting itself and whomever sits upon it in near-instant record time.
Al-Gammar Qahar: This technique starts by raising your fist into the air and shouting "Sleep for eternity!", then summoning your throne abvoe your opponent to slam down onto them, stunning them from the sheer weight of it. Teleport on top of the throne and declare "The mighty Tiamat has no equal!", crossing your legs which causes the full weight of you and your throne to crush your opponent. Used for flair and dramatics.
Pressure Manipulation: You're able to create, shape and manipulate the amount of force applied perpendicular to the surface of an object per unit area. What this ability can primarily be used for, if not to pressurize and completely disembody organic creatures and objects, is psuedo-solidify non-solid objects by generating a repulsive pressure exertion field around them. For example, if you were to create a sword out of water, you would use pressure to make that sword maintain its shape. This can be done with any non-solid object such, as but not limited to--light, darkness, energy, heat, et cetera. A passive you maintain throughout all of the second stage of this Isu is that anything that touches or is inflicted a wound by your spikes will have the full weight of an entire ocean crush down on their body at once. This is certain death.
Oxidization: Your sharpened nails and teeth are capable of oxidizing whatever it comes into contact with: materials, usually metal, and the iron in the blood of organic beings. At this stage, you can "force" oxidation on materials that are usually incapable of rusting.
Al-Gammar Qahar: This technique starts by raising your fist into the air and shouting "Sleep for eternity!", then summoning your throne abvoe your opponent to slam down onto them, stunning them from the sheer weight of it. Teleport on top of the throne and declare "The mighty Tiamat has no equal!", crossing your legs which causes the full weight of you and your throne to crush your opponent. Used for flair and dramatics.
Pressure Manipulation: You're able to create, shape and manipulate the amount of force applied perpendicular to the surface of an object per unit area. What this ability can primarily be used for, if not to pressurize and completely disembody organic creatures and objects, is psuedo-solidify non-solid objects by generating a repulsive pressure exertion field around them. For example, if you were to create a sword out of water, you would use pressure to make that sword maintain its shape. This can be done with any non-solid object such, as but not limited to--light, darkness, energy, heat, et cetera. A passive you maintain throughout all of the second stage of this Isu is that anything that touches or is inflicted a wound by your spikes will have the full weight of an entire ocean crush down on their body at once. This is certain death.
Oxidization: Your sharpened nails and teeth are capable of oxidizing whatever it comes into contact with: materials, usually metal, and the iron in the blood of organic beings. At this stage, you can "force" oxidation on materials that are usually incapable of rusting.
Full Moon 100%
Your final form and the one that returns you back to your former glory. All likeness of any sea creature leaves you--meaning you are no longer driven by aquatic instinct, but Annunaki glory. On your forehead is a celestial crown in the likeness of a trident, your cheeks have jagged etchings the same color as your eyes; sea-green. Between your chest is a window into your Crux, revealing the infinite blackness of a cold ocean floor.
Rise from the cold depths below and brave the waters above, across an azure expanse basked in starlight's gleam. Submerse into the deep marine with your Full Moon form, now a nymphean god. Fluid as tidal ebb and flow, surf swiftly and ripple through your foes, as slender teardrops cascade into an ocean.
Summon a rideable manta ray
Your final form and the one that returns you back to your former glory. All likeness of any sea creature leaves you--meaning you are no longer driven by aquatic instinct, but Annunaki glory. On your forehead is a celestial crown in the likeness of a trident, your cheeks have jagged etchings the same color as your eyes; sea-green. Between your chest is a window into your Crux, revealing the infinite blackness of a cold ocean floor.
Rise from the cold depths below and brave the waters above, across an azure expanse basked in starlight's gleam. Submerse into the deep marine with your Full Moon form, now a nymphean god. Fluid as tidal ebb and flow, surf swiftly and ripple through your foes, as slender teardrops cascade into an ocean.
Summon a rideable manta ray
You can now multiple Dekella to create foggy replicas, which will release trails of the same gas that is released from oceanic vents. These gasses will follow the spears in a noxious cloud that explode upon impact, releasing the vapor out into the air.
Pyrohelion: The first type of vapor associated with Dekella. This gas hisses with enough heat to vaporize most organic lifeforms and can also act as a catalyst for elements, such as conducting electricity/lightning or insulating heat. Cryohelix: The second type of vapor associated with Dekella. Abide the Return Cambrian Explosion: Chemicals spewing from underwater volcanic vents solidified and created the conditions needed for the first cells to form. From here, you are able to nurse your own lifeforms into existence of any kind that befits the nature of its environment. Create a teeming army of molten hatchlings (in a sulfuric environment), or mystical beasts of great complexity (in an idyllic environment). |