Gods of Chaos: a Riot God Quest

Didn't they? I thought that it needed to be a Grand Act to create a sapient species.

They are essentially spirits, aren't they? It's Grand Act for sapient mortal species that can reproduce, create civilization and pursue various goals out in the world; the Muses seem to have one job they will stick to doing and aren't really mortal. It's really about how much work the end result will be to keep track of - intelligent civilization-building races will be always doing new things that spark Developments, supernatural beings with determined roles not so much.
 
@Photomajig Is it possible for lesser creatures to develop sentience/sapience and civilization on their own? As far as I can tell, it's completely possible for a group of otherwise uncivilized creatures to spontaneously develop civilization.
 
They are essentially spirits, aren't they? It's Grand Act for sapient mortal species that can reproduce, create civilization and pursue various goals out in the world; the Muses seem to have one job they will stick to doing and aren't really mortal. It's really about how much work the end result will be to keep track of - intelligent civilization-building races will be always doing new things that spark Developments, supernatural beings with determined roles not so much.
Well, they reproduce in a certain sense, since each will permanently inhabit the mirror of the work of art they created in the Unseen after it is completed, where they spawn new Muses to seek out other artists.
 
Oh hey, this is pretty neato, I'll have to catch up to everything.

I saw that artistry gets it bonus points, that's pretty cool.
 
@Photomajig Is it possible for lesser creatures to develop sentience/sapience and civilization on their own? As far as I can tell, it's completely possible for a group of otherwise uncivilized creatures to spontaneously develop civilization.

It's not impossible for some particularly clever species of animal to do so, but I don't see that as being a very common event.

Well, they reproduce in a certain sense, since each will permanently inhabit the mirror of the work of art they created in the Unseen after it is completed, where they spawn new Muses to seek out other artists.

Yeah, but you see the difference to something like humans or the Myridna, right? Those species can end up doing anything in response to the stuff happening around them. Muses are far less likely to go off building kingdoms, inventing new technologies, diverging into different cultures, or leading grand adventures. And that's perfectly good for them.
 
Yeah, but you see the difference to something like humans or the Myridna, right? Those species can end up doing anything in response to the stuff happening around them. Muses are far less likely to go off building kingdoms, inventing new technologies, diverging into different cultures, or leading grand adventures. And that's perfectly good for them.
Alright, fair enough. I'll note that away for any future Unseen spirits.
 
Epoch 5: The Age of Monsters
EPOCH 5
THE AGE OF MONSTERS

Iä! Death comes on the wings of God!
-A Druyul expression of dismay; believed to date from the prehistoric period




Visible rivers and mountain ranges represent major ones, not all that exist.
Map to be updated when I have access to Wonderdraft again.

Cosmic Acts

Legend Cultivation:


Creation shivers as a new Law of Reality is stitched into its skin. The Law of Legend establishes Legend Cultivation, through which beings may forge Legends of their own to grow stronger and emulate the Legends of those who have come before. The Law of Narrative Satisfaction is intertwined with that of Legend and the Star-Trails of the stellar firmament are fully realized under this new framework.

Now, when mortals overcome challenges, they may become more skilled, formidable and special for it. These changes come in many forms and variations, from greater skill in battle to new supernatural qualities that speak of what they have accomplished. A great hunter might find themselves unlikely successful on their hunts; a champion vanquishing a venomous serpent might be made resistant to all poisons; an emissary negotiating an end to a hundred-year war could obtain a supernaturally soothing and persuasive voice. Yet to grow their Legend, they must always seek to overcome ever greater and greater challenges.

These changes grow into a force of Fate, a power pushing and pulling the Law of Narrative Satisfaction to tweak probabilities around them so that their Legend might continue unspoiled. When mortals of Legend perish, their legacies are imbued in their Stars. Those who come after can seek to gain some of their power and Fate by emulating their lives and communing with their Star in magical rituals.

Cosmic Act: Legend Cultivation.



***​

Grand Acts

Caverns:


The earth's crust shifts and cracks as an elaborate system of caverns is carved into the World. They appear under every continent and much of the oceans - strange and twisting environments hostile to most life, thick with geothermal smoke, pools of magma and dripping brine. Most of them are fully or partially flooded, with airless and noxious waters barring all but the most hardy sea creatures from venturing in. Some are dry, but choking clouds of methane and poisonous gas make them hazardous to enter all the same.

Underneath the Clouded Lands, these deep caverns connect through twisting chasms and rifts into its gorges and ravines. They shift gradually from flooded and noxious to airy and habitable, with many transitional chambers alternating between the two. Beneath the Hot Lands, the volcanic pressures up above are felt down below as well, feeding the continent's geysers and pools and replenishing its stores of metals and minerals. Fewer caverns appear in the Arken Lands and are generally shallower and more habitable, with some long difficult passages connecting them to the wider underground. Grand Act: Carve out caverns in the deep, mostly filled with water.

***​
The Druyul:

The Makers and the Abraxas join forces once more to forge a new sentient species to populate the jungles of the Arken Lands. The Druyul spawn across the breadth of the western Arken Lands, a race of bipedal reptilians at home in the heat. They are tailor-made for their environment and soon become a terror to jungle birds, fish and ungulates, with natural camouflage, high stamina and well-developed hunting tactics. Grand Act: Create the Druyul.

The Druyul prove an industrious race. They fashion spears and axes of sharpened rock and wood as well as crude bows for hunting. Houses of tropical wood and leaves twined together go up in small villages walled off from jungle by sharpened stakes. Some Druyul even use blowpipes to launch darts tipped with plant-derived poison at their foes.

Druyul come to dominate their environments. They are hunted only by the dreaded Horror Birds, some large river fish and one species of large porcine ungulates that by chance develop a taste for Druyul-flesh in particular. Skirmishes between Druyul tribes for quality hunting and foraging territories develop from time to time. Some Druyul also react with hostility to human and Baólian nomads crossing their path – conflicts intensified by difficulties in inter-species communication.

***

The Suras:

Another race opens its eyes at the same time on the eastern half of the Arken Lands. The Suras are created, a race of six-armed humanoids with reddish-bronze skin, three eyes and pale white hair. They are physically powerful, tall and muscular, but entirely unable to utilize magical powers save for the practice of Vigor. Grand Act: Create the Suras.

Suras are natural warriors thanks to their physique and talent for violence. Their favored method of catching prey is simply to run it down and wrestle it into submission, strangling or cracking its skull with their bare hands. Their strength also allows them to break and shape stone and wood without the use of tools, though this leaves their dwellings rather rough-looking things.

Surish society becomes one of might makes right, with the strongest and most skilled fighters rising to the top of their clans through violence. Weaker beings are treated with scorn until they prove themselves. They are far from dumb brutes, however, and develop a complex culture where this violence is controlled, harnessed and regulated by traditions and taboos. Leadership challenges, for example, are formalized into yearly wrestling tournaments where the chieftain may be toppled from their seat.

***​

The Ziggurat of Ascension:

The jungles of the western Arken Lands shake and rumble as the hand of the Makers creates a great ziggurat of divine ascension. This massive construction of stone, jade and gold is filled to the brim with treasures, but claiming them is no easy feat. The elaborate labyrinth underneath the ziggurat drains the earth around it of life, leaving trees stunted and the soil barren for a good mile around.

Mere gold and jewels are the least of the Ziggurat's gifts, however. Above it hovers a searing golden light as the Ziggurat gathers the energies of the Unfrozen Sun and focuses them into a divine flame at its apex. Every ten years, a mortal being may claim the Ziggurat's flame and ascend into minor divinity, becoming a god among their kind. Grand Act: The Makers construct a towering Ziggurat in the jungles of the Arken Lands.

The Druyul are the first sentient race to approach the great temple. They are frightened of the unnatural barren landscape surrounding the Ziggurat and hesitant to venture within, but one warrior gathers up the courage and strides through the Ziggurat's open doorway...

...and is promptly devoured whole by a monstrously large, three-headed Horror Bird that crawls out of its depths – for the flame of the Ziggurat may be claimed by beasts just as well. This new bestial god – called the Laughing-Death-Of-Hope by the local Druyul – begins to terrorize the region, no more intelligent for its ascension but all the more terrifying.

***​

Lesser Acts

Slimes:


Out of primordial muck and divine whim arise the Slimes. Slimes are small, simple-minded creatures with bodies of amorphous clear slime. They are weak enough to be dissolved by a simple kick and roam the world mindlessly eating. Slimes grow and strengthen by consuming different materials, such as stone, metal or bone, and divide when growing large enough.

Depending on the type of substances dissolved by a Slime, their remains have different properties. For example, grass-eating Slimes offer a great source of fertilizer when butchered. The uses of Slime remains are discovered around the world by sentient races and clever animals, with some even feeding Slimes certain materials on purpose for a valuable end product. Lesser Act: Create Slimes.

***​

Oech-Rul, the Monster of Many Faces:

To further empower the narrative power of the Questing Beast, the Makers create Oech-Rul, the Monster of Many Faces, to serve it. This living tale appears to those hunting the Beast in many different forms.

As the Savage, a barbarian warrior, they appear to hone the fighting instincts of the hunter through grueling challenges or training. As the Sage, they come as a wise elder with valuable lessons to give. As the Seductress, they appear as a figure of temptation testing the hunter's devotion to their quest and ideals. As the Hunter, they pursue the hero and force them into a confrontation, turning them from the hunter to the hunted for a change.

As the Riddle-Maker, they manifest as a youth asking riddles to test their wisdom and insight, rewarding correct answers with valuable advice, but turning into a ferocious giant should they fail. And as the Apparition, Oech-Rul challenges the hunter as the amalgation of their worst fears, forcing them to overcome that which they dread most if they are to face the Beast. Lesser Act: Create Oech-Rul, the Monster of Many Faces.

The many tests of Oech-Rul make the journey to the Beast a far more difficult one, but they greatly push its seekers along on the path to Legendhood. Those heroes who triumph over each of Oech-Rul's faces and meet the Beast itself have already learned and suffered much; the final confrontation is all the more sweeter for it.

***​

The Muses:

Spirits of the Unseen particularly suited to artistry are chosen by the Makers and made into the Muses, embodiments of artistic beauty and achievement. These beings seek out mortal artists and whisper to them from across the Veil, inspiring them to great works and granting them abilities allowing for extraordinary feats of performance and creation. Once such an inspired creation is completed in the Seen, its reflection takes shape in the Unseen and becomes the home of the Muse. New Muses are born from these reflected works to ever seek out creators in the other world. When perceived directly, Muses appear as embodiments of all that the watcher finds fair and beautiful - leading to no end of longing and obsession by mortals for them. Lesser Act: Create the Muses, purveyors of all forms of beauty.

The power of Muses is limited by the barrier between the two Realms. They might grant even greater blessings if they manifested bodily in the Seen - a feat made difficult by the barrier of the World-Tree's roots blocking their passage. As such, desperate artists may well end up seeking magical power to create openings in the roots in order to bring their Muses to them in 'the flesh' - for better or worse.

***​
Elemental Salamanders:

Magical lizards come to being around the world, imbued with sparks of elemental power.
These elemental salamanders are small creatures with slick, poisonous skin. Each grows to harness a spark of innate elemental magic, most commonly fire, and as they age they grow small antlers on their heads. They are enthralling and may draw attention and affections from other creatures. Elemental salamanders have an inborn desire to fly through the air and Void, though they are sadly wingless and flightless. Lesser Act: Create elemental salamanders.

The little animals' dreams of flight lead them to often jump on the backs of birds, even predatory ones, and to hitch rides on Skrayt. Most of the time, this ends up with them being eaten or cast off, but their entrancing looks lead to them developing symbiotic relationships with some animals and creatures – though the poison on their skin limits these relationships to those with some resistance to it.

***​
The Goliath Bird:

A perfectly mundane giant teratorn in the Clouded Lands is struck by a divine spark and empowered with immortality, sentience and solar magics. It is reborn as the Goliath Bird, an enormous monster growing further without end as it ages. Great greed consumes its mind and it begins to hunt as much for glittering and precious things as food. Lesser Act: Empower the largest and strongest bird in the world with sentience and powers over sun magic.

Hunting alone for such things is hard and tiresome work. The Goliath Bird – a male of its species - first mates with mundane females of its kind, but is disappointed when the resulting offspring hatch without its divinely blessed intellect. These large and golden-feathered chicks do go on to become the new species of 'sun birds' that sometimes manifest sparks of solar magic on their own, but they are still merely clever animals.

The Goliath Bird sees far more potential, however, in the Skrayt. It captures wandering Skrayt and forces them to teach it their language, then descends upon one of their villages and begins to terrorize its tribe into doing its bidding. Those Skrayt who resist are summarily eaten or burned alive by the Goliath Bird, after which the rest fall into line. The Bird's subjects, who become known as the Burned Tribe, begin to roam the Clouded Lands seeking treasures to offer to their master. The Bird for its own part comes to see the Skrayt as valuable possessions and reacts violently to any attempt to hinder, harm or steal them from it.

***​

The Tyrant of Gold:

A flash of golden light sees a monstrous solar elemental manifest on a peak in the Clouded Lands. This creature is the Tyrant of Gold, the Lord of Sol Mountain. The Tyrant has great curling horns and flesh of light and molten gold, so bright it is difficult to discern its proportions or shape. It is a strange creature, capable of moving through sunlight and shooting deadly tendrils out of its body. The Tyrant is territorial and quick to violence as it rules over the peak known as Sol Mountain. Each intruder it consumes adds to its throne atop the Mountain. Lesser Act: Create the Tyrant of Gold, first of the Solar Elementals and Lord of Sol Mountain.

The appearance of the Tyrant and its hostility to any lingering within its 'territory' cause Sol Mountain and its surroundings to empty of intelligent life. The Skrayt tribe in the region is devastated in its attempts to fight the Tyrant and at last disperses, the survivors joining other tribes further away instead. Tales of the Tyrant spread, and many young braves swear they will climb the Mountain and be the one to destroy it for good.

***​

The Miho Bloodline:

Certain families among the lowland Myridna have come to specialize in handling animals for their clans. The Hrududu and the Nym-Haggis have taken well to regular feeding and guaranteed shelter. Egg-laying birds are easy enough to pen up and keep cowed, even underground. Certain ungulates found in the Hot Lands are naturally docile and accept even rough handling by Myridna as long as they are kept distracted by feed. They are still far from domesticated – but with each generation, the business of socializing and familiarizing these animals to coexistence gets easier.

One family of the Rootbiter Myridna is particularly skilled, known for their comfortable and confident touch with captured wild beasts. Their patriarch, Miho Longfoot, stirs from strange dreams and realizes that his bloodline has been blessed with the ability to communicate telepathically with animals. Lesser Act: Grant a lowland Myridna bloodline who are notable for taming animals the ability to telepathically speak with them.

The minds of animals are simple, but Miho and his children quickly learn how to communicate concepts and images that calm and comfort their charges, even when they are being conveyed to the butcher's ax. They bring entire herds to live alongside their tribe. Miho becomes chief, and the Rootbiter Myridna adopt a fully pastoralist lifestyle. This stable source of food allows the Rootbiters to absorb other tribes into their midst. Those who covet their large herds are in for a nasty surprise when they try something – for at the order of the Mihoza, the Blood of Miho, the herds will stampede and rage against them.

The Mihoza develop a paternalist and unsentimental philosophy. When one spends their days whispering sweet lies and promises to cattle that is to be butchered and used at one's will, it becomes logical to see your subjects as something to be sacrificed for the greater good as well.

***​

Wyverns:

The skies of the world are filled with more beating wings, as Wyverns are created. These large flying two-legged monsters are immensely strong, with considerable animal cunning. They are carnivorous and prefer to take large prey, be it ungulates, land birds, fish, cetaceans, K'orlannsch, or even leviathans. The Law of Constant Evolution guides their creation to distribute various subspecies around the world: sea-hunting cliff wyverns, cloud-circling high wyverns, canopy-dwelling forest wyverns, burrowing sand wyverns and others. Lesser Act: Create Wyverns.

***​

Sphinxes:

The dry desert wind blows into being a new kind of creature. Sphinxes are created, winged amalgations of humans and the felines of other worlds. These wondrous monsters roam the deserts and mountains of the world in states of deep contemplation (and of rather more mundane hunger). They crave new knowledge and mental stimulation, and thus often engage travelers in games of riddles and telling of stories. Their company is enriching, but to anger these normally docile creatures means having to fend off an enormous monster easily capable of devouring you whole. Lesser Act: Create Sphinxes.

Most Sphinxes come to dwell either in the southern Hot Lands, where badlands and arid wastelands feel far more comfortable to them than the plains and woodlands of the north, or then in the steppe, savannah and scattered deserts of the Arken Lands. They make meals out of uninteresting dumb animals that they come across and meet one another in elaborate courtships where courting males seek to prove their intellect and knowledge over many years.

***​

The Last Call of Ithzunchult the Fleshless:

The Makers send out a call for one of the Outer Gods, Ithzunchult the Fleshless, summoning it to the Unfrozen Sun to be bound and harnessed to their use. The gravely weakened Outer God finds itself unable to resist this call. It digs itself out of its hiding place and warps itself to the center of Creation, seeking to enter the Sun. Lesser Act: Call an Unseen God to the Unfrozen Sun, and once there, bound it.

It is a course of action it would not take willingly. There is nowhere for it to hide. As soon as it appears, the Custodians muster and fall upon it with lances of divine flame. It thrashes and burns away, seeking desperately to make it to the Sun - and then the Void Huntress arrives in her terrible glory and tears apart what remains of Ithzunchult.

The remains of the Outer God drift into the Unfrozen Sun, but there is nothing living to bind any more. Nehu is perceived staring for a long time into the Sun before departing the way she had arrived.

I feel a bit bad about this, but without any concealment or protections for the Outer God, there was no other way for this to go...

***
Ogres:

The lost human diaspora has to suffer all manner of strange fates as it seeks to get back on its feet. Some of them are lost to the elements, some to predation, some to despair and longing for home. Some, however, become the playtoys of Makers. A group of humans are transformed into monstrous Ogres - creatures resembling ordinary men, but possessed of brutish strength, large stature and hardy bodies.

They are urged to go among Men, masquerading as great heroes in order to trick humans into their cookfires to be eaten. By consuming humans, the Ogres gain fragments of the primordial power of Askr and Embla, and thus grow stronger still. Lesser Act: Transform some humans into Ogres, monsters masquerading as heroes among men.

The Ogres are a subtle danger, despite their size and unnatural strength. They pass easily for simply ugly and large humans. Some human communities soon fall prey to Ogres who appear claiming that they can lead them to great glory or to a place of safety, only to eat them all once they have them at their mercy. As they grow stronger from this butchery, some Ogres even begin to dream of eating Mother Embla or Father Askr...

***
The Temple of Broken Angels:

A shattered ruin rises from the earth in the steppe of the eastern Arken Lands as a broken temple site forging terrible angels is created. This elaborate complex of stone appears as if it was once something whole and greater, but that is a cruel illusion - the Makers have created it broken and broken it shall ever be. Carvings and writings in eldritch tongues can be found throughout its walls, speaking of things that have never come to pass and gods that have never existed. A palpable sense of corruption permeates the place.

The Temple straddles the barrier between Seen and Unseen, accessible simultaneously from both. The servants it creates - corrupted angels in broken armor, always twenty-four in number - maintain this 'clearing' in the World Tree's roots by hacking them with their tainted weapons, sickening even the World Tree itself.

These angels leave the Temple to attack other beings and poison them with their afflicted blades, reforming within if destroyed. They seek to restore the Temple, unable to understand the impossibility of rebuilding something that was never whole, and are broken further by their eternal, futile task. Lesser Act: Create a broken temple site.

The Suras come to know the danger of the Broken Angels. Their warriors are left drained and sickly by the tainted weapons of the Angels, the greatest imaginable shame for a race of the mighty. A host of them destroys many Angels in vengeance, but it is a temporary reprieve at best.

***
The Winged Lizard of Potential:

A small flying lizard is created, full of potential.
It begins its life as tiny and harmless, but with the power to absorb qualities and grow larger from everything it manages to eat. Its first days are full of close calls and narrow escapes from larger birds and fish, but its divine birthright lends it a hefty dose of luck. The lizard ends up developing some rudimentary camouflage from consumption of grass stalks, gaining an appearance that allows it to blend in with them.

From there, it feeds on a variety of plants and berries - growing tasty flowering growths on its hide - then moves onto fish eggs for aquatic adaptations. Every success and meal grows it a touch larger and more capable, and so its future seems bright. Lesser Act: Create the winged lizard of potential.

***
Demi-Acts

Guidance of Askr and Embla:


The Makers grieve for the separation of Askr and Embla and seek to aid them. A divine vision reveals to the two demigods where their counterpart is and how they may be reached, providing a moment of connection over countless miles of distances. The pair give thanks to the Makers for their blessing - simply knowing the other one lives would have been enough for them. Demi-Act: Whisper the locations of Askr and Embla to the two of them, as well as the means of safely reaching each other.

Though they now know how to reach eachother safely, neither Askr nor Embla makes to leave just yet. They have both founded sanctuaries for their scattered people in their new homelands; new lost humans arrive daily and they could never simply abandon their children. Perhaps in time, when things have settled - for now, they are content to know their love is safe and waiting for them. Time is of no great concern to those of divine blood.

***
Glacis the Mountain-Carver:

In the high peaks of the Hot Lands, the enormous serpent Glacis is created. This incredibly slow and rather dim-witted behemoth grinds valleys into existence with its passing across years, winding its way against the warm sides of volcanoes. It is next to impossible to fall to victim to such a being, but it is dangerous to settlements and constructions due to its sheer size and weight. For hunter-gatherers, Glacis is more of a curiosity; for sedentary peoples, it might become a far more serious nuisance. Demi-Act: Create Glacis the Mountain-Carver.

***
The Book of Maker Support:

To better heed the wishes of mortal things, some Makers come together to create the Book of Maker Support. This divine tome appears to intelligent beings with great desires at random, offering a chance to directly beseech the Makers for aid. Previous requests, whether honored or not, are recorded on the book's endless pages as well. Demi-Act: Create the Book of Maker Support.

The first to receive the Book is a Deep Algal colony in the seas off the eastern Arken Lands. The sentient algae struggle to understand what to do with the book which, fortunately enough, remains dry and whole even deep underwater. The Deep Algal, Shlim-Boolt, embraces the Book within itself and produces a desire: I WISH TO ENTER THE VOID.

A strange dream for a being that has never seen the surface, much less the Void, but one felt deeply by Shlim-Boolt. Through its amalgated mind drift visions of growing in the nothingness between stars and circling the stars themselves to feed directly upon their radiance. The lethality or plausibility of such fantasies do not come into the account.

***
Melkiades, the First Undead:

In the Clouded Lands, the First Undead, Melkiades, is created. They come into being as a rotten, withered figure resembling a mix of many sentient races – with the facial tentacles of a Baólian, the third eye of a Sura, the prehensile feet of a Skrayt, the hairlessness of Men, the digging claws of a Myridna, and other such amalgations. Melkiades knows nothing of itself or the world and wanders for a while, bewildered by all that they see.

When he touches living beings, however, they begin to weaken and eventually die. The process can be stopped, but only with magic, Narrative Satisfaction or other extraordinary means. Melkiades, not understanding the very concept of death, leaves quite the trail of dead things behind him as he drifts around the continent. Demi-Act: Create Melkiades, the First Undead.

***
The Star Eater:

Some beings sound harmless but are terrifying; others sound dreadful but pose little danger. The Star Eater is created as one of the latter category. This small void-dwelling creature with wings of stardust and luminous eyes, its proboscis made of molten metal and sheathed in electromagnetic currents. It grows legs as it eats stars... a process that, due to its diminutive size and weakness, will likely take a very long time. In stellar light, it may give birth to others of its kind. Demi-Act: Create the Star Eater.

The mighty fusion engines of stars give out more energy at any given second than the Star Eater can hope to consume in its entire lifetime, but the creature is not bothered. It goes to feed with great pleasure. Every bit helps, is it not so?

***
Enrichment:

Vadhu in his lonely refuge in the Unseen is startled to find a wealth of pliable clay appearing in his chambers. The Makers in their great wisdom have seen fit to enrich his existence by encouraging a hobby of pottery. Alas, Outer Gods are creatures of change and corruption, not creation, and Vadhu's attempts to work his clay are... problematic. The fact that nothing created by Vadhu has any kind of discernible pattern, shape or use does not seem to bother the once-mighty God. It continues breaking apart and putting together shards of clay in some imitation of Vanti's eternal work. Demi-Act: Enrichment.

The Unseen is a strange place, and things worked by divine touch may be stranger still. Some of Vadhu's discarded creations manifest spirits of their own, and shuffling, shapeless servants rise to entertain their master. Some of these clayborn spirits wander out of the Truth of Betrayal to speak of Vadhu's gifts and powers over causality to all who will listen, some congregating at World-Song Stones to whisper their promises to the mortals of the Seen as well.

***​

The Void
The nothing between worlds and stars.

-Being: The Watcher. An immortal entity perceiving all of Creation.
-Being: The Historian. An immortal entity recording all of History.
-Being: The Watcher's Watcher. An immortal entity trying its best. Sometimes in possession of a compass leading to one's heart's desire.
-Being: Custodians. Powerful divine servants tasked with maintaining and continuing the works of the Makers.
-Being: Abraxas. Divine messengers and servants composed of fifteen greater and four hundred and forty lesser beings.
-Being: Cultivars. Divine caretakers and seeders of life tasked with spreading lifeforms across Creation.
-Being: Sun-Whales. Enormous leviathans dwelling in the Sun's chromosphere, empowered by solar magics.
-Being: Star Eater. A small void-dwelling creature feeding on stars to sustain itself.
-Being: The Outer Gods. Godlike, corrupting horrors of the outer Void. Much weakened and in hiding.
-Being: The Void Huntress. The ascended form of Nehu Far-Strider, empowered by the Might of the OutSlayer and hunting the Outer Gods at the ends of Creation.

-Phenomenon: Cosmic Paths. Divine paths of light connecting worlds for travelers.
-Phenomenon: Stars and Star-Trails. Stars marking lives lived by beings of the universe. Characteristics of great beings of the past may be gained in some way from them.
-Phenomenon: The Arising Star and the Triumphant Comet. Cosmic phenomena marking the beginnings and ends of great stories.

The Moon
A rocky moon orbiting the World and existing simultaneously in the Seen and the Unseen. A source of powerful lunar magic.
-Being: Spirits. Native entities of the Unseen.
-Being: Moon-Watchers. Beings of spirit and stone in the likeness of the Watcher's Watcher.
-Being: Dream Canidae. Mischievous canine spirits capable of traversing between Seen and Unseen at will.

The Unnamed World
The first world and hub of all Creation.
-Being: The Merchant of Hope. A wandering being offering gifts to those in need to be paid through good deeds.
-Being: The Questing Beast. A mysterious monster existing to test those of great destiny and ambition.
-Being: Oech-Rul, the Monster of Many Faces. A servant of the Questing Beast, existing to test its hunters.
-Artifact: The Twilight Arc. A legendary weapon channeling both lunar and solar magics.
-Artifact: The Trident of the Ocean. A legendary weapon channeling and augmenting the powers of the Sea-Spirit for those having its blessing.

Sea: Unnamed
Saltwater sea, blessed with nutrients and life. Microbial, simple multicellular life, algae, aquatic plants, coral, fish, leviathans, cetaceans, slimes. Sentient algae.
-Being: The Spirit of the World-Sea. The awakened genius loci of the World-Sea, possessed of great magical power.
-Being: Vixith the Volcanic Turtle. An island-sized turtle with a volcano on its back. Every 500,000 years, erupts in volcanic fury and is reborn.
-Place: The City of the First Children. A great coral city by the central island. Settled by the sentient algae of the Bãsn-Shaal-Khlomet.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.

The Island of Ouroboros
Barren rock. Microbial and simple multicellular life, plants, trees, birds, fish, cetaceans, ungulates, slimes, elemental salamanders, wyverns, Ixnix, K'orlannsch, Iktai. Hollows, Baólians, Dream Canidae, Humans, Ogres.
-Being: Ik'Shar. An old and friendly, furry creature inhabiting the island.
-Being: Nix'Shar. An old and friendlier furry creature inhabiting the island.
-Being: Nahesa, First of the Sea-Serpents. An amphibious serpent inhabiting the island.
-Place: The Memory Pool. A mysterious pool of black liquid. Allows one to view their memories in vivid detail.
-Place: The Comfortable Cave. A sentient and telepathic cave where the temperature is always comfortable.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.

Isolated island: Unnamed
A rocky island dominated by a massive tree. Microbial and simple multicellular life, plants, lichen and fungi, birds, fish, cetaceans, slimes, elemental salamanders. White Ants.
-Being: Crataegus, the Guardian Tree. A great divine tree covering most of the Island, growing rich fruit of many colors. Awakened as a guardian of the Island.
-Being: Kaileah the Dryad. A guardian and child of the Lonesome Tree with powers over nature.

The Hot Lands
A volcanically active continent in the southwest of the world. Microbial and simple multicellular life, plants, trees, lichen and fungi, volcanic flora, fish, cetaceans, birds, ungulates, slimes, elemental salamanders, wyverns, K'orlannsch, Iktai, Hrududu, Nym-Haggis, Sphinxes. Myridna, Hollows, Baólians, Dream Canidae, Humans, Ogres.
-Being: Glacis the Mountain-Carver. An enormous serpent slowly moving around volcanoes in the Hot Lands and pulverizing everything in its path.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.
-Place: Ironmount. A small settlement and royal seat of the highland Myridna, made up of dwellings carved into the mountainside.
-Place: Emblatha. A sanctuary-grove growing with divine plants of the Garden of Men and home of the demigod Embla.
-Artifact: Holystone. A curious divine mineral absorbing energy from its surroundings.

The Clouded Lands
A landmass of extremes in the southeast of the world, made of high peaks and deep ravines side by side. Microbial and simple multicellular life, plants, trees, lichen and fungi, Dandreble Fungi, fish, birds, cetaceans, slimes, elemental salamanders, wyverns, K'orlannsch, Iktai. Skrayt, Umbrals, Hollows, Baólians, Dream Canidae, Humans, Ogres.
-Being: The Goliath Bird. A massive avian monster wielding solar magics and consumed by endless greed.
-Being: The Tyrant of Gold. A monster of gold and light ruling over Sol Mountain.
-Being: The Lizard of Potential. A lizard that grows and absorbs qualites after eating living things.
-Being: Melkiades, the First Undead. An unliving creature spreading slow death with their touch.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.

The Skylands
A collection of floating islands of varying size high above the surface world. Microbial and simple multicellular life, lichen and fungi, plants, trees, birds, slimes, elemental salamanders, wyverns. Hollows, Dream Canidae, Humans, Ogres.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.

The Arken Lands
A great twin continent in the north of the world. Varied terrain. Microbial and simple multicellular life, lichen and fungi, plants, trees, birds, fish, cetaceans, ungulates, slimes, elemental salamanders, wyverns, Iktai, Horror Birds, K'orlannsch, Sphinxes. Baólians, Dream Canidae, Humans, Ogres, Druyul, Suras.
-Place: The Ziggurat of Ascension. A ziggurat in the western Arken Lands allowing for a mortal to ascend to minor divinity every ten years.
-Place: The Temple of Broken Angels. A ruined temple currently in the western Arken Lands and a maker of corrupted angelic creatures.
-Place: Askrheimr. A sanctuary-garden growing with divine plants of the Garden of Men and home of the demigod Askr.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.

The Caverns
Elaborate networks of caverns running under the landmasses of the World. Mostly flooded and inhospitable. Microbial and simple multicellular life, some lichen and fungi, some fish, slimes.

The Northern World-Pillar
A divine pillar in the north pole of the World. Time spent atop it passes faster than in the world below.

The Southern World-Pillar
A divine pillar in the south pole of the World. Time spent atop it passes slower than in the world below.

The Unseen
A realm of dreams, imagination and spirits.
-Being: Spirits. Native entities of the Unseen.
-Being: The Outer Gods. Godlike, corrupting horrors of the deep Unseen. Much weakened and in hiding.
-Being: Vanti of the Rainbow Dream. A great spirit ever crafting and destroying her masterworks.
-Being: Dream Canidae. Mischievous canine spirits capable of traversing between Seen and Unseen at will.
-Being: Muses. Embodiments of artistic beauty and achievement inspiring mortals to create great works and performances.

The World-Tree
A spiritual reflection of Creation. Its roots prevent easy passage between the Seen and the Unseen.

The Shifting City
A city of dream-stuff shifting and changing with the imagination of its inhabitants.
-Being: Spirits. Native entities of the Unseen.
-Being: Dream Canidae. Mischievous canine spirits capable of traversing between Seen and Unseen at will.

The Truth of Betrayal
A place-phenomenon in the Unseen, once a masterwork of Vanti.
-Being: Vadhu. One of the Outer Gods. Hiding within the Truth of Betrayal with powers of resurrection.
-Being: Clayborn. Spirit-animated scraps of clay serving Vadhu.

Laws of Reality

Law: Narrative Satisfaction. All laws of reality may be broken and bent for the purpose of narratively satisfying outcomes or for the pure of heart and will.
Law: Constant Evolution. All of Creation strives to change and evolve. Mutations in living beings are common, forces of change are more potent, and intelligent creatures tend to oppose stagnation.
Law: Unseen Reawakening. All living beings reflect spiritual counterparts into the Unseen. When they die in the Seen, they awaken in these forms to new lives in the Unseen as new spirits.
Law: Legend Cultivation. Mortals who overcome great challenges are empowered by Legend, granting them powerful and self-correcting narratives. Legends of the glorious dead may be emulated by those who come after them.
A moratorium on Acts is now in effect. You may begin Voting for the next Epoch in 12 hours. The following Epoch shall be the Age of Landmarks. Acts to create landmarks mundane or magical shall receive a free +1 Vote.

Feel free to give me ideas for Epoch themes. I didn't think up quite enough, or rather expected less stuff to happen per Epoch.
 
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Epoch 5: The Age of Monsters (Part 2)
Developments

Bronze and Horn, Sail and Seed:

The Myridna, blessed by Makers in ways direct and indirect, continue to develop. In Ironmount, a rudimentary forge is built where ore is melted into metal and shaped for the first time. Copper tools and spearheads come first, but quickly the leap into bronze is taken with the addition of arsenic and tin. Experiments with iron ore are failures – the furnace at Ironmount simply does not burn hot enough – but these new materials are already powerful. Gold and silver are also worked, though the practical Myridna have far fewer applications for them.

Knowledge of metalworking is hoarded as a royal art, its secrets carefully guarded, but the pieces spreading from Ironmount allow earth and stone to be worked far more easily than ever before. Needless to say, they also make for far deadlier weapons as well. Production remains ,minimal, limited to a handful of specialists in the small semi-nomadic population of Ironmount.

In the lowlands, the power of the Rootbiter Myridna and the line of Miho Longfoot grow. Enormous herds are gathered and pacified by their animal husbandry and telepathic persuasion. Unfortunately, these large herds prove a hindrance as well. Such a concentration of food attracts predators from miles around: large birds of prey and powerful river fish, but also monsters like the impossibly strong wyverns that appear out of the night to snatch fully-grown Hrududu and Nym-Haggis bulls away in their claws. Many Myridna fall to predator attacks as well.

Despite these troubles, the power of the Rootbiter tribe draws many others to join forces with them. An alliance of tribes known as the Federation of Horns – its symbol being the horns of a Nym-Haggis male – forms and begins to share knowledge and resources. They become skilled workers with leather, wool and fur, with artisans competing in crafting ever more elaborate clothing to mark status and wealth. These products are also traded to the highland clans for metal tools and things of silver and gold, though the lowland clans share their disinterest in things that are purely ornamental.

On the coast, the shorebound clans develop something else entirely. Population growth and the expansion of coastal clans puts pressure on fish stocks – not helped by the arrival of new ravenous predators such as cetaceans and wyverns – and depletes traditional fishing waters. Inter-clan conflicts increase, as do battles with Baólians competing for the same waters. It is a bloodier age than what has come before.

While skilled swimmers and divers, the Myridna cannot match the Baólians on the open water. Competition drives innovation, and coastal Myridna begin to develop their simple canoes of hide and wood into something more. Larger and more sophisticated boats are built to carry Myridna fishers further out to sea in pursuit of prey: finally, the first crude sails are woven out of traded Nym-Haggis wool and wild plant fabrics. The coastal Myridna set sail – and in the north, cross the difficult Kelpwild Gap between the Hot Lands and the western Arken Lands, bringing Myridna onto another continent for the first time.

Many of these innovations are adopted and developed further by Baólians and Men. The Baólians in particular are intrigued by the potential of sailing craft and soon raise up their own outrigger vessels with more maneuverable crab-claw sails. Their efforts are limited by Myridna possession of prime woodlands and resources, however.

It is neither the Myridna nor the Baólians who make perhaps the most revolutionary invention of all, however. Humans, newcomers to the Hot Lands, find the continent already well-populated and attempts to dislodge Myridna from the best foraging and hunting grounds doomed to failure. But what if instead of going to the plants, they brought the plants to them?

A small human settlement in the northern Hot Lands becomes the first to attempt large-scale cultivation of plants all year round. The children of the World Tree's garden understand things that grow unlike any other mortal race. They plant wild millet and rice, peas, lentils, groves of dates, citrus and figs and others in hopeful experiments, choosing carefully which seeds to plant and where. Some still carry seeds from the divine garden itself, which take eagerly to the fertile soil of the Hot Lands.

With each generation, spurred on by the Law of Constant Evolution, the plants are more bountiful and suitable for consumption. It does not take long for these innovations to spread through sometimes desperate trading and teaching by humans who are in dire need of additional food and resources from the Myridna and the Baólians. While the vast majority of peoples in the Hot Lands are still nomadic hunter-gatherers or pastoralists, agriculture begins to play a greater and greater role in their lives. Humans become valued as growers and planters – a specialized skill not yet grasped by Myridna or Baólians – and are increasingly welcomed into Myridna tribes.

***​

A Tale of Twilight and Sea:

Siriine, wielder of the Oceanic Trident and matriarch of a great Baólian host, passes away in the waters of what her people now call the Sea of Shadow, between the eastern and western Arken Lands. In the way of her people, she is adorned with pearls, shells and precious things, then given to the tide.

No-one dares to simply claim the Trident. If it rejected them – if the Sea-Spirit rejected them – they would be forever shamed among their peers. Instead, the Baólians agree on a challenge. Any who wish to take the Trident must step forward and tell a tale to the Sea of the deceased and the great journey which brought them here. The Sea-Spirit itself shall then decide who is the most worthy to succeed Siriine as the Trident's champion.

To sing stories is the greatest joy of the Baólian race. Many are the tales told that night, wild, sorrowful, thrilling, angry, amusing and sweet. When dawn breaks, however, the ocean's waters reach forward and touch one claimant and one only – Azúl, the youngest son of Siriine. With the Sea-Spirit's blessing made evident, Azúl steps forward and claims the Trident, swearing to continue his mother's mission and seek out the Twilight Arc in this land.

Azúl the Faithful is accompanied by eight of his brothers and sisters as they delve deeper into the Arken Lands, hunting for the weapon that has now passed beyond the World-Sea's sight. They journey is in itself worthy of many stories. There are battles with wyverns, daring rescues, ambushes by cold-blooded Druyul, clashes against towering Suras, spirit communions at World-Song Stones, last-moment escapes and acts of boldness and cunning.

The Law of Legend elevates the nine further and strengthens them in its peculiar ways. Miraani begins to develop Vigor in her veins; Lónul steals a wyvern hatchling to raise; Narió wins himself a shield of near-impervious iron Iktai scale. They gain skills and qualities beyond ordinary mortals.

At long last, then, the Nine arrive at Askrheimr – the sanctuary of Askr, a garden in the image of the one lost to Men, and the home of Sigren who wields the Twilight Arc. Even after all they have seen, the Baólians are astonished to walk among the divine trees and flowers flourishing on the island, rendered mute by the presence of the demigod Askr. The Father of Men bids them welcome, but grieves when he hears of their quest – for the Twilight Arc they seek is in the hands of his daughter Sigren, and he knows she will not part with it willingly.

Sigren the Fury is a stubborn soul, but not beyond persuasion – but here the Grand Law of Narrative Satisfaction makes its strength known. It is too soon for this tale to end. Her heart is hardened, and she girds herself for violence. With the twilight hour approaching, the Nine Heroes of Baól and the Fury of Men face off for battle. Outside Askrheimr, in the shallow waters of the Sea of Shadow, the Trident of the Ocean and the Twilight Arc prepare to unleash their might.

Then, in the silence before the first drop of blood spills, the screams begin to carry from Askrheimr. A great shadow falls over the opponents as the Beast-God of the Great Ziggurat descends upon the battlefield. Drawn there by the gathered power of two artifacts, the Laughing-Death-Of-Hope begins to kill and destroy in a mindless frenzy, its animal mind seeing only prey, prey, prey. In that moment Sigren the Fury and the Nine Heroes look upon one another and realize they are facing the wrong foe.

Side by side, they bring the monstrous three-headed abomination to battle. The ascended Horror Bird abandons the slaughter and brings its full might upon the wielders of the Trident and the Arc. The terrible forces of Legend and Satisfaction press their full strength over the battlefield as the mortals reach impossible strengths.

Oceanic might, solar fury and lunar trickery crash against the deadly Flame of Chaos. They are joined by the strength of Askr of the Garden; by the cunning of Shimmerer the Canidae; by blows of Vigor; by the meager strength of many ordinary mortal men and women throwing themselves at the monstrous god in defense of their home.

So it is that the Beast-God of the Ziggurat falls, overcome by the power of two races and intertwined magics. Its sundered flesh burns away as the Flame of Chaos is released. Its black corrosive blood gushes out only to be washed away by the tides of the Sea. Its terrible power slips away – and above, the clouds part to reveal the Triumphant Comet in its full glory.

In the aftermath, feasting, resting, with new bonds of fellowship, the Baólians forfeit their claim on the Twilight Arc. In turn, Sigren the Fury swears eternal friendship between the Men of Askrheimr and the Children of Siriine. And in the ending of one tale, a hundred others are born...
 
You have to feel bad for the Outer Gods. Created to be evil, not having much of a choice in that, then proceedingly blown up for being evil.. and then for the Void Huntress..
 
So some thoughts inspired by this epoch

So I'm thinking of giving Shlim-Boolt a comprehensive list of requirements needed to be able to survive and thrive in the Void. Then assign a Custodian to bring it to the void once it fulfills all of said requirements, as well as any other of his compatriots that wish to follow and have also fulfilled the requirements. But emphasize that it is a one way trip for the Custodian does not have to bring them back if they find their new environs not to their liking.

Led begin the grand exodus of a civilization of void dwelling creatures.

---

Now that the Ziggurat is open I'm thinking of doing an expansion to Legend Cultivation. Making it match its namesake and allowing for Legend Cultivators to eventually ascend to lesser godhood, and from their greater and greater levels of godhood. I'm still brainstorming the specifics though. Probably won't make it this turn but the idea is that mortals forge their legends and feats, and then at a certain point they become things of Legend more than flesh and achieve lesser godhood, at which point they begin cementing their domains derived from their legend through acts of worship from mortals. I would use the God from the Ashes type of worship where faith is not just a power source but EXP used to grow. Once they gather enough accumulated faith they would transition to greater and greater stages, slowly metamorphosing from gods that need prayer to sentient fixtures of reality. Cosmic Laws not born from the Makers, not as permanent as even the greatest of gods could eventually be cast down but still universe spanning principles that shape the universe.

Still brainstorming the specifics of it, and still debating whether I should author this action of epch 6 at all
 
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So I'm thinking of giving Shlim-Boolt a comprehensive list of requirements needed to be able to survive and thrive in the Void.
I was thinking of giving him a weapon that draws power from and allows people to enter the void as well as being able to survive there, but if the wielded ever dies it returns to the world in a random location. I like setting up potential future stuff, just giving him knowledge just sets up one guy who could be potentially important but making something sets up a lot of stuff for the future in my opinion.
 
ugh, I had a whole landmass vote and even wrote up an omakey type of thing for it but I also want to give humans a type of instinct that tells them of danger, adjusted so the ogres and other human hunters aren't completely noselled of course, so they have a change against creatures that hide behind various tactics.
 
I was thinking of giving him a weapon that draws power from and allows people to enter the void as well as being able to survive there, but if the wielded ever dies it returns to the world in a random location. I like setting up potential future stuff, just giving him knowledge just sets up one guy who could be potentially important but making something sets up a lot of stuff for the future in my opinion.

The idea is that the guy becomes a void adapted Algal colony and then is sent, along with some other followers, to the Void to live there.

Algals are colony organisms so that means that even alone it can reproduce and produce more algal colonies. Furthermore, Algals are users of Shaping so creating other forms out in space is possible.

The idea is to establish the seed of void faring civilization there, perhaps even creating a void faring ecosystem that evolved from this guy.

The reason I chose a form of knowledge is that it would be used to adapt to it and not have them dependent on a singular artifact. Knowledge can be shared to work with as many people that implement it, divine artifacts not so much.

Plus I assume Algals are communal so his knowledge would probably be shared and his goals as well, resulting in people knowing about how to adapt and live in the Void so if they are ever curious they could do so. Also useful for surviving the barren worlds that the Cosmic Paths all lead to right now.
 
[] Landmark: The Unreal Lake (Demi/Lesser Act)

The surface of this lake does not reflect the real world, but rather the Unseen on the other side. Travelers who drink from the lake are given the ability to ability to see into the Unseen realm, while those who dive or swim in the lake will find themselves surfacing from an identical lake in the Unseen realm. Similarly, doing the same from the Unseen Realm will allow travelers to return to the Real.

The Unreal Lake can be found in the Eastern Arken Lands, and curiously does not have a river leading to or from it in the Real, in fact it is oddly sheltered from the rain or sources of water that could feed it..
 
Okay, I don't know if this is a form of location or not, but this is going to be my official Act of this next Epoch:

[ ] Create The Forger and the World Forge (Cosmic Act)
In a rich and bountiful solar system of The Void, one filled with multiple stars and planets, a new place shall come to be. At the center of the solar system shall stand a grand forge known as The World Forge. In this giant floating diamond of magical, indestructible metal and mechanics incomprehensible to most minds, artifacts of power shall be forged for the Custodians, the Abraxas and ascended mortals they deem worthy of being given such weapons.

From the central forge tentacles of metal shall launch themselves into the planets, draining a certain amount of ore from them until there is enough ore to create the artifacts in hand, by which point the tentacles shall close and return to its source, allowing the planets to replenish their lost minerals.

Inside the forge, all the different minerals and ore collected shall go a process in which it shall be crushed, molted and molded into a singular, new ore, one far superior to the sum of its parts, colored with a crystalline, shining combination of white, azure and gold. When it shall cool down and take shape, it shall be stored in the deepest pits of the World Forge for future usage.

The central station shall have multiple rings spinning around it, the powerful gravity of The World Forge keeping them spinning and active. When the time to forge an artifact shall come, the rings shall spin faster than before by the help of divine mechanical mechanisms made by the makers and worked by The Forger, eventually stopping to align with a star, condensing its power into a singular point to melt the ore into a state in which it is capable of being shaped.

At the heart of it all shall stand The Forger, a gigantic, immortal cosmic being shaped in the the image of the Suras, made of stardust and chaotic fire, as well as the flesh of 1000 Suras. It shall have not only full knowledge of the station's mechanisms and the art of forging, but complete mastery over them. It shall work for all eternity in the station, never resting for it does not need rest, only to be content for a job well done.

To The World Forge the divine shall come, first the Custodians, followed by the Abraxas and with ascended mortals sent their by the divine beings that came beforehand. By their request an item shall be made, an artifact. When forged, the unique ore of the station shall be melted by the condensed power of a star, only for The Forger to shape it to whatever image the divine wishes it to have.

At the end of the forging, the divine being that shall wield the item imbues their very essence to the newly-crafted artifact, making it a unique part of themselves that reflects on their unique personality and individuality, as well as making it an inseparable part of them. These items/artifacts greatly enhance their wielder's already immense cosmic power, as well as turning the unique ore of the World Forge nigh-indestructible by fusing it with magic and cosmic, primordial power.


This idea came to me form several places, but most notably from Nivaedlir from Avengers: Infinity War. I wanted to make something like that in this setting as well and decided to act upon it. I also want to make the Custodians and the Abraxas more powerful so it would be harder for mortals who ascend to godhood to reach their level, though it should still be possible since, it is also made for mortals who ascend to godhood.

So what do you guys think? @Photomajig, is this an acceptable Act in your opinion? Does it fit with the theme of the next Epoch? Do you agree that it should be Cosmic in scale?
 
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[]Create Stromhiem, a rather odd landmass that both lives up to its name and is completely different from it. Across this land stretches miles upon miles of rich, plant and animal filled rivers criss crossing the breadth and width of the continent. Yet when no more than a mile or two out from where these canals are is nothing but dry, sandy desert. The sand of these deserts seem to be as deep as an ocean as one can simply keep digging and quite likely never see the bottom of them. Though one advantage to this region is the mineral rich nature of the sand, it seemingly being made of numerous different metal particles along with the normal stone that forms sand. This land is a true contradiction, holding some of the most fertile areas on the planet while also playing host to one of the most desolate regions imaginable. It will surely provide a great challenge and reward to whichever species comes to live here.(Grand Act)

Creation of Stromhiem
Deep within the ocean, a maker was at work laying the foundation of a new piece of land to the south of the world. With a twirl of power, both his and his fellows, a massive chunk of the sea bed trembles, more like the water above it than the rock it's made of, before it starts to rise from the bottom of the ocean towards the surface. New rock seemed to unfold from nothing as it pushed its way upwards, caverns that had already been there were expanded and filled with fresh water in preparation for later. With a separate shift of divine power beings in the way of the new landmass are gently pushed or teleported to a much safer area. Even as the newest continent is rising from the ocean floor the air above the ocean is being morphed into something more fitting of the maker's plan. Moisture was sucked out of the air and transported elsewhere as the makers increased the temperature of the region, creating a dry and hot directly above and around the area.

Finally, with a great burst of water, the continent began rising out of the water. Immediately great fingers of power began dragging their way through the continents rock, creating dozens of wide and deep rivers spread out around the continent interweaving and separating at numerous points from each other. All of these trenches rapidly trailed their way to the center of the continent before they stopped. For a second the world seemed to still like it was holding it's breath and waiting for something. The silence only lasted a moment or two before an earth-shaking boom echoed across the world, heard on the distant shores of the Clouded Lands and Hot Lands. Like the hammer blow of an angry god a hole was punched through the center of the continent and straight into the water filled caverns that had been underneath the land.

As the water from the caverns began to bubble up and fill the newly created crater and made its way through numerous channels to the ocean the Maker moved onto the next element of the continent. Solid rock around the new rivers is turned into bountiful soil, incredibly fertile and made to continue that way as rich, freshwater will flood the region yearly from now until the end of time and keep the region fertile as long as it continues its cycle. As this is done divine power flares as fitting creatures from other regions are brought to life along the river and the fertile area around it. Palm trees, reeds, cranes, and all manner of animals and plants are placed into a carefully crafted ecosystem that trails along the continent-spanning river network.

But the regions away from the river's edge are very different from the wetter areas. For ten days and ten nights more great booms can be heard on the shores of the nearest islands and continents as thick sea bed stone is beaten by invisible divine strikes until there is nothing but a fine sea of sand stretching between bright green lines. Creating a patchwork quilt of green, blue, and a dazzling array of yellows, whites, and browns. From there the makers spread out great quantities of metals and precious stones within these sand seas, creating land as valuable as it is dangerous and desolate. With this last act the maker's newest creation was complete, a new land to create upon and for their previous creations to explore. With one last look over of the continent, the makers slowly untwined their power from each other and returned their own realms to rest from the exertion.

_________________________________________
Don't know how good this is but I've had it in mind for a turn or two and figured its been long enough since the creation of the last few continents so that it won't feel too bloated. I know its pretty Egyptian themed for something that has a german name but I figured it might inspire people to mix and match from those two cultures to make something new. That and I couldn't think of a name I liked that fit the other continents naming scheme.
 
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[]Carve a replica of the Sun from one of the floating isles littering the skies, somewhere above the Clouded Lands. (Lesser Act)

Slowly expanding its path from the Clouded Lands to the Unnamed World itself, it travels as high and quick as a cloud. Those who encounter it will be blessed by the Sun, their souls becoming fuel to the divine flame and their vessel more metallic to hold itself together. Those of strong will, will be driven to a fanatical fervor for something, a random and meaningful endeavor that they may completely finish within their lifetime.

Within its metal core, a connection to the Sun is forged, slowly melting the replica's innards, though it may never melt the replica's rocky exterior.
It will shatter in due time, hitting one of the Pillars or ruptured by mortals, its remains will echo a call to all, from living creatures, to the very lands itself to reconstitute it.

Something to amplify the Solar influence the Clouded Lands has.
 
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The Druyul are the first sentient race to approach the great temple. They are frightened of the unnatural barren landscape surrounding the Ziggurat and hesitant to venture within, but one warrior gathers up the courage and strides through the Ziggurat's open doorway...

...and is promptly devoured whole by a monstrously large, three-headed Horror Bird that crawls out of its depths – for the flame of the Ziggurat may be claimed by beasts just as well. This new bestial god – called the Laughing-Death-Of-Hope by the local Druyul – begins to terrorize the region, no more intelligent for its ascension but all the more terrifying.
RIP, we could have had a Druyul Demigod, but those damn Horror Birds got to it first. Maybe next turn?
 
Woah okay.

Lots to take in, but I have an idea for the magic system

The Law of Artistry

Basically symbolism and detail can empower magics, things like the blood of a monster slayed by your own hand could become a powerful reagent. References to events, stories, places, or legends can help steer a result.

So say you want to make a belt that makes you strong, you could use leather from a strong beast and that would empower the effect, and if it's a beast of the same kind as one from a legend about a incredibly strong beast, you could put a depiction of that across the belt and that would help.

Note that the law of artistry doesn't do anything by itself, it's something that helps other magics.

The idea isn't ready to be voted on yet, I just want to get it out there to see what people think.
 
so, i got a fun idea- I do want to know what you lot think of it though. Given the next era is Landmarks... I'm thinking something to do a bit of shenanigans with time with...?

Temporal Obelisks
Strange smooth stones form in places of great chage, their shapes jut sharply from the ground, shimmering with not-colors as time seems to stutter and dance around them. While harmless to most, those who stay near these obelisks will see fragments of future and past jumbled together without reason. You cannot interact with these halucinations, and in fact, you can only watch as images of what was and what could be are shown within the radius of the Obelisk's form.
 
[] Create the World-Fable Stones: At the peak of each World-Pillar rise up concentric circles of great stone monoliths, obsidian in colour and so smooth as to feel soft to the touch. Upon them, characters in silver flow into being, comprehensible to any reader. Upon the stones of the Southern World-Pillar are preserved each legend that has come into being, yet one could spend their lifetime upon the peak and never finish reading them all, as the distorted flow of time inscribes ever more legends as the world moves forward without them. And upon the Northern World-Pillar's apex, the stones instead have written upon them such legends as might be in the future, noting the names and origins of those upon whom the Law of Narrative Satisfaction weighs, yet none can ever predict when a prospective legend vanishes from the surface of the stones, the fable either made manifest or impossible. (Lesser Act)
 
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