Gods of Chaos: a Riot God Quest

I'm considering doing something to try to help the other areas catch up with the inhabitants of the Hot Lands technologically. Maybe teach a Skrayt how to build a glider good enough to reach the floating Skylands? Could be an interesting diaspora, now that the Clouded Lands are so crowded with monsters.
I like that. Those poor guys suffered enough because of the monsters, to the point that it feels like we cursed them. Plus it's time to give blessings and ideas to more than just the Myridnan, cause they had a lot of help.
 
For the sake of making parsing all of this easier, I'm going to stuff the lore and fluff of the act in the top half of the post and the actual mechanics of the act at the bottom. I did some revisions to both the lore passage and added some information to the Principles for the sake of clarity of intent. I really hope I won't need to argue about intent anymore.

Because the Mantle is made of seven pairs of Outer Gods, and very little in the way of description for any of them have been given, I felt like it would be neat to make up a short description of each of those used to add color and details. Each of the pairs and how they relate to one another is very loosely related to the principles they form. They may come off as a little too alien from the single line of descriptions, but the point was to make it vague enough to avoid contradicting anything and to leave room for interpretation while still communicating mild horror.

In any case, if it doesn't pass this time I'm not going to try again, so I really hope it's good enough to satisfy anyone on the fence. Please vote for it.

[] Create the Mantle of the Breaker (Cosmic Act)

This is the Makers' curse and blessing onto the Outer Gods. A final rejection, given with kindness, but not mercy.
A prison, a grave, a song, a soul, a sword, a crown, a throne, it is all of these things, but it is not theirs to carry.
They are bent, and twisted, and used against one another. They are changed into something new and different.


Omrichr was not as intimidating as many of its fellows, its form like nothing but a long throat with neither head or body, a weird fleshy tube of indefinite length. Blind to the world, all it thinks about is eating.
Weshaqurdi has no physical form, living music recording itself onto the universe as it passes, it does not recognize anything but itself as alive. Their egoism has no limits, it believes all things should reflect itself.

Diametrically opposed, they can do nothing but wait and hope.

And so did the misbegotten things crawl and cower and slither away,
back into the darkness and the nightmares from which they were born.


Upor-Tach is a flat piece of unearthly metal that narrows along its length, with a point so thin and sharp that it pierces through reality. Light gleams from its tip even in perfect darkness. It simply wants to cut.
Segewec takes the form of an abstract engraving in the surface of a stone tablet. The same image is never shown twice. It lives in a perpetual state of confusion, spreading enigmas and anxiety wherever it goes.

Diametrically opposed, they can do nothing but wait and hope.

Lacking purpose, dignity, or grace, the Makers looked down at their work,
and saw them as they had been made to be, base and primitive creatures of violence.


Raoka cannot stop chewing. It is the sound of gnawing, the sensation of biting. It only sees what it touches, and all it touches is shredded to pieces and ground to dust. It wants to know what the world looks like.
Yagagada is a perfect sphere, divided once horizontally and once vertically, without separating the pieces. It only exists in your memory of the past, and cannot reach the present. It wants you to make it exist.

Diametrically opposed, they can do nothing but wait and hope.

Repulsed by their ugliness, the gods of creation had discarded them,
abandoned those that still lived in cowardice, and left those dead to rot in obscurity.


Visaeo has as many minds as it does arms, gaining more with every moment. It is constantly frustrated, unable to coordinate its forest of limbs. It wants everything, but cannot decide if it agrees with itself.
Etaby is a vine of bone-like substance, constantly growing in new directions. It sees no difference between the living and the dead, and seeks to share its enlightenment with everything. It only wants you to see.

Diametrically opposed, they can do nothing but wait and hope.

There were still those who favored them, even pathetic as they were,
and so a crown was forged, of dead stars shining in unspeakable colors, to carry their names.


Telerugh is a shadow cast in space, with no true form. The only thing it feels is the force of gravity pressing down on it, and all that it wants is for that to stop. It annihilates all that it touches, to be free one day.
Du-Gha-Du-Gha-Du-...is an alien heart that beats with never ending vitality. It wants to survive, and that is all it considers, always doing what it must to preserve itself. It has no other values or goals.

Diametrically opposed, they can do nothing but wait and hope.

A cruel promise and awful hope, a savior of destruction to bring their redemption,
to be broken so they could be remade more perfect, their misery and spite enthroned.


Nosaol is a waveform that takes whatever it passes through into its physical form. It fears stillness as death, and only feels alive while moving. It wishes to continue accelerating without limit, experiencing everything.
Fhuxocada is a ring that turns in place through impossible dimensions. It radiates black light, and through its center burn emotions that cannot exist. It refuses to let anything else comprehend what it feels.

Diametrically opposed, they can do nothing but wait and hope.

Those things will be monuments to ephemeral glories, and fleeting grace, and transient greatness,
they will become testament to truth, and power, and the lives of mortals that held these things.


Brakh Kha is an egg that is forever hatching into more eggs. It is always trying to become more like itself, and cannot stand any deviation. It always wants to start over, and desires the universe as well to restart.
Zeerem takes whatever form resonates most strongly with fear. It lives within a pocket space, isolated from everything. It is lonely, but it cannot imagine doing anything but driving away whatever comes near it.

Diametrically opposed, they can do nothing but wait and hope.

Seven Unknown and Seven Unmade, once enemies, now together as one in death,
they are matured by anger, wizened by sadness, exalted by fear;


The successor is doomed, and so the world is Broken.

---Surviving fragment of legendary age divinatory records


- The Seven Principles -

Principle Zero: The Bearer of this Mantle is The Breaker. Their power is phenomenal and cosmic, yet at the same time, incredibly limited in the strangest of ways. They may be able to do the impossible, but even that which is within the means of a normal person might be outside their reach. The power of the Breaker is esoteric and mysterious, and it does not heed conventionally understood limits or operate by logical mechanics. The Mantle falls upon whoever it can find that would understand the great burden it represents and carry it of their own free will.

The First Principle: The Breaker shall become Evil itself. To accept the Mantle of the Breaker is to accept the legacy of the Outer Gods, and to voluntarily carry responsibility for that legacy. Evil is something each person understands within themselves and projects onto the world around them, but as something fundamentally subjective, Evil does not conform to any standards. Only a being that embraces all of the Evil in the world as their own can decide what the true meaning of Evil is, and so it is the Breaker that sets the definition of Evil, as they have accepted the hatred of all living things.

The Second Principle: The Breaker shall become the very archetype of a Villain. The Breaker stands in opposition to everything else not merely by their own nature, but by the nature of the world that rejects them. And so, The Breaker will be the subject of every narrative which needs an adversary, a fair opponent bringing out their full potential and facilitating a climax and proper resolution for all of them. There are some wrongs only a Villain can right. In the age to come after their passing, all those who are Villains will follow their example, for their virtues are recognized only in hindsight.

The Third Principle: The Breaker shall be Free to make their own choices. They will be able to know the world as it is, and see it with eyes unclouded by guilt, shame, pride, greed, lust, hatred, love, or fear. They may look at the world with the unbiased perspective of the ignorant and naïve, as if an outsider to their own life, and whatever path they take will be true to their heart and uninfluenced by the prejudices of others. At the conclusion of their story, they will carve their ideology of Good and Evil into the Mantle, each Breaker overwriting the legacy of the Outer Gods one by one into something of beauty.

The Fourth Principle: The Breaker shall fail in the end, no matter what they do, and they will be satisfied in loss. As a being that embraces Evil, the Breaker must believe there is something that is Good, and like the Breaker casting a shadow, a hero will emerge reflecting all that they recognize as worthy to defeat them. Regardless of anything else, both will die at the end of their stories with a conclusion that is acceptable for each, fully satisfied with the lives they've lived and the world they're leaving behind. The Breaker should be, if they are nothing else, a good loser.

The Fifth Principle: The Breaker shall leave nothing unchanged. In the Breaker's path no story is beyond their reach, and all stories are dragged in their wake, for better or worse. Their words and their deeds will echo through the seen and unseen to touch everything in the world. No story may overshadow the Breaker's in scale during their time, as their story will encompass all others until the moment they die. Nonetheless, a Breaker's narrative is made to be overcome, for it is their duty and privilege to lead all stories to their greatest moment.

The Sixth Principle: The Breaker shall neither truly create or destroy anything. The purpose of the Breaker is to end stagnation and drive progress for those who need an impetus to do so. Anything a Breaker does may be undone by sufficient effort, as all of their workings are impermanent. This impermanence is not meaningless however, as only a more worthy and satisfactory narrative may supersede the consequences of the Breaker's own. Nothing may be achieved by acting halfheartedly, and only honest effort made in good faith may restore what has been broken.

The Seventh Principle: The Breaker shall not forget or ignore the consequences of their decisions. Anything the Breaker does or which happens as a result of what they do will remain in their mind for as long as they live. These consequences are beyond their own ability to affect, and they will always be aware of them until someone else undoes them or until their story concludes. At the conclusion of their story, all of a Breaker's consequences become set, as permanent as anything done outside their influence. Knowing this, the Breaker will seek only perfection.
 
Authored Act:
[X] Create the Fields of Floating Stones on the eastern coast of the Clouded Lands, a series of cliffs where large rocks ligther than air grow from the soil and can telekinetically be controled with lunar magic. (Lesser Act)

Non-authored Acts:
[X] Create the Mantle of the Breaker (Cosmic Act)
[X]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)
[X] Sky Sea: High in the clouds where only the most determined bird may reach there now exists a wandering sea that defies convention, where gold sparkles upon the waves as common as salt. Within it are half submerged floating islands of gold, pumice, and volcanic ash. It wanders the sky, occasionally lapping upon the shores of sky islands. (Grand Act)
[X] The Law of Artistry (Grand Act)
[X] Landmark: The Unreal Lake (Demi/Lesser Act)
[X] Empower a Myridnan Iktai hunter, giving it unnatural strength. Empower a Myridnan sailor with perception. And Empower a Myridnan herder with limited foresight. (Lesser Act)
[X] Create the Gate of Trials (Lesser Act)
[X] 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)
[X] Void Traversal Services (Lesser)
-Someone wishes to travel the Void. Allow the Star Eaters the ability to hear and answer those wishes. Not without a fee, of course.
[X] Create the Void Scythe and bestow it upon the one who wanted to go to the void, An artifact that allows whoever wields it to draw power from the void to empower themselves and the Scythe, The Void Scythe's Main Functionality is the ability to, with a cut and the will, to open a tear that leads straight to the void and back, of course the scythe also allows the wielder to survive within the void, the Wielder can even pass this protection on to others if they so wish. If the wielder where to ever die and they where in the void at the time, the Scythe would find it's way back to the world, waiting for the next time someone else longed for the void. (Lesser-Act)
[X] Create the monument makers (Lesser Act)
[X] Remember Pebble-chan? Turn her and a hundred another random Hollow pebbles into human-sized statues resembling various races. Internal structure remains the same (Lesser act)
[X] Inspire a few of the inhabitants of the Clouded Lands with ingenuity and skill. (Lesser Act)
[x] Create The Hour-Stones (Lesser)
[X]Create Lost Swamp on the northern coast of the Clouded Land (Lesser Act)
 
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Authored Act:
[X] Create the Mantle of the Breaker (Cosmic Act)

Non-Authored Acts:
[X]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)
[X] Birth of the Storm God Saar from waters of the Ocean Spirit. (Grand Act)
[X] The Law of Artistry (Grand Act)
[X] Create the Void Scythe and bestow it upon the one who wanted to go to the void, An artifact that allows whoever wields it to draw power from the void to empower themselves and the Scythe, The Void Scythe's Main Functionality is the ability to, with a cut and the will, to open a tear that leads straight to the void and back, of course the scythe also allows the wielder to survive within the void, the Wielder can even pass this protection on to others if they so wish. If the wielder where to ever die and they where in the void at the time, the Scythe would find it's way back to the world, waiting for the next time someone else longed for the void. (Lesser-Act)
[X] Create the World-Fable Stones (Lesser Act)
[X] Landmark: The Unreal Lake (Demi/Lesser)
[X] Create the Gate of Trials (Lesser Act)
 
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I'm guessing making the second planet is a cosmic act which is really too bad since there are multiple cosmic acts I want to vote for this time around :( .

Authored Act:
[X] Empower a Myridnan Iktai hunter, giving it unnatural strength. Empower a Myridnan sailor with perception. And Empower a Myridnan herder with limited foresight. (Lesser Act)

Deep within the crust of creation an outer god seethes with absolute rage. Rage at creation itself, for that is it's reason for creation, to destroy, rage at it's makers for betraying it, cursing it for the very same reason they made it, and most of all a passionate, fiery, unending rage at it's ultimate enemy, Nehu. She slayed it's kin, pushed it into hiding, made it into a wretched powerless being. However, it shall have it's revenge. Deep within the mines of the Myridnan it sees a desperate struggle, an Iktai hunter is about to take his last breathe at the hands of a metal plated Iktai. Smiling for the first time since it has been pushed into hiding the outer god whispers to the hunter. Promising strength, and the chance to live another day. All the hunter has to do is spread the outer gods name among its fellows. YORCTOL. The hunter, Yezu, accepts with no hesitation. A pale purple light surrounds Yezu bestowing him strength and just as the Iktai is about to crush the hunter, Yezu picks up the massive creature and splatters it against the wall.

Turning it's attention to the seas, YORCTOL spies a Myridnan sailor struggling against the waves that threaten to capsize her canoe. She cannot see anyway out of the situation, only death awaits her. YORCTOL offers a second chance. Whispering sweetly in her ear YORCTOL promises to give her an eagle eye, to be able to see the waterways, to be able to perceive all the hidden paths of the world. To live. All she must do is spread YORCTOL'S name amongst the sailors. The sailor, Mydrin, takes it readily. A purple light now illuminates all the paths she can take and reveals every minute detail she was unable to see before. She escapes the storm, grateful to her benefactor, YORCTOL.

Lastly, YOCTOL turns his attention to the vast herds of lowlansc Myridnans. In the dead of night he sees a Myridnan herder bemoaning his fortune. Wyverns have taken almost his entire his herd of Nym-haggis leaving only the runts to him. His overlords, the Miho, have little sympathy for those they see as losses, treating them as if they were cattle rather than people. He prays to whatever gods will hear him for salvation. YORCTOL offers it, giving the herder, Akim, some foresight of danger. Akim is able to avoid wyverns and other predator attacks on his herd using his foresight. His herd quickly grows without the constant threat of predation. Akim has his salvation with only one thing in exchange. He must spread the name YORCTOL amongst the herders.

Soon YORCTOL names will ingrained throughout Myridnan society if all goes it's plan. Putting blessings in the right places will surely yield fruit.

YORCTOL laughs a weak laugh at the cruel irony of the situation. The awesome power that allowed Nehu to push it to the brink will be her undoing. Her people cannot understand her, she is almost a god, too powerful to provoke anything but fear and misunderstanding. All she can do is watch as her people are eaten alive from the inside. YORCTOL will have it's revenge.

Crawling deeper into the crust of creation YORCTOL goes into a deep slumber, having spent much of its diminished powers.

Unauthored acts:
[X] Create the Second Planet (Cosmic Act)
[X]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)
[X] Sky Sea: High in the clouds where only the most determined bird may reach there now exists a wandering sea that defies convention, where gold sparkles upon the waves as common as salt. Within it are half submerged floating islands of gold, pumice, and volcanic ash. It wanders the sky, occasionally lapping upon the shores of sky islands. (Grand Act)
[X] Landmark: The Unreal Lake (Demi/Lesser Act)
[X] The Law of Artistry (Grand Act)
[X] Void Traversal Services (Lesser)
[X] Create the Fields of Floating Stones on the eastern coast of the Clouded Lands, a series of cliffs where large rocks ligther than air grow from the soil and can telekinetically be controled with lunar magic. (Lesser Act)
[X] Create the monument makers (Lesser Act)
[X] Inspire a few of the inhabitants of the Clouded Lands with ingenuity and skill. (Lesser Act)
 
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Just realized I didn't get around to making a short vote version of this, gunna have to remember that next time.
Authored Act:
[X]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)

Other's acts:
[X] Sky Sea: High in the clouds where only the most determined bird may reach there now exists a wandering sea that defies convention, where gold sparkles upon the waves as common as salt. Within it are half submerged floating islands of gold, pumice, and volcanic ash. It wanders the sky, occasionally lapping upon the shores of sky islands. (Grand Act)
[X] Landmark: The Unreal Lake (Demi/Lesser)
[X] Create the Fields of Floating Stones on the eastern coast of the Clouded Lands, a series of cliffs where large rocks ligther than air grow from the soil and can telekinetically be controled with lunar magic. (Lesser Act)
[X] Create the Gate of Trials (Lesser Act)
 
Authored Act:
[X] Create The Forger and the World Forge (Cosmic Act)

Supported Acts:
[X] Create Felines (Grand Act)
[X] Birth of the Storm God Saar from waters of the Ocean Spirit.
Over the great Ocean's waters a calamitous storm cloud forms. It grows larger and stronger over the course of 7 years, staining the skies in permanent shade of grey. At last the storm breaks in a massive hurricane that rages for 7 days as the great God of storms is born the first divine child of the ocean spirit. The gods first years are ruinous as he gains mastery over his domain. He eventually settles over the isolated island finding great companionship in Lonesome Tree and the Dryad but can be found the sky islands as well.
(Grand Act)
[X] Remember Pebble-chan? Turn her and a hundred another random Hollow pebbles into human-sized statues resembling various races. Internal structure remains the same (Lesser act)
[X] Empower a Myridnan Iktai hunter, giving it unnatural strength. Empower a Myridnan sailor with perception. And Empower a Myridnan herder with limited foresight. (Lesser Act)
[X] Inspire a few of the inhabitants of the Clouded Lands with ingenuity and skill. (Lesser Act)
[X] Landmark: The Unreal Lake (Demi/Lesser Act)
[X] The Law of Artistry
[X] Create the monument makers (Lesser Act)
[X] Create the Gate of Trials (Lesser Act)

Edit: These are the act that I decided to support as of now.
 
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Authored:
[X] Remember Pebble-chan? Turn her and a hundred another random Hollow pebbles into human-sized statues resembling various races. Internal structure remains the same (Lesser act)

Supported:
[X] Void Traversal Services (Lesser)
[X] Create the Void Scythe and bestow it upon the one who wanted to go to the void, An artifact that allows whoever wields it to draw power from the void to empower themselves and the Scythe, The Void Scythe's Main Functionality is the ability to, with a cut and the will, to open a tear that leads straight to the void and back, of course the scythe also allows the wielder to survive within the void, the Wielder can even pass this protection on to others if they so wish. If the wielder where to ever die and they where in the void at the time, the Scythe would find it's way back to the world, waiting for the next time someone else longed for the void. (Lesser-Act)
[X] Landmark: The Unreal Lake (Demi/Lesser Act)
[X] Empower a Myridnan Iktai hunter, giving it unnatural strength. Empower a Myridnan sailor with perception. And Empower a Myridnan herder with limited foresight. (Lesser Act)
[X] Sky Sea: High in the clouds where only the most determined bird may reach there now exists a wandering sea that defies convention, where gold sparkles upon the waves as common as salt. Within it are half submerged floating islands of gold, pumice, and volcanic ash. It wanders the sky, occasionally lapping upon the shores of sky islands. (Grand Act)
[X] Create the Fields of Floating Stones on the eastern coast of the Clouded Lands, a series of cliffs where large rocks ligther than air grow from the soil and can telekinetically be controled with lunar magic. (Lesser Act)
[X] The Moon of the Fleshless : Take the remains of the outer god, Ithzunchult the Fleshless, and transform them into an ornate orb of brass and obsidian that will be set above the world in orbit like the existing moon does, but in a different, erratic, and hard to calculate orbit instead of the same orbit as the existing moon. Within the orb shall be kindled the remains of the spirit and mind of Ithzunchult into a new incarnation, that of a great spirit bound to the Moon of the Fleshless. As this spirit is a new incarnation it is not bound to foul hungers and ends as Ithzunchult once was, but the shadow of its former incarnation does shape it like the river bed shapes a river.
[X] Create Felines (Grand Act)
 
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Authored
[X] Sky Sea: High in the clouds where only the most determined bird may reach there now exists a wandering sea that defies convention, where gold sparkles upon the waves as common as salt. Within it are half submerged floating islands of gold, pumice, and volcanic ash. It wanders the sky, occasionally lapping upon the shores of sky islands. (Grand Act)

Supported:
[X] Landmark: The Unreal Lake (Lesser Act)
[X] Create the Mantle of the Breaker (Cosmic Act)
[X] The Law of Artistry
[X] Create the Fields of Floating Stones on the eastern coast of the Clouded Lands, a series of cliffs where large rocks ligther than air grow from the soil and can telekinetically be controled with lunar magic. (Lesser Act)
[X] Create the Gate of Trials (Lesser Act)

[X] Void Traversal Services (Lesser)
[X] Create the monument makers (Lesser Act)
 
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Authored:

[X] Landmark: The Unreal Lake (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..

Supported:

[X] Create the World-Fable Stones (Lesser Act)
[X] Create the Gate of Trials (Lesser Act)
[X] Void Traversal Services (Lesser)
 
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Ideas for Epochs: Wonder, Adventure, Civilization, Lands

Authored:
[X] Create the monument makers (Lesser Act)
The monument makers are small dog-like creatures born from the Unseen. They possess sharp claws and dextrous hands that allow them to shape material with ease. They're gifted in architecture, engineering, and artistry. Every full moon, they descend from the Unseen and create monuments in uninhabited places. There may be inexplicable statues, obelisks, and monoliths suddenly appearing in the woods, mountains, and plains. When multiple monument makers work together, towers and palaces may be built. It is the dream of every monument maker to build something that will be pondered about for ages after they've perished.

A newborn monument maker is made like everything they do. They imbue an essence of life, an essence of being a monument maker, to a statue and the immaculate statue will become flesh.

Non-Authored:
[X] Create the Second Planet
[X] The Law of Artistry
[X] Create the Gate of Trials (Lesser Act)
[X]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)
 
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Authored:

[X] Void Traversal Services (Lesser Act)

Supported:

[X] Create The Forger and the World Forge (Cosmic Act)
[X] Create Stromhiem (Grand Act)
[X] Sky Sea (Grand Act)
[X] Landmark: The Unreal Lake (Demi/Lesser Act)
[X] Empower a Myridnan Iktai hunter, giving it unnatural strength. Empower a Myridnan sailor with perception. And Empower a Myridnan herder with limited foresight. (Lesser Act)
[X] Create the Gate of Trials (Lesser Act)
[X] Create the World-Fable Stones (Lesser Act)
[X] Create the Void Scythe and bestow it upon the one who wanted to go to the void (Lesser-Act)
 
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Authored:

[X] Create Mask of Madness artifact (Demi-Act)

The wearer of this mask can enter the berserk state, in which he does not feel pain and has increased strength and endurance. When the effect wears off, the amplification and pain immunity disappear. The more the carrier kills sentient beings and monsters, the more often he can enter the berserk state, the longer it lasts and the more amplification he will receive. However, as the strength increases, it will become more difficult to get out of the berserk state. The wearer gradually becomes more and more aggressive and self-confident, it is more and more difficult for him to restrain his anger, soon he will begin to hear a whisper in his head that will slowly but surely drive him crazy until the wearer can't eventually get out of the berserk state and turn into an insane monster thirsty for blood.

Honestly, I'm surprised that all the artifacts that were given to the heroes had no negative effects, so here it is.


Supported:

[X] Create The Forger and the World Forge (Cosmic Act)
[X] Create Stromhiem (Grand Act)
[X] Sky Sea (Grand Act)
[X] Landmark: The Unreal Lake (Demi/Lesser Act)
[X] Empower a Myridnan Iktai hunter, giving it unnatural strength. Empower a Myridnan sailor with perception. And Empower a Myridnan herder with limited foresight. (Lesser Act)
[X] Create the Gate of Trials (Lesser Act)
[X] Create the World-Fable Stones (Lesser Act)
[X] Create the Void Scythe and bestow it upon the one who wanted to go to the void (Lesser-Act)
[X] Void Traversal Services (Lesser Act)
 
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[] 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..

The fact it allows unhindered travel between the two realms makes this a Lesser Act, I think. Most crossings are prevented by the roots of the World Tree.

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?

I wouldn't call it a Landmark per se, but it's perfectly valid and definitely a Cosmic Act.

Also, we know that this universe has a lot of magic in it just from the various bits we've pushed through. What are the likelihoods of a mortal developing a new system or form of magic if we give them the right nudge? Say, encouraging a group to study the tones of the world-song stones to allow summoning from the unseen.

An entirely new magic system would be tough, but mortals can certainly learn to use magic for new things and in different ways on their own. Their magics can evolve and be joined together, for example Shaping solar magic directly into your organs, so in that sense new systems can appear.

In your example, studying the tones of the World-Song Stones could help in focusing their magics the right way. Lunar magics are already linked to the Unseen, so it would probably be the best for it. I can see even Vigor working - you just punch really hard to tear a hole in the barrier and pull whatever you're summoning through - or Shaping, changing the roots of the World Tree temporarily to keep them from intervening.

@Photomajig let me know if empowering three people is too much and I'll switch it back to the old act

I think that's well within the bounds of a Lesser Act for such minor gifts.

@Photomajig Would this count as a Demi-Act or a Lesser Act? I'm using the Ziggurat as a third party to grant him his power instead of taking some of my own power and giving it to him, so does that mean that this can be counted as a Demi-Act instead of a Lesser Act?

There's precedent for nudging existing sources of power with mere Demi-Acts, so there's nothing wrong there. In these cases there's far less guarantee of success as things of the world may intervene as well, of course - in this case, though, it was very likely for the Druyul to grab the next ascension flame anyway, so it should go to plan.

Man, this is a lot of fancy words for "wandering dungeon". What do you all think? By the way @Photomajig does this count as a landmark or does the fact that it teleports make it not?

I think a teleporting landmark is still a landmark, sure.

@Photomajig what kind of act would this be? If you have any questions ask away.

Hmm. This is a bit tricky. It does forge a new universal system of magic and cosmic law in a sense, with wide-ranging consequences, but on the other hand it really only provides a neat little addition to the use of all magic. You can also argue it's related to the Law of Legend and should thus benefit from the 'derivatory magic system' discount.

I think we'll go with Grand Act. Nice concept there!

Also anyone willing to make a second (and maybe third and fourth) planet in the system that can harbor life (along with the beginnings of a safe(ish) gate network connecting them, well safer then traversing Yggdrasil).

The Cosmic Paths allow you to travel the Void in the Seen just fine right now. It's traveling between the Seen and the Unseen, the material world and the spiritual world, that is made so difficult by the World Tree. No need to create a new gate network.

I'm not sure whether the following should be Lesser or Grand.

We're talking about dungeons worldwide, some with their own magical properties, so it's definitely Grand.

I'm guessing making the second planet is a cosmic act which is really too bad since there are multiple cosmic acts I want to vote for this time around :( .

I'm afraid so. There's plenty of time, fortunately - you can always try again when Cosmic Acts are less crowded.

[X] Show path to the Truth of Betrayal to some of Outer gods. Make sure they don't decide to kill each other to be the only one in that cage/safety zone. (Lesser act?)

The way this Act is phrased - merely showing them the path - sure sounds like it will just get these Outer Gods killed by the Void Huntress like last time.

Ideas for Epochs: Wonder, Adventure, Civilization, Lands

Thank you. Some of these I'd considered, but not all. Wonder and Adventure could be interesting.
 
Authored Act
[X] Create the Gate of Trials (Lesser Act)

Supported Acts
[X] Create the Mantle of the Breaker (Cosmic Act)
[X] The Law of Artistry (Grand Act)
[X] Create Felines (Grand Act)
[X] Empower a Myridnan Iktai hunter, giving it unnatural strength. Empower a Myridnan sailor with perception. And Empower a Myridnan herder with limited foresight. (Lesser Act)
[X] Create the Fields of Floating Stones on the eastern coast of the Clouded Lands, a series of cliffs where large rocks ligther than air grow from the soil and can telekinetically be controled with lunar magic. (Lesser Act)
[X] Create the World-Fable Stones (Lesser Act)
[X] Landmark: The Unreal Lake (Demi/Lesser)
[X] Go amongst the races and teach them how to construct their own mystical architecture (Lesser Act)
[X] Name the Unnamed World Aebrirea
 
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Looks like it's two away from getting Stromheim into existence, hopefully we'll get them before the vote ends.
Also some epoch ideas: Artifacts, divine, or destruction/changing(where things are voted to be changed or shifted in some way)
 
The way this Act is phrased - merely showing them the path - sure sounds like it will just get these Outer Gods killed by the Void Huntress like last time.

Well, it only show them path to Truth of Betrayal, not drag them there kicking and screaming. They can decide whether to go there or not I mean.
Also i have a question. Can I, as I have done there, edit my vote?
 
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Authored:
[X] Bless the eldest Hollow of the Clouded Lands, to have an unerring will to rule over all, living and inanimate within the Clouded Lands, and the wit to do so. (Demi Act)

Not Authored:
[X] Create the Mantle of the Breaker (Cosmic Act)

[X] Teach the art of Blood Forging to the highland Myridna, that it may be wielded by the desperate and downtrodden. (Grand Act)
[X] Create Felines (Grand Act)
[X] The Moon of the Fleshless : Take the remains of the outer god, Ithzunchult the Fleshless, and transform them into an ornate orb of brass and obsidian that will be set above the world in orbit like the existing moon does, but in a different, erratic, and hard to calculate orbit instead of the same orbit as the existing moon. Within the orb shall be kindled the remains of the spirit and mind of Ithzunchult into a new incarnation, that of a great spirit bound to the Moon of the Fleshless. As this spirit is a new incarnation it is not bound to foul hungers and ends as Ithzunchult once was, but the shadow of its former incarnation does shape it like the river bed shapes a river.

[X] Remember Pebble-chan? Turn her and a hundred another random Hollow pebbles into human-sized statues resembling various races. Internal structure remains the same (Lesser act)
[X] Empower a Myridnan Iktai hunter, giving it unnatural strength. Empower a Myridnan sailor with perception. And Empower a Myridnan herder with limited foresight. (Lesser Act)
[X] Create the Fields of Floating Stones on the eastern coast of the Clouded Lands, a series of cliffs where large rocks ligther than air grow from the soil and can telekinetically be controled with lunar magic. (Lesser Act)
[X] Create the Gate of Trials (Lesser Act)
[X] Void Traversal Services (Lesser Act)
[X] Create the monument makers (Lesser Act)
[X] Landmark: The Unreal Lake (Lesser Act)
 
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Anyone want to author something to help the inhabitants of the Clouded Lands to catch up technologically? We don't have many civilizations yet and we kind of fucked them over.
 
Authored:

[X] 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)

Supporting:

[X] Empower a Myridnan Iktai hunter, giving it unnatural strength. Empower a Myridnan sailor with perception. And Empower a Myridnan herder with limited foresight. (Lesser Act)
[X] Create the Mantle of the Breaker (Cosmic Act)
 
Anyone want to author something to help the inhabitants of the Clouded Lands to catch up technologically? We don't have many civilizations yet and we kind of fucked them over.

I kind of like the clouded lands being the untamed land of monsters. As other continents species slowly claim dominion over the wilds, the clouded lands stay bestial, with great monsters oppressing those without the power to defend themselves.

Also @Photomajig the vote opening doesn't have a timer if thats unintentional.
 
Authored Act:

Hear the tale of Hiramana, that it may not be forgot: the tale of the Bloodsmith, subjugated by the Greats, who poured his lifeblood to forge the Spellblade, that Aturamene his son may avenge him.
Hear the tale of Devarim, that it may not be forgot: the tale of the Farseer, his sons slaughtered and his daughters enslaved, who sacrificed his eyes to see the end of his foes.
Hear the tale of Baruna, that it may not be forgot: the tale of the Once-King, her people vanquished and deprived of their land, who renounced her crown to shatter the fetters on her people.
Hear the tale of Rimalekh, that it may not be forgot: the tale of the Shadow Thief, reduced to nothing by kingly theft, who surrendered his courage that he may elude his enemies and take back what once was stolen.
Hear those tales, O slave, and learn the ways of Blood Forging, of creation through destruction, to fuel from your spite and burn your shackles to cinders.
But remember yet the tale of No Name, the Once-Was, who destroyed all of himself: so that none know to what end he Burned.

[X] Teach the art of Blood Forging to the highland Myridna, that it may be wielded by the desperate and downtrodden. (Grand Act)
 
Authored:

[X] The Great Revelation (Demi-Act)

12. And so did Draszi-Jast Ominor, son of Chieftain Tharin-Jast Ominor, leader of the Draghai tribe, venture out to hunt the many wild beasts of Arka.
13. He saw a light in the distance, and was guided to it by the will of the ARCHITECT.
14. And he came across the Great Ziggurat, maker of Makers, holder of the Flame. A voice came from all around him, and proclaimed "ENTER".
15. And Draszi-Jast entered the Ziggurat, and was guided by the ARCHITECT's will inside its walls. And Draszi-Jast arrived at the Ziggurats center, and in the center there was a bright pillar of light.
16. The voice commanded "ENTER", and Draszi-Jast entered the light. And then the voice commanded, "RECITE!"
17. Draszi-Jast responded, "But I cannot recite! What would you have me say?". And the voice commanded once more "RECITE!" And once again Draszi-Jast responded, "I cannot recite!".
18. Then the voice commanded once more, "RECITE!". And Draszi-Jast opened his mouth to respond but felt the WORD of the ARCHITECT pour through him. And he recited the WORD and the Revelations that were given to him.
19. And after the recital was finished, Draszi-Jast looked up, and saw the form of one of the ARCHITECT's Abraxas in front of him. And the Abraxas said "Be not Afraid. For you have been granted the blessing of the ARCHITECT, Creator of the Material and Lord of the Druyul."
20. And Draszi-Jast bowed in awe, and asked: "What is my purpose to be bestowed such a blessing?" And the Abraxas responded: "You have been Chosen to unite the ARCHITECT's Chosen People, to create a great City around the Great Ziggurat, and to unite all under the Will of the Architect. For you have been granted the Mandate of the Architect, and you shall spread His Word to your People."
21. Draszi-Jast bowed once more, and declared "I accept this duty". And so he was bestowed immense power and knowledge, and become one of the Risen created by the Great Ziggurat. And he returned to his tribesmen and people, and spread the Word.
22. And the Word given to him would become known as the holy Collections, the Sammlungen. So Sayeth the Word of the ARCHITECT.
- Revelation, 4.12 - 4.22


The Druyul known as Draszi-Jast Ominor, son of Chieftain Tharin-Jast Ominor, leader of the Druyul tribe known as the Draghai, has been led to the Great Ziggurat by the Architect and has been bestowed with great god-like power. However, this power is not in the form of magic or the will to bend reality to Draszi-Jast's whim, but in the form of great wisdom and knowledge of the Unnamed World (as well as extreme skill in hand-to-hand combat and magic). Draszi-Jast is a scientist, a physicist, a tactician, strategist, poet, and writer rolled into one. Although he may not be all-powerful or see all, he most definitely knows all. And his own offensive capabilities aren't restrained; his knowledge can (and will) lead him to discover magic systems, how to put those systems to use, and how he can use magic to benefit his own people. Within him lies the potential for the Druyul to advance far, far ahead in technology and agriculture; indeed, one of Draszi-Jast's main objectives is to find a way to grow their own plants. He has also taken an interest in the immense deposits of gold, silver, and iron in the Ziggurat, and wonders whether he could obtain more of these materials from outside the Holy Ziggurat. Draszi-Jast has also been granted an incredibly long lifespan of around 180 years, and has also been granted with an utterly pure will. The Law of Narrative Satisfaction bends in his favor due to this, and thus Draszi-Jast's story will continue until his natural death. His divine potential given to him will eventually trickle down from knowledge to physical and magical capability, as befits the one blessed by the Architect.

Draszi-Jast has been tasked by the Architect to unite the other Druyul tribes under the Draghai banner, either through diplomacy or through force, and to build a massive capital city centered around the Great Ziggurat in order to grant the Druyul utter and complete control over the Ziggurat, and to also give the Architect's blessings to Ominor's descendants. His great knowledge and divine will shall serve to benefit his tribe, and by the time his father dies and he ascends to the Chieftaincy, he has already developed grand dreams of Empire. In the future, he will be known by the Druyul as the First Prophet-Emperor of the Kerajaan Draghai (the Draghai World-Empire), creator of the religion known as Illuminism (which worships the Abraxas and the Architect SCRIVENER as their only true God), and the father of the Ominor Dynasty, holder of the Mandate of the Architect...


Unauthored:

[X] Create The Forger and the World Forge (Cosmic Act)
[X] Create Felines (Grand Act)
[X] Remember Pebble-chan? Turn her and a hundred another random Hollow pebbles into human-sized statues resembling various races. Internal structure remains the same (Lesser act)
[X] Empower a Myridnan Iktai hunter, giving it unnatural strength. Empower a Myridnan sailor with perception. And Empower a Myridnan herder with limited foresight. (Lesser Act)
[X] Create the Fields of Floating Stones on the eastern coast of the Clouded Lands, a series of cliffs where large rocks ligther than air grow from the soil and can telekinetically be controled with lunar magic. (Lesser Act)
[X] Create the Gate of Trials (Lesser Act)
[X] Void Traversal Services (Lesser Act)
[X] Create the monument makers (Lesser Act)
[X] Go amongst the races and teach them how to construct their own mystical architecture (Lesser Act)
[X] Landmark: The Unreal Lake (Lesser Act)
 
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