Gods of Chaos: a Riot God Quest

Honestly I didn't mind the Outer Gods so much, I did think they were brought in a little bit early though. But that's just my own thought process.

as a side note, should I have the Stone Plague spread through a memetic vector? I think it would be a properly horrifying idea... Probably going to drop it on the second planet though, as that means that the victims have a chance to be eaten by those crystals.

I think the second planet needs some more landmass.

OOoor, we could make the ocean a portal into a water dimension?....actually, that's a really neat idea. Dive too deep into the ocean and you end up in a new dimension with no way out, slowly being driven insane or something.... huh. Might have to do something with that. We could go full on twlight zone on it! :p
 
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Necromancy should qualify as a Horror and should be pretty easy to slot in given our existing laws. I've got the core idea below, which would probably be a Grand Act (and which I'll probably flesh out a little with interactions with specific systems tomorrow). I'm new to the quest and have really only read the updates, so feel free to let me know if I'm stepping on any toes with this.
Life and Death elemental magic existed in-universe so it should be a better fit than vigor manipulation just a thought.
 

I think Ithzunchult would most likely be killed by the custodians and Nehu if reawakened. There are still Outer gods alive out there maybe you could do something with them.

Or you could even upend what's making them so weak by making it so they're not completely powerless in front of the Outslayer. I've always disliked how the act has written into it that the Outer Gods are powerless against it explicitly.
 
Well, you can invert an Outer God and create an Inner God, whatever that fuck that is. Sounds pretty neat and original to be honest, a warped reflection of an outer god with a bone to pick with the genocidal hunter of it's kin? might be a fun concept to lean into. I'm having rather ridiculus thoughts, appologies, but I do rather enjoy the prospect of them. It'd be an interestin twist to turn an Outer God into a shonen protagonist after all, and might be worth doing in the first place as they never really got to do much before being super-stabbed.
 
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Well, you can invert an Outer God and create an Inner God, whatever that fuck that is. Sounds pretty neat and original to be honest, a warped reflection of an outer god with a bone to pick with the genocidal hunter of it's kin? might be a fun concept to lean into. I'm having rather ridiculus thoughts, appologies, but I do rather enjoy the prospect of them. It'd be an interestin twist to turn an Outer God into a shonen protagonist after all, and might be worth doing in the first place as they never really got to do much before being super-stabbed.
An inner god would be like a normal god. The outer gods are so-called outer because they're supposed to be... let's say out-of-this-world, meanwhile all the other gods aka inner gods are of this world.

Though if you're going to be a little closer to the outer gods concept, we could posit that the inner gods operate in the Seen as opposed to the outer who are of the Unseen.
 
I could see that working quite easily.

Also, got my Plague all set up. This will hopefully teach the people about disease control given they are now living in cities and such.... Should I release it on the Seond World or the First though? or maybe both? is that an option for a (Lesser) act? I got the spread vectors set up- touch and fluids for the carriers, and then through the stone fragements for the petrefied, which I think is a fun method to keep the disease relevent for a few epochs as it gives toughness/endurance/strength in carrier stage as it petrifies internal organs.
 
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There's another three hours or so to go before the moratorium on voting is lifted. Also, you need to mark the level of Act you wish for these to be at. And you can only author one Act per Epoch/turn.
Ah fudge I didn't mean to put those Xs in, guess sleep deprivation is getting to me. I'm only going to be doing one of them but I wanted to hear people's opinions before I decided which one to do. I fix that in a sec.

I think Ithzunchult would most likely be killed by the custodians and Nehu if reawakened. There are still Outer gods alive out there maybe you could do something with them.

Or you could even upend what's making them so weak by making it so they're not completely powerless in front of the Outslayer. I've always disliked how the act has written into it that the Outer Gods are powerless against it explicitly.
Part of the reason I want to work on Ithzunchult is because he's been dealt a great injustice by being turned into a moon against he's will. Same goes for the gods that were turned into the mantles. I don't really want to mess with the free gods since they're "Fine" at the moment. Stripping Nehu of her Outslayer powers on the other hand… Is an excellent idea! I can't believe I didn't think of that before, thanks for the wonderful idea Babo.
Though if you're going to be a little closer to the outer gods concept, we could posit that the inner gods operate in the Seen as opposed to the outer who are of the Unseen.
But the Outer Gods are already split into an equal number of Unseen Outer Gods and Seen Outer Gods. It's part of the reason that the Outer Gods didn't immediately cause massive issues. I also like to think that the mantles have a Unseen and their Seen counterpart inside each of them, though that mostly my headcanon and wasn't actually mentioned in their creation.
 
Part of the reason I want to work on Ithzunchult is because he's been dealt a great injustice by being turned into a moon against he's will. Same goes for the gods that were turned into the mantles. I don't really want to mess with the free gods since they're "Fine" at the moment.
No, the great injustice was his death through the fault of the creators. After suffering "great injustice" he has no will (because he is dead) and therefore we have the right to turn him into a moon.
 
He's not actually dead, part of turning him into a moon was reviving him as a pale shadow of his former self to power the moon. Let me just go find the original act real quick.
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.
Hmm that's not exactly as I remember it but it's still effectively the same thing as I thought it was for the purposes of my potential act, i.e. restoring his mind. I think should probably reword the act slightly to make it more clear what I'm trying to accomplish. Also probably should remove that bit about giving him control over the shadow magic as I misremembered where it came from. Though looking over things again I should probably shelve this act for now and instead focus on making sure the Outer Gods stop getting unfairly bodied by Nehu.
 
Authored Post:
Mostly made as I think that it's a rather fun take on a disease, and would fund quite a few really fun ideas with the Deathseekers in the final phase. It could lead to some really interesting narrative events.

[X] The Stone Plague is spread upon the Second World (Lesser)

Terrible Diseases of the Worlds, The Stone Plague:
The Stone Plague is a terrible, terrible ailment that disguises itself as a blessing to those with organic natures. Those afflicted with this disease will find their strength increased several fold, their skin growing as tough as stone, and their bodies filled with an almost unending endurance as they need to eat less and less... for the first month. Durring this incubation period, the disease will spread to others that it's carrier interacts with, rapdily spreading through touch and fluid exchanged between the victims in question. Their internal organs will slowly start to turn into an almost living stone, usually starting with their stomachs as their need to eat rapdily decreases over the Month long incubation stage. It is upon the end of the first month that the disease shows it's true horror to the world.

The body steadily starts to convert to stone, usually starting in random patches along the victim's limbs as they find their internal organs growing less and less responsive. Flesh and muscle turn to stone, trapping the victim's soul inside a prison- blind yet aware of the world. The process of petrification works over the space of 2 weeks, and should no cure be administered by that period then the soul will be trapped in a stone statue of themself until it is broken- with at least half of it's form shattered into peices.

Should the victim, now statue, not be broken nor saved within the next five years, they will steadily start growing more and more dense, their forms turning into steel. This steel acts as a more potent prison to the victim's soul, and can only be broken through rusting away or being melted down under immense heat. Of course, that isn't the end of this illness. Should the victim in question last a hundred years as a statue of steel and not be broken, melted, or rusted away into nothing then the worst of fates occurs. The victim becomes an insaine monster that rampages through the world, seeking it's death. It's cuts will spread the Stone Plague to other organic victims until the metal monster is put down like the abomination it had become.

The Stone Plague does however, have a cure. The victim must be under the light of a full moon, and their body must bathe in that light without any shadow covering it. Those who wear clothing will find their covered body still suffering from the disease, as it slowly creeps through their limbs, often leaving patchwork creatures of stone and flesh. The victim in question also gains a compusion to see the full moon in their last two weeks of petrification. Of course, some such victims will never get the chance due to the phases of the moon, or due to being in places where they cannot see it.

The Stone Plague spreads through touch and body fluids. It's initial vector however, is from the stone gathered from the shattered remnants purified by moonlight, or from the statue's of those who were unable to seek a cure. Beware this plague, for while it affects organic matter it is a thing of terror for the pitiful victims entrapped in it's grasp.


Supported Posts:'
[X]Create the Gnolls on the second planet (Grand Act)
 
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Authored Act:
[X] Create the Hound artifact (Demi-Act)

The hound looks like a huge four-legged beast combining the features of a bear, bull and dog but covered in armor formed from a fused mass of flesh, bones and metal studded with unholy runes. The eyes of the hound burn with green fire, poisonous smoke comes out of the nostrils, capable of killing the enemy who inhaled it. Her mouth is littered with rows of razor-sharp teeth, hiding behind an incredibly long tongue covered with spikes with paralyzing poison, which is ready at any moment to wrap around the enemy and drag him into the mouth of the beast. The paws of the hound are endowed with incredible strength and sharp claws, and the tail is decorated with a deadly sting that gives the enemy an incredibly painful death from its poison.

While she may look more like a machine than a beast, underneath this heavy armor lies the war-hungry heart of a vicious berserker and the first wearer of the Mask of Madness, the Starpaw.

The Hound is a tireless weapon, forever hungry for destruction. Even in death, she has not lost her ability to travel between the Seen and the Unseen, and uses this to cause evil wherever she goes. Its owner will receive a tireless mount capable of delivering it to a new battlefield in the shortest possible time and a deadly war beast that knows no fear or pity. The hound's armor is not afraid of mortal weapons and the fangs and claws of a beast or monster. Only once, having smelled the enemy, the hound is able to find him wherever he hides.

Of course, not everyone can own such a weapon. Only the bearer of the Mask of Madness and Dirge bearing with their help death and destruction will find a faithful assistant in the hound. Any fool who does not meet these requirements will face the Hound's fury. However, even the owner of the hound needs to be careful. As soon as he stops make a massacre and to inspire fear in the hearts of people, the iron beast instantly attacks with all its monstrous fury!



P.S The Hound will always look for the owners of the Mask of Madness and Dirge. The hound will be delivered to Argigal and on it he will continue his slaughter

Supported Act:
[X] The Stone Plague is spread upon the Second World (Lesser)
[X] YORCTOL'S Whispers (Lesser Act)
[X] Create the Tyrant's Legion (Lesser Act)
[X]Create the Gnolls on the second planet (Grand Act)
[X] Create The Shifting Land On the Second World (Grand Act)
[X] Create the Aëgridas, the fertile females of the garden (Lesser Act).
[X]Hikanophs (Grand Act)
[X] Empower the Ogre to know where Askr and Embla are, and to never be barred by any wall nor gap. As she walks towards them, walls and mountains alike will crumble to give her a tunnel, and vigorized Floatwood shall appear under her feet as she goes across rivers, oceans, and empty air. Beings as strong or stronger than her shall be unable to harm her - only through the cunning or teamwork of weaker beings shall she be stopped. (Lesser Act)
 
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Author act :
[X] Once again kharneth teaches the Sura but this time for one thousand days and nights with much greater detail. Encouraging them to become settlers migrating outside of the steppe. (demi act)
Non-author act :
[X] Establish the System of Faith, Myths, and Gods (Cosmic)
[X]Create the Gnolls on the second planet (Grand Act)
[X] create Arthropods (Grand Act)
[X] Create The Shifting Land On the Second World (Grand Act)
[X] Strip Nehu of The Might of the OutSlayer (Lesser Act)
[X] YORCTOL'S Whispers (Lesser Act)
[X] Lesser Act: Create the Temple of need.
[X] Create the Tyrant's Legion (Lesser Act)
 
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Authored Act:
[] With a Heart (Lesser Act)
The World-Sea may with a price of blood and their direct attention, strengthen their currents temporarily, fracture themselves unto new bodies of liquid, or lastly, to unite themselves for a time. They are limited by effect, time, and blood, with greater feats being matched with a price of time not being able to do an equal feat and the price much higher than smaller acts.

[X] Seed by the Flame (Demi Act)
A Maker would take a cognizant piece of an Outer God, wretched as they are in their timeless escape from the Outslayer, and fashion them into a seed, shrouded by the Fleshless' shadow. It would then task a Custodian to nurture them nearby the Sun, placed by a Maker's guidance to wherever Shlim-Boolt's few is fated to come. They will not reveal the nature of seed and their task until the end of the Makers's chaotic rule.

Supported Act:
[X] Establish the System of Faith, Myths, and Gods (Cosmic)
[X]Hikanophs (Grand Act)

[X] Accumulated Vigor persists in bodies after death, and can be manipulated by various magical disciplines. (Grand Act)
[X] Create the Fleshwarpers (Grand act/Lesser act?)
[X] The Stone Plague is spread upon the Second World (Lesser)
[X] YORCTOL'S Whispers (Lesser Act)
[X] Create the Tyrant's Legion (Lesser Act)
[X] Write the Book of Horrors, telling of all of the horrors of the world. [Lesser Act]
[X] The Whispers of Murder (Lesser Act)
[X] Create the Heart of the Sea (Lesser Act)
 
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Authored Act:

[X] Establish the System of Faith, Myths, and Gods (Cosmic)

Every intelligent being has Free Will, which is aligned with their Heart and their Will in the Cosmic Narrative. To give Faith is to exercise Free Will, to make a choice and believe in something, anything at all. The context of the choice is irrelevant, so too is the rational behind it, only that a conscious choice is made. This Faith is drawn together in the souls of the dead, unawakened souls of the living, and spirits of the Unseen who would give answer to it, filling them with power and changing them. Faith is by nature a chaotic power, which only becomes more so the case as it gathers, having no hard limits or rules for how it may affect a being that collects it. Where enough Faith accumulates, it might ignite into the Flame of Chaos and create a Myth, a kind of proto-God without a physical form.

Myths are complex narrative entities that reflect whatever had gathered the Faith to create them, but distorted by the ideas and desires behind the faith itself. As beings of Pure Heart and Will incarnate, Myths may wield the magic of Ardency as naturals, without the inherent difficulties that mortals might have with it. Myths can normally only interact with the material world through imposition of their narrative onto people, places, and things that they're associated with or which give Faith to them. By contrast, their power over the realm Unseen is sufficient to build entire worlds for themselves and their mortal followers after their death. Should a living mortal make a Pact with a Myth they would become their Avatar and gain access to their powers allowing the Myth greater ability to interact with reality. The drawback of becoming an Avatar of a Myth is that one actually becomes the Myth themselves in truth, and so they are denied an afterlife or any chance of reincarnation as their soul merges with their Myth entirely.

Myths vary in power and complexity, the weakest Myths being Least Myths and the most powerful being Ultimate Myths, with older Myths generally being greater due to accumulation of Faith. Myths can grow or fall in power according to the Free Will of people actively choosing to believe in or abandon them, with death coming to them should they ever be completely forsaken or forgotten. Where Legend and Myth meet in an Avatar, Divinity is born and a mortal becomes a Mythical God, equivalent in power to the Legend that they carried. However, a Myth can only bond with a Legend compatible with its personal narrative. A Myth would generally be inclined to build its own Legend to reach Apotheosis through an Avatar of more humble origin, rather than making pacts with already Legendary mortals, though whether a Myth bonds with their own Legend is still ultimately dependent on their own choice.

Divinity carries the same depth of power and complexity as Myths, being set between Least Gods and Ultimate Gods, but Mythical Gods differ from Myths in several respects. A God, like any other intelligent being, has Free Will though it does not possess the Pure Heart and Will of a Myth. Mythical Gods are bound to physical vessels that may exist in only one realm at a time, and if their body is broken than so is their Divinity, killing them in totality beyond resurrection. Gods don't need to receive any Faith to perpetuate themselves and furthermore they no longer decline in power from lack of mortal belief, but in turn they cannot grow simply from being worshipped as Myths could after their Apotheosis. Mythical Gods may only grow from expanding their Legend in the direction of their Myth through worthy achievements, with the limit of their potential being the strength of their Myth.

The Least of Gods is barely above mortality, still being subject to the effects of age and disease albeit reduced, and should a demigod be born they would always be of Least Divinity. Most Mythical Gods would fall near this end of the scale, with only a rare few among countless aspirants reaching the pinnacle of Divinity. The Ultimate Gods are transcendent beings beyond concrete notions of physical scale, capable of impossible miracles contrary to the laws of reality and even designing new laws entirely should they be willing to die for it, limited more by the purpose, meaning, and beauty of their concept than anything else. They are of arbitrary scope unbound by space or time, their physical forms existing in their own dimensions separate and distinct from one another as extensions of their bodies, independent from the rest of the universe.

The Divine Laws set by Mythical Gods are yet inferior to those Cosmic Laws forged by the Makers, and not only may they be broken and potentially destroyed forever if confronted with sufficient power brought in contradiction to them, they are also subject to the effects of erosion should they conflict with one another, dooming them to gradual decay. Where the divine shards of broken laws will fall is unknowable, what they should become as they lay in wait unfathomable, and in grinding and straining and fighting each other, those laws still in place give rise to ever stranger things. In the friction between the rules rise into existence new things twisted in form and exotic in nature or energies that defy classification, for they are born of the still burning chaotic embers of the primordial force of creation.

---

Unauthored Acts: To Be Filled
[X] Create The Shifting Land On the Second World (Grand Act)
[X] Hikanophs (Grand Act)
[X] Create the Gnolls on the second planet (Grand Act)

[X] The Stone Plague is spread upon the Second World (Lesser)
[X] YORCTOL'S Whispers (Lesser Act)
[X] Write the Book of Horrors, telling of all of the horrors of the world. (Lesser Act)
[X] Send a lesser Abraxas to teach the magic of Refutation to an orphan raised in the White University of Wisdom (Lesser Act)
 
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Authored Act:
[X] YORCTOL'S Whispers (Lesser Act)

YORCTOL slowly grows in power. It's legend grows with each day, with each whispered utterance of it's many names, one day it will make it's return and yet... it is not enough. YORCTOL desires destruction for that is the reason it was created and it desires it now. It used to be a non-malevolent destruction if there is such a thing, an uncontrollable desire implanted in it's creation, but with the Maker's betrayal and the destruction of YORCTOL's physical self the destruction it covets has become more venomous. YORCTOL seeks the destruction of the Maker's most beloved creations, not because it's purpose is to destroy, but because it seeks revenge. Therefore YORCTOL looks upon the city of Tamvatra with great rage, the Sea-Ants are clearly favored by the Makers through the many blessings bestowed upon them. Blessings YORCTOL and it's ilk never received.
YORCTOL can sense the coming of a new age, an age of horror, and with it a chance for YORCTOL to expand its power and reap destruction on Tamvatra.

And so YORCTOL whispers.

YORCTOL whispers to the Hollow King telling him of a great power hidden within the stars, a power the mighty king could harness if he would only speak YORCTOL'S name amongst it's followers. The Fleshless Moon's power is familiar to the former Outer-God and so it is childs play for YORCTOL to chart it's erratic course and tell the Hollow King when it will appear.
YORCTOL whispers to its followers once more. A devout Iktai hunter is whispered the legend of Yezu in intimate detail so that they may harness Yezu's great strength, a skilled Myridnan sailor is whispered the legend of Myrdin, and a rebellious herder the legend of Akim. They are instructed to travel to the Clouded Lands to destroy Tamvatra anyway they can.
Finally YORCTOL whispers to an oddity within the Unseen. The Hollow King's unseen spirit had been awoken at the whim of a Maker and it desires to help it's brother(?) in the seen. YORCTOL whispers to it of the tournament of life and death and promises to give it power to help it achieve victory in the tournament and the power to help it's brother in the spirit's reincarnation. In exchange the spirit will give YORCTOL it's legend, it's myth. Every achievement in the seen will be YORCTOL's achievement, every legend created will be YORCTOL's legend. Every action it takes must be attributed to YORCTOL.

Unauthored Acts:
[X] Establish the System of Faith, Myths, and Gods (Cosmic)
[X] Accumulated Vigor persists in bodies after death, and can be manipulated by various magical disciplines. (Grand Act)
[X] Write the Book of Horrors, telling of all of the horrors of the world. [Lesser Act]
[X] The Stone Plague is spread upon the Second World (Lesser)
[X] Create Voidbeasts (Lesser Act)
[X] Create the Nightmare's Eye (Lesser Act)
[X] Strip Nehu of The Might of the OutSlayer (Grand Act)

edit: @Photomajig there's no timer if you intended for one to be there to close the vote.
 
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[X] Lesser Act: Create the Temple of need.

A place within the Unseen which can be accessed up to three times in each mortals lifetime, Giving both Knowledge and skill as requested. It Is known as the temple of Need, For the more you need something to survive the lesser the Price will be asked in return. However If you Desire something more then you actually needed it the Cost exponentially increases. There is Three Prices that the Temple of need will take from people. The First is that they must help those in need within proportion to the Need Granted by the temple, Increasing in cost the more they make other need the temple as long as it isnt beings who caused them to require to use the temple, if this option is taken it cant be taken again until the 'debt' has been payed off, the Second is Giving Up Skills and Knowledge that Is not essentially to what you need to survive Those who Choose this option gets to Decide what to Give up until the amount lost is equal to the amount gained by the mortal. The Final Option only happens either after the Third use or upon those who die still owing a debt to the temple, which is that the Mortal Upon there debt Becomes one with the temple, Both as Servants maintaining it and Being Protecting it.

(Prices, are = Need(1 going to die without no matter what, 10 Could go entire life without) x Desire(1 I luth this, 10 Gib now) x Amount gained)

Basically Mechanics wise. If you Are not a God or Immortal You get three Death Saves, with the option to get increased Consequences to gain Skills and Knoweldge. The First Basically gives a point total that they have to build up to to repay the debt of the skills gained(Which they build by decreasing others Needs for the Temple, Inceasing who much others need the temple Intentionally causes the points needed to increase). the Second is essentially sacrificing other skills and Relations(Like SL's since you lost knowledge of them) in return for the Skills and knowledge that was gained. However on the Third Use, Your Characters afterlife gets locked in As becoming one with the temple, Forever Helping maintain the temple and all those who come in need.

Reposting this with the X in it, now that votes open.

Supporting Acts:
[X]Hikanophs (Grand Act)
[X] Accumulated Vigor persists in bodies after death, and can be manipulated by various magical disciplines. (Grand Act)
[X] Diabolism (Grand Act)
[X] Write the Book of Horrors, telling of all of the horrors of the world. [Lesser Act]
[X] The Stone Plague is spread upon the Second World (Lesser)
[X] Send a lesser Abraxas to teach the magic of Refutation to an orphan raised in the White University of Wisdom (Lesser Act)
 
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There might be some typos and other mistakes.

Authored acts:
[X] Create the Fleshwarpers (Grand act)
Withered by stellar winds and time, corpse of Outer god crumbles to dust like wilted flower. This dust falls on the nearby planet and from it like from seeds new live rise. They awake on lifeless, barren world. Having no purpose, offsprings of outer god fell into dormant phase, waiting.
One day, something wakes them from their sleep. They hide from the unfamiliar sensation of someone's presence. They feel the soft breeze blowing, the stone dust turning into fertile soil. Filled with curiosity, they watch from the shadows, who with such powers visit this world. Thus, they witness the work of Cultivars.
The descendants of the outer god are fascinated by the divine beings who brought so much color to the once lifeless rocks. They try to repeat Cultivars, crudely mimicking their actions. And, with the blood of Outer god flowing in their veins, they succeed. Thorned, gnarled trees take roots on green vast plains. Cultivars are surprised by the appearance of these trees, as it seems to them, out of nowhere. However, they are not impressed. Few even bother to harvest seeds.
The offspring of the outer god are outraged by the lack of appreciation of their work. Time after time they try to create something better, something that deserves attention of Cultivars. But gardeners of the makers see only misshapen nuisances in their work. They give the name Fleshwarpers to those who create these things after they inevitably realize that there is no natural cause for what is happening.
There comes a day when the Cultivars have to leave. It's time to visit another world and bring life there. And now the Fleshwarpers are following them, fruitlessly trying to inspire awe and fear in divine landscapers.
______________
Fleshwarpers are the remains of an outer god given life. They inherited the desire for destruction, but it is greatly weakened. Now, they want recognition, but not in the traditional sense. They want their creations to inspire fear.
First, they gather materials, from insignificant vermins to ferocious beasts, from black tar to glowing crystals. Then they shape the body of a new monster, mending together collected things. Finally, they bring their creation to life with the flesh of the Outer God, satured with malice and venom.
The most important reason for all efforts of Fleshwarpers is the recognition of the Cultivars, whom they consider to be an example to follow.

Unauthored acts:
[X] Establish the System of Faith, Myths, and Gods (Cosmic)
[X] The Stone Plague is spread upon the Second World (Lesser)
[X]Create the Gnolls on the second planet (Grand Act)
[X] Create The Shifting Land On the Second World (Grand Act)
[X] Accumulated Vigor persists in bodies after death, and can be manipulated by various magical disciplines. (Grand Act)
[X] Empower the Ogre to know where Askr and Embla are, and to never be barred by any wall nor gap. As she walks towards them, walls and mountains alike will crumble to give her a tunnel, and vigorized Floatwood shall appear under her feet as she goes across rivers, oceans, and empty air. Beings as strong or stronger than her shall be unable to harm her - only through the cunning or teamwork of weaker beings shall she be stopped. (Lesser Act)
[X] Create the Aëgridas, the fertile females of the garden (Lesser Act).
[X] create Pollinating Insects (Lesser Act)
 
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Authored Act :
[X] Send a lesser Abraxas to teach the magic of Refutation to an orphan raised in the White University of Wisdom (Lesser Act)

Supported Acts:
[X] Establish the System of Faith, Myths, and Gods (Cosmic)
[X]Create the Gnolls on the second planet (Grand Act)
[X] Create The Shifting Land On the Second World (Grand Act)
[X]Hikanophs (Grand Act)
[X] The Stone Plague is spread upon the Second World (Lesser)
[X] Empower the Ogre to know where Askr and Embla are, and to never be barred by any wall nor gap. As she walks towards them, walls and mountains alike will crumble to give her a tunnel, and vigorized Floatwood shall appear under her feet as she goes across rivers, oceans, and empty air. Beings as strong or stronger than her shall be unable to harm her - only through the cunning or teamwork of weaker beings shall she be stopped. (Lesser Act)
[X] Lesser Act: Create the Temple of need.
[X] Write the Book of Horrors, telling of all of the horrors of the world. [Lesser Act]
 
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Authored Act:
[X] Write the Book of Horrors, telling of all of the horrors of the world. [Lesser Act]

Somewhere, in the void, a maker looks upon all that has occurred. The wonders and joys, the creatures big and small.

And they look at the horrors.

Some were mere results of circumstance and misfortune. Such as the Goliath Bird, or the terrible warped Deep Algal 'Abominations' resulting from improper shaping. Some might even see Ardent Algals as to be feared. There was the somewhat unexpected ruthlessness of the White Ants, and their Queens.

But then there were the ones that they themselves had wrought.

The Outer Gods. Weakened they may be now, they still could pose quite a threat if the Void-Huntress were not constantly seeking them out.

The Tyrant of Gold. That consuming territorial monster. Although thankfully for the mortals of the world, it stuck to its mountain throne.

The Orgres. Hidden in plain sight, just until they begin their cannibalistic feast.

The Yamas. To fall to them is to be denied the spirit's rest in the Unseen.

There were others, too. More subtle ones that had yet to truly appear.

The Volcanic Turtle Vixith, sooner or later it would blow, and burn the land asunder.

The Winged Lizard of Potential. Someday it would begin a terrible feast, would it not?

There was the plans and acts of the other makers, wishing to bring new horrors to accompany the rest. They would likely succeed in such.

Well. If it is to be an age of horrors, so be it. But they would be known.

And so the maker began to write.


Unauthored acts:

[X] With a Heart (Lesser Act)
[X] YORCTOL'S Whispers (Lesser Act)
[X] Establish the System of Faith, Myths, and Gods (Cosmic)
[X] Create the Fleshwarpers (Grand act/Lesser act?)
[X] Lesser Act: Create the Temple of need.
 
[X] Create the Hound artifact (Demi-Act)
This does not feel like a demi-act to me. It feels like a lesser.

Authored:
[X]Create the Gnolls on the second planet (Grand Act)
Whenever you're lost, listen to your bones. It knows where your family is.
- Gnoll proverb

Gnolls (placeholder name) are hunched upright creatures that live on Avoroth, the currently sole continent on the second planet. They top-heavy bulky creatures with hard overlapping plates armoring their backs and arms. They bear broad claws well-suited for digging.

They roam the continent in caravans which is typically a family unit. They are quite talented when it comes to weaving and textiles. They are adept at using Avorrite to make glowing dyes and scarce colors. Every family has a unique pattern which symbolizes their caravan. Part of the inauguration of a caravan splitting from another caravan is the creation of a rug bearing this pattern.

The sigil of connections is etched into the bones of every gnoll, however in most it lies dormant. The sigil of connections creates connections with others of its kind nearby, and those that had it awakened in their bones shall see the connections that linked them. A gnoll with awakened bones shall find the links that connected them to every other gnoll they have met. Should they wander out into the wilderness in their lonesome, they can find solace in their awakened bones that a path home is ever evident. Even when only the bones is left of a gnoll, living ones could still connect to them, and awakened ones could see that someone had wandered there before them.

Awakened ones are important members of a caravan. They can the paths ahead of them, forged from their connections with other caravans. They could be navigators seeing the paths and any dangers ahead of them. They could be messengers and scouts who could be sent ahead without fear of becoming lost or being in danger.

The awakening of one's bones require great meditation, and even among those that practice, only few manage it. So rare are they that some fashion their bones into amulets that supposedly helps with seeing the links.

They regard mapping as important as weaving. Mapping the links between them, their family and friends, and strangers is part of their methods of awakening. Some make elaborate maps of their genealogy while others aim to map the relationships of the stars above and all that is material and immaterial on earth. In some clans, it is customary for one to weave a map of their life. It will be where their bodies will be lain in their funerary ceremony, but the cloth will be given to their children after they have been buried.

They worship a few gods, although at this moment, their gods do not currently exist, existing only in legend and myth. Lore has it that they're simply asleep. Their astrologers map the cosmos, looking for them or for a way to awaken them. Their godlore may differ from caravan to caravan. The gods they worship are as follows: Grimmis, Asviel, and Forzan.

Grimmis rolls a pair of six-sided barrel dice made from gnoll bone. It is said than whenever she rolls her dice, she reveals the path in which the future may tread.

Asviel is the god which tends to the winds. He herds his herd of clouds to the sea and back to bring rain to the continent.

Forzan is the only one explicitly not a gnoll. They are a dragon with a pair of antlers made of brilliant crystal. They are said to be all-powerful and all-knowing.

Sponsored:
[X] Establish the System of Faith, Myths, and Gods (Cosmic)
[X] Create The Shifting Land On the Second World (Grand Act)
[X] Create the Tyrant's Legion (Lesser Act)
[X]Hikanophs (Grand Act)
 
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Authored Act:
[X] Create The Shifting Land On the Second World (Grand Act)
To the west of Avoroth, one hundred floating landmasses rise. They are of varying size, makeup, even climate, constantly shifting and moving, in an inexplicable dance. An island off the shore may, within days, be at the center of the landmass. The islands still suffer the erosion of time, and can wear away over the years, grinding against each other. When an island is too small, it sinks under the waves, and a new larger island emerges from below.

Not horror related, and I had a cool idea for a monster or introducing necromancy, but I want to fill up the extra space. Also are we going to name the second planet anytime soon?

Supported Acts:
[X] Establish the System of Faith, Myths, and Gods (Cosmic)

[X]Create the Gnolls on the second planet (Grand Act)
[X] Create the Fleshwarpers (Grand act)
[X] Accumulated Vigor persists in bodies after death, and can be manipulated by various magical disciplines. (Grand Act)

[X] The Stone Plague is spread upon the Second World (Lesser)
[X] YORCTOL'S Whispers (Lesser Act)
[X] Create the Tyrant's Legion (Lesser Act)
[X] Write the Book of Horrors, telling of all of the horrors of the world. [Lesser Act]
[X] Create the Heart of the Sea (Lesser Act)
[X] create Pollinating Insects (Lesser Act)
[X] The Whispers of Murder (Lesser Act)
[X] Create the Nightmare's Eye (Lesser Act)
 
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Authored:

[X] Create the Tyrant's Legion (Lesser Act): With a tremor of the earth, great forms rise to stand above the surface, indistinct in form for only an instant before assuming one that can be recognized, though standing head and shoulders above any living specimen. Clay is their flesh, and bronze is their skin. The nearby trees shape themselves into impossibly sharp weaponry, oozing with agonizing toxins, and as one they begin their march. The Tyrant's Legion is created to be a tool of the infamous alone; their only purpose is to find the single most feared being upon Creation, and serve them unquestioningly, taking up the shape of each new master's species. Yet, the Legion is terribly capricious in its obedience; their previous master need not have died for them to take a new shape and march to the service of a different menace, only to no longer be the most feared upon the world. Their metal skins do not rust, their wooden armaments do not rot. Their flesh of clay joins together and reshapes itself to mend any damage. Yet, they have no aid to their march, save an instinctive knowledge of where their newest overlord can be found, and until commanded by them will march heedless of the world around them, crossing the oceans by walking along the seabed.

Supporting:
[X]Create the Gnolls on the second planet (Grand Act)
[X] Create The Shifting Land On the Second World (Grand Act)
[X] Empower the Ogre to know where Askr and Embla are, and to never be barred by any wall nor gap. As she walks towards them, walls and mountains alike will crumble to give her a tunnel, and vigorized Floatwood shall appear under her feet as she goes across rivers, oceans, and empty air. Beings as strong or stronger than her shall be unable to harm her - only through the cunning or teamwork of weaker beings shall she be stopped. (Lesser Act)
 
Authored Acts

[X]Hikanophs (Grand Act)
A new branch of life exists on the second world. They are as wide and varied as any branch, but what makes them a Hikanoph is their unique feeding, while a Hikanoph can survive on sunlight or for some heat, their primary food source in magic, though each genus can only consume particular types. That and their hard outer shells and sessile nature makes them a strange part of the world.

When feeding a Hikanoph grows until it reaches a mature size, over this period it sheds its outer shell several times though once finished growing the shell finally completes its hardening. Tendrils expand from their base that anchors them to the ground.

Each species has a number of uses, for many the flesh can be made eatable, and as they eat magic much of that power remains in them, and with knowledge and skill, it can be recovered for whatever use the one who breaks open its shell has. Carefully cultivated gardens of Hikanophs can be used to restrict magics, through careful preparation and sources of magic that are not free-floating make this not fowl-proof.

Seedlets after their reproductive cycle has completed, though the many species will vary in the methods of fertilization the Seedlets are small and genially conacle creatures with several tendrils, they will move to a place they feel is suitable before digging in, the tendrils turning into the anchors as the cone grows up into the mature body of the Hikanoph.

)Motavak
The largest of the Hikanophs the Motavak can grow to dozens of meters in height over years, their shell some of the thickest and strongest, they are a single spike generally silverish in color and consume the plentiful lunar magic of their homes, muscles along their length allow them to twist and flex along a small number of joints as to keep much of itself in the moonlight.

To those who encounter Motavak they are strange sluggish and frozen in the day but writhing in the night as they all fight for the light of the ring and moon. Beyond being a reservoir for such power the shells are both strong and flexible providing a suitable material for many applications.

)Yunta
Those Hikanophs of the Yunta kind are distinguished by their large shield of several plates held up by the limbs from the trunk during the night they are together protecting the soft core of the Yunta from Luna power. In the day the limbs go lax as the shield sinks into the ground around the Yunta as it takes in the solar magics for its own growth.

For those who encounter the Yunta they find their hard shells a commodity the shields are strong and while not invincible it is both strong and light. The glowing flesh of the Yunta can be used as a light for many days before the power it held fades.

Of the elemental magics, several breeds of Hikanophs metal and earth kinds slowly grow consuming the material as it absorbed its magics. Both heavy and squat the kins have many small limbs around a short trunk that is used mainly as storage.

The water and wind ones form large fans of limbs, the wind kind creating material like silk between the fingers of the fan to help capture the power of the winds, while the water ones often grow large expanding meter long fingers to taste the currents of the sea.

The ice Hikanophs are slow to spread and respond forming long lines over the frozen wastes the trunk snaking over the ground as it grows slowly many tiny limbs twitching and tasting the frosty power around itself.

Fire Hikanophs are short lived quick things for their kind living on the edges of volcanoes and other hot spots reliant on consuming enough elemental power to breed before dying in a fiery way. Their Seedlets lay dormant for years until a new burn gives them a short and firey life.

Donka or Death Hikanophs Seedlets can wait for a long time small and fragile among all the Hikanophs they grow among the dead or slaughtered a vivid blue their trunk reaches up only a dozen or so centimeters before branching out into a small gossamer sheet stretched between their limbs. For the Donka this sheet serves to warn others about their deadly nature as they among all the Hikanophs are very unsafe to eat and to shade the growing Seedlets.

Litna is life-eating Hikanophs their food is life energy the elemental magic of life. To their ends, they are dangerous if stationary foes. Long dexterous limbs hiding long needles to feed from their prey are a hazard any who are weary will quickly learn to avoid but there is reason to keep such dangers the pure wellsprings of life energy they keep in their flesh can restore great wounds cure ill posoins, or illness.

Supported Acts
[X]Create the Gnolls on the second planet (Grand Act)
[X] Create The Shifting Land On the Second World (Grand Act)
[X] The Stone Plague is spread upon the Second World (Lesser)
[X] YORCTOL'S Whispers (Lesser Act)
[X] Lesser Act: Create the Temple of need.
[X] create Pollinating Insects (Lesser Act)
[X] Create Voidbeasts (Lesser Act)
[X]Create the Heart of the Sea (Lesser Act)
 
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