From Genesis (Riot God Quest)

I want to spend my last Moment of Glory. Just one vote short as expected. :cry:
 
…Wasn't it supposed to grow more powerful over time?
Well, it sounds it should have. Although, it used light of creation. So maybe its pretty much stopped now. I'm more surprised that no one found this thing.

[X] Create the Chrysalis: A twisted mass of color-shifting gossamer-crystal drinking in some of the light of Creation like a whirlpool draws in a sea. Slowly growing until some outside force shatters it and shapes its chaos and light into something greater than what it was.

Edit: We lost the big powerful thing somewhere in the world. And have no idea, what's it doing. Great. :V
 
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Well, it sounds it should have. Although, it used light of creation. So maybe its pretty much stopped now. I'm more surprised that no one found this thing.



Edit: We lost the big powerful thing somewhere in the world. And have no idea, what's it doing. Great. :V
Well… I'm sure that won't come back in some major narrative way that would totally shake up the status quo!

…Did it work, have I invoked the power of Murphy? Have I taunted Fate correctly?
 
Chrysalis is not going to be touched until someone makes an action using it. By the way it is equal to a boost in votes equal to 1/2 of how many turns it has been dormant.

So at 6 turns it is the equivalent of 3 extra votes for any act that makes use of it.

Though it cannot bridge the gap between Cosmic and Universal.

ill spend my last two moments of glory on Eternals

It only needs 1 boost to pass. You still want to spend both?
 
hmm thought it needed both

what would be the effect of it being cosmic, if your willing to share?

EDIT: i may make something from it, but you can use it instead if you want andre
 
@ComiTurtle, do you have some plans for Chrysalis still? We remembered its existence suddenly.

Edit: So what kind of turn we have right now? Because it felt kinda bland, somewhat disappointing. I don't want it to be a tendency. So what do you think about your acts possible results? Maybe some ideas for interesting interactions with other acts?
 
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Age 6 Acts
Universal

Veri-gate - Greater Act - 5 Votes - Currently Universal (Subordination + 2 Moments of Glory)

A special magic ritual which is functionally a macrocosmic focusing lens for the Least Gods, to channel their tendency to cause messes by spreading their domain fecklessly. Instead, this ritual, when preformed by High Priests or the sufficiently enlightened, as they too would be able to discover it by investigating the patterns of the Tapestry deeply enough, would have the specific utility of inviting the Least Gods of the universe in general to evenly multiply their domains through the biological substrate of the ritual components, which must necessarily consist of living subjects.

This would, basically, cause living things its used on to explode into a horrific Palace of Flesh; the results would be different each time the ritual is used, as the inside of the ritual becomes a closed space which undergoes high speed evolution under unpredictable conditions. Most of the time, the ritual peters out and wouldn't produce much, save for a few unique and valuable species, as the artificial hyper-biodiversity collapses on itself and cannot maintain any kind of cohesion on contact with the outside world- though even this can cause an unexpectedly dangerous situation in the long run due to invasive species with unforeseen adaptability, or diseases that spread before containment can be properly instated.

However, rarely, a fully self-stable ecosystem can form inside of the ritual space; the aforementioned Palaces of Flesh, otherwise called Biospheres. These Biospheres would possess incredible potential if exploited intelligently- but also represent an incredible threat if not properly managed and suppressed.

This ritual when preformed on the undead would instantly destroy any caught in its range, by the mechanism of forcefully injecting 'life' into their bodies and inducing rapid decomposition on the flesh into stinking, putrefied sludge- this effect extends to other dead biological matter as well, so the undead are not actually special in this respect.

Cosmic

Eternals
- Grand Act - 5 Votes - Currently Cosmic (2 Moments of Glory)
The Eternals are a new species of sophonts, shaped and brought into existence amidst the Holy City. They are tall being, resembling Humans with long pointy ears, and they glow with an internal light, shining through their eyes and skin, resembling that of the First Sun.

the Eternals have three main features that set them apart as a species:
1. they are immune to age or disease
2. they are naturally very strong and fast
3. their internal light grows stronger and more plentiful the older they are, and can be used as a substitute for water, food, and sleep, though only until it runs out. Their internal light is slowly replenished through the passage of time, though this replenishment can be sped up if the Eternal engages in a hobby or pursuit they love or are devoted to.

Grand

Xalik'tar, the Eternal Lord
- Greater Act - 7 Votes - Currently Grand
Xalik'tar is a racial deity revered by the Inclings as the epitome of order, unity, and resilience. As the god of reign, he represents the collective consciousness and leadership in Inclink society. It is depicted as a majestic and ethereal being, resembling a colossal, luminous insect with shimmering, iridescent wings. Its form combines aspects of various insect species, embodying patterns and colors found within the Inclink's natural environment. Its multi-faceted eyes glow with an otherworldly light, and its slender, segmented limbs end in graceful, nimble claws. Its presence is often accompanied by the faint sound of whirring wings and clattering manibules.

According to the beliefs of the Inclinks, their god resides in the divine realm, which is a metaphysical plane representing the interconnectedness of the minds of the Inclinks. This ethereal realm takes the form of a sprawling, intricate hive metropolis that stretches as far as the eye can see. Each part of the hive metropolis hosts different aspects of Inclink society, such as reign,warfare, knowledge, governance, and cultural development. The realm pulses with vibrant energy, reflecting the unity and synergy that underlies the Inclink race. It is here that their spirits go after death in order to appear before God and his judgment. Those righteous who honored God and his precepts, giving all of themselves to the good of the Hive, will have immortal life in his kingdom. The wicked will face a fate worse than death, they will be thrown into an infinitely deep Pit filled with larvae that will devour them for the rest of eternity. Their names and deeds will be erased from the minds of all Inclings, condemning them to oblivion.

According to the thoughts and theories of many Princes, their god Xalik'tar represents the Inclinks' ability to unite and think collectively, emphasizing the power of harmonious cooperation. He controls their telepathic network, ensuring the unhindered exchange of knowledge, ideas and emotions. Xalik'tar also embodies the concept of effective leadership, guiding the Inclink hives towards stability, progress, and prosperity. It is not uncommon for princes to pray to Xalik'tar for guidance, seeking the wisdom to make fair decisions and maintain public order. As insectoid humanoids, the Inclinks possess remarkable resilience and adaptability. Xalik'tar passes these traits on to his followers, allowing them to overcome adversity and thrive even in harsh environments. It teaches the value of perseverance and the ability to adapt to constantly changing circumstances.

The divine symbol of Xalik'tar is a stylized intricate web that represents the relationship of the Inclink race and their God. He is often depicted on ceremonial medallions, temple frescoes, and religious artefacts, serving as a constant reminder of his influence.

The Inclinks pay their respects to Xalik'tar through grand ceremonies and communal rituals held in sacred temples within their hives. These rituals entail synchronized dances, meditations, and telepathic chants, strengthening the collective bond among the Inclink population and strengthening their bond with Xalik'tar. The faithful also offer gifts of respect in the form of rare gems, which symbolize stability and resilience.

Words of Power - Grand Act - 6 Votes - Currently Grand (1 Moment of Glory)
After his rebirth, one of the Artist's initial endeavors was to play with Mystical Yarn and Little Gods. He had a brilliant idea to assign a unique name to each little spirit. These names were incredibly simple, so small and delicate that they seemed impossible to pronounce separately. Nevertheless, they were distinctive - the Artist ingeniously devised a unique name for every tiny spirit, often doing so in his spare time. This ensured that each Little God could remember, recognize, and respond to its own name in the simplest way possible. However, the Little Gods were not solitary beings; they were all integral parts of a greater whole, harmoniously interwoven fibers in the Mystical Yarn.

Through this interconnectedness, individual words transformed into complete sentences when many Little Gods accidentally heard their own names and responded. It was not that someone intentionally uttered these names, but rather the names were so minuscule that they could easily be misheard in any surrounding information. Thus, certain strands of the Mystical Yarn began to vibrate randomly, producing 'noises' as the Little Gods heard their names in meaningless things and answered. This white noise had no impact on the world, as its chaotic nature caused the voices of different spirits to cancel each other out.

However, the Artisan became intrigued by these noises, these waves and vibrations. He endeavored to weave the threads in such a way that the voices of many spirits, upon responding to their names, would create not white noise, but a harmonious melody that made sense. Yet, playing this instrument proved challenging, requiring extensive experimentation. After all, the names of the spirits were so small that even the thoughts and mood of the one attempting to play the strings influenced the outcome. Consequently, the majority of words and gestures only resulted in fleeting bursts of harmony, a faint sensation for those around, before devolving into meaningless and ineffectual white noise that failed to influence the world once again.

Only by forging a special Spark for himself could the Artisan work more effectively with these waves, deciphering rare stable and meaningful vibrations amidst the chaos. Upon completing this monumental task, the Artist approached his mother and siblings to showcase the fruits of his labor. The Artisan gestured with his paw and snapped his fingers, causing his strings to utter the word [Lux], and a light ignited at the tip of his talon. This light continued to burn as the string vibrated, resonating with the echo of the spoken word. While the Artist's relatives possessed the ability to create light at will, it was the ingenuity with which it was achieved that mattered, rather than the end result. And thus, the Words of Power were born, and the Spark of Magic was forged and offered to the Great Tapestry. This would allow anyone who possessed the will, intelligence, patience, and fortune to potentially make their own strings find and sing these Words. There were many of them, with their own specific meanings and effects to find in the chaos of white noise.


The Odd Crab - Lesser Act - 5 Votes - Currently Grand (Subordinated)
It's an immortal crab that could keep growing until reaching leviathan proportions. When killed, it will pull a Mother Earth and divide itself into a great swarm of regular sized crabs. If even a single Crab of the swarm survives, The original Odd Crab will be reborn.

Nyctophobia - Grand Act - 4 Votes - Currently Grand (1 moment of Glory + Subordination)
Some daring Nightmares seek out an audience with the Darkness. They bow before it, and tell of their uncaring Lord, of his pursuit of endless Violence and their discontent. Then, they tell it their plan, a ritual they devised that will tear domain of Nightmares out of the Crimson Lord's heart, freeing them from his rule. However, they say, they are uncapable of doing it alone. Only with the Void's destructive touch that the Darkness has they will be able to severe the threads that bind them to the Crimson Lord. In exchange, they will give domain of Nightmares to the Darkness.

Cultivation - Grand Act - 5 Votes - Currently Grand (Subordinated)
Using ridiculous amounts of Light, only possible due to Swarmlings, the Dragon's Tears become lose a vastly in how lessened they are. Should a Void dragon eat this, they will become even more powerful, having the power to create alongside their power to destroy being enhanced. Who knows what consuming this flower will do to Death ...

Lesser

EYE-flies
- Lesser Act - 4 Votes - Currently Lesser
The EYE-flies are creatures with six insectoid wings around a massive humanlike eye. The EYE-flies eye can open up allowing a number of small insect legs inside to reach out and pull in foot. They are not particularly hardy creatures but they make up for it by their innate foretelling, able to see and sense danger before it arrives, often allowing it to escape before that danger arrives.

Luft Trees - Lesser Act - 2 Votes - Currently Lesser (1 Moment of Glory)
Trees whose wood floats when heated or burned, they also grow a fruit like plums.

The Presidential Stone - Lesser Act - 4 Votes - Currently Lesser
A red stone tinged with gold is given to Gnominda, the artifact grants its owner an aura of authority.
Gethel tells her to organize the Holy City into a Republic, with a President that can only be elected to rule for 10 years twice, four Ministers for the four quadrants, A Greater House for all inhabitants and a Lesser House representing each race voting for laws and finally a Court of High Judges ruling on legal matters.
Ministers, members of the Houses and High Judges can only serve for 100 cumulative years.
 
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...You know, I'm really tempted to drop two Moments of Glory on my act to make it Universal, just to force a shake up. Things really are too stable right now, I want to make the situation more chaotic and interesting, give everyone something to react to.

@Mannan can I? If it's not too late, I'd like to use two Moments of Glory on my act.
 
Explorer's Journal by Jack727 (+1 Moment of Glory)
Day -5
Holy City, Warfront, Fortress district 15-B (Grim Hollow)
Smith Riik, Craft's Gnome

Not sure how to start this so Guess I'll start with an introduction. I am Smith Riik, Gnome of Stoneblight's Craft Hall. As for this long it's due to my intent to explore the Ruined regions and discover a cure. For the time it's been discovered that consuming Polliwog flesh and weaver prepared liberation fruit staves off the worst of the curse, but they must have had a way to counter it else it would affect their own forces. With how panicked their retreat was they must have left some behind. Anyways I'm rambling.

Day -3
Holy City, Warfront, Fortress district 15-B (Grim Hollow)
Smith Riik, Craft's Gnome

Good news, I've collected enough from my daily ration to fill my pack. I've also gathered a short spear the polliwog herders use for defense. I've also been watching the Weaver patrols near the defense lines; I think if I'm quick enough I could slip over. Need more supplies though, maybe a lantern.

Day 1
Holy City, Warfront, Rubble belt 15-B
Smith Riik, Explorer

I've done it, I've scrambled over the wall. It's weird here, quiet. Even without the usual hustle and bustle of the Craft Hall there was always the sound of the city moving, someone somewhere needed something adjusted or an elemental passing though. Now, darkness save for the lantern. Worse is the idea that I don't want to hear noise, whether it's Blade Weavers, Snail remnants or something else. Makes me wonder if the stories I've heard from the Polliwog sables are just made up.

Day 2
Holy City, Warfront, Rubble belt 15-B
Smith Riik, Explorer

Travel through the Rubble belt is difficult. As the name suggests it's made of rubble, some dust, some rocks larger than my room. From time to time, I can see old remnants of fighting and I can't help but wonder what happened. A giant boulder cut in twain, was it a snail lashing out in wrath or where a Weaver met their end. A Pillar collapsed over the pathway, An ambush or collateral?

Regardless, I'm starting to see signs of recovery. I even found a water source, so I was able to refill my canteen.

Day 3
Holy City, Warfront, Siege camp, Outer plains
Smith Riik, Explorer

I've found what I'm looking for. Well, I've found where to look, The Weavers say their camps tend to leave miles of flat stone around them to better avoid ambushes. I've found an area of land that is incredibly flat with piled up walls of rubble around it. For now, I'm resting before attempting to cover the distance.

Day 4
Holy City, Warfront, Siege camp, Outer plains
Smith Riik, Bored Explorer

Rocks are boring.


Day 5
Holy City, Warfront, Siege camp
Smith Riik, Explorer

This is it, The remains of their camp. I've been looking over it all, but I haven't found what I'm looking for. Lots of Liberation fruit though, maybe they cut the poison out or just didn't care? I've grabbed some but unless my supplies run out, I'm not going to touch it. That is more likely than I'd hoped, I didn't expect this trip to be so. . . Long.

Day 6
Holy City, ???, Riverbank
Smith Riik, Lost

This wasn't supposed to go like this.

I'd been searching the camp when the group just fell out beneath me, I think it was a Weaver trap that wasn't activated beforehand. Anyways it dropped me in a river I managed to scramble out.

I'm not sure where I should go now. I'm going to follow the river, it'll lead somewhere.

Day 7
Holy City, Unknown territory, Riverbank
Smith Riik, Wanderer

The hall has expanded, and the ground is thick with Wispweed. Ahead lies a forest of liberation. The hallway doesn't seem to have any exits, so I guess I'm going through it. Anyways I thought up a plan to return to Grim Hollow. I'm going to find one of the staircases that are used to get between levels, or cargo lifts, or ramps. Not important, what is important is that when I get back on that level, I can follow the warfront. The Weavers still patrol there right? They'll find me.

Note: found tracks, Polliwogs?


Day 8
Holy City, Overgrown forge, Thorn Forest
Smith Riik, Coward Wanderer

Many things happened today. I ran from, bravely faced down a wild polliwog thing. Unfortunately, I was forced to run for my life Retreat. Luckily, I found an area of small trees and thick bushes where it wasn't able to follow. In addition, the forest has an abundance of fruits, I don't believe they are poison, but I have my own supplies, so I'll bring some back for the others to try.

Also, I was able to clear the dirt from some of the stone, not entirely sure what the marking says but apparently this area was going to be a forge. It's almost hard to believe given how green it is. Wonder if the rest of the city is going to be this overgrown.

Day 8
Holy City, Overgrown forge, Thorn Forest
Smith Riik, Survivor

More nightmarish creatures. An incredibly deformed polliwog, it can't be anything other than a polliwog, right? It didn't seem like any polliwog I knew appeared in front of my camp. It had four limbs and a coat made of colorful leaves. Anyways it did a little dance in front of me and while I was distracted a few others stole my bag. . .

I was lucky to be carrying my journal at the time. Anyways chasing them quickly proved to be an effort in futility. With my supplies lost I was forced to see how editable the fruits here are. I'll record my experiences if I survive. If you happen to find this journal uncompleted, don't eat the fruit then.

Note: It feels like there is a fire in my mouth, The acid does not appear to be intend on making my suffering end quickly


Note: Never mind it fades, and no lasting damage was done.

Day 9
Holy City, Overgrown forge, Stairs Forest
Smith Riik, Wanderer

The forest has rapidly sloped upwards. I believe if I were to dig, I would uncover stairs regardless the bushes and short trees don't seem to be affected. I saw one of those deformed polliwogs fling itself down the slope for some purpose. In fact, I believe these plants are adjusted for this slope. Maybe the ghost wolves have a presence here?

Note: For future reference I shall refer to the deformed polliwogs as cats

Day 10
Holy City, Overgrown forge, Stairs Forest
Smith Riik, Wanderer

I am really starting to hate inclines. Thankfully water supplies haven't been hard to come by and I'm more likely to trip over the fruit then starve but the travel is still brutal.

Day 11
Holy City, Warfront, Stairs
Smith Riik, Wanderer

The split between the forest and Warfront was dramatic. At a near perfectly flat line everything stops growing like they killed the area forever more. Without my lantern I've been forced to wait and make torches for the journey. At least I don't need to worry about hiding my presence this time.
 
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