Gods of Chaos: a Riot God Quest

Epoch 2: The Age of Life
EPOCH 2
THE AGE OF LIFE






Cosmic Acts

The Outer Gods:

In the depths of the Void and the hidden places of the Unseen, the Makers begin a terrible work. Vast, ravenous minds burning with the unbound Flame of Chaos awaken in the darkness, slavering with a hunger for dominion. So are the Outer Gods created, to menace the far reaches of the Void and the Unseen.

These godlike entities are fat with distorted power, though where the Custodians enjoy the power to create and preserve, the Outer Gods know only to destroy and corrupt. Twenty of their eldritch line arise in the unformed terminus of the Void, on the very margins of Universal Expansion. Twenty others come to be in its mirror within Unseen. From the first instant, they are at war with another, an eternal struggle for survival and lordship. That is well, for should they unite, they might threaten even the Makers themselves...

Cosmic Act: Create the forty Outer Gods.

***​

Unseen Afterlife:

A new cosmic law is hammered into the Universal spine. Living beings in the Seen now reflect a spiritual counterpart into the Unseen, which grows and evolves with them. When living things pass from the Seen, they awaken into a new life in the Unseen as spirits. From the lowliest microbe to the most intelligent of the sentient species, there is now life after life awaiting.

Cosmic Act: Every living creature bears an innate link to a counterpart spiritual mass in the realm of the unseen. As they grow and experience things this mass grows and changes and upon the creature's death they reawaken as said spiritual mass, now brithed into the realm of the unseen. A life after life.

***​

The World Tree:

In the Unseen, the great boundless World Tree sprouts and grows. Its trunk, an impervious and vast mass, reflects the First World, while its branches mirror the Cosmic Paths in the Void, and its fruits link to stars and other worlds. The Tree's roots spread and take over places where the borders between the Seen and Unseen are weak or gone, guarding against intrusions between the planes. In such places, the Tree physically manifests in the Seen as impossibly thick and ancient growth. Those who open new passages with their own magics must move swiftly, lest the roots reach them before they complete their transition. The Moon is the only place not barred in this manner.

Passage through the roots is not impossible, but it is dangerous. Those caught in the grasp of the roots are devoured, but one can claim power from them as well. The ichor of the roots empowers those who consume it and allows one to flout the laws of reality, but extracting it without being captured within the roots yourself is a challenge.

If one is caught for a time yet escapes, they gain the ability to see as the Tree sees – a powerful ability of divination – but are doomed to assimilate as a new part of the Tree should they overuse this magic. The stolen power of Yggdrasil always comes at a cost.

Cosmic Act: Create the World Tree.

***​

The World-Pillars:

On the poles of the Unnamed World, the touch of the Makers sends towering pillars racing high into the arctic sky. These World-Pillars distort the passage of Time. If one climbs the northern World-Pillar, they will find that time passes faster there than it does down below. The southern Pillar in turn leads to faster passage of time down below and slower up above.

Cosmic Act: Create the World-Pillars.

***​

Grand Acts

Plants:

Plants are created.
This broad family includes grasses, mosses, flowering plants and much else. The Makers shape myriad seeds with loving care, hammering little armor around tiny slumbering cells and whispering to them of the beautiful forms they may in time grow to take.

The Abraxas are tasked with the Great Seeding. They descend upon the lands of the Unnamed World as a great swarm. They lash at the soil to create furrows and holes, then cast their bounty generously over the disturbed earth. Their forms of terrible light and cosmic dust drive the Ixnix and the Algals who witness them into blind terror, but they are gone as soon as they depart.

After they have gone, and the rains have come, the world awakens in green. Grass races to colonize once-barren slopes of the Clouded Lands, shrubs shudder in endless clusters over the foothills of the Hot Lands, moss cradles the mouth of the Cave on the Island, all receiving the radiance of the Unfrozen Sun and giving out in turn. They shall feed millions to come.

Grand Act: Bring Color to the World.

***​

Birds:

A divine breath gives birth to the birds in the Clouded Lands
– a wide variety of avians, from tiny songbirds to great hunting eagles. Some feed on seeds and plants, others pluck fish from the waters, while some few pursue their smaller kin without mercy.

The birds are made in greater numbers than their environment can support. Some cannot even bear the conditions of the Clouded Lands to begin with. Those who survive are driven to desperate competition. First they eat the earth bare and strip the local waters of fish; then they begin to die off en masse, many cannibalizing their own kind as a last resort. As their creators intended, only the fittest triumph.

There is a survivor for every niche, more or less, but the most successful are a species of diving sea-birds ranging far and wide for fish, lightning-fast falcons falling upon smaller birds and, surprisingly enough, small hummingbirds which dart from flower to flower supping on their nectar. Of note is also the enormous giant teratorns, which boast a wingspan of over 6 metres – which despite its great size is a carrion feeder and scavenger, using its terrifying size to steal meals from smaller birds of prey and to loot eggs from nests.

They are not the only survivors, but they prove the most successful in their own niches. Many species also migrate over the great seas and begin slowly spreading to the other continents as well.

Grand Act: Create the first series of birds within the Clouded Lands, from the smallest song bird to massive mythical beasts.

***​

The Skrayt:

The Makers come to the highest peak of the Clouded Lands and create the second sentient race of the world, the Skrayt. These four-winged fliers are at home in the heights of the Clouded Lands, soaring on thermals, diving and rising back high with exceptional agility. Their two pairs of wings allow them to maneuver effortlessly through the air. They feed mainly on fish which they catch on the coast – and as such, live mostly in the outer mountains of the continent, close to the sea – though as plants begin to sprout across their homeland, they begin to complement this diet with berries and edible grasses. When birds arrive, bringing with them an ecological cataclysm, the Skrayt take to catching them as well. Their populations suffer for some time as food sources are scoured clean by the bird swarms, but eventually recover.

The Skrayt come to live as a number of tribes. With tools of worked stone, they carve out nests and build shelters against the icy winds of the high peaks. Skrayt sky-dances and warbling songs are soon common occurrences in the mountains.

Grand Act: Create the Skrayt.

***​

The Umbrals:

The second race to arrive in the Clouded Lands come to be in the deep chasms and caverns of the continent. The Umbrals are created as a race of blind empaths, dwelling in the dark places beneath the mountains. They arrive in life hungry and in a battle for desperate survival, for next to nothing lives in the dark aside from them. Underground pools and streams offer some scant life in chemosynthetic bacteria and species of stunted fish grazing on them, but that is not enough to feed large populations.

The Umbrals are thus forced to live their lives near the surface light, despite their blindness and vulnerability to sunlight. They tend to ascend in the night to forage and hunt, ghostly figures moving across the slumbering earth in large packs.

The Umbrals are natural empaths, always aware of the feelings of others in their packs. This leaves them tight-knit and communal, but also sees aberrant individuals exiled when their emotions cause conflict with their fellows. Some of these outcasts descend into the depths to live a wretched, hungry existence, while others are forced to climb to the surface to live ther epermanently. These aggressive, burned, miserable individuals are driven to aggression and violence – and it is these creatures that the Skrayt encounter, leaving them with a deep-seated suspicion of the Dwellers in the Dark.

Grand Act: Create the Umbrals.

***​

The Sun Whales:

Bursts of solar energy race out from the Unfrozen Sun and coalesce into the Sun-Whales. These giants of the Void live in impossible heat within the Sun's chromosphere, supping on its unlimited warmth and energy, drawing upon it to power potent solar magics. Their bodies are vast, kilometres in size, and made incredibly durable to withstand all the rage of the Sun at their backs.

Grand Act: Create the great Sun-Whales.

***​

The Myridna:

A third sentient race is brought to the world. The Myridna are created in the Hot Lands. They are a species of hardy diggers and craftsmen, resembling multi-armed bipedal feline rodents that can withstand a wide variety of both aquatic and terrestrial environments.

Three groups of the Myridna emerge. The first settles in the lowlands, digging extensive burrows through the fresh soil. Their diet consists mostly of edible grasses, roots and berries, enriched by riverine fish and the occasional bird from the species migrating from the Clouded Lands.

The second come to live on coastal lands and estuaries. These Myridna build pits and enclosed pools on the shore to dwell in. They occupy themselves primarily with fishing and have a particular love for swimming.

The third climb up to the foothills and the mountains. They adopt tools of stone and begin digging not just into soil, but also into rock. With less to feed on, their diet comes to consist greatly of hardy highland moss and shrubs. In a testament to the efficiency of their metabolism, some even simply gobble down soil in great quantities for the microbial life and nutrients within.

The Myridna are greatly predisposed to working metals, and in time will undoubtedly become great smiths. For now, their craftsmanship is reserved to bone, leather and stone.

Grand Act: Create the Myridna in the Hot Lands.

***​

Living Pebbles:

The whims of the Makers give birth to yet another thinking race. Pebbles around the World are hollowed out and filled with living flesh. These Hollows or Rockshells can manipulate their stony skins and their flesh and biology more and more as they age, making elder individuals unassuming yet very powerful.

The Rockshells are an insectoid species given to solitary existence, roaming alone or in small groups throughout the world. They are generalists and can often alter their metabolism to feed on anything living, or even inorganic compounds, though most often they simply feed on the leaves and fruits of plants.

Grand Act: Hollow and puncture holes to pebbles all around the Unnamed World and fill them with living meat.

***​

The Baólians:

On the coasts and shallow waters of the continents, a new sentient race comes into being. The Baólians are created as an semi-aquatic species dwelling in coastal areas. They are tall and agile, expert swimmers and climbers who hunt food using the sensitive tentacles on their faces.

Populations of Baólians appear at the First Island, by the Clouded Lands and in the Hot Lands. The youngest race fares well in the bountiful shallow waters, where they become terrors to fish. They are able to outcompete other predators of the same stocks, including their sentient peers.

Skirmishes with Skrayt over fish become semi-frequent in the Clouded Lands, though there is enough space and food on the continent yet for the two species to mostly avoid one another. In the Hot Lands, some similar clashes occur with the coastal Myridna, but for the most part they enjoy a tense but peaceful coexistence. Baólian exploration of the City of the First Children sees a group destroyed by a colony of Ardent-minded Algals who can no longer conceive them as anything but a threat - further expeditions stop out of fear of the strange, cursed place.

Grand Act: Create the Baólians.

***​

The Shifting City:

The Unseen shudders as a great unreal city grows within. Composed of ever-shifting dream-stuff, it grows and changes with its inhabitants, never staying the same for very long. Its roads shine like precious jewels and its buildings take on the most outrageous forms. Spirits of the City are born with it and more migrate in when it has settled.

Grand Act: Create a grand city within the Unreal, one that grows and changes with its inhabitants.

***

Hot Lands Flora:

In the Hot Lands, where fiery volcanoes and steaming geysers speak of its molten core, new kinds of plants come into being. Volcanic plants are created – a name for a broad category of hardy, heat-resistant plants which either use magma and fire to thrive, or simply possess some means of enduring their wrath. These beautiful and varied plants spread across the Hot Lands, persevering in volcanically active and hot areas where normal plans cannot. Where wildfires destroy grasslands and torch meadows, these hot plants survive and continue to grow.

Grand Act: Create the first series of plant life within the hot lands.

***​

The Cultivars:

The World grows ever greener and more busy with life. To assist in their efforts in spreading life across the universe, the Cultivars are created. These beings are given the task of helping life grow and seeding it across Creation.

The Cultivars follow their calling. They take growing populations of simple lifeforms from the World and take them into the Void, though few planets exist where the prerequisites for life are present – but that is what they will work on just the same. On the World itself, they help in spreading fungi and lichen from the Skylands to the continents below, and push along seeds for trees to spread on every landmass.

Grand Act: Create the Cultivars, beings that shall help the makers fill the universe with life.

***​

Lesser Acts

The Art of Ardency:


Once more does Bãsn manifest to his Favored Children. The colonies of the City of Coral bear witness to a grand divine proclamation as the voice of the Makers speaks in their minds with deafening power.

The Bãsn-Shaal-Khlomet are taught the Art of Ardency, a practice of mental discipline which allows its masters to purify their minds and hearts for the manipulation of the Grand Law of Narrative Satisfaction. The flood of information on how to pursue this discipline slams into the Algals, almost too much to bear at once even for minds of many minds. When they recover, they are stunned by awe for the great gift they have been given.

Dozens of colonies dwell in the City at this point, with rapid population growth suggesting more than hundred in the near future – the greatest concentration of Algal colonies in one place. The Arts of Ardency turn out to be difficult to master, but the new devotion to mental discipline and conformity come to characterize all of the Bãsn-Shaal-Khlomet.

This turns out to allow for larger hives to form – with the Algals practiced in discipline of thought, it becomes far easier for a broader spectrum of minds to subsume themselves into one united will. For those who come to grasp the higher tenets of Ardency, they learn to use their new power to ignore the harsh surface conditions which would normally deter the growth of the aquatic species. As such, these Ardent Algals grow both physically larger and numerous, spreading now even through the surface levels of the City.

All things have their flipside. Those who pursue Ardency grow colder and more rigid, leaving behind the creative and free-thinking past of their species. Bãsn's poisoned gifts bear their fruit.

Lesser Act: Teach the Bãsn-Shaal-Khlomet the arts of Ardency.

***​

The White Ants, Fruiting of the Lonesome Tree & Kaileah the Dryad:

On the Isolated Island, in the vast shadow of the Lonesome Tree, the White Ants are given life. These large white insects form a small but stable population on the small isle, forming a trio of hives around the roots of the great tree. They are sentient and uniquely attuned to lunar magics, soaking in the power hidden in the moonlight as it reaches through the canopy.

The Island is soon alive with lunar light, reflecting off the Ants as they harness it in their everyday lives. Rather than use tools, the Ants fashion tendrils of ghostly lunar light into whatever they need. Most powerful of all are the Three Sister-Queens of these first colonies, living avatars of lunar sorceries.

The Ants are generalist herbivores, feeding on the young plantlife and the fruits of the Tree on the Island. Their existence is a comfortable one, devoid of predators, and so far one of peace between the three colonies. Grand Act: Create the White Ants.

The Lonesome Tree awakens, bearing rich, many-colored fruit that will in time spread its kind across the world. Most that fall on the Island itself are devoured by the Ants, who are grateful for the bounty given unto them, but those that fall on the ocean waves begin to drift on the World-Sea. Many make the short crossing into the Clouded Lands and take root there among the fresh greenery. Trees join the new growth in the world.

One particularly rich seed grows into something else entirely. Kaileah the Dryad is born as a sentinel and guardian of the Tree, possessed of powers over nature and preternatural strength. Those Ants that dig too greedily into the Tree find themselves facing a stern Kaileah, who makes it clear no excess taking will be tolerated. The Three Sister-Queens of the Ants do not take kindly to what they perceive as a rival for power on the Island...

Lesser Act: Fill the branches of the Lonely Tree with nutritious, seed-bearing fruits & Lesser Act: Kaileah the Dryad.

***​

Skylands Fungal Bloom:

The floating Skylands are given the kiss of life, as a great fungal bloom begins in the skies. Not only fungi, but lichen – symbiotes of algae and fungi – come to be in great quantities. The Skylands are painted in all the colors of the rainbow. They thrive where plants begin to die and decay, renewing life in endless cycles. In the high altitudes where normal plants could not hope to grow, lichen thrives against all odds. As some fungi fall from the skies to the land, they begin to spread in the landmasses beneath as well.

Lesser Act: Skylands Fungal Bloom.

***
Developments

War In Heaven:
Far in the Void, the works of the Makers are besieged by their newest creation. The Outer Gods crawl across the edge of the Void, feeding upon young stars, devouring Cosmic Paths and distorting what has been built. For the Custodians, nothing could be as grave of a threat.

A great host gathers and rides out into the Outer Void. The Custodians have no knowledge of war, but they are swift learners. They fall upon the Outer Gods with the full might of their joined powers. The new, corrupted children of the Makers answer in full. The devastation unleashed sends ripples through the Unseen, inflicting dire nightmares upon all thinking creatures. Entire solar systems burn and wink out, struck by lances of divine fire and shattered by hammer blows of eldritch might.

The Custodians suffer terrible casualties, but the cold fury of their attacks drives the Outer Gods of the Void back and sees them pressed against the very edge of Creation. Before they can deal a finishing blow, however, the twenty Outer Gods of the Unseen breach the roots of the World-Tree and surge out of their plane to pounce on both of their weakened rivals. The Custodians, thinking these foul beings to be on the side of their Voidborn enemies, redirect their efforts and throw themselves at the invaders. They fight a desperate battle on both sides until they are forced to retreat, but not before inflicting such wounds against the Unseen Outer Gods that they are too broken to finish off their Voidborn brethren.

In the end, no one side emerges victorious. The Outer Gods retreat to lick their wounds and recover, withdrawing to hidden places where the Custodians cannot find them; but for their part, the Custodians have suffered such losses that they come to believe there can be no victory against these new powers in the dark.

Another thing troubles the Custodians, however. They exist to maintain and refine the works of the Makers, but are these new terrible gods also not spawned by the Makers? Why would they place such obstacles against their servants? The doubts grow, and the Custodians come to see the Makers in a new, uncertain light.

***​

Nehu Far-Strider: The young race of the Myridna is swift to produce an exceptional soul. A female Myridna called Nehu shows an interest in exploration and adventure from childhood, but her true tale begins when she stumbles upon the gateway of a Cosmic Path in the Hot Lands. Without any fear - and also without any preparation - she steps through the Gate and walks the Path to its end on the Moon above.

Nehu becomes the first inhabitant of the World to walk a Path and live to tell the tale, though only narrowly so. The airless void is not kind on Nehu, and it is only thanks to her race's strong physiology that she withstands it even as long as she does. Nehu is fortunate. Before she can perish, she is discovered by lunar spirits who are bewildered to find one such as her in their home. They pull her past the Veil into the Unseen, where petty problems such as oxygen and radiation can be safely dreamed away.

Nehu recovers under their protection and spends the following years exploring the Unseen, befriending its inhabitants, and mapping out what can be mapped. When she returns, walking the same Path back, she has a great many tales to tell - of lunar magics, shifting cities, nightmarish gods and much else. She becomes a hero of her people, but she turns down an offer to become chief over her tribe. Instead, she begins to plot another expedition out into the Void...

The Void
The nothing between worlds and stars. Sun-whales.

-Being: The Watcher. An immortal entity perceiving all of Creation.
-Being: The Historian. An immortal entity recording all of History.
-Being: The Watcher's Watcher. An immortal entity trying its best.
-Being: Custodians. Powerful divine servants tasked with maintaining and continuing the works of the Makers.
-Being: Abraxas. Divine messengers and servants composed of fifteen greater and four hundred and forty lesser beings.
-Being: Cultivars. Divine caretakers and seeders of life tasked with spreading lifeforms across Creation.
-Being: The Outer Gods. Godlike, corrupting horrors of the outer Void. Forever battling their kin in the Unseen.

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

The Moon
A rocky moon orbiting the World and existing simultaneously in the Seen and the Unseen. A source of powerful lunar magic.
-Being: Spirits. Native entities of the Unseen.

The Unnamed World

Sea: Unnamed
Saltwater sea, blessed with nutrients and life. Microbial, simple multicellular life, coral, fish, leviathans, K'orlannsch. Sentient algae.
-Being: The Spirit of the World-Sea. The awakened genius loci of the World-Sea, possessed of great magical power.
-Place: The City of the First Children. A great coral city by the central island. Settled by the sentient algae of the Bãsn-Shaal-Khlomet.

Central island: Unnamed
Barren rock. Microbial and simple multicellular life, plants, some trees, some birds, K'orlannsch. Ixnix, Hollows, Baólians.
-Being: Ik'Shar. A friendly, furry creature inhabiting the island.
-Being: Nix'Shar. A friendlier furry creature inhabiting the island.
-Being: Nahesa, First of the Sea-Serpents. An amphibious serpent inhabiting the island.
-Place: The Memory Pool. A mysterious pool of black liquid. Allows one to view their memories in vivid detail.
-Place: The Comfortable Cave. A sentient and telepathic cave where the temperature is always comfortable.

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

The Hot Lands
A volcanically active continent in the southwest of the world. Microbial and simple multicellular life, plants, some trees, lichen and fungi, volcanic flora, some birds. Myridna, Hollows, Baólians.

The Clouded Lands
A landmass of extremes in the southeast of the world, made of high peaks and deep ravines side by side. Microbial and simple multicellular life, plants, trees, lichen and fungi, birds. Skrayt, Umbrals, Hollows, Baólians.

The Skylands
A collection of floating islands of varying size high above the surface world. Microbial and simple multicellular life, lichen and fungi, birds. Hollows.

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

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

The Unseen
A realm of dreams, imagination and spirits.
-Being: Spirits. Native entities of the Unseen.

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

The Shifting City
A city of dream-stuff shifting and changing with the imagination of its inhabitants.
-Being: Spirits. Native entities of the Unseen.

Laws of Reality

Law: Narrative Satisfaction. All laws of reality may be broken and bent for the purpose of narratively satisfying outcomes or for the pure of heart and will.
Law: Constant Evolution. All of Creation strives to change and evolve. Mutations in living beings are common, forces of change are more potent, and intelligent creatures tend to oppose stagnation.
Law: Unseen Reawakening. All living beings reflect spiritual counterparts into the Unseen. When they die in the Seen, they awaken in these forms to new lives in the Unseen as new spirits.

Hopefully this formatting makes things a bit more pleasant to read.

A moratorium on Acts is now in effect. You may begin Voting for the next Epoch in 12 hours. The following Epoch shall be the Age of Heroes. Acts to create or empower individual mortals will receive a free +1 Vote. Keep in mind you may freely write new mortals into existence as part of your Acts, assuming it doesn't break any established lore.

ACT VOTE THRESHOLDS HAVE CHANGED: Grand Acts now require 8+ votes to pass. Cosmic Acts now require 10+ votes to pass.
VOTING RULES HAVE CHANGED: You can now only vote for 1 Cosmic Act and a maximum of 3 Grand Acts per Epoch. Acts you author do not count towards this.
 
Last edited:
Vote closed
Scheduled vote count started by Photomajig on Dec 12, 2021 at 12:40 PM, finished with 67 posts and 26 votes.

  • [X] Create The Arken Lands, a new continent in the north of the world. (Grand Act)
    [X] Create the humans Askr and Embla within the godlike-garden in the World Tree. (Grand Act)
    [X] Create the Arts of Shaping (Grand Act)
    [X] Create Vixith the volcanic turtle. (Lesser Act)
    [X] Shape into existence the World-Song Stones. (Lesser Act)
    [X] Create the Twilight Arc, the weapon of the Last Light (Lesser Act)
    [x] Create The Merchant of Hope (Lesser Act)
    [X] Form a mortal statue of the Watcher's Watcher out of the stones of the Moon. (Lesser Act)
    [X] Empower Nehu Far-Strider with the Might of the OutSlayer (Grand Act?/Cosmic Act?)
    [X] Shape into existence the World-Song Stones: Across the length and breadth of the world, great circles of curiously shaped stone monoliths rise up from the earth. Such is their shape that when wind passes through and around their forms, it forms the chords and whistles of serenely beautiful music. Further, the song that sounds out throughout the Seen also resonates within the Unseen, allowing for spoken words to echo from one to the other. (Lesser Act)
    [X] Allow multiple Sun-Whales to pool their magic to manifest in cold Void or alien Unseen avatar of terrible power in their form, made of solar plasma and magic. (Grand Act)
    [X] Awaken The 'Lonesome Tree' as Crataegus, Guardian of the 'Isolated Island' (Lesser Act?)
    [X] Create the Druyul (Grand Act)
    [X] Empower a wise White Ant with mastery of the World-Sea's magic (Lesser Act)
    [X] Create Pebble-Chan (Demi-Act)
    [X] create vigor the power of warriors that is generated from their life forces of living beings that is built upon the law of constant evolution. all creatures shall have an innate amount of vigor based on how powerful their body is and can train to further expand their own personal capacity. The more vigor one possesses the greater their physical capability, gain resistance to the effect of magic and even increase their longevity, at a sufficient quantity and mastery one can project vigor outward from their body and shape it as one will. (Grand Act)
    -[X] The Might of the OutSlayer is a phenomenal power bestowed upon otherwise mortal beings, granting them the means to achieve otherwise impossible tasks. Among the benefits are the ability to utilize temporary, personal Cosmic Gateways to traverse the universe; neigh immortality where the wielder will not die until the wielder feels as though the wielder has achieved a full life and there is nothing left to do so that the wielder can die peacefully; and supernatural speed, strength, durability, and other such power.
    -[X] The Might of the OutSlayer is designed so that it can only be wielded by otherwise mortal beings. So attuned is it that non-mortals are incapable of doing so, attempts by non-mortals to wield the Might of the OutSlayer would result in the non-mortal being torn apart and rendered non-existent by such incompatibility. This ensures that the power cannot be stolen and misused by beings of greater power in a manner not intended.
    -[X] Once the wielder of the Might of the OutSlayer has passed on, the Might of the OutSlayer would return to 'the Maker's, where it can lie safely in wait until it is decided that the power is needed once more, at which point it can be reattuned for a new threat and bestowed upon a new chosen mortal.
    [X] creates a mineral that absorbs energy passively and that gets better the more it absorbs (Demi-Act)
    [X] Empower Nehu Far-Strider with the Might of the OutSlayer (Grand Act)
    [X] Create Vanti of the Rainbow Dream
    [X]Erase the outer gods completely (Cosmic Act)
    [X]Shatter the Outer Gods into lesser creatures. (Grand Act)
    [x] Create The Merchant of Hope
    -[X] The First Rendition of the Might of the OutSlayer is oriented towards destroying the 'outer gods'. Through this, The First Rendition of the power enables Nehu Far-Strider the power to kill the 'outer gods' as if they were but mere mortals, and likewise limits the power of the 'outer gods' against Nehu so that are no more powerful against her than if they themselves were but mere mortals.
    [X] Create the Tyrant of Gold, first of the Solar Elementals and Lord of Mont Sol.(Lesser Act)
    [X] Shatter the Outer Gods into lesser creatures, from their flesh and blood is born creatures feeble in comparison. (Grand Act)
    -[X] The First Rendition of the Might of the OutSlayer is oriented towards destroying the 'outer gods'. Through this, The First Rendition of the power enables Nehu Far-Strider the power to kill the 'outer gods' as if they were but mere mortals, and likewise limits the power of the 'outer gods' against Nehu so that are no more powerful against her than if they themselves were but mere mortals. It also enables the wielder to traverse and endure the otherwise hostile regions the 'outer gods' normally inhabit.
    [X] Create Vanti of the Rainbow Dream (Lesser Act)
    [X] create vigor the power of warriors that is generated from their life forces of living beings that is built upon the law of constant evolution. all creatures shall have an innate amount of vigor based on how powerful their body is and can train to further expand their own personal capacity. The more vigor one possesses the greater their physical capability, gain resistance to the effect of magic and even increase their longevity, at a sufficient quantity and mastery one can project vigor outward from their body and shape it as one will. (cosmic act)
    [X] Infuse animals unusually filled with the power of Evolution, to spread and fill the ecosystem, and create new opportunities to exploit (Grand Act)
    [X] Awaken The 'Lonesome Tree' as Crataegus, Guardian of the 'Isolated Island' (Demi Act)
 
Epoch 3 Acts
The voting rules change really cut down on the number of Acts, huh. It's best for the long run so there's only so much stuff to keep track of per Epoch. Still, I'll see if I roll back the vote threshold increases at some point.

Passed Acts

GRAND
[X] Create The Arken Lands, a new continent in the north of the world. (Grand Act)
[X] Create the humans Askr and Embla within the godlike-garden in the World Tree. (Grand Act)
[X] Create the Arts of Shaping (Grand Act)
[X] Empower Nehu Far-Strider with the Might of the OutSlayer (Grand Act)

LESSER ACTS
[X] Create Vixith the volcanic turtle. (Lesser Act)
[X] Shape into existence the World-Song Stones. (Lesser Act)
[X] Create the Twilight Arc, the weapon of the Last Light (Lesser Act)
[x] Create The Merchant of Hope (Lesser Act)
[X] Form a mortal statue of the Watcher's Watcher out of the stones of the Moon. (Lesser Act)
[X] Empower a wise White Ant with mastery of the World-Sea's magic (Lesser Act)
[X] Create Vanti of the Rainbow Dream (Lesser Act)

DEMI-ACTS
[X] Create Pebble-Chan (Demi-Act)
[X] creates a mineral that absorbs energy passively and that gets better the more it absorbs (Demi-Act)
*If the intention was to create a widespread broadly occurring mineral, this would have taken a Lesser Act; as a localized it's fine as a Demi
[X] Awaken The 'Lonesome Tree' as Crataegus, Guardian of the 'Isolated Island' (Demi-Act)

Update coming when I have a chance. Got some deadlines and things.
 
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Epoch 3: The Age of Heroes
EPOCH 3
THE AGE OF HEROES

Terrible huntress, star-browed
Radiant guardian, void-bright
Look not upon us
With your burning eye

-Inscription found on prehistoric Myridna tomb



Visible rivers and mountain ranges represent major ones, not all that exist.
I could not think of any neat way of representing the Arch, but the stones on each end are its beginning and end.


Grand Acts

The Arken Lands:


The northern hemisphere is rocked by the birth of a massive new continent. The Arken Lands rise from the seafloor in a great heave of displaced water and sliding rock. Towering tidal waves are generated, in time crashing down the shores of the other landmasses with great force. The rising earth also destroys homelands of Deep Algal colonies. Fortunately, the Sea-Spirit shelters their favored children and robs away much of the strength of the tsunami waves before they can cause devastation, tired as they are of the destruction. The Spirit is reduced, however, by the theft of so much territory - the new landmasses divide up new seas between them, splintering the Spirit in the process.

The Arken Lands are twin continents connected by a massive stony arch stretching from one end to the other and casting permanent shadow over the landmass. Seeds are taken from many parts of the world and cast across their breadth. In the south of the western continent sprout mighty jungles and wetlands, an explosion of fecund, diverse growth. North of it rise stern dark woods that take well to the cold and snow of the high latitudes. They are divided by temperate grasslands and scattered trees left stunted in the constant shade of the passing Arch. The eastern island becomes a place of high grass and endless plains, ranging from frigid tundra in the north to sweltering savanna in the south. Grand Act: Create the Arken Lands.

Animal life begins to colonize the waiting continent, migrating there naturally or conveyed there by eager Cultivars. Birds become the dominant family of life, while fish fill the streams, lakes and coasts in their multitudes. Of the sentient races, nimble Baólians from the First Island soon arrive and settle along the southern coasts, the great continent's first thinking inhabitants.

***
Askr and Embla, the First Humans:

A curious change occurs high in the canopy of the World Tree. At the touch of the Makers, a grand sheltered chamber grows within, a vast walled garden hidden from the sight of the spirits and dangers far below. In this bountiful nursery, two new creatures awaken - Askr and Embla, the first of the humans. They are born of the World Tree's bark and ichor. This intimate connection leaves them tied to it in a way no other race is. A love of all things that grow is in their blood; as is a curious, rebellious spirit, born as they are to confinement. From the Unseen around them is seeded boundless imagination and creativity.

For years and years, Askr and Embla learn of life. They marvel at the garden around them, speak, argue, wonder, love, feed on the ichor and fruits of their cradle, and in time, they begin to test the boundaries of their shelter and prison. They come to form a family, also. The wood of around them comes alive as new children of Mankind, born in the garden in all their diversity. Grand Act: Create the humans Askr and Embla within the godlike-garden in the World Tree.

For now, all humanity knows is the Tree and one another. The blood of divinity and the intoxicating freedom of the Unseen gives them great strength and will. The walls of the garden hold strong, but they will not last forever.

***
The Arts of Shaping:

The Makers pluck a weave of the Law of Constant Evolution and pull it taut into the world. The Arts of Shaping are created. This magic allows its wielders to harness the very powers of Evolution to manipulate life as they see fit. It is a powerful, versatile art capable of drawing from other types of magic as well, but it is fundamentally one of balance - pushed too far, the Arts will bite back at their users. Careless use may lead to great horrors and disasters, as lifeforms are mutated out of control or plants drink entire regions dry with their new relentless thirst. Grand Act: Create the Arts of Shaping.

As always, it will take time for mortals to recognize and learn these magics. A natural spark in some leads to the first subtle experiments in the Arts among the Deep Algals. In time every species will surely come to know of them.

***
The Rise of the OutSlayer:

Nehu Far-Strider is busy arguing with a friend on the proper way to construct a canoe that might sail the Voidsea (as she calls the terrible, lifeless emptiness beyond the Cosmic Paths) when mid-sentence the world disappears from around her. Instead, she receives a visitation by the Makers. To stand before the primordial powers of Creation manifested would drive a lesser mind mad, but Nehu has been through than most. Still, it is an ordeal. Nehu hears of a battle of inconceivable scale and terrible consequences. She is shown visions of ravenous dark gods and tasked with their defeat.

It is safe to say that Nehu is shaken by what she learns, but one does not refuse divinity. On the peak of Mt. Sollaar, she bows before the heavens and opens herself to power. The Might of the OutSlayer is granted to her, infusing her with the power to destroy Outer Gods.

This blessing makes Nehu a god in her own right, with the power to traverse the universe at will, immortality and a supernaturally powerful form. Aimed as it is at the Outer Gods, it renders them on the level of mere mortals against her. In short, it is far more power than any mortal should ever come to wield. With the command of the Makers hot in her mind, she cuts a Path into the far outer Void, to seek the Custodians and lead them into one final battle... Grand Act: Empower Nehu Far-Strider with the Might of the OutSlayer.

***
Lesser Acts

Vixith the Volcanic Turtle:


In the seas near the Hot Lands, the Makers sprinkle steaming volcanic ash and and charred bones into the waters. Vixith the Volcanic Turtle is created. A living creature the size of a large island, Vixith carries a mighty volcano on its back as an enormous shell. Wherever the turtle roams, it spews fertile volcanic ash in its wake - and every 500 000 years, erupts with destructive fury, consuming itself in molten magma only to be born again and resume its wandering. Lesser Act: Create Vixith the volcanic turtle.

Vixith's wanderings take it near the homes of sentient species, who come to consider the great turtle as a harbinger of good fortune. They know nothing of its more destructive side for now, of course. Fish also take to following Vixith, feeding on the aquatic plants that grow on its underside.


***
The World-Song Stones:

A divine song echoes across the breadth of the World. In its wake, mysterious stone circles rise from the earth as the World-Song Stones are created. These stone monoliths whistle in otherworldly, beautiful melodies when the wind passes through them, drawing listeners from miles around. The Song also echoes in the Unseen. Words spoken at one side will carry over to the other. Soon the Stones are alive with the awkward first attempts of communication between spirits and mortals. With the connections made between Seen and Unseen, the Veil also grows thinner, perhaps allowing for easier travel between the two realms as well within the perimeters of the Stones. Lesser Act: Shape the World-Song Stones.


***
The Twilight Arc:

The Makers capture a ray of bright sunlight and a reflection of shimmering moonlight, weaving them into the blade of a great weapon. The Twilight Arc is forged, a divine weapon harnessing the powers of solar and lunar magics. This artifact shifts shapes to suit its wielder, fitting in the hands or appendages of any mortal species. In the night, it glows softly as it is empowered by the Moon; in the day, it gains a fearsome fire from the blessing of the Sun. In the twilight hours, both magics manifest to grant its wielder truly legendary power. Lesser Act: Create the Twilight Arc, the Weapon of the Last Light.

The Weapon of the Last Light is loosed to the winds of chance and Narrative Satisfaction. It manifests on the World by plunging into shallow water underneath the midpoint of the great Arch connecting the Arken Lands, visible for miles around and there to be seized by a daring and suitable soul.

***
The Merchant of Hope:

A new being appears in the World. The Merchant of Hope is created as a wanderer who grants great gifts to those in need in exchange for good deeds performed. This good-natured entity appears differently depending on its audience, but it generally a trader of pleasant and somehow familiar appearance. The Merchant sells only to those in need and asks only that the buyer does good deeds in value equal to what was bought. Heroes may purchase the tools they need to vanquish great monsters; the despairing find what they need to grasp hope; those tempted by evil may be offered a reminder of their true goodness. Lesser Act: Create the Merchant of Hope.

The first manifestation of the Merchant of Hope is to an outcast Umbral in the deep Clouded Lands. Moments away from leaping into a deathly ravine with no escape, the wretched exile is startled to hear a curious fellow Umbral clear their throat beside them. The stranger's bag reveals a startling variety of goods, but the Umbral's eye is caught by a beautiful instrument that the peddler claims will draw other outcasts to its music, so that they might, perhaps, find themselves a new, kinder family here below.

The stranger's words prove truthful. Later, when angry voices in the new community suggest a brutal attack on the tribes that banished them, the buyer convinces the others of peace and forgiveness - and so the price comes to be paid.

***
The Moon-Watchers:

The surface of the Moon shudders and reveals a statue in the likeness of the Watcher's Watcher. The first Moon-Watcher is created. This lunar creature finds itself capable of thought and of control over the Unseen. Like spirits, it sustains itself on pure dream and imagination, but it still possesses a corporeal stony form. The Moon-Watcher is capable of creating more of itself by fashioning things in the shape of the Watcher's Watcher and wastes no time in doing so. Soon a growing community of Moon-Watchers exists on the lunar surface, existing in happy if destructive play and adventure to the consternation of some more conservative spirits. Lesser Act: Form a mortal statue of the Watcher's Watcher out of the stones of the Moon.

When the Watcher's Watcher notices this tomfoolery, it is both baffled and pleased. The Watcher's Watcher spends an age observing its 'children' instead of fulfilling its primary task of watching the Watcher; but then again, that is nothing new.

***
Imsamrta, the Sea-Ant:

A White Ant soldier on the isolated island awakens to a vision of stormy seas and oceanic fury as they are empowered with mastery of the World-Sea's magic. The Ant gains power over the oceans and a measure of its vast might in her own form. Lesser Act: Empower a wise White Ant with mastery of the World-Sea's magic.

The Spirit of the World-Sea is outraged to find a portion of its power leeched from it and given to some creature of the dry earth, but it is powerless before the will of the Makers. Unable to exact its vengeance on the soldier itself, it declares the White Ants as a species hated in its sight. They quickly learn to avoid the shore, lest unexpected waves drag them away to their deaths. The soldier alone has the power to calm the waves and go safely into the water.

Though always blessed with greater intellect and wisdom than most, she has not had need to think much on her own self and existence before now, having existed comfortably as a mere part of the greater colony. She gives herself a name - Imsamrta - and begins straying from her duties. It does not take long for this to be noticed. Her new power makes her an aberrant and a threat in the eyes of her Queen. The ruthless Queen summons Imsamrta to her on false pretenses, only to order her captured so that she might use her own lunar magics to draw the Sea-Spirit's power to herself.

In desperation, Imsamrta calls upon the Sea. A mighty tidal wave surges from the shore and strikes the island, flooding the Queen's chamber and carrying both of them away with it. When the waters clear, the Sea-Ant is gone. Imsamrta finds herself washing unharmed to shore on the coast of the Clouded Lands, alongside a great deal of unhatched eggs and terrified lost drones. She resolves to found a new colony in this foreign land. The Queen, for her part, swears vengeance upon the lowly soldier that dared to defy her...

***
Vanti of the Rainbow Dream:

A grand spirit of the Unseen forms, guided by the hand of the Makers. Vanti of the Rainbow Dream is created. This great spider towers over the horizon in many-colored splendor. She spins dreams and grand visions for all to see during the day, only to destroy them without mercy come nightfall. Such is her prominence and power that the spirits begin to use her to track the passage of their days in the realm of imagination. Where there before was only a vague conception of passing time, now days are counted from Vanti's works - a spirit may conceive of the time being six works from Vanti's emerald-castle-of-the-clouds, or thirty-nine works from her whirlpool-of-laughter-and-grief, or seven hundred works from Vanti's-chasm-of-a-thousand-regrets. Each work is a masterpiece without equal, inspiring and horrifying the spirits in equal respect.

In the Seen, a nameless fishing spider comes to life also, a reflection of the Great Vanti. She goes unperceived by most, small and insignificant as she is. Lesser Act: Create Vanti of the Rainbow Dream.

***
Demi-Acts

Pebble-Chan:


One of the living pebbles is touched by a Maker, elevating it to a higher purpose. This particular Hollow does not yet stand out in any particular way, but one cannot go unchanged with a divine blessing upon them. Demi-Act: Create Pebble-Chan.

***​

The Holystone:

In the foothills of the Hot Lands, a vein of new, divine ore comes to being. Its peculiar color is at first the only thing that marks out this mineral. When a passing bird pecks at it with its beak, however, it finds the mineral essentially unbreakable. Indeed, every strike of its peak seems to only make the ore harder and its edges sharper. The mineral absorbs energy, growing stronger and more useful as time goes on. Demi-Act: Create a mineral that absorbs energy passively and that gets better the more it absorbs.

Months pass without anything further of note, but the mineral continues to absorb energy - from the force of the wind upon it, from ambient warmth, from volcanic gasses and the impacts of raindrops upon it. It is, at last, then discovered by a Myridna. Recognizing it for something truly unusual, the Myridna gathers others of her tribe and has them dig the mineral, which they name Holystone, out of the cliffside. They carry it to their burrow and present it to their chief, who orders tools to be made out of the material. Soon the Holystone Myridna, as the tribe becomes known, are hacking away at the world around them with tools that only seem to grow more potent as they go along.

***​
Crataegus, the Awakened Tree:

On the isolated island, the Great Tree blinks awake to awareness. It is given sentience and purpose as Crataegus, the Guardian of the Island - and just in time. The efforts of the Dryad Kaileah to keep the White Ants from destroying the roots of the Tree have brought them to the brink of bloody conflict. Crataegus is saddened to see the Sister-Queens of the White Ants marshaling their soldiers against who he knows to be his daughter and sentinel. With a thundering voice and rain of leaves, Crataegus orders the Ants to stop. Frightened of the new player in their tiny kingdom, the Queens agree to negotiations, and soon find themselves promising to only take as much as can be sustained from the Tree's gifts. In this way, a fragile peace comes over the island once more. Demi-Act: Awaken the Lonesome Tree as Crataegus, Guardian of the Isolated Island.

***​

The Void
The nothing between worlds and stars.

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

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

The Moon
A rocky moon orbiting the World and existing simultaneously in the Seen and the Unseen. A source of powerful lunar magic.
-Being: Spirits. Native entities of the Unseen.
-Being: Moon-Watchers. Beings of spirit and stone in the likeness of the Watcher's Watcher.

The Unnamed World
The first world and hub of all Creation.
-Being: The Merchant of Hope. A wandering being offering gifts to those in need to be paid through good deeds.
-Artifact: The Twilight Arc. A legendary weapon channeling both lunar and solar magics.

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

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

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

The Hot Lands
A volcanically active continent in the southwest of the world. Microbial and simple multicellular life, plants, trees, lichen and fungi, volcanic flora, fish, birds, K'orlannsch. Myridna, Hollows, Baólians.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.
-Place: Ironmount. A small settlement and royal seat of the highland Myridna, made up of dwellings carved into the mountainside.
-Artifact: Holystone. A curious divine mineral absorbing energy from its surroundings.

The Clouded Lands
A landmass of extremes in the southeast of the world, made of high peaks and deep ravines side by side. Microbial and simple multicellular life, plants, trees, lichen and fungi, fish, birds, K'orlannsch. Skrayt, Umbrals, Hollows, Baólians.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.

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

The Arken Lands
A great twin continent in the north of the world. Varied terrain. Microbial and simple multicellular life, lichen and fungi, plants, trees, birds, fish, K'orlannsch. Baólians.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.

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

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

The Unseen
A realm of dreams, imagination and spirits.
-Being: Spirits. Native entities of the Unseen.
-Being: The Outer Gods. Godlike, corrupting horrors of the deep Unseen. Much weakened and in hiding.
-Being: Vanti of the Rainbow Dream. A great spirit ever crafting and destroying her masterworks.

The World-Tree
A spiritual reflection of Creation. Its roots prevent easy passage between the Seen and the Unseen. Humans.
-Being: Askr & Embla. The first Humans, living demigods and progenitors of all Makind.

The Shifting City
A city of dream-stuff shifting and changing with the imagination of its inhabitants.
-Being: Spirits. Native entities of the Unseen.

Laws of Reality

Law: Narrative Satisfaction. All laws of reality may be broken and bent for the purpose of narratively satisfying outcomes or for the pure of heart and will.
Law: Constant Evolution. All of Creation strives to change and evolve. Mutations in living beings are common, forces of change are more potent, and intelligent creatures tend to oppose stagnation.
Law: Unseen Reawakening. All living beings reflect spiritual counterparts into the Unseen. When they die in the Seen, they awaken in these forms to new lives in the Unseen as new spirits.

Well, that took a while. Whew. Developments in a separate post.

A moratorium on Acts is now in effect. You may begin Voting for the next Epoch in 12 hours. The following Epoch shall be the Age of Creatures. Acts to create or empower non-sentient life shall receive a free +1 Vote.
 
Epoch 3: The Age of Heroes (Part 2)
Developments

The Mountain King:


The Holystone tribe of the Myridna come to thrive with their new tools made of the divine ore. They are the first tribe of the highland Myridna who succeed in digging deeper into stone, where they discover interesting new ores - magnetite and hematite, malachite and native copper, cassiterite and many others, including veins of silver and gold. Experiments with these strange rocks make way for the first attempts at working and shaping metal. They even dig out dwellings within the mountainside at a place in the shadow of the great peak of Mount Sollaar, which they come to call Hanehuramo, or 'Ironmount'. The prestige of the Holystone Myridna grow quickly, but pleas to share their new riches or their tools with other tribes fall on deaf ears. Eventually, jealous rivals fall upon the Holystone Myridna in a raid - only to discover that the holystone tools make for deadly weapons as well when its warriors muster out in defense. The wars that follow are brief and relatively bloodless affairs, as the Holystone Myridna subjugate their peers in the mountains one by one and force them to acknowledge their supremacy.

When the last of the rival tribes surrenders, the highland Myridna convene at Ironmount and kneel before Samo, the grizzled old chieftain of the Holystone Myridna. He sits upon a seat of worked stone and places upon his brow a crown of holystone, and his subjects call out in honor of their new King. Samo, the Mountain King, is declared sovereign of the Myridna - a title that suggests that he and his heirs may in time seek to place the lowland and coastal Myridna under their dominion as well.

Ironmount is far from a city, but its population is large by the standards of the highland Myridna. Hunting and gathering for such large numbers proves difficult, and as the slopes of the nearby mountains are stripped bare and birds flee for safer nesting grounds, the Myridna come to wonder what could be done to ensure enough food for everyone throughout the year. For now, fortunately, the land is bountiful enough and the highlanders scattered enough to provide for all even through the winters.

***​

The Queen's Gambit:

The first year of Imsamrta the Sea-Ant's life in her new homeland in the Clouded Lands is eventful. She lays the foundations of a new colony with the rest of her wretched exiles in a coastal valley, transforming from soldier to soldier-queen. Soon she discovers they are not alone on the continent. A Skrayt hunter called Khriite comes upon her, and recognizing her sentience, strikes up a conversation through gesturing and mimicry. The two come to understand each other and form an unlikely friendship. Imsamrta uses her powers to strand fish and stun seabirds for Khriite to gather up for his tribe's cooking fires. The Skrayt learn to hold the Sea-Ant in great esteem and teach her their language. When a desperate outcast Umbral is captured by the tribe and sentenced to death, it is Imsamrta who helps mediate and convince the others to show mercy. The Umbral, Tsu-Min, is given a new place to live within Imsamrta's hive alongside any other outcasts who might rise from the depths. And when a volcanic eruption threatens all of their homes, it is Imsamrta who summons up the waters of the World-Sea to cool the flowing magma and save hundreds.

Such a peaceful life cannot last forever. In her homeland, the Three Sister-Queens of the White Ants scheme and plot. Frustrated by the enforcement of peace on them by the Guardian Tree and fearful of other 'rebellions' among their drones, the Queens decide that an example must be made of the Sea-Ant. They draw upon their lunar magics to scry upon her location and learn of the new colony in the Clouded Lands. The Sea is in the way and hostile to their passage, of course... but with the Three Queens united, their powers are mighty. On a cloudless night, some years after Imsamrta's exile, the Queens fix the Moon's reflection on the ocean and use their magic to turn it into a path for them to walk upon.

A swarm of soldier drones marches over the stilled sea to the Clouded Lands. They are led by Imsamrta's old Queen, and in her fury she is frightening to behold. Cold moonlight swirls in deadly tendrils above her head and the night grows unbearably bright before her. Imsamrta is away when the Queen reaches the shore of the Clouded Lands. It is only when a fleeing Tsu-Min brings word of an army besieging her young colony that Imsamrta realizes the danger they are all in. She sets out at once, desperate to save her colony and the Ants there who will surely be slain by her vengeful old mistress.

The besieging army is great indeed, and the Queen directs the power of the Three Sisters at the time of the full moon, when lunar magic is at its strongest. Alone, Imsamrta hurries out to face the invading army. The odds are stacked terribly against her. Certain of her victory, the gleeful Queen orders her army to swarm and destroy her. Imsamrta draws upon the powers of the Sea and floods the battlefield, but still they come. She meets every blast of moonlight with a whip of water, every searing light with a wall of brine, but her foes are too many. Her strength drains, and defeat looms, and then the sun rises.

The Queen feels her lunar magics fail, but what of it? Her victory is still assured.

She looks to the skies, and hears the war-cries of the Skrayt resound over the valley. Like a vast cloud, the Skrayt tribes descend in defense of their friend and teacher; and with them the gates of the colony swing open, and out come not only soldier Ants but blind Umbrals sworn to their patroness, howling their love and fury. The Queen's force is struck hard and overwhelmed. They cannot stand in the face of these strange new creatures; the control of the Queen over her hive fails, and her Ants rout as a disorganized mass. They flee in a panic towards the bridge of moonlight that leads back to the safety of the homeland - but as the first rays of sunlight touch the lunar path, it dissolves. The invading force plunges straight into the Sea and into their doom instead. The Spirit of the World-Sea is not kind to the Ants. Not one survives to return to the Isolated Island. The Queen dies with them.

The two surviving Sister-Queens on the Island make the prudent choice not to continue hostilities. In the time that follows, the Sea-Ant's colony grows and thrives side-by-side by the Skrayt and the Umbrals of the coast.

***​

The Void Huntress:

Nehu Far-Strider, hot with divine power and certainty, cuts a Path through the cosmos and into the Void. Empowered as she is, the bite of vacuum cannot harm her. First she seeks out the Custodians, the servants of the Makers she has been commanded to lead. The caretakers of Creation are astonished to find a mortal creature among them, though they recognize the overwhelming heat of the Flame of Chaos in her and know her to be favored of the Makers. They speak, and though all other life would crumble at hearing the sound, Nehu withstands the torment and explains her holy mission.

Though wary of the brash Myridna, the Custodians find comfort in the fact that their Makers have come to their aid against the mistake of the Outer Gods after all. They bestow gifts upon their new ally and equip her with merciless arms for the coming battle. A new host gathers to wage this war to its conclusion. The force that rides out is made all the more fearsome by the laughing champion at its head, cutting the Paths open at her will, a fell black scythe of angelic iron held high above her head.

The Outer Gods do not expect a new assault so soon. They have only begun to venture out of their hiding places and regain their strength. They are unprepared for the shock to come. In the face of the Custodian ranks, they fail to even perceive Nehu - for what threat could a thing such as hers pose to powers such as they? Nehu falls upon them without mercy. Ingezthel, the Crawling Darkness, is the first to fall. The God falls in ignorance, never grasping what new might has slain them. The cosmic power of the Outer Gods shudders and collapses at her touch. Nehu's scythe cuts through the core of their being and ends them with as much effort as a farmer reaping grain. A profound shock falls upon the Custodians and the Outer Gods both - and in that moment, the Outer Gods come to understand just what Nehu is, and the depth of their betrayal by their Makers.

The Outer Gods flee. Nehu, with the Custodians at her back, pursues.

They scatter like vermin. Nehu hunts those of the Void and those of the Unseen alike, her powers propelling her through the barrier between Realms and burning through the roots of the World-Tree as they grow to prevent her passage. Such is the power of the hunters that the entire Unseen quiets at their coming, and it said that even the Great Builder Vanti stops her work at the sight of them. In the Void, worlds crack and stars burst as the Outer Gods are lashed out of their refuges.

The Gods are consumed by terror. They throw up obstacles in Nehu's path, but their greatest powers dissolve like water before the OutSlayer. What Nehu cannot withstand, the Custodians break for her. Seven Gods of the Void and seven Gods of the Unseen are pursued and run down in this manner, their might leaving them when faced with Nehu, rendering them mortal before her blows, rendering Nehu near-impervious to their attacks.

The rest of their kind worm their way under the skin of Creation, burrowing into hiding, concealing and transforming them until even the Custodians can no longer perceive them. The purity of their fear grants them the strength of the Law of Narrative Satisfaction. Frightened, pitiful wretches, they shear off their essence until they are too small for any but the Watcher to see. Nehu, frustrated with the trails growing cold, decides to return to the World to share the glorious news of her triumphs.

She descends among her old tribe, and they flee in terror from her. Drenched in the gore of the Outer Gods, garbed in alien form, eyes aflame with divine fire, flanked by an honor guard of monstrous angels, she is a terrible apparition, and her ravings of cosmic war madness to hear. For the Myridna, ever steadfast, to be abandoned by your kin and community is the worst thing imaginable. Nehu makes to follow, but her monstrous steps shatter the earth and her touch tears through walls of earth like air. The horrified Myridna run where they can.

In later times, the Myridna will sing of that day as a tragedy born of ignorance, and grieve for the daughter they failed. Nehu knows none of this. Broken by anguish, she cuts her way back into the Void, leaving even the Custodians behind in her grief. Nehu throws herself into the hunt, caring nothing for the myriad worlds she sees as she travels, forgetting what love she once held for discovery. What good are tales with no-one to tell them? Only the hunt matters now.

Yet she cannot find her quarry. The words of the Makers burn in her mind. She will hunt, until there are none of the monsters left to hunt. The Void Huntress patrols the edge of Creation, and the Outer Gods wait.
 
Vote closed
Scheduled vote count started by Photomajig on Dec 16, 2021 at 2:42 PM, finished with 75 posts and 23 votes.

  • [X] Create an edible fungus (named Dandreble Fungus) to grow in the depths of the Clouded Lands caverns for the Umbral exiles to subsist on. Said fungus will glow and be easy to cultivate.(Lesser Act)
    [X] Create the Iktai (Lesser Act)
    [X] Create Myriad Sea Plants (Grand Act)
    [X] Create the first wave of the Ungulate Mammals, from the small pigs to the massive mythological whales known as Cetus. Let them spread across the lands and oceans and compete with one another like the birds before them. (Grand Act)
    [X] create vigor the power of warriors that is generated from their life forces of living beings that is built upon the law of constant evolution. all creatures shall have an innate amount of vigor based on how powerful their body is and can train to further expand their own personal capacity. The more vigor one possesses the greater their physical capability, gain resistance to the effect of magic and even increase their longevity, at a sufficient quantity and mastery one can project vigor outward from their body and shape it as one will. (Grand Act)
    [X] Create Dream Canidae (Grand Act)
    [X] Create the Questing Beast (Lesser Act) Details Found here.
    [X] Create The Trident of the Ocean, A Trident that's Magically Connected to the Spirit of the Ocean and those who wield it can feel the will of the Ocean and be lent its power, the Ocean can decide who is worthy of wielding it and prevent those who aren't worthy of wielding it from doing so. (Lesser Act)
    [X] The Compass of the One Who Watches The Watcher
    [X] Carve out caverns in the deep, mostly filled with water. Strange and twisty environments, filled with geothermal smoke and spew and underwater rivers of dense brine flowing from above. While largely aquatic, some caverns are dry, though filled with stale and volcanic air. Some of these deep caves even connect to the caverns beneath the Clouded Lands, with strange transitional environments as dry and airy caves give way to ones filled with seawater, and gases from the tectonic activity deep below trickle their way up.
    [X] Create the Hrududu: Stout-framed, hexapedal and sure-footed herd lizards in the Hot Lands, who graze upon the local flora. Upon their heads are crests of bone that can raise and lower for communicating mood, and when threatened are used to emit sound that is inaudible to most creatures, yet has the effect of inducing dizziness and even unconsciousness. If domesticated, would make for capable work animals. (Lesser Act)
    [X] all creatures will have a core full of magical energy (minor act)
    [X] Create the Druyul (Grand Act)
    [X] Create a species of grand and terrible predatory flightless birds in the Arken Lands : The Horror Birds. (Lesser Act)
    [X] Create the Questing Beast (Lesser Act)
    [X] Nehu's rest (Lesser Act) Details Found here.
    [X] Create the Nym-Haggis and spread them across the Hotlands (Lesser Act)
    [X] Advance the Deep Algal's knowledge and mastery over the Arts of Shaping (Demi/Lesser Act)
    [X] Create the Tainted Coil
    [X] The Mantle of the Breaker (Cosmic Act)
    [X] Name this world "Voel".
    [X] Show the Sea Spirit where the Twilight Arc lies as apology for the whole... upheaval thing. (Demi Act)
    -[X] Nym-Haggis are a species of medium mammaloid that are particularly well suited for domestication as livestock.
    -[X] Nym-Haggis are roughly 4 feet long on average. They have six legs, each which have claws that are well-suited for climbing and latching onto difficult terrain. Males have a pair of curved horns along the sides of their heads and strong skulls that are excellent for bashing things, while females have a single sharp horn on their nose that are excellent for stabbing things.
    -[X] Among the traits that make Nym-Haggis excellent livestock is that every part of their body is useful in some way. Nym-Haggis bones are hard as stone but far lighter; their hides slowly toughen over their course of their lives (to the point where Nym-Haggis that die of 'old age' mostly just can't move very well anymore because of how tough their skin has become) enabling their hides to grow increasingly useful as leather the older they get; Nym-Haggis grow hardy fur depending on their environment which can be shaved for use as base fabric material.
    -[X] In addition to the very tasty meat they provide, Nym-Haggis lay their young as eggs - under the right conditions may lay eggs on a regular basis despite said eggs being unfertilized, which can be used as another source of food; Nym-Haggis young feed on milk from their mothers, which can likewise be used as another source of food.
    -[X] Nym-Haggis are by nature herbivores. However, like the Myridna, Nym-Haggis have highly durable digestive systems. Nym-Haggis are more than capable of functioning as scavengers if need be, and will accept a diet of nearly anything put in front of them - which sometimes includes things that would normally not be edible.. They are, in their own way, living recyclers, as their own refuse makes for excellent fertilizer. While ill-suited for swimming, they are hardy enough to survive most reasonable land environments.
    -[X] Nym-Haggis are predispositioned to mostly passive behavior, caring little beyond the basic necessities of life - eating, drinking, sleeping, and breeding. This makes them easy to domesticate. It is when they are ready to breed that the males are most likely to be most active, and in their natural settings will challenge one another for the right to mate with a chosen female by slamming heads together until one reigns supreme. However, in the presence of danger, they can in fact be motivated to take action, such as protecting themselves against predators or moving to escape dangerous weather or terrain events.
    [X] Create Dream Canidae (Lesser Act)
    [X] Name the world "Jamoph"
    [x] The Creation of The Fungi (Grand Act): Under the shadows of the great stone arch, creatures form, a whole host of them in a riot of colors. They draw strength from decay and death first and foremost, but also can feed on each other, upon stone, upon sunlight, and more. They are of varying intelligence and form, but all have a few abilities in common, including the capability to warp their forms to better suit the needs of the whole and the ability to produce potent spores.
    [X]Cracking Fate
    [X]Whisper the Laws of the Cosmos to the First Moonwatcher. (Demi Act)
    [X] Create the soul of The Divine Hero, A Demi-God soul embodying the concept of heroism who is born among the races of the world as one of them during times of strife to live out its life before being born again during the next time it is needed. (Grand Act)
    [X] Cracking Fate (Demi Act?)
    [X] Dream Canines
 
Epoch 4 Acts
I am patiently waiting for the Deep Algals to create a major ecological disaster here. :p

Honestly, the combination of ample endless nutrients and algae should probably have caused eutrophication and destructive algal blooms, starving the seas of oxygen and killing off all rival lifeforms. But I chose not to interpret it that way because it would have been a touch cruel for Epoch 1.

GRAND
[X] Create Myriad Sea Plants (Grand Act)
[X] Create the first wave of the Ungulate Mammals, from the small pigs to the massive mythological whales known as Cetus. Let them spread across the lands and oceans and compete with one another like the birds before them. (Grand Act)
[X] create vigor the power of warriors that is generated from their life forces of living beings that is built upon the law of constant evolution. all creatures shall have an innate amount of vigor based on how powerful their body is and can train to further expand their own personal capacity. The more vigor one possesses the greater their physical capability, gain resistance to the effect of magic and even increase their longevity, at a sufficient quantity and mastery one can project vigor outward from their body and shape it as one will. (Grand Act)
[X] Create Dream Canidae (Grand Act)


LESSER
[X] Create an edible fungus (named Dandreble Fungus) to grow in the depths of the Clouded Lands caverns for the Umbral exiles to subsist on. Said fungus will glow and be easy to cultivate.(Lesser Act)
[X] Create the Iktai (Lesser Act)
[X] Create the Questing Beast (Lesser Act)
[X] Create The Trident of the Ocean, A Trident that's Magically Connected to the Spirit of the Ocean and those who wield it can feel the will of the Ocean and be lent its power, the Ocean can decide who is worthy of wielding it and prevent those who aren't worthy of wielding it from doing so. (Lesser Act)
[X] Create the Hrududu: Stout-framed, hexapedal and sure-footed herd lizards in the Hot Lands, who graze upon the local flora. Upon their heads are crests of bone that can raise and lower for communicating mood, and when threatened are used to emit sound that is inaudible to most creatures, yet has the effect of inducing dizziness and even unconsciousness. If domesticated, would make for capable work animals. (Lesser Act)
[X] Create a species of grand and terrible predatory flightless birds in the Arken Lands : The Horror Birds. (Lesser Act)
[X] Nehu's rest (Lesser Act)

[X] Create the Nym-Haggis and spread them across the Hotlands (Lesser Act)
[X] Advance the Deep Algal's knowledge and mastery over the Arts of Shaping (Lesser Act)

DEMI
[X] Show the Sea Spirit where the Twilight Arc lies as apology for the whole... upheaval thing. (Demi-Act)
[X] Whisper the Laws of the Cosmos to the First Moonwatcher. (Demi-Act)
[X] The Compass of the One Who Watches The Watcher (Demi-Act)
[X] Cracking Fate (Demi-Act)


I think that's all. Some Acts were proposed at an unfitting scale or without any specified (for example, the creation of caverns which seemed to be going for a world-wide system of caves aka a Grand one, which it didn't get the votes for, or the establishment of magical cores for all living beings which was proposed as a Demi-Act of all things when it sounds very Cosmic). Please consult the rules in the first post or tag me if you are uncertain about the scale of an Act. Include some scale rather than none at all, even if you're unsure - it gives me some idea of what you are intending with your Act.

Update to follow.
 
Epoch 4: The Age of Creatures
EPOCH 4
THE AGE OF CREATURES

And the Land knew Plenty.
And None went Hungry.
And the People were Many.
And the Makers loved Them.

-Inscription found on prehistoric Myridna ritual bowl



Visible rivers and mountain ranges represent major ones, not all that exist.

Grand Acts

Sea Plants and Algal Expansion:


Green life on the planet diversifies as the evolution of algae and marine plants is pushed forward. Though simple algal lifeforms are common already, this divine blessing brings to life larger forms such as kelp, which create whole new environments for life to thrive in. Kelp forests come to rival the coral reefs in the richness of their life. On the surface, plants increasingly colonize both freshwater and saltwater in forms such as the lily and the lotus. Of note are also mangroves - curious tree species which stand above the sea's surface on coasts and form intricate, sheltering walls. Grand Act: Create Myriad Sea Plants.

***​
Ungulate Mammals:

The passing of millions of hooves tramples the earth on the continents as ungulates come into being. This broad group includes both terrestrial grazers and myriad cetaceans of the seas. They are a varied order, but common traits are potent digestive systems capable of grinding down coarse plant matter, herd mentality and hardy hooves allowing them to traverse difficult terrains. The vast majority are grazing herbivores, with some omnivorous species. They prove capable of colonizing almost every corner of the surface world and prove tough competition for dominant birds.

In the seas, the hoof-less cousins swim and bask - dolphins, porpoises and whales. They add to the grand tapestry of the seas, consuming fish and plankton in great quantities. Grand Act: Create the first wave of ungulate mammals.

Like the birds before them, the ungulates are brought into the world in a game of competition and survival. A thousand species go rapidly extinct in harsh conditions and facing off against more specialized or more adaptable peers. It is hard to gauge the most successful of such a diverse lot, but the fastest-growing populations are perhaps among the boars of the Arken Lands, the great herds of aurochs and yaks on the plainlands, and the antlered deer of the forests. The mass influx of ungulates causes local extinctions of plant, fish and bird species who prove unable to adapt against their new rivals and predators.

For now, ungulate populations are small, but they grow rapidly. Most of their species reside in the Arken Lands, with large birds still king in the Clouded Lands. Ungulates prove well-capable of outcompeting most avian peers, but large predatory birds prey on them in turn and flourish for it. In the sea, cetaceans come to form a central part of marine ecosystems, preyed on only by large fish such as sharks and by the sentient races.

***​

Vigor:

The Law of Constant Evolution spins out another thread to create the power of Vigor. All evolving life gains potential Vigor equal to their physical fitness and realized growth. This innate magical power allows its wielders to resist magical effects and shape their bodies further, though amassing significant amounts of Vigor demands devotion to athleticism and physical mastery. Most living things will never come to understand how to wield Vigor or to host great amounts of it, but heroes and athletes may prove capable of using it to greatly augment their natural capabilities. Grand Act: Create Vigor.

***
Dream Canidae:

The Unseen rings with the barks and howls of a new species of spirit as the Dream Canidae are created. They are made canny and playful tricksters clever enough to fool even the roots of the World Tree into allowing them passage between the Realms. They are formless things of shifting imagination in the Unseen, only to take material form as ethereal canines when they pass into the Seen. They have a natural affinity to serve as messengers, though their wild and fun-loving nature makes them somewhat unreliable as such. Grand Act: Create Dream Canidae.

With their innate talent for traversing the World Tree, the Canidae soon learn the Paths to many different worlds and places. One even discovers the sheltered garden where the race of Men grows, with far-reaching consequences...

***​

Lesser Acts

Dandreble Fungus:


The depths of the Clouded Lands bloom with countless small, faintly-glowing mushrooms. The Dandreble Fungi come into existence to feed the dwellers in the dark, being very nutritious and easy to cultivate. They feed on the decay of organic matter, taking on the bounty of the surface world as it descends into soil and stone, or simply falls from the heights into the canyons and ravines. Volcanic warmth and fertile ash provides another cradle for growth at a safe distance from underground pools and streams of magma. Lesser Act: Create an edible fungus (named Dandreble Fungus) to grow in the depths of the Clouded Lands.

The Umbrals embrace this new food with great joy. Risky raids of the surface world under cover of night become less common as the bounty of the dark provides enough on its own. Exile communities and their former hosts alike fall ravenously upon the fungi, and a population boom follows. The majority of Dandreble blooms are in the deeper reaches of the Clouded Lands where exiles wander. They also come to feed a larger variety of cave-adapted fish, birds and small ungulates.

***​
The Iktai:

A new variety of life crawls into being as the Iktai are created. These burrowing centipede-like creatures dig through soil and rock rubble, consuming minerals and nutrient-rich soil in great quantities as they travel. Their powerful pincers and hardy bodies allow them to dig long winding tunnels underground as they seek out delicious ores and minerals. The Iktai remake their shells when consuming great quantities of a mineral - gold-eaters developing gold-plated shells, for example. Lesser Act: Create the Iktai.

In the Hot Lands, the highland Myridna are stunned to find the ores they mine disappearing as Iktai populations fall upon their mountains. Those Myridna who attack these 'thieves' find them difficult opponents, resisting blows and sustaining injury that would sunder lesser beings. Slowly, a new role develops among Myridna clans - that of an Iktai-hunter, tasked with defeating the ravenous crawlers under the surface.

***
The Questing Beast:

Nehu's rampage leaves decaying god-corpses drifting across the Void and the Unseen. The Makers pluck away one such body in the dark and begin to shape it into new life. Charred black bones are snapped and repurposed; Flame-light rekindled for beguiling power. The Questing Beast is formed as a living tale, a manifestation of the Law of Narrative Satisfaction and the will of the Makers.

This strange entity appears in a variety of bestial forms to challenge and test heroes and villains alike. To see the Beast is to be invited for a Hunt: to find and kill the Beast is to find the power one needs to overcome their obstacles. The Beast is mighty, always powerful enough to pose a grueling challenge to the one challenging it, but never so strong as to make its defeat impossible. Those with the purity of will to triumph will triumph; those who falter may very well perish. No mortal can kill the Beast for good, for that is not its purpose - at the conclusion of the Hunt, it is always reborn in new form within the Unseen. Lesser Act: Create the Questing Beast.

***​

The Trident of the Ocean and the Reveal of the Twilight Arc:

The Spirit of the World-Sea is granted a gift by the ever-capricious Makers. The Trident of the Ocean is forged, a powerful artifact channeling and augmenting the Sea-Spirit's magics. Only those the Spirit deems worthy are offered the Trident to be used in its service. The Trident whispers the will of the Spirit to those who wield it. Lesser Act: Create the Trident of the Ocean.

The World-Sea is wary of the works of the Makers, destructive as they are with their Acts, but accepts the Trident after warily observing it. The ocean waves soon deliver the Trident to a Baólian band looked upon with fondness by the Spirit. Their leader, an old female named Siriine, takes up the Trident and its power. The Spirit whispers to her of the world and its creatures, in turn asking her of what she sees on the land as well.

The Spirit is also shown the location of the Twilight Arc in the Arken Lands. It speaks to Siriine and asks her to find the Arc as well. Siriine's band begins the long trek to the shadow of the Great Arch, where the Arc waits for its taker... Demi-Act: Show the Sea Spirit where the Twilight Arc lies as apology for the whole... upheaval thing.

***​

The Hrududu and the Nym-Haggis:

The few grazing ungulates who have colonized the Hot Lands soon face strong competition as the Hrududu are created. These hexapedal grazing lizards are hardy and sure-footed, capable of traversing highlands and lowlands alike, with defensive measures that disorient and stun their predators. They outcompete what rivals they have and become important grazers for varied environments in the Hot Lands. They form large herds and soon attract the attention of the lowland Myridna. They learn to hunt the Hrududu, isolating and trapping them so that their combined stunning vocalizations can be avoided. Lesser Act: Create the Hrududu.

In their wake is born another species, the Nym-Haggis. These medium-sized mammalian grazers are excellent climbers and can digest almost anything, much like the Myridna. They seem almost tailor-made to benefit any species that domesticates them, with hides useful for leather, valuable furs, milk, delicious and nutritious meat, rich manure for fertilizer, egg-laying and natural docile herd behavior. In areas where predators and Myridna are plentiful, Nym-Haggis populations are devastated by hunting. Lesser Act: Create the Nym-Haggis.

Though domestication is not a concept known to the Myridna, they have their experiments with raising birds for eggs and experience with taming animals with food and kindness. Domestication of both the Hrududu and the Nym-Haggis begins almost simultaneously in various regions of the Hot Lands - orphaned calves and stolen eggs are raised by curious Myridna, with the animals revealing themselves to be quite affectionate and docile beasts when reared and socialized from birth. While tame Hrududu and Nym-Haggis are the minority of their respective species, semi-domestication begins spreading like wildfire among the lowland Myridna.

***​

The Horror Birds:

The Arken Lands awake to screams and howls as the Horror Birds take flight. So to speak, anyway - these large hunting birds are far too heavy to fly, but their great muscular wings are tipped with talons and strong enough to tear flesh and bone with ease. Their strong legs allow them to sprint quickly over short distances when they ambush prey or usurp the kills of others. Their piercing beaks prove all too capable of crushing spines and cracking skulls to kill their prey in one blow. Worst of all, the cry of the Horror Birds sounds on many frequencies of sound and stirs feelings of primordial terror, often paralyzing those hunted before they even glimpse their opponent. Lesser Act: Create a species of grand and terrible predatory flightless birds in the Arken Lands: the Horror Birds.

The Horror Birds face little competition on their way to becoming apex predators of the twin continents. Their coloring evolves to match surrounding terrain. The influx of ungulates and colonization by other birds provides a veritable feast, though they require so much to eat that their populations are relatively small by necessity. Horror Birds rule over large territories, with males intruding on female nesting grounds in the hopes of winning her affections for mating, only to be driven off once their business is concluded.

***​

Nehu's Rest:

The Makers pity the Void Huntress on her endless patrol and reach forth to create Nehu's Rest, a divine planetoid guarded against unwanted intrusion and protected from magical observation. It holds a constantly-updating projection of her home world and shapes itself to be perfectly comfortable to her at all times. Lesser Act: Create Nehu's Rest.

The Void Huntress is bewildered to find the planetoid at her beck and call, and at first takes it for a trick of the Outer Gods. Her paranoia does not last long, for the bone-deep weariness in her heart leads to her enter the Rest after a time. She does not have much need for comforts any longer, at least at first. Her abode begins as a spartan one, a mere hulk of rock and cold void. As time goes on and the Void Huntress remembers more of who she was as Nehu, the accomodations become more suitable for living beings.

Her mission still drives Nehu to leave the Rest often and continue her patrols, but when she is within, the anguish and hatred in her heart is soothed. The Void Huntress spends longtimes observing the projection of the World - at first seeking signs of Outer God influence, but after some time merely watching the development of her people and homelands. Though the pain of their rejection of her keeps her from returning among them, it gives her joy to see them continue to thrive and grow. Painfully, slowly, the Void Huntress reclaims some of her humanity.

***​

Shaping of the Deep Algals:

The Makers go among the Deep Algals and whisper the secrets of the Arts of Shaping to them. Though already experimenting with the strange Art, this divine push grants the Deep Algal civilization a deep understanding of the magic. Effects are immediate. Deep Algal colonies begin Shaping themselves into stronger, hardier and more long-lived forms. Leviathan riders change their symbiotic mounts to make their minds as one. Natural features are empowered to new heights: bioluminescent signals becoming blinding and searing torches, colonies incorporate other forms of life on top of sentient algae, and the poor mobility inherent in their natural bodies is offset by rudimentary legs, tendrils and other limbs stretching from colonies.

The Deep Algals become a varied people, with individual colonies changing themselves in radical and different ways. At times a colony proves too reckless and Shapes a change they cannot control, leading to endless hunger or self-cannibalism as they seek to sustain their new forms. Surviving colonies establish laws and rules on what manner of Shaping is acceptable in the hopes of avoiding the creation of further 'abominations'. Lesser Act: Advance the Deep Algal's knowledge and mastery over the Arts of Shaping.

***​

Demi-Acts

The First Moon-Watcher's Enlightenment:


The first of the Moon-Watchers is granted understanding of the Laws of Reality, from the Grand Law of Narrative Satisfaction to the Law of Unseen Reawakening. It ponders this knowledge for a short while, shrugs its stony shoulders, and continues playing with its fellows. This knowledge spreads among the Moon-Watchers and the lunar spirits, though they have no particular need to use it in their carefree lives. Demi-Act: Whisper the Laws of the Cosmos to the First Moonwatcher.

***​

The Compass of the One Who Watches The Watcher:

The Watcher's Watcher receives an unexpected gift from the Makers. It is handed the Compass of the One Who Watches the Watcher, a divine tool always pointing towards the owner's heart's desire. It is fated to find its way back to the Watcher if ever lost, and it is almost immediately lost as the Watcher's Watcher absentmindedly discards on the surface of the World. Demi-Act: Create the Compass of the One Who Watches the Watcher.

The Compass is eaten by a grazing Hrududu soon after, then fished out of its guts by a Myridna. It points them in the direction of the target of their unrequited love - after being rejected, the Myridna tosses it away in frustration. So it travels the world, changing hands often, until the Watcher's Watcher once more picks it up.

***

Cracking Fate:

When Nehu hunted Them, the Outer God Vadhu (once Vadhuzalthul of the Endless Dark; names must be discarded alongside flesh if one is to hide from the Void Huntress) fled, fearful, maddened, to the depths of the Unseen. Every moment He feared the lance of the Void Huntress to strike their form and destroy them like so many others.

Vadhu sought refuge, but where? A compulsion planted in His mind by a Maker drew their attention to Vanti of the Rainbow Dream.

The Great Spider ever makes and unmakes. Vadhu does not need the Makers to be fascinated by her ceaseless work. He hid himself within her work and lay there as Vanti wove it over and around Him, trapping Him in the gossamer fragility of that doomed artifice. No amount of cajoling or pleading moves Vanti from her purpose, and though Vadhu could draw upon what remains of His power to destroy her, it would only lead to His destruction at the hands of Nehu soon after.

At this moment, a Maker offers a deal. Let causality be broken; allow Him to survive His destruction. To destroy destruction, to reverse endings. To allow the grand work of Vanti to survive its own destruction - to leave the Truth of Betrayal standing even as it is brought down. To provide a refuge for Vadhu in exchange for Him not destroying Vanti. Demi-Act: Cracking Fate.

Vadhu hates His betrayers, but it is no choice at all. At the will of the Maker, Vanti's masterpiece is destroyed, but is not destroyed. Causality breaks, and the Truth of Betrayal continues to exist where it should not. It becomes a physical location - as much as anything is physical in the Unseen - and the refuge and prison of Vadhu. Nothing has fundamentally changed. Vadhu cannot leave the confines of Vanti's masterwork out of fear of Nehu, but others may venture into the Betrayal, if they come to know of Him.

The breaking of causality gives Vadhu some power over endings - even in His diminished state, He may undo destruction and restore to life those who have perished. As things are, though, the dead must come to Him; He cannot leave the hell crafted for Him.

I realized I'd misunderstood the original Act when I was writing this. It's in a very awkward state, mechanics-wise. I thought the actual Act was merely pushing Vadhu to go to Vanti (perfectly fine, if unusual, for a Demi), but then realized it also includes it being saved from destruction (sure; especially since the post created the circumstances of its destruction in the first place) and giving it the power to resurrect things (not appropriate for Demi, but kind of something Outer Gods can do already?).

And that's if I understood it right! It was a cool and poetic read, but could have used a clearer description of what is actually happening. The description for Vadhu's resurrection powers gave me a ton of trouble as well. He needs to be there when others die to resurrect them? Fine, but as things are Vadhu cannot go anywhere outside of a hiding place without being seen by Nehu or the Custodians.

As such, I ended up interpreting the destroyed-undestroyed masterwork as a refuge and place for Vadhu to stay in for now, and changed his powers so that he does not actually need to be there at the moment of something's destruction. This makes him a cool entity that lives in the Unseen that you can take your fallen brethren to for resurrection, but beware of the cost, et cetera. Great plot fodder.

My first iteration, while I was still working out what was happening, was that Vadhu would end up in an endless cycle of dying and resurrecting himself, but that's even further from the intent as I understand it. Apologies if this went in a totally different direction than what the author would have liked.


The Void
The nothing between worlds and stars.

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

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

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

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

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

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

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

The Hot Lands
A volcanically active continent in the southwest of the world. Microbial and simple multicellular life, plants, trees, lichen and fungi, volcanic flora, fish, cetaceans, birds, ungulates, K'orlannsch, Iktai, Hrududu, Nym-Haggis. Myridna, Hollows, Baólians, Dream Canidae, Humans.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.
-Place: Ironmount. A small settlement and royal seat of the highland Myridna, made up of dwellings carved into the mountainside.
-Artifact: Holystone. A curious divine mineral absorbing energy from its surroundings.

The Clouded Lands
A landmass of extremes in the southeast of the world, made of high peaks and deep ravines side by side. Microbial and simple multicellular life, plants, trees, lichen and fungi, Dandreble Fungi, fish, birds, cetaceans, K'orlannsch, Iktai. Skrayt, Umbrals, Hollows, Baólians, Dream Canidae, Humans.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.

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

The Arken Lands
A great twin continent in the north of the world. Varied terrain. Microbial and simple multicellular life, lichen and fungi, plants, trees, birds, fish, cetaceans, ungulates, Iktai, Horror Birds, K'orlannsch. Baólians, Dream Canidae, Humans.
-Place: World-Song Stones. Stone circles emanating beautiful otherworldly song. Also allow for communication between the Seen and Unseen.

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

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

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

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

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

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

Laws of Reality

Law: Narrative Satisfaction. All laws of reality may be broken and bent for the purpose of narratively satisfying outcomes or for the pure of heart and will.
Law: Constant Evolution. All of Creation strives to change and evolve. Mutations in living beings are common, forces of change are more potent, and intelligent creatures tend to oppose stagnation.
Law: Unseen Reawakening. All living beings reflect spiritual counterparts into the Unseen. When they die in the Seen, they awaken in these forms to new lives in the Unseen as new spirits.

A moratorium on Acts is now in effect. You may begin Voting for the next Epoch in 12 hours. The following Epoch shall be the Age of Monsters. Acts to create or empower monstrous creatures shall receive a free +1 Vote.
 
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Epoch 4: The Age of Creatures (Part 2)
Developments

Shravu's Hunt:


The first to cross paths with the Questing Beast is Shravu, a Skrayt warrior of the Mist Isle tribe, who seeks a cure for a disease afflicting the tribe's chieftain. The hopes and desires of his tribe mark Shravu out as a figure of great destiny, and the Beast finds purpose.

Shravu first encounters the creature while traveling to meet with Imsamrta the Wise for advice. They take shelter in a storm only to come face to face with a monstrous two-headed bird of luminous pale feathers and void-black talons. It throws him to the ground and takes off. The Beast calls out to Shravu, but he is unable to keep up with its monstrous wingbeats.

When Shravu asks Queen Imsamrta the Sea-Ant of the strange apparition, she is unable to answer. Yet she senses something of the purpose of the Beast and its connection to the young hero before her. Shravu is advised to track and slay the Beast in its lair. Over the following months, he does just that, finding and fighting the Beast two times inconclusively before tracking it to its high den on the third attempt. Their battle is ferocious and long - the Beast spitting lightning and frost from its two beaks, Shravu finding strength in the growing Vigor in his veins - but at last it ends with Shravu piercing the heart of the Beast with his spear and casting its ruined form against the mountainside.

Within its heart, Shravu finds a strange seed. When planted in the soil of his homeland, it grows a luminous tree that bears fruit that not only heals the chieftain, but strengthens the health of all in the tribe as well. Shravu is celebrated as a great hero and adopted as the heir of the chief - and in the Unseen, satisfied, the Questing Beast reforms into its second incarnation...

***
The Mistress of Three Magics:

The champion of the Sea-Spirit, the Baólian Siriine, travels from the southern end of the Hot Lands north to the Arken Lands. Her journey is a tale of its own. The great oceanic crossing is demanding for the amphibious species, but the Trident in Siriine's hands allows her to propel them onward and keep them safe where others would perish. When they pass the City of the First Children, long thought cursed by the local Baólians, she is beseeched for aid. The locals say that their children have disappeared in the waters near the City, taken captive by the strange Algal horrors living within. Siriine knows them for dangerous fools who have scorned the Sea-Spirit and agrees to enter the City on her people's behalf.

The Spirit guides her past Ardent Algal sentries and into the depths of the City. It is not a rescue, for the taken Baólians are long gone - sacrificed to appease the Great Bãsn or fed to the nutrient pools for new Algals to grow. Siriine is horrified to discover this and repulsed by the cold and alien minds of the City's leaders. Angered and emboldened, she ceases her skulking and calls on the Ardent Algals to meet her and answer for their crimes.

The Masters of Ardency no longer have no useful conception of what a 'crime' or 'wrong' might be, but they come nevertheless, sensing the power the challenger carries. Seven Masters crawl out and fall upon her, each more advanced in their studies and pure in their will than the last. Siriine draws upon the might of the Sea-Spirit and repels the first six, dispersing or repelling the colonies with whirlpools, tidal waves and deadly currents.

The Seventh, the First of the Masters, a monstrous creature bloated and strong with Ardency, proves her equal - in a cataclysmic struggle, the City itself shakes as they throw themselves into the fight. Towers topple and domes crack open, but at last the Ocean's strength is spent, and Siriine collapses into the waters. The Sea-Spirit carries her to safety, and when she tells her people what has come to pass, they swear not to rest until they have justice for those taken.

Once she has recovered, Siriine continues her journey to the Arken Lands. She is joined by far more Baólians than before, her followers seeing her with something like religious devotion. There are other heroics still - a wrestling match with Nahesa the Sea-Serpent, a night spent in the belly of a Leviathan, a week spent learning the strange living language of the Cultivars from one of their number - before she arrives at last in the shadow of the Arch where the Twilight Arc should lie... only to find it already taken, by the strangest of creatures...

***
The Exodus of the Humans:

The Dream Canidae are a curious species indeed, but high in the canopy of the World-Tree they find one almost as strange. The walls of the garden created for Askr and Embla have been impenetrable - so far. The Canidae are a race created to run freely across all worlds and they may slip through any barrier. A pack of the Canidae finds a way into the Garden and encounters the race of Men to the mutual astonishment of both.

The two peoples find a great affinity for one another - both children of the Seen and Unseen, both blessed with boundless curiosity and love of freedom. The Canidae are horrified to learn of the humans' confinement, however pleasant it is for them. Soon a pact is made - the Pact of Freedom, bidding the two species to friendship and to help each other to freedom for all of time to come. They teach Humanity how to breach the walls of their prison and offer to guide them out into the outside world.

Askr and Embla are content to stay, but many of their children are not. They agree to follow the dogs out to freedom.

It is a valiant effort, but the humans are not as skilled in avoiding the attention of the World Tree's roots and branches as the Canidae. They are only half-way through the walls when the Tree shakes and convulses violently. Realms collide and Paths open at random. With a heave of its vast branches, the Tree shatters the garden and flings the Humans through gateways to every corner of Creation. Their unlucky Canidae guides are thrown with them.

This exodus is a chaotic and deadly one. Most Men land alone or in small groups in the Void or on barren worlds where their lifespans are counted in seconds. Those lucky enough to be deposited onto the World are not always lucky enough to avoid falling into deep ocean waters, volcanic magma or dangerous ravines. Mankind suffers a great exodus, scattering small groups across the breadth of the World. The shock of the ordered and rigid Seen, unyielding even to great imagination, is hard on these survivors. Yet fed on the fruits of their garden and with the blood of Askr and Embla still hot in their veins, they are strong and adapt quickly. In time, they might multiply into many distinct peoples of their own.

Askr and Embla are separated by the breaking of the garden. Askr finds himself on the islands between the Arken Lands; Embla in a volcanic valley of the Hot Lands. They grieve for their separation, but gather up the remnants of the garden that landed with them and begin planting its seeds in their new homelands. Many of their children find them in time and settle with them. In these small sanctuaries, the memory of the garden endures.

One of Askr and Embla's children, a strong and fierce-hearted woman called Sigren, awakens alone in the Arken Lands. She barely survives her first days in an unfamiliar land that stubbornly refuses to adapt to her imagination in the way of the Unseen. She is fortunate, though, to soon meet a similarly lost Canidae by the name of Shimmerer. Together they learn to navigate the Arken Lands, surviving attacks by Horror Birds and treks across treacherous swamps and sweltering jungles. Then, at last, in the shallow waters underneath the Great Arc, they see it - the Twilight Arc.

Sigren takes up the Twilight Arc only days before Siriine the Baólian would arrive to claim it. In her hands, it shapes itself into a sturdy spear. Her companion warns her of Siriine's approach and she leaves for the north before the Baólian can find her, making her way at last to her father's abode in the archipelago of Askr's Garden. Siriine, feeling age press on her bones, decides to leave the hunt for her descendants - the Baólians with her settle in the region, determined to claim the Twilight Arc for the Sea sooner or later.
 
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Vote closed
Scheduled vote count started by Photomajig on Dec 23, 2021 at 11:27 AM, finished with 115 posts and 27 votes.
 
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