Gods of Chaos: a Riot God Quest

I am suprised, that no one used the temple of need for knowledge about protection/Healing from the plague. I'll just put that to the QM, having trouble tracking all the moving parts. (this was litterally a situation I could see the Temple getting used a bunch, Since a super deadly pandamic would make the Cost associated not that high, unless they got greedy)
 
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I am suprised, that no one used the temple of need for knowledge about protection/Healing from the plague. I'll just put that to the QM, having trouble tracking all the moving parts. (this was litterally a situation I could see the Temple getting used a bunch, Since a super deadly pandamic would make the Cost associated not that high, unless they got greedy)
The Temple is probably too unknown right now or couldn't be everywhere at the same time, the update did say that some people managed to find the truth in one way or another.
 
It's pretty minor but you may have forgotten that the Isolated Island got 3+ votes to be renamed to Kirrinyi Island.

Ah, I did update that in various places but didn't in the World Info spoiler. That passed, yes.

I am suprised, that no one used the temple of need for knowledge about protection/Healing from the plague. I'll just put that to the QM, having trouble tracking all the moving parts. (this was litterally a situation I could see the Temple getting used a bunch, Since a super deadly pandamic would make the Cost associated not that high, unless they got greedy)

Perhaps they did. The narrative can't possibly tell of every thing that happened. The Arken Lands and the Hot Lands weathered the Plague much better and it's mentioned they sought knowledge of it through divination and other means. Individual communities and peoples in the worst-hit areas also fared better, and perhaps that is one reason why? Do keep in mind it's not a place just anyone knows of or can access.

It's back!

Anyway, don't have any Epoch ideas myself, but I think I have some ideas for Acts.

[ ] The Great Baby Boom!
Some of the Makers had watched the devastation of the plagues on both worlds and wept. Using some power, the makers shall vastly increase the fertility of all beings across both worlds, both sentient and non-sentient, for the next several generations. With this, their numbers shall rise back to great numbers once more.

What level should this act be?

Sounds Grand - it has pretty vast range, but the effects are fairly minor.

@Photomajig

This would be Cosmic right?

This sounds Grand at most.

[ ] Create Shades (Cosmic Act)

This is also Grand at most.

I wonder what the Unseen realm is like right now. Whenever someone dies they just wake up as an immortal spirit. Furthermore, they could outright create dream realms using the Roots of the world tree.

I can see those devastated communities just reforming in their own bubble realm.

Oh, it is definitely full of gnarly plague nightmare realms inhabited by gnarly plague spirits. War realms have probably gotten a boost too. Cheerful.

I think I will go with Age of Growth as an Epoch theme. Vague, but I look forward to seeing what you come up with!
 
Elemental Bloodlines:

Oh, it got in! I was really hoping it would. Partially because I worked on it for a long time but also because I wanted to see what races you would give what bloodlines. Particularly enjoy the Umbral with Light Crafting and the Sea Serpent with Void Body. Although, I swear I replaced this act with-

Evolving Tree of Evolution:

-that. They both got in? That doesn't seem right. Beyond the fact that I'm pretty sure my Elemental Bloodline act didn't pass, I also replaced it at the last second. I mean, I'd be happy if they did both get in but... yeah. Is this alright?

Beyond that, I really like this update! It was honestly kind of funny to see how various acts, old and new, tripped into one another. But, uh, yeah we're going t need an Age of Revival after that. Anyways, here are some of my ideas for acts this turn!

[] Create the Abyss Walkers (Lesser Act)
-They say that in places where the darkness is deep, so deep it becomes physical, the Abyss Walkers are born.
—Tall and spindly entities somehow darker than the Abyss they call home. Each Abyss Walker resembles one of the many sapient races.
-Abyss Walkers are not completely immune to the effects of the Abyss, however, they're considerably more resistant than mortals from the realm of light, being able to last decades before they become nothing once again.
-It's possible for an Abyss Walker to leave the Abyss the same way people can enter it. However, just as the Abyss grinds away at the people of the realm of light, so too does the realm of light grind away at the existence of the Abyss Walkers.
—Even so, some still take the trek, if only so they can get someone to remember them and extend their existence. In any way possible.

[] Create the Unreal Sword (Demi-Act)
-A long silver sword embedded into the Unreal Lake as if the water was earth.
—The sword can only be drawn from the waters by a person of "pure" heart.
—Its blade is forever stainless and sharp. The hilt is decorated with divine runes.
-The sword is empowered by the Law of Narrative Satisfaction, bending it around its wielder to lead them to a Legendary and heroic fate.
—Whether the wielder knows the sword is doing this, is willing to make the sacrifices required, or will actually reach said fate is irrelevant to the sword.

edit: Just saw the theme. I'll try to come up with something for the Age of Growth. If I can't, well. I'll probably go with one of these two depending on what people are interested in and if I get any inspiration.
 
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Age Growth sounds cool. I have a rough idea for an act, inspired by the Dungeon Core quest. Brief now, but I want to expand on it.

[] Create City-Seeds
They say a city-seed is a heart, but this is untrue. The people are the heart, the seed a brain.
- Teller of Tales


City-Seeds are powerful magical item that aids in the literall and metaphysical growth of a settlement. It gives a city's founder, and their successors, access to collated data about the city, its inhabitants, resources and facilities, allows them to plan and direct the expansion of the city, and by collecting energy generated passively by citizens allows them to use magic to aid the city.

I really like this idea. Seems like a fun and fantastical idea. Although maybe some in lore reason for who created this. Some builder Maker remorseful for his fellows actions or something like that.

Either way it's got my vote.
 
I really like this idea. Seems like a fun and fantastical idea. Although maybe some in lore reason for who created this. Some builder Maker remorseful for his fellows actions or something like that.
Not sure on a lore reason aside from "Go forth and settle." Trying to spread out the population more to avoid such devastating plagues?
 
Age Growth sounds cool. I have a rough idea for an act, inspired by the Dungeon Core quest. Brief now, but I want to expand on it.

[] Create City-Seeds
They say a city-seed is a heart, but this is untrue. The people are the heart, the seed a brain.
- Teller of Tales


City-Seeds are powerful magical item that aids in the literall and metaphysical growth of a settlement. It gives a city's founder, and their successors, access to collated data about the city, its inhabitants, resources and facilities, allows them to plan and direct the expansion of the city, and by collecting energy generated passively by citizens allows them to use magic to aid the city.
What's the act's level?
 
The Temple is probably too unknown right now or couldn't be everywhere at the same time, the update did say that some people managed to find the truth in one way or another.
yeah, Should probably make it easier to enter, Since my orginal Idea was that any mortal could use it (as a death save kinda deal, but alot more interesting and thematic), But It seems I never specified how you can enter it, and Just said "A place within the Unseen which can be accessed up to three times in each mortals lifetime".
So I should probably make an act that makes it more accessible.

So Something like,
[] Paths to the Temple of Need (Lesser Act)
Following So much widespread death where very few used the Temple for its purpose, A maker Empowers the Temple of need so that it gains two new ways to allow people to Use it for its purpose. The First is When many Mortals are Near death and the Only thing that could save them is the temple they will Spirtually/Mentally Enter and get to choice whether to use the temple or not, whatever the choice they will Spirually/mentally te-enter their body without any time having passed. The Second is through a Ritual, The Ritual either Requires one to be surrounded by the Dead and Dying, Or within a place of Great Learning with atleast 5 other Beings nearby willingly giving up two Chances to enter the Temple, so if they ever use it or has used it atleast once before they will pay the Final price of the Temple. Be Warned the Price the Temple demands is Exponentially higher if one enters through either ritual, However the more Beings within either of the Rituals Lesser the Increase(the cheapest it can get is twice the cost and the most expensive is 10 times the cost), and one who enters through the ritual must Use the Temple or automatically pay the Final Price of the temple of need. All who enter the temple will Learn the Rituals Automatically for no price.

Ex. Of The Cost scaling:
Death way:
1% of a population - 10x the cost
2% of a population - 9x the cost
...
9% and above of a population - 2x the cost
(Bascially a significant percentage of a population dying is the way to trigger this)

Knowledge way:
5 willing Participants - 10x the cost
10 - 9x the cost
...
45 - 2x the cost
Max amount that will be charged for the knowledge ritual is 45

So The above is creating two ways to Enter the temple. The First by many People Being Near death and the only thing that could save them is the temple it will allow you to enter free of charge to Use it if you like, if you decide to not do so You can return to your body with no consequences (Besides that near death thing). The Second way is through a ritual which has two ways to enter The First Is Being surrounded by the Dead and Dying and Preforming the Ritual, this way can be with willing and unwilling participants. The second way is By Being in a place of Great Learning (school, Library, Research Center, etc.) and Having atleast 5 other people preforming the Ritual with you that are willingly giving up two Chances to Enter, So if they ever use the temple after this or has atleast used the temple once before they will have to pay the final and last price of the Temple and Never be able to use it again. And Using either Ritual will increase the price the temple demands in return.

So the First Way gives a group of People Free access to the Temple if something like the plague happens again, and the Ritual Way gives people access without something major like the plague happening, if they're willing to pay an increased price. The way the Rituals will get out is that all who enter the temple will automatically learn the Rituals to enter for Free, Basically I'm hopping the Rituals (or atleast the Knowledge version) will Be Wide spread by time this quest ends. (Because I find i Would find it funny/Interesting with a quest with a mechanic of "Oh 10% of your cities population are dying/Just died... Congratulations 'Insert leaders name' You can do the Ritual to go to the Temple for Minimum cost to get the skills/Knoweldge to make sure this never happens again... Or Be greedy and get more)

@Photomajig, is this act appropriately Priced (lesser) or do i need to increase it?
 
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I've been thinking of this

[] The Blessing of Growth (Cosmic)
A whisper sweeps across the length and breadth of all realms, touching each and every single being in this vast cosmos. A divine command to be more, to grow greater and further, to multiply, to truly make this age that of Growth.
A singular blessing buoys all who live through this age. Ending when the Age of Growth ends. The blessing touches all those capable of thought, enhancing any and all actions when associated with Growth whether it be tending and growing crops, learning a new skill, expanding their settlement, and so much more.
Let fate be whelmed, the winds of chance and destiny directed to support such efforts ever further, providing opportunity after opportunity for growth whenever one seeks it.
But every age must end and when this age ends the blessing will fade, its work done, and fate shall once more be free to follow its mercurial direction.



Truly make this an age of Growth
 
@Npt170 What was the logic behind the particular set of 15 you chose for the elemental forces? I'm considering doing things which interact with them, but I'd like to know if there's some existing structure I should take into account.
 
[] Create the Two Pillars of Mourning. (Lesser Act)

The black plague has devastated the world. Fields lie barren, families are torn apart, death has reaped more souls than it has ever had before. Almost none have been spared the devastation that the plague has left in its wake. The most devastated are the people of Stroheim. The Sehranen, a naturally joyous people have been deprived of their happiness and an innumerable amount of their people by the plague. The Umbrals, scorned by the sun and long oppressed by the Hollow King saw their emerging civilization and the knowledge they had built up destroyed just as fast as it had came. Many of the survivors long for their dead loved ones, to be able to talk to them, to hear their stories, their wisdom.


This desire gives birth to the Two Pillars of Mourning. The crystal hearts of the dead Sehranen are formed into two pillars, one in the place where most of the Sehranen dwelt, and one in the court of the Two-Headed Sphinx. Those who touch the pillars can talk to their dead loved ones one more time, to receive closure, to mourn, to receive wisdom, and to be able to move on and grow. The pillars emit a soft warmth that calms those near it and brings out positive emotions.



I wanted to make something remembering the people that died from the plague, and I figured Stroheim needs some stuff so I put it there. I also hope it revitalizes the Two-Headed Sphinx a little bit. Let me know if you have any criticism.
 
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I've been thinking of this

[] The Blessing of Growth (Cosmic)
A whisper sweeps across the length and breadth of all realms, touching each and every single being in this vast cosmos. A divine command to be more, to grow greater and further, to multiply, to truly make this age that of Growth.
A singular blessing buoys all who live through this age. Ending when the Age of Growth ends. The blessing touches all those capable of thought, enhancing any and all actions when associated with Growth whether it be tending and growing crops, learning a new skill, expanding their settlement, and so much more.
Let fate be whelmed, the winds of chance and destiny directed to support such efforts ever further, providing opportunity after opportunity for growth whenever one seeks it.
But every age must end and when this age ends the blessing will fade, its work done, and fate shall once more be free to follow its mercurial direction.



Truly make this an age of Growth
That's a great idea to let things recover, you have my cosmic vote.
 
This is what I have so far, thoughts? Anything I can improve or add?

[] Create City Seeds (Grand Act)
They say a City-Seed is a heart, but this is untrue. The people are the heart, the Seed a brain.
- Teller of Tales


City-Seeds are powerful magical item that aids in the literall and metaphysical growth of a settlement. It gives a city's founder, and their successors, access to collated data about the city, its inhabitants, resources and facilities, allows them to plan and direct the expansion of the city, and by collecting energy generated passively by citizens allows them to use magic to aid the city.

City-Seeds are as varied as cites, and they are created in a number of ways. The most well known way is as the "offspring" of already thriving towns. In the Green City of Emblatha, the Tree of Life bears strange acorns the size of a man's head. In The Mechanical City of the Me'vel there lies a strange machine that,when properly coaxed, can produce a brass orb covered in gears. City-Seeds can also be created by powerful gods or the strongest magics.

To use a Seed it must be planted in the spot set for the city. From this point the Seed does not truly exist, but is represented by the physical city. The one who buries the Seed becomes identified as the Citymaster, and gains access to the Seed's power. When they pass, or retire, their formal successor gains this power. The Seed also has the capability to share it's power among a small group, allowing for a ruling council.

Regardless, a holder of the Seed's power gains knowledge of the city. The resources available within its boundaries. The buildings. The number of citizens, and available skills. All this and more is within the Mayor's grasp. Some details are not shared however; a Mayor does not know the personal details of a citizen, or what actions they perform, unless they are involved in "official" actions for the city.

The City-Seed also grants the Mayor access to certain magics. These spells are mainly for the improvement of the city. For instance, purging vermin, or giving workers more energy to complete their tasks. The Mayor can also view the city magically. The energy for these spells is generated passively & non-harmfully by the citizens.

When the city limits reach another separate settlement, its progress is halted. The new settlement must formally be added to the city for it to affect it. If two cities with Seeds butt into each other, they can be joined by one Mayor submitting to the other.

A city made by a Seed can only be "killed" if all citizens leave or die, and all it's buildings are in ruins. A city without citizens goes into hibernation, but can be woken again if someone moves in and claims ownership.
 
[] The Blessing of Growth (Cosmic)
A whisper sweeps across the length and breadth of all realms, touching each and every single being in this vast cosmos. A divine command to be more, to grow greater and further, to multiply, to truly make this age that of Growth.
A singular blessing buoys all who live through this age. Ending when the Age of Growth ends. The blessing touches all those capable of thought, enhancing any and all actions when associated with Growth whether it be tending and growing crops, learning a new skill, expanding their settlement, and so much more.
Let fate be whelmed, the winds of chance and destiny directed to support such efforts ever further, providing opportunity after opportunity for growth whenever one seeks it.
But every age must end and when this age ends the blessing will fade, its work done, and fate shall once more be free to follow its mercurial direction.
You know, this brought to mind something. Around about now there are probably a bunch of other planets throughout the universe that have sentients on them(Humans and Lineals confirmed at least) that are probably going to be majorly affected if this happens. They didn't even go through any of the bad times that just happened on Aebrirea or the second world, so they'll probably shoot forward massively in development from this.

Honestly all the possible unintended consequences adds some appeal to it for me, now that I'm thinking about it.

---

So I've wanted to do something like this for a while, but haven't felt like it was a good time to do it until now. I couldn't think of any other ideas for what do this Epoch and decided to just go for it this time. There's not many turns left for a Breaker to show up and I think there's a pretty good candidate that showed up in the last update, so I decided to capitalize on the opportunity.

What do you guys think?

[] Set in Fate the Age of Breaking (Grand)

Written in stories untold, the never-true history of the Tragicomedic Saga, is the foreseen Age of Breaking. With the prophesized arrival of a Breaker, the first to bare the Mantle, this turbulent world will be set to order, and prosper by the hand of an unwilling conqueror; so it is written. By the will of the Makers, this remote prediction of an unrealistic future that would have never been shall be brought into reality by the guiding hand of fate.

Ingra the Slave, born again in search of vengeance and burning alive with the Chainbreaker's Cant, will wander through the cosmic narratives of the Tragicomedic Saga in dreams of awesome power and terrible spite. In her dream quest she then arrives at the crossroads of her own future; to destroy what she hates most in this world but in turn become the greatest villain of her era, or live and see it thrive unimpeded with her life's mission unfinished. She may have her revenge, her freedom, all that she desires and more, but she must embrace the Mantle of the Breaker to do it. Fate would dictate that she take this path as spoken of in the Saga, but neither a Breaker or chainbreaker may be held so strictly to the binding of fate, and so what she is given is a true choice to either walk the fated path of her own will or to deny it.

At the same time, the narrative force which demands the arrival of a hero to counter the villain shall find its answer to the Breaker in the Outslayer. Just as the Watcher and Historian are forever bound together, so too shall they by linked across time and space through narrative causality. The Outslayer is aligned against the powers of the Outer Gods as their worst enemy and greatest weakness, so the inheritor of their legacy in the Breaker will find the Outslayer to be their only true equal. Thus it is determined, whosoever holds the Might of the Outslayer will live up to all expectations and bring about a satisfying ending to their own and the Breaker's story. The current holder of the Might of the Outslayer, Nehu, will thus awaken with the rise of a Breaker.
 
@Npt170 What was the logic behind the particular set of 15 you chose for the elemental forces? I'm considering doing things which interact with them, but I'd like to know if there's some existing structure I should take into account.
Originally it was supposed to be a set of magical physic for the setting with 12 elements being the physical makeup of all matter. space-time and void being the pillar that supports the universe and an extra two yin and yang pole that all things can sway toward.

but eventually, it was reworked into just some background energy force that could be used for magic due to people don't want the magical physic part. I chop out the yin and yang to make it easier to understand.

As for elemental interaction just think of pokemon type and everything would make sense.
 
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Originally it was supposed to be a set of magical physic for the setting with 12 elements being the physical makeup of all matter. space-time and void being the pillar that supports the universe and an extra two yin and yang pole that all things can sway toward.

but eventually, it was reworked into just some background energy force that could be used for magic due to people don't want the magical physic part. I chop out the yin and yang to make it easier to understand.

As for elemental interaction just think of pokemon type and everything would make sense.
Alright, but what was the idea behind the list of 12? I'd figured out that Space, Time and Void were probably special, I'm more confused about why it has both water and ice in it.

EDIT: To be clear, I'm not asking about how the elemental forces work in general, I'm asking about why the list contains the particular entries it contains and if there's any intended system to that.
 
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Proposal:

[] Manifestum Fati (Demi-Act)

Across the gulf of time and space, the Architect laughs. A unique opportunity had presented itself. The actions of his fellow Makers have confounded his plans (the Umbral known as Sung-Pa in particular has angered him), but they are merely insects before his vision. The southern nations are gone. Only the human demi-goddess remains. Now is the time to strike.

An Abraxas, not just any Abraxas, but none other than one of the higher Fifteen, has been ordered to appear to the God-Emperor of the Druyul, Zainul-Jast, with a message from the Architect. That message is a Directive to prepare their armies, their slave raiders, their industries towards one goal: world domination.

Throughout the next Age of Growth, the Draghai Army shall be reorganized and trained relentlessly in order to prepare for an assault on both the Hot Lands and the Isolated Island. Seizing these two places will give the Draghai World-Empire complete dominance over the entirety of the Arken Lands and the western portion of the globe. The army that is being trained is unlike any other; with Draszi-Jast's writing and knowledge of every kind of magic in the world, and Zainul-Jast's unimaginable combat prowess and intelligence, the Draghai Army shall be highly disciplined and organized, trained in the arts of every kind of magic in the world and nearly unstoppable short of divine intervention. Over the Age of Growth, swords shall be forged, slaves shall be captured, food shall be stored, and ships shall be built for this massive campaign of conquest. The Draghai Kerajaan will make its destiny manifest until there is no more destiny to manifest.

However, this great task will take time. The entirety of the Age of Growth will be spent urbanizing and militarizing the Draghai Kerajaan. Even Zainul-Jast will need to contribute in the form of having progeny, which has been advised by the Abraxas. And even Zainul-Jast needs to be trained in the further use of his powers, which shall be done with the help of the Abraxas messenger before he leaves.

But soon, the world shall tremble, and the New World Order, an order where the lesser species are ruled over for their own benefit by the Druyul, shall arrive.
 
Alright, but what was the idea behind the list of 12? I'd figured out that Space, Time, and Void were probably special, I'm more confused about why it has both water and ice in it.

EDIT: To be clear, I'm not asking about how the elemental forces work in general, I'm asking about why the list contains the particular entries it contains and if there's any intended system to that.
Well, they were supposed to be the fundamental building blocks of reality so I expanded on the five classical Chinese elements and added some of my own. As for both water and ice being on there, the ice element is more of a cold elemental force and ice is just a good way to visualize it.

As for the intended system, I meant for them to be both opposing and complementary, a combination of pokemon type and naruto elemental Jutsu. for example, fire can be aided by the '
wind to be stronger but is countered by water. light and dark/life and death are kind of separated in their own little category where they only interacted with each other and not the other element. light only interacts with dark. life only interacts with death. and they have a winner take all dynamic. where the elemental force with greater strength is super effective at countering/overpowering the other.

Space, time, and void are meant to be the most powerful of all the elements and also the hardest to master since they are much more abstract then all the other element.
 
This is just my opinion but I can't say I'm really excited to have another demi-act empowering the Druyul. I feel like it's getting a little bit much at this point with almost every epoch since their creation having some kind of act designed to empower them. It would be a little more palatable if they were gaining power unintentionally through acts that serve some other kind of purpose rather than being strictly for empowering them, but almost all the acts seem to be tailor-made to steer the Draghai into becoming a more powerful evil empire and not much else.
 
This is just my opinion but I can't say I'm really excited to have another demi-act empowering the Druyul. I feel like it's getting a little bit much at this point with almost every epoch since their creation having some kind of act designed to empower them. It would be a little more palatable if they were gaining power unintentionally through acts that serve some other kind of purpose rather than being strictly for empowering them, but almost all the acts seem to be tailor-made to steer the Draghai into becoming a more powerful evil empire and not much else.
Eh, the Drayul might or might not have gotten more overt favoritism than most of the other races have gotten, but I don't believe they've actually gotten more stuff overall. How many advantages do they actually have? I feel like it's just a heroic leader with a powerful artifact, and the Ziggurat that they monopolize to some extent, but most of the races have gotten heroic characters, artifacts, and divine guidance at this point.

Really, the big advantage the Drayul have had over all the other civilizations is that they haven't gotten stuck in any protracted wars or hit by a plague yet, so you can't really say they've been empowered excessively so much as they've just been lucky enough to dodge every bullet we've fired in their general direction so far.

Even still, Scrivener's Demi-Act is just telling the empire what to do, not really powering them up in any way. The empire can fail or even refuse to follow directives, seeing as they're not compelled to follow them or guaranteed to succeed as would be the case if it were a higher scale act, since Demi-acts are pretty limited in their effects.
 
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