Gods of Chaos: a Riot God Quest

Love the update, want to put some life to the second world, maybe the crystal plants, but for now sticking with the unseen theme.

An lo the age unseen has begun. So my ideas

Hidden Groves
Among the branches of the world tree dozens of fragments of the Garden remains, and to those who have passed from the World who have no kin in their will find their way after death to these strange places. Here are the forgotten races washes aside by the tide of Change small memories of what once was and had been. (Grand Act)

The Tenders
The spirit of some trees and plants that have passed is given new awareness and tools. It is their duty to act in the repair and cultivation of the tree. Aiding the recovery of its roots when strange things break them immune to ichor and the roots of the tree themselves so that they may pass through them to due their endless labors. They are slow to action and reserve, but they are dutiful in whatever they do. However, should they pass into the seen they are returned to their forms in the life before though the powers of the unseen remain within them, they are unable to act until they die anew. For some, it is a curse, but for others, it is a momentary respite. Not all of the Tenders will work at the tree distracted by spirits, or their own whim.

What kind of act would the tenders be and any feelings on them.
 
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 the Unseen. Acts to create or empower things in the Unseen shall receive a free +1 Vote.
Oh, this is very convenient!

Memoirs of a Star-Wanderer
Few have wandered the Unseen: but many are they who, gazing at the Heavens, have let their eyes wander across the Star-Trails that meander through the Void. And perhaps some have seen them shifting, but perhaps less know this secret: that in the Stars, are written the destinies of those heroes who have marked this World. To those who know, this is a truth heavy with implications: for all destinies have their echoes in the Unseen, and all dead heroes sojourn there, now Spirits made all the more mighty for the Legends they wrote in the fabric of the Unseen.
I have spent uncountable years wandering through the Unseen: and so let these Memoirs be a source of knowledge for those who have never crossed into that maddening realm, and - I hope - for those who would follow me.
The Unseen, you have surely heard, is a place of hope, dreams, and imagination: and pleasant as that seems few understand its true meaning. In the Unseen there is no reality, and all shift at the whims of its inhabitants. Permanence in the Unseen is a lie, perpetuated by those stronger Spirits who may, through the strength of their Will, impose order on their surroundings. For mortals, then, such realms are blessed islands of stability, where the weary may rest without fear of the very world shifting and fading beneath them. To pass from one of those realms to another, though, is perilous indeed: for it exposes mortals to the fluid state of the Unseen, and for one such as us it is oh-so-easy to drown.
This is why, then, the Star-Trails - or indeed, their echoes in the Unseen - are of such great importance to all Wanderers of this place. On these paths the shifting is quelled, such is the weight of the Legends they commemorate. And so one may safely - to a degree - travel through them to the strange and exotic realms of many a great Spirit.
But why, if the Unseen is such a perilous place, would one exposes themselves to such great dangers? For just as great a reward, of course, as is ever the way of the world. For these Spirits are great and mighty and if one, through boldness and force of wit, should impress but one of them, one may obtain their patronage. And back in the Seen, such patronage is of great worth indeed... Such is the way of the Star-Wanderer: to wander their way through the ever-shifting realms of the Unseen, and make contracts with its most powerful inhabitants, that their favor may follow them back to Aebrirea.

Authored Act:
[X] Law of Unseen Influence: The Spirits of the Unseen may apply their influence on the Seen to bend the laws of reality. This influence is strongest where the borders between Seen and Unseen is weakest. (Great Act)

The purpose of this Act is to make the Unseen a bit more relevant to the Seen, where things actually happen. The Unseen hasn't been very relevant to the narrative since we created it, so by giving its inhabitants a way to interact with the Seen, I'm hoping to make the more relevant. The Star-Wanderer here is an example: they are mortals who, attracted by its many wonders but also by the rewards they may find there, explore the Unseen to find Spirits they can make a contract with. Those contracts could go from a simple "make gold appear in my house" to a blessing of the fields of an entire village - in any case, more than enough opportunity to attract the ambitious...

Unauthored Acts:
[X] Gather spirits and teach them the Art of Dramaturgy: The art and a science behind the creation of legends. (Grand Act)
 
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Thinking of something like this for freeing the burned tribes.

[] Create Ithzunchult's Eye (Lesser act)

The Makers look on in sympathy at the burnt tribes plight. However, the Goliath bird's power is terrible, it has grown monstrous with time and it's dominion over solar magic is powerful. They will need an even more terrible power to defeat it. Also the Maker's power is not one freely given, the burnt tribes will need to nurse their greed or face a threat even more dangerous than the goliath bird could ever be.

Tearing a chunk out of the world tree, the Makers shape it into a map with vast powers over divination. It is constantly divining the Fleshless moon's course and when there will be a moonless night.

The Maker's give three instructions on how to use Ithzunchult's Eye.

1. Never let it touch the ground, or worse form roots.
2. Look upon the bronze moon only in the water's reflection.
3. Once you are free find the human demi-gods and give the Eye to them. They will recognize it's make.


Divination hasn't been used much so wanted to tie that in somewhere with my act and I also want to see some people's use the fleshless moon's power. Divination and the Fleshless moon's magic are both double edged sword so they fit together.
 
[ ] Create the FeyWylds: a realm within the unseen that takes the appearance of a beautiful, labyrinthine forest. It is a place shaped by the hopes and dreams of the mortal races, causing many to be lost in its landscape. It is a mischievous realm, using illusions and trickery to further confuse unprepared wanders. But those clever enough can see the patterns of the forest to find their way through. (Great Act)
 
Okay, even though I wanted to try and use one of the ideas that I wrote during the weekend, I want to support expanding the unseen as much as possible, so I'll think about acts to add to the unseen.
 
I'll be continually focusing on the Druyul if no one minds:

[ ] An Heir (Demi-Act)
Draszi-Jast Ominor is nearing his final years; he only has around 30 to 40 years left to live. However, he still has yet to produce an heir. Luckily the Architect has forseen this problem and has secretly begun to guide Drazsi-Jast on a path of pre-destined true love. Draszi-Jast will eventually fall in love in the next four years, marry, and have many (at least four or five) children to produce a successor to lead the Draghai civilization. His marriage will remain happy and unfettered, and he and his wife will be happy even after death. His first-born child will be his successor, and upon Draszi-Jast's death they shall ascend to the Ziggurat, take the flame, receive enlightenment, and become ruler of all the Druyul, the Claíomh in one hand and a sword in the other.

Draszi-Jast has also been reminded of the many ungulates, salamanders, and other creatures in the Arken Lands. Perhaps some domestication is in order?

-

Hey, who said we can't do Demi-Acts as well? :)
 
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I'd rather not hurt the poor world tree more just to make an artifact. It's holding on admirably, but should probably be allowed to heal some from its recent stressess. Especially when creating a single artifact is relatively easy.

[] Create the Seared Spear (lesser Act)
-This unassuming weapon looks like nothing more than a plain spear, scorched and burned along its length, with rusted and pitted iron forming its point. However, its appearance belies its true power; once charred, no flame nor heat can harm it nor its wielder again. Its haft, cracked and warped, cannot actually be broken. Its point, though rusted, never loses its sharpness.
-The power of the Seared Spear is in weakness; for every aspect of itself and its wielder that is battered, bent, or damaged, it ensures it cannot be fully broken. It is the might of the feeble against the mighty. The greater the disparity in power between its user and its target, the deeper the spear will bite. In the hands of a mighty warrior, it is barely more useful than any other spear save its near indestructibility. In the hands of battered and beaten slave, rising against a mighty master, few weapons will ever be able to match it.
-What is still needed, is the courage to wield it. To accept wounds and press forward regardless. To bend without breaking. To suffer, and rise anyway. But with these, the Seared Spear allows the meek to overthrow the mighty.
-In turn, as its user grows stronger, as they overcome their weaknesses themselves and outgrow their need of it, the spear becomes ever more likely to slip from their hands, or disappear forgotten, to be found anew by some other oppressed soul in need of salvation.
 
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[] Create the Warmaidens within the Unseen, who gaze over each battlefield appraising potential champions (Grand Act): Wracked by the tremors of the first true war among societies to occur in creation, within the depths of the Unseen comes into being a second city. But where the first is a wondrous assembly of imagination, shifting before the eye in a myriad of colours and gemstones, the second city is from the outside an imposing fortress of impossible scale, stained with ash and soot yet retaining a stark majesty. Within dwell Warmaidens, spirits of conflict who peer out into the Seen to observe conflict between thinking beings and, occasionally, intervene. A valorous youth beholds a brief vision of a winged human with the head of a hawk, wiry form lined with corded muscle, clutching something in taloned feet before the weight of a fine weapon suddenly lands in their grip so that they may drive off the raiders threatening the village. A chieftain hears faint whispers in the wind that grant insight into the foe's march, and outmaneuver the enemy warband. But, this victory from Elsewhere is a pact, not a gift. For in accepting this aid, they have pledged their fealty to the fortress-city forevermore. Be it in the very battle this aid was extended, or after a long life, when they die in the Seen and awaken to their spirit form within the Unseen, they find themselves in the fortress-city, with the Warmaiden who aided them becoming their mate and bringing about the next generation of Warmaidens, along with the spirits of each mortal who had in the Seen lived as their true companion or unfailingly loyal servant, now becoming warriors and labourers anew. And so, the fortress-city grows, with war feeding war, and its armies grow ever mightier, its forges ringing without pause.

My idea is for basically a darker mirror of the Muses with this Act. It should count as a Grand Act this time, since this would be an actual civilization of sapient beings.
 
[] Create the Tournament of Life and Death.
An arena in the Unseen where every year is held a competition testing myriad skills, the winner is resurrected at their prime if they are one of the dead or granted a physical form in the Seen if they always were a spirit.
@Photomajig would that be a lesser act?
 
Another great update Photomajig. It's always so interesting to see how things develop. Man, holystone is so strong. Or maybe it just seems that way because they're literally an army of metal against an army of stone and wood. Either way, it makes me worry for the future of Emblatha since the Mountain King's armies will only get stronger as the average power of their equipment steadily increases. I wonder what strategies/technologies the lowland Myridna and the humans of Emblatha will develop to try and balance things out.

Anyways, here are the Acts I've been thinking of.

[] Empower the oldest slime (Lesser Act)
-Grant them sapience.
-Increase their size limit to 10 times larger than normal.
—Slimes of this size will now be called Royal Slimes.
-Grant them control over all lesser slimes.
-Give them a desire to protect their weaker brethren.
-Grant them the ability to produce three types of slimes.
—Normal slimes, which can be rapidly produced.
——At max size, the Royal Slime can produce 100 normal slimes in an hour.
—Greater slimes, which are two times bigger and stronger than normal slimes but are also three times as expensive to produce.
——At max size, the Royal Slime can produce 33 greater slimes in a day.
—Noble slimes, which are four times bigger and stronger than normal slimes but are also six times as expensive to produce.
——Noble slimes are sapient and have the ability to produce and control lesser slimes.
——At max size, the Royal Slime can produce 16 normal slimes in a week.

While drafting the slime vote I had a thought. Have slimes managed to get into the Unseen? If not, what'll happen when one eventually does? Probably nothing, but it's a fun thought.

[] Create the Law of Metamorphosis (Grand Act)
-This act is an addition to the Law of Constant Evolution.
-When a non-sapient creature fulfills the proper condition(s) they will gain the ability to Evolve.
—These conditions are many and varied but are all things would be considered impressive or unusual, if not particularly legendary in many cases.
——Example: Reaching a particularly old age for their species.
——Example: Eating an unhealthy amount of food for a long period of time.
——Example: A prey animal singlehandedly killing its natural predator.
——Example: Accidentally emulating a Legend.
—In many cases a single condition is not enough for evolution to occur and more are needed.
-When a creature "Evolves" the Law of Constant Evolution condenses around them for a short period, rapidly transforming them.
—This transformation isn't random. It's guided both by the conditions the creature has fulfilled and by their own personal experiences.
-Creatures who Evolve generally follow one of two paths, becoming either Magic Beasts or Monsters.
—Magic Beasts are essentially just smarter versions of whatever animal they were before in addition to having some sort of instinctive magic.
—Monsters however exactly that, more monstrous versions of whatever they were before. They're stronger, faster, greedier, and overall just more dangerous.
-There is no limit to how many times a creature may evolve. The conditions simply become more difficult to fulfill with every evolution. Even evolving just three times requires the creature to start cultivating a Legend.

The more I worked on the Law of Metamorphosis the more I like it. Still not sure which I want to author this turn though. I really like both.
 
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[] The Wreath of Sight (Lesser Act)
A thing of brambles and straw, placed somewhere within the Shifting City, unchanging eyes grow around it.

Those who have held it, may see through these eyes, and command its growth.

Those who wear it, may open the eyes, and make the Unseen Seen for as long as their will holds, growing more cumbersome as when more eyes open, when they open for long.

It lacks a will of its own, though fate ensures it'll be in the hands of someone who will See.
 
Another great update Photomajig. It's always so interesting to see how things develop. Man, holystone is so strong. Or maybe it just seems that way because they're literally an army of metal against an army of stone and wood. Either way, it makes me worry for the future of Emblatha since the Mountain King's armies will only get stronger as the average power of their equipment steadily increases. I wonder what strategies/technologies the lowland Myridna and the humans of Emblatha will develop to try and balance things out.

Anyways, here are the Acts I've been thinking of.

[] Empower the oldest slime (Lesser Act)
-Grant them sapience.
-Increase their size limit to 10 times larger than normal.
--Slimes of this size will now be called Royal Slimes.
-Grant them control over all lesser slimes.
-Give them a desire to protect their weaker brethren.
-Grant them the ability to produce three types of slimes
--Normal slimes, which can be rapidly produced.
---At max size, the Royal Slime can produce 100 normal slimes in an hour.
--Greater slimes, which are two times bigger and stronger than normal slimes but are also three times as expensive to produce.
---At max size, the Royal Slime can produce 33 greater slimes in a day.
--Noble slimes, which are four times bigger and stronger than normal slimes but are also six times as expensive to produce.
---Noble slimes are sapient and have the ability to produce and control lesser slimes.
---At max size, the Royal Slime can produce 16 normal slimes in a week.

While drafting the slime vote I had a thought. Have slimes managed to get into the Unseen? If not, what'll happen when one eventually does? Probably nothing, but it's a fun thought.

[] Create the Law of Metamorphosis (Grand Act)
-This act is an addition to the Law of Constant Evolution.
-When a non-sapient creature fulfills the proper condition(s) they will gain the ability to Evolve.
—These conditions are many and varied but are all things would be considered impressive or unusual, if not particularly legendary in many cases.
——Example: Reaching a particularly old age for their species.
——Example: Eating an unhealthy amount of food for a long period of time.
——Example: A prey animal singlehandedly killing its natural predator.
——Example: Accidentally emulating a Legend.
—In many cases a single condition is not enough for evolution to occur and more are needed.
-When a creature "Evolves" the Law of Constant Evolution condenses around them for a short period, rapidly transforming them.
—This transformation isn't random. It's guided both by the conditions the creature has fulfilled and by their own personal experiences.
-Creatures who Evolve generally follow one of two paths, becoming either Magic Beasts or Monsters.
—Magic Beasts are essentially just smarter versions of whatever animal they were before in addition to having some sort of instinctive magic.
—Monsters however exactly that, more monstrous versions of whatever they were before. They're stronger, faster, greedier, and overall just more dangerous.
-There is no limit to how many times a creature may evolve. The conditions simply become more difficult to fulfill with every evolution. Even evolving just three times requires the creature to start cultivating a Legend.

The more I worked on the Law of Metamorphosis the more I like it. Still not sure which I want to author this turn though. I really like both.
I like it, you have my vote (again .. hahaha)
 
[] Expand the Functions of the of the World Tree (Cosmic)
The Fruit of the World Tree ignites as the stars they themselves are, whose light emanates the legends of the beings that forged them. The narrative of their legend creates pocket realities where the legend is the law and the dreams of those that inhabit said regions of space build further upon it. Wherever the lights of multiple fruit mix said realities intermix and produce new worlds. Thus the World Tree's bough becomes a kaleidoscope of mythical Worlds.

Yet as above so below. The Roots of the World Tree serve the purpose of keeping the realms separate, forming blockages for any entrance not made by the Makers. Let it be that and more. The roots hold the stuff of stability. The World Tree is one of the few immutable things in the Unseen Realm and said stability can be beneficial. The roots can now be used by spirits to forge stable spirit realms, the roots forming boundaries of separation that lets the realm ignore the mutability of the Unseen for many a spirit desire stability in an constantly shifting realm.


---

So I wanted to make the World Tree fit its role more as the Axis Mundi. So I added this. The branches now create mythical worlds based on myths that intermix with other legends and the dreams, thoughts, desires, etc of beings that dwell in the area to create ever more sprawling narratives. As intelligent life is primarily on the First world they are rather bare right now, but the future presents possibilities.

The roots can now become the anchor to pockets of stability in the Unseen Realm, personal realms dictated by specific inhabitants and not subject to the whimsy of all in the Unseen. So spirits can cultivate the roots to create sanctums for themselves.

So thoughts? Ideas? Suggestions?

---

@Photomajig
Is this a Cosmic or Grand action?
 
Well, here are my ideas (if someone likes it, I'll expand it more)

- the guide (a being who guides the souls recently entered the realm of the invisible, instructing and informing them of all the basics)

-possession (the spirits of the invisible do not last long in the visible, but if they obtain a container they can be kept as long as that container is kept)

-domains (the realm of the invisible was divided by domains based on concepts, in these domains spirits and beings related to said concept will live, in addition to that in that domain, the concept is much stronger than elsewhere and reigns almost supreme)

An example, if there is a domain of the god that exterior that now has a religion, when his followers die will go to his domain where his concept will be stronger and the stronger the connection with the concept of that domain, the more it can alter reality.

-contract (the spirits can sign contracts with the beings of the visible being able to connect to their soul and live in the visible, but the power of the two souls are connected and are empowered and mutually depend on the existence of the other, if one dies the another looks severely damaged)
 
[] Create the Dream Eaters of the Unseen (Lesser Act)

The Dream Eaters of the Unseen are the first predatory creatures there, moderate sized shifting monsters that appear to be part mammal, bird, fish and lizard depending on how they look. They eat smaller spirits embodying a specific concept or idea to survive. Dream Eaters of Nature eat Spirits of Nature, Dream Eaters of the Moon eat Spirits of the Moon, an Dream Eaters of War eat Spirits of War.

[] The Six Unseen Rings and scatter them across the world (Grand Act)

Create the Six Unseen Rings, which allow any who wears one to visit the Unseen and bind a single Spirit to their will and whim until the ring is worn by another. Scatter them across the world, so others my find and use them.
 
[] Create the Fingerkings (Lesser Act)

Fingerkings are serpentine beings that rule the lands of The Unseen. Since they are native to the lands of the unseen, the Fingerkings desire a true existence above all else, and derive sustenance from the memories and substance of beings from outside the unseen. The main way a Fingerking might achieve true existence is through possessing someone from outside Unseen, causing gaps in memory and a change in the appearance of their eyes - anything from a simple change in gaze to their pupils narrowing to reptilian slits. People who are possessed by Fingerkings may also have silver eyes, as well as unusually high strength. Fingerkings can also possess other creatures native to the Unseen, though they don't wish do so unless said being can survive in the real world.

Fingerkings are very knowledgeable creatures; their vast knowledge of the Unseen allows them to know essentially everything. This great knowledge, combined with their power over dreams and Unseen, leads many individuals to make bargains with and seek favors from the Fingerkings.

Fingerkings, while persuasive, rarely speak in a traditional sense. Communication with a lesser being is incomprehensible to powerful Fingerkings, and too subtle and complex for minor Fingerkings. As such, most communicate through dreams and visions, with some able to project their thoughts directly into other people's minds.Certain Fingerkings can also transmit information through their venom.

The Fingerkings' biology is, like the rest of Unseen, rather flexible. That said, individual Fingerkings tend to appear as colorful venomous serpents, with red, yellow, and/or black scales. This quality is also extended to the Fingerkings' servants, who regularly slough off their own skin during certain rituals. The most notable trait of the Fingerkings, beyond all of the above, is their ability to combine many individual serpents into a single hive-mind known as a congregation. These unions are vastly more powerful and intelligent than their individual components, and serve as princes, kings, and other influential positions in serpentine society. Congregations can vary wildly in appearance, from a single many-headed serpent to a giant mass of knotted serpents that blots out the sky itself.
 
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authored act
[] create the law of bonds
the law of bonds dictates that the bonds between people hold a special kind of power. close friends and family will be able to draw power from it while enemies will always be drawn back to each other through the strength of theirn animocity.
 
The other act handles the Goliath bird and there are plenty of acts involving the unseen now so I figure I should actually help out the race I created. Poor Umbrals.

[] Create the Two Headed Sphinx

Unthra the Sphinx was one of the most aggressive members of her kind, but also one of it's brightest. She would regularly devour those who could not solve her riddles or did not meet her standard of intelligence, including those of her own race. Many Sphinxes had lost their lives engaging in courtship with her. A chance meeting of her and a lone Umbral hunter on the continent of Stroheim would change the course of Umbral society, at least in Stroheim.

Tsu-Kai was an Umbral of unusually keen mind. Born in the depths of the caverns in Stroheim to a small enclave that lived there, his talents were wasted. One day, after getting tired of eating fungus and lean cavern fish, he decided to go hunting in the dark desert of Stroheim. And it is there that he met Unthra who had descended upon him and asked him a series of riddles, and to her surprise he easily solved them. None except the other Sphinxes had ever solved her riddles. The Umbral intrigued her. Tsu-Kai was never intellectually stimulated before and was deeply entertained by the riddles. They agreed to meet each other in the cover of night when they could.

They fell in love despite being different species after many years. The small enclave of Umbrals came to accept and even celebrate the odd pairing. They would educate the younger children and helped preserve a rich oral tradition.

However, it was not to last. Tsu-Kai died after a fierce cold. To the dismay of the Umbral enclave and Unthra.

Unthra flew to the highest peak of Stroheim and pleaded to the makers to bring her companion back, to let them live in harmony forever, and the Makers answered. Another Sphinx head sprouted from the other side of her neck, and that head was Tsu-Kai, she could also feel the old aches that haunted her fade away as the Makers granted her immortality (age-wise).

Together they still live in Stroheim, educating the Umbral there with their unparalleled minds.


Ok so I noticed that the Umbrals names were vaguely Chinese and that reminded me of Confucius so I decided to make someone vaguely like Confucius and it turned out to be a two-headed immortal Sphinx.
 
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The other act handles the Goliath bird and there are plenty of acts involving the unseen now so I figure I should actually help out the race I created. Poor Umbrals.
Wait, which other act? The other one you authored? In this case, you should stick to one of the two that you just created if we want to immediately help the Burned Clans.

Btw @Photomajig, does the sea of the second world already has life in it like fish, plankton and other non-sentience sea creatures? Because I assume that The Cultivators would bring some to the large ocean of the second world.

Also, I can't think of anything for the unseen, meaning I'll have to support as many as I can. Unfortunately, there are now two Cosmic Acts for the Unseen, each one sounds like something I want to support. In the meantime, here is the Act I'll bring to the table in this Epoch.

[ ] Create Ünnarae, the great collector ad creator (Lesser Act)
By binding a spirit from the Unseen and binding it to shadows, a cloaked figure shall arise in the Seen. It's face covered by a white, featureless mask while its body a cloak of darkness that appeared like a tattered cloak. In its long, stick-figure hands it holds a mirror, which it uses to collect the souls of the wicked sinners across both world, transporting through the Unseen into the shadows of the physical world. Each soul it sucks is traps inside a mirror, until it has collected a hundred souls.
Upon reaching that threshold, Ünnarae shall pass its hands through the mirror as if it was made of water, grabbing all the souls and fusing them all together, molding them into a new, wicked soul. That soul shall reside inside an item of power, which shall receive a special ability. Each ability can be put in three categories:

Weak but versatile: An ability that holds very little physical or magical power to use in a straightforward way, but can be used in a large number of other ways for maximum efficiency.

Strong but simple: The opposite of the first category, these abilities are incredibly powerful when used in a straightforward manner, but can used in very few ways other than that.

Moderate and Efficient: The category in between the first two, abilities in this category are pretty powerful, but can also be used in variable amount of ways, allowing to be used in more than just one kind of strategy.

Upon creating an item, Ünnarae shall start again, looking for wicked souls to absorb. The items it creates, however, shall look for a host to bond to, which would be a symbiotic relationship for the rest of the host's mortal life. If one manages to slay it, the souls inside the mirror shall be freed and the Ünnarae shall be reborn from the shadows a decade later, for it can never truly be destroyed.

So here is my Act for this Epoch, slightly somewhat modified from what I wrote during the weekend, but not by much. I don't expect it to enter the Epoch itself, because there are so many things for the Unseen that need to be passed, but I just find the idea cool.
 
[] Create the Seared Spear (lesser Act)

I meant this act that razzoncor created I assumed he made it for the burnt tribes

The Sphinx act is to help the Umbrals
 
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