Gods of Chaos: a Riot God Quest

the truth I THINK I dislike the law of theatricality and what I think it would mean for the universe


so I hope it's just saying the name of techniques/weapons/etc and that the villain monologues give both sides a little power-up (that makes the universe more anime-esque and not as bizarre and weird as I remember reading when it was first introduced)
The Law of Theatrics rewards creating a performance. It can be used by a magician to invoke existing legends, rewarding wearing iconic dresses, masks and the like when doing legend related magic. It's the law of artistry basically, just applied to people and what they do. It can also be used to increase the power of your own legend by including perfomative action like monologues and the like. That's all there really is to it.
 
The Law of Theatrics rewards creating a performance. It can be used by a magician to invoke existing legends, rewarding wearing iconic dresses, masks and the like when doing legend related magic. It's the law of artistry basically, just applied to people and what they do. It can also be used to increase the power of your own legend by including perfomative action like monologues and the like. That's all there really is to it.
It's basically what I was afraid of and it's just the part of the idea that totally disgusts me.

yes.....the quest just got ruined and now it's absurd, bizarre and ridiculous...

no offense intended, if so many people vote it's because several like it..
only that I personally dislike (a lot) the way it is.
 
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It's basically what I was afraid of and it's just the part of the idea that totally disgusts me.

yes.....the quest just got ruined and now it's absurd, bizarre and ridiculous...

no offense intended, if so many people vote it's because several like it..
only that I personally dislike (a lot) the way it is.
well maybe next epoch you can modify it so it can only be invoked unconsciously? So you wouldn't have to worry about bizarre cynical dress up schemes.

As it is I've kinda been understanding it as like the ritualized costumes in religious ceremonies. Or like warriors wearing the skin of a lion to invoke fierceness. Or someone wearing the armor of their honored ancestors to invoke protection.

It might be that I'm thinking of the act in too low powered terms, and I must admit the thought of people monologuing as like a cynical power grab as opposed to a genuine attempt to convey their thoughts/reason, or blatant taunting kinda seems iffy. But in the end it will come down to how Photomajig implements it, and they've been doing a good job weaving together an enjoyable story. So I'm sure it will be fine.

And if not, counter votes are allowed and you can modify the act next epoch.
 
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As it is I've kinda been understanding it as like the ritualized costumes in religious ceremonies. Or like warriors wearing the skin of a lion to invoke fierceness. Or someone wearing the armor of their honored ancestors to invoke protection.
This is mostly what I had in mind mostly for the artistry part.

But also, I think it wouldn't be a good setting if there isn't for every one person genuinely using a mechanic to convey their thoughts and desires, another who is trying to absolutely misuse it. That complexity is what adds a realism to a setting. A king could be abusing it to genuinely aid his people to match corrupt politicians, another could be a villain who is lording his power over people. With the Law of Narrative Satisfaction and the like, the most blatant abusers will eventually get their cupupence and if people don't like it, there always exists the option to punish those abuses themselves in the next epoch.
 
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I have an idea how to make Law of Artistry for everyone without turning it into theatricality. The one who uses Law of Artistry must invoke genuine emotions. Emotions of caster also count in, even have more weight than emotions of others.
What do you think?
You'll have to explain it better, because I really don't think I have a feel of what you mean by theatricality. What exactly do you have in mind?
 
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eh, I don't think that works too well as a global applier, as Artistry also applies to items and things right? so an item crafted artistically should lean into that field. If you are going to affect theatrics, then it might be best to only affect part of the Law that applies to theatrics and the need to inspire genuine emotion or belief within the subject. I'm kinda iffy on manipulating that Law too much as you know, the Me'vel kinda run on Artistry as it is currently defined as "Law: Artistry. Magic is empowered by the use of symbols, references, meanings and mystical architecture reflecting its nature or purpose." and has been expanded since. I suppose we have to see how things pan out though before making any plans.

All that aside, I doubt its' going to be used too often in the open and lean more into ceremonial setups or some such due to the way the Law of Theatre was described.
 
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I don't really see anything wrong with even the most uncharitable interpretation of the current version of the Law of Theatrics. After all, it's basically just the idea of 'fake it to make it' applied to magic, except with more character acting. It's the power gained from maintaining appearances, developing reputation, while delicately balancing reality with other people's expectations and imagination, all to actually bring the lie a little closer to becoming the truth. It's obviously made to allow hollow spectacle and imitation to have real power, but well, isn't that already how following another person's Legend works?

The pretender of a Dragon Slayer becomes a Dragon Slayer in fact, given the power to achieve an otherwise impossible feat, because they convinced the world around them that they actually could do it before they actually did it. The Law of Theatrics means the appearance of power, slight of hand and illusions, becomes real power when wielded skillfully. The idea of people making ham-fisted monologues to enhance their actions is a valid concern, but that should be about as effective as any badly acted performance would be. Why should a terrible actor or obvious charlatan be expected to achieve much of anything through a Law that explicitly rewards the evocation of actual emotion in onlookers?

People have to believe or it doesn't matter. Nothing kills willful suspension of disbelief faster than transparent insincerity, an audience simply cannot bring themselves to care about something so empty. Hell, the Law requires there be an audience for that effect to matter anyway, meaning it would primarily be relegated to Mystery Plays and similar allegorical rituals. Otherwise, the only thing that matters is how effectively you're reenacting the legendary feats you're evoking, which again, if you're phoning it in shouldn't do anything at all since the original Laws of Legend, Artistry, and Narrative Satisfaction set the standards here.

The concern is that the Law of Theatrics leads to everyone pulling weird and stilted acts of pretend for shallow reasons, but why would it? Those are the very opposite of what should be effective. Presenting a respectable image that no one can differentiate it from the real thing, building up profound lore full of symbolism and allegory to support the display, and actually carrying out the labor, none of these are simple things that can be done cheaply or unskillfully, but that's the best way to take advantage of it, and trying but failing to live up to anyone's standards will probably make it more of a detriment than a boon.

In summery, I don't think the Law of Theatrics needs any changes or additions, as I personally view its problems as essentially self correcting.
 
I was not only saying "law of artistry" instead of "law of theatrics", but also misinterpreted act and was fighting a strawman. I apologize again.
 
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I don't really see anything wrong with even the most uncharitable interpretation of the current version of the Law of Theatrics. After all, it's basically just the idea of 'fake it to make it' applied to magic, except with more character acting. It's the power gained from maintaining appearances, developing reputation, while delicately balancing reality with other people's expectations and imagination, all to actually bring the lie a little closer to becoming the truth. It's obviously made to allow hollow spectacle and imitation to have real power, but well, isn't that already how following another person's Legend works?

The pretender of a Dragon Slayer becomes a Dragon Slayer in fact, given the power to achieve an otherwise impossible feat, because they convinced the world around them that they actually could do it before they actually did it. The Law of Theatrics means the appearance of power, slight of hand and illusions, becomes real power when wielded skillfully. The idea of people making ham-fisted monologues to enhance their actions is a valid concern, but that should be about as effective as any badly acted performance would be. Why should a terrible actor or obvious charlatan be expected to achieve much of anything through a Law that explicitly rewards the evocation of actual emotion in onlookers?

People have to believe or it doesn't matter. Nothing kills willful suspension of disbelief faster than transparent insincerity, an audience simply cannot bring themselves to care about something so empty. Hell, the Law requires there be an audience for that effect to matter anyway, meaning it would primarily be relegated to Mystery Plays and similar allegorical rituals. Otherwise, the only thing that matters is how effectively you're reenacting the legendary feats you're evoking, which again, if you're phoning it in shouldn't do anything at all since the original Laws of Legend, Artistry, and Narrative Satisfaction set the standards here.

The concern is that the Law of Theatrics leads to everyone pulling weird and stilted acts of pretend for shallow reasons, but why would it? Those are the very opposite of what should be effective. Presenting a respectable image that no one can differentiate it from the real thing, building up profound lore full of symbolism and allegory to support the display, and actually carrying out the labor, none of these are simple things that can be done cheaply or unskillfully, but that's the best way to take advantage of it, and trying but failing to live up to anyone's standards will probably make it more of a detriment than a boon.

In summery, I don't think the Law of Theatrics needs any changes or additions, as I personally view its problems as essentially self correcting.
I don't agree at all

it's something that can make things interesting or ruin everything...it's not at all like you said where "no matter how badly interpreted it would still be something wonderful, fabulous that would make everything so much better"

but well, the description is so vague that it only remains to see how photo adapts it to the universe, so far he has adapted and put everything together very well so... I still have hope that it is an approximate interpretation of a law that I wanted to create
 
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My take on the law of theatrics is that it already kind of exists. In Mannaan's description of legend cultivation he already accounted for worship, including cosplay and imitation of legends. It's a little bit of an unneccesarry act in my opinion.

When the Mortal dies their Legend is given up to their Star, which can then be mantled via arcane rituals (a mixture of ancestor worship, deep studying into the legend itself, and cosplay) to access their legends. Those who do so essentially make up for the need for legendary acts with regular constant actions fitting the legend's thematic, slowly building up until the full legend is accessed. The trade-off is that any feat done during this period is attributed to the Legend and not the person's own personal tale.
 
The only thing that interests me about the Law of Theatrics is the potential back and forth between armies as they try to reenact legendary battles while trying to make themselves be on the "winning" side. Although that probably isn't something done too often as it can easily backfire or go awry.

Aside from that potential hook, I don't like the act. The law essentially forces people to turn their life into a performance for power, which just feels unnecessary since they already sort of do need to do that with the Law of Legend Cultivation, just to a lesser extent.
 
The only thing that interests me about the Law of Theatrics is the potential back and forth between armies as they try to reenact legendary battles while trying to make themselves be on the "winning" side. Although that probably isn't something done too often as it can easily backfire or go awry.
I have to admit I'm the complete opposite.

Having rituals get more and more effective the more people believe and are moved by them, seems interesting. Someone being able to bluff the world seems interesting.

People just doing cynical and empty imitations of the past for some scrap of power, turns me right off.

Like at least do something cool like a haka dance, or oni masks, or a trick that makes the enemy think you having flaming swords or invincible shields. Or like really effective propaganda, where the belief that you're going to win contributes to you winning.
 
I have to admit I'm the complete opposite.

Having rituals get more and more effective the more people believe and are moved by them, seems interesting. Someone being able to bluff the world seems interesting.

People just doing cynical and empty imitations of the past for some scrap of power, turns me right off.

Like at least do something cool like a haka dance, or oni masks, or a trick that makes the enemy think you having flaming swords or invincible shields. Or like really effective propaganda, where the belief that you're going to win contributes to you winning.

It's not that I particularly want people doing nothing but imitate the past for power. It's just the only interesting thing I could think about with the Law of Theatrics. That other stuff is part of what I don't like about the act.
 
Alright, now that most of the stuff on my list is checked off I can finally turn my attention to creating martial art. Here is what I come up with.

6 principle of vigor
-1) Pulse: A principle dedicated to the circulation of one inner pool of vigor throughout the body and absorbing the ambient vigor of the world.
-2) Burst: A principle dedicated to manipulating one personal pool of vigor to enhance the user's body letting them archive feat of superhuman strength, speed, and durability far beyond what they are normally capable of.
-3) Mend: A principle dedicated to using one internal pool of vigor to heal injury
-4) Coat: A principle dedicated to infusing an object with one own vigor granting them enhanced durability and properties such as sharpness or hardness.
-5) Projection: A principle dedicated to the release and control of vigor outside of the body.
-6) Limit break: A principle dedicated to using vigor to temporarily shatter one body's physical limit granting a tremendous amount of strength while putting the body under tremendous stress.
 
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Alright, now that most of the stuff on my list is checked off I can finally turn my attention to creating martial art. Here is what I come up with.

6 principle of vigor
-1) Flow: A principle dedicated to the circulation of one inner pool of vigor throughout the body and absorbing the ambient vigor of the world.
-2) Burst: A principle dedicated to manipulating one personal pool of vigor to enhance the user's body letting them archive feat of superhuman strength, speed, and durability far beyond what they are normally capable of.
-3) Mend: A principle dedicated to using one internal pool of vigor to heal injury
-4) Coat: A principle dedicated to infusing an object with one own vigor granting them enhanced durability and properties such as sharpness or hardness.
-5) Projection: A principle dedicated to the release and control of vigor outside of the body.
-6) Limit break: A principle dedicated to using vigor to temporarily shatter one body's physical limit granting a tremendous amount of strength while putting the body under tremendous stress.
On the first one, do you mean the actual vigor of the world or something more like ambient vigor produced by lifeforms? Also, can this eventually develop into martial art based on stealing vigor from one's enemy?
On the third one, by using vigor to heal does mean vigor itself causes the body to heal, or is it just an advanced application Burst used on someone's own natural healing?
 
On the first one, do you mean the actual vigor of the world or something more like ambient vigor produced by lifeforms? Also, can this eventually develop into martial art based on stealing vigor from one's enemy?
On the third one, by using vigor to heal does mean vigor itself causes the body to heal or is it just an advanced application Burst used on someone's own natural healing?
Ambient vigor created by lifeform, from how I view it vigor is like body heat in a way that it leaks from a living creature into the environment and when a creature gets killed and doesn't die from natural causes (like disease, hunger, ages) then all the vigor they have is expelled into the environment all at once.
Vigor steal martial art should be considered a part of the 5th even though the name doesn't really match or a mix of 1st and 5th.
The 3rd principle is a mix between vigor making the body heal while also boosting the body's natural ability to regenerate.
 
Alright, now that most of the stuff on my list is checked off I can finally turn my attention to creating martial art. Here is what I come up with.

6 principle of vigor
-1) Flow: A principle dedicated to the circulation of one inner pool of vigor throughout the body and absorbing the ambient vigor of the world.
-2) Burst: A principle dedicated to manipulating one personal pool of vigor to enhance the user's body letting them archive feat of superhuman strength, speed, and durability far beyond what they are normally capable of.
-3) Mend: A principle dedicated to using one internal pool of vigor to heal injury
-4) Coat: A principle dedicated to infusing an object with one own vigor granting them enhanced durability and properties such as sharpness or hardness.
-5) Projection: A principle dedicated to the release and control of vigor outside of the body.
-6) Limit break: A principle dedicated to using vigor to temporarily shatter one body's physical limit granting a tremendous amount of strength while putting the body under tremendous stress.
Just as a heads up Phase 3 of The Mirror Springs adds a type of energy called flow/flowing. Since your first principle goes under the same name there is a chance it could cause some confusion.
 
Ambient vigor created by lifeform, from how I view it vigor is like body heat in a way that it leaks from a living creature into the environment and when a creature gets killed and doesn't die from natural causes (like disease, hunger, ages) then all the vigor they have is expelled into the environment all at once.
Vigor steal martial art should be considered a part of the 5th even though the name doesn't really match or a mix of 1st and 5th.
The 3rd principle is a mix between vigor making the body heal while also boosting the body's natural ability to regenerate.
Photomajig mentioned that Ardency is also kind of a martial arts. Maybe you could combine them? "Refine the heart, both spirit and flesh."
 
what does ardency do again I forgot?
Here. Looking at it, you might not want the whole 'turning cold and emotionless' thing, though maybe you could design a version without that or include that as a feature. "Take care that your heart does not grow cold, and let it burn with the flame of vigor." The other idea I had was creating Kung Fu via legend cultivation. The whole 'men first learnt Kung Fu by emulating beasts' is a genuine thing that you can do here and you can straight up emulate places and other races as well.
Teach the Bãsn-Shaal-Khlomet the arts of Ardency. (Grand Act.)

"You dream, favoured child. I see it. I see the pathways your thousand component minds scar into the universe. From that mandala, I learn your nature. How hot and bright your desires burn. How strong and unyielding your will is.

"With those alone, favoured child, I shall teach you to conquer the world. Come now. Come away from your flesh. It shall not die. I am not so cruel as that. And I have such secrets for you. Let me show you the Beginning.

"Do you see? Here, we Makers gathered, unleashed from the Unfrozen Sun. Our potency was infinite. We made the universe and all its laws. Still we labour, forging the worlds, but our designs for the future do not concern you. But this moment here. This does. This is the moment when we created the
GRAND LAW OF NARRATIVE SATISFACTION.

"Is it not beautiful? Is it not elegant? So simple, and yet by its dictate must all of reality bend. Better yet, it is promised most utterly to mortals. You may wield the might of Gods, reshape creation, destroy and create as you see fit – and all it requires of you is PURITY. Purity of Heart, that one single desire might direct your every action. Purity of Will, that no cost is too much, or obstacle too great, in your pursuit of what you wish.

"Oh, favoured child, I see you fretting. You are mortal, and tormented still by the turmoil of the First Age. Be at peace. I know purity is as yet beyond you. But I shall show you how to achieve it. You see, at the heart of Purity is desire, and that is my Infinite Palace. And are you not my own? Have I not given you already this city to dwell in?

"I shall teach you arts to master desire. I shall show you its complexities, and how to plumb its depths. And with that gift, you shall achieve
ARDENCY. You shall choose what your desire is, and give yourself to it until you are pure.

"And then, favoured child.

"Then,
all shall fear you…"

-Excerpt from the Red Teachings of Bãsn, within the dream of the Eighth Bãsn-Shaal-Khlomet, as witnessed by the Watcher and recorded by the Historian


To explain, Ardency is basically an exploit for the Grand Law of Narrative Satisfaction; practitioners use a special system of meditation and mental disciplines to master their hearts and minds completely, allowing them to display the necessary grand acts of purity required to bend reality. It's exceptionally difficult, but with an appropriate level of dedication (and sacrifice, usually deeply symbolic and exceptionally painful ones), it's also very powerful. The cost, of course, is vast; you have to become very cold to slave your core desires to your conscious mind, and often quite amoral. It's a grand act and not a cosmic one since the only actual change is self mastery; the Grand Law of Narrative Satisfaction already exists, and was passed by vote.
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.
 
More drafts for you and me! This is based on the gods from another piece of media I used to consume. I'm not too sure about the act tier.
Formalize Divinity (Grand Act)
Every god and divinity has at least one folio. A folio recounts the deeds of a divinity under some name or identity and stores the faith power directed to them by devout followers. The faith power stored within the folio can only be used to power any divine acts and miracles under that folio. The full collection of folios of a divinity is called a portfolio.

A folio is composed of the motif and domain. The motif encompasses all the symbols and associations which connect the deity to their acts. Through their motif, a divinity may enact miracles and receive faith power from practically anywhere in the universe. A deity's motifs also influence heir appearance.

The domain defines what stuff a deity has power over. Miracles that fall under the domain expend significantly less faith power than those that fall far outside it. A rule of thumb is that specific and narrow domains are more potent than wider general domains (e.g. candles vs light), requiring less faith power per miracle, under the cost of being less flexible.

Faith power is produced from the belief, awe, devotion, and sacrifice of followers. It is what fuels miracles.

The ritual of creating folios shall not be revealed at this time. Anyone may create folios, for themselves or for their gods. Folios may be exchanged from one individual to another. Folios may be used by anyone, may they be god, mortal, or beast, and anyone holding and exercising a folio is effectively divine. This act does not bar gods without folios, informal deities so to speak, from rising to or practicing divinity.

I can't tell if this is too long or elaborate. I'm thinking of trimming a paragraph or two. Also, I can't think of a better name than gnoll. I chose an image through google to base the appearance from.
Create the Gnolls on the second planet (Grand Act)
Whenever you're lost, listen to your bones. It knows where your family is.
- Gnoll proverb

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

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

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

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

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

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

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

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

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

Forzan is the only one explicitly not a gnoll. They are a dragon with a pair of antlers made of brilliant crystal. They are said to be all-powerful and all-knowing.
 
Hnm, I was thinking, should I make some Cosmic act regarding time mechanics? Given the Me'vel can manipulate time and I've been working towards things that deal/heal damage to time itself, should a cosmic act be made for it?
 
Hmm, perhaps it would be good to set some basic ground rules for the more extreme case of Time, such as how exactly Wounds work.
 
[] Art of the Unseen Selves: Near-death experiences may awaken the Unseen halves of the living without the need to truly die.

By the Law of Unseen Reawakening, all living beings reflect spiritual counterparts into the Unseen and when they die in the Seen, they awaken in these forms to new lives in the Unseen as new spirits. However, should this will now not be the end of that Law. Those who face near-death experiences and recover from them, find their Unseen Selves awakening even as they live. With these Unseen Selves, they can explore the Unseen world and affect the Seen as a spirit would but more than that, by surviving their ordeal, they find themselves empowered the Law of Legend Cultivation. In times of great need or through great mastery, they may summon their Unseen Selves into the Seen as Guardians of burning will, wreathed in Legend. The difficulty of this summoning and all other abilities granted by this act can be eased through other factors such as in moments of high Narrative Satisfaction, the thinness of the veil between the Seen and the Unseen, affects of Laws such as Artistry or Theatrics or any applicable magical techniques.

Random idea. Thoughts? I've been itching to use Unseen Reawakening for a while now.

EDIT: I might rename it if I can find a good word that references the meta act of looking behind the curtain in a play or the like.
 
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Random idea. Thoughts? I've been itching to use Unseen Reawakening for a while now.
From my reading of the way that would go, it's basically the same thing as what Vividry was meant to do. Am I misunderstanding how that's supposed to work?

More drafts for you and me! This is based on the gods from another piece of media I used to consume. I'm not too sure about the act tier.
Oh hey, I had my own version of an Act to create a system of Divinity that I posted a while ago. Mind giving some feedback? I'm thinking of Authoring it next Epoch.

Quick threat interest check, how does everyone feel about this?

---

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

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

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

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

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

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

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