AEGIS OF THE GODS
“We are the playthings of the gods”
Before there was time. Before there was space. Before there was a universe. There was a void and the two great serpents of order and change. Violent and ambitious as change is. Placid and stubborn as order is. The antithesis of each other, the serpents attempted to destroy one another. Tail to tail, each serpent feasted upon the other. Order and Change became one and blood from each serpent dripped and combined, from this, the universe came was born.
Their blood formed the sprawling galaxies, their flesh formed the planets. As they violently lashed and battled, they tore holes in the void, creating the stars.
On one of these worlds. Life sprung and took root to the spirit bones. Humble folk, mortality was born. Simple things they may be, they are a curious sort. These humble folk spun tales of how the world came to be, of whom guides their hand in the time of crisis and whom tends to their flocks and their crops on the days without rain – the ruination of evil and the gallantry of good – they looked up to the sky and whispered to the void of their desires, of their fears and of their dreams and aspirations.
Born of the emotions, the virtues and aspects and tales morality. The gods came to be…
You came to be.
Aegis of the Gods is a role-playing game set around being a deity, so you would be correct in assuming that the mythology of antiquity is an inspiration, but also Neil Gaimen’s ‘American Gods.’ Is also a core inspiration towards characterisation and the nihilistic approach between what you, as a god, are willing to do to survive. As much as a game that is based about playing a deity, you are not, all powerful. In fact, you are at times incredibly vulnerable and the universe is just as a mystery to you as it is the morals on the world below.
And important the mortals are.
Your power waxes and wanes upon how much mortality follows your beliefs and your actions in the heavens also have consciences below. An argument between two gods can result in violence between the cults below, which may end up leading to a war over whom controls an important city and as mentioned… Your power depends upon who follows you and how often your aspects and what you control are carried out. If you find you have a lack of disciples. You may find your existence in the universe coming to an end.
The start of the game details with the emergence of you, the gods, who are born out of the hopes and dreams, virtues and sins, fears and disillusions of mortality. Humanity is young, sometimes reckless, sometimes innovating but in need of the gods (and you in need of them) yet, great settlements are emerging and the gathering of so many people in one location is too much power, even for the benevolent, to pass up on. So let alliances grow and Parthenons form, let feuds be sowed and wars declared, because now mortality is nothing more than the playthings of the gods.
The RP will be split into multiple chapters, each with their own theme and objective. In this one, we the Gods will be trying to sway the citizens of a newly formed city into worshiping us. Each god will have to impress the people, earning their admiration and fear, and compete against their fellow gods to increase their cult and power. More on this later.
This is the OOC thread, run by The Dark Man. Maze is currently indisposed in some ambiguous crisis, so I will be taking over for now, as was planned. Dont worry folks, he'll be back soon. Hope you all like being ruled by a fascist GM.
We will be accepting a maximum of 10-12 players in this RP, including Maze and myself. We will not reserve any spaces/domains of gods for any player. We will instead accept the best characters that are posted here on the thread, which means you could be competing for a position in the RP. Don't let this intimidate you; just have fun with it.
Character Sheet Skeleton
Depiction: The way your god appears, in mortal and immortal forms.
Symbols: Objects, items, or phenomena associated with the god.
Known Creations: You shouldn't have anything here (yet!)
Realm/Lair: The place your god resides.
Cult: The people on the earth who currently worship your god. Be smart with this; no large cities will be worshiping your God quite yet.
See my sheet for examples.
The Dark Man's Character
Name(s): Varthlokkur (Primary name), Nekkele (in the east), Svennjk (in the West)
Domains: Trickery, Mischief, Cunning
Depiction (Appearance): Varthlokkur often takes the form of a tall, lithe individual when amongst the presence of his Godly acquaintances. He has a gaunt, handsome face, with sharp, almost serpentine silvery gray eyes that are constantly on the move. A mane of raven black hair sits upon his head, sometimes long and flowing, other times cropped close his skull. He often wears gowns and robes of shimmering fabrics and shadows.
Varthlokkur has no set Mortal, as he prefers to take the guise of many different mortals and creatures. His favorite form, however, seems to be that of a young girl, or a decrepit old man. He also seems to favor the form of a Crow, though he has been known to take the shape of serpents and vultures.
Symbols: The God of Trickery is often tied with the Raven or Crow- a foul, squawking, yet cunning and perceptive bird. Many of the folk who worship him also associate him with illusions, magicians, and shadows.
Known Creations: None, yet (Like Bastard Sons, monsters, races, etc)
Realm/Lair: Hades had the Underworld, Zeus Mount Olympus. Varthlokkur, however, has a place known as Kivis. Kivis is a fortress of ice buried deep underneath an island shrouded in fog. The corridors of frozen water reflect many images, often copying and projecting the memories of those who pass through them. Varthlokkur’s phages inhabit these halls, clinging to the ground like a thick black mist. It is in the deepest reaches of Kivis that Varthlokkur lives and schemes his mischievous plans.
Varthlokkur’s Minions have no concrete name, just as they have no static form. They are like shadows, formless and shapeless. These phages are known to take the shape of any object the wish, whether it is a rock, an old woman, or a mighty dragon. However, despite the forms these phantasms take, there is often something visibly wrong about them; their eyes may reflect that of their God, their shadows may dance and writhe in steady light, they may glow a sinister color. While these differences are small, subtle, and far between, a good hero can distinguish them.
Cult: The God of trickery is worshipped mainly in the small tribes that dominate the mountains and hills of the central peninsula. It is in the cover of night and with deceptive tricks that these tribes have managed to stay alive, as well as conquer their neighbors. Varthlokkur also has a presence in the far-east, where small cults, covens, and gypsy tribes worship him under the guise of “Nekkele”. In the west, he is known as “Svennjk”, the Raven King, and is worshiped mainly by Sea Raiders and rogues.
Personality: Varthlokkur is, upon first inspection, reminiscent of a child. He does whatever he wants, whenever he wants. Whenever someone tells him that he is not allowed to do something, he takes it upon himself to do it anyways, despite possible repercussions. Most see him as an item of mischief, one who likes to cause harm and suffering to please himself. However, this is but a guise the God of Trickery has composed. In truth, Varthlokker is a very cunning, level headed strategist. His ambitions for power exceed his desire for trickery and mischief, and he is willing to do whatever it takes become the most powerful being in the universe.
History: None, yet.
Post your sheets here in the thread. I look forward to reading through them, ya'll.
About the World of Aegis of the Gods
The World in our RP is meant to start out as a blank slate. Minimum amounts of culture, zero history. These things will progress and develop alongside our story, as our Gods step forth into the world and begin to interact with the humans within. Thusly, I have very little written on the world that I have created, as we are going to create it as we play. Presently, if you don’t like names or the scant information provided, we can easily change that.
The City of Ayro: Perhaps the largest city in the world so far, Ayro lies in the southern foothills of an impressive and imposing mountain range that dominates the central peninsula of the map. Many different tribes indigenous to the nearby mountains and coastal regions have gathered here, conglomerating in an organized mess as to benefit from mutual protection and trading. A river cuts through the center of the city, running south into the sea. Based loosely off ancient Greece.
The City of Doguruhn: One wonders how a city could persist in the middle of a desert. Doguruhn does it by butting up against the fertile and slow flowing river of [insert name here]. It is here that the olive skinned citizens of the city plant their crops and draw their water, as well as sail craft that trade with both Ayro and Svundland. Since the city is built in the desert, there is no wood to found, and the structures are all built from quarried stone and baked mud bricks. Yes, I based this off ancient Egypt.
The City of Svundland: Cold winds and killing frost threaten to overtake the citizens of Svundland, as their city is built far in the north where snow falls annually. Most of the people here take to the sea, either as raiders or merchants. Others pick up their bows and head to the forest, hunting wild beasts to feed their families. The Svundlanders are a hardy people, though even they can succumb to the harsh winter if the balance of the scales are upset.