Due to the intense and violent nature of the Crucible — particularly how it ends — some players might find themselves in a situation where their god will die. Because of this becoming more common as the rp goes on, I decided to make a system that not only softens the blow but might even be seen as a reward for losing their god. The point of this is so people who lost their god are not only still relevant but plot important even without their god.
This system is called the Badassery system and upon losing your god, you unlock this feature. Any mortal you control or write for or create before or after your god dies is eligible to use this catalog. While your god may be dead, their will can live on! Note that you only get 5 Badassery Points (BAP) per cycle, the same as might, but can still earn extra in our quizzes and prompts same as always.
The BAP catalog can be split into two major sections: mortal power, and channeled power. Mortal power is just the raw fuck you that mortals build up in a world controlled by warring gods while channeled power is a little help from the will of a dead god. In essence you can see channeled power as the remnants of your dead god still somehow existing in our living realm and aiding these mortals in their fight between the nodes.
0 BAP:
Say a badass one liner
1 BAP:
Push your body to the limit and perform a physical feat that would make Eleanna blush (Temporary)
Surge with power and push your magical abilities to the extreme, enhancing your normal magical power two fold (1 might equivalency) (Temporary)
2 BAP:
Create an artifact of 1 might equivalence (using mortal technology or magic)
Mortal rage: attack with the power of a 2 might blessed individual for a short time
Mortal Indomitability: Survive a killing blow
3 BAP:
Create an artifact of 2 might equivalence (using mortal technology or magic)
4 BAP:
Create an artifact of 3 might equivalence (using mortal technology or magic)
5 BAP:
Use mortal technology or magic to revive another mortal
0 BAP:
Prophet: let your body be taken over by the will of a dead god so that they may speak from beyond the grave
1 BAP:
Use the power of a dead god to change the weather temporarily
2 BAP:
Use the power of a dead god to enhance a spell to two might
3 BAP:
Use the power of a dead god to invent a new magic system
4 BAP:
Use the power of a dead god to bless yourself with a simple blessing or curse
5 BAP:
Use the power of a dead god to bless a fellow mortal with a simple blessing or curse
Crucible of Gods is a divine roleplay inspired in part by Divinus as well as some new original ideas. The setting of the story takes place on the Crucible, an isolated world with a mysterious past. Our gods awaken at the central node, a location owned by a dying God. Scattered across the world of Crucible are these nodes, strange black pillars that stretch endlessly downward and are nigh indestructible. Each node seems to have control over a section of the world, though right now every part of the world is in a veil of destructive chaos save for the central node.
Stabilized by the dying god, in this location you learn that you and the other gods were born of his will. He explains to you the prophecy of the Crucible: in some unknown amount of time, the entire realm will be completely and utterly destroyed with everything in it unless all the nodes are under the touch of a divine -- in which case at this unknown time of destruction, the world will transform to fit the absolute will of the god in control of all the nodes.
Further he explains that he himself was the previous god to complete such a task, though he didn’t want to. He was a member of an alliance that supported the will of a better god than he, but such a god was slain by rivals and so reluctantly the dying god collected the nodes. However, at the end times, his will was shaky and his truest desire was for someone else to have collected the nodes and bring forth a true dream and will, and so the nodes reset the world and birthed a new generation of divine: you.
He is unsure if his crucible was the first and if this was the second, but without that knowledge all he can do is wish you the best of luck. His will thankfully also birthed the first mortals in the central node location, humans. They are plain and without technology or a past, the same as yourselves. With little else, the dying god had completed all he needed to complete and passes on, leaving you to the conquest of the crucible and a world to create and control.
Welcome to the Crucible of Gods.
The aim of this story is to promote an open world divine roleplay with a strong sense of a central story based around an inciting incident (the end of the world/capture of the nodes) where there is little need for GM intervention and a lot of space for creativity. Please read below to understand the different parts of the game.
Nodes: The incentive to capture nodes is not linked to an out of character bonus or even in character bonus so as to remove the possibility of more active players zerg-rushing the nodes from less active players. Instead, the main incentive to capture nodes is for story purposes but also for one big mechanical reason: areas around nodes are too chaotic to support life until the node is stabilized by a claim. After stabilization, the capturer can define the stability.
What this means is that when a node is initially stabilized (it’s first ever stabilization) the god who is imparting their will can then choose a biome and mundane ecosystem to occupy the node’s territory for free. Changing the biome later (by the same god or another) will cost might. Do note that you must be in control of a node to make lasting changes to its biome.
Note: While there are no limits to capturing raw nodes, do note that I will be keeping my eye open in the starting weeks and strongly dissuading people from taking too many unstable nodes all at once to allow other players the opportunity to stabilize starting nodes.
God Nerf (as opposed to Divinus iterations): gods will be much more reliant on mortal supporters due to being weaker than traditional ‘gods’ and more vulnerable. Gods will also have a limit on how small their form can be and how large their form can be (determined at will by GM) as well as the set standard that all forms be solid (not ethereal, gaseous or liquid). Generally speaking, the form of a god will be unnaturally tough, but still vulnerable to damage. Godly Acts: Gods can perform amazing feats of divine activity thanks to the OOC mechanism called might. Each god is awarded five points of might at the start of a cycle. At the end of a cycle, unused might does not carry over. Each cycle will happen at the same time every designated interval, so there is no need to wonder when the next refresh will take place. These might points can be used to perform IC godly actions based on the might catalog. If an action has a 0 next to it in the catalog, it means this can be done for free!
Portfolios/Aspects: Portfolios and Aspects aren’t declared at the time of character creation but rather formed over time. Since we all start anew, each God begins rather with a “Will” or in other words, their goals and what they wish the world to be like as well as their passions and priorities. This will can change as the character develops but their actions performed will eventually give them monikers among mortalkind such as God of Death/Agriculture/Light/ and so on. In other words, a Portfolio is earned via action and reflects the Will of the god. This will be better noted on the character sheet.
Technology: Technology is bought and taught via might using a special tiered system present in the might catalog. Note that mortalkind can advance their own technology without might but require a sufficient amount of IC interaction with the advancement before it takes root in the society.
Despondence: A warning to the wholehearted! A phenomena exists on the Crucible called despondence. It is said that if a divine being gives up all hope and ambition and loses faith, their divine will and energy will slowly falter and eventually they themselves will evaporate. This despondence is said to affect any and all who suddenly go inactive.
Note the black ring marking the central node stabilized by the dying god. I’ll mark nodes as they are captured and maybe even fill in colors for biomes. Biomes do NOT need to grade into each other seamlessly, you can have some wildly different areas next to each other.
Name: (The starting name of your character)
Example: X’ample
Form: (What does your god look like inherently? Remember the rules: the form must be solid and of a reasonable size. If you add some natural resistances, maybe add some natural weaknesses as well!)
Example: A large grey fungus with arms of stone, pocked by fire. X’ample stands at around ten feet and is as wide as three men. Each arm is rippled with stone muscle and a heavy breathy voice echoes from the fungal ribs that cling to their mushroomy head. Though often seen tempering material in flame, their grey fungal body resists the heat and their arms, while scorched, do not feel the pain of the marks.
Due to X’ample’s love of heat and flame, they often steer clear of cold areas or even wide open spaces with too much wind, as frostbite too readily clings to their fungal fringes and sours their body.
Personality: (Who is your character and how do they react to the world around them?)
Example: X’ample is a stoic sort who only explodes with emotion at the mention of craft and work. They despise laziness and creativity, but applaud hard work and benediction through labor. So on and so on…
Will: (This is a bit tricky, but what does your god value and what would a manifestation of their will look like? This can change as the story progresses and your character develops.)
Example: The will of X’ample is one of hardwork. If all the world was ordered simply by gain through work and gain through labor, then all the better. Luck, chance, and charity all weaken the temperance, and only through self-dedication and so on and so on… you get it. Such a will would likely manifest through the collection of the nodes a world of work and a world of labor neverending where rest and enjoyment of fruition were forgotten under the heavy strain.
Favorite Color: (This will be used to mark nodes you own, first come first served.)
Example: Black, and now you can’t have it... You edgelords. But seriously, black is the color for the dying god’s initial node.
Please check the catalog for innate abilities, what you can and cannot do as well as expectations for playing oocly and icly.
A number will follow each item, that number indicates how much might is required to purchase that item. Before you take a look, here is a quick list of universal abilities owned by each god. You MAY forfeit any ability at the time of creation.
Breathe without air Does not starve or dehydrate Super-strength: think punching through metal and breaking boulders rather than razing mountains Super-speed: not going to do laps around the world in seconds or even going from node to node in a matter of minutes or hours, but can move and perceive faster and more acutely than mortalkind. Ageless Fluent in all language Being nice
Notable things NOT included in universal abilities:
Breaking a node Digging to the bottom of a node Creating a new node Creating a new continent Expanding the world Traveling to parallel realms or extra-dimensions Breaking the fourth wall
Expectations
You will interact with the node system You will interact with other players You will not shy away from conflict You will attempt to cooperate with others You will receive consent from other players before altering their work, if consent is not given and you feel like not interacting with the topic at hand would be unrealistic for the narrative, contact the GM You will not gatekeep other players from your plotlines You'll join the discord You are not writing in a vacuum
All that said, feel free to let me know if you see something missing on the catalog that you would like, or if you have ideas on any changes.
This will likely be your most used area of Might, as this covers divine acts done at a whim.
Creating a single plant or animal 0 (increase cost with increase power and area of effect)
Scattering the clouds, causing a normal rainstorm, or regular alterations to the weather pattern 0
Creating a prolonged change to weather such as a drought or rain 1
Creating a weather storm of dangerous levels such as a cyclone or striking lightning storm 2
Creating an isolated divine storm such as a rain of fire 3
Throwing fire, ice, lightning or other simple spells 0 (increase cost with increase power and area of effect)
Making a single or small batch of vegetation grow faster 0 (increase cost with increase power and area of effect)
Healing or curing the ailments of a single or small group of wounded and sick 0 (increase cost with increase power and area of effect)
Raising a single mortal recently deceased and still intact 2
Creating a dangerous beast or creature of power and magic
1 might for minotaur/harpy/fairy equivalent
2 might for Lion of Nemea/chimera equivalent
3 might for St George’s Dragon
4 might for Hydra equivalent
5 might for Godzilla equivalent
Artifacts are physical tools created by gods to do something specific. They do not lose their power but can break. Note that an artifact with a drawback for using it may be able to get away with a slightly better edge than an artifact that is all good.
Examples: 0 might: A single mundane tool or item of no magical property such as clothes or a fancy stick 1 might: A fantastical item of ability such as an ever-sharp sword, a shield that reflects arrows, a fire that reveals your deepest desire, or perhaps a loom that spins straw into gold 2 might: A war-cleaver that gets deadlier the more it kills at the cost of the bearer’s human form, A jacket completely immune to all slashing and piercing damage (though beware a hammer), A totem that lets you speak to a recently fallen comrade, a flute that can quell all beasts’ rage 3 might: A fountain that spouts sparkling water with healing powers, A bow that shoots 100 arrows with every shot, a ring that turns you invisible 4 might: A scepter that commands the wind and can conjure devastating storms, a chariot that can ride the clouds at incredible speeds, 5 might: (SIGNATURE ARTIFACT) Every god can create one signature artifact. Their signature artifact is a tool of immense power and can come in many forms. Check in before you make one!
This customizes your node and the area under the control of your node. Note that to do these, you have to own the area via node capture and be physically touching the node!
0 might:
Create the initial biome and ecosystem of a newly stabilized node (can’t be done on a recaptured node)
Capture a node (requires physical contact with the node for only a brief moment if stabilizing for the first time, and at least several uninterrupted hours if recapturing from a resisting god.)
Remove another God’s permissions to use the node (only the true owner can do this)
Project your voice across the node region
1 might:
Node warning (when another divine gets close to your node, you are alerted by the node)
Permanently change weather
Conjure single construction (Bastion, manor, wall)
Grant another god permission to use the power of the node (they can use it to count towards technology tiers, access the nexus’, and utilize this list)
2 might:
Node Nexus (creates a vortex by the node that allows the owner of the node to enter. It must be connected to another nexus under the control of the owner to work)
3 might:
Conjure many constructions (town, city, multifaceted academy or fortress)
Reform biome (not ecology)
4 might:
Quick Nexus (one-time) forces a nexus to send you to either a node under your control without a nexus, or the border of any node territory.
5 might:
Capital Nexus (must have 5 or more nodes under immediate control): You can use the Capital Nexus to travel to any owned node, even if they don’t have a nexus; however, you cannot teleport back without a nexus.
This covers blessings and curses bestowed upon a target.
0 might:
Remove a curse or blessing inflicted by yourself
Inconsequential curse or blessing (ex. change how someone smells)
Swap between forms
1 might:
Basic curse or blessing (ex. Super strong, infertile, blind)
Remove a basic curse or blessing by someone else
Create a new form for yourself (within form parameters)
2 might:
Advanced curse or blessing (ex. Lineage cursed with bad luck, tremendously hard to kill, incredibly skilled)
Remove and advanced curse or blessing by someone else
3 might:
Basic curse or bless a group
Remove a group curse or blessing by someone else
4 might:
Advanced curse or bless a group
Remove an advanced group curse or blessing by someone else
5 might:
Divine punishment (ex. Mutate target into a rodent to be tortured endlessly by the digestive system of an ageless bird) remove a Divine punishment
This covers the cost for advancing technology. Note that you can only make a technology purchase once per might cycle, with the only exception being that tier one does not count as a purchase and can be purchased at will. Realistically, this means tier one and tier two can be purchased in the same cycle.
Three final notes: firstly, I put quotations on either side of familiar phrases such as ‘iron’ or ‘bronze’ age simply because they are being used to conjure an idea of what the technology looks like rather than exist as an exact replica of our own historical bronze age. Secondly, technology level is a background setting and doesn’t affect things like what a god can make or what materials they can use or even magic complexity. It simply serves as the setting. Lastly, technology can spill onto societies nearby that didn’t pay for or develop the new technology themselves.
0 might+1 node: (Tier one)Raise a civilization to the stone age (fire, simple homes, stone knapping) 1 might+1 node: (Tier two)Raise a civilization to the ‘chalcolithic’ age or early metal age (agriculture, domestication, soft metal work (gold, silver, copper, tin)) 2 might+2 nodes: (Tier three)Raise a civilization to the ‘bronze’ age or middle metal age(complex alloys, water power, engineering) 3 might+4 nodes: (Tier four)Raise a civilization to the ‘iron’ age or high metal age(stronger alloys, advanced metal design, chemistry, the romance of a classic age of fantasy) 4 might+6 nodes: (Tier five)Raise a civilization to the transitory age or early fantasy industrial age (cannons and swords, longbows and gears) 5 might+8 nodes: (Tier six)Raise a civilization to the steam age or middle fantasy industrial age (clockwork and steam engines, guns and fixed bayonets)
Some notes from the Discord:
The only currently stable node is node 18 as claimed by the dying god. It is the only habitable location for mortal life until other nodes are stabilized and is described as a gentle valley fit for life and the humans that were spawned there by the old will of the dying god. Once the god dies, the node will be up for grabs.
All gods start with an understanding of the map, the numbers corresponding to the nodes, and so forth. The 18th node will be special in that an interactive stone map of the world will be present, showcasing the status of every node in real time. This cannot be moved.
Form: He is in the form of a five foot nine and a half old man.
Personality: Brey is a god that strives to learn, grow in maturity and power. He isn't the ordinary power monger. The reason he wants power is to provide and protect mortal beings, and to teach them how to do the same for other mortals. He would also keep power out of the wrong hands, so that they would not bring unreasonable harm to others or themselves. He is likely to take power away from those who abuse it. However, having said that, Brey is patient, and despite believing in being responsible with power and knowledge, he is not as harsh as he thinks he could be.
Another good way to describe Brey is "Arrogant, but genuinely kind."
Will: Will, knowledge and wisdom. He's not the god of will, knowledge and wisdom yet, but has a strong desire to learn, teach and become powerful, not just through learning, but through sheer will. This manifests it'self in the powers of science and magic most of all, but he would also attempt to teach others wisdom and how to live their lives as well. If he had ALL the nodes, he would be a god among gods, have the ability to strip all the magic from the universe and take it for himself, but that's not his will. His intentions, should he have all that power would be to keep all creation in a cycle of eternal spiritual and mental growth, so they would grow in not just power but learn how to live and become not just smart but sagely.
As a deity that represents the cycle of life, death and renewal Vatarr's form is in something of a state in-between all three of those states at once. Standing above humans in height, Vatarr's body is a mixture of plant and meat that is in a slow but constant state of flex; There will be parts of his body that are in fully bloom/in prime condition, others that are actively rotting and falling off in chunks like decaying meat on a body being moved... with a third section that is clearly new flesh and plants that are actively growing. As the older parts start to decay and die and the newer growths flourish in the fertile patches left once the rotting process is complete, it is rare for Vatarr to look exactly the same in-between meetings with them.
The one constant is their head, which has a mask/skull like quality to it, covered by growths and bumps that on closer inspection turn out to be a variety of fungi. The horns appear to be optional, appearing in different states of growth at Vatarr's desire.
Personality: Vatarr is a jolly fellow who never seems to be without a smile on their face. No matter the circumstances that arise, Vatarr will always consider and act like he is talking to a friend he has known for eons, be they god or mortal. This doesn't necessarily means he'll intervene in a given situation since strive, suffering and death are all natural parts of life... but he'll happily listen as someone vents about their troubles all the same.
Will: Life, Death and Renewal/Rebirth. Where other deities are hung up on life having to be a certain way, Vatarr is more concerned with creating a world in which life happens at all. To him, the ideal world that could be created is one in which life and death are apart of the same never ending cycle: Living things are born and live out their lives pursuing their desires before one day they will lay down and die, their remains returning to the world and enriching it, allowing for new life to be created and for the cycle to start again.
In the event of total victory, Vatarr's ideal world wouldn't have a fixed form. Species, the environment, weather... all of it would be left to their own devices without any interference. The only time Vatarr would act would be in the event that something happened to wipe out all life on the planet in such a way that nothing can survive and new life cannot form... in which case he will seed the world with life anew and restart the cycle anew.
Form: A hulking behemoth that can only be vaguely described as humanoid. He stands at least a head taller than the the tallest human. A cascade of bronze feathers grows for his head and neck in the imitation of hair. His dark red eyes have an inhuman, avian quality to them. His arms are adorned with bronze scales, and his hands are webbed and clawed. His lower body is covered by proper bronze armor. A long feline-like tail trails behind him.
Personality: His straight-forward and blunt demeanor hides a deceptive wit. He values independence, tenacity, and resourcefulness. He has scorn for the slothful and wasteful. Stoic to a fault, he is difficult to please and slow to anger. The most assured means to provoke him to devastate life by either stupidity or malice. While he takes no issue with hierarchy, he has little patience for tyrants.
The Will of Survival: A simple premise - those that are fit will thrive, while those who are not will perish. Vitality and constitution are the prime virtues of survival. However contrary to what others might think, fitness is far more than physical strength. Cunning is important to life as fools are quick to die. The dogma of his will can be apply to a single individual as well as collectives. He is not so narrow-sighted to miss the forest for the trees.
His sanctified wildlands have great treasures and great dangers. By his will, life becomes more fit.
At the core of Anak’thas is a brightly lit lantern. It is held by a more humanoid creature. While this figure is still a part of him, wounding it would not kill him. This form - his Aspect of Guiding Light as he calls it – is faceless. Instead of a face, he has a hole with a mote of divine light shining from it. The wispy robes he wears hide the lower section of this form. He leaves no footmarks. Instead, the lowest-hanging robes seemingly float over the ground.
Personality On the surface, one could say that Anak’thas is a power-hungry control freak. There is, however, nuance to his obsession. While he is obsessed with control, he remains open to the idea that – for now – there are forces outside his control. Instead of absolute subjugation of these forces, he will prefer to initially find a way to incorporate them into his Perfect Order. In essence, he will resort first to control through assimilation. Not subjugation (though of course, when assimilation is not an option subjugation will be). Furthermore, he craves power only to further his Perfect Order, which ultimately comes to the betterment of everyone (or so he chooses to believe).
Will Will of Perfect Order. Anak’thas believes that only ultimate order can stave off doom and bring true prosperity. But to achieve this ultimate order every object in existence needs to understand and accept its place in this ultimate order. He thus values obedience and duty above all else. Through this obedience and dutifulness, he strives to deliver every measure of prosperity. He does not abhor creativity but believes it is a force that must be closely monitored. For a wrongful but hopeful idea can sunder the prosperous order he strives to create. His true opposite is anarchy and lawlessness.
Eleanna’s form is that of a taller than average humanoid woman. Her skin is bronzed, her wavy hair black and always worn in practical styles such as dreads or ponytails, and her body built solidly with iron-hard muscles covered in a lean layer of fat and skin riddled with scars. She almost always wears layers upon layers of armour, with her favourite styles being mostly leather with random plates of steel thrown on top for good measure, with the single item she always wears being her steel-capped leather boots. Part of her form is her spear, to which she always straps trophies taken from her latest hunts and battles.
Personality: Eleanna’s personality isn’t very easy to pin down. Her closest followers struggle to keep up with her and have often taken to looking at the alignment of the stars to try and predict her mood, in somewhat successful attempts at not being abused for being the bearers of bad news.
Normally she is an excitable and quite open-minded woman who’s quick to resort to violence at the slightest provocation and is more than happy to be the direct cause behind people’s struggles, be that through the issuing of unreasonable commands, the creation of powerful monster species, or the indirect murder of family providers or guardians.
Will: Eleanna’s looking for nothing more than strife itself. Her journey is that of endless struggles and battles, and she will not stop until the entire world is enveloped in an endless state of struggle. It doesn’t matter to her whether that be a struggle to put the next meal on the table, or a struggle to survive against the hordes of the night, or a struggle to find a good dentist… As long as people are stressed and she was one of the factors in causing that stress, she will be satisfied.
A world under the Will of Eleanna would be riddled with wars, wilderness, monsters, and famine yes, but it would also be riddled with great empires on the verge of collapse as well as hordes of savage demi-humans.
@ActRaiserTheReturned Brey is looking good, the only thing left to add in my opinion is more of a focus on what his personality is exactly like. We understand he likes learning an dhates abuse of power but would you describe him as emotional, hot-headed, calm, collected, stoic, aggressive, passive etc. You did a good job on the will!
@Bright_Ops Vatarr is pretty complete, huh? I think you did a wonderful job on the personality, but the will is missing one last touch: what would a world drowning in his will look like? If he were to capture all the nodes... what then?
@Leotamer Lamarck is a short sheet but it also covers all the bases: what he looks like, how he acts, and his will. As an added bonus you can sort of see what a world under his will would look like.. the wildlands. You can put it in the CS if you think it's good to go!
@Legion02 Anak'thas is very well done. I think his will is clear enough to discern what a world under his control would look like, so no need to go into explicit detail there unless you'd like to. Other than that, he is ready to be posted into the CS.
@Frettzo Perfect! You can throw Eleanna into the CS section!
Benea’s height is nothing special. She is neither too tall, nor too short. If you were to equate her aesthetic to something common, you might first think of a white calla lily, in the sense that her skin is bright and her hair a shade of honey too much to be white. Her eyes showcase that same vibrant purity, being a chamomile ivory iris hugging her soft yellow pupils.
Complimenting her long flowing hair is a dress that completes the vision of a lily, being long and slim, the tail trailing behind her without collecting dirt. She is pristine and alabaster in all ways. Often she holds her hands clasped at the waist as if in some wizened thought, a perhaps pitying smile playing on her lips. Her facial features are gentle and she gives off the air as if she never had the need or want to move faster than a spring breeze.
A terrible contrast is what a wound on her might look like. A laceration would cut open her unmarked skin and spill a black ooze that circulates within her.
Personality
Outwardly, Benea is calm and collected. She plays with a smile and seems to patiently listen to those around her and consider their thoughts with all her being. She’ll act gracefully and kindly, with a faux compassion and saintly voice. That said, she is most certainly not listening to the concerns of others, and if she is, she is simply maneuvering them into her machinations.
She is saintly and calm only in the sense that her ego tells her she is, and so she pretends to be such. Inwardly she is easily frustrated and a spiteful and jealous person with little patience for the wants of others. Her porcelain doesn’t crack often, but when it does she can be seen as malicious.
If you ever find yourself in need of winning her favor, remember that a compliment goes a long way when used against the self absorbed.
Will
She has the will of herself, of her ego and most of all the subjugation of everything beneath her: which is everything. The world should be as she wants it, and she wants it to exist to validate her and compliment her power. Nothing should be independent of her will nor of her design. Should something exist past her design, she will snuff it out.
A world under her will and enforced by the capture of all the nodes is a world under her absolute authority forever and ever and in all things.
Benea’s height is nothing special. She is neither too tall, nor too short. If you were to equate her aesthetic to something common, you might first think of a white calla lily, in the sense that her skin is bright and her hair a shade of honey too much to be white. Her eyes showcase that same vibrant purity, being a chamomile ivory iris hugging her soft yellow pupils.
Complimenting her long flowing hair is a dress that completes the vision of a lily, being long and slim, the tail trailing behind her without collecting dirt. She is pristine and alabaster in all ways. Often she holds her hands clasped at the waist as if in some wizened thought, a perhaps pitying smile playing on her lips. Her facial features are gentle and she gives off the air as if she never had the need or want to move faster than a spring breeze.
A terrible contrast is what a wound on her might look like. A laceration would cut open her unmarked skin and spill a black ooze that circulates within her.
Personality
Outwardly, Benea is calm and collected. She plays with a smile and seems to patiently listen to those around her and consider their thoughts with all her being. She’ll act gracefully and kindly, with a faux compassion and saintly voice. That said, she is most certainly not listening to the concerns of others, and if she is, she is simply maneuvering them into her machinations.
She is saintly and calm only in the sense that her ego tells her she is, and so she pretends to be such. Inwardly she is easily frustrated and a spiteful and jealous person with little patience for the wants of others. Her porcelain doesn’t crack often, but when it does she can be seen as malicious.
If you ever find yourself in need of winning her favor, remember that a compliment goes a long way when used against the self absorbed.
Will
She has the will of herself, of her ego and most of all the subjugation of everything beneath her: which is everything. The world should be as she wants it, and she wants it to exist to validate her and compliment her power. Nothing should be independent of her will nor of her design. Should something exist past her design, she will snuff it out.
A world under her will and enforced by the capture of all the nodes is a world under her absolute authority forever and ever and in all things.
Favorite Color Creme
Review me too guys!
Looks good tbh. I'm always a fan of the narcissistic and hypocritical archetype of gods. No complaints from me.
Xavior stands at just about two meters tall. He has red skin and a pair of curved horns that give him a demonic appearance, along with a pair of pointed ears and claws instead of nails. His eyes are golden and without irises, which are matched by much of his equal golden ornamentation. His hair is short, and he has a well kept beard and goatee adorning his chin.
His body is large, broad shouldered and artfully muscled that generally has the stately clothing of the era (be it a suit, toga, robe, etc.) draped across it.
PERSONALITY
Xavior is generally a calm and noble soul, speaking in a somewhat refined manner and paying courtesy and kindness where such things are due. He is slow to anger but if truly roused he will burst into a self righteous fury and strike hard and fast at the object of his rage. He also has a bit of a flare for the dramatic, in terms of both action and presentation.
He presents himself as trustworthy and considers himself as a man of his word. On the flip side he is not particularly trusting, especially of those whose deeds and person he does not know. He dislikes owing people nonspecific favors, and acts swiftly to pay his debts, or to ensure that those who owe him know what he expects in return.
All this does not necessarily mean that he is honest. The god can be trusted to keep his word, and only his word. It is the letter of the oath that matters, not the spirit. So those dealing with him must make sure to read the fine print, be it literal or figurative.
Will
Xavior considered a person who keeps their word to be the most noble of souls. How else will this game of gods be won if not by union of those who can be trusted to honor their oaths? Well, it could be one by a single murderous survivor, a backstabbing charlatan or a domineering overlord, but all of these are unacceptable to Xavior, even if, or especially if, he himself was the one to win this way. In Xavior’s opinion a world created by such a person would be a stagnant monument of ego unworthy of existence.
A shared dream meanwhile, a synthesis of ideas and ideals blending together to create something unique and unexpected, now that is something worth building a world upon. That does not mean Xavior is an empty vessel to be selflessly filed by other's desires. He is a partner in this grand design, and his aid is only given when it is bargained for by gods and mortals alike.
A node-land under Xavior, thefor, would be one defined loosely enough that it may be molded by its inhabitants to their desires, and punctured by grand works they have bartered for the creation of. It is also one within which pacts are sacrosanct, the oathbreaker is an accursed wretch and the consequences of going against one's word are enforced by reality itself.
A world meanwhile, well, that would very much depend on who signed onto his pact. But it is safe to say that it would not be a world with set masters or rulers, only people, living their own lives and making deals, bound by blood.
Form: Those who expect a grandiose display from a god would be disappointed to see that Tael appears as a simple crow, distinguishable from other birds only by its glowing red eyes, and ability to speak in the languages of men. It might speak with the voice of a man or woman (and identify as such) depending on its whims and on what would influence those around it most.
Personality: The god giving its name as Tael is a mischievous spirit through and through. It lies as easily as it breathes. It is incapable of holding special bonds with others, either in friendship or enmity, and will both ally with longtime enemies and betray close allies the moment it becomes opportune to do so. When dealing with others it tends towards glibness and mockery but it will freely feign serious, angry, or sad moods. It shuns simple solutions to problems, seeming to prefer the most complicated method of furthering whichever scheme has its interest.
In terms of desires, it is a creature of greed that lusts to possess everything in this world - the nodes, the land, and the people. Above all, it despises stagnant order and delights in chaos, both for its benefit and its enjoyment.
Will: Tael's desires are paradoxial. It is a creature consumed by avarice that would sacrifice anything and everything to be the ultimate being of this world. Simultaneously, however, it despises stagnancy and would despair at having nothing else to acquire. If it ever ascended as the ultimate god, it would likely go completely insane from this contradiction.
In the meantime, it avoids considering this future, focusing instead on spreading chaos across the land. Where it holds dominion, it would see brothers slay each other in jealousy, spouses cheat on one another, and that every man, woman, and child would forever maintain a healthy state of paranoia.
Form: At a hundred and fifty feet long and twenty around the great serpent Asvarad is among the most physically imposing of the new pantheon. Deep violent scales as large as dinner plates and as strong as shields protect the god’s muscular flanks and contrast with pale, elongated underbelly scales. Some see this and label him a mere snake, but quite unlike his lesser animal cousins Asvarad has a maw lined with spade-like cutting teeth rather than fangs. The differences don’t end there either. The serpent god has no less than three pairs of eyes looking ahead, to the side, and behind him. Moreover, long fleshy whiskers line the gods lower lip such that he might find his way in the darkest tunnels and oldest places where there exists no light for even the keenest eyes.
It is an ability that comes in handy more often than not. For while Asvarad is vast and powerful, he is not nimble or stealthy. Indeed, the great serpent spends more time away from the light than bathing underneath it for to leave a hiding place is to lose it, and so once he has found one Asvarad is only roused from his places of safety at great need.
Personality: Bitter, sarcastic, and altogether unpleasant are fitting terms to describe Asvarad’s company. For all the things Asvarad may be, friendly is not one. The serpent god is never in a good mood, but it would be a fool who sees this and presumes it evidence of an impulsive and crass being. Asvarad makes no niceties, but neither does he seek out conflict pointlessly. In truth, the serpent god is above all else patient and deliberate. If ever asked, Asvarad would pin his attitude on the fact that he is being forced away from what matters and made to engage in something so plodding and frustrating as conversation.
Even if he prefers not to share, Asvarad is always thinking. He is, when not actively being bothered by his kin or their mortal pets, patiently laying plans or considering the consequences of doing so. When Asvarad does act on his schemes he always endeavors to accomplish his goal without anyone noticing he was ever involved. As such, the serpent god is truly contemptuous of those of his peers whose solutions tend to involve smashing things or making loud declarations. Such contempt often leads to animosity, and often a greater animosity than Asvarad would hold against those actively trying to subvert him.
As for what the serpent is planning and what others might act against? Of all things, it is this which Asvarad guards most closely. If another god sets out to determine what Asvarad wants they can divine it from the great serpents actions, if at all. He will not be telling them.
Will: Asvarad’s will is that of the mind. He prizes, above all, the freest and purest thought. It is this conviction which biases the serpent god against the material. The basic, disgusting, and chemical demands of the flesh degrade the purity of the mind, and so it would be better if they did not exist at all. Were Asvarad to claim all the nodes and usher in a new age at the end of days, he would create a world without form. Shape and time would be abandoned, and all that would remain would be thought. Every mind emancipated and free to explore its own depths forever. In such a world, perhaps, interaction wouldn’t be strangled in its crib by the weakness of speech. In such a world, perhaps, Asvarad would be happy to talk of anything and everything.
Favorite Color: Violet.
So, this is a WIP, but only in the sense it's a first draft and will be full of spelling errors. If you want to judge off this, that's fine :)
Form: A stooped and hooded figure with ink-stained fingers. Eyes gleam from the darkness in a shape and color just beyond perception, the kind that slide from one's mind after one stops looking.
Personality: The Archivist speaks with a soft and crackly voice, not unlike a gentle fire or the turning of pages. They do not have harsh words for anyone or anything, as conflict is not in their nature. They are dedicated to the understanding of the world, and in true understanding of something, how can one help but love it?
Will: Stagnancy. The Archivist is dedicated to preserving all that is, was, and will be. Destruction is antithetical to their pursuit, even that of their most hated enemies. Creation is simply a source of more work, unless it is properly documented ahead of time and as it persists. Of course, most gods care not for such trivialities, and so The Archivist continues their cause until such time as they have control of all the nodes and can begin a proper analysis of everything.
@Commissar The will is perfect, the form is good, and the personality is nice. I'm wondering if we can get more on their personality though? I dunno, I kinda just want more.
She takes the form of a human woman, tall and thin, though the finer details change in phases much like the moon, sometimes her skin is of a pallid copper tone while in others its pale white, sometimes her hair is long or short, her clothing maintains a constant elegant style, predominantly black textiles, gold and platinum jewellery and flowing capes with details in muted colours.
Personality:
She is a passionate woman with a true love for the world and mortals, she presents herself as reasonable, a warrior whose sword is the shield of all that is gentle and delicate, a crusader against the brutality and savagery of the world. In her mind, however, the sources of such troubles are simple, the tyranny of the sun. With particular zeal, she believes in a great conspiracy where the world was once gentle and starlit, but one greedy star decided to be bigger, scorching the land and blinding the mortals with its light.
With a belief so different from what most believe, she is forced to face the reality of a world that sees the sun in a positive light and holds the shadows as sinister. This twists her whole existence into constant coping, manifesting sometimes in bitter ramblings and mistrust, other times in exaggerated acts to make the night more pleasant than day. In truth, her whole "reasonability" is in truth closer to "tolerance" or "staying quiet for the sake of civility" as there is no true reasoning with her, she believes she is right, all others are at best blinded and misguided or at worse conspiring for the forces of light.
Will:
Darkness. The Sun will be exiled to the Horizon, peeking at the land but never again reigning in the skies. In an age of eternal twilight, gods and humans with eyes healed from the blinding light will once again learn to appreciate the gentle shadow. There will be no more man with burning ambitions and a will to set the world ablaze to fulfil it, no more slaves wasting away tending fields under the scorching sun. Instead, the world will be an eternal evening, where work is gentle and every village is filled with the sound of music and laughter, people's mind will be free of impossible dreams and distant glories and they will learn to be content and mindful, in this world the vilest of men will be at worst romantic figures of palace schemers or noble thieves, battles fought in personal duels and not by the sacrifice of armies.
Dzallitsunya does not seek to destroy the other gods or cast them away, even the ones who are sinful agents of the blinding light, they will be allowed to exist and maintain their realms within her new world order, of course, she herself will be the leader, a philosopher queen of the pantheon above all others, a more than deserved position after she brings down the usurper star and guarantees eternal peace.
Akin to humanity lingering in the remnants of the dying god’s realm, Monica manifests as a mortal except large feathery white wings emerge from her back, granting her the gift of flight. She appears as a maiden garbed in lovely alabastrine attire, angelic and pure, with silver eyes and fair skin. She lacks an aura of authority and strength, but there is an awareness in her sight that conveys deep contemplation and consideration of all that she sees.
Persona
The embodiment of gentle generosity, Monica provides guidance and aid to those that worship her, and even to those that oppose her, for she finds fulfillment in helping others find happiness - ever sincere and compassionate in her endeavors to spread joy. She is eternally polite, even to those that act rudely in her presence, often speaking softly and applying a tender touch when changing the world and the creatures that inhabit it. She prefers letting life change itself, content to observe the beauty of creation from afar.
She devotes much of her time to her studies and the closest faithful; dedicating the day to hearing and answering those that pray to her, and exhausting the night with delving into research and lore. Though she possesses great power, she chooses to refrain from grandiose displays and tumultuous proclamations, as she is not fond of being the center of attention. She is innately demure, seeking a peaceful means to bring hope and salvation to the world before the end comes, as opposed to gathering might and preparing for war. Monica would never willingly wield a weapon and harm another living being, but she will act to protect the innocent and those that cannot fight for themselves.
Will
Peace and prosperity attained through prayers, Monica wishes to preserve the ever-changing and eternal beauty of the world by protecting the foundations of creativity and art; choice, curiosity, and commitment. She has no desire for a throne or crown, she simply seeks to see a world wherein people can pursue their dreams, and be inspired by creation and its many wonders. She believes that the sacred aspects of life, the heavens and divine works, should be shown to all creatures capable of thought and memorization, as beauty is found in the eyes of the beholder, and Monica delights in watching the glitter of cosmic lucidity in the gaze of mortals.
She has begun a journey to acquire wisdom that she imparts upon the scholars and artists of the world - erecting temples where knowledge flows freely, and the inquisitive will inherit their fateful enlightenment. Otherwise, she is healing those that have been crippled by the cruelties of the monsters possessed by greed and hatred, insisting to those that have strayed from salvation or were denied their opportunities to be happy… that there is still hope if one clings onto faith.
Allow this writer to reiterate, she would create a world wherein people can be free to pursue their dreams, as she has no desire for a throne or a crown, and wants to let life make its own choices. If all of the nodes were in her possession, she would attempt to delegate divine duties to others so that the weight of the world didn't fall entirely onto her shoulders, but primarily because she would prefer to watch what others would do. Though in truth, the world she would create would be one inspired by her own experiences and encounters along her journey, so it has yet to be defined and fully take shape in her mind...