Diffused around the universe is soul ash. This is the raw substance of souls. There's more of it closer to the Sky of Pyres but it's present throughout every sphere unless otherwise specified. It's imperceptible to most mortals. It even escapes gods at times, the individual motes mysteriously disappearing at times only to reappear somewhere else in the universe.
When living beings are created, soul ash coalesces naturally into a soul within them. This natural coalescence is the only known way to create a soul. Souls come in all different shapes and sizes, generally dictated by intelligence and personality. If a creature loses its soul, it loses the intelligence and personality that caused the soul to coalesce in the first place.
Souls degrade (or fray) over time without some kind of treatment. The exact amount of time and rate of fraying varies from soul to soul. The effects of fraying can take the form of some mix of mental and physical degradation but the exact symptoms are up to the author. The only constant is that this continual degradation generally results in souls losing their will to resist Katharsos' vortex.
The degradation can be prevented in a great number of ways that can be explored IC. It doesn't have to be restricted to god stuff, but heroes, demigods, and gods don't suffer this degradation because of divine essence or an MP product holding them together.
Souls do not have to be coupled with divine essence and vice versa. Gods are just discreet amounts of divine essence. If they exhibit the intelligence and personality of a being with a soul, they more than likely have a soul themselves. That said, there could be a divine essence without a soul. It probably wouldn't be intelligent like the gods we know are.
Instances of divine essences without souls mostly occur when a god 'dies': The divine essence scatters and the soul of the 'dead' god goes on its way, probably to the vortex. The essence, however, reforms after a while. It reforms into a living being, into which a soul inhabits. Boom, new character. This is generally how we can justify dropped players being replaced with new players gunning for similar portfolios.
A neat detail: This opens up the option of an unintelligent divine essence without a soul doing all sorts of shenanigans.
Just about everything else can be handwaved or independently explored. - External theological ideas? Not relevant. - Souls as energy sources? Up to you. - The role of souls in magic? Defined by the magic. - How do demons or liches work? Whatever. - The majority of other accreted contrivances added for flavour or to cover bases that don't have a narrative connection yet? Make it up yourself.
All of this extra stuff should be explored by the players IC, not codified in a book of metaphysics.
Feel free to ask if you have any clarifying questions. However, be prepared to get answers that could include 'Your character doesn't know,' 'It doesn't matter,' or 'Great question! How about you decide the answer and write it into the IC.'
Mana is a form of energy which flows through Galbar and the Spheres. It fuels magic throughout the Spheres.
Mana is ever changing and the forms it takes varies depending on its application. For example the basic elements of Galbar have their own forms of mana. Fire is chaotic and devouring; its mana is always searching for fuel so it takes the Mana of whatever it's around. Water is flowing and calm and its Mana always returns to itself. Earth is solid and sturdy and so is its Mana. The wind is ever changing and its Mana is hard to control. Raw Mana is malleable and unstable which makes it difficult to handle. While it's possible to take raw Mana and change it into say a ball of fire the process to do so is tricky and could result in a backfire of the aforementioned ability.
While Mana is incredibly diverse in its potential applications and the forms it can take, it follows a few rules, a Silent Code of sorts:
Mana cannot be created or destroyed, it only changes forms.
As your knowledge and understanding of Mana grows so does the strength of the magic you can produce.
Everything contains Mana and once that Mana is expended it must take time for it to replenish.
There are certain forces such as Time that cannot be altered with magic.
The future is ever changing. It is possible to see into the future but nothing is certain. Also while teleporting is possible it requires a great amount of energy to do so and must be approached with caution.
Some mortals are capable of using Mana, each to a different degree. There is some correlation between leadership ability or charisma and Mana, although it is not a definite correlation. It is within the power of the gods to use Mana too, although divine power is typically beyond mere Mana. It generally takes special attunement to see Mana.
I see that now. The endless toil has left me with naught but an empty vessel filled with dust and rock and darkness. I thought that I would have more time, that I could create Eternity...but my bones ache. I must devise some plan.
The ancient contemplated that thought. He ruminated over his limits and his failings with all of the brutal honesty and cynicism that came with age. Finally, the god rose from his throne; he had rested in a statuesque meditation for countless years, so the motion seemed stiff. Dirty, tattered, and long-frayed robes clung to an equally abused frame.
This will not do...
That outward appearance had been a mere reflection of his mental state. With newfound determination came a restored image, one of might and wisdom. Now, he was prepared.
CREDITS
Praise unto the following people! Honor them! @Frettzo for the awesome banner! @Kho and @Rtron for running Mk. I and then letting me join the GM party in Mk. II, we miss you guys! @BBeast@Muttonhawk@Antarctic Termite for picking up the pieces that Kho, Rtron, and I left in Mk. II Antarctic Termite again for letting me steal a bunch of mechanics and stuff from Godspeed @Cyclone for being himself and for making Mk. III, and BBeast and Muttonhawk again for helping him GM it And finally everyone else whose abundant feedback on the OOC of Mk. II and the comment threads of the Google doc helped us out, with special shoutout to @Double Capybara and @Crispy Octopus.
Synopsis
Divinus will be a story about a pantheon of gods, their creations, and the world of Galbar as it is shaped by our collective actions.
One great and enlightened being, the Architect of the Spheres, tried to create an entire universe on his own. After toiling for unknown aeons in maddening solitude, he accomplished nothing but the bare shell of a planet called Galbar and the blank cosmos that surrounded it. He reflected and ultimately realized the limits of his own strength. It was then that he made the fateful decision to open a rift to What Lay Beyond, allowing several spirits to enter the realm of his making to help him see his vision fulfilled. Regardless of whatever those spirits might have been before, they were, in the Architect's arms, made as gods over this universe. Though his expectations are reasonable, the Architect nonetheless expects the gods to ‘earn their stay’ by not slacking in their duties, and to show him some measure of gratitude and fealty. Incurring his wrath can have consequences, for he is a powerful being; however, he is not infinitely so. Through the combined might of many rebellious mature gods, the Architect could perhaps one day be overthrown.
Though these gods may start small, in time they will raise mountains, gouge rivers, sow jungles and freeze oceans, and having done so they can create every manner of flora, fauna, spirit and mortal folk to populate them. Their colliding visions for the world may drive them to invent mighty weapons and field vast armies, conjure horrific monsters, and sanction glorious heroes to defend their dreams from the passion of the other gods.
Each god will be important. Each will potentially wield great influence over reality and all the life that comes to arise, as every god will control a ‘Sphere’ that can be thought of as a piece of the intricate system that constitutes Galbar’s universe. The gods’ power is measured in Might, which they must spend wisely on the aspects of creation that are most vital to them. As they continue to grow their powers and shape the world ever more, the gods may build holy sanctuaries in which their mortal disciples may glorify their name, raising them to new heights of terror and splendor.
The game of gods has many rules, but do not be daunted! This RP is about weaving interesting tales, not about such crass motives as winning or losing. All rules are here for your benefit to make sure everyone plays fairly, in a collaborative manner and to work for the betterment of the story. We've put a lot of effort into the system, so I hope it brings as much pleasure to you as it has to us.
Glossary
Galbar This is the name of the primary setting for this RP, the middle and most important Sphere of the universe, and the realm in which most mortals will reside. It is somewhat like earth except it will start covered in a vast ocean only interrupted by ice caps and the occasional barren rock.
Sphere This setting is a magical one. This is reflected in how the universe itself is divided into numerous Spheres, similar to Aristotelian physics, but without necessarily being euclidean in layout. Galbar is the aforementioned Middle Sphere in the center of this system. Each sphere can be conceptualised as a bordered physical space in which all manner of things could be made. Each god in this setting will come to be attuned with one Sphere, taking charge over it and shaping it with their powers so that it may serve some purpose in the greater system and influence Galbar in some way.
God In Divinus, the pantheon of gods will be the focus and main characters of the story. Though mortals, demigods, and other beings will eventually emerge, in the beginning there will only be gods. Gods are powerful beings capable of traveling throughout the Spheres (though this may be difficult and take time), but they are not omnipotent or omniscient. The baseline of every god’s power will be explained in greater detail below.
Hero A hero is a lesser being that has been endowed with great power by some god, often to act as a champion or noteworthy servant of some other kind. Heroes can be granted a great deal of power, but even if they start with more humble beginnings they can become formidable over time. A hero’s actions can earn them Prestige, which in turn can be spent on increasing their power or on having them perform godly acts (such as creating powerful artifacts or performing miraculous feats) albeit on a smaller scale than would be expected of the gods themselves.
Demigod A demigod is a being that exists in the sizable space between a hero and a god. Players who enter the RP after the beginning will start as demigods rather than gods. They are immortal in the sense that they can weather time and disease and other natural forces with ease, though they could still potentially be killed. Demigods are divine beings in that they can potentially traverse the various Spheres, but they are not attuned to any of the Spheres and nor do they have a Sphere to command as their own. They will thus find themselves wanderers, usually unable to truly ascend to full godhood until they prove themselves worthy enough to be uplifted and sponsored by an existing god.
MP This is an acronym for Might Points (sometimes just Might), our way of measuring the power and exertion that a god puts into their various actions. Gods have immense powers of creation and can alter reality around them, but most actions that do not directly pertain to a god’s portfolio will cost some amount of MP. Gods will earn an income of MP over time as the RP goes on; the IC will be separated into turns, and MP is be issued out in chunks at the beginning of each turn.
FP and Ages Just as the IC is divided into turns, the turns will be grouped together into Ages. Each Age will generally span for 1-4 turns and will set a theme and rough timescale for the IC events. FP is an acronym for Free Points, which are functionally the same as MP except for the caveat that they can only be spent on actions pertaining to the theme of the current Age. For instance, in the beginning we will have an Age of Creation during which a substantial amount of FP will be given to every god for the purposes of shaping their Sphere as well as the landmasses and various features of Galbar.
Portfolio In most mythological settings that feature a plethora of various deities and other divine beings, the major gods each rule over certain aspects of reality. This is the case in Divinus as well; we describe a god’s powers in terms of short and highly specific words (preferably one word) called Portfolios. A Portfolio could be anything from a natural phenomenon like fire, to a craft like carpentry, or to a more abstract concept like authority.
Detailed Description of RP Mechanics
Each god in this setting will come to be attuned with one vast plane of existence known as a Sphere, taking charge over it and shaping it with their powers so that it may serve some purpose in the greater system and influence Galbar in some way. A Sphere could take many forms: the deepest depths of an ocean, a cavernous underworld, a parallel forest land, the stratosphere, or a band of space in the sky occupied by a body that comes to be Galbar’s moon.
The universe consists of many concentric spheres that conceptually wrap around one another like layers of an onion. However, the physical dimensions that measure where the Spheres touch and how large or small they can be are not bound to the three euclidean axes that would describe a root vegetable. While the central sphere of Galbar is most like our own Earth of any of the Spheres, with dirt below and an atmosphere of air, there may still be Spheres 'above' Galbar that cannot be seen or flown to and there may be other Spheres 'below' Galbar that cannot be breached with the deepest of holes.
The distinction of 'above' and 'below', in its abstract sense, forms the two categories of non-Galbar Spheres. There are ‘upper’ or ‘celestial’ Spheres above Galbar and ‘lower’ or ‘chthonic’ Spheres below. This is significant because as Celestial Spheres cannot connect to Chthonic Spheres except via Galbar.
By no means are Spheres insular, isolated things. They interact with one another as a system, and each one has its own unique aura that is the lifeblood of what lies within. The seals and boundaries between Spheres are not perfect, so this essence will leak into others and could manifest itself as anything from simple energy (be it in the form of heat, or perhaps some sort of magic) to something even stranger, like luck or nightmares. Life and objects originating upon a Sphere are intrinsically bound to it and its essence, as is the god that controls said Sphere--they will be more powerful and more at home there. An object that leaves its Sphere might be altered as foreign magics begin to change it, and lesser beings may feel sick and struggle to adapt when somehow brought into another Sphere.
Through divine manipulations, ‘gateways’ can be made with MP to connect the Spheres (though remember, upper spheres cannot directly connect to lower ones). Such gateways make traversal between Spheres much easier and more consistent. They can take various forms, but often have a profound impact upon the terrain around them. Gateways work in ways subject to the whim of their creator; a gateway to a nature goddess’ fairy realm might be located deep within a magical forest, whilst the gateway to the sky god’s stormy Sphere above Galbar might be the entirety of the sky above a certain altitude. Be creative; gateways could even require certain rituals to activate. For instance, the evil god of some hellish realm might create a gateway but only have it manifest before a warlock that performs a mass sacrifice of blood.
Natural connections may also occur between adjacent Spheres to present an opportunity to travel between them, but such gaps are rarely permanent or stable; they are shifting, perilous things warped by the essence of the two connected Spheres muddying together. These natural connections can occur because every Sphere occupies a physical location relative to the others, although, again, not necessarily in regular three-dimensional Euclidean space. Nearby Spheres might even be able to physically see their neighboring ones. Journeying from some Sphere in the high heavens above Galbar all the way down to some Tartarus analogue might require journeying through numerous other underworld realms along the way. Eventually, gateway networks of rainbow bridges or something of the sort might be established by the gods to provide shortcuts and convenient pathways between the Spheres. But, at least initially, travel between the various Spheres will be a somewhat time consuming task for the gods and an all but impossible one for any lesser beings.
Galbar is the Middle Sphere and the most important and special of them all. As the essence of the Spheres above trickles down and that of the ones below wells up, they meet and mix in Galbar to create a perfect balance, a magically rich environment, and a suitable plane for life that no single god can wholly claim or control. Because of the pressure exerted on it by the other Spheres, the barriers between Galbar and some of its nearest Spheres are somewhat strong. Mortals born upon Galbar are very tightly bound to it. Asymmetrically, beings like demons or angels could perhaps be summoned onto Galbar from another Sphere, but it would be much more unusual and difficult for a beast of Galbar or one of its mortal inhabitants to somehow visit another Sphere intact. If a mortal managed to delve down into some underworld realm on a quest like that of Orpheus, and he then returned to tell the tale, it would be a legendary feat indeed and likely done in no small part with the help of magic and one (or several) divine beings.
The only three premade Spheres that will be in this RP are the Middle Sphere, the Core, and the Barrier. That’s respectively to say Galbar’s surface, the very center of Galbar, and the very outermost layer that separates this universe from whatever unfathomable void lies beyond. Both the Barrier and the Core have been covered in powerful magical seals by the Architect, who has mandated that they remain untouched and unclaimed. All the other countless Spheres are empty and open for the taking!
The rules and nature of this universe will naturally depend upon just what Spheres are made. The fundamental physics and laws of the world will be somewhat fluid as Spheres change over time.
Might Points (a.k.a. MP or Might) are the primary ‘currency’ of your characters IC and are a way of measuring the power and exertion that a god puts into their various actions. The ultimate limit on the powerful acts of your gods are their Might Points.
All gods receive a base income of 5 MP per turn, though this can raised through the ownership of Holy Sites (and mortal worshipers within said sites). Gods also receive a variable number of Free Points each Turn which can be spent like Might Points except only on a restricted set of actions. At the start of each Turn, unspent Might Points from the previous Turn carry over, while unspent Free Points are lost.
Might is spent whenever your god creates something significant or performs a feat of great godly power beyond your regular capabilities. Typically more Might is expended for more powerful actions. MP can only be spent in whole number increments; an act which would be worth less than 1 MP could probably be performed for free. Below is a (far from exhaustive) list of some potential uses of MP and a rough price point, arranged by category.
2 Might: Creating a relatively minor change to the landscape; rending a small valley or canyon, creating a river, raising a mountain or a (small) island.
8 Might: Significantly changing the landscape; creating a chain of mountains, or an entire desert, raising a large island or an archipelago of smaller ones.
25 Might: Causing extreme change to the landscape; raising an entire (mostly empty) continent from the sea, or willing into existence a sizable (moon-sized) Celestial body in one of the upper Spheres.
2 Might: Create a small ecosystem, which can fill a region such as a river, valley, mountain or small island.
4 Might: Create a large ecosystem, which can fill a large geographic region such as a whole mountain range, an archipelago, or desert.
1-3 Might: Create an extraordinary but unintelligent species. More powerful species need more Might.
2 Might: Create a single beast of phenomenal power (e.g. the Kraken, the Thunder Bird, Jormungandr).
4 Might: Create a sapient species. Something like humans, but they don't have to be exactly the same.
6 Might: Create an extraordinary sapient species. Exceptionally powerful traits may require extra Might.
2 Might: Confer a single extraordinary or powerful ability upon a species or set of people. These abilities are weaker than those attainable by gods.
1 Might: Teach people an idea or technology. This idea or technology should be reasonably attainable from the people’s present culture and technology.
1 Might: Bestowing a group with a one-time gift of powerful artifacts beyond their present abilities to craft (e.g. a set of steel swords in a timeframe of copper age technology).
1 Might: Blessing or cursing a group of people. These should come in different flavours for different gods, but in general, incurring the curse of any god should be a frightening thing indeed. The curse or blessing is like a whip or a carrot respectively; though it is the will of your god made manifest, it is not so powerful as to spell certain doom or utter paradise for those affected. Think something along the lines of perpetually good harvests for a blessing, and incessant nightmares or general sluggishness and fatigue as curses. Blessings or curses can last indefinitely and affect entire bloodlines or regions. A blessing or curse from a given god can be broken by said god free of charge or counteracted by a 1 MP expenditure from any other god.
1 Might: Censure or praise. This is very similar to the above blessing/curse, but it is applied to an individual and can be far more extreme. For instance, one who is censured may turn into stone or find themselves with green skin and snakes for hair, while one who is praised may be granted a halo or other mark of greatness, have a much longer lifespan, great fertility, and/or possess the ability to perform minor miracles. Countering a censure or a praise is more difficult than a blessing/curse, and therefore requires 2 MP.
2 Might: Create a Hero. These are exceptionally powerful individuals among your creations whose powers and skills are renowned and well beyond the capabilities of normal members of their species. Those who gain such an honor may also receive agelessness, immunity to diseases, and superhuman resilience--effectively a degree of immortality, but not true invincibility. These blessings can be made conditional, and the extent of powers gifted onto the hero can be decided upon by the god (within reason). See the rules ‘On Heros, Holy Orders and Prestige’ for further information.
2 Might: Form a holy order. A holy order is essentially a society of people that are collectively treated as one hero. A god may decree a band of mortals to organise under a cause, philosophy, or similar motivation in their name. These societies are generally specialized and skilled - if you want to create the Jedi, the Knights Templar or the Valkyries, this is your port of call. See the rules ‘On Heros, Holy Orders and Prestige’ for further information.
1+ Might: Grant a Hero or Holy Order a Title. Titles describe what a Hero is especially good at. Granting a Title costs an extra Might for each Title a Hero already has. See the rules ‘On Heros, Holy Orders and Prestige’ for further information.
1 Might: Transport a being quickly between Galbar and your Sphere, or between two arbitrarily distant points within Galbar or your Sphere, covering the distance in a drastically shorter time than otherwise possible (possibly instantaneously). Typically the means of such transportation will be thematically appropriate for your Portfolios and Abilities. Demigods lack this power.
3 Might: Resurrect a mortal or a hero. Reaching into the depths of death and plucking back a mortal soul is no easy task, even for a god, and will likely involve a quest to whatever Sphere the soul has gone for its afterlife. The cost for healing or building a new body for said mortal is included in this act. This cost does not cover any sundry expenses incurred during a quest to the afterlife and back.
1+ Might: Perform some other godly feat. You can expend Might to perform incredible actions beyond your innate abilities, such as manipulating the weather, hurling mighty fireballs, putting a city to sleep, shrugging off a devastating blow or punching someone really hard. Typically an Ability, Portfolio or Cluster will provide you with a wide set of godly feats you can perform for free, and Artifacts and Monuments provide more potent ongoing/reusable abilities. The more Might spent on an action, the more potent it is.
7 Might: Create a gateway. You can use this action to create a permanent connection between any two places, including between Spheres. This connection can take virtually any form, from a discrete portal to a broad region or even something more abstract such as an elaborate ritual. You specify the challenges and conditions for traversing this gateway. While easier to traverse than a natural connection, gateways between Spheres, especially from Galbar, are typically difficult to traverse, especially for mortals, although the form of this difficulty varies from gateway to gateway. Gateways also act as a channel for a Sphere’s energy and influence, making gateways hotspots for magical energy from other Spheres. The area around a gateway is affected and modified by this influence in some significant manner. A gateway is not necessarily indestructible. The creator of a gateway can close it using no Might. Another god can close a gateway for 7 Might, or it can be destroyed with a more thematically appropriate method which the creating player (although not necessarily that player’s god) approves of. Demigods lack the power to manipulate gateways.
1-5 Might: Create an artifact. It does one or more cool things which you decide on creation. Might dictates rough amount of power. If multiple gods work together to create an artifact, each can contribute up to 5MP, so the most powerful artifacts will be ones that were made through the combined efforts of several gods. Artifacts can be lost, stolen, destroyed, traded, etc.
1-3 Might: Create a monument. This is like an artifact but is generally a large physical structure that cannot be handed around, like a temple, a tower, or a formation of menhirs. As with artifacts, multiple gods can contribute to a monument. Monuments are more powerful than an artifact of the same MP value, however this advantage is offset by their disadvantages in being largely immobile and possibly harder to defend.
By the way, congratulations! You've found the secret word entropic. Remember to put it into your character sheets, mentioning the word ‘entropic’ at least twice so that we know it’s no coincidence!
1-3 Might: Acquire an ability or form. See ‘On The Abilities Innate and Attainable Independent of Portfolios’ for more details.
5 Might: Acquire a new Portfolio if the requisite Portfolio-related acts have been performed. See 'On Portfolios and Clusters' for more details.
5 Might: Acquire a Cluster if the requisite Portfolios have been acquired. See ‘On Portfolios and Clusters’ for more details.
2+ Might: Create an Avatar. Avatars are small fragments of a god that operate independently. They are unique and powerful beings that enact the will of their creator; devastating in war and glorious boons in peace. They are considered second only to the gods themselves in overall ability, though they may be significantly more specialised. Other gods, avatars and potentially heroes or demigods could destroy an Avatar if they can overpower it. An Avatar possesses the abilities of their creator god or some subset thereof, with the exception of form; an Avatar may be created with a physical form distinct from any possessed by their creator, although Avatars may not have a mightily fantastical form (one which would cost 3 MP for the base form). A more specialised Avatar is better capable of performing those specialised roles than an Avatar with a broader skill set. The cost of a god’s first Avatar is 2 MP. Their second Avatar costs 4 MP. Their third Avatar costs 8 MP. Further Avatars cost 4 Might more than the previous Avatar. An Avatar which is destroyed does not reduce this cost, so it behoves a frugal god to keep them safe.
Holy Sites are an important mechanic and among the most important things that a god can invest their Might Points into, so let’s first define them. A Holy Site is a physical location upon Galbar that is attuned to a god and their Sphere, and which is a center of worship for that god’s mortal followers. Gods can only erect a holy site once every 5 turns, and gods can only spend a maximum of 10 MP on any given holy site. Free Points can not be used to buy Holy Sites.
In exchange for this investment, provided that a holy site continues to be maintained in some way by a sizable number of mortal worshipers, it will provide additional MP income on top of the god’s base 5 MP per turn. The exact amount of additional MP income each turn will be half the holy site’s initial cost, rounded down. Therefore, a holy site built with 4 MP would confer 2 MP per turn.
A holy site can take many forms; a god of war might have some brutal arena where his followers stage gladiatorial fights, whereas a god of nature might decree a great tree to be his sacred shrine worthy of veneration. A holy site should in some way be thus representative of a god’s Portfolio, and each Portfolio should only support one holy site. In this way the number of potential holy sites for a god is capped by the number of their Portfolios.
Holy sites are easily sensed by other gods and potentially even by magically-attuned mortals, because they project a divine aura of power that can alter their surroundings similarly to gateways. This effect should tie in to the specific Portfolio that the holy site represents; for instance, a death god’s holy site could be a great well that acts as a siphon, drawing in souls of the recently departed and sucking them down into the underworld. The war god’s gladiatorial arena might make the combatants within better at fighting while inside the holy site.
The early Ages will likely not have enough mortals to sustain a holy site, and these Ages are also likely to be fraught with dangerous beasts and world-shaping phenomena that could damage or even outright destroy a holy site. That raises the topic of destroying (or more generally, desecrating) holy sites--this can potentially be done. A god seeking to indirectly attack one of his or her divine foes could target either the said foe’s holy site itself or the mortals that maintain it, and in doing so potentially weaken their enemy’s influence significantly. The mortal worshippers could probably be replaced easily, but a desecrated holy site will no longer be able to provide MP until it is repaired or rebuilt. Desecrating a holy site should require MP or overwhelming force from the attacker, as mere superficial damage will not affect a holy site’s performance. Repairing or rebuilding a holy site can be done at any point, regardless of the normal mandatory 5 turn wait for the construction of each consecutive holy site. Repairing or rebuilding a desecrated holy site replaces the original MP value of the holy site with the amount of MP used to replace it, up to the normal maximum of 10 MP. If a holy site is repaired on the same Turn it is desecrated, it still does not produce any MP at the start of the following Turn.
Though investing in holy sites is a wise usage of MP as they can quickly pay for themselves and allow a god to accumulate power, it would be unwise to invest in them too early. Consecrating holy sites is an action that should probably be deferred until later Ages when a god has more worshipers and more resources with which to safeguard their holy sites.
The game is divided into Turns. The GMs will decide when the next Turn begins on what will probably be an irregular basis. If the GMs take too long to change the Turn, prod them on the OOC or Discord.
At the beginning of each new Turn, each god gains 5 Might Points, plus however many MP they gain from Holy Sites. Demigods gain a lesser amount of MP, as specified in ‘On the Dangers of Deific Pregnancy and the Resulting Demigods’, although they benefit normally from Holy Sites. Unspent MP from previous Turns are kept, allowing you to save MP for later Turns.
Also at the beginning of each new Turn, each god gains a number of Free Points (FP). This number is determined on a turn-by-turn basis by the GMs. Unspent FP from previous Turns can be carried over into subsequent turns within the same Age, but when the next Age comes, any remaining unspent FP will be lost.
Free Points behave like Might Points, and most references of Might in these rules also apply to Free Points, but they carry numerous restrictions. Most significantly, Free Points can only be spent on things directly related to the current Age. Free Points have a few other limitations. Free Points can never be used to acquire Portfolios, Clusters, Holy Sites, or Avatars. The use of FP to acquire Abilities should be done sparingly and only if they are really directly related to the Age.
This brings us to Ages. Ages will generally span 1-4 Turns and they set the theme and timescale for the world during that time. Might Points can be spent on whatever you wish, but Free Points can only be spent on things directly related to the themes of the Age. The GMs will specify what is and is not a valid use of Free Points for each Age. For example, the first Age will be the Age of Creation, in which FP can be used to shape the landmasses, climate and ecosystems of Galbar and the Spheres, sculpting the world we will be playing in for the rest of the game. The next Age might be the Age of Monsters, in which FP can be used to populate the world with fantastical beasts.
The theme of each Age, to be determined soon before the start of a new Age, will be determined partially by the actions which have been taken IC and partially by discussions OOC with all the players. Ultimately, it is the call of the GMs what the next Age will be, but hopefully we should be able to achieve an organic progression of Ages.
A Portfolio is an aspect of reality over which your god has mastery. A Portfolio is described in terms of a short, highly specific word or phrase. Portfolios may cover things such as natural phenomena, crafts, skills or even abstract concepts.
Your god starts with a single Portfolio, but you can acquire more over time. However, you cannot simply buy a Portfolio, as first you must exercise your power performing acts related to that Portfolio. Specifically, you must spend at least 5 Might Points on actions related to that Portfolio before you can claim it. Free Points contribute half as much as Might towards unlocking Portfolios, meaning you would need to spend 10 Free Points on actions related to a Portfolio before you can claim it if using only Free Points. Once you have performed actions related to the Portfolio, you may then spend 5 more Might Points to claim the Portfolio as your own.
You cannot use Free Points to buy a Portfolio.
Two gods cannot possess the same Portfolio, or Portfolios which are too synonymous with each other. Portfolios are acquired on a first-come first-served basis, although you should be considerate to avoid stepping on the toes of other people’s characters. It is possible that a god could be forced to abdicate their Portfolio, although this should be a rare occurrence. In the event that two gods with different but similar Portfolios are in conflict over something covered by both their Portfolios, the more specific Portfolio takes precedence.
Having a Portfolio grants your god power over things related to that Portfolio and gives you abilities which are appropriate for the Portfolio as an innate part of the Portfolio, beyond the basic abilities possessed by all gods. For example, the Trees Portfolio would let you grow trees at will, allow you to walk unimpeded through forests, give you great affinity for working wood, allow you to speak with trees and other tree-related things which extend your normal abilities. In general, a more specific Portfolio provides more potent abilities than a broader Portfolio, trading off the wider scope that a broad Portfolio grants. More specific Portfolios are preferred over broader Portfolios.
It is also far easier for you to perform acts with Might (or Free Points) which are related to your Portfolio. If you spend Might on any action which is closely related to your Portfolio, the MP cost of that action will be halved (and then rounded down to the next whole number), representing the ease with which you can perform deeds within your Portfolio. Alternatively, instead of obtaining a discount, you can spend the full amount of Might to make your Portfolio-related action especially impressive, enhancing the aspects of it which are related to your Portfolio. As an example, with the Volcanoes Portfolio, you could create an ordinary volcano for 1 MP instead of the normal 2 MP it takes to create a relatively minor change to the landscape, or you could spend the full 2 MP to create a spectacular volcano which towers to great heights, has continual lava flows and erupts regularly.
Note that this discount means that if something costs 1 MP without a Portfolio, you can do it for free with a Portfolio. In limited cases, more powerful abilities and actions might also be able to be done for free under a Portfolio, although this will depend on the scope of the Portfolio and whether it makes sense and is balanced.
If you have multiple Portfolios which can be applied to a single action, then that action only receives benefit equivalent to that of a single Portfolio.
Holy Sites, Heroes, Holy Orders, new Portfolios, Clusters and Avatars cannot be discounted by Portfolios. Gateways are only eligible for a discount if you have a Portfolio that directly relates to the core function of Gateways, such as Space or Travel. This means that, for instance, making a lava pit your Gateway does not confer a discount from the Volcanoes Portfolio. The same applies for fast-travel; a Portfolio which assists in moving between two points is necessary to provide a discount on fast-travel.
Besides not claiming Portfolios which another god already has, there is no strict limitation on which Portfolios you can claim. However, focussing in on a theme provides the advantageous option of unlocking a Cluster which extends the breadth of your abilities. Essentially, a Cluster is like a Portfolio but not as strong and much broader. To be eligible for a Cluster, you must have three or more Portfolios with a related theme. For example, the Portfolios of Volcanoes, Smithing and Hearth could be used to unlock the Cluster of Fire. If you are eligible for a Cluster, you can spend 5 Might to claim the Cluster. Free Points cannot be used to buy Clusters.
A Cluster must always be associated with at least three relevant Portfolios, and a Portfolio cannot be associated with more than one Cluster. You can change which Portfolios are associated with which Clusters without cost as long as it satisfies these conditions, although this should only be done when you gain new Portfolios or plan to gain new Clusters.
A Cluster enhances the Portfolios it is associated with, and provides a degree of control over and affinity with all things under that Cluster even you don’t have a Portfolio for it. Like a Portfolio, a Cluster also confers abilities upon your god related to the Cluster, although these abilities are weaker than those provided by Portfolios. A Cluster does not provide a direct discount to acts which cost Might, but a Cluster does enhance the aspects of your acts and creations which relate to that Cluster. Something enhanced by both a Portfolio and a Cluster is more powerful than something enhanced by a Portfolio or Cluster alone. You can only gain a benefit equivalent to that of a single Cluster on each action, regardless of how many Clusters could be applied to that action.
As for Portfolios, a more specific Cluster is more potent than a broader Cluster. Unlike Portfolios, two gods could potentially claim the same Cluster; a Cluster represents a very broad dominion which is hard to lay an exclusive claim to.
Gods are mighty beings, with qualities beyond those mortals can acquire and capabilities which grant them great power over the world around them. By default, a god has a number of traits which do not cost any Might to exercise:
Form: All gods start with one free form of their choosing. They cannot change this form without acquiring additional forms.
Immortality: Gods live forever, do not age, and are nigh-impossible to kill. Typically only the direct efforts of a very powerful god or a group of gods could sufficiently harm another god to kill it and scatter its essence back into the void. Mortal efforts could at best cause superficial harm to a god, and more often have no effect.
Acclimatization: There is no place that is unsurvivable for a diety. A god is unharmed by mundane environmental hazards such as extreme temperatures, extreme pressure, poisons or falling. A god does not require food, air, drink or sleep to survive. Gods are also not negatively affected by being outside their home Sphere. However, extreme environments may still prove difficult to navigate.
Strength: All gods are very powerful, able to shrug off mundane threats and perform impressive feats such as smashing large boulders with ease.
Senses: Gods can see in great detail up to the horizon line, able to see even in the true darkness of deep space, and can observe aspects such as heat, magnetic fields or souls. They can hear as far as they can see, are able to pinpoint the direction of sounds and are able to simultaneously understand all speakers of a large crowd. Gods also have a metaphysical sense that can perceive reality as raw information.
Mind Reading: A god can read the thoughts and memories of mortal creatures, although doing so typically requires focussing on a single mortal at close range.
Travel: A god can run and jump at inhuman speeds, float on air, walk on water, and similar forms of locomotion. A god can easily locate the gateways and connections between Spheres and can traverse them more easily than most beings, able to ignore the weaker barriers preventing travel through a gateway or natural connection.
Communication: Gods understand and are fluent in all languages, including those of wild animals. Gods can communicate telepathically with beings they can sense or with whom they are familiar. If a mortal prays to a god, that god can hear that mortal’s prayer and knows that mortal’s location, regardless of where the mortal is relative to the god. Gods may also send messages to other gods across any distance and across Spheres.
Mutation: A god may modify existing life-forms using their essence in a manner befitting their Portfolios. Such modifications are typically minor and only affect a small number of individuals.
Environmental Manipulation: All gods have the ability to control elements within their vicinity using only their minds. They may raise rocks and water from the ground, purify or mix materials, extract a particular element out the ground, or compress, melt, ignite or freeze something.
While powerful, gods are far from omnipotent. By default, an ordinary god cannot freely perform great acts such as manipulating the weather, dominating a mortal’s mind, or any other action which would require Might. They also do not automatically possess skills which require a high degree of training, such as being able to create high-quality craftsmanship without spending Might. Acquiring Portfolios and Clusters is the most effective way a god can extend their set of skills. Artifacts and Monuments grant powerful traits beyond a god’s normal abilities, although these are tied to physical objects rather than gods. In the heat of the moment, a god can spend Might to perform a one-off incredible feat.
However, a god can also gain more specific abilities, improving on and adding to their existing skills and form. Acquiring new abilities typically takes some time and effort and should not happen spontaneously. Acquiring a new ability costs between 1 and 3 MP. An ability which costs 1 MP is something potentially attainable by a Hero or other exceptional mortal, or something of a similar level of power. An ability which costs 3 MP is a truly extraordinary power which is the limit of what can be done without using Might or an Artifact. An ability which costs 2 MP is greater than what can be done by mortals, but not as mighty as a 3 MP ability. As normal, Portfolios can enhance or discount related abilities.
There are several (non-exhaustive and possibly overlapping) categories which abilities fall into, listed below with a few examples.
Form
This is the most important type of ability, as it describes the body your god has. Each god starts with a single form of their choice, whether it be humanoid, giant, gaseous, a swarm of bugs, or whatever else. A god can have more than one form. A god which has multiple forms can change between forms, but only slowly (read: not mid-combat or mid-scene) unless they possess an ability which permits them to do otherwise. The ability to rapidly shift between forms costs 2 MP.
Might may be spent to acquire new forms. For instance, a form based on a mortal creature would cost 1 MP. A form similar to that of a legendary beast might cost 2 MP. A truly fantastic form, like that of a storm of celestial proportions, might cost 3 MP. Might may also be spent to modify or enhance an existing form, adding features to the form.
Mobility
Some abilities enhance your capacity to move and get between two points. For instance, a set of wings to allow graceful and fast flight would cost 1 MP and would be attached to a particular form. The ability to swim rapidly or run even faster than normal would also cost 1 MP. Something extraordinary such as being able to walk through walls as if they weren’t there might cost 2 MP. The ability to frequently teleport relatively short distances would be a powerful ability worth 3 MP.
Skills
Some abilities make you better at performing certain tasks. What could take a mortal a lifetime of training to master a god could achieve with just a little practice or meditation combined with a pinch of Might. For 1 MP, a god could become a master carpenter, a skilled archer, or a fantastic dancer, as just a few examples.
Auras
Some abilities warp reality by your very presence, passively influencing things in your vicinity. A simple aura costing 1 MP might be one which causes wild animals to become peaceful in your presence. An aura which causes lowly mortals who see you to succumb to madness or go permanently blind would be a powerful aura worth 3 MP. A powerful aura is often difficult to suppress, possibly requiring more MP in the ability, another form which does not have the aura, or an artifact which blocks the aura to allow you to enable and disable the aura at will.
Divine Trail
Gods leave behind traces of their divine essence wherever they go. While all gods can sense strong accumulations of a god’s essence, such as in their mighty creations or physical presence, detecting the faint traces requires more finesse. You could acquire the ability to perceive these divine trails, allowing you to see through mundane disguises on a god, see if a god had passed through an area recently, or detect a god’s influence in something (when it is not otherwise obvious). As a counter to this, you can also acquire the ability to hide your divine essence from gods who can perceive divine trails. These abilities can be improved incrementally, up to the normal maximum of 3 MP in total value per ability. A god needs more MP in sensing divine trails than their target has MP in hiding their trail to see the target’s trail, unless the target wishes to be tracked.
These are just a few examples of what can be an ability. Other abilities might include enhanced senses or the ability to cast certain types of magic. Get creative. This is your opportunity to customise your god. Remember, though, that abilities are typically weaker than what can be done with Artifacts and far narrower than what can be done with Portfolios. If you want an ability that is more powerful than those outlined here, you will either require a Portfolio to enhance that ability or use an Artifact or Monument to replicate that ability.
A hero is a lesser being that has been endowed with great power. Heroes are usually mortals who have been chosen (or outright created) by a god to act as a champion or noteworthy servant of some other kind. Heroes can be granted a great deal of power, but even if they start with more humble beginnings they can become formidable over time. A hero’s actions can earn them Prestige, which in turn can be spent on increasing their power or on having them perform godly acts (such as creating powerful artifacts or performing miraculous feats) albeit on a smaller scale than would be expected of the gods themselves.
Heroes can be charismatic leaders and legendary warriors. Depending on their creator, they may also be peaceable creatures, with little skill in battle. Heroes are usually immortal and quite resistant to being killed. However, this does not mean they are invincible. Critical wounds, potent magic and exotic poisons may still bring about their death.
The skills and resilience of a Hero depends greatly on who created them and for what purpose. In addition to a general degree of fortitude and longevity granted by their exposure to the divine, each Hero has their own set of unique powers or abilities. For example, a Hero may be a powerful necromancer, an ingenious inventor, a dragon that breathes poisonous gas, a sentient suit of nigh-impenetrable armour, or really anything else. All heroes created by a god cost 2MP and therefore have an approximately equal level of power added to them upon their creation.
A Holy Order is a group of individuals that collectively functions like a Hero. They too have unique abilities, shared among the Order- they may be samurai, scientists, pirates, politicians, or wizards of great renown. Although they may be weak individually, their combined abilities are roughly equal to that of a Hero. They are not immortal, but may recruit new members- training them to full strength, however, will take time. As a general rule, the larger an Order, the weaker its individual members.
As Heroes and Orders adventure through the game, they gain Prestige. Prestige is a resource that Heroes may use to push their usual limits. Each post that features a Hero awards them Prestige as follows:
1 Prestige for each post in which a Hero plays at least a minor role; this should still be more than just an offhanded mention or a few lines of dialogue. The role must advance the story in a notable way.
1 Prestige for a hero if they are the focus and the star of a post.
1 Prestige to each hero involved, if the post was collaborated between two or more people.
1 Prestige if the post follows a hero on a quest.
5+ Prestige if a Hero completes a quest they pursued over three or more posts. If the Quest is completed in two posts, this is halved and rounded down to the nearest whole number.
Quests are tasks or goals that may be nominated by the players at any time and set by the GMs. They may be simple, such as teaching a city the art of horse-riding, or complex, such as negotiating peace between two factions of gods. Additional bonuses may be arranged if the quest takes an exceptional amount of time or the prose is of exceptional quality; truly exceptional quests might even draw the attention of the Architect, who can be a most generous and benevolent patron indeed...
Multiple heroes working together to complete a quest all gain the full prize. By default all quests are ‘public’ and can be undertaken by any hero, although some quests may make more sense for a hero to undertake than others. A god (or other sufficiently important character) can instead offer a private quest directed explicitly to just one hero, or a few heroes, but the character giving the quest must be from somebody other than the person writing from the perspective of the hero that is undertaking the quest, and there should be a good reason IC to justify making the quest private. A hero can only gain Prestige from two Quests per turn.
Prestige may be spent by a hero or holy order to do the following, though as usual this list is not exhaustive:
1 Prestige: Push their limits to perform a single great feat beyond what they're normally capable of. (e.g. wrestle with a bear, conjure an elemental temporarily, circumnavigate the globe)
6 Prestige: Make a small but lasting change to the world around them, beyond what they're normally capable of. (e.g. build a great bridge, kill every rat in a plagued city, craft a magic flute)
6 Prestige: Teach people a basic technology, spell or idea. (e.g. stone houses, mercantilism, commune with birds)
6 Prestige: Form a community, such as a town, ship's crew, cult, warband, or other group
20 Prestige: Found an Order (for Heroes only), or proclaim a Hero (for Orders only).
2 Prestige: Claim a Title.
Unlike divine actions that spend Might, a Hero must be capable of delivering change 'by hand', so to speak. They cannot simply will change into being or break physical or individual limits, and performing any heroic action must be shown to take an appropriate amount of time in character. Teaching people how to make and master Fire may take a few months, while teaching people about Monarchy and getting them to accept a monarch's authority may take decades.
Titles are commemorations of things a Hero has learned, earned, done, or been given. These titles mark a hero's growing depth of experience and wisdom. Most importantly, Titles indicate skills or abilities which a Hero is exceptionally good at. Whenever a Hero's character develops in some way, they may claim a title relevant to the new development. For example, if Heidi the Wanderer is taught how to brew potions of healing, she may choose to claim the title Potioneer.
Heroes may grow, develop and learn new skills without claiming titles, and push their limits without using Prestige, but won't achieve the same level of glory as Heroes who have done so. When it comes to a contest, specific titles beat general titles. If a Potioneer and a Healer each try to heal the sick, the potioneer's expertise will certainly help them greatly, but the healer will still be more adept.
If a Hero founds an Order, or an Order elects a Hero, they share a single pool of Prestige, but each has their own titles. No Hero may have more than one extant Order at a time, nor may any Order have more than one Hero.
Gods may grant Titles to Heroes or Orders. It costs 1 MP to grant a Hero a Title, plus 1 MP for each Title they already have. So, for example, if a Hero already has 4 Titles, it will cost 5 MP to grant the Hero a 5th Title. This means that while Might Points are useful for giving Heroes an early leg-up, it is generally more efficient for a Hero with many Titles to acquire Titles by their own efforts. Portfolios may be used to discount Titles.
There is potential for Heroes, given extraordinary circumstances, to ascend and become demigods. There is no set route for a Hero to go about becoming a demigod and it is a matter of developing in character, though one ingredient that is of utmost importance is to gain access to divine essence in some way.
If an extremely powerful Hero were to slay or wound a demigod or god, for instance, and drink its ichor, he would take in some of said god's essence present in the ichor and become somewhat divine himself. Normal mortals or Heroes who are not powerful enough could be destroyed or harmed upon exposure to divine essence.
Gods are capable of procreating. This can be accomplished through a variety of means both conventional and unorthodox that I shall leave to your imagination; the child's parents might be two gods, ten gods, one god, one god and one mortal, or any other combination. Regardless of the method used, such a child born with divine essence in their blood will take the form of a demigod. Incredibly powerful lesser beings, most notably heroes, could potentially ascend to demigod status as well.
Once the RP has already started, any newcomers will have to join as demigods (or heroes, potentially). This rule exists for many reasons: because it makes little sense IC for a full-fledged god to simply appear, because arranging to have your demigod born (or created) and then pursuing your demigod’s ascension to true godhood is a good way for us to encourage immediate player interaction, and because limiting the initial power of new players is also a way for us to limit the disruption that would be caused by a full-fledged god making numerous drastic alterations to our setting before the new god’s writer vanishes.
When a new player wishes the join as a demigod, they are to discuss OOC with the other players and GMs on their character concept and their divine parentage. The choice of divine parentage is generally made by considering which gods best fit the desired demigod concept, which gods make sense for producing a demigod, and which players are available. Once parents and a method of birth/creation have been chosen and the GMs have approved the new character, the new player and the player(s) of the demigod’s parent(s) generally write a post together introducing the new demigod into the world.
So how do demigods work, and what are the key differences between them and gods? In most aspects, a demigod functions the same as a god, and most places in these rules that refer to gods apply equally to demigods. Demigods start with one Portfolio and form just like a god. However, demigods are considerably weaker than gods and do not possess the full extent of a god’s powers. Demigods differ from gods in the following ways:
Demigods receive a baseline of only 2 MP per turn, with the potential to earn more if they have a substantial number of mortal worshipers. Up to 3 additional MP can be earned in this way; the threshold of mortal worshipers needed for 1, 2, or 3 extra MP income will increase as mortals become more numerous in the world. In general, +1 MP is awarded for small cult worship, +2 for perhaps being worshiped by a city or two, and +3 MP for receiving the worship of an entire nation or of people scattered globally.
Demigods also receive only half the amount of FP issued to the ‘true’ gods every turn, rounded down.
Demigods do not own a Sphere. Acquiring a Sphere of their own is the mark of a demigod’s ascension to true godhood.
Demigods cannot create gateways, and neither can they rapidly transport a being between two distant locations.
A demigod’s strength, acclimatization and immortality are more similar to a Hero than a god, although demigods are generally somewhat more powerful than Heroes. They are ageless and resilient, and do not require food, drink, air or sleep to survive, but extreme environments are still hazardous to them and powerful mortals can potentially harm them. Given extremely favourable circumstances, a demigod might be able to fight toe-to-toe with a god.
While demigods have very acute senses, their senses are nowhere near as acute those of a god. For example, a demigod might be able to see clearly to the horizon, but they can’t simultaneously watch everything up to the horizon in great detail.
Demigods do not by default have the free ability to read mortal minds.
A demigod’s ability to freely manipulate their environment is weaker than that of a god’s.
Demigods, like mortals and mundane objects, can find themselves bound to their native Spheres. Traversing the Spheres is quite difficult and strange effects may occur to any that find a way to somehow leave their home Sphere.
Note that demigods can extend upon their capabilities by purchasing Abilities, just as gods can.
In order for a demigod to ascend to godhood, they must become master over a Sphere. This poses numerous almost insurmountable challenges: first they would have to leave whatever Sphere they originated in. Then they would have to find an unoccupied Sphere (or conquer an occupied one, perhaps) to take as their own. Finally, he would have to bend the Sphere to his will and attune his essence to its. Only then could he indisputably be a god.
Naturally, the above processes would be very difficult without aid from preexisting gods or perhaps the Architect himself. The fate of most demigods is to either remain as they are -- lesser divines -- or else prove themselves worthy in the eyes of their betters that they may come to be welcomed into the higher pantheon.
General Rules and Regulations
The Golden Rule--Do not godmod/metagame/powerplay. It’s ironic because this is an RP with actual gods as characters; however, there are definitely limits as to the power level of our gods. We’re trying to make a collaborative story rather than host a game meant to be ‘won,’ so please keep that in mind as you write.
The Rule of Fair Warning--Before significantly influencing someone else’s creations, especially if it is going to be in a destructive way, give them some fair warning OOC so that potential objections can be made ahead of time and plans can be shifted. Ideally conflicts between two gods that lead to destruction or harm of one god or its possessions will be written with the consent of both players, but if you think that somebody is being unreasonable us GMs can intervene.
The Good Summaritan Rule--Somewhere in every post, please attach a hider box containing a short summary of the post’s actions, including how Might has been expended in the post if applicable. As Divinus RPs have traditionally had some massive posts, this helps greatly when trying to keep track of all that’s been going on and when trying to make sure you didn’t miss any important plot point within some massive post. That being said, please do still try to read all IC posts and not just the summaries.
Addendum: Your summary should convey the bare miniumum of which characters were involved, what major plotpoints were covered, and which (if any) other peoples' characters you're initiating some sort of action with.
The Bookkeeping Rule--We will be using a wiki to store character and creation sheets, as past experience has demonstrated that RPGuild character tab on this thread won’t be enough space and will get too cluttered. For all creations of significance, please make at least a 1-2 sentence page for them on our wiki. The 0th post on the characters section will contain a link to our wiki; if you need any help figuring out how to use the wiki, by all means feel free to ask.
Addendum: Though the wiki is considered canon, you should still describe your creations IC. Don't simply reference that you've made a creation IC and then make us all go to the wiki article to find out basic details on what the creation does; it's unhealthy to make reading the wiki articles obligatory for one's understanding of what's happening IC.
Leave of Absence--Please give us forewarning on the OOC if circumstances dictate that you will become inactive in the RP for a time. I’m sure we’ve all seen the phenomena of people simply vanishing; it’s frustrating and leaves work where the others have to pick up the narrative pieces. Failure to follow this rule can potentially lead to your god being deposed IC; the Architect won’t look kindly upon squatters that sit around in his realm without contributing to Galbar’s development or fulfilling their divine duties.
The above commandments are most important. Almost every other conduct is to fall under the domain of common sense and the RPGuild rules, with the understanding that our goal is to collaboratively create cool narratives. Be considerate to one another and facilitate storytelling. If there are any concerns or clarifications required, the GMs are always happy to help.
Character Creation
I would like to reiterate that we will be using a wikia (link can be found on the 0th post of the character section) to store and organize all character sheets, rather than the character tab on this RPGuild thread. This is obligatory; however, if you need help figuring out how to work with the wiki, just let us know. If you like, you may still use the character tab to compile links to the various wiki articles for you creations.
With that out of the way, feel free to format your sheet however you like, so long as it clearly contains answers to at least the questions posed by this example sheet below.
As you consider ideas for your character and grapple with what you want to do, I would encourage you to first focus upon what sort of Sphere or portfolio you want to have, and then use that as a foundation to construct a god that makes sense given that dimension.
Beyond the concept for your character, you should also have an idea of what you want your god to do, how your god might change or progress, how they will contribute to the story and how they will interact with other players. In particular, note that the first few Turns will likely be inhospitable to mortal races. Otherwise, an otherwise excellent character might become very boring to play very quickly, and nobody wants that.
Name: ((To know your god, name your god.)) Their Sphere: ((Give it a name, a brief summary of what it’ll be like, what goes on inside this Sphere, and how it affects Galbar. You needn’t be too detailed in your sheet as most of this stuff relating to your Sphere’s impact can be fleshed out IC.)) Location of Sphere: ((Upper/Celestial or Lower/Chthonic? What other Spheres does it touch most closely? We strongly encourage collaboration with other players when they make their Spheres.)) Portfolio: ((The name of your first portfolio, as well as a paragraph or so description of the powers conveyed by said portfolio)) Persona: ((General moral alignment, ambitions, personality traits, etc.)) Appearance/Form: ((Every god can eventually take multiple forms, but at the start they will have only one, barring some sort of portfolio that offers a compelling explanation as to why they might have inherent powers to take other shapes. Your god’s first form could be a humanoid, a colossal dragon, or even something as wild as a cloud of pure fire. Just choose carefully, and note that certain shapes will be rather...inconvenient at times.)) Musical Theme: ((What’s their jam? Optional.)) ((Lastly, remember to read the OP thoroughly!))
A reminder: Once the RP has already started, new players will only be allowed to join as demigods.
The above character sheet is designed for gods, but for demigod characters simply remove the parts pertaining to Spheres, and perhaps instead talk about your demigod’s parentage.
Thanks for the kind words, but much credit also goes to Muttonhawk for prettying things, BBeast for being my mascot, and the two of them together for both keeping me motivated and on track as well as pulling their weight by writing substantial parts of that OP themselves.
CS reviews are underway. Expect us to start posting them on here soon.
All blood spilt in the universe soaks into the earth or dries into the air. From there, it gathers and condenses, welling up from the natural springs of the Horizon Grotto.
The Horizon Grotto is a vast, echoing cathedral of caverns on the edge of Galbar, though which edge it occupies is undefined. Its quiet confines are all but empty, but springs in the cracks weep blood as it is spilt in all spheres, all but flooding the chambers when the universe is occupied by enough bleeding beings.
The caverns have only small sections of ceiling -- most of the grotto is open to Galbar's skies. The open ceilings are such that when the light of the low sun reaches the blood below, it reflects red and pink light into the atmosphere that grows especially vivid when the days are filled with slaughter. When the sun reflects just right and entropy flavours the earth in a special way, the red light reaches the moons as well.
Any average-willed creature that comes into contact with the blood pools of the grotto recalls the memory of how the touched blood was spilt in visceral detail. Immersing oneself in the blood forces countless such memories into one's mind, enough to drive any usual mortal insane. Kirron may explore these memories in a controlled manner from his sphere, on top of the information his extra sense for blood gives him.
Enough raised earth and rocks exist that a careful and nimble creature can navigate the caverns without getting wet. A safer way to traverse the grotto is in a small canoe, but each oarstroke much be performed lightly: The small currents in the blood pools roil in times of strife in the world, and pushing the currents the wrong way can exacerbate the emotional roots of the problems or completely turn them on their heads.
A wide and short pillar in the caverns holds aloft Kirron's personal yurt and cookfire. The yurt is mostly full of kegs of plundered alcoholic drinks. Kirron treats any trespass into his grotto with immediate attention, forcibly removing the intruders or else killing them.
Location: The Horizon Grotto is a Celestial sphere. Its red light glints across all other Celestial spheres close to Galbar, but its natural neighbours are as follows: - Fengshui Fuyou (the world spring home of Shengshi), connected through an underground river of blood that feeds one of the tributaries flowing from the sphere, dissipating in the vast diluting volume of the world spring. Blood contains water, and discarded water is demanded as tribute to the world spring. The Horizon Grotto pays its dues so it does not overflow. - The World Tree (Phystene's sphere of plants) dips into the pools of the Horizon Grotto with its deepest roots. The blood and death feeds the tree and its domain with fertile energy, while the influence of the tree itself soothes the strife of the blood with its natural order. - The Seal (Seihdara's realm in the orange nebula) Also sees some of its flora's roots sipping from the blood of the grotto. These plants become empowered as conduits between the spheres, softly glowing a joyful orange in the blood pools and weeping mournful, blood-like sap in the Sphere. Drinking from the blood around these roots or drinking the blood-like sap of such plants in the seal grants the drinker unique abilities useful in combat. This is in addition to the memory granted by the blood itself, often instilling a sense of responsibility to temper the tumult of combat itself.
Kirron is the spirit of all blood -- that which flows in a proof of life in all animals. Blood has power that manifests in lineages, passions, and energy.
The immediately apparent powers Kirron bears pertain to the creation, control, transformation, and enrichment of blood. Blood in the air is as easily manipulated by him as blood in the body. An animal could be killed in its tracks by his clotting of its blood, though he prefers to bloat creatures with too much blood until they burst (if he cannot fight them first).
Kirron also holds power over the bodily states that quicken or slow blood. He can influence a creature to feel energetic or lethargic, to fly into rage or excitement or to sink into ennui, to be overcome by desire or to be struck by apathy, to feel a burst of strength or to be taken by anaemic weakness. Again, Kirron personally prefers to quicken blood rather than slow it unless he wishes to curse a creature for unforgivable acts. More often, he uses his quickening powers on himself to gain surges of unnatural strength, ferocity, and courage.
Finally, Kirron's power over blood extends into an instinctual sense and knowledge about the blood around him. This has the minor effect of detecting relations. If Kirron has sensed a creature with blood in the past, any blood relations of that creature Kirron meets will have a similar sensation to him. He refers to this sense as a kind of smell, even if it is distinct from scent.
First impressions of Kirron frame him as a brash, loud, rude, confrontational meathead. He says what's on his mind, often joking at the expense of others. His conduct comes off as if he enjoys bringing people to anger. In turn, he bellows with laughter when others attempt to rile him up with words instead. Although, he prefers to employ brute force when faced with a true challenge. If brute force does not work, he appears to get bored and find something else to do or just wanders off to eat, drink, or sleep.
In reality, this behaviour is a mask covering a wise and contemplative figure. Kirron is not above sitting and thinking through complex problems. Even if he spares little patience for panic or long-winded explanations from others, he sports remarkable emotional self control. His actions stem from a principle of challenging those around him to make them stronger -- not wanting to destroy, but to temper. He finds gratification in seeing talents develop and strengthen to the point where a being can reconcile its personal values and lead a self-sustaining and meaningful life. And he knows he cannot foster that state by babysitting.
Contrasting this optimistic outlook is a dislike for the entropic decadence that would undo his work. Kirron despises opulence, pampering, and all things that make people soft. He sees the pursuit of power for the sake of hedonism, obsession, or nihilistic destruction as irresponsible and childish. Such useless despairs such as existential dread and disgust for one's fellow man are coward's phobias and do not deserve to be taken with any sort of authority.
A few other quirks mark Kirron's behaviour. He sees through any promise marked by a pact of blood exchanged by joining bleeding hands. He also sees the act of offering one's own blood without requital as a gesture of submission. He teaches these rituals as well as his own wisdom to the mortals that will listen.
Kirron's form is that of a hulking, broad and muscular ten foot tall man with bright red skin. his straight white hair is tied in a top knot and is thinning into a widow's peak, joining a short curtain beard down his cheeks and around his chin. His grin shows sharp, triangle-shaped teeth below a bulbous nose, bushy eyebrows, and squinted, sunken eyes.
Kirron wears boots and loose trousers fashioned from thick animal hides. More dark leathers run up his left arm in some crude approximation of armour, ending in the skull of some large reptile strapped to his shoulder with cords that run across his chest. His tall belt is fashioned from large plates of some grey metal linked together.
Oftentimes Kirron carries a sizable bludgeon in his large hands. The best he can fashion starting out is a large wooden club.
A good sheet and a unique character with a persona to stand out among the cast. We all saw potential, but there was significant worry about what sort of things you would do. Having a depressed character, lifeless Sphere, and a Portfolio that only lends itself to destruction is quite limiting. However, you more than made do with a similar persona when you had Larwen in Godspeed, and considering the amount of character development that you were able to do in Godspeed's short lifespan, I'm confident that you could make Orvus work here. Just keep in mind that you'll have to find a way for him to snap out of the melancholy and do something. You also allude to a very interesting plot arc with his interest in what lay beyond the Barrier, so that too is good.
A small nitpick--the line, "This rock field is in constant turmoil with itself, and a violent place not for the stout of heart" seems to be an error. It says the opposite of what I think you want it to say.
Ultimately I think that your sheet is exemplary and the plethora of likes upon it are well deserved.
First let me say that I love the title 'Tyrant of Stone' but have difficulty even typing the name of the god or his Sphere. We're cool provided you don't care if I (and probably most others) call him Ohan, but otherwise you might want to rename him something easier
Some thought your Sphere and Portfolio might be a little simple, but I don't. I think that it's quite elegant in that you can branch out in several directions and do many things from where you start, so you have flexibility whilst retaining some clear things to do in the first few turns. Specifically we imagine that one or two continents will be lifted up on a crab's back, since Stone as a portfolio will discount such landscape sculpting from 25MP or FP down to a paltry 12. Drinks on Ohan, everybody! He can afford it!
The Sphere acting as Galbar's crust and physically supporting it is an interesting take on how a Sphere can interact. It's not as huge or as obvious and Galbar would probably be the same if we didn't have his Sphere around to explicitly be the one that supports Galbar, but it's an interesting concept nonetheless. A shame that you didn't get to connect to the death god's Sphere as loki changed his mind.
We did speak about how you could probably do more with your Sphere, though. BBeast had some cool ideas, "He's got the opportunity to bend physics to his will, so he could do it. Does Ehomakwoi drive tectonic plates? Create mineral deposits?"
Obligatory nitpicking--we saw a typo. You're either missing an 'and' or the name of a third Sphere in this line, "Ehomakwoi has strong connections to several Chthonic spheres, most notably with the Abyss, the Pit of Trials."
The other GMs thought Ohan's personality would drive some interesting conflicts between the other gods. Personally I don't expect much conflict of that nature; however, I do think that this 'imperious' and self-righteous attitude will get very interesting once heroes, demigods, and mortal civilizations enter the equation. Either way, from both perspectives we saw potential, so we're interested in seeing how it actually turns out IC!
I do like the originality of the form and how he isn't a humanoid. Gives variety. You made a cool symbol, too.
Overall this is good. Approved with minor suggestions.
Once approved, feel free to make wiki articles. Thanks for putting in the work on making these sheets and joining the RP!
@Cyclone@Muttonhawk@BBeast Thanks guys! Happy to be here with everyone. About Orvus having a depressed persona, don't worry, I'll be doing a great many things with him. And yeah, I'll change that sentence around.
[The Breath of Galbar, She who wears away, Her radiance, The Winds of Freedom, Friend of Sailors and Millers]
Sphere: The Blue
A tranquil cloudless void of blue that seems to go on for all eternity in all directions except down, where far, far below can be seen a hazy reflection of Galbar’s surface, the world below blurred and distant beneath an unnatural haze. There are no clouds in the sky, there is no sun, no moon, no stars, no day, no night, only the endless blue. What does pierce the blue are the highest of mountaintops stabbing up from Galbar through the haze, tiny islands of solid ground in the empty expanse. Further up float small islands and structures, defying gravity as they drift through the sky, all ever so slowly crumbling as the entropic wind batters at their unnatural stone. It may in fact be more accurate to say that there are only floating buildings up there but that some are in a much better condition than others. The structures are all made of the same gravity defying white stone and are akin to temples and palaces with no top or bottom, externally littered with marble columns, towers, domes, arches and spires. Inside their architecture is escher like, with stairways, doors and other normally grounded features littering the walls and ceilings, for the buildings are not expected to retain a single orientation and must thus be navigable no matter what way up they are. Of course, as flight is required to reach such a structure in the first place this ability is taken into account with the internals, so even with the additional pathways provided walking though one of these structures can still a difficult and frustrating task.
Some of these structures do not float idaly, for atop them are mounted great windmills, pipe organs and other implements of the air that act as vast propellers which drive them through the sky and, in turn, create the winds that flow through the Blue. These vast temple ships do have controller on them them, secret rooms filled with numerous unlabeled wooden levers nestled deep within their confusing structures, but without operators they simply roll through the air obeying their initial/last setting. These temples tend to be the biggest and also often the things that reduced smaller structures to rubble. A scant few are set up so that they do not go anywhere despite the churning of their turbines, creating prevailing winds and currents through the Blue.
The air in the blue is thin but still remains breathable, far more so than the air that would grace the mountaintops it contains, making the sky habitable for those capable of navigating its empty spaces and unpredictable currents. Most that live in the sphear roost in the more intact structures, eking out an existence among the confounding architecture. An exception to this are the wisps, an ecosystem of simplistic sea slug like flying creatures with translucent flesh that drink in the eternal blue and convert it into energy and water. They school in large flocks far from any land masses that might block the light, drawing the denizens out from their temple shelters to hunt and be hunted in the open sky among winds. The only denizens initially available to control the wisp population are Tonnikala, massive tuna shaped creatures with sapphire feathers in place of scale and two sets of wings where their fins should be that dominate the early skies of the Blue, gorging themselves on the peaceful wisps. Dead Tonnikala sometimes fall to Gablar and the resulting divine carcases carry a tiny hint of the goddess’s essence within them that may be put to various uses by mortals in future.
Location of Sphere Celestial, relatively close to Galbar and envelopes it entirely. For those on Galbar, the cerulean day sky is a partial vision of the Blue, its structures, wildlife and denizens appearing as mirages if the get too close to the lower barrier. To get in one must ascend one of the highest of points in the world during the day, for only these break through the haze found at the bottom of the blue and grace it with their presence. To return is far simpler. Just fall and try not to hit anything on your way down to the world below. Through this downwards connection the winds of the Blue leak into the world below, adding additional complexity to the airflows and currents of the Galbar’s skies.
Connections:
In general the Blue is reachable by the spheres above as it is wrapped wholy around Galbar. It is only visible/enterable from above in the places where the sky is an unblemished cerulean, reddened not by dawn or dusk, nor blackened by night and free of clouds. Despite these limitations it is still a relatively easy target to hit if one were to lunch themselves down towards it and is simoltaioiosly one to be avoided if a descend does not wish to greatly elongate their travel time.
The Infinite Maze: Several of the floating temples, which are already rather confusing to navigate have become traps of the most insidious kind. If you were to descend towards the core of these cursed structures it would at eventually become apparent that they are bigger on the inside. At this point it is already too late to escape and any further exploring will lead to exit into the maze proper with its thousands of eyes watching the hapless traveler with interest.
So’E: Clouds are a rare thing to find in the blue, for there are no natural bodies of water for them to emerge from. Instead their creation is almost always a deliberate act, a great slaughtering of wisps who’s pure vital fluids are allowed to evaporate and condense into a briefly lived cloud who’s fate it is to be buffeted across the sky until it eventually breaks up. The densest and darkest of these clouds will act as a gateway to the So’E, much as they do on Galbar.
Portfolio: Wind
Air flows, it cycles, it rises, falls, warms, cools and races to fill empty spaces and in doing so it becomes wind. A strong wind is an entropic force of destruction, it tares down homes, topples trees and slowly erodes all it touches. Yet for the most part it is a force against stagnation, a force of movement, of change. Dead leaves are blown from trees, clouds are sent away from the sea, up across mountains where they become rain clouds that nourish the land. For those with the knowledge or natural ability it is a means of travel, by wing or sail those prepared can traverse great distances with the wind at their back. From the whispering breezes to howling gales, the wind’s of Gelbar all sing in concert with their goddess, sweeping across the land and sea at her command.
Persona: Chaotic good
Azura is a god driven by curiosity. Just as the wind will find its way past every barrier and creep through every nook and cranny so too does its mistress see fit to rome wherever she sees fit in order to see all there is to see and to stick her nose into business that might not concern her and be rather brazen when doing so. She highly values her freedom and will gladly throw herself against any barrier placed in her way and will greatly resent any attempts to cage her free spirited nature.
A social creature at heart Azura has as much interest in exploring the personalities of her peers as she does in exploring the things the other gods have created and is perhaps the most likely of them to pay uninvited visits to see how others are doing. She has a rather cheerful disposition overall and has a tendency to brush off minor slights with as much grace as she can muster. When roused to anger prepare to get an earful, because the mistress of wind has one mighty set of lungs.
She takes a great deal of interest in mortals primarily because of how much her wims can affect them. Steer cloudns away from a land and watch it dry out and become a barren waste. Create steady winds for traders to follow and watch as traders grow rich from following its path. Leave a naval invasion stranded with no wind to spare their foes from their wrath, or send them racing forwards to catch the enemy unawares. It fascinates her to poke and prod at their fate, to see success and failures play out in a myriad of different ways. She has as soft spot for kindred spirits among them, namely those who value freedom as much as she does, and is not above bribery and flattery either. As a result she is perhaps one of the easier gods to get on your side, particular if you have the potential to be interesting.
Last but not least they are a rather vain god. It is no coincidence that the mistress of a force that is felt and heard but not seen has such an extravagantly visual physical form. To her, the adoration of mortals would be almost more important to her than any might she might glean from said worship.
Appearance/Form:
They are a dragon sized macaw who’s rainbow feathers are said to be as radiant as the sun, moon and stars combined when she graces the sky with her presence. Her wings produce mighty gusts with every flap as they haule her body though the air at breakneck speeds and her lungs are vast bellows poised to let louse gale of words, song or fury.
Just gonna drop some tech trees here. For reference. Since I think actually developing society from the stone age into the bronze age properly is more fun than just saying "uhh, I tech my dudes how to melt rock."
One substantial issue is present: both BBeast and Mutton thought that your sheet was breaking the one-form rule. Based on some Discord talk I seem to recall that you intended her to always be a humanoid made of light, but to be able to greatly vary the brightness at will. The wording of your sheet makes it ambiguous if that's the case, though.
Persona is good and plot potential is more than there; he's also worked out a reasonable arc that involves numerous other gods. Very good job on that. I very much like the (understandable) mentality toward the Architect that's mentioned.
Mandatory nitpicking: the lack of a possessive apostrophe (specifically saying Architects instead of Architect's) is consistent. Also, 'temperment' should be 'temperament'.
Sheet is accepted, albeit contingent upon changes/clarification being made concerning the form.
We had universal agreement that your Sphere is cool and thematic, and on the Portfolio being perhaps a little bit odd but workable. From the abilities that you explicitly mentioned, it seems like you'll have plenty of powers that make sense and are unique.
From Mk. II we know that you've never struggled to find stuff to post about, and knowing your favorite topics the focus on mortals is what I'd expected. For that reason I'm not worried in the slightest about you growing bored or not having things to post about; you've had time to think about this god, and we know you'll make it work.
In particular I like the very Greek-esque inception of a god that leaks in when it's mentioned that Urhu runs around disguised as a mortal and expects hospitality. I wish there was more to say but there really isn't; it's just a nice sheet and I have no real objections.
Accepted. Well done; I don't even have any suggestions.
Three more in this post below. For the next set of reviews, I'm going to go out of order to quickly address some sheets that had problems. That way those who need to make revisions will have more time to do so.
We all thought it was a joke at first, but now I love it. It's fun when somebody doesn't use the template CS and tells about the character in such an entertaining manner.
Markets is a cool Portfolio, though it might be weird for the initial turns. Chopsticks is an insane character that lives up to your name, and I like the Spirited Away vibe...even if it feels like that wondrous movie has been horribly twisted. As in for the Sphere, I think it's fine. It's clearly affected by Galbar, and it affects Galbar in turn by allowing things to be purchased and (presumably) brought back to Galbar, and it also is said to find a way to "take in" objects that go missing on Galbar.
We had some worries about how you might struggle to find things to do early on, and on what you'd do later on and whether Chopsticks would ever leave the Bazaar. But I'm willing to give you the benefit of the doubt; perhaps that creepy foreshadowing in the end also implies some planned secret plot behind the Bazaar and Chopsticks. I'm very interested in what will come of that, and in how it might overlap with the Architect's machinations.
Excellent work! Intriguing concept and design.
Sheet rejected because you didn't read the OP even after I told you to! Now go fix it and post the new one here.
Your newer sheet is looking quite a bit better than the first one that you posted. It's pretty good.
The Portfolio is specific, with some obvious abilities that will give you things to do as well as a natural cluster and clear path to pursue getting said cluster. This is all great.
The Hive is fleshed out enough for what we need on these sheets; the rest can be explored IC. For now, bugs come and go, and that's enough. There's been some head-scratching about the mystery of the apple tree. I suspect said tree is symbolic of Parvus himself and that's why the insects leave it alone, which was a neat touch to add. On that topic, I like Parvus' unusual form.
Concerning persona, you've set Parvus up in such a way that I think you'll have plenty to write about, and his attitude is believable and makes sense. This is helped by your backstory explanation, though I would point out that it might have greater narrative effect if you move Parvus a little bit farther back in his story arc. What if he just now became a god, and was just a tree spirit before? All of that stuff about him feeling disrespected and that finally culminating in him unleashing the locusts would make for a good story IC. It'd have a better punch if that happened at some point during the RP rather than just got vaguely alluded to having happened in the past. Of course, that's just food for thought. Parvus is certainly fine as he is.
Obligatory nitpicking: at one point, you spell Parvus As Pavrus. Also, the codeword is spelled incorrectly both times
Sheet approved with only the one minor suggestion.
You've put in a lot of work on the sheet and it shows. The persona is well described and well designed, so it will lend to good RP interaction. The Portfolio is clear, concise, and balanced, and from what you've told me I know that you have at least one plot arc up your sleeve already. Additionally your Sphere features some connections and has an important role.
Shengshi's form is also quite fitting and unique, and the abilities that it lends make sense.
Sheet approved; no changes necessary, no suggestions that I can think of, and I couldn't even spot any mistakes to nitpick. Exemplary.