@BBeast I was actually working on a prettier map. I'll see it complete asap.
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They are specified as 'Forest Creatures'. While, yes, originally this meant around the Deepwoods, they were created before sentient life, so would have had plenty of time to travel. And since the early days Galbar has been covered in trees (in most places on Earth that aren't deserts, if there aren't lots of trees it's because Civilisation has cut them all down), these forest creatures would have probably spread quite far.
@Slime, The events surrounding the Xerxes battle haven't been posted in their entirety to the IC (because we needed to move on and they weren't getting written). The details are here and here. The latter link is particularly pertinent: Xerxes is no longer on Galbar. The other parts of Amestris are still around, although I'd imagine that there'd be a bit of geopolitical unrest.
As for time, unless you have a compelling reason to be before the Xerxes battle, you are now chronologically after the Xerxes battle.
As for the Portfolios, the GM team will get back to you on that.
@Rtron, what's left of Xerxes on Galbar? A crater? Regular ground?
@IrishAngelQueen Athanasios is still around, yeah?
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Yeah, sorry. Life got ahold of me there for a minute but i'm back. Did i miss anything important? I'm also creating my minor goddess right now. Hey, isn't the ability to shapechange (i.e, change into an animal, appear as another person, switch genders) a typical divine power? I'm thinking i want her to be able to do all of the kinds of shapechanging i mentioned in the parentheses.
Unlike gods, demigods are purely physical beings, although as their level and power increases, it may result in a change to their form
@IrishAngelQueen
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Demigods cannot, by default, change their form to whatever they wish at will. A small number of predetermined forms is acceptable (for example, Lifprasil/Vesamera, or Athanasios' human, stag and human-stag forms), although shapechanging to arbitrary forms requires some specific magic or Portfolio.
A player must wait four turns after creating a Holy Site in order to create a second, and another four to create a third. After the third one must wait eight turns, and after the fourth one must wait twelve. One cannot create more than five holy sites unless one of the five is destroyed in which case it can be repaired or a new created. If a holy site is destroyed then repaired, the Might used on its creation will be lost, and the Might used to repair it will replace the original creation figure. For instance, if you create a Holy Site for 10 Might (meaning you get 5 Might per turn from it) and then it is destroyed and you repair it for 12 Might, you will now get 6 Might from it per turn. The rule applies if you build it for 10 Might and repair it for 6 Might.
Actually I talked about this topic with Kho, considering I did rebuild my HS last turn and I do plan on getting my third one on the next. At the time there were no objections, but I see how it might be seen as overpowered.