In the beginning there was nothing but possibilities. Infinite forms of reality condensed into itself, with unfathomable aspects of existence fighting with what was to come.
Then the first moment past and there was the Flash.
To a outside observer it would look like a bright light had come to encompassed a great darkness, but in reality space itself expanded from a singular point with the light being only a after affect of the rules of reality being enforced for the first time in eternity. Aspects of these rules and laws came into existence at random across the new universe, beings formed as physical representations of a small aspect of the universe, and they would be called the Lords of Creation.
Please make IC posts in the following manner:
Title-Location/Characters Involved:
At least one paragraph for a description or a complete sentence for a response in a conversation.
The Action-Cost-Name of Action: Description
Total AP - Costs= New Total AP PAP Total - Used PAP= New Total PAP
I will be starting the IC soon, and I'd like it if you all repost your characters here. Please keep OOC stuff limited to here or within a hider at the end of your post! If you wish to join the game, you can always apply under characters!
In the beginning there was nothing but possibilities. Infinite forms of reality condensed into itself, with unfathomable aspects of existence fighting with what was to come.
Then the first moment past and there was the Flash.
To a outside observer it would look like a bright light had come to encompassed a great darkness, but in reality space itself expanded from a singular point with the light being only a after affect of the rules of reality being enforced for the first time in eternity. Aspects of these rules and laws came into existence at random across the new universe, beings formed as physical representations of a small aspect of the universe, and they would be called the Lords of Creation.
Welcome to Lords of Creation: Children of the Flash! I'm a big fan of this type of god game and hope to introduce it to this site for those that might (most likely) not know about it.
"For those of you who are unfamiliar with Lords of Creation, or LoC, let me explain what it is. Lords of Creation is a cooperative storytelling game in which the players take on the roles of Gods. As gods, the players shape and build upon a blank slate fantasy world. They interact with one another, create mortals, magic, and civilizations, and rule over their domains with power befitting divinity." -Darklady2831
I am going to be copying large chunks of the rules of games done before this. I thank everyone who has had a hand in making Lords of Creation what it is, and hope that I can show how great the game is to others who have not played this before.
Da Rules:
While this is a free-form game for the most part, there are rules that give it some order and help keep the game enjoyable. Mods:
This game normally has several mods, or moderators. Mods are players who know the game, keep the peace, answer difficult questions, approve profiles and make judgment calls about in-game material. If a mod tells you to do something's, please respect their authority; nobody wants any OOC conflicts on our hands. If you have any questions, feel free to ask a mod! Current mods are as follows:
AlexanderML-The Confused
Posting Quota, and Divine Combat when your gone:
This game, like other Lords of Creation games, requires that you post at least once every three weeks; however, it is highly advisable that you post much more often than that. If you fail to post once in three weeks, your deity if considered deceased. But don't fear! You may rejoin the game with the same deity if you choose to. Alternatively, if you simply wish to reenter the game with a new deity you may do that as well. However, you should not do this too many times, and try to make a god that you think you will be willing to play for an extensive period of time. If you simply wish to quit our game, you need not wait three weeks to do so.
If someone forces divine combat, you cannot respond for whatever reason, and no one helps you within 7 days your character is considered to have lost the fight. If a different character does join the fight on your side the player trying to help you rolls for you in combat, though this can only happen if you've been gone for a whole rollover beforehand.
Some of Mystic's great advice on curse wars:
Curse Wars are something that seems to happen at least a few times in every LoC game. When two players can't agree on how to handle a particular blessing or curse, they often begin throwing AP at each other in increasingly expensive actions in order to simply undo the other player's actions. For these occasions, there has been a quote passed down through the iterations of this game that proves most illuminating. We thank Mystic1110 for making the post so long ago, and I'll have it posted it here for your convenience.
I think the problem is that people treat curse wars like this:
1 AP: Make super healing plants. 2 AP: Kill all super healing plants. 3 AP: Recreate super healing plants. 4 AP: Kill all super healing plants. 5 AP: Recreate super healing plants.
When it should be treated like this:
1 AP: Make super healing plants. 2 AP: Super healing plants are struck with a disease like real world plants and large cluster of them die because of lack of genetic diversity, now they only exists but far spread out, rarer and never in large clumps. 3 AP: Super healing plants emit an aura that make them easy to find. 4 AP: Plant poisonous plants around the world that emit the same aura, look the same and kill instantly, so a person looking for these plants will have to journey towards them but will never know if they will die or survive at the end of the journey. 5 AP: Create spirit guides that aren't an actual species but a manifestation of that super healing plant's benevolence, and like the will o' wisps in "Brave" they lead people away from the poisonous plants.
In addition, we have provided players with a second method for solving this issue, fighting! Rather than continue when Curse Wars have become prohibitively expensive, the players may instead engage their Gods in RCR. This follows all of the same rules for RCR, with the stakes of ending the Curse War once and for all. The winner of the RCR decides on one final counter (for free) that must be approved by either the other player or a mod, and the Curse War cannot be continued.
Life, and Concept Ownership:
In LoC, it is tempting to think of the Concepts and Creatures that you create as 'yours'. While sometimes it makes sense for an idea or life-form to be a closely kept secret, it should not restrict the story. When you Create Life or a Concept, you should discuss openly with other players whether you mind if they use it or not. If they want to use your creation for something, be open minded and consider their request. You can of course say no, but it is discouraged to completely shut someone down. Instead, try to work with them to find a compromise. You'd be surprised what can happen when players communicate with each other.
Action Point System: The Action Point System is a measure of how much power and influence your Deity has and can expend at any one time. Each week, at 12:00 PM EST on Friday, every player gains their Weekly AP during what is referred to as 'rollover'. This AP can be spent in any way you want, and if the chief method of changing or creating things on the world that we are crafting. Players start the game with 16 AP, and begin gaining AP normally upon their first rollover.
The following categories contain the various actions that the Gods in LoC can spend Action Points to perform.
World Shaping Actions
Disclaimer: All World Shaping Actions include in their price the creation of mundane lifeforms to populate the lands and worlds they create. Any real world animal or analogue that you can think of is created on and populates any lands or worlds that you create with these actions.
1 AP - Alter Land: Alter Land is used to change the physical properties of a location, allowing gods to change plains to hills to mountains to forests to deserts to plains again. An Alter Land action can only be performed on existing land created through the Create Land, Forge Astronomical Object, or Weave Plane actions. Alter Land can be countered by another Alter Land action, however any countering actions cost 1 more AP than the original action did. To counter a 1 AP action costs 2 AP, to counter that costs 3 AP, and so on.
2 AP - Create Land: Create Land allows gods to form new lands where none existed before. You could create floating islands, raise continents up from beneath the sea, carve out massive cave systems below the surface of the earth, or create a chain of asteroids in the space above a planet. When creating land, you can decide its terrain, climate, and ecosystem. Created Land has a basic geography that is decided when it is created, and is generally the size of a continent ranging from Australia to Asia. This action can also create physical worlds that exist as a part of the Material Plane, such as moons, other planets, or stars. However, if the Land being created is supposed to serve as its own world rather than as a feature of the existing world, then Weave Plane is the appropriate action.
4 AP - Weave Plane: Weave Plane allows you to create another world or dimension, separate from the First World of the Creator. Planes can be visible from the First World, but they do not need to be. Planes can be anything you wish, from a world of blistering fire to an endless sea to a mirror image of the First World. Planes can have their own laws of physics or magic, which are decided upon at the Plane's creation. God have to follow these laws as much as the First world's, which is almost not at all. A infusion (described below) on a plane can make it so that gods are forced to follow the laws of the plane. Any Plane that is created cannot be reached from the First World without magical, technological, or divine aid. If your plane is meant to be a feature of an existing world rather than its own world, then Create Land is the appropriate action.
2 AP - Bridge Plane: Bridge Plane is an action that connects two Planes of Existence, creating areas of 'bleed through' in each other. The metaphysical properties of the planes will leak into each other in the area surrounding the connection, forming small pockets of altered reality. Bridges between planes can be either voluntarily closed by their creators, or broken with a 3 AP Alter Land action.
Life Creation Actions
Disclaimer: 'Life' as it is referred to in these actions is not limited to organic creatures that breath, eat, and sleep. The Undead, Elementals, and Constructs are all acceptable beings to create with these actions, and any references to 'life' in the actions below refers to any animate creature.
1 AP - Create Monstrous Life: Monstrous Life is any sort of incredible or supernatural creature that is incapable of higher thought. They think like animals, and cannot learn magic or industry. Monstrous life is incapable of using Concepts, but they can have innate abilities that are considered fantastic. Wyverns, Golems, Zombies, Shambling Mounds, or Dretches are all examples of Monstrous Life.
2 AP - Create Sapient Life: Sapient Life is life which can think and solve problems on its own. They are the mainstay of any fantasy setting, and many of the major characters in the world will be Sapient Life. Sapient life is roughly equivalent to a real-world human. One might be stronger on average, or smarter on average, but when you add up all the pros and cons of each kind of sapient life, they're all roughly equal. Sapient Life, can make use of concepts, although their innate abilities are only about as impressive as a human's. Humans, Elves, Gnomes, Orcs, or Intelligent Zombies are all examples of Sapient Life. In D&D terms, Sapient Life has a Level Adjustment of 0 or +1.
4 AP - Create Magical Life: Magical Life is life that can think for itself, and also have fantastical properties. They might be quasi-magical by nature, and are capable of supernatural flight and lightning manipulation. They might be vastly stronger than the average human, or have greatly expanded intellects. Magical Life is inherently superior to Sapient Life, and are capable of utilizing the same concepts as Sapient Life. Dragons, Demons, Vampires, Angels, and Archons are all examples of Magical Life.
6 AP - Create Fabled Life: Fabled Life is life that is inherently legendary. Beings of great power and consequence are considered fabled life, each member of such a species capable of destruction or benevolence on scales beyond all but the most exceptional and powerful of mortals. These beings are truly unique, being on a scale comparative to that of minor gods. Their very being is suffused with divine energy, allowing them to perform minor miracles simply by existing. Fabled Life takes up an Infusion slot, and may, once per rollover, perform a 0 AP Alter Land, Bless/Curse, or Create Monstrous Life action. Monstrous Life that is created this way can be controlled by anybody unless they use a bless or curse action to be the sole controller of the creatures. Fabled Life also can instead of using a divine action give the god that created them a +1 to a RCR once per rollover.
Variable AP - Create Sub-Race: Subraces are forms of life that are descended from and related to existing creatures. Half-Elves and Drow are subraces of Elves, while Metallic and Chromatic Dragons are subraces of Dragon. Creating a Sub-Race costs half as much AP as creating the parent race took, rounding up. Sub-Races are by default the same level of life as the parent race, but you can change the level of life during the creation of a Sub-Race if you wish. Changing the level of life up costs 2 AP per tier, while lowering it reduces the cost of the action by 1 AP per tier (to a minimum of one).
Concept Creation Actions
Disclaimer: Concepts are ideas, techniques, and systems of power that make a fantasy world what it is. Anything that is used or applied by a Sapient being is a concept. From Smithing to Carpentry to Pyromancy, Concepts cover almost anything that would be a persistent part of the world that can be used by the sapient species that inhabit it.
1 AP - Create Mundane Concept: Mundane Concepts are simple things that nonetheless lay the foundation for higher civilization. Many Mundane concepts can be assumed to exist in a primitive form in any society of sapient beings, but spending AP will develop it further and make it a defining point of a culture. Agriculture, Trapping, Writing, Masonry, Shipbuilding, and Smithing are all examples of Mundane Concepts.
2 AP - Create Advanced Concept: Advanced Concepts are complex ideas that greatly improve the capabilities of sapient beings that utilize them. While a single Advanced Concept does not on its own revolutionize a society, in tandem with other concepts they can advance societies by leaps and bounds. Architectural Engineering, Mathematics, Steel Working, Siege Warfare, Astronomy, and Literature are all examples of Advanced Concepts.
4 AP - Create Mythical Concept: Mythical Concepts are fantastical ideas and elements that provide incredible resources and capabilities to the Sapient beings that utilize them. Mythical Concepts represent the various extraordinary arts and techniques that can be performed by Sapient beings, from systems of magic to powerful technologies. Sorcery, Alchemy, True-Naming, Magitech, and Mythril Forging are all examples of Mythical Concepts.
Variable AP - Create Sub-Concept: A Sub-Concept is a way of extending and better defining the capabilities of an existing concept. It can take the form of new applications for existing techniques, new materials to work with, or new Techniques to achieve similar effects. One could create a sub-concept of Sorcery called Divination that allows sorcerers to divine the events of the past, present, and future. A sub-concept of Magitech could by Vehicular Locomotion, allowing the creation of magic-powered trains, flying ships, or mechanical steeds. Sub-Concepts can only be created from existing Mythical or Advanced Concepts, and costs half as much as the base concept did to create.
2 AP - Form Society: Societies are the cultures and civilizations that mortals form when they band together for mutual gain. They can take the form of monarchies, merchant republics, city-states, nomadic tribes, democracies, or anything else you can think of. Societies are required for any non-heroic mortal to make use of Advanced or Mythical concepts, and without a society mortals default to hunter-gatherers or isolated hermits. Human Republics, Dwarven Kingdoms, Giant Empires, Elvish Democracies, and Orcish Tribes are all examples of potential Societies.
1 AP - Create Organization: Organizations are groups of like-minded individuals who are united under a single banner or cause. Organizations differ from societies in that they exist as separate entities. A single society may have several organizations that operate within its borders, while a single organization may operate within several societies. Organizations give mortals within them a +1 bonus to RCR, and allow non-heroic mortals to wield Minor Artifacts. Secretive Cults, Mercenary Companies, Magic Schools, Scientific Universities, and Merchant Guilds are all examples of potential Organizations.
Divine Artifice Actions
Disclaimer: Divine Artifice Actions are actions that produce effects and creations specifically tied to your god's influence and essence. These actions allow your god to directly influence the circumstances, energies, and inhabitants of the world.
1 AP - Bless/Curse: Blesses and Curses are extraordinary circumstances that have been influenced by a god or brought into being by powerful forces. Blesses are generally beneficial effects that improve circumstances or events, while Curses are malignant effects that do the opposite. A Bless or a Curse can be as wide or narrow as you want, ranging from causing a drought in a small village to resurrecting every dead being in the world. Blesses and Curses can be countered by another Bless or Curse, but countering such an action costs 1 AP more than the action being countered did.
2 AP - Raise Hero: Raise Hero marks an individual as having an important role to play in the events of the world or the machinations of the gods. Such beings may have a wide variety of titles, or indeed no title at all, but they are all referred to as Heroes in this action. Heroes are set apart from the masses for some reason, be it impressive natural talent, divine providence, or perhaps they are exceptionally unremarkable. As such, Heroes can participate in RCR with both gods and mortals. Against mortals they roll 1d10+2, against the gods though they roll 1d4+1. Heroes are also capable of wielding both Minor and Major artifacts without belonging to an Organization. While Heroes can be affected by Blesses and Curses, or other actions, they cannot be killed or defeated through the use of AP without the permission of the owning player. RCR can defeat or kill them, if they were used in combat between gods.
3 AP - Divine Infusion: A Divine Infusion is a special action that imparts a portion of a deity's divine essence and power into another thing. People, places, objects, or even entire worlds can be infused, providing those things with unique effects and powers that act as an extension of a deity's will. An Infusion bestows the recipient with a portion of a Deity's power, and what exactly that does it up to you. You could infuse a population of people, or a hero to act as your earthly avatar, or infuse a particular place to become holy ground that reacts to attempts to change or intrude upon it. Infused peoples must be of either a organization, society, or race, once infused they gain a +2 to RCR as well as cosmetic changes based on the god's wishes. Infused Heroes become Exarchs, gaining an additional +7 against mortals and +3 against the gods in RCR and gaining the ability to serve as a vessel for your deity's mind, allowing your deity to possess them in order to act and speak through their body. Infused Artifacts either gain a +2 bonus to RCR or an additional 1 AP discount to specific action once per rollover. Infused Planes provide the infuser with a 0 AP Alter Land action once per rollover that can only be used on that plane, as well as turn it into holy ground. Infused Lands become Holy Ground, giving any follower or ally of your deity a +1 bonus to RCR on the infused land as well as allowing you to alter the magical or metaphysical properties of the land (such as by barring magic or technology, or defying gravity). Each god may only make a limited number of Infusions, but they may cancel an infusion for free in order to make a new infusion.
3 or 5 AP - Create Artifact: Artifacts are incredible objects with extraordinary powers and importance. Swords that can cut anything, boots that can walk across dimensions, or legendary forges that smith weapons unlike any other are all examples of Artifacts. Artifacts are incredibly significant magical or technological items, capable of unleashing world-shaking power. Artifacts come in two varieties, Minor and Major. Minor artifacts are too weak to be useful to a god, but to mortals are incredibly rare and powerful items. Major artifacts are so great that even a god can find great advantages to possessing one, and only the greatest of mortals could hope to hold one and survive. Minor Artifacts cost 3 AP and can provide a +2 to RCR for mortals and aid them in performing incredible feats, while Major artifacts cost 5 AP, can provide a +3 RCR to mortals, or can provide the wielder with a 1 AP Discount on an action specified at creation once per rollover. In the hands of a god a weapon is a dangerous thing, minor artifacts give +4 to RCR, while major artifacts gives +8. This only applies if the artifacts only purpose is to be used in combat.
3 AP - Form Pantheon: Pantheons are groups of Gods that have banded together for mutual gain or goals. Each member of a pantheon gains one 'Pantheon Action Point', or PAP per rollover for every three members that the Pantheon consists of. These PAP do not accumulate, and only refresh each rollover. If you fail to spend the PAP, then you lose it forever. PAP does not count towards gaining domains, but can be used in combination with normal AP to perform actions. The leader or leaders of a Pantheon are those who contribute to the AP required to perform this action. Those who use this action are automatically considered leaders of the Pantheon that they create, they do not have to use the 'Join Pantheon' Action. Each Pantheon has a leader or group of leaders, who can expel members for any reason by spending 1 PAP.
Each person in the pantheon cannot steal any domains from other members in the pantheon. Though they can still engage in RCR for other reasons against each other. If you leave a pantheon willingly then this still applies till the next rollover for you. If you were kicked out though other members cannot attack you till next rollover. Members of the same pantheon can help each other in RCR once per rollover without needing to spend a AP to join in combat.
1 AP - Join Pantheon: To Join a Pantheon, Gods must either be involved in its creation, or use this Action. You can only join a Pantheon with the permission of at least one of its leaders, and you cannot join a pantheon that you have been expelled from without the permission of all of its leaders.
3 AP - Gain Domain: Gaining a Domain allows your god to grow in power and influence, eventually ascending to higher tiers of divinity. In order to gain a domain, you must spend 7 AP on actions related to that domain. Pantheon Action Points spent do not count towards gaining a Domain, and discounted actions count the reduced cost towards gaining a Domain. When you gain a domain, you pick a Domain and a Portfolio, and you deity gains influence over those things.
3 AP - Steal Domain: Stealing a domain is a action that can only be taken right after wining in RCR against someone else (this can still happen if you have people helping you). This allows you to ascend closer to the top, while ripping those that would compete with you down. This action cannot be used against lower tiered gods, they don't have enough juice in them. Someone of who's tiered equally to you can have one domain taken from them. Anyone above your tier gives one more per tier above you. Only one person may use Steal Domain on any god per rollover. If this reduces someone to 0 domains they are killed. You can give these domains to instead of yourself to other people in your pantheon only.
Random Conflict Resolution: Random Conflict Resolution, or RCR, is a method by which irreconcilable creative differences can be reconciled, or for murder to happen. Rather than continuing a stalemated argument in the OOC thread, players can simply opt to solve their disagreement with the roll of a die. RCR can also be used as a fun tool to settle matters where both sides are unsure of how to proceed, if both sides are fine with a randomly determined outcome, or if one side wants to kill the other. RCR can take many forms, though it usually comes in the form of combat between two gods, mortals, or civilizations. RCR must have a stake, and when RCR is initiated, the players involved must say what happens if they win, if both players agree to the stakes (which can make Kill a god a free action if agreed), then the RCR is free, and any players who wish participate must pick a side. Players who are on the same side add their rolls together to determine victory. If a player is unwilling to participate in RCR, then one player can force the other into RCR by spending 1 AP. If the initiating player wishes to bring other players to help them, then each helper must also spend 1 AP to join forced RCR. When two or more Gods participate in RCR, they each roll 1d10 per Domain, and add any modifiers for Artifacts or Infusions that apply. Societies, and Organizations always roll 1d10 plus modifiers. Heroes roll 1d10+2 against mortals and 1d4+1 against the gods (plus modifiers either way), while Infused Heroes roll 2d10+3 against mortals and 2d4+2 against gods plus (modifiers added up either way). Add up all of the totals and compare the numbers of the competing sides. Whichever side has the highest total wins the RCR, and may resolve the contested issue in the way they desire.
Deity Applications: To join LoC, you must create a deity to be your character. Deities are powerful divine beings with the power to reshape reality according to their whims, and they will usually be the main being that you play. You application must be in the following format. If your application is not in the following format, the mods will ask you to remake your application to fit within the following format. This is not just an application for the game, but also a sort of character sheet. You will need to be approved by just me for now, but if other mods (2) are approved than two approvals shall be required. Name, Optional Epithets/Aliases Player Name: Your username. Domains (Portfolios): Two Domains with Associated Portfolios in Brackets beside it. Alignment: Standard Dungeons and Dragons Alignment, please. This is not meant to restrict your character, but rather give a vague idea of the direction your god is headed in. Symbol(s): What symbolizes your deity? What iconography do mortals associate them with? Appearance: What does your deity look like? Does it have multiple forms? Does it have a body at all? Personality: Who is your deity? How do they act? What motivates them to do the things that they do? Dogma: What does your deity stand for? What do they teach their followers? What are their goals?
Domains vs. Portfolios:
There is sometimes some confusion as to the difference between a Domain and a Portfolio. Simply put, a Domain is a wide concept that your god has influence over. A Portfolio is a narrow, specific thing that your Deity reigns over. Water is a Domain, while Rivers are a Portfolio.
Isn't each god capable of creating life? But no one specializes in a particular sort of life. Since life in itself, along with creation is a vast domain that I encompasses much. I suppose it is possible to have multiple death gods too with the Pantheons if more people show up. But I was under the impression every god had the ability to create life and shape worlds as they see fit. But cannot do such things on a macroscopic scale, like perhaps a small settlement of a new race, but cannot fill the planes with them.
Every god can create life and fill the planes with them, though it'd be a OOC no-no if you do so to the prime material or someone else's plane without talking about it with the other players, because it might be too much for some or hinder others in different ways. Every god can also shape the worlds through the actions described in the first post.
Domains fill in more of a fluff aspect of the game, they pretty much deal with the god's powers when not using AP, and give a certain flare when they do. A god of life can create curses and build worlds, though the means of how they do so are quite different to the god of forges. The god of life might literally birth a planet, while the forge god might craft one in his heavenly forge larger than a continent.
So while the gods might be gods of this or that, they all can do the same things if by different means to every other god. Hope this helps clear things up a bit.
Edit:
I'll be starting this sometime within the next 48 hours, school and all keeping me down at the moment.
There is pretty much nothing besides the prime material plane itself, with rules that at least before the gods change them are exactly the same as our reality. So stars, planets, the oceans and the people are going to need to be created. There is a reason why this is called Lords of Creation!
Epithets: The Storyteller, The Wandering One, Silver tongue, The Reveler, The Lover, Prince of a Thousand Songs, The Guide, The Golden Haired, The Thousand Named One, The Golden One, God of Whores and Thieves, He of the Open Road, The Sailor, Bards Friend, The First Actor, The Fool, Friend of Wives and Mothers.
Player Name: SypherKhode822
Domains (Portfolios): Culture [Storytelling] Discovery [Traveling] Alignment: Neutral Good. He's a fan of creating amazing stories, which typically involves tragedy, but in the end he wants people to flourish and return home to tell the stories.
Symbol(s): Migratory birds, a lit lantern, musical instruments, walking sticks, roads, crossroads, specific constellations used in navigation, a clear sky, a calm ocean, a distant peak, fools gold.
Belaro is a shapeshifter, and will appear in any physical form he likes. When he manifests as a sentient race, he prefers to be a young male of an athletic build. Many times he will appear with long red hair. He will typically have a musical instrument or walking stick with him. In all of his manifestations as a sentient race, he will be wearing fools gold jewelry. No matter what gender, species, or roll Belaro will manifest as, he will almost always be horribly attractive.
Belaro is a convivial god, quick to laughter and slow to anger. He loves acts of bravery, and rewards those who are daring. Belaro is the patron of artists, be they royal painters or illiterate nomadic storytellers around a campfire. He delights in creating beautiful things, from the details of a blooming meadow flower to the soaring peaks of mountain ranges. While he enjoys a secret for a some time, he prefers it when mysteries are ultimately uncovered. He loves travelers, and will often intercede to make sure that they arrive at their destination properly. This does not mean he is always benevolent. If his ire is risen, he will make someones life a living hell. Belaro will frequently take mortal lovers, and vainly prides himself on his sexual prowess.
Belaro is rarely a god worshiped by kings and queens dwelling contently behind sturdy walls. His followers are those who live with a certain edge of uncertainty, of chance. Wanderers will wear a necklace of fools gold to gain his protection. Innkeepers keep shrines in his honor in corners of the inn. The sacred contract between hosts and guests are kept in his name. Artists from all walks of life and all forms dedicate public displays of their art to him. Sailors wear earrings of pyrite, and sea captains have figurines of their loved ones made in fools gold, so they are kept in the mind of the god. When someone makes a great discovery, they are said to be 'Blessed by Belaro'. It is popular to curse in his name, because he's the most likely to laugh it off. Although if one angers Belaro, they will rarely dare leave eye shot of their home, lest they never find their way back to it for ten years. Nomadic birds are said to be auguries of Belaro's intention, and are frequently studied by holy people for insight into the god's mood.
Interested in what he'll do in the void that's reality in the beginning of the game, but Belaro is Approved.
The recruitment is ongoing, with anyone being allowed to join anytime, though the earlier the better cause of how the AP system works. I'll be starting the game before next Saturday for those of you wanting to know when this is starting.
Yea you can focus on only gaining more portfolios, you can have multiple domains that are the same with the only restriction being that you gain new portfolios with each one. Each one count's as a separate domain, and requires the Gain Domain action. An example being someone having Life (Plants) and then gaining the domain Life (Dragons) or something similar.
Dang, next time I make a character for this game that should be it's domains.
I would like to know how are we going to assign the hierarchy you described to the gods.
Name: Xeaniax
Player Name: FoxFire
Domains: Earth (Metal), Order (Law)
Alignment: Lawful Neutral.
Symbol(s): Concentric rings of cogs around an eye, a member of the worshipping species with a crown of eyes, a member of the worshipping species with seven eyes, several pairs of arms and wings, a tridimensional clock or compass, green-turquoise light, octagons and circles intertwined.
Appearance:
No defined form, a mass of consciousness that most of the time takes the shape of a creamy-white colloid of which each part is carrying the information of the whole, even when it is infinitely divisible in smaller units. Each unit that is formed still shares the consciousness of the whole even when separated and can take almost any form. This is a reflection of one of the domains parallel to its own, numbers and mathematics as an extension of order.
Xeaniax takes the shape of the species that worships it to communicate in the rare occasions it does directly. It can take their silhouette, or body shape and form it in white liquid, this is how most of the visions manifest. In extremely rare circumstances it would take the shape of an androgynous individual (if the species has genders).
In more "human" shape it comes across as an extremely polite individual, with great and wide knowledge and respect for others even when it isn't given back. Soft-spoken, with a slender body build and soft features also describes a personification of this deity.
Personality: Xeaniax is a deity that values goodwill, effort and pureness of heart even though it rarely decides to act beyond using proxies to favour those whose cultivate this characteristics. In second place for it, would be those characteristics relating to knowledge, such as intelligence, creativity, capacity for innovation and abstract thought.
It makes plans and thinks through the ages without worrying too much about time as it doesn’t mean much to it in most circumstances. It is a patient, merciful deity.
Dogma: Xeaniax seeks progress for all of the races that inhabit the world except those that create chaos without reason. Even though it is a deity of justice, Xeaniax isn't above manipulating circumstances in a very long-term chess board which is made with the world and every living creature on it. Due to its perception of time, these intrusions in the very order it upholds are very distant to each other.
Thank you,Approved. I don't know what you mean by hierarchy for the gods, do you mean pantheons? Not all the gods need join the same pantheon, or any pantheon at all. Sadly most games I've been in have two pantheons split on good and evil purposes, why not chaos and law or life and death? *sniffle*
If you mean the rank/age of the gods, well the game is going to be continually open for new players, and some players might want to use ap to gain domains (it's worth it, but some people fall behind as I have plenty of times) at the first opportunity.
Domains (Portfolios): Death [Souls], Guidance [Shepherds and Lost Travelers]
Alignment: Lawful Neutral
Symbol(s): A torch/lamp, marigolds, owls, shepherd's crook; the crest of Muorival is of a torch being carried in the talons of an owl.
Appearance: Though Muorival's form on the mortal plane varies, there are three shapes she mainly uses: a peasant child in an owl mask, a great owl roughly the size of a bear, and an elderly, blind woman in a cloak with a lamp. Her true form is that of a tall, bald, ebony woman with multiple arms draped in mist-like robes. Large, dark wings sprout from her back and her eyes carry a light nearly as brilliant as the one from the torch in her hands.
Personality: Muorival is, in more ways than one, the epitome of death. She is peaceful, gentle, quiet. Her words are soft and comforting like a mother's womb, yet the throb with a truth that terrifies even the bravest of warriors. Her actions are born from neither malice nor benevolence, but from pure necessity. Like death, she is unrelenting. Her patience extends for years, centuries even, as she observes with curious fascination the ongoings of mortals and their strange desire to make the most of their fleeting lives.
Dogma: Souls are fragile essences. As such, it is the duty of Muorival to guide them on their journey to the afterlife. Death is needed for life to continue, and life is needed for death to continue. Accept the inevitability death, not as an act of taking, but of deliverance of a needed rest. Desecrate not those that have fallen. Eradicate those who thrive to destroy the sanctity of death. False immortals claiming empty lives and manipulators of agonized sprits at the expense of the innocent are warts on the smooth cycle of life and death. They are to be destroyed.
Sorry I overlooked this, Approved, but the seconded domain needs to be something a little less wordy. Like Community (Travelers) or Community (Guidance). I was making a life/death god and almost submitted it before I saw your character... whatever. ;) I'll make a undead abomination instead.
I'll quickly put my character down here:
Name: Yithgul, Bringer of Life, Father of the Dammed Player Name: AlexanderML Domains (Portfolios): Life (Birth), Death (Undeath) Alignment: CN Symbol(s): A rotten flower or skull. Black and green are his favored colors. Appearance: Yithgul is a creature that looks like a giant serpent, grey growing and rotting flesh coving it's body. It's breath heals any wounds, and it's eyes of bright golden light are always full of pity and sorrow for those that have to die. Appendages spring forth from the serpent's body at will, from arms to tentacles, and are removed only when they grow so large as to rip off from Yithgul's body and decay into nutrient filled dirt. Personality: Loving, he is filled with so much love that words cannot describe it. Everyone, even those that have killed, he feels can be redeemed and brought to understand the goodness in Life over Death. He only fights to protect life, and never strike's the final blow, preferring to talk to or otherwise deal with someone. He's not above manipulation or anything short of killing, he'd just rather not do anything cruel if the need is not there.
Talkative, he loves to chat or work with anyone that does not mind his constantly growing and rotting body. Yithgul is particularly fond of stories or games, his joy at finding someone to play with being similar to that of a child at times. When he is not enjoying a story or game he is almost as stern as a parent with mortals.
Gods are a wonderful example of what he wishes to bring forth to all life, eternal beings that never die. If he could, Yithgul would make everyone a god, or at least as immortal as one. Dogma: All life is born, all life dies, it is a fact of that's brought before all those born. Yithgul mourns this fact and does whatever he can to keep everything alive, be it in a undead state or natural living form. Every death of something sentient is a tragedy, one that cannot be ignored, and to let something die (or worse yet, kill something) is a great sin to Yithgul. All things should strive to live no matter what, and those things that do die should be brought back. New life is a precious thing, and is to be created and cared for whenever possible. One day says Yithgul, in the long distant future, he shall bring about the end to Death so that only Life exists forevermore.
Name: X (pronounced “ecks”) The Voice of the Silent, The Lord of Whispers. True Name: Apocrypha Player Name: The Grey Dust Domains (Portfolios): Knowledge ( Secrets ), Fate ( Mystery ) Alignment: LN
Symbols: A circle with an X, representing something not only disallowed once, but twice over as something truly forbidden. It is also a reference to his namesake.
Appearance:
Appearing to both Mortals and Gods in the same form, X does not differ his appearance to either party. There is nothing to hide from Mortals in his appearance, as it reveals scarcely anything. It is easy to discern X is a God by the otherworldly manifestation, and yet knowing X is a God is meaningless in itself for no one but X knows anything more. A flowing robe conceals his physical manifestation, dissolving the God to little more than a pair of long slender hands emerging from the sleeves and a partial face beyond the veil of eternal mystery. There is no face beyond the lower half of his visage, and in truth nothing beneath the robes.
Personality: A mystic god who challenges the very idea of Omniscience. While it is possible to consider that X is a "fallen" god of knowledge, that is rather than sharing knowledge is the forces which obscures them, there are things which even the Gods themselves cannot answer perhaps of their own creation or the world before anything. It is the spirit of mystery and obscurity itself which awakened to manifest as X in moments after the Flash, for it existed long before the moment and the question was asked.
Being the essence of such, X is cryptic and indirect, and yet welcoming to those who seek him. A paradoxical combination which makes it difficult to understand X's motives and agenda, as befits a god of secrets. While it can be assumed since he is the progenitor of obscurities, would it be safe to say he is Omniscience incarnate, choosing to selectively censor and edit information as needed? In truth even X does not know and seeks to know, for the duality of his role is to also encourage others to seek the hidden truth even as he may conceal it. Which explains the nature of his paradox.
X is both a blessing and a curse, a curse for those who would fight against him to reveal who is plotting against them, but also a blessing to those who would seek to conceal a secret plot. Yet X is often receptive to bargains, for one block lifts the other, and perhaps a secret that is shared will create another in return. Thus the web of secrecy grows, and his Portfolio shall continue to expand. Much to his appeasement.
Dogma: If there was a Dogma for X, only X knows it and he has yet to share it. Some interpret his mantra to be to guard secrets, and protect the sanctity of the arcane. Others suggest the opposite, that is, to seek out truths and uncover secrets to revel in knowing the esoteric. As such the teachings of X are to be taken in either fashion, depending on the school of thought, as perhaps in truth X may encourage the constant struggle between two opposing ideas as a means to stabilize the flow of secrets and knowledge.
Approved, such a beautiful creature.
Here is my divine being.
Name: Xeaniax Player Name: FoxFire Domains: Transformation/change [Metallurgy, Alchemy], Justice/Order [Judicial systems, bureaucracy] Alignment: Lawful Neutral. Symbol(s): Concentric rings of cogs around an eye, a member of the worshipping species with a crown of eyes, a member of the worshipping species with seven eyes, several pairs of arms and wings, a tridimensional clock or compass, green-turquoise light, octagons and circles intertwined. Appearance: No defined form, a mass of consciousness that most of the time takes the shape of a creamy-white colloid of which each part is carrying the information of the whole, even when it is infinitely divisible in smaller units. Each unit that is formed still shares the consciousness of the whole even when separated and can take almost any form.
Xeaniax takes the shape of the species that worships it to communicate in the rare occasions it does directly. It can take their silhouette, or body shape and form it in white liquid, this is is how most of the visions manifest. In extremely rare circumstances it would take the shape of an andogynous individual [if the species has genders]. Personality: Xeaniax is a deity that values goodwill, effort and pureness of heart even though it rarely decides to act beyond using proxies to favour those whose cultivate this characteristics. In second place for it, would be those characteristics relating to knowledge, such as intelligence, creativity, capacity for innovation and abstract thought.
It makes plans and thinks through the ages without worrying too much about time, it is a pacient, merciful deity.
In more "human" shape it comes across as an extremely polite individual, with great and wide knowledge and respect for others even when it isn't given back. Soft-spoken, with a slender body build and soft features also describes a personification of this deity. Dogma: Xeaniax seeks progress for all of the races that inhabit the world except those that create chaos without reason. Even though it is a deity of justice, Xeaniax isn't above manipulating circumstances in a very long-term chess board which is made with the world and every living creature on it. Due to its perception of time, these intrusions in the very order it upholds are very distant to each other.
Not a bad character, but needs to have it's domains selected. Maybe Earth (Metal), Order (Law)?
My character sheets are never that good, but my RPing is much better, I promise!
Appearance: He really likes shapeshifting. His favorite form is a Satyr, he goes from male to female and back again. His natural form however is that of a male deertaur due to some...strange circumstances. A long story, a reeeaaally long story. Forms usually keep some sort of dark hair, either red or grey eyes.
Personality: Impulsive, loud and exuberant, Kriska makes decisions completely on instinct. His motto is "Act first, think later." He's stubborn to a fault, and maybe a bit dramatic. His fiery temper gets in the way sometimes, driving him into an instinctual rage.
His impulses will cause him to get into situations that would easily get a mortal killed. His self preservation instinct is less than amazing, though is surprising that the other Deities haven't killed him by their own hands.
Deities belonging to nature, or ones that are polite to him can guide him to an extent. Not entirely, but can tame his chaos to not get anyone immediately stabbed due to his influence for at least five minutes.
He can make things out to be much worse than it is at times, and his emotions flow like rivers through winding valleys. That may come to rapids...But that's besides the point! He's good at what he does, and that's what matters.
Dogma: Power no matter the risk. Chaos is a way of life, our way of life.
I'll take a chance with this character... but I've got to state that he seems to have too much of a already existing history. That can be looked over if you present the story within his early posts. Also I think his seconded domain I think should be Body (Speed) or something else like that.
Jhera
Name: Jhera, the Scarlet Sun
Player Name: Marquise
Domains (Portfolios): Fire (Sun), Industry(Manufacturing)
Alignment: Lawful Good
Symbol(s): A sunburst, either gold or red, is the most common icon used in the veneration of Jhera.
Appearance: Jhera almost invariably prefers a female form on manifestation, whether to fellow gods or to the mortals who shelter in her benefices. A favourite shape is that of a young woman on the very cusp of adulthood, with pale skin and a tumbling shock of crimson hair that, to the perceptive, seems to dance and flicker like flames at the very edge of sight. She has long, deft fingers capped with sharp brass nails, and her adornments change to suit her environment; in the court of an emperor she might be robed in cloth-of-gold and dripping with flawless rubies, whereas in a forge, protective leathers and sturdy boots would be the order of the day.
A second form she favours is that of a woman whose skin and hair are a rich black and whose liquid eyes dance with more than just the fires of mischief. Her clothes are always nondescript in this shape, however, and she is not divinely beautiful, either; the most complimentary adjective might be ‘striking’, instead. It is most often through this guise that she experiences mortal life as one of the faithful, rather than the very object of that faith.
When there is the need for spectacle, however, she assumes the mantle of a many-winged woman whose very being coruscates with solar fire, who trails incandescent plasma like an empress’ train with every movement. She burns like an earth-bound star and moves with preternatural grace; all eyes cannot fail to be drawn to the distant and terrible Scarlet Sun, and when she speaks it is the brassy clarion of trumpets, all underscored by the hungry roar of insatiable furnace-flames.
Personality: Jhera is bright, in every sense of the word. Life, glorious, wonderful, brief and endlessly perplexing mortal life is a delight to watch, and still more sublime a pleasure to influence, to direct and to drive headlong forwards into a bright new dawn. She is energetic, ebullient, near-manic at times, the engine of progress and the fire of industry, kept from chaos and continual meddling only by her principles. What she loves, she loves fiercely and well, and what she hates tends to be consumed in solar fire.
She values effort, perseverance, power and passion, and will often seek to inspire such things in those under her care who have a lack thereof, such that the apathetic king might spring from his stupor and take his ailing kingdom in hand, or that the peasant who dreams fervently of forges and foundries and breaking the earth to harness might wake with the wherewithal to bring about such industry and raise her people from the mud.
Dogma: “As much as it is My duty to guide and shape you, it falls to you to make the best of the gifts I bestow; raise up mighty works out of skill and faith and pull your people from ignorance and want to bask in the new dawn. Leave your world better than it was when you entered it, and know forever after the warmth of Me.”