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I'm interested in hearing others' opinions on this. Do we want a third group of gods, the middle ones? It might not be necessary. Right now I'm tempted to say that just as the dirt god whose Sphere is literally five feet below Galbar's surface is a 'lower' god, the forest god whose realm is the canopies of big trees a hundred feet above the ground is technically an 'upper' god. Such distinctions probably don't matter to the ones so close to Galbar nearly as much as they do for the ones that are miles underground or so far into the sky that they can barely see the planet.


Well, in Shinto they divide it between Heavenly Gods and Earthly Gods. The advantage of Earthly over Chocaholic is that it embraces both Land and Underworld, so there is no need to think if it the seed/root being underground or the canopy being up in the sky, it also eliminates the middle realm, as fairyland would be earthly.

We don't need to change the word Chthonic, but just give a heads up that it also includes all the surface.
...fill out some Google doc with a description of Mk. 3's most important mechanics, and get that posted on here within the next 36-60 hours.
Cyclone, Roughly 3 days ago


It took a little longer than I'd hoped, and it's far from complete, but at least I've got something to show!


Okay, a few suggestions.

Avatars should be treated as a relic without specific rules. A god with 10 avatars is about as dangerous as a god with 10 magical swords anyway. Maybe a power debuff is in place unless it's like the one avatar of the god, which has always been seen in the underlining of MK2 and Godspeed anyway.

Formalize the middle realms that intersect with Galbar. Right now the concept is nebulous. I think a big difference should be that they are easier for mortals to live in. Walking into the fairyland is not the same as walking into heaven or the underworld, though there is that rule about not eating fairy food. I also think you will have a lot of trouble with gods who don't follow the greek model, which left a lot of the primordial to the titans, is a god of forests Upper or Lower?

Edit:
Ah, and don't forget to bring some clothes, making materials is hard without might and walking around naked in late December is awkward, someone might catch a cold, I'd personally suggest christmas sweaters, though you might need some big ones if we have dragons and orbs of flesh around... I mean, probably don't need sweaters but at that point we just can't leave them behind, it would be just mean.
Huh, just noticed something in my own writing, Dzanya is loosely based on a country from a story I worked on in 2009, since I never ended it and the area only showed up later, I never had worked out the details. But the aesthetic kinda kept going.

Today I found some old notebooks and it was a bit weird, there were less similarities overall than I expected, but then there were these random little details like some of the land being swampy and only accessible by crossing a stormy badland, which I had honestly forgot yet somehow resurfaced 10 years later. It's kinda neat, makes me wonder if I could find another "new" idea I had recently already written in some decade old note.


More like Kap Gam, lmao

I myself am going for a theme of travel with a focus on wandering and impermanence/passage (of time, of sights...)
Really don't want to play a gatekeeper of worlds, so I have been thinking about the topic of spheres. Cyclone even talked about the possibility of tuning oneself to the sphere of Galbar itself, which was a thought that has been on my table, but depending on what other ideas people throw around and what areas lack a god, I have a few ideas of my own concerning seasons (the big one for me), or the moon, or the stars, or wilderness, or even death.
I feel like trying to set up the world without knowing our gods will be hard, especially now that planes have such a functional role, I myself can barely define the role of my character even if I have their theme and personality set down. Depending on what we get a flat Galbar might be interesting, with each cardinal direction leading to the sphere of a different god, or maybe a spherical galbar might work better
Ah, I see, so it was about godly ascension. That was why I was a bit confused, I kinda missed that in your post.

I also liked your explanation of the spheres. It kinda feels like the planes of the previous MKs but with a clear mythological role.
how many legends involve heroes going to a god's domain uninvited to challenge them or steal something or something?


I am a bit confused here, are you saying these don't exist? Or that they do? (because they really do! We haven't even decided if we are giving those pesky humans the gift of fire yet, so who knows if they will need to steal it.)

I think travel won't be as much of a problem as everyone seems to think, it's just that now everyone will devise their own methods and there will be a stronger sense of permanence.

In my view, gates to their spheres should work according to the god, their need, and the function of the gate. Say the sun is a gate as you described, it would be a pretty open gate... though mortals likely can't reach it :P. Maybe to traverse the shadowy alleyway path you need a special amulet, else you just bonk your head against a wall, maybe the magical teleport towers have fierce guardians and the portal is only open during summer solstice, maybe the path to the ocean realm will only open itself to those pure of heart while all others will fall into the depths of the sea and drown.

And that is not even accounting the possibility of abilities or relics that can make the god move into his sphere. Though in all honesty, I don't know how the spheres are situated physically around Galbar. From what Zeph told, I had this impression that by travelling up, you eventually reach a place between worlds.
Okay, I tried codifying my thoughts on innate powers and also on the concept of abilities. This is what I came up with.






While I agree with removing teleportation and instant travel, we probably should have a rapid travel system in place. Perhaps not something inherent to the Gods, but readily found in Galbar for some reason. Maybe a network of interconnected wormholes unique to Galbar that makes fast travel feasible and is only survivable by Gods, Demigods and really powerful/resilient creatures (dragons, heroes, really resilient or strong willed mortals...)? That'd also serve as a starting point for the 'hotspots' we discussed earlier, as Gods would want Temples built around them, Demigods would wish to build empires to conquer all of them, and Heroes would try to use them on their selfless odysseys despite the possibility of death.


That can be done... IC. When I made my vision chart up there I was also considering a travel chart, since it is such a good example of how we lose on the uniqueness of gods by giving too many abilities by default.

Travel

Default: Gods can run and jump at inhuman speeds, float on air, walk on water. They can access the realms beyond.
Monument: A series of gates that when crossed by a god teleport them away to the other side of the world or to a sphere realm.
Relic: The Silver Chariot of the Moon is a fast flying chariot carried by magical winged dolphins, during the night, it is so fast and shiny mortals confuse it for a shooting star.
Ability: This god has wings that allow him to travel at even faster speeds and with great stability, no storm, magical or not, will break his balance.
Portfolio: The god of the rivers can quickly cross the continent by following its many rivers.

A god's divinity is in its essence, its ichor, and the consequent ability to make sites and monuments holy, create artefacts, bring about change to the world, mutating animals, connect Galbar with the Spheres and shape their own essence to fortify their bodies.

I legit think we need to stop thinking in terms of "a god should do that" and think instead "a god can do that." Yes gods should be on default powerful and eternal, but there is a balance to that, and if we make them too powerful we are losing on things that could be unique.

For example, Fretz wanted immediately, as we started the game, paths that could cross the world. BBeast wanted easy and immediate access to the spheres. I am of the opinion this is not necessary to be there on the start, even if both are indeed skills we will need.
A God can create the portals, maybe the god of civilization creates these big towers that are all interconnected, but oh wait, the goddess of nature hates the guts of that dude, she doesn't want him to hold such powers, so she creates magical tree paths that connect between the land, then the god of shadows creates alleyways that all end on the same area despite being in multiple cities and gives it to his holy order, the thievery guild.
If all gods can immediately their own spheres, well, that is it. But if, outside of the one path created by the architect, they need to make their own, then there is room for creative solutions. One god can have the ability to turn into lightning and shoot to the skies, one god can have a staff that creates whirlpools in water that lead into his sphere, one god can make a henge that connects his realm and Galbar as a two way path.

I will likely write up some more examples of my overall idea later.

Portfolios

I think making all actions within the portfolio is cheap, and I say that as someone who cheesed up the system with the most portfolios of any god in MK2 :P. In general, I would propose this
Not water-related god creates river: Might
water-related god creates river: Free
Not water-related god creates ocean: lots of might
water-related god creates ocean: might

thought this leads to

Ages

I would like to reiterate my idea of Age-specific might discounts. Creating a chain of mountains on Galbar should be like, one might in the age of creation, even if you are not a mountain god, but creating a single tall mountain in the age of steady civilizations costs more might than the chain of mountains did in the past.

Now... if those civilizations were to collapse and a dark age to start, mountains would be cheaper again, wink.
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