Gods chosen:
X'os
Zuul
Inak
Integra
Tern
Nilva
(Others will wait till next game.)
Old Gods:X'os the Mindeater:You toss and turn in your cage of pure empty thought. They had taken from you what you took from them: thought. For millenia you could not think, could not comprehend, could not aspire or hate. Now, through an odd turn of events, you've gained thought once more, and that thought was hate. It was a desire for revenge. It was also a desire of knowledge. How had they put you in this cage? That was what fascinated you the most.
In your mind you sense a presence. One of your faceless high priests, who has stayed hidden over the centuries, keeping itself alive over the centuries. It has sensed your awakening. It is a time of great turmoil for your followers, who grew too bold and revealed themselves, and now they are hunted. Through unknown forces they have awakened you, and beg for your aid. They are on a nearby world known as X'othi in the old age, a world dedicated to you, but now it is known as Intos, a world of free thinking and science. Your worshippers look to you to end their enemies.
Zuul the Hateful:You awake screaming in pain and anger. Your chains burn you as your own hate fuels the fires that trap you. You were trapped in a star, only capable of hating yourself, the star, the chains, anything. Now it felt different. The pain is more intense. The hate is more directed. Someone has woken you. Using your power you find your servant, a general exiled from his world due to his unorthodox war tactics. He has turned to you to fuel his own hatred and need for war.
He has gathered a small militia and pledges blood and toil for you, in turn for victory against his enemies. He will conquer worlds in your name and spill blood in your favor. Their banners are ones of a green face with fiery eyes. Already have they offered up a city to you, blood dripping down their walls and the heads of the mothers and children on spikes. Your banner sails over the city walls. The war has started. Zuul has awaken.
Inak the Stagnant:Your chamber opens, filling the damp, lifeless box with light. You look down at the puny mortal with confusion. What had happened? It was one of your creations, a being filled with a desire to kill and recreate. They were instructed to kill the followers of the other gods. Such was their purpose. When the gods died, and you imprisoned, your children vanished into hiding, purposeless. Now that they've come back, that must mean the other gods have as well. They have found purpose again.
Your children have scouted out where the other gods might be. They could not find the old gods, for their prisons were magically hidden, but the presence of the new gods are strong. They reign everywhere and are very powerful. Their reach is long. Their followers devout. They have gifted their mortals weapons beyond what you remembered. These new gods could be even more of a threat than the old.
New Gods:Integra the Noble Light:Your Protectors have brought troubling news. Something you hadn't thought possible. The gods of before have awoken, and their followers have begun to move. This would not have happened if the others had listened to you. You should have destroyed these cruel gods and their followers. Doors can be both closed and opened, as do cages. Now it is time for action. You call your greatest champions and generals to your Temple in Intesa, the World of Light, to discuss the threat. If you fail, the new gods will die. The three awake, and the rest waiting for their turn to rule. Such was the law agreed. Only three gods could rule at one time. Pity this calamity was on your turn.
Reports show that the remaining three old gods have awaken not far away. The warmongers of Zuul have already desecrated a peaceful city, bloodying the innocents and shaming all that has been taught. This attack was led none other than your highest general Lysion, who you banished for his unnecessary use of bloodshed.
Tern the Traveler:Word spread quickly. Brother Integra has mobilized the armies. The situation is true: the gods of old have awoken. Such is a time of terror. These gods are a ghastly reminder of what you could become if the Pact was not signed. They are a cruel perversion of what your kind should be. Why could they not see that they should focus on the mortals, to progress them. Your actions gifted them with starcraft, the only way to get from one planet to another.
You were the god that facilitated communications and commands, and with your aid wars were resolved, vital research brought half a galaxy away, and news that would've taken centuries to get across. Now it is time to warn the other gods. The mortals. Tell them to rally. Tell them to prepare for war. However, your telepathic reach is blocked. You don't know who is jamming it, unless it is another being of equal, or even greater powers of the mind. That could only be X'os the Mindeater. Your psychics cannot penetrate the aura of the Mindeater, and any who strays too close loses his mind. If he grows back to his full power, he could completely jam your psychic networks.
Nilva the Kevak:You were truly the strangest of the lot. Not even the god of insanity could have a conversation with you and not be confused. Well, that was your point. Your worshippers are the greatest performers, magicians and con artists. The technology to change gender was well taken by some. By others, they didn't see the point. Your technology was heavily marketed, and now you hold the greatest market chain known to all mortalkind. Selling toys and gizmos and gadgets, your followers have raked in quite a success.
Now the good times were ending. You received word from the Traveler. The gods have awakened. They threaten all of your custo- worshippers. Not long ago the first murder started. It was gruesome; the worshopper was flayed. His (or her) eyes cut out. Behind his body was the sigil of the forgotten god Inak: a palm tree circled by a winged snake. The murder could only have been committed by the long lost race of Stagnation, the weapons used to kill the gods and their followers.
Rolls are done in d100. If you don't like the titles or the names of your creations feel free to rename them.
Old gods have 1 major action, 1 action and 1 cult action. A major action is one of great power, like creating a world, or a race, or an artifact. An action is a smaller scale action, which is used for creating a particular champion, a special event, etc. A cult action is what you order your cult to do. They may not always respond the way you want, however.
New gods have 1 action and 3 cult actions. They can also communicate with each other freely as long as they're close enough or Tern's telepath is not jammed. According to the Pact, the creation or destruction of sentient life is prohibited. Your cults are also much bigger and more spread than the ones of the old gods.