When the Old World burned, the result of a horrible cataclysm which left the land barren, six of the Old Gods carried their people across the sea to a land unknown to their mortals, and only glimpsed by the Gods themselves. Now they arrive on the new world. Will these immigrants take root here, or will they wither and die, the last remnants of a dead land?Gods of New Eras (GoNE) is a simple god game with a much smaller scale. You will guide your fleeing refugees to an unknown world and discover what mysteries and dangers await you there. It's going to be mostly free form and writing heavy.
Each turn lasts a few months of in game time. During each turn, the gods will be able to take up to three actions.
At the start of each turn, players will receive their essence income. While there theoretically other ways of generating income, worship will comprise the vast majority of your income. Worship income will be determined not only by the size of your religion, but also the fervently in which your followers practice that religion. Income does not roll over to the next turn.
As time goes on and players become more powerful, they may discover new more powerful ways to use their essence. As a result, this is a non-exhaustive list.
Blessings/Curses:
Blessings/Curses are temporary boosts which effect an entire hex for a single season. You may specify, generally, one group of targets per blessing.
0E: An irrelevant effect: A mild glow, a colored sheen of the air, mysterious or mystical sounds, sweetening of the water, or other similar effect.
1E: A weak effect. For example, a mild rehabilitating or dehabilitating effect, a minor changing of weather or temperature, a mild increase in fertility, or other effect of similar power.
2E: A moderate effect. For example: A healing effect which will close wounds over a few hours, a damaging effect of some kind that wounds over time, a temporary boost to growth, or effect of similar power.
3E: A strong effect. For example: An increase of mental/physical ability high above the norm, a powerful healing effect of some kind, a dangerous and lingering curse, an explosion of life, or other strong effect of similar power.
4E: A powerful effect. For example, giving a strong magical ability to a target group, outright death cursing an enemy, or other powerful effect. At this point, you should be price checking this action.
Creation:
0E: Create a single new non-sapient, non-fantastical animal.
1E: Create a new mundane species animal.
2E: Create a large population of a new mundane species of animal.
3E: Create a new magical species animal.
4E: Create a large population of a new magical species of animal.
0E: Create a single non-fantastical plant.
1E: Create a new species mundane species of plant.
2E: Create a new mundane species of plant over a large area.
3E: Create a new magical species of plant.
Alteration of Life
These actions affect one entire hex.
2E: Mildly change an ecosystem towards a new biome. For example, it can change a woodland into either a grassland or a dense forest.
4E: Drastically change an ecosystem towards a new unrelated or fantastical biome.
1E: Alter a species to promote a specific preexisting trait within that species.
2E: Introduce a new mundane trait into a species.
3E: Introduce a new magical trait into a few members of a species.
4E: Introduce a new magical trait into a species.
Creation of materials and matter:
1E: A large stockpile of raw materials, 20-30 mundane objects (such as simple tools), 10-15 mundane weapons, or 1-5 complex mundane objects (intricate tools, delicate objects, or otherwise complex things).
2E: A very large stockpile of raw materials, 70-80 mundane objects , 20-25 mundane weapons, 10-15 complex mundane objects, or 1-5 large mundane objects (depending on size and complexity)
3E: A A very large stockpile of raw materials, 100-110 mundane objects , 40-50 mundane weapons, 20-25 complex mundane objects, or 5-10 large mundane objects (depending on size and complexity)
1E: Create a medium deposit of common metal or a small deposit of rare/valuable metal.
2E: Create a large deposit of common metal or a medium deposit of rare/valuable metal.
3E: Create a huge deposit of common metal or a large deposit of rare/valuable metal.
3E: Create a small deposit of a known magical metal.
Servants:
Servants come in two broad types: Uplifted and Invented.
Uplifted servants are servants which are selected from your followers and are elevated to the position of divine servant. This need not be to make them a priest, or other holy leader, but simply attunes them to you and enhances their capabilities above and beyond the common rabble. When up-lifting a servant from the population, you can design them as you see fit. The only caveat is that their description needs to possibly exist within your followers. So if you are humans, tying to uplift a dwarf with green hair and a false liver, is going to get shot down. But if you want to generally uplift a human and their traits and lore are reasonable, then it's copacetic.
For uplifted servants, you have several means with which to improve. The first method is simply investing more Essence into their uplifting, bringing them closer to you and making them generally better in several ways.
1E: This would get you a servant who is twice the average of your race in one particular trait (wisdom, intelligence, strength, leadership, archery, magical power, so on and so forth) and generally on par in all other ways. Alternatively, you could choose to not specify a particular trait, in which case, they're slightly above average at generally all things. A well rounded servant.
2E: This would get you a servant who is twice the average of your race in two traits, or three times the average in one trait, or generally 50% above average in all traits except one specified trait.
3E: This would get you a servant who is thrice the average of your race in two traits, or four times the average in one trait, or generally twice the average in all traits except one specified trait.
In all of these cases, the traits described are mundane. However, if you choose to spend an additional 1E separate from the uplifting investment, you can grant them a magical ability. This magical ability generally follows the same pricing and rules as artifacts.
The second type of servant are Invented Servants. These are servants which you create from nothing and were not previously members of your religion. Examples include, angels, demons, elementals, beasts, non-standard humanoids, so on and so forth. They operate on a sphere system. A servant's sphere relates to their purpose and their abilities. Example spheres are: fire, water, nature, healing, speed, justice, and all other manner of immaterial concepts, though spheres can be as narrow as mountains or hammers or feet.
2E: Would grant you a servant with a particular sphere, as well as one effect related to that sphere. (See artifact guidelines for a 1E effects)
3E: Would grant you a servant with either 2 spheres (with one ability each) or 1 sphere with 2 abilities, or one sphere with a 2E effect.
In all cases, when you create a servant, as part of their creation, you can immediately speak with them without using an additional action.
Servant Name:
Physical description:
Personality:
Base investment:
Mundane traits: (Things that don't effect overall power, but affect the way a servant may act or what they're capable of. Such as charisma, intelligence, or being skilled at a particular thing.)
Special traits: (These are traits which cost E but give the servant special abilities. Such as control over an element, future sight, or being magically gifted at a certain thing).
Lore/Additional Info:
Artifacts:
Artifacts are magical items of divine creation. They can have a variety of interesting and powerful effects, dependent on how much essence you invest into their creation, and the specific parameters you choose to invest in. In order to find how much an artifact costs, summate the total cost of the collective traits.
Distance/Range
0E: Touch distance
1E: Range of 100 feet.
2E: Range of 1000 feet.
3E: Range of 1 mile.
Effect
0E: A weak effect. For example, a small flame, a mild rehabilitating or degabilitating effect, a bright glow, or other minor effect of similar power.
1E: A moderate effect. For example: a jet of flame, a healing or draining effect, a blinding flash, or other moderate effect of similar power.
2E: A strong effect. For example: a torrent of fire, a powerful healing or strengthening effect, a magical curse or harmful effect, or other strong effect of similar power.
3E: A powerful effect. For example, a giant wave of fire, resurrection (with limitations), nigh uncurable deadly curses, or other powerful effects of similar power.
Radius of Effect
0E: Ab effect which has no radius/aura.
1E: An effect which encompasses an area of 10 feet.
2E: An effect which encompasses an area of 100 feet.
3E: An effect which encompasses an area of 1000 feet.
4E: An effect which encompasses an area of 1 mile.
In all cases, when you create an artifact, you may gift it to a servant or follower without expending an additional action.
Artifact Name:
Physical description:
Distance/Range:
Effect:
Radius of Effect:
Lore/Additional Info:
Zero actions:
While this is not an exhaustive list, some actions which take time and effort on your part, but not essence, include:
Engaging conversations with other gods or your servants
Sending vague dreams to a group of followers
Sending a somewhat clear dream or vision to a specific follower
Inspiring individuals to research new technology (depending on complexity, may take more than one turn to complete)
Scrying some area distant from your followers.
Most things that do not have a long lasting physical effect will likely be considered zero cost actions. However, do not forget, these actions still use one of your 3 actions per turn
God Name:
God Depiction:
Religion Name:
3 Guiding Tenants of your Religion:
Follower Race: (Can have multiple races following you, though this wont effect total starting population)
Race Description: (If necessary)
Departure Scenario: (See below)
Arrival Scenario: (See below)
Starting biome:
Merchants: Your ships were full of merchants and their goods when you steered your people to flee, as a result, you have on average more merchants, craftsmen, and wealth.
Warships: Your ships belonged to a navy. You have a greater number of soldiers and weapons at your disposal.
Commoners: Your ships were meant to carry people rather than goods. As a result, you have a greater population at start.
Nobles: Your ships belonged to a leader of some sort. As a result, you have a lower population at start, but can choose to have either a greater number of mages or a greater number of priests.
Other: If there is a different scenario, of equal difficulty, you'd like, feel free to ask for it.
Shipwrecked: Your ships were struck by a terrible storm off the coast of the new world. As a result, much of your goods and people have been scattered across the coast.
Kraken: A terrible beast beset your ships. As a result, you have lost a good deal of your fleet and will have lower starting resources.
Poor Location: Your ships arrived unhindered by the journey, but have arrived in an unsuitable location.
Strange Sickness: As you approached the shore, a strange sickness broke out among the passengers of your ship.
Meet the Locals: After your ship arrived, you were immediately attacked by denizens of this strange land.
Other: If there is a different scenario, of equal difficulty, you'd like, feel free to ask for it.