The Aegis of a Forgotten MindTol Anath, High King of Radiance, a Titan Ascended, Might Lord over five universes and Master of a million Realms. His might was supreme, until he was betrayed by one he loved. While he was felled in a single blow, a ritual prepared long ago wiped the memory of himself from those with the power to do him harm. This was his Aegis against disaster and betrayal. His power would recover given time, and he would one day return to his throne.
Though his power was mighty, enough that with a breath he could create a million galaxies, he was not infallible in his rituals. By the barest of margins you escaped the scope of the Aegis, and had the ability to latch onto the fallen Titan. While he is still frightfully powerful, you and a few others seize the opportunity to leech strength and power until the King awakens.
The Vareinia, the Outer Lords (You)
Powerful beings, holding a whole plane of existence inside their being. Gods beyond the ken of mortals, whose lives pass in but a fleeting moment in their ken. Parasites gorging themselves, praying their host continues to sleep.
Players join as one of these Outer Lords. You are not the creators of the world, instead you join after the fact to usurp it. Your goal is to gain as much power as you can before your host, the unconscious Titan Tol Anath, awakens. There are ways to delay the awakening, and perhaps even permanently prevent it, but that will take the use of the very power you are trying to usurp.
The power you gain increases as your influence spreads.
Outer Lord:
Name/Description:
Domain: 1 major, up to 2 “minor” based on your major: Like Destruction, War and Betrayal
Spreading these increases your influence and thus power gain. Generally you won’t “level up” your power gain until a legendary or particularly noteworthy action takes place. (Example domain of love would get tiny unnoticeable gains from regular marriages and loves, but might get a large bonus from an epic sprawling love affair. Intent is to prevent gaming the system by balancing rare domains with more common ones. )
Plane Name/Description: Inside of you is an endless plane of existence in which you have the power to create at your leisure. Preferably fits your domain. You can add to this at will, but beware generally you can’t remove or destroy things from your plane. Denizens of your plane generally won’t be able to transfer to the world of Tol Anath for long, but they can be summoned and bound by knowledgeable cultists or sorcerers. (Consider this your creative playground, I won’t really mess with it).
What Do You Require to Summon you Presence?:(Consider this your entrance fee, they are paying the power costs of grabbing your attention or summoning something from your realm.)
What to do: Influence the mortals to give you more power. Tol Anath has birthed a race called Humanity to advance his awakening. They can be corrupted to further grant you power, instead. However, you are too far removed to interfere directly. Time passes quickly, only allowing a few actions to advance your interests. While you will be able to form cults, it will be hard to form a major religious following as you won’t be able to respond as quickly as the minor gods that crop up. But you do not necessarily need direct worship, as the more of the mortals that act and particularly perform great feats in accordance with your domain the more power you will earn.
So what can you do? (Potential actions, Ideas)Artifacts: You can forge your power and presence into a mighty artifact. The true artifact resides in your plane, however a corresponding lesser Reflection can be placed int he world or given to favored mortals.
Create a Cult: Gather like minded men and women to worship you. Due to your limitations, you most likely won’t be able compete with quicker responding Gods, but they cannot match your overall power.
Incarnae: Compress a portion of yourself into a mortal form. They will have no memory of your divine history, but will retain a motivation and access to some of your powers. Will generally collect a following and may start a bloodline, spreading your gifts.
Generally a lot of actions are fair game, but Keep in mind that you are twice removed from the mortal realm, and only see it as through a distant reflection through a body of water. The gods that spring from the beliefs of the mortals may be pale weak things in comparison to your power, but they are more present. You may perform great acts once or twice in the turning of an age.
Name/Description:
Domain:
Plane Name/Description:
Power:1
What do you require to summon your presence?:
Probably taking up to 6 players. Let me know if you have any questions or suggestions. Basically think Daedra from the Elder Scrolls and you’re headed in the right direction.
Power: Power (Level) is a measure of how strong your Outer Lord is. So a Power 2 isn’t significantly stronger than a Power 1, but a power 10 is. Your Artifacts and Champions and stuff would level up (and delevel) with you.
Essentially, the world is a circle divided into rings. The absolute center lies the True Mind of Tol Anath. Here is where prophecy will be fulfilled at the end of days and the Heir of Tol Anath will become one with High King, awakening the Titan, who you are currently leeching power off of.
Surrounding the True Mind is 500 miles of treacherous, mountainous terrain, filled with monsters and terrible creatures, which protect the True Mind from the unworthy (R1). Nothing that would worry one of your power, but even you cannot peer all the way into the deepest hearts of the mountains.
The next ring (R2) is the the Deep Forest. This ring has a radius of a thousand miles. As the mountains turn into hills, it is covered in a deep primeval forest, teeming with life and resources. Here is where humanity is first deposited, to spread and grow strong.
The third ring (R3) is the Grasslands, a wide open territory of rich plains broken by wide rivers and deep lakes. This ring has a radius 1500 miles. Vast herds roam these plains, and even greater beasts.
Outside of this ring lays a thick impenetrable mist, even to your divine eyes.
As the Ages pass, the mist recedes and reveals new ground to explore and inhabit. Perhaps you will be able to influence the type of terrain that is formed there.
Map:
Center
R1: Mountains
R2: Deep Forest
R3: Grasslands
NORTH:
1. NR1:
2. NR2:
3. NR3
EAST:
1. ER1:
2. ER2:
3. ER3:
SOUTH:
1. SR1:
2. SR2:
3. SR3:
WEST:
1. WR1:
2. WR2:
3. WR3:
As interesting locations and geographic features are created they can be added to the regions where they are located.
IC