The Birth
All falls silent for
Vylt as they pass through the portal. The struggles of a world that, for them, no longer exists. Strange bands of power wrap themselves around their legs, the other side of the spell of the druids. Some of the natal divinity has already been absorbed by the mages here but more remains.
Vylt was not part of the creation of this world, the divinity cannot be made within him. This is accounted for. Instead it condenses into an amulet, a jewel of nobility. The iron ore has dissolved into the world morass, and delicately, the magic places itself upon the chain instead. So long as
Vylt wields this amulet they can command this world as one of its gods, and what a world it is.
It stretches down before them, great pale mountains of clouds, but seeded with the color of the stars. A brilliant configuration of the heavens, sunlight of a thousand different colors for any view. Below this, great oceans teem with fish. The water seems to boil with their movement. The continents (of which there are two) are overgrown, by way of
NatureGirls's seeds. The trees reach up like leviathans, layers of life from sunlit canopies down to black shadows populated with tangles of parasitic vines in the depths. Mountain peaks form valleys amongst the towers of trees where the rock is too cold and the soil too shallow for them to root.
The oceans and the forests and even the skies teem with life. Without
Knightwing64's cocoon creatures would be few, only those raised by the gods themselves. Here though, every crack and shadow bears a dozen strange eyes. Shadows and beasts crawl in unseen places. The world is vast and savage and fertile. The world is alive.
From the surface the heavens call back to the land. The stardust of
Unravaller has done far more than just color the clouds. Hundreds of stars twinkle in the distance, and half formed planets and signs mark the night sky. Two great moons, one large one small, are the dominate features. With such heavens, natural magic here will sprawl far beyond the control of its gods. Dozens of minor deities and agents are sure to form of their own accord, sure to cause problems (and opportunities) for the new gods.
On the shores of this grand world three divine ghosts stand. On a thin strip of open sand a great forest towers behind them, and in front the ocean is dark with the shadows of massive aquatic plants. Though they have absorbed much divinity, and much power, but they only have
half of what was expected. They are, infuriatingly, incorporeal. They cast their senses out through their realm and learn to great horror what has happened. A kobold usurper stands on a beach far away with the stolen divinity locked in an amulet. A simple fix then. Destroy the amulet, and the divinity will return to them. Pity were that simple.
On a beach far away a kobold stands in black robes. They are fully corporeal, and bask in the virgin sunlight. They wiggle their toes in the warm sand. Here is sanctuary. Here is peace. Here is a future for kobolds.
Their amulet will grant them the power of a god and a half, and they will need it. The future is not certain, and enemies as powerful as enemies can be will hunt the kobold. Protect your amulet, and find a way to defeat the other gods for a final time. Find a final peace for the kobolds, your promise for all those left doomed in the old world.
RulesThere are two kinds of actions.
Godly Actions, and
Worldly Actions. The incorporeal gods may only perform
Godly Actions, until they can find a way otherwise.
The Kobold can perform
Godly Actions and Worldly Actions.
Each action will cost action points (ap).
Each mage god has half of their divinity, and will receive
5 points each turn.
The kobold has half of each mages divinity and will receive
12 points each turn, so long as they wear the amulet. (above the divinity intended for one person you receive diminishing returns, which is why you get 12 instead of 15)
You do not have to work together, but you may find it difficult to achieve your goals and win the game if you don't.
If you want to perform an action that does not seem to fall under the archetypes listed below, ask me and ill tell you if you can/how much it will cost.
The effectiveness of each action taken will be rolled on a D6. There is no failure roll, unless it is in conflict with established order, simply degrees of success/control/effectiveness.
The effects of each action may change in later stages of the game as the world becomes more formed. (eg. What produces a mountain range at the start may only produce a single mountain by the end)
Create Life Action: This can be used to either create a species of creatures, or a single leviathan type creature. These creatures are not intrinsically loyal to their creators. 3 Ap
Create Spirit Action: This is the same as the create life action above, but for incorporeal creatures. Can be used for things like ghosts/faires/spirits at scale, or a single minor god/force. 3 Ap
Create World Action: Create a feature of the world, like an island or a mountain range or a dessert or ect. Scale of the creation and control of the details are opposed. The more specific features you want part of it, the smaller the creation will be. 3 Ap
Instill Loyalty Action: Creates a sense of loyalty in a living creature(s) towards you. A roll of 1 would be a general alignment, while a 6 would be a willingness to take direct orders and die at your command. Some creatures may resist depending on circumstances. Leviathan type creatures or minor gods will always attempt to resist. Cant cast on the kobold or each other :p 2 Ap
Scry: Search the world for something in particular. This could be a creature or feature, this could simply be looking for knowledge or the answer to a question. If you want to keep this information away from other players, you can ask for me to DM it, though the result of the d6 will be public. 1 Ap
Communicate Directly: Communicate directly with another creature in the world, even if they are very far away. (or if they are corporeal and you are not) You can send thoughts/visions/memories/emotions too, not just words! 1 Ap
Talk (incorporeal): Talk with another incorporeal creature with your regular little words with someone around you. Limited to (incorporeal) people nearby unless you want to use a little action to go to them first. You can suggest actions or ask for things, but unless they are intensely loyal or you roll well they might refuse. You can always instill loyalty to help, or use a little act for influence. Free!
Build: build a structure using magic. This can be whatever you desire; a city, a tower, a fleet of boats, though you should keep it in character. You don't know what a nuclear power plant is, even if building one with magic might be a cinch! 2 Ap
Act (big magic): Wield your magic against the world. Burn forests or armies, grow crops, heal plagues! (limit 2 per turn) 2 Ap
Act (little magic): Do something less grand than above, using your magic to assist you of course. Part of the cost here is implying time as well. Collect an item from somewhere, study a subject or conduct an experiment. Travel to a new location far away. (no limit) 1 Ap
Talk (corporeal): Talk with another corporeal creature with your regular little words. Limited to (corporeal) people nearby unless you want to use a little action to go to them first. You can suggest actions or ask for things, but unless they are intensely loyal or you roll well they might refuse. You can always instill loyalty to help, or use a little act for influence. Free!
The above will be moved to OP for convenience.
((now that the initiations are over, feel free to tell me if you want a different color. Please also pronouns for your dudes, so I know what to call y'all. Names if ya feel like it too))
((also feel free to ask me questions!))