Gods of Creation 4
Welcome to Gods of Creation 4.
Gods of Creation is a standard godgame, with an emphasis on empowering players to pursue their own narrative, while at the same time, tempting them to stray from the path. At the beginning of this game, the world will be vast and unknown to the gods. Much of the world will be shapeless, but you are far from the first to colonize these lands. As such, ancient ruins and indigenous beings may be discovered. Yet for the most part the world will be built from the ground up by the players, serving both as an expression of creativity, as well as a sandbox to pursue goals in an evolving narrative.
This is a game more about creating and writing than it is about anything else. Players will be expected to and be rewarded for putting effort into their posts. This world will quickly populate with mortals, cultures, religions, monsters and all manner of interesting things to interact with, and building that kind of depth comes from both the GM and the players. Lean into the world and create something worthwhile, write around what interests you and you will find there will be plenty to work with.
Lastly, this game has a high amount of GM interference. I am as much a danger to you and your mortals as the other players. You have been warned.
OOC is on discord:
https://discord.gg/dmztynt3Qw Character Creation
The divines of GoC4 are not stagnant, but a constant reflection of their actions and of the beliefs of their followers. As a result, you might occasionally be given the opportunity to change your character to better suit your needs as the game progresses. Or on the other hand, you might find followers and vassals looking elsewhere for leadership if they find your rule in conflict their own beliefs and personality.
True Name:
Additional Decorative Titles:
Major Sphere: (The topic which your god's existence is closely tied to. It should be reflected somehow in your true form, and will be a factor in religions honoring you).
Inter-faith Stance: (Belligerent, cooperative, isolationist, or ambivalent. This is a measure of how open your faiths are to influence from others.)
God Type: (Wild, Tribal, or Esoteric. This is a measure of how you are originally worshipped and conceptualized by mortals.)
True Form Description: (What your god looks like, while mortals will rarely see more than a projection see your true form, the other players, and many powerful NPCs will see you for what you are. This form should reflect your nature in some way and may begin to change if your appearance no longer reflects your behavior.)
Personality Description: (How your god behaves towards other gods, and how your god behaves towards mortals.)
God Temperament: (Warlike, gregarious, secretive, cooperative, vain, ect. Two or three adjectives to describe how mortals believe your god to behave. Mortals and creations which share these traits will be more likely to worship you, while mortals with sisimilar traits may dislike or disapprove of you.)
Primary Drive: (What your god enjoys doing or the opening goal of your character. Something your deity is known for).
Origin Mythos: (How your god came into being, or came to this world. New gods often appear when a world forms, but the universe is filled with other worlds and gods, and new worlds often attract pioneering gods from other locations. Specify which your god is. Native gods will have an opening claim on the starting region and a designate a starting feature for the region. Foreign gods can start with a race of neolithic mortals, or another creation they've brought with them from elsewhere).
Origin Bonus: (Your chosen bonus, based on the answer above.)
Realm Name:
Realm Description: (Your realm is a small pocket dimension in which your true form resides. Normal laws of physics need not apply. Mostly used as a backdrop, but may have future uses as well.
Additional Lore: (Any relation you have to the other gods, backstory, or additional information you'd like to provide).
Game Mechanics
Glory and Other CurrenciesThe primary currency of GoC4 is Glory*, which is the rough summation of how influential you are in the world. This includes standard god-like things such as how many devoted worshipers you have, but also other factors like how many realms you control, or how influential your creations are on the current fate of the world. Players receive their glory income at the start of each turn. Glory can then be spent on all kinds of actions.
*I’ll likely abbreviate this as both “G” or “g”, this is just a heads up that they both refer to Glory.
While Glory is the primary currency of the gods, there are several other resources and currencies that might play a minor role. Typically these will be related to particular factions or regions and serve a role in the world at large. Other currencies will be mystical or divine in nature, tradeable to mysterious forces for unique and powerful prizes.
For this game, I don't have terribly set prices. In other words, most things are a "get what you pay for" deal. The average price for most small items (plants, animals, small acts of god(s), curses or artifacts) would fall between 5 and 10 Glory. For larger creations (Mortal or monstrous races, artifacts, miracles, regions, ect.) you're going to be looking at 10-20 Glory. I recommend price checking regularly, but in general my philosophy to this kind of thing is to try to reflect your intent as best as possible, with the amount of Glory provided.
Regions and Region SlotsThe world of GoC4 is made up of distinct sections called Regions. Regions can be of varying size and type. Regions originally belong to their creator. Region ownership has many benefits for a player, granting them free reign to act within the region without undue influence from other players, as well as the lion-share of glory from the region. Other players can establish footholds in regions they don’t own through various means, allowing them greater influence in the region and eventually, if their influence grows great enough, make a claim on the region.
Each region has several “slots” which contain the features of the region.
-Biome slots refer to the kind of ecosystem that exists within that region, or section of a region. These are almost always mundane, but more fantastical options are possible at increased cost.
-Feature slots are notable assets within your region that indicate special points of interest in the region. These can be natural features like a mountain ridge, or large river. They may also be large settlements, such as cities, sweeping farmlands, or other mortal made places of interest.
-Finally, subslots are nested within feature slots. These are the lowest level points of interest within a region. Subslots are used to explain what functions are occurring within a feature. For example, a mountain feature might have a mine subslot, as well as a trading post to export ores and finally a hamlet to house mortals.
Empty slots of all kinds tend to fill themselves given enough time. Pioneer species eventually colonize a biome, mortals eventually move in and create settlements, and naturally build buildings. The smaller the slot, the more likely it is to naturally fill up or change as time goes on. Leaving slots empty may allow you free benefits, but also leaves the slot exposed to nefarious actors and cruel twists of fate.
Creating New RegionsCreating a new region is no small feat, and is most often the result of careful planning and savings, or co-operation between multiple gods. While expensive, new regions are a good investment towards increasing your per-turn income. Though there are many other ways to gather glory, few as are as dependable and consistent as ownership of regions, and the places within them. In addition, creating a new region is a serious expenditure of Glory and will often result in small extra events for the creator.
Each new region created increases the cost of creating a new region. As does owning a region. Region creation therefore becomes progressively more costly as the world grows and your budgets increase. New regions by default have one biome slot and two feature slots. More slots can be added after creation for twice the cost listed.
Region Price GuideBase Price: 10G + 1G per Existing Region + 1G per Owned Region
Additional Biome Slot: 10G
Additional Feature Slot: 5G
Additional Subslot: 2G
Exploring Dark RegionsWhile much of the world is shapeless and unformed, some regions predate your reign. These are called dark regions, named so because the gods can neither see within or act directly upon them until they have been explored. Exploring a dark region grants a smallsum of glory, or minor event. However, this is rarely a simple task. Monsters, mortals and minor gods may have prior claim over a region, and any treasures within. Without your divine powers, you'll have to rely on your mortals and minions to explore these pagan wilds.
After a dark region is explored, it becomes conquerable. This is a special state where any god can put forth a valid claim on the region, and attempt to take it under their own control. Gods who explored the region have particularly strong claims.
Mortals and CulturesRegions can be populated by a wide variety of plant and animal species, but of all the creatures in a region, often it is mortals who are of the most interest to the divines. Mortals can be almost any sapient and self-aware species that is not sustained by divine or excessively magical means. However, the true hallmark of a mortal comes in their soul, which is small and bright. It is these tiny beacons that make mortals especially easy for the gods to focus on, as well as allows them to efficiently produce Glory for their deity through worship. Monstrous races similarly have powerful souls, making them more difficult, but workable subjects.
AttunementAttuned is a catch-all term for mortals that are particularly connected to the heavens. While some mortals have naturally high attunement (often unknown to the individual until a deity reaches out in search of a servant or champion), individuals of power also naturally attune to the gods. This is the result of the same processes in the human soul that lead to the production of glory. As leaders and individuals of note are often the target of many more thoughts and emotions than regular citizens, they receive micro-doses of Glory, which ultimately better aligns their souls into attunement with the heavens.
This makes these mortals much easier for the divines to observe from afar, as well as allowing for more direct communication. Attuned mortals could therefore be thought of as a special subset of mortals who are naturally sensitive the divine. This does not necessarily make them obedient, in many cases the opposite. As their proximity to the divine has categorically demonstrated their importance to the universe, this rarely shrinks the ego. Regardless, mortals are fickle beings and often need to be bartered with or otherwise persuaded to devote their existence to an unknowable higher power. In many cases, attunement can become hereditary.
As a note on the un-attuned, from the realms of the gods, they appear much as the realms of the divine appear to them, as very dim stars in the distance. While focusing on a single one of these may be possible, it is rarely relevant and difficult to maintain. The winds of fate rarely allow a mortal of note slip past without some amount of attunement.
CultureA culture is a shared identity between large groups of individuals. Cultures in this context include the particular customs, beliefs, lifestyle and similar common features of a group of mortals overseen by one or more player. Cultures in this way reflect the general information of how a group tends to act, whether that is in their particular way of life, or architecture, or common social customs. Moreover, technological advances are shared via culture, their implementation and use slowly disseminating from one member of the culture to others until it is a common aspect of life for that culture.
Cultures are far from static modifiers and represent the state of a group of people in both how they have developed as a people, but also how they are actively progressing, or regressing, and changing as a result of the evolving nature of the world. Typically cultures will have a cultural head or small group of individuals who are considered the leaders of a culture.
Cultures will develop naturally from any collection of mortals, given enough time. In addition, cultures may divulge and speciate due to many factors, such as: political climate, outside influence, cultural hybridization, geographical foundries / distance, shifting environmental factors, and general strife. As a result, understanding the culture of an individual as well as the trajectory of that culture, is very useful information in deciding on courses of action.
CultsCults are very similar to cultures, in that they're a set of people who all have similar beliefs and practices. Cults regularly spring up and disband as the balance of power in the world changes, occasionally because of the direct actions of a cult. Cults do not follow the normal practices and methods of organized religions, often using occultism, mysticism, and heretical rights to express their devotion. Cults tend to center around a purpose or a particular deity (especially if that deity's worship is banned in the area). Cults can be powerful tools in the subversion of an enemy power, or can bring about the creation of monsters and artifacts if they become powerful enough. Independent actors for the most part, it will be much more common for your cults to petition you, than for you to have any directions to give them.
Directing MortalsEach turn the owner of a culture may direct the development of their culture in some way. This might be to encourage them to research a particular technology, or to develop practices of work or worship. Directives given in this way can be slow, depending on the size of the culture, but allow players to mold and guide the cultures under their rule in a wide variety of ways.
Similarly, mortal leaders of features may be given directions on how to develop, maintain, or expand their domain.
ReligionsIn addition to cultures, mortals often have a religion and pledge their faith (and often more) to a god or a pantheon. Religions in this game are generative and dynamic, representing the shifting faiths, opinions, and beliefs of the NPC masses of the world. You might find that your have various religions with you as their head, which all believe very different things about the world as well as your character. Managing these expectations, working within them, and slowly altering them to fit your needs is part of the fun of this world.
Religion TypeReligion type is an overarching category that indicates the nature of the religion. At the start of the game, most faiths will either be tribal or wild faiths, but as the game progresses, domestic, warlike, and other types of faith will certainly arise. The type of faith describes who the worshipers of the faith are and general expectations of those followers.
Religion AggressionThe aggression of a religion indicates how hostile it is to other faiths, with very hostile religions launching crusades and holy wars often, whereas peaceful and accepting faiths will be pleased by long periods of peace and prosperity.
Religion TraitsMost religions will have a series of traits that explain beliefs, practices, and other information regarding that faith. These modifiers further elaborate on the nature of the faith, beyond just the religion type, and often reflect the specific needs and religious practices specific to that faith.
Objects of PowerIn addition to the creation of mortals and other lesser life, the power of the gods can be used to create beings and objects of power. The application of power in this way is so widely varied and free-form that this will serve more as guide than an exhaustive list of potential options.
ArtifactsAn artifact is any small object of divine make that has been inbued with an innate power of some kind. Artifacts can provide all manner of boons and maluses to the holder of the object as described during their creation. While incredibly flexible applications of influence for a player, they lack wide-ranging effect. Artifacts typically affect a small area, an individual, or a particular target of some kind. As such, they're best thought of as tools that can be used to push agendas through other agents, rather than intrinsically. Artifacts originally belong to their creator, but theft, adaptation, and or corruption may open the door for additional claims.
RelicsRelics are a special class of artifact that are not created by the gods, but instead manifest naturally in the world. These are special objects that appear often as a side effect of larger events. These are objects of influence without direct claims from the players, with the rightful ownership claim either being non-existent or belonging to an NPC.
Holy SitesHoly sites are special buildings or features that have a religious significance to one or more gods. These cannot be created directly but will regularly appear in areas with large amounts of divine activity or with religious significance to mortal followers. Holy sites are very useful buildings, often providing some kind of advantage to their owner, or a boon to the feature or region they can be found within. However, their relevance to their owner also makes them a particularly attractive target to bad actors, and losing a holy site can have wide-reaching consequences for the followers of the owner.
Claims, Claimants, and OwnershipAs previously discussed, the world is composed of regions and nested within those regions are various other features, buildings, and biomes. Ownership of each of these grants some small amount of Glory passively. While each location produces a miniscule amount of Glory by itself, as one collects more and more, or increases the quality and content of those they already own, players will see their income begin to rise. Further, ownership of a culture will grant you glory based on the size, influence, and achievements of that culture.
In addition to the income gains from locations and cultures, ownership also determines what actions a player can take towards a particular thing in the world. There are several main states of ownership:
- Complete/Tacit Ownership: This is the state of ownership that creators of locations enjoy immediately upon the creation of a location, object, or species. You are unhindered in your divine powers, and may influence these things wholesale without limitations or additional fees.
- Split Ownership: Split ownership is a stable state of ownership in which two or more players have reached an agreement on how to share a single slot. This ultimately reduces the income of the slot by 25% as well as reduced stability. Each owner has a strong claim to the property.
- Sub-Ownership: A specific type of split ownership where one player entirely owns a sub-element of another player and pays a tithe to the owner of the larger property. 25% of the income is paid to the holder of the above slot. However, actions taken by the higher owner towards the lower slot, without the permission of the lower owner, cost an additional 50%. Each owner gains a weak claim on the property of the other.
- Contested Ownership: Contested ownership is an unstable state of ownership where two or more deities have a legitimate claim upon a part of the world. The owner (who had a prior claim) and the claimant (the one making a claim on something), may either negotiate a split ownership contract, or if unable or unwilling to do so, begin an ownership dispute for the thing in question. Direct actions upon an area with contested ownership do not cost an additional fee for claimants, but do provide 50% reduced glory income until the conflict concludes. Non-claimants pay a 25% additional cost to directly act in contested areas (25% less than the normal fees for having no legal claim).
- Ownership Dispute: This special stage refers to a domain or part of a domain that has an active claim dispute. A time period, normally five turns, is established, during which all claimants can act as if they have complete ownership of the object for the duration. After the period ends, the ownership is reevaluated, and the god with the stronger claim at that points gains ownership, while the weaker claimant retains a lesser claim of 'rightful ownership', they cannot press this claim again for same duration as the dispute. During that period, it is as if they have no claim.
If you have no claim whatsoever, regardless of the ownership state of an area, direct divine actions targeting that area cost 50% more than the base price. These additional costs represent overcoming the entrenched power a being has sunk into an area. Using your own divine energies to alter a region or other thing requires you wrestle against the existing divine energies of another, and thus require more effort and are rarely the most cost effective solution.
The Art of Indirect InfluenceWhile the associated costs of acting upon that which you do not own may seem draconian or at least budgetarily painful, these fees only apply to direct divine actions. Such a brutish path is rarely the best option, useable mostly when the difference in power is great enough to justify the additional cost. Or if you wish to directly assault the realm of another.
As a result, the majority of actions taken against the property of other players will be well within the realm of subterfuge. There are untold ways one could go about this, and I encourage you to think outside the box and ask questions if you're unsure on this front, but here are some basic guidelines.
There are two primary goals for undermining another god's authority in their own domain:
- Establish a foothold in a region to serve as a basis for a claim. This can be done subversively through the establishment of cults to you, one of your aspects, or a being within your service.
- Stealing Glory. Subvertly pushing an agenda within the realm of another is quite embarrassing for the ruling deity, as a result, you can siphon off portions of the glory they would receive from that place/people.
Normally, these are side-effects of pursuing a larger agenda, but are ultimately the mechanical way in which one subverts the influence of a rightful owner. Of course, this is just an overview and there are many other ways you could achieve the above that aren't listed here.
The Art of Direct InfluenceWhile there are many benefits in operating under the radar within the realm of another, there are more trackable and overt options available to players which are more suited to direct action. While using your divine powers directly incurs additional costs, the actions of mortals and minions under your control do not incur such costs.
Returning to our two primary goals, establishing a foothold and stealing glory, there are a few main ways to achieve these goals overtly. One might release monsters or invasive species into the realm of another, wreaking havoc on the area. You might launch an invasion of mortal forces or launch a crusade against another player, attempting to take the region by force. Or alternatively your culture or mortals might naturally migrate into new regions, given enough time and spread, this in itself might be enough to justify a claim.
The goal remains the same, increasing the amount of influence you have within a region, while simultaneously diminishing the control and authority of the current ruler. However, they may also provide your opponent a
casus belli, or a justification for declaring war.
Casus Belli and God WarsWhile rare, all-out wars between gods are possible under the right conditions. These represent no-holds-barred conflicts between gods, capable of wreaking havoc across the lands in incredible displays of power. This is often a last resort between two gods who have engaged in territorial conflict, or are opposed their happenstance or the result of conflicting goals and agendas.
A God War requires a
casus belli, or a justification for war. Casus belli can be petitioned for at any time, but require the petitioner to demonstrate the damage or impending damage to their domain. During which petition, the petitioner will write up a short petition expressing the grievances, damages, and potential threats caused by another player and submit it to the GM. This is a low barrier to entry, and normally will be granted if the danger or damage surpasses the regular levels of infighting between players.
God Wars God wars are major events that allow all participating gods to act freely within the disputed territory. When a God War is declared, specific parameters are set that describe the battlefield. This is often a region, or a set of regions belonging to the defending god, but may include areas belonging to the aggressor, especially those from which the aggressor is attacking from. In addition, the player declaring the God War may make demands, such as reparations for damages, or abandonment of claims or actions in the region for a set amount of time.
Next, both players in question must agree to participate in the God War, or acquiesce to the demands presented with the declaration of war. This may result in additional negotiations and bartering in the hope of avoiding a god war. Assuming no agreement can be made, war is declared. At this point, additional players may join either of the sides, or choose to remain neutral. When joining a side, a small agreement should be made outlining the contribution of allies, and their rights to the spoils of war.
At this point, the God War begins. All additional costs for actions within the realms of participating gods are lifted, and gods may act in them as if they were their own. This applies not only to the disputed region designated in the declaration of war, but also all regions belonging to the participating gods and their allies. Needless to say, this is a very dangerous endeavor and removes the normal cost limitations that deter other players from outright attacking your domain.
God Wars persist for five turns, during which time additional Glory will be rewarded for successfully defeating opponents, destroying the property of others, and other similar feats of victory against the opposing side. If no side surrenders, or the expressed goals of the war declaration are not met, the war ends and the gods take ownership of whatever they have control over at the end of the war. If the war goals of the declarer are met prior to this point, they can sue for peace against their opponent, allowing them the option to end the war early. Similarly, the primary combatants (not allies) may broker a truce and end the war early. God Wars ended in this way return all non-contested areas to their rightful owner.
After a God War ends, and it is not draw or true, a victor and a loser are announced. The victor will gain a large amount of glory from the defeated party and their allies, often requiring the defeated party to pay war reparations for several turns.
God Wars are major events and are endeavors that should not be taken lightly, it is one of the few things that can completely eliminate a player or reduce their holdings to the point of negligence.
MagicThe world of GoC is filled with mana of all kinds. It can be found in living things, in fire, in the earth, in the sky and elsewhere one might seek it. Mana in its natural ambient form is raw energetic potential, without direction, form, or quality.
Objects and phenomena can serve as vessels (natural containers of mana) as well as conduits (natural channels of mana). When mana condenses within a vessel, or passes through a conduit, it gains form and quality becoming one of the ten forms of mana.
Mana and magic are related, but very separate.
Strength, Beasts, BloodshedDeath, Darkness, RuinInfernal, Demons, SubterfugeChaos, Transformation, FluidityDecay, Poison, DiseaseIntelligence, Study, MagicSpirits, Balance, PurityHoly, Healing, RighteousOrder, Earth, StabilityLife, Nature, Plants In its natural state, mana exists in ambient amounts of all ten forms. This ambient mana courses through the world without any structure or direction. That is what magic is, methods for directing mana to create phenomenon.
The first step is to create a Magic Foundation. This is the underlying premise which a god has engrained between the fabric of reality, and the world itself that allows mana to be channeled a certain way. The base cost for such a feat is 10 Glory.
Once a Magic Foundation is created, one might then consider what is built upon the foundation. Often called a tree of magic, all of this refers to the type of phenomenon created through the use of this particular magic foundation. A foundation related to channeling red mana into fire magic would be referred to as the tree of pyromancy, and might perhaps contain different branches for explosion and combustion spells. Creating new branches of an existing tree of magic is also quite difficult, with also a 10 Glory cost.
The divines find working with mana directly difficult, as it is so far removed from their own divinity. Only when vast amounts condense into motes do the gods generally find any use for it.
ResearchResearching new technologies in the main method of advancing your civilization. It is wise to research often as it is the main method at the player's disposal for steering their civilizations.
Researching new technology is very simple. Anything you could want your civilization to do, to build, to understand, or to think can be researched. In that way, ideas like 'democracy' and 'mathematics' are equally viable research topics as more concrete technology such as 'plate armor' or 'chariots'. Methodologies such as "horseback riding" or "iron smelting" are also topics that can be researched. Finally, new buildings and units are also produced through the research process.
Here is a template for pursuing a research topic:
Name:
Glory investment:
Description what the technology is: (A general description of what the technology looks like. If it is a physical object, a description of what that looks like. If it is an idea or methodology of some kind, then just a blurb on what the idea is.)
Description of what the technology does: (A general description of the intended goal of a technology and how that goal is achieved. In other words, what does it do and how does it do that).
Underlying technology: (If you are progressing from one relevant technology to another, such as upgrading a building, or advancing a trade. Basically, if you can draw on one of your other technologies to help figure out this perspective one, list it here)