WikiOOC ThreadTurn 1As with the previous game, I will play an external GM role, defining the reactions of the universe to your actions.
There will only be
five gods allowed at first, and Forsaken already has a spot reserved. This may extend to seven and new gods may come as old gods die. To apply, post a filled out template for your deity as below. Post any
acts in
bold and
commands in
italics.
ActsEvery god gets two Acts per Turn. These are gratis and do not go away unless the god must expend them to defend itself. More acts are possible through attuning to elements of the universe.
Mortal worship does not grant acts. An Act
automatically succeeds at whatever you attempt to perform and is a direct divine mandate upon the Universe. Creating a planet or world costs a single Act (atmosphere comes free), but filling it with generic fauna and flora costs another act.
The below Act costs are guidelines and subject to my decision.
-
One sapient or divine servant species may be created with an Act. Unless otherwise instructed, the species will start as a hunter-gatherer race with no technology. Innate powers and innate techs may be granted, but will likely cost more Acts. Sapients have free will. Divine servants do not.
-
Several non-sapient species may be created with one Act, but the more powerful they are the less species you can create. So, plenty of named woodland animals or maybe a race of drakes with super-strength and fire-breathing (but not sapient).
- A major landmark or construction, built by divine hand. Such a construction is perfect in every way and costs but one Act to create. This also applies to new continents or extension of existing worlds.
-
Two completely new Techs may be given to a population, or
Five learned from a population who already know them.
Other acts will be judged on a case-by-case basis.
You may store Acts to be used in a following turn, but storing more than five Acts without special measures can result in unfortunate circumstances. You can also spend Acts to go into the negative, but similar unfortunate circumstances can occur as well.
CommandsGods may make as many commands as they please, but there is no guarantee that they will succeed. Only
mortals,
divine servants or
demigods can take commands. The success of commands is based on a measure of random chance influenced by skill or favourable circumstances.
Mortals may not even follow your commands at all if it conflicts with their interests, and they are very fallible creatures. They have the advantage of inspiration and free-thought, though, and can come up with creative solutions to problems. Mortal followers are much, much more likely (almost guaranteed) to follow given commands, which is an advantage to cultivating a religion.
Divine Servants have no free will or limited free will and cannot disobey your commands. They are still capable of failing a task, however, and they lack the ingenuity of free willed mortals. They will obey whomever controls them, so it is possible for a God to seize control of a legion of divine servants from another God through an Act or even by having a mortal seize the 'command rod' etc.
Demigods have free will but are
usually created with a strong loyalty towards their creator. They can still defect or decide not to perform a task if pushed too far, however. They have the advantage of being much, much stronger than any individual mortal and are more likely to complete tasks, but if they turn against you your enemies have a powerful weapon.
Turns happen every 3-5 days (depending on my availability, largely), or when all posts have been made/actions taken for a turn.
Name:
Sphere(s):
Personality/traits:
Appearance:
Any other categories of importance you would like to add:
Turn 0 - Echoes of an Alien World
In the beginning there was another place, another universe with its own worlds. There was strife and horror and beauty and pride. Yet, for a brief time, there was no death. A god named Galt sought to alleviate the suffering of mortals by turning their severed souls into dragonflies. When these insects died, they became lapis lazuli gems and floated into a great belt of such gems, orbiting a black sun.
This universe was invaded by an ancient, incomprehensible terror that would become known as Astra'ath. Astra'ath fed on fear and while of immense power knew the day might come when it would face extinction. As an insurance against such a day, it planted a single cell containing the germ of its experience through the countless worlds within the largest of the lazuli gems.
Cycles of the universe passed and, sensing the decay of worlds it had chosen to feed upon, Astra'ath gathered unto itself all its many pieces and broke through the veil between realities, seeking a new place to continue to feed.
Yet the journey between worlds was harsher than before. Some of the old universe dragged upon the great and terrible form of Astra'ath and, like a meteor passing through the sky of a planet, burned it away. Layer after layer of Astra'ath's being was destroyed, utterly obliterated from existence until only the single lazuli gem remained, which passed into a Numenous Void, filled with only the raw essence of creation.The gem hatched, freeing the tiny cell. The universe was nothing, but something had come upon it, and the memories of its past existence gave fresh life to the caliginous void. The form of the ancient being began to grow again, fed by the raw stuff of creation, but the Universe perceived a threat. Or rather, the being that had been Astra'ath knew that it was a threat, and this knowledge compelled the Universe to respond by creating guardians; echoes of the past universe, or past universes, or creations new of imagination. Four came into form.
Five gods come into being.