Intro:The Elder God responsible for purging and refurbishing this new world greets you all in the divine dwelling.
"Welcome to my world." he smiles.
"Or your world actualy. This is subpar work by my standards, so I'm going to try again elsewhere. I figured I'd give the mortals a fighting chance though... and that is where you youngsters come in."Waving one of the epherical tentacles that make up his beard the Elder God conjures the illusion of a mortal before each of you.
"I foresaw you all arriving and went out of my way to see that you each get a loyal tribe. These tribes have been brought up worshiping up to this point false deities with names and values matching your own, therefore they should already be loyal to you." The eldritch being grins so wide that he nearly causes a crack in reality.
"Now then, I'm sure you all want to know where I hid the Heart of this world. I'm not going to tell you. You are all look young, I doubt any of you have more than a previous world or two under your belt. I think a nice long protracted struggle for the title of Lord would be good for you all..."With a flash the great diety vanishes, leaving the words
"Good Luck" rippling across the fabric of reality itself.
Exial: You find your tribe to be a group of humans who call themselves The Harbingers. They seem to be devoid of any notable technology and are currently living as nomads. You suspiciously eye the other deities and note that you are the only Titan. As soon as you are sure that the others are busing examining their new people you tear open one last portal to your old universe and drag an empty portion of your afterlife to the divine dwelling. You hide the afterlife in a cloud so the others wont easily find it and set about dreaming up ways to deny your new colleagues power and influence.
Dagmach: You examine your tribe and find a degree of disappointment: They are mundane and nomadic humans without knowledge or power to speak of. Still, the world is young, and you have pleanty of time to hone them into something worthy of worshiping you. You feel a deep aching in your being and discover that one of the mighty casting sequoia trees from the last world you were in is anchored to your back. It informs you that it was practicing realm warping magic and somehow placed itself in your path while you were traveling here. It agrees to serve you seeing as it has nothing better to do, and as its love of knowledge matches your own.
Empathica: You take a good long look at your tribe, a flock of harpies that refer to themselves as the Whitefeathers. They are thrill seekers, in love with the hunt, the fray, and the feeling of oneness with the wind and sky. The joy that watching them almost makes you forget the sorrow that drove you from your last world. You had let your power touch a pair of mortal twins, causing them to feel every possible positive emotion towards each other. The nation in which the twins lived however struck them down for violating taboos in the pursuit of the feelings you granted them, nearly breaking your spirit and driving you away. On your wrists you wear a pair of bracelets that you have made in memory of the twins from their bones. You swear to them that this world will be better.
Azundan Kernagroth: Most worlds have a stout race, skilled in craft and fond of drink. You find, to your delight, that your tribe consists of such creatures. They are nomads, banished from their distant mountainhomes and forced to wander aimlessly. You vow to help them strike the earth, smelt the metal, and gain the wealth they are surely destined to earn! The sight of them inspires you to make one final trip to your old world, where you uproot one of your temples and bring it back to the new divine dwelling. You make a note to deliver the temple to the dwarves once they settle down.
Kyazir: To your mild dismay you find your tribe to be a bunch of fair skinned nomads wandering the forest. They don't appear to be particularly war-like, nor do they seem like they would be naturaly skilled in the construction of gadgets, but at least they are handsome. After a few minutes of thought you decided that they will do fine. A small voice in your ear agrees. Your greatest general from the last world, who fled with you to avoid the genocide of his defeated people, seems to have made the trip safely. You quickly warp his physical form to match that of your new people, and teleport him to the forest to meet his new tribe.
Luc'Valanraga the Law-bringer: Your tribe consists of several varieties of elf living harmoniously under a ridged caste system. Their numbers and possessions are few, having just lost their village to a terrible fire they now live as nomads. Your son Valandrimor stares intently down at them from his perch on your right hand.
"Of course I will help them father. They need to be protected from chaos and corruption." He speaks up, as if he as read your intentions. You simply offer him a nod before sending him down to the mortal plane, where he assumes the form of a high elf and quickly sets about memorizing the local customs, traditions, and laws.
Risth: You examine your people and find shockingly that they are still hardly anything more than amorphous blobs that default to a humanoid form. Unlike the other tribes, yours is bound to a settlement as the Jellymen cannot yet stray too far from the desert mineral springs that maintain their life. They seem a bit pathetic now, but you are sure with a bit of time and luck they will evolve into something worth your while. You then turn your attention to your hero Jothes, rolling your multi-dimensional 7-sided dice and altering each of the 7 unique beings within her to match the form of your new tribe. Your last roll is a 2, so you teleport her down to the mortal realm in her accomplished healer personality.
Alright! Go time! You should each give me 4-5 actions; one for each phase. Read the rules section on the OP for more information if you have yet to do so. If you pick a spot for your tribe to settle down, and are familiar with Hexographer, feel free to suggest which Icon I should use to mark their location on the map.