Creation: The Godhood Game

TheBookkeeper

Chieftain
Joined
Jan 19, 2013
Messages
39
Location
Hawaii
You survey all that is. Long laid swaths of hills and valleys, peppered with forests of a much deeper philosophy. Quiet ranges of what could barely be considered mountains, their heights far surpassed by the depths of the void and vibrant ocean. Deserts and tundra, with temperamental vanities beyond their merit, and just the faintest newborn arctic polls. And so many people. This world is young, and ripe. Soon, you shall carve your design into the hills and mountains, leave your signature upon the seas and sky, so that every one of them knows your name. You will be the God of Gods.

But you’ll have to get there first. And you’re not alone.

Welcome to Creation.


Hey, interested people. This is a little project I’ve been kicking around for a few days now, and I think it’s about ready to launch. It’s an open game, and should be able to handle quite a sum of players, but we’ll need at least three people to start, not including myself. This is a point-based game, running on the relatively simple premise of godhood. You play as a deity, one of many, who begins as a minor Local God, but can rise to the ranks of True God over time.

Each round, these Gods are awarded a certain number of Acts—the base allocation is 2 (though this will increase over time), along with bonuses as rewards for influence over the world. This payment can also be affected with chance confluences of fortune, which will be randomly generated.

These Acts can then be spent to shape the world. To do so, the players submit their desired actions to the Bookkeeper (that’s me!) over PM, along with the Acts allotted to any action. The Bookkeeper (again, me) then determines the effectiveness of each action, and posts a summary of events at the end of the round. A round lasts one week, and the players should submit their actions to the Bookkeeper sometime in this period. Unspent Acts are saved for future rounds.

Role-playing aspects come in two varieties: first, in the way the world is slowly shaped by the Gods, as recorded by the Bookkeeper, and secondly, in the interactions between Gods. This takes place in between the Bookkeeper’s reports, and therein the Gods can seek council, solicit each other’s aid, develop rivalries… the whole pantheon shtick. Posts aren’t technically required, so long as players submit their Godlog on time (leaves of absence won’t be punished, save for the other players advancing beyond and/or taking advantage of the absentee).

So if anyone’s interested, give word. Like I said, any number of players can join (and unless proven otherwise, this rule will hold true throughout the run of the game, with should help with player decay), but we need a minimum of three to start. More info on the game system will follow in subsequent posts, should anyone like to play.

* * *

So, you want to be God? Maybe not The God, but a God, at least. Or maybe you do want to be The God, but that’ll have to wait, because you’ve got company. An entire pantheon in fact, seeking just like you to shape this world into what it should be. Where do you start? First things first, it’s important to figure out just what kind of God you are. So who are you?

Each God has certain Domains that they have regency over, which they can exert the greatest control over. For example, Poseidon was the God of the Ocean, or Thor, the God of Thunder. As a Local God, each God can have between one and three Domains to their name, but this can increase over time.

Gods can affect the world outside their Domain, but these effects will be extremely limited. Additionally, the more specific a Domain is, the greater a God can influence it. For example, a God of Lakes or Rivers would have much more sway over their chosen fields than a God of the Ocean over his. Even then, the precision of action of an Ocean God would dwarf that of a God of Water. Generally, you can think of it like this: if a Rain God and the God of All Waters clash over something rain-related, the Rain God is going to win. At the same time, a God of a Single Drop of Water is going to have a hard time influencing the world at all, so it’s important to find an appropriate middle ground between universality and specificity (some examples will be provided below).

A God also belongs to one of eleven Spheres, general groupings that categorize the Gods. The nature of the Domains should logically point to the appropriate Sphere, though a God can only have one Sphere, so there may be some compromise. A summary of the eleven Spheres of Design follow:

THE SPHERE OF CREATION
Drawing from the life-endowing force of the Sun, the Sphere of Creation is devoted to new life and rebirth. A subtle house, Gods of Creation will find the greatest long-term return for their influence over the planet.
Examples: Light, Healing, Procreation, Heroism, Hope

THE SPHERE OF FATE
Pushing luck and lives where they’re supposed to go, the Sphere of Fate influences the chaos theory of the world. Having some sway over their own fate, Gods of Fate often find elements of chance tilted in their favor.
Examples: Gates, Pathways, Wealth, Gambling, Winds

THE SPHERE OF PASSIONS
Rooted in mortal instinct, the Sphere of Passions explores the emotional spectrum of sentience, through moderation and extremity. Habitually empathetic, the Passion Gods have an easy time connecting with other Gods.
Examples: Mercy, Courage, Fear, Vengeance, Lust

THE SPHERE OF LIFE
Inspiring and always inspired by nature, the Sphere of Life has sway over the organic beings of the world. More down to earth than many of their counterparts, the Gods of Life are often more aware of the ways of their worshippers.
Examples: Felines, Avians, Reptiles, Insects, Flowers

THE SPHERE OF DISCORD
With destruction as its calling, the Sphere of Discord is devoted to the natural violence of reality. With an inclination towards conflict, the Gods of Discord find themselves especially ready for confrontations with the other Gods.
Examples: Lightning, Hunting, Contest, Earthquakes, Epidemics

THE SPHERE OF CONSTANTS
Devoted to order and the pursuit of a universal truth, the Sphere of Constants is based around these principles. Stalwart in their faith, the Constant Gods inspire great loyalty in their subjects.
Examples: Leaders, Marriage, Mountains, Promises, Guardianship

THE SPHERE OF PERSUASION
Chasing a more subjective truth, the Sphere of Persuasion reigns over all that makes the world a more amusing place. Charismatic to a fault, the Gods of Persuasion find themselves near universally beloved.
Examples: Magic, Poetry, Music, Wine, Beauty

THE SPHERE OF KNOWLEDGE
With a knack for knowing, the Sphere of Knowledge is based around the sciences of civilization. Intuitively insightful, the Gods of Knowledge will often share their wisdoms in the spirit of cooperation.
Examples: Cities, Agriculture, Blacksmiths, Archery, Deceit

THE SPHERE OF WATERS
Ubiquitous across the planet, the Sphere of Waters touches not only the hydration, but also the weather patterns of the world. Due to the omnipresence of their element, Water Gods rarely find themselves wanting for power.
Examples: Rain, Rivers, Mist, Storms, Snow

THE SPHERE OF THE UNKNOWN
Founded from the netherworld, the Sphere of the Unknown reigns over death and the other mysteries of life. Quietly somber, the Unknown Gods have a deep connection with the afterlife.
Examples: Darkness, the Dead, Sleep, Dreams, Memories

THE SPHERE OF TIME
Drawing from the cycles of the moon, the Sphere of Time forever marks the passage of past to future. Sentient forevers, the Gods of Time are never forgotten, the always factor of an endlessly changing world.
Examples: Dawn, Calendars, Seasons, Night, Paradox

The Spheres have differing powers that will effect their Gods, as will be revealed over the game. For now, you should pick the Sphere that closest corresponds to the Domains and personality you want to play. Some Domains do not correspond clearly with a specific Sphere: Fire, for example, could belong to Creation for its life-giving qualities, or Discord for the opposite. These circumstances are left to the player’s discretion.

More important than Domain or Sphere will be the God’s creativity in deliverance. For example, a God of Calendars may seem insignificant, but he ultimately reigns over all human conception of time. At a whim, a powerful Calendar God could cast aside all distinction in time for humans, collapsing society as they know it—though a Local God who attempted this stunt would likely only cause a nuisance for record keepers and the annals of history. Creativity is key, and remember that you can affect the world outside of your Domains, but the further your desires travel from this jurisdiction, the less sway you’ll have.

Later in the game, Gods will be able to select additional Domains, enabling supplemental Spheres—we’ll cover that in more detail when we get to it. In the meantime, you’ve got the rest of your God to construct. Your finished character profile should be formatted like this:

Name: Followed by titles, if you’d like.
Sphere:
Domains: Followed by a short description of what generally these Domains covers.
Personality: A quick blurb will do… give us your archetypal characteristics and their invocations or subversions.
Worship: This is where it gets really fun. Go all out telling us your God’s preferred method of worship—where should it take place? Are there specific days that should be observed—solstices or equinoxes, seasonal markers, phases of the moon, or every other Thursday? What rituals are your worshippers supposed to undertake—are there sacrifices? What’s encouraged or forbidden among them? And how do you punish them if they fail…? This is mostly for flavor, but details like these can influence the Bookkeeper’s chronicles as well.
Relevant Symbols: Again, this is mostly just flavor, but creativity will always be rewarded in this game.

Once you’ve got all that done, your God is almost finished… all you need now is the Trump. Your Trump is an object that ties your God to the mortal world, and can range from something as majestic as a throne of marble and platinum to something as inconspicuous as a tattered rag. It’s important you keep your Trump a secret—the information should not be published with your profile, and should instead be sent to me directly (I'll remind everyone of this in a few days, when the system sees I'm not a spambot and opens my PM box). After all, if the other Gods were to discover your link to the earth, they could perhaps take advantage of you. It’s also important you remember the details of your own Trump, as such little things have a way of slipping a God’s mind. But that would never happen to you, would it…?

Completed God profiles should be posted here, and once I've approved them, you'll be introduced to the game upon the start of the next round. Ready to take the world in your hands?
 
Sure, in. As:

Yikilth, opener of the ways, lord of near and close, symbol unchallenged, the far traveler who's dominions are the seas, the moon, sleep, and madness.

Associated symbolism and sacred iconography: the fish, salt, moon, drowning, widows who have lost loved ones to the sea, trances, hypnotism, 'fits', a pillow, 'talking in one's sleep', brain injury (especially comas), rhythmic drumming, strange whispers from beneath the waves.

Across the realms, faith in Yikilth takes many forms and one cult would often not recognize that of another as worship of the same being. Among the pirates of the Ironstone Coast, he is known as Viltals and offered blood sacrifice to to keep them safe as they sail his seas. The cult of Yasaoloth along the far coasts recognize his dominion over the tides and the unknown terrors that lie beneath the seas. They fear and hate his faith but refusing sacrifice often brings his wrath and few are courageous enough to not offer salt on a full moon night. Often a widow who has lost a loved one to the sea will dream of their beloved and speak of 'Yasaoloth's whispers'. Some say that there are even some who dedicated themselves to this foul godling and will kidnap and drown others in sacrifice, hoping to win his favor. Lastly, far from the coasts, deep in the interior, where the names Yasaoloth or Viltals are unknown, men are quick to draw a line with salt across their windows and doors after a particularily troublesome dream to word off the influence of the 'Drowned One' who's name is forgotten or to pray to their gods to protect them from the light of the moon and its influence upon their sleeping mind.

Sphere: Unknown
Domains: Seas, Sleep/Dreams, Madness
 
Akuma, Patron of revelry, feasting, lust, and pleasure.

Symbolism: The Vine, Silk, Incense, Alcohol, a Laden Table, a Ring of Nubile Dancers, the Aurora Borealis, Drunks, distant music, the Fey

Akuma is not a a god who seeks followers or a cult, though those tend to spring up in his wake. Akuma takes on many appearances, whatever may allow him to blend in more effectively. He wanders the land reveling, slowly acquiring followers, until, mysteriously, he disappears, leaving them to sadly disperse, many seemingly waking up from what they deemed to be but a pleasant dream, nursing headaches and sore limbs. Some lust after this feeling for the rest of their lives, and consider themselves Akuma's Chosen. These "Chosen" seek to recreate this feeling, and most of the Cults of Akuma spring up around these individuals. Akuma is drawn to great celebrations of all kinds so long as happiness is being felt (or he will endeavor to make pleasure), and will mingle with attendants until he is bored. Akuma's will is unknowable and inscrutable by mortals, but it is believed he may have a great agenda.
 
Jalasafar, God of Change, Overseer of Growth and of Decay, of Construction and of Destruction, of the New and of Old: of the inevitable affect of time. Some call him Fate, or Destiny, or Karma. Others call him Time, Death, Disaster, Catastrophe, Miracle, Luck, Fortune. He is all of these, but he is none of these.
 
God of freedom, power, sex, wildness, youth, bravery, luck and fire.
Sphere: Passion
Shan is a spirit of freedom, unable to be bound and full of a primal, fiery, wild energy. He streaks across the skies, in a writhing mass of fire, becoming one animal and changing to the next. He is the embodiment of power, and the patron god of kings, nobles and heroes. He brings storms and quiets hurricanes, burns cowards and rewards heroes. He is a kingmaker and a king killer. He is an unpredictable force of nature, as wild as the stormy sky and as old as the hills. His favorite form when conferring with mortals is a fox, swift and fiery. He is wild and random, and even his priests consut him with care. Do not cross Shan, ever. He is a vengeful spirit who never forgets a slight. His feuds last for centuries, but his battles rage for mere moments. Beware.

Symbolism: Fire, crowns, anything writhing, wind, storms, animals, kings, crowns, nobles, energy, courage, battle, heroism, change, gambling.

Appearance: When free, Shan appears as a writhing mass of fire, which will occasionally coalesce Ito an animal. If he must sink to consulting mortals, he will take the form of two wolves, connected through their minds.

Personality: Shan is primal, unwilling to be tamed and unable to be shackled. He leaves paths of destruction or beauty in his wake, but he means to make not obliterate. He has no 'set' personality, but he is usually unpredictable and vicious. He often tears apart those he despises in an instant, but his rewards last eternally for those he loves.

Followers: He has a small group of dedicated priests that worship him fervently. Otherwise, many heroes pray to him, and kings often invoke his name. Soldiers will plead favors before battle, and mages court favor before casting a spell of fire or chaos. The Summer equinox is his sacred day, as is the month of March. His priests are known as the Shannites, and live in small temples dedicated to him. These priests aid heroes who come their way, live freely and revel openly, and gamble prolifically. Also, cults of teens worship him, albeit a corrupted form.
 
And its myriad spin-offs- the octopus overlords, Morrissey, the r'leyh, gods from other NESes based on similar trappings.
 
Welcome TheBookkeeper! :D :thumbsup:
Let us each sacrifice a thousand slaves to celebrate this momentous occasion!

Together, we will add yet another Modern Armor column to the endless SOD's that are so infamous. The cunning and cruel will gang up on the weak and divide up the strong. This is a land that will see the birth and decay of Eternal Empires which may or may not be updated in months. We will throw down a blanket and have a picnic under the soft glare of a Mushroom cloud and enjoy the spectacle of fire raining down upon the delinquents and weak peoples. Together we are strong, but as one conquered body, we will DOMINATE! :mwaha:
 
Welcome Bookkeeper. You will need five posts and five days before your pm capability appears.
 
Sure Jaguar, thanks for the heads up! That'll be no problem...

Everyone else, I love the enthusiasm! I'd like a slightly more structural and nuanced approach to character creation than we've got here, but these are all really good jumping off points! I'll post a character profile sheet by tomorrow, which you guys can modify your current info to fit.

(This'll mostly consist of the application of a concept I've called "Spheres"--elaboration in the next post).
 
It would have been nice to have them at the start, but I'll be ready to modify the little info I have atm. An "any interest guys?" post would tend towards New NESes thread or a pre-nes thread.

Excited!
 
Terrance makes a good point, so I'm editing the opening post to include info on character creation. Once everyone's set, we'll still have to wait a few days to finalize things once I pick up PMing capabilities, and then we can pretty much get started.

Conveniently, most of your Gods already conform to the profile structure, and should just take a little formatting to finish. Try not to let the wall of text scare you, the bark is worse than the bite.
 
I have a question. Will there be a visual world that the deitys will be forming or interacting with, or just a hypothetical world?
 
Shan tore across the sky, rippling with power and rage. He had been slighted by a noble, given the man great gifts and seen them turned against The Lord of the land. The coward was a traitor, a man who must be struck down with the sword Shan had bestowed upon him. And so Shan went, fire bursting from his form, writhing in anger and shifting. Always shifting. It was mesmerizing to watch, drawing in the weak mortal minds and even destroying the most vulnerable. Shan burst out if a storm cloud and descended towards the traitor's new palace, wrested from the hands of his liege.

With incredible speed he blew through the door and screamed down the halls, wrecking walls and expensive tapestries on his way. Finally, he reached the throne room and beheld the coward, whimpering upon the throne like the unworthy craven he was. Shan halted, and turned into the form of two wolves, connected by their minds and acting like on body.

"You are the unworthy coward, the man who stole my gifts and turned them upon your leader. You are a man who strikes kings down and usurps their throne without permission from me, the kingmaker. You are the scum of the Earth, not worthy to tread the land your liege walked. Stand down now and you will die swiftly." The voices spoke in unison, echoing through the chamber.

"The king was a tyrant, a man who deserved to be killed. You forget, my sword can challenge the gods themselves."

"DO YOU THINK I CARE? YOU DO NOT DECIDE WHO LIVES OR DIES! YOU ARE A MORTAL AND SCUM, YOU KILL THOSE WHO LEAD YOU. TRAITORS CANNOT BE ALLOWED TO LIVE, NO MATTER THEIR EXCUSE." Throughout his speech, Shan shifted into many forms, each more threatening than the last. Finally, he settled upon a fox, blood red and filled with rage. Without a word, the man was engulfed in flames, burned to a cinder and utterly destroyed. With a further wave of his hands, the man's name was struck from the record books and the memories of the world. Turning, he scanned the room. "You," he said, pointing at the assistant steward. "You're king."

With that, he teleported to his abode, brooding over the cowardice in the world.


OOC: I wanted to show Shan's vengeful streak and his uncompromising morals.
 
Name: Jalasafar
Jalasafar, God of Change, Overseer of Growth and of Decay, of Construction and of Destruction, of the New and of Old: of the inevitable affect of time. Some call him Fate, or Destiny, or Karma. Others call him Time, Death, Disaster, Catastrophe, Miracle, Luck, Fortune. He is all of these, but he yet he is none of these.

Sphere: Time

Domains: (Inevitable, Gradual) Change
Change... this is an extremely broad domain. In essence, this gives him control over the prevention of stagnation, and affecting the rate of change. Many assume various powers to be placed in his domain, but they are merely outliers for these two cores. The direction of change is a good example.

Personality: Jalasafar is not chaotic per say, but he is never the same twice. From generous to niggardly, from confident to shy, he is the embodiment of the inexorable affects of change. However, he never "jumps", his change is always natural, organic, and gradual. Jalasafar can become vengeful against those unwilling to move on, but like all things, this angers grows slowly until its inexorable tides sweeps away all resistance. For those who embrace change and all it brings, he sees to it that their adventures' blessings are greater, and their curses slightly. Change is not good, or evil. Positive or negative. It just is.

As an example, a merchant seeks to avoid age and succeeds over a dozen years, angering Jalasafar as the mortal flaunts his abilities. Finally, Jalasafar forces change; the Merchant may find his sources of youth to become unpopular or unavailable, or he might discover a new source of great wealth. No matter, change is effected and time moves on.

Worship: Jalasafar is a casual god. His worshippers are the thiefs' sigh of relief after escaping detection. The sadness of a King whose kingdom is decaying. The exulting merchant after his growing business succeeds in establishing new markets. The cursing of the farmer as his lifestyle is torn away from him. The nursing of a mother as her children grew into adults.

For those who seek him out, he gives no additional attention to them than, perhaps, the attention they bring upon themselves. Bearing masks of ancient rebels, they undermine stability, spread doubt and fear, aid the weak, topple the strong, and encourage... change. The Changed, they are a Phalanx, the inexorable might of Jalasafar. Some places they are underground organizations dedicated to progress. Others they are rebels, political parties, charities or others. But one thing remains the same; they find their organization's values are ever shifting with time and opportunity, as their actions bring the notice of Jalasafar upon their efforts.

Relevant Symbols: Eclipses, Changing Seasons, Flowing Water, Circular Calendars, the Old giving authority to the Young.

WIP

EDIT: Discord-lite?
 
Name: Bu-Ay, Lord of Death, Keeper of the Undying
Sphere: The Unknown
Domains: Death, afterlife, undead
Personality: A cold emotionless cloaked figure. Has a certain stench, like a corpse. Extremely paranoid and usually will not appear on his own, but surrounded by a group of protectors of some sort skeleton warriors etc...)
Worship: The first method of worshiping Bu-Ay is the killing of others and cursing their souls to Bu-Ay, his realm. After that it is all about dedication to death, from building massive mausoleums of death, to just praying for death. One interesting method of honoring is practicing the magical arts of the undead, becoming undead necromancers and dedicating life to serving it.
Relevant Symbols: Moonless nights. Dead bodies and skeletons, empty skin shells... Pyramids and other types of death monuments.
 
Back
Top Bottom