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Fantasy Legends of Divinity (Divine Games) Rules/Character Application

Nameless Author

Junior Member
Greetings! After testing out the system for a godly game, I've decided to create another with major rule changes. All the rules here have been taken from Lords of Creation, it's just edited a but to suit what I hope can make a good game.

Rules

Divine Games is by its nature, a very free-form system, but in order to prevent an anarchic mess, rules have been put into place to moderate how we go about telling stories. These rules are written to be intentionally flexible, so that they do not limit player freedom or harm gameplay. If you have a question about the rules, please feel free to ask one of our moderators

Important Threads:
(To be added)

Moderators:
Nameless Author (Me)

Approved Deities:

Ground Rules
This game works best when the players cooperate together OOC, rather than try to compete with one another. DG cannot be 'won', only played. When you join this game, consider that it isn't about making the best god, or the greatest civilization, but rather it is about building an interesting world TOGETHER with your fellow players. In addition just because we are playing a deity game doesn't mean we are all omnipotent or omnipresent. Metagaming is still a practice that can happen just because we are playing a bunch of deities. For more information about this concept check out the spoiler below. The Moderators are not here to police you, but rather to help smooth over arguments and clarify the rules. If you have a problem with another player, try to address it with them if possible. If you can't, then please feel free to speak with a Mod about the issue.

In LoC, it is tempting to think of the Concepts and Creatures that you create as 'yours'. While sometimes it makes sense for an idea or life-form to be a closely kept secret, it should not restrict the story. When you Create Life or a Concept, you should discuss openly with other players whether you mind if they use it or not. If they want to use your creation for something, be open minded and consider their request. You can of course say no, but it is discouraged to completely shut someone down. Instead, try to work with them to find a compromise. You'd be surprised what can happen when players communicate with each other.

In addition the deity in question will need the approval of two separate mods.
Name, Epitaph
Player Name:
Name of the Player
Domains (Portfolios): What your God has dominion over (D&D Domains and Portfolios are fine). There will be two of these with a Portfolio being some smaller portion of the Domain in question. An example would be Travel (Space) dealing with specifically space travel. In addition there is a...heavy dislike towards domains dealing with Time or Divination or the like. Something that would allow a deity, society, or other entity to dictate the actions of another deity or be omnipresent are almost always banned.
Alignment: Your God's general demeanor (D&D alignments are fine)
Symbol(s): Your God's religious symbol
Pantheon: None yet
Appearance: What does your God look like?
Personality: What is your God like?
Dogma: Your God's message to their followers and the followers of others.
Creations:None at the moment. (This should be left blank or "None at the Moment" until play begins)

An unnamed planet born from the Creator's power, the First World is unique in that powerful divine beings are unable to walk upon it. Only Demigods may set foot upon the First World, any Deity who is of higher rank must act through an Avatar if they wish to physically touch the First World. Even more powerful Deities find their own divine actions too powerful for the First World, forcing Greater and Elder Deities to act through Exarchs to perform any action on the First World.

Gods who are inactive for too long cease to be, their minds fading and their bodies drifting through the void forever. If you wish to play the game, you must post at least once every three weeks, although you are encouraged to post far more often than that. If you are going away for some time, you may let the Moderators know, and your god will be put to sleep rather than dying when the time runs out. Upon your return, your deity may wake up and resume play. In the interim, other gods may encroach upon your creations and domains. If you wish to quit the game, simply say so in the OOC and your god will be given a final farewell of some sort. If you do post in the OOC that you are leaving, do not continue to post in the IC. The Mods will handle your deity's death and farewell.

Gods do not play nicely and sometimes one God attacks not another God but their flocks and their creations. This is generally done through a Bless or a Curse action. It is generally advised not to strictly expunge this action with an action of your own but to alter it. Regardless of how you answer this challenge, countering or alter an action of a God is always 1AP over the original cost of what you are countering. For example, countering or altering a Curse that drives your human flock insane would cost 2AP as a Curse costs 1AP.

When two or more Gods continue to counter one another in this way a Curse War erupts. It is generally good form to check with your fellow Players on how to handle these situations and if no solution can be reached an RCR may be required.

Random Conflict Resolution

Sometimes players can’t come to a conclusion on how an event should be dealt with. Sometimes a God wants to press combat with another God or society. To alleviate such problems Random Conflict Resolution can be called. All Gods receive a 1d10 regardless of their Rank and an additional +1 per domain they possess. Societies are given a flat 1d6. Gods cannot interfere with society combat rolls just as societies cannot interfere with Godly combat. These rolls can be altered by additional AP moves as indicated by their write up. Gods may force a combat for 2AP and other Gods may assist in an RCR for the cost of 1AP.

Combatant (Base RCR)HeroChampionMinor ArtifactTotemOrganizationFabled LifeMajor ArtifactRelicDomainHerald
Deity (1d10)------+4+5+1+1
Society (1d6)+1+3+2+3+1+1----
Hero (1d6) 00+3+5+1+1----
Organization (1d6)+1+3+3+50+1----
Fable Life (1d6) +1+3+2+4+10----

Action Point System
The Action Point System is a measure of how much power and influence your Deity has and can expend at any one time. Any instance of discounts or "free" AP (such as utility artifacts, panolopies, or Infuse Plane/Land/Race) can be used once they are acquired. Each week, at 12:00 PM EST on Saturday, every player gains their Weekly AP as determined by their Divine Rank (as well as having their artifacts/infusions refresh) during what is referred to as 'rollover'. This AP can be spent in any way you want, and it is the chief method of changing or creating things on the world that we are crafting. Players start the game with 16 AP, and begin gaining AP normally upon their first rollover.

Owing to the system, Divine Games has an emphasis on cooperation and rivalry between Gods. As such certain actions can be shared by one or more Gods with the premier example being the Create Pantheon Action which requires three separate Gods to spend 1AP each to fulfill the action. However owing to the fact the game is played on forums not all players can respond in real time. Split actions must be marked in a player's AP actions and must specify who the action will be split with and all other Gods have one Roll Over to complete the action until the AP is refunded. Concept and Life Actions can be split between any God and further Actions can be split for Gods who are within a Pantheon.

World Shaping Actions
Disclaimer: All World Shaping Actions include in their price the creation of mundane life forms to populate the lands and worlds they create. Any real world animal or analogue that you can think of is created on and populates any lands or worlds that you create with these actions.

Alter Land (1AP): Alter Land is used to change the physical properties of a location, allowing gods to change plains to hills to mountains to forests to deserts to plains again. An Alter Land action can only be performed on existing land created through the Create Land or Weave Plane actions. Alter Land can be countered by another Alter Land action, however any countering actions cost 1 more AP than the original action did. To counter a 1 AP action costs 2 AP, to counter that costs 3 AP, and so on.

Create Land (2AP): Create Land allows gods to form new lands where none existed before. You could create floating islands, carve out massive cave systems below the surface of the earth, or create a chain of asteroids in the space above a planet. When creating land, you can decide its terrain, climate, and ecosystem. Created Land has a basic geography that is decided when it is created, and is generally at the extreme the size of Australia. This action can also create physical worlds that exist as a part of the Material Plane, such as moons, other planets, or stars. However, if the Land being created is supposed to serve as its own world rather than as a feature of the existing world, then Weave Plane is the appropriate action.

Weave Plane (8 AP): Weave Plane allows you to create another world or dimension, separate from the First World of the Creator. Planes can be visible from the First World, but they do not need to be. Planes can be anything you wish, from a world of blistering fire to an endless sea to a mirror image of the First World. Planes can have their own laws of physics or magic, which are decided upon at the Plane's creation. Any Plane that is created cannot be reached from the First World without magical, technological, or divine aid. If your plane is meant to be a feature of an existing world rather than its own world, then Create Land is the appropriate action.

Bridge Plane (2AP): Bridge Plane is an action that connects two Planes of Existence, creating areas of 'bleed through' in each other. The metaphysical properties of the planes will leak into each other in the area surrounding the connection, forming an area distinct from either connected Plane. Bridges between planes can be either voluntarily closed by their creators, or broken with a 3 AP Alter Land action. A God higher than Demi-God can exist within this Bridged Area even if it overlaps The First World, however still require an Avatar to interact with the First World if they are Greater God or above.

Create Portal (2AP): The act of creating is an action that bridges two planes or a plane and the Mortal World together at a spot designated by the creator of the Portal. These Portals could be in ancient groves or be pools of liquid drifting in the Astral Plane.

Open/Close Portal (1AP): This action closes a portal or opens a closed one. This makes it impossible for both Gods and mortals to pass through the Portal for the duration of the action or until the Portal is opened once more.

Lock/Unlock Plane (2AP): This action locks a Plane allowing the God that locked it to set the parameters of who or what can enter. This action cannot be taken on a Plane that you do not specifically own. Any other God may unlock a Plane which allows them to qualify for the rules even if they do not meet them originally.

World Populating Actions
Disclaimer: World Populating Actions are anything that creates, expands or otherwise influences non-Divine aspects of the game. This could be making a civilization of Elves that worship bonfires. Entire Magic systems. A race of evil Dragons. Mighty Heroes and powerful Avatars of the Gods themselves. All these actions and more count as World Populating Actions.

Create Life: The Create Life Action is in fact several separate AP actions under a single umbrella. Create Life does not create mundane life such as plants and real world animals, these are so trivial they are included in any land creating action. Create Life is to create monsters, sentient races and mythical beasts.

Create Monstrous Life (1AP): Monstrous Life is any sort of incredible or supernatural creature that is incapable of higher thought. They think like animals, and cannot learn magic or industry. Monstrous life is incapable of using Concepts, but they can have innate abilities that are considered fantastic. Wyverns, Golems, Zombies, Shambling Mounds, or Dretches are all examples of Monstrous Life.

Create Sapient Life (2AP): Sapient Life is life which can think and solve problems on its own. They are the mainstay of any fantasy setting, and many of the major characters in the world will be Sapient Life. Sapient life is roughly equivalent to a real-world human. One might be stronger on average, or smarter on average, but when you add up all the pros and cons of each kind of sapient life, they're all roughly equal. Sapient Life can make use of concepts, although their innate abilities are only about as impressive as a human's. Humans, Elves, Gnomes, Orcs, or Intelligent Zombies are all examples of Sapient Life.

Create Mythical Life (4AP): Mythical Life is life that can think for itself, and also have fantastical properties. They might be quasi-magical by nature, are capable of supernatural flight, or lightning manipulation. They might be vastly stronger than the average human, or have greatly expanded intellects. Mythical Life is inherently superior to Sapient Life, and are capable of utilizing the same concepts as Sapient Life. Dragons, Demons, Vampires, Angels, and Archons are all examples of Magical Life.

Create Sub-Race (Variable): Subraces are forms of life that are descended from and related to existing creatures. Half-Elves and Drow are subraces of Elves, while Metallic and Chromatic Dragons are subraces of Dragon. Creating a Sub-Race costs half as much AP as creating the parent race took, rounding up. Sub-Races are by default the same level of life as the parent race, but you can change the level of life during the creation of a Sub-Race if you wish. Changing the level of life up costs 1 AP per tier, while lowering it reduces the cost of the action by 1 AP per tier (to a minimum of one).

Create Concept: The Create Concept Action is in fact several separate AP actions under a single umbrella. Concepts can be as simple as the wheel to entire magic systems depending on the cost. Concepts can spread through interaction of Sapient or Mythical Life and through Societies.

Create Mundane Concept (1AP):
Mundane Concepts are simple things that nonetheless lay the foundation for higher civilization. Many Mundane concepts can be assumed to exist in a primitive form in any society of sapient beings, but spending AP will develop it further and make it a defining point of a culture. Agriculture, Trapping, Writing, Masonry, Shipbuilding, and Smithing are all examples of Mundane Concepts.

Create Advanced Concept (2AP): Advanced Concepts are complex ideas that greatly improve the capabilities of sapient beings that utilize them. While a single Advanced Concept does not on its own revolutionize a society, in tandem with other concepts they can advance societies by leaps and bounds. Architectural Engineering, Mathematics, Steel Working, Siege Warfare, Astronomy, and Literature are all examples of Advanced Concepts.

Create Mythical Concept (4AP):
Mythical Concepts are fantastical ideas and elements that provide incredible resources and capabilities to the Sapient beings that utilize them. Mythical Concepts represent the various extraordinary arts and techniques that can be performed by Sapient beings, from systems of magic to powerful technologies. Sorcery, Alchemy, True-Naming, Magitech, and Mythril Forging are all examples of Mythical Concepts.

Create Sub-Concept (Variable AP): A Sub-Concept is a way of extending and better defining the capabilities of an existing concept. It can take the form of new applications for existing techniques, new materials to work with, or new Techniques to achieve similar effects. A sub-concept of Magitech could by Vehicular Locomotion, allowing the creation of magic-powered trains, flying ships, or mechanical steeds. Sub-Concepts can only be created from existing Mythical or Advanced Concepts, and costs half as much as the base concept did to create.


Create Organization (1AP): Organizations are groups of like-minded individuals who are united under a single banner or cause. Organizations differ from societies in that they exist as separate entities. A single society may have several organizations that operate within its borders, while a single organization may operate within several societies. Organizations give non-heroic mortals the ability to wield Minor Artifacts outside of Societies, where they count as heroes for purpose of RCR. Organizations add a +1 to a society’s RCR when combined with the society. Secretive Cults, Mercenary Companies, Magic Schools, Scientific Universities, and Merchant Guilds are all examples of potential Organizations.

Form Society (2AP): Societies are the cultures and civilizations that mortals form when they band together for mutual gain. They can take the form of monarchies, merchant republics, city-states, nomadic tribes, democracies, or anything else you can think of. Societies are required for any non-heroic mortal to make use of Advanced or Mythical concepts, and without a society mortals default to hunter-gatherers or isolated hermits. Human Republics, Dwarven Kingdoms, Giant Empires, Elvish Democracies, and Orcish Tribes are all examples of potential Societies.

Form/Join Pantheon (1AP): Pantheons are groups of Gods that have banded together for mutual gain or goals. Each member of a pantheon, at a minimum of three Gods, must spend 1AP to form a Pantheon and any God wishing to join the Pantheon there after must spend 1AP to become a member. Pantheons must adhere to some form of guidelines stated at the forming of the Pantheon such as a Pantheon dedicated to Elves requiring any God who wishes to join have some function or connection to Elves. Each Pantheon has a designated leader or leaders picked when the Pantheon is made and a new leader is picked from the remaining members should the original leader or leaders leave the Pantheon.
Mechanically, a member of a pantheon gains one 'Pantheon Action Point', or PAP per rollover for every three members that the Pantheon consists of. These PAP do not accumulate, and only refresh each rollover. If you fail to spend the PAP, then you lose it forever. PAP does not count towards gaining domains, but can be used in combination with normal AP to perform actions. The Pantheon leader, or group of leaders, may expel members for any reason by spending 1 PAP.


Raise Hero (2AP): Raise Hero marks an individual as having an important role to play in the events of the world or the machinations of the gods. Such beings may have a wide variety of titles, or indeed no title at all, but they are all referred to as Heroes in this action. Heroes are set apart from the masses for some reason, be it impressive natural talent, divine providence, or perhaps they are exceptionally unremarkable. While Heroes can be affected by Blesses and Curses, or other actions, they cannot be killed or defeated through the use of AP without the permission of the owning player. Heroes grant +1 RCR, only one such bonus is applied.

Create Avatar (4AP): Avatars are small chunks of Divine Energy that allow a God beyond Demi-God to walk the Mortal Plane. These Avatars can fight in Divine RCR at half the strength of their God (rounded down). Gods of Intermediate Rank or higher require an Avatar to effect the First World.

Divine Artifice Actions
Disclaimer: Divine Artifice Actions are actions that produce effects and creations specifically tied to your god's influence and essence. These actions allow your god to directly influence the circumstances, energies, and inhabitants of the world.

Bless/Curse (1AP): Blesses and Curses are extraordinary circumstances that have been influenced by a god or brought into being by powerful forces. Blessings are generally beneficial effects that improve circumstances or events, while Curses are malignant effects that do the opposite. A Bless or a Curse can be as wide or narrow as you want, ranging from causing a drought in a small village to resurrecting every dead being in the world. Blesses and Curses can be countered by another Bless or Curse, but countering such an action costs 1 AP more than the action being countered did.


Create Minor Artifact (3AP): Artifacts are incredible objects with extraordinary powers and importance. Swords that can cut anything, boots that can walk across dimensions, or legendary forges that smith weapons unlike any other are all examples of Artifacts. Artifacts are incredibly significant magical or technological items, capable of unleashing world-shaking power. Minor artifacts come in two types much like their Major counterpart. Minor Artifacts are simply not powerful enough to harm Gods and thus provide no RCR bonus in Godly RCR

Minor Combat Artifact: A minor combat artifact provides a +2 to society RCR and can only be used by a Society, Hero or Organization

Divine Favor: Divine favors are small gifts directly from a God and provide a society or hero the ability to use an Alter Land, Create Monstrous race, Bless/Curse or Create Mundane Concept. A God may only gift such a favor once per type though such gifts may be shared between their societies. This free charge is only useable once per week.


Create Major Artifact (5AP): Major artifacts are so great that even a god can find great advantages to possessing one, and only the greatest of mortals could hope to hold one and survive. Major Artifacts come in the following two types.

Combat Artifact: Combat Artifacts provide a +2 to RCR rolls once a week. A God may have as many Combat Artifacts as they have Domains.

Utility Artifact: Utility artifacts provide a -1 to an AP cost of a specific AP action decided upon creation. This cost modifier can be used once per week, can be used in split AP actions and can reduce an AP action to 0. AP costs for purposes of Domain Gain are counted as the reduced AP cost. A God may only have one Utility Artifact per AP action.


Refocus Artifact (3AP): Refocusing an Artifact allows a God to change the type of an artifact they own. This can change a Combat Artifact to a Utility Artifact or change the AP action that a Utility Artifact effects. This action cannot make a Utility Artifact into another already existing Utility Artifact that a God owns. A Refocused Artifact retains its Infusions and change where applicable. A God cannot Refocus an Artifact for one full roll over after they have used this action.

Divine Infusion (3AP): A Divine Infusion is a special action that imparts a portion of a deity's divine essence and power into another thing. People, places, objects, or even entire worlds can be infused, providing those things with unique effects and powers that act as an extension of a deity's will. An Infusion bestows the recipient with a portion of a Deity's power, and what exactly that does it up to you. A list of actions that can be infused follows along with what that entails within the rules.

Infuse Avatar: Infusing an Avatar creates a Herald which provides a +1 to godly combat. A Herald has the full RCR total of a God and its Domains.

Infuse Minor Artifact: Infusing a Minor Artifact creates a Totem which provides an additional +1 to combat in regards to Societies, Heroes or Organizations.

Infuse Major Artifact: Infusing a Major Artifact creates a Relic which provides either an additional +1 to RCR for Godly RCR or an additional +1AP on cost reductions for the action of the Relic.

Infuse Plane: Infusing a Plane creates a Manse. A God can set specific rules for their Manse like making it Good Aligned or a maze for Evil creatures. It is important to note that this does not disallow players from using their AP to counter this Infusion. Gods may also, once a Roll Over, use a free Alter Land on their Plane or Create Monstrous Life to create more life in their Manse. This Life is not owned by any God unless 1AP is spent on them to claim ownership

Infuse Mythical Life: Infusing Mythical Life rebrands the creatures targeted as Fabled Life. A Fabled Life race can once per roll over use a free Alter Life action or a Create Monstrous Life action. Fabled Life counts as a Hero for purposes of Society RCR and thus provide a +1 when used in a Society or count as a 1d6 on their own. Fabled Life cannot have a Sub-Race created from them.

Infuse Land: A God may infuse either a land created by Create Land or a use of Alter Land. Doing such creates a Holy Land, allowing the God to define some traits found upon the Infused area. The God may also use a free Alter Land Action if they used a Create Land action on the area they are Infusing.

Infuse Hero: A Hero can be infused into a Champion. This grants the Champion a +2RCR for when a Champion is fighting alone. Infusing a Hero provides a bonus +1 when it is fighting with a Society.
Divine Growth Actions
Disclaimer: Divine Growth Actions are how Gods evolve and gain more power. This is as simple as gaining a new Domain and Portfolio or as complex as a Panoply.

Steal Domain (6AP): Stealing a domain is a action that can only be taken right after winning in RCR against someone else (this can still happen if you have people helping you). This allows you to ascend closer to the top, while ripping those that would compete with you down. This action cannot be used against lower tiered gods; they don't have enough juice in them to sufficiently raise your power. Gods tiered equally to you or greater can have one domain taken from them. Only one person may use Steal Domain on any god per rollover. It should be noted that it is irrelevant who initiated a divine combat that this action is being spent towards: only who won the combat. You select a domain from the defeated deity and that domain now appears on your domain list rather than on theirs. You may elect to keep the portfolio element the defending god had chosen with the domain or select a new one instead as you gain the new domains. If this reduces someone to 0 domains they are killed.

Gaining Domains and Panoplies


A God need only spend 10AP towards gaining a Domain to receive it. A god may, in lieu of gaining a Domain, choose to take a Panoply. This Panoply provides a static bonus depending on a set type of Domain you would have taken. These effects should be discussed with the Moderator but the following are a few simple framework in what the AP Action is intended to do. For example, Daina the Goddess of the Forest wishes to gain the Domain Light (The Sun), she need only spend 10AP towards creating and utilizing the sun and then claim the Domain in the OOC. For example a 2AP Create Land action for the Sun, a 4AP Weave Plane action creation a solar plane of existence, a 2AP bridge plane action connection the Solar Plane to the Sun, and a 2AP Bless to provide nourishing light to the World below.

Life: A Life Panoply provides a bonus to countering a Bless actions as if the God spent an additional AP.
Ex: Goblins, Dragons

Death: A Death Panoply provides a bonus to countering a Curse actions as if the God spent an additional AP.
Ex: Necromancy

Order: An Order Panoply provides a static +1RCR to societies.
Ex: Paladins, Community

Chaos: A Chaos Panoply provides a static 1RCR to Organizations.
Ex: Chaos, Madness

Artifice: An Artifice Panoply provides an additional slot for a Major Combat Artifact. This Panoply can only be picked once. Additional uses of this Panoply provide a -1AP discount on the next Major/Minor Artifact action.
Ex: Forging, Clockworks

Nature: A Life Panoply provides an additional Infusion Slot to the God. This Panoply can only be picked once. Additional uses of this Panoply provide a -1AP discount on the next Create Life action.
Ex: Trees, The Harvest

War: A War Panoply provides a -1AP discount to the Assault God action. This Panoply can only be picked once. Additional uses of this Panoply provides a +1RCR for the God.
Ex: Conquest, Bloodlust

Peace: A Peace Panoply provides a -1AP to Assist God action. This Panoply can only be picked once. Additional uses of this Panoply acts the same as a Life Panoply.
Ex: Pacifism, Respect, Love

Divine Rank Weekly AP Required Domains Maximum Infusions Maximum AP
Demi-god42216
Lesser God55320
Intermediate Deity67424
Greater Deity79528
Elder God812630
 
I'll make a character that should serve as an example. Note to new players: Because those from the last game have the opportunity to make characters with the same number of domains as they had in the last game, mine will be starting with two more than normal.

Greetings, child. I am the bringer of life to those that seek it, as well as those who do not. I am the harbinger of an age that shall last till time itself unravels, the age of Eternal Life where death does not exist. I am Zerif the Lifebringer and none shall slow my design.

Zerif, the Lifebringer, The Fleshy Mound, The Bush with Infinite Limbs, The Lord of Fungi and Plagues
Player Name:
Nameless Author
Domains (Portfolios): Life (Undeath) Life (Flesh) Life (Plants) Life (Fungi)
Alignment: Chaotic Neutral (Alien Morals)
Symbol(s): Any body part from the organism that shows it on it's own works as a symbol for Zerif. Not a picture of a body part, no, an actual body part. Preferably fresh if not still alive somehow. If that is unavailable, Zerif will take mummified remains begrudgingly as worthy symbols.
Pantheon: None yet
Appearance and Personality: Generally Zerif appears in one of four main shapes: The Fleshy Mound, the Bush With Infinite Limbs, the Lord of Fungi and Plagues, and the Bringer of Life.

The Fleshy Mound is a giant blob of indistinct flesh the size of a four story building. He manipulates objects with appendages that form from and return to the fleshy center. Sometimes he manifests a humanoid shape to speak with others, a robed figure that sits on a throne of flesh with guardians and servants appearing with the humanoid form.

In the form of the Fleshy Mound Zerif feels constant bestial hunger, and will lash out at anything that comes too close with giant heads similar to serpents that try to consume but not kill the target (by biting off a limb and leaving the rest or the like). Sacrifices can stave off mutilation, and intelligence is clearly seen when it is briefly satisfied. It's typical outlook in this shape is "Consume, grow, repeat" and encourages those around it to do the same. Patience is a far away concept to the Fleshy Mound, and it almost never thinks about it's actions before it does something. The only time it shows any caution consistently is when it is dealing with divine entities or their chosen champions.
514c717fed73260dd4a91beed2ba8d53.jpg

The Bush With Infinite Limbs appears most of the time as a giant inter-tangled field of vines, leafs, fruit, and other organic plant matter. It can "consume" whole forests by integrating them into it's form, making them almost impassable till the Bush With Infinite Limbs has passed. It generally is very inactive, only reacting to events that happen around it when it is disturbed, and rarely takes the initiative to prevent large scale interference with it's daily growth and actives. The Bush With Infinite Limbs does like company that does not harm the land and life around them, clearly helping those who respect it by allowing passage through it's body. It rarely speaks, though, and does so through a treant like form that is serpentine in nature and is connected to the rest of it's form.

6827da209db42b4a1f30ff6d68aabff1.jpg

The Lord of Fungi and Plagues is the rarest form for Zerif to take, typically the form where the most well thought out and malicious plans are produced. It typically appears only in a humanoid form of varying shapes and sizes that almost always appears in-human and half-decayed. However when it feels confident it revels itself to all as a giant mound of organic fungi matter that has a cloud filled with spores of fungi and innumerable plagues. The Lord of Fungi and Plagues welcomes servants, and forces upon them parasitic fungi to spread to others around them while protecting them from death.

demon_lord_by_metolguy-d6rbg1h.png

The Bringer of Life is typically seen as a humanoid shaped pile of normally inanimate matter that has gained a spark of life. Skeletons, dirt, fire, and other typically non-living matter. The Bringer of Life is the size of a human, being the least grand and kindest of all of Zerif's forms. It weeps at the passing of even the smallest living being if no pressing matters are distracting it, and radiates a aura of healing that can make a man without legs walk. However, if the Bringer of Life stays in one place too long who knows what life might spring up unintended...

Dogma: Zerif teaches all that life is the most important thing in the universe, no matter the form. Life should be preserved at all costs, and it's growth should be encouraged whenever possible. The dead will return to life one day, and when everything that has ever died has returned to life the age of Eternal Life shall begin. To the gods and their champions, Zerif wishes to work with them whenever possible, but will not compromise on any of it's plans or morals.
Creations: None at the moment.

Idea Idea Hel Hel
 
Demi-god, unless your old character had 5 or more domains. Which I doubt anyone really had... but I think many of those players will be able to rise quickly to Lesser God if they wish.
 
Rofo, the longed, the All Mother, the Youth
Player Name:
Idea
Domains (Portfolios): Life (creation/birth and nourishment) and Time (Youth)
Alignment: Good, a merciful mother or sweet child
Symbol(s): A flower whose petals turn halfway through into a wolf´s paw, a human hand, a bug, a hoof and a fin
Pantheon: None yet
Appearance and Personality:
4729a281854163ad9211464b69153f7f-jpg.295344

The very essence of motherly care and survival instincts, Rofo is a caring soul who would quite well blend in with some of her "children" if not for her godly aura. Her real appearance is that of a little girl just out of toddlerhood, white a smooth healthy skin, and still a little chubby. She has white hair, and white fur on her canine ears and tail. She has also has the guils of a fish, and two sets of wings, one from a bird and one from from a bug, albeit too small to be exposed outside of her clothes, red robes matching her red eyes, beneath a colorful kimono decorated with flowers. Actual flowers grow beneath her two bows, both of which are on her head, one overlapping the other.

She is a representative of the act of creating and diversifying life, as well as the nourishment and growth of that new life. There is a certain sense of peace and innocence she radiates, and she reciprocates with kindness and curiosty. She keeps a garden for her own, where she keeps many creatures in a state of eternal youth, like a toybox of her own.
Dogma: All are young before eternity, so why waste it. The young should rely on others and enjoy being young, until their turn comes to provide others that care. For in youth lies innocence, humility, joy and love.
Creations:None at the moment. (This should be left blank or "None at the Moment" until play begins)
 
Artifex, The Experimentor
Player Name:
Demfro
Domains (Portfolios): Evil (Abominations), Life (Cross-breeds)
Alignment: Neutral Evil
Symbol(s): Half of an human and half of a dragon split by a line down the middle.
Pantheon: None yet
Appearance: Dr_Schad.png
Personality: A mad man who creates most of what he makes for the simple ideal of "I want to see what will happen", he rarely will destroy anything as he enjoys the actions and reactions of those he and other gods create. He revels in disrupting the rules and natural order set by other gods, he gets some sick satisfaction out of seeing the perfect creations of others perverted into monstrosities. Of course as a god he has his own obligations to see the world does not fall into ruin, if that were to happen there would be no more fun to be had, if a god attempts to destroy the world or break it beyond repair he will forgo his natural evil personality and attempt to assist the other gods.
Dogma: "Strive to create what you deem as art, beauty is in the eye of the beholder, not the watcher."
Creations:None at the moment. (This should be left blank or "None at the Moment" until play begins)
 
Stark and Asher, The Twins
When they were one, they were Ashtrake.
Player Name: Hel
Domains (Portfolios): Trickery (Revelry) | Illusions (Magic) | Travel (Planar)
Alignment: Balance, or True Neutral
Symbol(s): A face split down the middle, the light half in an expression of joy and the shadowed half one of anger.
Pantheon: None yet
Dogma: Do whatever it is that you wish to do, but make sure that you enjoy doing it. If what you enjoy doing is frowned upon, then make sure you don't get caught doing it. One should never prevent another from enjoying their life in a permanent fashion for their own entertainment, though.
Creations: None, now.

Appearance: When interacting with the creatures of the First world, the identical brothers will alter their form to be whatever is considered to be attractive in that specific culture or race. Usually, the two will take the form of boys in their mid to late teens, however depending on to whom they are speaking, the may elect to take the form of twin sisters. Their most common form, and the one they take when interacting with other deities, is that of what will eventually be twin elves. In this form, they both have fairly shaggy black hair, which is specifically meant to look a bit messy. With large blue eyes, androgynous faces, and slender figures, the two could be mistaken for twin sisters quite easily. Regardless of which form they take, they always look well kept. Often times, when interacting with the twins, their appearance may seem to shift, and confuse. This is done to keep others from knowing which of them is lying.

This is a Rough Approximation. I cannot find an image that truly fits them.
Fe-BardMage.jpg

Personality:
One brother always tells the truth, while the other always lies; however, the trouble is no one knows which is which. They are never seen apart and it's almost as if they are two halves of the same whole- which is likely because the two used to be one. Both are tricksters who love to mess with people's heads, and both are incredibly smart, good at planning, and constantly scheming. Because the two are actually just a single cursed god, they don't always have to speak to know what the other is thinking, and the truth teller always knows what the liar is trying to say. Usually the two won't do any fighting themselves, but they will help their allies if there's some benefit for them. Often times they come across as troublesome teenagers. While their intention is rarely to pick a fight, they do often meddle in the affairs of other gods, and it would be unsurprising if their 'fun' never lead to blows.


Divine Rank: Demigod
 
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Demfro Demfro I hesitantly approve of Artifex, hope he get's fleshed out a bit more once the game starts.

Hel Hel the Twins are approved, naturally. You may use the third domain since you worked for it in the last game.
 
@Nameless Author I tried to flush him out the best I could but I honestly think this is a character who's personality will be shaped by his experiences, apologies if his depth of personality is not up to your standards.
 
Drevis, The Judge, The Avenger
Player Name:
Damafaud
Domains (Portfolios): Law(Preservation) Justice(Retaliation)
Alignment: Lawful Neutral
Symbol(s): A pair of raven and a dove. A balanced yet empty scale will also suffice.
Pantheon: None yet
Appearance and Personality:
shadow-jpg.310515

Fate is always a clash between good and evil, alteration between luck and misfortune. Drevis make sure that the tide will turn and none shall remain stagnant. He always appear as a silhouette of a winged man, his wings alternate between white and black as he moves. Level headed and cold, he rarely shows affection to specific creations. He make sure every deed receives its consequences and everything remain balanced.

Dogma: Every action will lead to a consequence. Every word spoken will have effect in reality. Regret comes after a result, and it will always come too late. Feel no despair as everything has an end. Nothing is eternal except the ever changing nature of the world itself.
Creations:
 

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Damafaud Damafaud Sorry but I don't think you were in the last game, and so cannot have a character with three domains. Those from the last game are given the opportunity to make new characters with the same number of domains if your wondering why I'm allowing some to start with more than others. :/:

Other than the fact that one domain needs to be removed Drevis is approved. Nice to see someone that contradicts the ideals of Zerif so much. ;D
 

scaledown

Name:

Kattedash. She is the Amused, the Gentle, and She Who Returns the Dead to the Earth

Played by:

Sleipnir

Symbols:

A green Sweetgum leaf that fades to black, the edges are starting to curl in at the bottom.
Kattedash also takes the symbol of a mushroom, usually capped or shaped similarly to the Chanterelle.

Domains (and Portfolios):
Decay (Natural), Battle (Brawling), Nature (Wilderness)

Pantheon:
None yet

Alignment:
True neutral, I believe

Dogma:
"Care for the wild and preserve it. Work hard and treat it well. The wild is a dangerous place for those not accustomed to it, but it is lovely in its own way. Live simply and live with the land, not on it or over it. Treat it not as your slave. Serve the wild, and the wild shall too serve you, and leave your descendants a world worthy of them, so that they may be taught to be worthy of it too. Your life is connected to the wild, and so your life will only be as rich as it is."​
Brief Description:
Kattedash has the youthful appearance of a young woman with curly, light brown hair and dark brown eyes, smooth tan skin and a white dress. She can usually be found wearing crowns of ferns, flowers and feathers rather than metals or precious stones, and rather than seeking to increase her status among the gods, she prefers to maintain balance between life and death, ensuring that one feeds the other well -- specifically, that death feeds life. While hers is a domain of decay, she is not set upon laying the world barren. No, Kattedash sees decay as a necessity and a blessing: As trees fall and lay, they must be broken down to feed the earth. As races build their homes and leave, the stone and wood they used must return to its home.
She is young and carefree, seeking more to play among the planes than to gain knowledge, lay waste or control. That is not to say that Kattedash is a frail or helpless maiden, however: While she may be childlike and unassuming, she is also more than willing to encourage indulgence in tavern brawls and street fights. She has a strong appreciation for such bloodletting and has no qualms with it at all. She considers these activities to be wonderful fun, a test of strength and endurance, and a natural way to decide the order of command.
And while Kattedash does have a love for brawling, it isn't as though her soft exterior is only a front. She may be capable of encouraging brutality, but she is also capable of kindness. She may enjoy violence, but she also seeks to share beauty. She takes joy in life, and also sees that death takes what belongs to it to make room for the new.

Creations:
None yet


Aight, did I convert her correctly?​
 
Damafaud Damafaud Sorry but I don't think you were in the last game, and so cannot have a character with three domains. Those from the last game are given the opportunity to make new characters with the same number of domains if your wondering why I'm allowing some to start with more than others. :/:

Other than the fact that one domain needs to be removed Drevis is approved. Nice to see someone that contradicts the ideals of Zerif so much. ;D
I've removed one domain. It's my fault for not reading carefully, though.
 
scaledown

Name:

Kattedash. She is the Amused, the Gentle, and She Who Returns the Dead to the Earth

Played by:

Sleipnir

Symbols:

A green Sweetgum leaf that fades to black, the edges are starting to curl in at the bottom.
Kattedash also takes the symbol of a mushroom, usually capped or shaped similarly to the Chanterelle.

Domains (and Portfolios):
Decay (Natural), Battle (Brawling), Nature (Wilderness)

Pantheon:
None yet

Alignment:
True neutral, I believe

Dogma:
"Care for the wild and preserve it. Work hard and treat it well. The wild is a dangerous place for those not accustomed to it, but it is lovely in its own way. Live simply and live with the land, not on it or over it. Treat it not as your slave. Serve the wild, and the wild shall too serve you, and leave your descendants a world worthy of them, so that they may be taught to be worthy of it too. Your life is connected to the wild, and so your life will only be as rich as it is."
Brief Description:
Kattedash has the youthful appearance of a young woman with curly, light brown hair and dark brown eyes, smooth tan skin and a white dress. She can usually be found wearing crowns of ferns, flowers and feathers rather than metals or precious stones, and rather than seeking to increase her status among the gods, she prefers to maintain balance between life and death, ensuring that one feeds the other well -- specifically, that death feeds life. While hers is a domain of decay, she is not set upon laying the world barren. No, Kattedash sees decay as a necessity and a blessing: As trees fall and lay, they must be broken down to feed the earth. As races build their homes and leave, the stone and wood they used must return to its home.
She is young and carefree, seeking more to play among the planes than to gain knowledge, lay waste or control. That is not to say that Kattedash is a frail or helpless maiden, however: While she may be childlike and unassuming, she is also more than willing to encourage indulgence in tavern brawls and street fights. She has a strong appreciation for such bloodletting and has no qualms with it at all. She considers these activities to be wonderful fun, a test of strength and endurance, and a natural way to decide the order of command.
And while Kattedash does have a love for brawling, it isn't as though her soft exterior is only a front. She may be capable of encouraging brutality, but she is also capable of kindness. She may enjoy violence, but she also seeks to share beauty. She takes joy in life, and also sees that death takes what belongs to it to make room for the new.

Creations:
None yet


Aight, did I convert her correctly?​
This is converted nicely, approved!

With the number of life related gods I feel like I should remake mine into something completely different, something that fills a different niche than the one that is overflowing at the moment. Hmm, I've got an idea.
 

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