[center][h2][color=#ffffff]D[/color][color=#fff8f8]i[/color][color=#fff1f1]v[/color][color=#ffeaea]i[/color][color=#ffe3e3]n[/color][color=#ffdcdc]u[/color][color=#ffd5d5]s[/color][color=#ffcece]:[/color] [color=#ffc0c0]T[/color][color=#ffb9b9]h[/color][color=#ffb2b2]e[/color] [color=#ffa4a4]D[/color][color=#ff9d9d]e[/color][color=#ff9696]i[/color][color=#ff8f8f]t[/color][color=#ff8888]y[/color] [color=#ff7a7a]R[/color][color=#ff7373]o[/color][color=#ff6c6c]l[/color][color=#ff6565]e[/color][color=#ff5e5e]p[/color][color=#ff5757]l[/color][color=#ff5050]a[/color][color=#ff4949]y[/color] [color=#ff3b3b]M[/color][color=#ff3434]k[/color][color=#ff2d2d].[/color][color=#ff1f1f]V[/color][/h2][/center] [hr] [centre][sub]Special thanks to all those who ran previous iterations of the roleplay over many years: [@ActRaiserTheReturned], [@Kho], [@Rtron], [@Cyclone], [@BBeast], [@Muttonhawk], [@Antarctic Termite], [@Lord Zee], [@Not Fishing], [@Double Capybara], [@Enzayne].[/sub][/centre] [hr] [h1]Synopsis[/h1] Divinus will be a story about a pantheon of deities, their creations, and the world of Galbar as it is shaped by our collective actions. It is unclear to all how the world came to end, but it is ending. The blooming flower of the cosmos, constructed through the toil and labour of the Old Divinity, fell into chaotic disrepair, and now, there is no saving it. Most of the Old Divinity have vanished (all, according to some), and guardianship of the breaking mortal world falls to the New Gods, brought into reality by the tumultuous forces of cosmic disarray. How did they manifest? Did something or someone create them to continue the legacy of the Old Divinity? Can the world ever return to the way it was? Nothing is known; nothing is certain. The only truth that remains now is that the world is collapsing, and the New Gods must save it. Though (most of) the gods may share the mission of protecting the world, like the mortals they rule, no mind is like the next: Right and wrong, good and evil, civil or uncivil - these are but a few of the concepts which definitions may differ across the pantheon. Alliances may form and break; intrigue between the divines may undo centuries of good or bad blood; and holy wars may break out at any time and plunge the world into chaos once more. The New Gods have been granted the gift of divine ichor - the very substance which flows in their veins allows for the manipulation of the fabric of space itself. It remains unclear why they were chosen and who made that choice, but it is certain that this power will in the future shape Galbar into something unrecognisable. [hr] [h1]Mechanics[/h1] [hr] [hider=Turns] The roleplay is divided in turns. They may denote the passage of IC time, but this is left up to player-specific plots and RP-wide timeskips will be agreed upon in advance. Each turn gives the player 3 Major Action (see tab) points to spend. These will be refilled upon reaching the next turn and will not exceed the max amount upon refill even if nothing was spent during the last turn. [/hider] [hider=Starting Phase: The Apocalypse] Turn 0 takes place during the Apocalypse. This gives gods a chance to unite mortalkind and save them from doom, all while shaping the dying world into a liveable habitat for the coming age. Upon the end of the turn, the world enters a multicentury timeskip where the gods rest and recoup after saving the world. During this time, the world’s technology level advances at the maximum to a 16th century level, with all the architecture, science and black powder that implies. During this time, the populations of the world have formed many societies, some player-created, some not. The narratives created from the interactions between these societies are sure to draw the attention of the gods once more. [/hider] [hider=Domains] Domains are 'elements' of the universe over which a god rules. These 'elements' are broad and can range from the obvious (Love, War, Death, Crafting, classical elements such as Water and Fire) to the abstract (Journeys, Secrets, Purity, Loss). They often align with aspects of a deity beyond merely what powers they command, especially in their worldview or personality. Domains can be shared by multiple gods, and while it’s not strictly required, it is highly encouraged for gods that share domains to occupy different themes within that domain. For example, between two gods who both occupy the water domain, one can be a god of the seas while the other can be a god of the rain. New domains are acquired through narratives, usually a Quest, wherein the player should convincingly show their god’s journey to understand the aspects of the domain they wish to acquire. While there is no hard cap on how many domains a single god can acquire, one should be wary that, like in any other facet of life, growing too big too quickly may draw many jealous ires. [/hider] [hider=Major Actions and Minor Actions] [b]A major action[/b] is any action that affects the world in a large, meaningful way that would inherently affect others. Examples here would be causing a volcanic eruption, carving out a gulf on the continent or annihilating or otherwise altering a large biome, creating an artifact or monument with a regional or world-wide effect, creating a world-wide or regional phenomenon such as aurora borealis for all to see, etc. [b]A minor action[/b] is any action that does not affect the world in a large, meaningful way and does not inherently warrant a reaction from other players. Examples here could be creating localised species or biomes, creating artifacts or monuments with a localised effect, or blessing or cursing individuals or small groups of characters (players do not need to use a major action to bless or curse individuals or small groups of other players’ characters in collabs). [hider=Examples of What Can and Can’t Be Done] [b]Examples of Major Actions:[/b] [list] [*]Creating a massive mountain chain. [indent][list][*]Creating a singular, small mountain would not require MA expenditure. [*]Creating singular, small mountains REPEATEDLY to get around creating a singular chain will result in MA expenditure.[/list][/indent] [*]Altering the color of the sky. [indent][list][*]Altering the color of the sky over a specific village would not require MA expenditure. [*]As above, altering the color of the sky REPEATEDLY would result in MA expenditure.[/list][/indent] [*]Creating a Sapient Race [indent][list][*]The creation of a single member of an extant sapient race, with no notable features beyond being singularly created, would not constitute MA requirements. [*]As above…[/list][/indent] [/list] [b]Examples of Free Actions:[/b] [list] [*]Creating a field of strange colored plants. [indent][list][*]As this would require a very specific, intentional post by a player to visit, this would not require MA. [*]Creating a MASSIVE field of strange colored plants, large enough to constitute an unmistakably large biome, would require MA.[/list][/indent] [*]Spawning a species of unremarkable animals, like cows, in a given area. [indent][list][*]As this would be a very specific introduction of animals to an area and would not necessarily affect others, this would not require MA. Spawning cows in every biome on the continent would, by nature of now requiring other civilizations to interact with cows, require MA.[/list][/indent] [*]Creating a sword that glows [indent][list][*]As this sword has no serious effect on the narratives put forward by others, this would not constitute a need for MA expenditure. [*]Creating a sword that glows so bright it can blind gods and heroes would make it able to seriously affect others in RP if ever they were to interact with it, and thus requires MA expenditure.[/list][/indent] [/list] [b]The List of Things Not Done and Further Addendums:[/b] [list] [*]Destroying the World [indent][list][*]One may never spend MA to destroy the World. One may never spend MA to make something that destroys the world.[/list][/indent] [*]Creating New Land Mass [indent][list][*]Additional land cannot be made regardless of MA spent. [*]Islands, as example, can be raised or broken off from the continent.[/list][/indent] [*]Killing Gods [indent][list][*]A God may not be killed solely through MA expenditure. [*]The narrative death of a deity can only occur with approval from both parties.[/list][/indent] [*]Altering Global Physics [indent][list][*]The laws of physics cannot be altered on a global scale. [*]In example, gravity can be altered in a building for free or in a biome for MA.[/list][/indent] [*]Exterminating a Species [indent][list][*]Creating a race costs MA; destroying an entire race is impossible. [*]Overtime, with approval of all players associated with said creation, an eventual extinction can be discussed.[/list][/indent] [*]Destroying Player Content [indent][list][*]Destroying player-made content, such as a civilization, can never be completed by just expending MA. [*]Damage can be done to other people’s creations without consent and with MA expenditure, but complete destruction can only be done with consent from the creator.[/list][/indent] [*]Advancing Technology Recklessly [indent][list][*]Technology is restricted to a reasonable rate around the time period; humans require many lifetimes to figure out major advancements, even with assistance. [*]Some groups can be more advanced than others, but must remain within the reasonable limits of the period.[/list][/indent] [*]Creating New Worlds [indent][list][*]Creating entirely new worlds in an attempt to get around the rule against creating new land masses is impossible. [*]Creating some sort of lunar body, however, could be done and cost MA; it should be nowhere near the size of the planet and be more in line with a small asteroid whipping around the world.[/list][/indent] [*]Creating Gods [indent][list][*]It is impossible to create another god through MA expenditure. [*]A new god may only be created if a new or returning player narratively creates one, and may be created spontaneously or through potential acts of other gods.[/list][/indent] [*]Unforeseen Nonsense [indent][list][*]The list above is not-exhaustive. [*]Additional addendums may be added if and when such precedences need to be set.[/list][/indent] [/list] [/hider] [/hider] [hider=Heroes] [b]Heroes[/b] are mortals who have completed some extraordinary feat, enough to be written into the Cosmic Chronicles. The Cosmic Chronicles is a metaphysical registry of names and the great deeds tied to them. To have one’s name written into the Chronicles grants the named powers related to their deed. Here is an example: [indent][i]Anatzasia is your average village girl, living the day-to-day life at the farm. One day, she is out picking mushrooms in the woods when she hears a scream. She runs over to see what’s the matter and finds Vanya on the ground with her hands in a desperate guard, shadows in the shape of three goblins looming over her. Thinking quickly and feeling brave, Anatzasia reaches for a nearby stick and runs over, knocking out one goblin cold. This draws the attention of the others, and through a feat of perseverance and unyielding courage, Anatzasia manages to defeat all of them, even as they managed to hurt her badly. This lets her and Vanya escape before the assailant regains consciousness and earns Anatzasia the respect of her village and a spot in the Chronicle as a “Saviour”. This grants her powers related to her act, such as maybe better hearing when someone nearby is shouting for help, faster legs when running towards that person, or stronger strikes when fending off an enemy trying to attack a friend.[/i][/indent] It should be noted that the act should be heroic for the Chronicles to accept the name. If Anatzasia only had had to knock out a single goblin, then the feat would not have been heroic enough. The deeds should be of extraordinary quality for the Chronicles to care. Other examples including valiantly leading a charge or defense in a battle, saving hundreds from death with medicine or healing magic, uncovering ancient knowledge and so on. Like with domains, there is no limit on how many titles can be acquired, but all mortals should beware the danger of hubris, and know that anyone who flies too close to the sun is bound to burn and fall to the earth once more. It must be noted that heroes are [b]not[/b] immortal by default, but literal and metaphorical immortality are both possible feats. Literal immortality (or longevity) can be achieved either by being blessed with it by a god or by drinking water from the Wellspring (which must be done as a quest); metaphorical immortality can be achieved by being so heroic that the hero’s lineage will be remembered for the progenitor’s greatness, granting all their children the title “Descendant of [HERO NAME]”, which allows for the inheritance of one of the progenitor’s physical titles, mental or magical titles per child. [hider=Holy Order]Holy orders, unlike in previous iterations, no longer function as what are essentially collective heroes. Instead, since heroism now is decided by deeds rather by blessings, holy orders will function a lot more like they did in history (see monastic orders, knight templar, warrior monks and so on), i.e. be groups where characters can train to become heroic. Holy orders will rely a lot more on their individual members to appear heroic, such as order grandmasters, elite veterans, magisters, high priests and the like. That being said, orders that do collective efforts [b]can[/b] acquire feats that affect the whole order. Example: A monastic order that frequently sets up soup kitchens for the poor could be titled "Generous" and find that the more they give away, the more they seem to get back in terms of ecological and social goods. Additionally, gods can bless monastic orders or cults with abilities and powers, but this does not inherently make them holy orders like in previous iterations. Like with heroes, though, divine blessings can contribute to an order more easily achieving heroic feats.[/hider][/hider] [hider=Artifacts and Monuments] Artifacts and monuments are respectively extraordinary items and structures created by gods. These may be created using a Major Action or Minor Action, following the respective rules for point usage. In general, very few artifacts and monuments warrant the use of a Major Action, as their effects are often localised in both space and time. That being said, some may have effects which follow a character, changing the world around them, or change a locality so much that it starts affecting the surrounding region. This tab offers some examples of what counts as major and minor artifacts and monuments. [b]Major artifact examples:[/b] A box filled with disease that could cause widespread devastation across the realm; a crown that forces others to kneel before its wearer; a staff that regrows the forest rapidly wherever it's brought. [b]Major monument examples:[/b] A tree that sucks the life out of the soil of the surrounding land; a temple that spawns roaming spirits that suck the dreams out of the skulls of bypassers. Anything which effects are highly restricted to the locality, like simple flaming swords or everlasting hearths, can be made for free. [/hider] [hider=The Gods] The gods that players will be playing are known as the New Gods, spawned from the chaos of the apocalypse that ended the Age of Legends and sparked the Age of Mystics. While being nowhere as powerful as the Old Divinity, they are still immensely mighty beings in both strength, skill and vitality, and they have the power to manipulate the fabric of the world, performing miracles unachievable even with the most powerful magic. However, they are not all-powerful and certainly not all-knowing, and in many ways, the gods are like mortals - the only difference is that a temper tantrum in the Divine World may level cities. There are some who believe that the gods are not alone - that one of the Old One (or ones) are still watching over them. They go by many names and have been prescribed many forms. Many who seek order in the chaos hold the belief that this master created the New Gods before all was lost; others reject this idea, believing the Old Divinity to all have perished without a trace. Others still find themselves in between, and some wish to undo the world altogether. Whether this Old One exists, is unclear, but to some, having a Master in times of uncertainty brings order and stability. [/hider] [hider=The World and Its Layers] The planet “Galbar” is gone. All that remains of her now is an island the size of a continent, floating on its own in the darkness. In its centre, the greatest mountain range in the world pierces the heavens. These mountains are the home of the gods, and they live atop them, within them and below them, centered around the Divine City. In the centre of the mountain range lies the Wellspring, which in cooperating with the rain provides all the water on Galbar in a perpetual flow. On Galbar, everything has a soul and everything has a mind - from the smallest grain of sand to the seas themselves. With the right competency, one can potentially communicate with anything and hear their insights and learn their lessons. The world is much more than just Galbar, however; the collapse of reality has opened doors to other facets of the multiverse, manifesting in the form of Layers. Layers are parallel realities with completely different worlds and life than those of Galbar. These can be accessed by gods and mortals alike, but one important factor should be noted: The worlds are fundamentally different, and so the gods have no power there. Their rules are not ours, and even the all-powerful become meak and petty when the rules of reality shift. With the chaos of magic, layers come and go as the laws of nature see fit. However, with divine power, some layers can be kept open permanently, allowing trade with the other side and adventures on unknown worlds. Layers whose doors have been closed cannot be recalled, as the multiverse is much too chaotic for such (unless one has the relevant domain related to space and/or time). This, of course, counts for the other side, so don’t expect to venture in and out of new worlds without drawing some attention. [/hider] [hider=Mortalkind] The only mortal race to have survived the Apocalypse was humankind. What other races that may have existed before disappeared with the rest of the world. As such, humankind stands as the primordial mortal species. It is no wonder, then, that many look to humans as a template for other mortal races, and many races may form from humankind. The nature of magic and divine ichor enables mutations to occur in humans, changing them into various other species. This can be willed or just natural phenomena. Thus, elves, dwarves, orcs and other known races may come to be. Perhaps others still seek to draw inspiration from other parts of nature. That is possible, too. In the post-Apocalypse, the gods can create any sort of race they’d like, humanoid or otherwise. The humans may predate the New Gods, but they are still at their mercy, and can be toyed with as the gods may wish. [/hider] [hider=Innate Divine Abilities] [b]ENVIRONMENTAL MANIPULATION[/b] Control over weather, landscape, and other physical phenomena in their direct vicinity. Gods whose domains are specifically geared towards a particular field, of course, have increased control over these. All gods have the ability to control elements within their vicinity using only their minds. They may raise rocks and water from the ground, purify or mix materials, extract a particular element out the ground, or compress, melt, ignite or freeze something. [b]FORM[/b] Gods have innate shapeshifting capabilities and can appear in whatever shape or form they wish. Most do tend to have preferred forms, while those more geared towards deception and espionage do not. All gods also have a True Form: This is their domain(s) incarnate, the god becoming what they represent to all the awe and horror of unfortunate onlookers. What this shape manifests as, is entirely up to the player: A war god can become a bloody battlefield; a merchant god can turn into a mountain of gold and goods; a dream god can take on the shape of everyone’s nightmares simultaneously. Activating one’s True Form is a Major Action, as the widespread implications of a god taking on the form of their domain are most likely literally ground-shaking. [b]IMMORTALITY[/b] Gods are ageless and almost unkillable. They cannot be harmed by mundane weapons or magic. A god's weakness is usually particular to that individual god and a secret hidden with the utmost care and vigilance. If they are to die, it must be either by suicide or by the direct efforts of a very powerful god or a group of gods. Mortal efforts could at best cause superficial harm to a god, and more often have no effect. [b]PERCEPTION[/b] Gods can see in great detail, able to see even in the true darkness of deep space, and can observe aspects such as heat, magnetic fields or souls. They can hear as far as they can see, are able to pinpoint the direction of sounds and are able to simultaneously understand all speakers of a large crowd. [b]DIVINE HOMES[/b] Any deity can create their own, non-euclidean home room in the Divine Realm, tied to the Galbarian layer. This can act as a private retreat or a manner to escape from other gods. These generally cannot be located by other gods unless the god in question allows others to find it, and those gods whose domain involve dimensions or space/time warps may be able to find said planes. (Or: These planes can be visited by anyone, so if one seeks privacy, one must find some way to lock or hide away the opening, either by using powers or artifacts.) These planes are very small, but can be customised as the god wishes it to be. This can be your Tartaros, your Hell, your Elysium, but lite. Divine homes are separate from layers in that layers aren’t constructed by the gods, whereas divine homes are. [b]MOVEMENT[/b] A god can fly, run at high speeds, swim and breathe under or walk on water. Some gods may have preferences for particular modes of travel, creating vehicles and such, and those with relevant Domains may be better at utilising certain modes than other gods. The form a god takes may also hinder or facilitate travel - light, agile form with wings will be able to fly much faster than a large heavy form without wings. A god [b]cannot teleport[/b], may not gain such an ability, and cannot teleport anything or anyone (exception being for a god with a relevant domain: a god of Gateways should be able to make cool gateways that can lead to anywhere, or a god of Speed should be able to move so fast that it effectively functions like teleportation, or a god of Space should be able to tear through the fabric of Space/move themselves instantaneously through space). [b]TRAIL AND PRESENCE[/b] Each god has a unique essence that leaves a trail wherever they go and a mark on all they create. This trail can only be detected by gods with relevant domains, and may only be concealed by gods with relevant domains. A god with a Domain related to Deception may be better at covering their trail, for instance, while one with a Domain relating to Espionage may be better at detecting such trails. [b]CREATION[/b] A god can create anything following the rules for Major and Minor actions. The nature of these creations will be left up to the narrative, but it should be noted that any proliferating, powerful and space-needing species of life are very likely to be major actions. Below are some examples of what a god can create in terms of life: [list] [*]A god can create tiny creatures without magical properties, like ants, beetles, mice etc. These can reproduce, survive, and thrive. [*]They can create unintelligent species of animals or other beings who can reproduce and thrive. These can continue to grow and survive even if the god should be destroyed. This includes magical and non-magical creatures. [*]They can create intelligent species of animals or other beings who can reproduce and thrive, even if the god should be destroyed (humans, elves, dwarves and whatever else you can think of.). [*]Can create life. This includes all kinds of flora, fauna, and lesser spirits. Intelligent life may not be produced en masse - it must be done one at a time or allowed to multiply on its own. [*]Gods are able to create things from nothing and shift them with ease. On a very small scale this does not drain their energy at all, for example, they can create a clump of metal and heat the metal to melt it, they can shape clay and carve stone with their touch, they can cause seeds to grow rapidly by merely focusing on it. [*]A god may modify existing life-forms using their essence in a manner befitting their Domains. Such modifications typically affect a small proportion of the species’ population. [/list] [b]STRENGTH[/b] Wield great martial power and resilience, depending on the god. Most deities make terrifying opponents for all but other deities. Normal weapons are generally ineffective against them, as are low-level magics. They are immensely powerful, capable of lifting objects larger than them, and are unaffected by fatigue. They are able to shrug off mundane threats and perform impressive feats such as smashing large boulders with ease. [b]COMMUNICATION[/b] Can understand all sapient mortal languages and can even communicate with non-sapient creatures or inanimate objects. In terms of long-distance communication, mortals may only communicate with Gods through a specific action or process (usually called ‘Prayer’). Examples for how to pray to a specific god may include: whispering into a flower in the case of a God of Spring; sacrificing a lamb in the case of a God of Domestication; writing their prayer into a sheet of papyrus doused in jade powder in the case of a God of Archives, etc. Gods may only respond in non-verbal ways such as a gust of wind pointing people in the right direction, a bird that had been flying overhead a starving man dying all of a sudden and falling in front of him, etc. Methods of communication on both sides will vary according to domains. Gods may not telepathically communicate with other Gods, requiring the creation of a specialised Divine Communication System (i.e. messenger system, such as flying magical talking crows, a God who tapes wings to his shoes, etc.). Telepathy is restricted to gods with relevant domains. [b]AURA[/b] May exude a supernatural aura that inspires, frightens, calms or generally affects nearby life. An aura may have additional effects depending on a god’s Domains and can also be further enhanced by using a Major Action if it affects the world at large. [b]ACCLIMATISATION[/b] There is no place where a deity cannot survive. A god is unharmed by mundane environmental hazards such as extreme temperatures, extreme pressure, poisons, or falling. A god does not require food, air, drink, or sleep to survive. However, extreme environments may still prove difficult to navigate. [b]DEMIGODS[/b] Gods can breed with mortalkind to create demigods. Demigods are hybrids of god and mortal and are automatically granted the Chronicle feat of “Demigod”, which allows them to perform minor miracles relevant to their parent god’s domain. Examples: A demigod of the war god is unmatched on the battlefield; a demigod of the family god is immensely fertile; a demigod of the lightning god can control, well, lightning. It should be noted that demigods, like heroes, are not immortal by default. Immortality can be achieved in two ways: either a god can grant it or the demigod may achieve it on their own. Demigods often have an easier time reaching out to the gods on account of their lineage, too. While the power to perform miracles cannot be inherited by the demigod’s offspring, anyone who can claim to be descended from a demigod and thereby a god will surely almost naturally be quite popular (or unpopular) with the mundane. A demigod can ascend and become a true god. The only way to do this, however, is to challenge their parent and absorb their divine ichor for themself. This will mortalise or, at worst, kill the parent god. [/hider] [hider=New Gods] The world being as chaotic as it is, new gods can pop into reality at any time, anywhere. The gods may need some time to adjust to life, but they are just as powerful as the others once they come to their senses. While the copulation between two gods would also result in a new god, this is a very, very rare occurrence (read: only to be used for when new players explicitly want to play as the child of another god/other gods). Normally, divine relations result in divine beasts and monsters of myth. This could manifest as your Fenrir, your Minotaur, what have you. [/hider] [hider=Quests] Quests are a way for gods and mortals to acquire powerful artifacts, titles and even domains by following a narrative. While gods can create artifacts if they like, artifacts acquired through a quest are stronger and better on account of the materials gathered/time invested. Additionally, gods can only acquire new domains by studying that new domain of their intently, which can in many ways be seen as a quest. Heroes seeking to achieve immortality without the explicit aid of gods must do this through a quest as outlined in the “Heroes” section. There are no fixed requirements for length or plot structure in a given quest, but the player is highly encouraged to create convincing narratives that paint epic journeys and thought-provoking dilemmas. [/hider] [hider=Magic] Magic is a force that operates under the seemingly simple law of change - inevitably, something will change into something else, either with agency or just by chance. While mortals and gods can study this, none of them can truly grasp what exactly makes magic possible and how to predict it. They can only manipulate it and observe the outcome. It is a primal energy of change and in its raw, untouched form it is prone to violently alter whatever it comes into contact with. Following the apocalypse, these energies can bleed into the world in pockets and rifts, creating fantastical landscapes, weird magic-beasts and chaotic non-euclidean ruins. Now, it's just a normal part of life, like rain or any other phenomenon - the infertile cow can turn up pregnant one day, the silkworms we've been growing can sprout wings for no obvious reasons and fly off, someone sleeping in bed can suddenly become permeable and sink through the ground forever etc. This energy, otherwise layered neatly in its own dimension or reality (like oxygen, just chilling inertly for all intents and purposes) can after the apocalypse be harnessed and used by mortals to affect the world directly in different ways. This would mean magic is to all intents and purposes, new to Galbar with the apocalypse and birth of our deities, and the following age is the "Rise of Mysticism". Creatures born after the apocalypse can manipulate magical energy, magical energy can be studied and influenced in different ways, and there are many ways to draw upon it, opening avenues for mortality previously unknown. Even to the gods, magic is like unknown. While they don't need it for anything specific unless they want to, it is a puzzling force that none of them can truly grasp. They may be able to manipulate it better than any mortal, but they are as baffled by its nature as everyone else. Mortals can approach it with mysticism, they can apply provable methods, the end result is the same; they enact change on the world. Some applications of magic can be predicted or manipulated according to rules that seem work, producing spells and rituals one can perform for tasks. However these still fail to account for what magic is, many approaches succeed in seemingly contradictory applications of similar components. Provable and testable with outcomes that are reproducible, but understood not more for it. That is not to say magical energy is not dangerous. Beyond being able to create nearly anything (within the arbitrary laws of the universe we decide), magic much like most elements is dangerous to an individual if exposed to it. [/hider] [hr] [h1]General Rules and Regulations[/h1] [list] [*][b]The Golden Rule[/b]--Do not godmod/metagame/powerplay. It’s ironic because this is an RP with actual gods as characters; however, there are definitely limits as to the power level of our gods. We’re trying to make a collaborative story rather than host a game meant to be ‘won,’ so please keep that in mind as you write. [*][b]The Rule of Fair Warning[/b]--Before significantly influencing someone else’s creations, especially if it is going to be in a destructive way, give them some fair warning OOC so that potential objections can be made ahead of time and plans can be shifted. Ideally conflicts between two gods that lead to destruction or harm of one god or its possessions will be written with the consent of both players, but if you think that somebody is being unreasonable, us GMs can intervene. [*][b]The Good Summaritan Rule[/b]--Somewhere in every post, please attach a hider box containing a short summary of the post’s actions and then add an entry onto the [url=https://divinus-mkv-encyclopedia.fandom.com/wiki/Divinus_Mk.V_Encyclopedia_Wiki]Wiki here[/url] . As Divinus RPs have traditionally had some massive posts, this helps greatly when trying to keep track of all that’s been going on and when trying to make sure you didn’t miss any important plot point within some massive post. That being said, please do still try to read all IC posts and not just the summaries. [indent]Example: Your summary should convey the bare minimum of which characters were involved, what major plot points were covered, and which (if any) other peoples' characters you're initiating some sort of action with, and whether, if relevant, a Major Action was spent.[/indent] [*][b]The Bookkeeping Rule[/b]--We will be using a wiki to store character and creation sheets, as past experience has demonstrated that RPGuild character tab on this thread won’t be enough space and will get too cluttered. For all creations of significance, please make at least a 1-2 sentence page for them on our wiki. The 0th post on the characters section will contain a link to our wiki; if you need any help figuring out how to use the wiki, by all means feel free to ask. [indent][b]Clarification:[/b] Though the wiki is considered canon, you should still describe your creations IC. Don't simply reference that you've made a creation IC and then make us all go to the wiki article to find out basic details on what the creation does; it's unhealthy to make reading the wiki articles obligatory for one's understanding of what's happening IC.[/indent] [*][b]Leave of Absence[/b]--Please give us forewarning on the OOC if circumstances dictate that you will become inactive in the RP for a time. I’m sure we’ve all seen the phenomena of people simply vanishing; it’s frustrating and leaves work where the others have to pick up the narrative pieces. Failure to do so will result in the termination of your god as a result of the chaotic forces of the cosmos. [*][b]Sexual Content[/b]--Please keep it PG-13. Fade to black, and always remember, the Guild Rules come first and foremost. [/list] The above commandments are most important. Almost every other conduct is to fall under the domain of common sense and the RPGuild rules, with the understanding that our goal is to collaboratively create cool narratives. Be considerate to one another and facilitate storytelling. If there are any concerns or clarifications required, the GMs are always happy to help. [hr] [h1]Character Creation[/h1] We would like to reiterate that we will be using a wikia (link can be found on the 0th post of the character section) to store and organize all character sheets, rather than the character tab on this RPGuild thread. This is obligatory; however, if you need help figuring out how to work with the wiki, just let us know. If you like, you may still use the character tab to compile links to the various wiki articles for your creations. With that out of the way, feel free to format your sheet however you like, so long as it clearly contains answers to at least the questions posed by this example sheet below. As you consider ideas for your character and grapple with what you want to do, We would encourage you to first focus upon what sort of Domain you want to have, and then use that as a foundation to construct a god that makes sense given that dimension. Beyond the concept for your character, you should also have an idea of what you want your god to do, how your god might change or progress, how they will contribute to the story and how they will interact with other players. [hider=Character Sheet] Name: ((To know your god, name your god.)) Domain: ((Here goes the domain of your god, i.e. their theme. We’re talking lightning, fire, music, child birth - whatever you’d like.)) Myth: ((Share a scene from what you imagine the myth of your god to be. Maybe it’s a story of one time the god performed a miracle, maybe it’s an old hermit sharing some scripture on the god’s wisdom, or maybe it’s a scene of the god themself doing something godly.)) Base Form: ((Pictures, descriptions or both are fine. Any specific capability of this form over the others should be described.)) True Form: ((The god’s unshackled form, one where they embody the full and unrefined sum of everything their domain represents. Assuming this form is usually enough to cause widespread damage and break mortal minds. Think fire god becoming a volcano or a dream god taking on the form of every dream everywhere at the same time.)) Musical Theme: ((What’s their jam? Optional.)) ((Lastly, remember to read the OP thoroughly!)) [/hider] Discord link: https://discord.gg/V4XWzjXtY2