Deity slots have been filled, but there's a waitlist so if you feel that creative urge pushing you to write out a deity concept, you are welcome to do so and submit it to be put in the waitlist as well. Aside from deity characters, however, we will always be open to mortal characters!
Thanks for visiting our thread! — Vec
HOW DOES IT WORK?
Every god starts with 2 Domains (Fire, War, Death, Dreams, Knowledge, etc.) that define their sphere of influence.
Divine actions generally fall under four distinct categories:
Lucid (in-Domain): Automatic success, no cost. Your god lights a fire, guides a soul to the afterlife, whatever fits naturally.
Hazy (stretching boundaries): Minor cost. You create underwater flames, or raise a corpse temporarily. Define a consequence (a "Ripple") or collaborate with another god.
Surreal (reality-bending): Significant cost. You create sentient creatures, reverse time, shatter mountains. Spend your god's Conviction (a resource that regenerates through worship and roleplay) and accept the risk of Turbulence—glitches in reality that may spawn unpredictable results.
Nightmare (breaking existence): Catastrophic cost. You attempt to kill another god, erase a civilization, or punch a hole into the very fabric of reality. This ALWAYS triggers Turbulence (ranging from whimsically strange to existentially horrifying).
Divine death isn't permanent: If your god is slain (with your OOC consent), their essence dissolves and reconstitutes as a NEW god—inverted in nature, bearing the scars of how they died. You respawn with fresh roleplay potential.
CONVICTION: 1 (Hazy) / 2 (Surreal) NOTES: GM will introduce baseline mortals when the world is ready. Before that, player-created mortals are proto-life.
ACTION: Create specialized mortal species (non-human or trait-heavy)
SURREAL: Always Surreal (creating NEW sapient species)
NIGHTMARE: Species defies logic (immortal mortals, reality-warping mortals, mortals who can kill gods)
CONVICTION: 2 (Surreal) / 4 (Nightmare) RIPPLE: Major (new species competes with existing mortals for resources, introduces new diseases, etc.) TURBULENCE: 20% (Surreal) / 100% (Nightmare)
ACTION: Grant Divine Gift to existing mortal group
LUCID: Gift is in-Domain + minor (Fire god grants heat resistance, Beast god grants animal speech)
HAZY: Gift is in-Domain + significant (Fire god grants fire-breathing, Life god grants photosynthesis, Death god grants ability to see spirits)
SURREAL: Gift is out-of-Domain OR extreme (War god grants immortality until defeated in combat, Dreams god grants ability to enter others' dreams, Forge god grants metal skin)
CONVICTION: 0 (Lucid) / 1 (Hazy) / 2 (Surreal) NOTES: Multiple gods can gift the same mortal group (each pays separately). Gifts are hereditary unless specified otherwise.
ACTION: Remove/suppress a Divine Gift
HAZY: Remove your own gift from mortals (reverses what you gave)
SURREAL: Remove another god's gift (requires negotiation or contest)
NIGHTMARE: Strip all Divine Gifts from entire mortal population (reset them to baseline)
CONVICTION: 1 (Hazy) / 2 (Surreal) / 4 (Nightmare) NOTES: Removing gifts often angers the mortals and/or the original gifting god.
ACTION: Curse/plague/blight a mortal population
LUCID: In-Domain + specific target (Death god inflicts disease on one village, Plague god spreads contagion, Chaos god causes localized madness)
HAZY: In-Domain + broad (curse an entire tribe, create famine across a region, blight crops for a season)
SURREAL: Out-of-Domain OR permanent (Fire god creates infertility curse, Order god makes mortals incapable of lying, Peace god removes all aggression)
NIGHTMARE: Genocidal scale (erase an entire mortal civilization from existence, inflict species-wide sterility)
LUCID: Always Lucid if teaching is patient and gradual (teach farming over seasons, metalworking through demonstration)
HAZY: Instant knowledge transfer (mortals "just know" agriculture after divine vision, warrior receives combat mastery in a dream)
SURREAL: Teaching forbidden/dangerous knowledge (how to kill gods, how to breach strange phenomena, secrets of reality's nature)
CONVICTION: 0 (Lucid) / 1 (Hazy) / 2 (Surreal) NOTES: Teaching is a great Conviction-free way to influence mortals. Patient teaching shows more lasting results.
ACTION: Directly control mortals (possession, mind control)
HAZY: In-Domain + temporary (Dreams god enters mortal's dream, Madness god induces frenzy for one hour, War god grants battle-trance)
SURREAL: Permanent control or out-of-Domain (any god turns mortal into puppet permanently, Order god compels obedience)
NIGHTMARE: Mass control (enslave entire population's will, turn civilization into hive-mind)
CONVICTION: 1 (Hazy) / 2 (Surreal) / 4 (Nightmare) NOTES: Most players should avoid this (kills mortal agency = boring), but it's an option for darker gods.
ACTION: Manifest physically among mortals
LUCID: Always Lucid (gods can appear to mortals freely in any form)
CONVICTION: 0 NOTES: Gods decide how much power they reveal. Full divine form might terrify mortals; humble avatar might inspire them. Neither costs Conviction.
ACTION: Answer prayers / perform miracles
LUCID: In-Domain + minor (heal one sick mortal, light one fire, guide one lost hunter home, grant good harvest)
HAZY: In-Domain + significant (resurrect one mortal, win a battle for your worshippers, cause enemy tribe's weapons to shatter, create year of plenty)
SURREAL: Out-of-Domain OR mass-scale (grant all your worshippers immortality for one day, make all enemy mortals forget how to fight, reshape their homeland)
CONVICTION: 0 (Lucid) / 1 (Hazy) / 2 (Surreal) NOTES: Miracles are how you maintain worship (and thus Conviction regeneration). Regular small miracles build faith better than rare massive ones.
ACTION: Inspire/influence mortal culture (without direct contact)
LUCID: Always Lucid (send omens, prophetic dreams, visions that guide cultural development)
CONVICTION: 0 NOTES: Subtle influence is free but slow. Great for long-term cultural shaping without heavy-handed intervention.
ACTION: Create mundane animals
LUCID: In-Domain (Beast god creates wolves, Water god creates fish, Life god creates deer)
HAZY: Out-of-Domain OR unusual (Fire god creates salamanders, War god creates predatory birds, Death god creates carrion beetles)
CONVICTION: 0 (Lucid) / 1 (Hazy)
ACTION: Create magical/fantastical creatures
HAZY: In-Domain + low power (Fire god creates fire-breathing lizards, Dreams god creates creatures that appear only in sleep, Shadow god creates creatures of living darkness)
SURREAL: High power OR out-of-Domain (create dragons, phoenixes, hydras, creatures that defy physics, regenerating beasts)
NIGHTMARE: God-threatening creatures (create monsters that can harm/kill gods, self-replicating horrors, creatures that corrupt reality)
LUCID: In-Domain (Life god creates trees, Earth god creates moss, Harvest god creates grain)
HAZY: Out-of-Domain OR magical (Fire god creates plants that thrive in lava, Death god creates carnivorous vines, Dreams god creates flowers that induce sleep)
SURREAL: Impossible flora (create world-tree spanning continents, plants that move and think, flowers that grant immortality)
CONVICTION: 0 (Lucid) / 1 (Hazy) / 2 (Surreal)
ACTION: Control/command existing creatures
LUCID: In-Domain + simple commands (Beast god controls animals, Water god commands fish, Storm god directs birds)
HAZY: Out-of-Domain OR complex tasks (War god commands animals to fight tactically, Peace god calms aggressive beasts permanently)
CONVICTION: 0 (Lucid) / 1 (Hazy)
ACTION: Evolve/mutate existing creatures
HAZY: In-Domain + minor changes (Beast god makes wolves larger, Water god grants fish gills that breathe air)
SURREAL: Major evolution (make mundane creature intelligent, give it magical abilities, fundamentally alter its nature)
CONVICTION: 1 (Hazy) / 2 (Surreal) NOTES: Evolution persists across generations. You're creating a new sub-species.
LUCID: In-Domain (Forge god creates sword, Home god creates shelter, Craft god creates pottery)
HAZY: Out-of-Domain OR high quality (War god creates legendary spear, Water god creates unsinkable boat, Beauty god crafts perfect statue)
CONVICTION: 0 (Lucid) / 1 (Hazy)
ACTION: Create magical artifact (single power)
HAZY: In-Domain + single power (Forge god creates hammer that never breaks, Light god creates lantern that burns forever, Fire god creates blade that ignites on command)
SURREAL: Multiple powers OR out-of-Domain (create ring that grants invisibility + flight + fire immunity, bow that always hits targets)
NIGHTMARE: Reality-breaking artifact (weapon that can kill gods, mirror that shows true reality, key that unlocks any door including planar boundaries)
CONVICTION: 3 RIPPLE: Catastrophic (power imbalance, mortals gaining god-like abilities, other gods seeking the artifact) TURBULENCE: 100% NOTES: Artifacts can become plot devices. GM may require they be destroyable or have hidden flaws.
ACTION: Enchant existing object
LUCID: In-Domain + minor enchantment (Fire god makes sword warm to touch, Light god makes gem glow)
HAZY: In-Domain + significant (Forge god makes armor unbreakable, War god makes weapon sharper than physically possible)
SURREAL: Out-of-Domain OR impossible enchantment (Peace god makes weapon incapable of killing, Death god makes armor that preserves corpse forever)
CONVICTION: 0 (Lucid) / 1 (Hazy) / 2 (Surreal)
ACTION: Destroy/nullify artifact or enchantment
LUCID: Destroy your own creation
HAZY: Destroy mundane magical item
SURREAL: Destroy another god's artifact (may require their cooperation)
CONVICTION: 0 (Lucid) / 1 (Hazy) / 2 (Surreal) / 4 (Nightmare) NOTES: Some artifacts cannot be destroyed, only sealed or hidden.
ACTION: Create temple/shrine (mortal-built)
LUCID: Always Lucid (gods can inspire mortals to build; mortals do the labor)
CONVICTION: 0 NOTES: This is narrative—no cost because mortals are doing the work. Takes time IC but builds worship.
ACTION: Create divine structure (god-built)
HAZY: In-Domain (Forge god builds temple of living metal, Stone god raises temple from bedrock instantly, Home god manifests perfect sanctuary)
SURREAL: Out-of-Domain OR reality-defying (create floating temple, temple that exists in multiple locations simultaneously, temple mortals can't perceive unless worthy)
CONVICTION: 1 (Hazy) / 2 (Surreal)
ACTION: Create sacred/cursed location
HAZY: In-Domain + localized (Death god creates graveyard where dead can be contacted, Dream god creates grove where sleepers see visions, War god creates battlefield that strengthens warriors)
SURREAL: Permanent alteration of physics (create zone of eternal darkness, area where time flows backwards, pocket dimension, location where specific Domain rules don't apply)
CONVICTION: 1 (Hazy) / 2 (Surreal) NOTES: These locations become worldbuilding anchors—other gods will interact with them. Choose carefully.
ACTION: Bless/consecrate location
LUCID: In-Domain (Death god blesses cemetery, Harvest god blesses farmland, War god consecrates training ground)
HAZY: Out-of-Domain (Peace god blesses battlefield to discourage violence, Fire god consecrates frozen wasteland)
CONVICTION: 0 (Lucid) / 1 (Hazy) NOTES: Blessings grant minor benefits (better harvests, peaceful dreams, easier training) without altering physics.
SURREAL: Creating a space separate from the main world (requires defining its laws and boundaries)
CONVICTION: 2 RIPPLE: Minor (dead mortals now have somewhere to go, other gods may want access) TURBULENCE: 20% NOTES: Death/Dreams/Oblivion gods might do this to create afterlife. Other gods can visit. Realms can be contested.
ACTION: Communicate with another god
LUCID: Always Lucid (gods can speak telepathically or meet physically at will)
CONVICTION: 0 NOTES: Encourage this! Inter-god RP is the heart of the game.
ACTION: Collaborate on a project
LUCID: Both gods' Domains apply (Fire + Forge create volcano-forge together, Life + Death create cycle of rebirth)
HAZY: One Domain applies (Fire + Water create steam-vents; Fire's in-Domain, Water's helping)
CONVICTION: 0 (Lucid for both) / 1 (Hazy for the helper god) NOTES: Collaboration reduces costs and strengthens results. Strongly encouraged!
ACTION: Share knowledge/vision with another god
LUCID: Always Lucid (gods can show each other memories, visions, or discovered secrets freely)
CONVICTION: 0 NOTES: Great for collaborative investigation of mysteries. Knowledge gods excel at this.
ACTION: Gift/trade Divine power (temporary)
HAZY: Lend a minor blessing or ability to another god (lasts one action)
SURREAL: Lend/suppress your Domain to another god (lasts up to 1 week IC)
CONVICTION: 1 (Hazy) / 2 (lender) + 1 (borrower) (Surreal) NOTES: Creates interesting temporary power dynamics. Borrower can use lent Domain as Lucid-tier.
ACTION: Contest another god's creation (undo, corrupt, or oppose)
HAZY: Minor opposition (Death god makes plants wither in Life god's forest, War god inspires mortals to rebel against Peace god's treaty)
SURREAL: Major undoing (attempt to erase another god's mortal species, destroy their temple, corrupt their artifact, nullify their Divine Gift)
NIGHTMARE: Unmake another god's core creation (erase a civilization, destroy a continent they shaped, permanently nullify their Domain's influence)
CONVICTION: 1 (Hazy) / 2 (Surreal) / 4 (Nightmare) RIPPLE: Required for Surreal+ TURBULENCE: 20% (Surreal) / 100% (Nightmare) NOTES: Contesting another god's work creates IC conflict. Exciting, but risky. Discuss OOC first.
ACTION: Non-lethal combat (intimidate, wrestle, duel without intent to kill)
HAZY: Always Hazy (gods rarely fight, and even non-lethal combat is dramatic)
CONVICTION: 1 per combatant ADJUDICATION: GM determines outcome based on Domains + narrative + player agreement. NOT a dice game. NOTES: Loser isn't destroyed, just humiliated, wounded, or forced to concede. Great for dramatic roleplay.
ACTION: Lethal combat (attempt to kill another god)
NIGHTMARE: Always Nightmare
CONVICTION: 3 (attacker) / 1 (defender resisting) REQUIREMENTS: Both players agree OOC RIPPLE: Catastrophic (continental-scale) TURBULENCE: 100% guaranteed RESULT: Dead god dissolves, reconstitutes 3-7 IC days later as new god with inverted Domain NOTES: See God-Death section for full process. This is a campaign-altering event.
ACTION: Form pact/oath with another god (binding contract)
HAZY: Informal (verbal agreement, no metaphysical enforcement)
SURREAL: Magically binding (Contracts Domain god enforces; breaking causes pain/penalty)
CONVICTION: 0 (Hazy) / 2 per god (Surreal) NOTES: If a Contracts Domain god is involved, they can enforce oaths at Hazy tier (in-Domain for them)
ACTION: Shield another god from harm
HAZY: Protect from minor threats (block single attack, absorb curse meant for ally)
SURREAL: Protect from major threats (take god-death blow meant for ally, shield from Turbulence effects)
CONVICTION: 1 (Hazy) / 2 (Surreal) NOTES: Dramatic moments of sacrifice. You take the cost/damage instead of your ally.
ACTION: Investigate a mystery phenomenon
LUCID: Always Lucid (investigation is encouraged)
CONVICTION: 0 RESULT: GM provides a Fragment (clue) based on how you investigate. Secrets/Knowledge/Dreams Domains get better Fragments. NOTES: This is how you uncover metaplot and world secrets.
CONVICTION: 2 TURBULENCE: 50% chance (higher than normal Surreal because these are reality wounds) RESULT: GM determines what you find (could be revelation, could be horror)
ACTION: Scry/observe distant locations or mortals
LUCID: In-Domain (Knowledge god scries anywhere, Secrets god observes hidden things, Water god sees through water)
HAZY: Out-of-Domain (any god can scry with effort)
CONVICTION: 0 (Lucid) / 1 (Hazy) NOTES: Some locations may be shielded from scrying by other gods or reality distortions.
ACTION: Peer into past/future
HAZY: In-Domain + limited (Time god sees recent past, Dreams god glimpses possible futures, Memory god recalls forgotten history)
SURREAL: Deep temporal sight (view ancient past, see far future, observe alternate timelines)
CONVICTION: 1 (Hazy) / 2 (Surreal) NOTES: Visions are often cryptic or fragmented. GM decides clarity based on Conviction spent.
ACTION: Commune with world/reality itself
SURREAL: Attempt to understand the fundamental nature of existence
CONVICTION: 2 TURBULENCE: 30% chance (reality doesn't like being questioned) RESULT: GM provides deep lore or cryptic answers. May advance metaplot significantly.
ACTION: Transform your own physical form
LUCID: Always Lucid (gods are fluid beings; appearance is aesthetic)
CONVICTION: 0 NOTES: Want to grow wings? Become a pillar of flame? Turn into a swarm of ravens? Appear as mortal? All free. Pure aesthetic.
ACTION: Alter your divine aura/presence
LUCID: Suppress or amplify your divine presence (appear as mortal, reveal full glory, project fear/awe)
CONVICTION: 0 NOTES: Useful for interacting with mortals without overwhelming them. Also for dramatic reveals.
ACTION: Expand your Domain (gain a second Domain or widen existing)
NIGHTMARE: Extremely rare, earned through months of RP
CONVICTION: 4 REQUIREMENTS: GM approval + narrative justification + months of consistent play TURBULENCE: 100% guaranteed RESULT: You gain a second Domain or your existing Domain broadens (e.g., Fire → Fire + Ash + Rebirth) NOTES: This is a pantheon milestone and must be earned through exceptional roleplay.
ACTION: Voluntarily enter dormancy (sleep/hibernate)
LUCID: Anytime a player needs a break IRL
CONVICTION: 0 RESULT: Your god is "asleep" IC. Mortals' faith wanes slowly. You can return anytime. NOTES: This is the "pause button" for player absences. No penalties.
ACTION: Create divine avatar/echo
HAZY: Create a limited copy of yourself that can act independently
CONVICTION: 1 per avatar (max 3 avatars simultaneously) NOTES: Avatars have partial power (treat all actions as one tier higher). Useful for being in multiple places.
ACTION: Sever connection to mortals (reject worship)
HAZY: Cut ties with specific mortal group
SURREAL: Reject all worship entirely (lose Conviction regeneration from mortals)
CONVICTION: 1 (Hazy) / 2 (Surreal) NOTES: Some gods may choose isolation. Reduces Conviction regen but grants narrative freedom.
ACTION: Create a lesser deity (demigod, divine servant, angel-equivalent)
SURREAL: Creating a being with divine spark but less than god-tier
CONVICTION: 2 RIPPLE: Minor (new divine being changes power dynamics) TURBULENCE: 20% NOTES: Lesser deity is an NPC you control, not a new PC. Max 1 per god unless GM allows more.
ACTION: Ascend a mortal to demigod status
SURREAL: Elevating a mortal beyond mortality but not to full godhood
CONVICTION: 2 RIPPLE: Minor (other mortals react to one of their own ascending) TURBULENCE: 20% NOTES: Demigod hero can become a recurring NPC. If your god dies, demigod might become your new PC.
ACTION: Empower mortal champion (temporary boost)
LUCID: In-Domain + short duration (War god grants strength for one battle, Healing god grants immunity to disease for one day)
HAZY: Out-of-Domain OR extended (Peace god grants invincibility for one week, Knowledge god grants all-knowing wisdom for one task)
CONVICTION: 0 (Lucid) / 1 (Hazy) NOTES: Great for creating mortal heroes without permanent power creep.
ACTION: Create cosmic law/rule
NIGHTMARE: Establish a fundamental rule of reality ("death is permanent," "magic requires sacrifice," "lies cause physical pain")
CONVICTION: 4 (must be collaborative with 3+ gods to succeed) RIPPLE: Catastrophic (reality restructures to accommodate new law) TURBULENCE: 100% NOTES: World-defining action. Should be rare and momentous. Requires GM approval and player consensus.
ACTION: Rewrite mortal memories (mass scale)
NIGHTMARE: Altering mortals' past collectively
CONVICTION: 4 TURBULENCE: 100% RIPPLE: Catastrophic (mortals lose cultural continuity, history becomes unreliable, identity crises) NOTES: Extremely dark action. Oblivion/Lies/Memory Domain gods might attempt this. Expect consequences.
ACTION: Seal/imprison another god
NIGHTMARE: Trap a god in location, object, or planar realm
CONVICTION: 4 (attacker) / 2 (target to resist) REQUIREMENTS: Target player's OOC consent or GM mediation RIPPLE: Major (pantheon destabilizes, sealed god's Domains weaken globally) TURBULENCE: 100% NOTES: Alternative to god-death. Sealed god can be freed later through quests or negotiation.
CONVICTION: Varies (shared among participants, typically reduced due to collaboration) EXAMPLES: Create world-spanning geography together, establish cosmic law, build the First City jointly, create pantheon-wide afterlife NOTES: These are campaign highlights. GM facilitates coordination. Massively rewarding narratively and mechanically.
ACTION: Sacrifice yourself (permanent god-death by choice)
NIGHTMARE: Voluntarily end your existence for a greater purpose
CONVICTION: All remaining Conviction RIPPLE: Catastrophic (your Domain's power redistributes to others, mortals mourn/celebrate, reality shifts) TURBULENCE: 100% RESULT: You create a MASSIVE effect (save world, empower all other gods, create permanent miracle) then cease to exist. No rebirth. NOTES: Ultimate heroic/villainous act. Discuss with GM first. You'll need a new character.
A Ripple is an unintended consequence of divine action. When gods reshape reality, reality pushes back—not maliciously, but because every action has knock-on effects the god didn't predict or couldn't control.
Ripples generally serve three main purposes:
Balance power — gods can't solve everything perfectly
Generate plot hooks — consequences create new stories
Maintain stakes — even winning has costs
Ripples are required for:
HAZY-tier actions (small Ripples)
SURREAL-tier actions (major Ripples)
NIGHTMARE-tier actions (catastrophic Ripples)
The Three Tiers of Ripples
Scale: Local (1 location, 1 group, small area)
Duration: Temporary OR minor permanent effect
Severity: Inconvenient, not catastrophic
Examples:
Displaced wildlife
Short-term weather change
Minor cultural shift
Ecological imbalance
Resource depletion
Unexpected side effect
Scale: Regional (multiple locations, large populations)
Duration: Long-term or significant permanent effect
Ripples are a consequence of divine actions, not a punishment or penalty, so don't think I am out to get you all. Whenever an action takes place that warrants a Ripple, I will give 3 options to the player that triggered it in private I will generate an appropriate ripple that furthers the overarching narrative/fits the flow of the story. The information regarding the Ripple will be revealed IC narratively as part of a GM post.
This allows the person who caused it to immediately know and prepare in advance for cases where the Ripple directly affects them, while also keeping the rest of the players in suspense until the GM post drops. Last but not least, Ripples play a key part in Conviction generation. I hope you all interact with the world a lot!
Conviction is your god's divine power, meaning the resource you spend to perform major actions like terraforming continents, creating new species, or altering reality itself. You begin with 5 Conviction and can accumulate up to a maximum of 10. Think of it as your god's certainty in their purpose: the more convinced you are of your path, the more power you wield.
You earn Conviction by actively shaping the world. Post regularly (2+ times per week) and you'll receive a steady flow of divine power. Beyond that, exceptional contributions earn bonus Conviction: collaborate with other gods on joint creations, perform miracles that matter to your mortal followers, investigate the mysteries woven into reality, or simply write a character moment that resonates. When mortals reach major milestones (their first settlement, first war, first city) all gods who contributed gain Conviction together. Your power grows as the world grows.
The key is investment: the more you engage with the world, the pantheon, and the mortals, the more Conviction you earn and the more spectacular actions you can attempt. Small actions (within your Domain) are free, but reality-bending miracles require spending Conviction wisely. Every week, I'll post Conviction updates showing who earned what and why, so you'll always know what behaviors the world rewards.
Base Posting Awards:
1-2 posts per week → +1 Conviction
3-4 posts per week → +2 Conviction
5+ posts per week → +3 Conviction
Note: Posts must be substantive (2-3 paragraphs minimum, advance story/character). Short throwaway posts don't count toward totals.
Bonus Conviction (on top of base):
Collaborate with other gods → +1
Advance the plot significantly → +1
Investigate mysteries → +1
Exceptional roleplay moment → +1
Major milestones (all contributing gods) → +1
Bonus Conviction is awarded at GM discretion for contributions that go above and beyond. Here's what typically qualifies:
Story Advancement:
Your action directly moved the main plot forward (not just your personal subplot)
You introduced a major NPC, location, or event that other gods will interact with
Your action created new opportunities/challenges for the pantheon
Your Ripple spawned plot hooks for multiple players
Exceptional Roleplay:
Character development moment that reveals new depth
Dramatic scene that other players reference/react to
Novel approach to a problem that surprises me
Writing quality significantly above your baseline
Important: Not every good post earns a bonus; that's why they're bonuses! If you're consistently posting quality content, that's already reflected in your base weekly award. Bonuses are for posts that make me go "Wow, that was special."
If you're ever unsure whether something qualifies, feel free to ask. But understand that bonuses are subjective. I'll always explain my reasoning in weekly updates.
You awaken on a shore of black sand, featureless and newborn.
You are a god... though by what right or whose memory, you do not recall. Around you, other blank-slate beings rise from the sands, stirring to uncertain consciousness. The world before you is fog-shrouded, half-formed: a land awaiting definition, reshaping itself as you look.
You sense a vast potential in the sky and earth—a hum of forging power yet untapped. You do not know how you came to be, or what hand set this world spinning. All you know is your own awakening, and the presence of others like you.
Your only certainty: something here is strange. Sometimes, it feels as if the world is watching you back.
This is a collaborative worldbuilding roleplay where you and 711 other players act as deities shaping a world from scratch. You will:
Create the world's geography, climate, and laws of physics together
Define your god's nature and Domains (Fire, Death, Dreams, Secrets, etc.)
Birth mortal civilizations and guide their evolution across generations
Form alliances, rivalries, and betrayals with other gods
Investigate mysterious phenomena that hint at the true nature of reality—singing monoliths, faceless entities glimpsed at midnight, lands where sound vanishes or memory fails. Some mysteries predate even your awakening, but the only way to learn is to explore, create, and experiment
Face unexpected chaos as you learn to harness the powers of your domain
Collectively shape the endgame: Will your pantheon triumph, fail, or find something stranger than either?
Some questions will find answers. Others may remain unresolved for centuries, echoing in mortal legends. Your gods, too, will search for their purpose—even as they forge it.
God Concept (3-5 sentences): What kind of deity are you? What Domains call to you?
Appearance: Describe your god's visual form. What marks them as divine? Are they humanoid, abstract, monstrous, beautiful? Limit character portraits to artistic depictions. No anime images or real life face-claims.
Motivation: Why does your god exist? What do they want? What's their moral code (if any)?
Roleplay Example: Post a brief scene (1-2 paragraphs long) showing how your god interacts with the world or another character. Let me see your writing style.
Availability: How many times per week can you realistically post?
Experience: Have you been a part of a play-by-post roleplay before? What did you like/dislike about it? This is more so for my curiosity than anything else, so feel free to ignore this if you don't want to say.
Player Limit: 10-12 gods (if 13th+ apply, I'll waitlist you; first person on waitlist joins if anyone drops)
GM Style: Collaborative improvisation. I provide structure and adjudication, you provide the magic. Your brilliant ideas become canon.
Content: Violence, death, existential horror, moral ambiguity all welcome. I'll give content warnings for major events. Sexual content fades to black (or goes to DMs, whatever suits your needs), but romantic tension/desire is fine.
Communication: OOC chat for coordination, plot discussion, and real-talk if pacing/tone issues arise. I am amenable to making a discord server for OOC talk if the majority wants it.
You are not becoming a god of an existing world. You are becoming the god who creates it. The blank canvas is terrifyingly wonderful...
The other gods will surprise you. The world will surprise you. Your characters will surprise themselves.
This is a game about imagination made manifest, about creation and consequence. The world holds more than it shows; the origins of divinity, mortality, and existence itself are for you to discover. Questions without preset answers are part of play :) Embrace the unknown!
If that calls to you, reply with your concept, appearance, motivation, example scene, availability, and experience as outlined above. Feel free to inundate me with your questions in this thread.
Well I am glad you are thinking it thoroughly! Other feedback I would have are minor, just things to think about until mortals start popping up in the setting: To the minds behind strategic planning, she is their muse."
Strategy/tactics/intelligence are typically governed by Wisdom, Knowledge, or Strategy deities distinct from battlefield-combat war gods. Athena vs. Ares, essentially. If another player makes a god of Wisdom/Strategy, there's bound to be overlap. Not that it's a bad thing, however it helps both players and me as the GM to have a general idea of where one Domain ends and another one starts.
Does Adria govern Combat tactics (battlefield decisions), Grand strategy (campaign planning, logistics, politics), or both? The same applies for the whole "appears in front of dying soldiers, soothing them as they take their last breath" kind of thing.
Do you want your deity to take a quasi-ferryman of souls in place of a proper Death Domain god, until a player comes with us with a concept of one? How far do you expect to take this facet of Adria?
@Vec I see, well to keep it simple if another divine being choses their domain to be Wisdom of Wisdom, Knowledge, or Strategy then Adria's domain ends with battlefield decisions. I figure she wouldn't hang around the tent all day when she could watch over the battlefield.
As for appearing before dying soldiers, I was actually thinking she's just there to comfort them in their dying moments. Similar to Hermes in that regard. Where she offers them kind words, making them feel pride and unafraid of death and when they die, she guides them to death's domain. It's similar to what you said about overlapping the gods' domains, and I was just trying to restrain myself a little. But if you want her to take on the quasi-ferryman role until a death god shows up, she could be that too. If you want or need it to be so.
@Necrodancer Well in the end it's not about what I want but what feels best for the setting. It's going to be ironic If we have a War god that oversees mortal's deaths but no Death god to actually take them away when they die. Of course, that then births another question: Where would Adria bring these mortals post-death? I would guess that, until there's an afterlife or something similar, they would really just die. Period. No afterlife, no reincarnation, nothing. It would be similar to the atheist view of our reality, and generally it seems to fit the theme: no Death God, no afterlife, we just die.
@ActRaiserTheReturned I have been working on polishing your magic framework. I will be giving you a link to a doc file soon, so you can go through it and tell me what you think.
I've been thinking, if we don't have a God of Death, but we do have both psychopomp Goddess of War and a potential God of Spirits (which would encompass/be adjacent to souls I feel), maybe instead of having a stationary, permanent afterlife, we could work with a reincarnation system. When the body dies, since there's no afterlife in the absence of a God of Death, the soul sheds its old life, is guided by a psychopomp (Goddess of War or another) and goes to inhabit a new body.
It would also open an interesting dichotomy between body and soul. Something something like Life shapes the body and gives the soul a physical form, while Spirit is the spark of intelligence, the emotions and the will that animates it.
Just kinda throwing out ideas here, its not my decision in the end, I just love me some worldbuilding haha
@Rekkuza I mean, depending on how a mortal dies, every god could be a ferryman. If a soldier dies in battle, he is guided by the deity of War, if a mortal dies in a cave he is guided by the Deity of Earth, if a mortal dies in the ocean he is guided by the deity of Water/Oceans, etc. Where it gets interesting is this: if a mortal dies whilst casting magic, we could say he is guided by the deity of Magic, however what if the mortal was casting magic in order to kill someone, but they died instead? Would the deity of Magic still be their psychopomp, or does the deity of Murder have a say in this as well?
Regardless, these are questions for after mortals start appearing in the setting. For now, I feel like y'all should be thinking more about how your characters would act upon emerging, and how you'd like for them to awaken into their domain. Shoot me with ideas!
@Theyra Well, it's true that sand is made of earth and has earth property, in our world. It doesn't have to be that way in another world right? It can be it own separate element if @Vec allow. Especially if it is an element that is heavily tie to the divine origin like the birth of gods themselves.
@Vec That's true, we might be getting a bit ahead of ourselves here haha, we've got plenty of time to think it over
@Theyra I would also like to add that while Khthon is of the Earth Domain, his thing isn't really mountains, or fertile soil, or deserts, or really anything under the sky. He's a subterranean God, and his focus is on the deep Earth, caverns, ore, gems, and other minerals. So I really don't mind relinquishing Sand to you if that's what calls to you the most.
I'll wait until Theyra posts the character sheet, so we can go over it. Things can always be changed or adjusted, but without an actual sheet in front of us we are just speculating haha.