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Gods, Men and Everything in Between


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Deity Application
- If you wish to join, you will join the game as a New God. The New Gods are those descended from the original, or Old Gods.
- New Gods are given Domain of a Minor Domain upon joining--handed to them by the GM.

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Gods, Men and Everything in Between


The Archive of the Gods

ALNAEUS The First Father, God of Creation [DECEASED]
Considered the Creator of the Deities, he is both revered for Creation and sometimes feared or maligned as being the only one truly inescapable of judgment, punishment or retribution. In imagery he is often depicted as an old man with a longing gaze holding a walking stick. All the Known Deities are considered Children of Alnaeus and by some extension may thus consider themselves siblings. He is a mostly reserved deity, having little in the way of opinion outside of wishing to see all his children happy and thriving.

ANTAY | God of the Forge (Murtox)
Antay is a calm and meticulous being. His main concerns are those of creation and reason, both of these reasons are Antay's drive to action. However, behind the mask of a serene God, there is a more authoritarian and pro-active being that a face value approach would take many to believe. Among his ethical values, there is little place for wrong or good being those quite superfluous for a being like him. Among other beings of his kind, he seeks order and the establishment of proper conduct between them, else he may get infuriated by less than acceptable displays, for this very reason one must be careful when talking to Antay for his ire is something that may appear out of nowhere.

This ire is a strong emotion within Antay, the product of his own pridefulness and wishes to control what he can and leave the rest aside. He doesn't shy away from conflict if the situation arises and may hold grudges against others more often than other beings of his kind unless there is a concerted effort to heal the relationship with him.

AMELIA | Goddess of War & the Changing Winds (jimapple)
Amelia's one real desire is for war. Her almost single focused and drive are for beings to engage in the most physical and violent aspect of life. Her insatiable appetite for destructive battles is driven by the desire for legendary feats and to flush out heroes that are to be honored and remembered. Interestingly, she likes to live among these created. Seeing their lives up close as they are off the battlefield only fuels her passion to see the dichotomy in their personalities as they become unrecognizable on the battle filed. Amelia normally finds a likely hero that she will live with and she is playful and supportive towards them until she can manipulate a war for them to be a part of. She does not consider herself and others like her gods or goddesses but merely powerful beings. She longs for the day when the war to end all wars will commence and the created and the other powerful beings are embroiled in one glorious war.

ILLIAS | Goddess of the Sea (NecroKnight)
In some ways, those whom would look upon Illias she would see her as the picture of perfection and creation. Her entire appearance is made to invoke purity, peace and harmony. In a way, her personality is that of a caring mother - whom wants to have her children prosper and for her creation to claim their place in her domain of purity and love. As it would happen, she would react in a rather proactive fashion if her children were threatened by war or by false prophets or kings.

Granted this has a hidden meaning, as she has moments of obsession - as she sees her Creation as her own and doesn't like to share, nor would she support the idea of her children mingling with those of her enemies or rivals. Even it would mean peace or coexistence. In addition, she sees the worship of her subjects as the just return that she deserves - as a mother has cared, she expects her children to do their duty and honor her mother and her wisdom. Thus, the great weakness is her pride - as she sees anyone in defiance an insult against herself and can deliver petty punishments - while those honoring and respecting her, as deserving personal rewards and gifts.

HUM | Handler of Souls, God of Life & Death (Ascendant)
Hum spends much of his time to himself, regarding the world and trying to determine exactly what it is he desires. Does he wish to see the world burn? To play the greatest cosmic joke in existence? Since his birth, Hum has kept his interests firmly secret. Hum is the Handler of Souls and is the owner of the Realm of the Dead. Hum has the power to raise the dead back into a form of Undead, keeping them in the realm of the living beyond their natural state, or to resurrect them entirely back in the world of the living.

IRA | The Weeping God, Goddess of the Flame (BoopImADragon)
Ira is a destructive and emotional goddess, passionate and hateful, loving and cruel. She will destroy what displeases her and weep that it has now been destroyed. She is a creature that lives in the now and doesn’t ponder long about the past or future. Her desires aren’t unfathomable or complex, nor does share care for them to be. She is a slave to her temperament and her compassion.

DUHYXBIN Keeper of Knowledge, God of Time (DX3214)
Duhyxbin is born out of the need for balance between, chaos and order, knowing all that was before and knowing a few of what will come, as tomorrow is not written and the ink is still not been passed into the book, His curiosity motivates him to understand more and the universe recently birthed and realms that his brothers will make as he is the lord knowledge.

XANAROS | King in the Waste, God of Destruction (Schlyerwalker)
The King in the Waste believes that creation is a divine flaw, an awkward hiccough in the otherwise uninterrupted perfection of NOTHING. Its holy quest is to return existence to this natural state. The Gods, even their great Father, are an accident, an embarrassing -- and temporary -- blemish. It hates noise, and color, and chaos, and harmony. It craves silence and loneliness, and one day, to be the last being in the multiverse, before it extinguishes itself and brings about total, and absolute oblivion. But first, to accomplish this, it must perform the most profane and perverse of actions; creation.

A being of self-loathing and nihilism, the King possesses a cruel and mocking sense of humor. It belittles other Gods and mortals alike, it openly speaks in scathing rebuke of our great Father, and laments the creation of the world and the beings upon it. Even its own creations are not above its scorn; far from it. Perhaps the King is even more embarrassed of its own flawed existence, and that of its servants, than even the other Gods', and their own little puppets. Regardless, the King is callous, antagonistic, demeaning, and utterly devoid of empathy when dealing with other beings.

ALCADEAS (Conrad)
Archangel Alcadeas is regarded as the 'big brother' of other deities, but only metaphorically speaking. Altough he may or may not be the first of the children of Alnaeus, he is viewed as the mature mediator of conflicts between the celestial family of gods. Alcadeas considers himself second only to his father Alnaeus, and whatever his father might order, he will not hesitate to carry out his task. He is also quick to reinforce his opinions and rules over anything, should he wish so. He values a strict code of hierarchy, with his father above anything.

SOLUMNA (Nexerus)
Solumna is a legendarily solitary deity, thoroughly disinterested in divine politics and contemptuous of many aspects of creation. They are concerned with the cold, with silence, and above all, with order. They dislike war and chaos and creation for the disturbances they make, and they seek for rhythm in creation—if creation is to exist at all. Suspicious (but not hostile) to Alnaeus' decision to create the world, they would have it formed into a winterscape of queer formations of ice and snow, constructed according to their own divine plan, and surrounded and separated by endless, wind-swept tundra.
Genderless, their preferred form is of an obelisk of ice, silent and motionless inside the tundra. When they require a humanoid form, they take the shape of a statue of ice, devoid of fine personal details. Less power-hungry than other deities, Solumna ambitions only for silent coldness.


Notable Realms

- The Natural Plane: Created by The First Father for a place where his child could exist, the Natural Plane is the glass jar that holds all living things. Sometimes referred to as The Known World, it is filled with oceans and grasslands and natural wonders—-all manufactured by the Gods. Gods that exist in this realm often take on various different forms. Some hang out in the open, while others hide themselves away.
- Total Population: 67 (Thousands)

- Sanctuary: The Realm of the Dead and the Realm of HUM, Sanctuary is where souls go after their natural bodies fail. It is designed and controlled entirely by HUM, who has attempted to make it into a paradise--a reward for those whom are allotted entry.

Notable Races








Notable Civilizations



Notable Orders





Notable Champions


Notable Creatures



Notable Artifacts
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Domains


Domains are the essences of power in the world. Gods are the only entities that may hold power over a Domain. Each Domain has a Minor Ability as well as a Major Ability, available only to them by using a Consolidate Power - 50 Power Action.

ADDENDUMS
- Deities may only have ownership of 2 Domains and no more.


CREATION
The domain of Creation is unique in that it may be considered one of the most powerful Domains while coming with the least amount of responsibility. The domain of Creation allows for the creation of Planes of Existence, which may or may not have certain rules for entry or exit. Creation is the opposite of Destruction.
- MINOR: - Create: Creates a new PLANE OF EXISTENCE. May NAME the Plane, and set 3 REQUIREMENTS (Entry, Exit, Existence). May not destroy said plane.
- MAJOR: Genesis: May create a MINOR DEITY from a DOMAIN.

DESTRUCTION
The domain of Destruction opposes Creation, and it is nefarious. It entails the ability to enforce entropy among the very realms of existence.
- MINOR - Destroy: Select a CITY, -5 Population or Select an AREA and cause it's corresponding element of DESTRUCTION. [Volcano = Erupts. Plains = Drought. Mountains = Avalanche. Forest = Raging Fire. Etc.]
- MAJOR - Entropy: May assign any amount of Power to a CHAMPION, CREATURE, DEITY or REALM. Every 1 Power is considered 1% of that entity falling apart and affects it accordingly. At 100 Power, that entity is destroyed entirely. Entropy increases automatically at 10% per Turn.

TIME
One of the rules of the Natural Plane is that when an event occurs, it cannot occur, or can it? Mastery of time will grant that power.
- MINOR - Reverse Time: Select 1 ACTION. Undo that Action. That DEITY loses that Action. The Deity with the Time Domain gains 1 Entropy (does not increase).
- MAJOR - Erase Time: ERASE the ACTIONS of the Previous Turn of 3 Actions (of 1 Deity or 3 separate Deities. Those actions did not happen). The Deity with the Time Domain gains 7 Entropy (does not increase).

LIFE
The domain of Life is one abiding all living things. Power over Life is a powerful thing, as this grants the Deity the power to insert life back into a deceased being.
- MINOR - Resurrect Mortal: May RESURRECT any DECEASED CHAMPION, CREATURE or ARMY.
- MAJOR - Resurrect Immortal: May RESURRECT any DECEASED DEITY.

DEATH
The domain of Death is the one opposite Life. It thus deals with what happens after life has left the body and can resurrect the dead back into their own form of Undeath.
- MINOR: - Raise the Dead: May RAISE any ARMY, CHAMPION or CREATURE as UNDEAD.
- MAJOR: - Touch of Death: Choose any ARMY, CHAMPION or CREATURE and make it DECEASED.

WAR
War is a state of armed conflict between states, governments, societies and informal paramilitary groups, such as mercenaries, insurgents and militias. It is generally characterized by extreme violence, aggression, destruction, and mortality, using regular or irregular military forces.
- MINOR - A Blessing of Victory: Select an ARMY, it gains +3 Attack Modifier for the next battle.
- MAJOR - Total War: Select an ARMY, it gains +7 Attack Modifier for the next 3 battles.

WISDOM
Wisdom is the ability to think and act using knowledge, experience, understanding, common sense and insight. Wisdom is associated with attributes such as unbiased judgment, compassion, experiential self-knowledge, self-transcendence and non-attachment, and virtues such as ethics and benevolence.
- MINOR - All Knowing: Choose a DEITY, You will see that DEITY's actions before they are played and before you play your own.
- MAJOR - Eureka: Select a RACE, that RACE receives the equivalent of three ADVANCE RACE Actions.

WATER
The lifeblood of existence. Water is everywhere and the seas encompasses the world on all it's sides and must have it's own master. Mastery of the ocean waves lends often to the prayers of sailors and fishermen alike.
- MINOR - Favorable Waters: Choose a NAVY, that NAVY gains +3 Attack Modifier in the next battle.
- MAJOR - Mastery of Water: Choose an AREA, if it is INLAND you may create an OASIS (+2 Purity, +3 Population Growth). If it is COASTAL you may create a TIDAL WAVE (-5 Population) or BOUNTIFUL HARVEST (+6 Population Growth)

EARTH
The planet, and from which all things grow and strive, is considered to be a unique and even living entity itself. Like the ocean it carries, it too needs a master.
- MINOR - Growth: Choose an 3 AREAS, may adjust that area's CLIMATE or SHAPE.
- MAJOR - Restoration: Choose 1 AREA or 1 CREATURE, may remove POISON, DECAY, ENTROPY (Up to 30 Power) or CURSE

FIRE
The entity from which many consider to be the elixir of passion, ambition and even life, Fire is an entity all it's own. Dominion over fire enables a god to enact retribution, purification and destruction.
- MINOR -
- MAJOR -

AIR
The currents carry life, and sometimes death. Those that fly, survive. And the domain of the Sky is considered to be full of airy pleasantries, but often underestimated for its usefulness.
- MINOR - Winds of Haste: Choose any CHAMPION or NAVY, it may move twice as far in the same amount of time.
- MAJOR - Winds of Change: May use Shape Climate in the Third Age, at the same cost as in the Second Age.

SMITHING
Creation beyond the Natural Plane comes to Smithing, the forging and creation of new artifacts and weapons of war, even for the Gods themselves.
- MINOR - Forge: May CREATE 1 ARTIFACT or WEAPON with 1 ENCHANTMENT. The God with the Smithing Domain cannot wield it.
- MAJOR - Manufactory: May CREATE 1 MANUFACTORY with 1 LEGENDARY ENCHANTMENT.
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