
GM Moshado |

Welcome Everyone!
All the old gods and worlds are dead, wiped out completely by some unknown force. The "gods" that manifest in this new multi-verse are particularly strong souls/figments that have either a) survived but took thousands of years to manifest into one piece and have no idea of who they use to be or b) coalesced from the energy in the "empty" multi-verse into being now.
Here are the loose rules we are using below from Lords of Creation.
Please submit your ideas for your gods.
There will be some discussion on some things before we get started. Like how to ascend, when you get your points ect.
Here is the format to post you idea.
Name:
Played By:
Domains (Portfolios):
Theme:
Alignment:
Attack:
Defense:
HP:
Description:

GM Moshado |

And I am putting forward this as an example. I may just play her too.
Name: Allianda The Great Mother
Played By: Jazzai
Domains (Portfolios): Community, Healing, Protection, Charm, Repose
Theme: A mother and guide to the races of the world. Many she gave birth too.
Alignment: NG
Attack: 2d6
Defense: 4d6
HP: 40
Description: A woman who believes strongly in family ties and love, tending to her children when they are hurt. Protective of her children, she infuses a strong sense of community into all who worship her. When they pass she mourns them and helps their spirit remain at rest and get ready for their next life.
A gentle soul that loves creating life, she happily works with other gods to create life.

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Name: Glubokaya Gora
Played By: Peter
Domains (Portfolios): Dwarves, Smithing, Engineering, War
Theme: Dwarf Father, Forge Father, Hammer of Creation
Alignment: Lawful Good
Attack: 3d6
Defense: 3d6
HP: 40
Description: Stern faced and barrel chested, Glubokaya Gora is the epitome of Dwarfkind. His hair is a deep rusty red, his eyes are like burnished steel. Most days he can be found wearing his heavy leather smith’s apron and a black kilt. However, when outfitted for war, his armor is Mithral full plate, carrying a Warhammer and shield.

GM Moshado |

Alright, since I have the both of you here we should determine roll over time. Also, when you can ascend to the next rank and if we want to put in levels of progress, aka go up through the ages or let it be free form. I am a fan of Free form.
I am waiting on the reply of 3 individuals to see if they wish to join us.

GM Moshado |

Alright, Striker, you can have your friends post on here for introductions and such if they are interested. As for roll over time. I think going by GMT Time would work well with me moving soon and all. Since its almost 1400 GMT right now and 0900 Central US that I think is a good time for rollover.
Everyone else I have asked has declined but I did get one addition. I will try to get her on here.

Nunya |

Name: Nunya
Played By: Ariel
Domains (Portfolios): Secrets, Language, Writing
Theme: Goddess of secrets and general none of your buisness type things.
Alignment: None because they are restricting
Attack: 2D6
Defense: 4D6
HP: 40
Description: If you keep out of Nunya's buisness she will keep out of yours. NYBS

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Name: Hexad
Played By: Andrew
Domains (Portfolios): Artifice, Darkness, Knowledge, Trickery, Void
Theme: God of structure and foresight, the Grand Architect, The Voice from the Locked Room
Alignment: True Neutral
Attack: 3D6
Defense: 4D6
HP: 30
Description: Hexad is usually depicted as six diamonds joined in a hexagon. He is worshiped by architects and schemers in equal measure. When dealing with mortals, he appears as a shrouded humanoid figure clutching a large tome. Amongst the divine, he appears as a constantly-shifting crystalline structure suffused with an inner radiance.
(Hello! Hope I got this submitted in time for consideration!)

Ohren of Auren |

Name:Ohren
Played By:Teresa
Domains (Portfolios):Air, Storms, Knowledge, Travel, & Trickery
Theme: Lord of Storms, King of Messengers and Trickster on the Wind
Alignment: Generally Chaotic Neutral
Attack: 4d6
Defense: 4d6
HP:20
Description: Oren is often depicted as an old human man or a middle aged elf leaping into the wind with a wink and often with somebody's stolen hat. Although capable of violence, he prefers to torment and amuse, believing whole-heartedly in a concept he calls "just irony." Knowledge is power and power being all in one tiny place is boring! So Oren encourages blunt honesty and the spreading of knowledge where ever it may.

GM Moshado |

I wanted to start us off with a little roleplaying so I am going to open up the gameplay thread tomorrow.
Everyone will start with 15 points, but I request you wait to spend points. This start up is strictly roleplaying to start. To get a feel of characters and give Monkeygod a bit to flesh out his character.
I think we have enough to start and there should be interesting dynamic.
Post here if you guys are ready to start.

Edujtnias |
Name: Mekkhar
Played By: Edujtnias
Domains (Portfolios): Language, Law, Metal, Trickery
Theme: Lord of Oaths
Alignment: Lawful Neutral
Attack: 3d6
Defense: 3d6
HP: 40
Description: Paintings show a four-armed figure, masked and blindfolded, with a large scroll in one hand and a dark quill in another. On his belt hangs a sword in an ornate scabbard, usually held by the hilt with his third hand. The fourth is held out at his side, palm up, with the first two fingers pressed against the thumb. Clothing varies, but he is usually depicted wearing robes concealing the lower half of his body, leaving his torso bare.
(Here's hoping I submitted this in time)

Monkeygod |

Just so you know, with all current submissions, there's 3 deities with Trickery as Domains/Portfolios.
Also, remember, if we are starting out as Fledgling gods, we have two domains and then I guess any number of portfolios?
The domains are the important limiting factor, so please note which in your list are your domains, as assuming the first two listed may not be accurate or correct.

GM Moshado |

Heh, it's good. I had to learn the no restrictions myself in some cases.
Schema and Processes should be great.
Alright well to start my first two domains will be LIFE and CREATION.
Part of the limiting factor is that when people spend points your god doesn't always know unless it effects your creations or falls under your domains.
Alright Everyone post your First TWO Domains. Here and a brief description of your character and I will start us off. I know Nunya's description at start so I can work her in.

GM Moshado |

Okay, these are things I need from every player.
Description: Description of what your character looks like to other gods, and to mortals. Hexad's description is a great example. I know some of you already have it so their isn't a need to do it twice.
First Domains: All fledgling gods start with two Domains. The Mods and I will type up rules on how you gain domains and gain in Rank after we get started.
Domains: This is what defines you, your essence. Domains are broad categories of influence, and multiple gods may have the same domain. Death, War, and Law are domains.
Portfolios: These are what you represent. More focused than Domains, Portfolios define who you and and what you mean. Bones, Swords, or Vampires are Portfolios.
EXAMPLE: Two gods have the Domain Knowledge. One gods portfolio under that is Hidden Knowledge, while anothers is Magical Knowledge. While they may bleed together they are more focused areas. AKA not all magical knowledge is hidden and not all hidden knowledge is magical.

Allianda The Great Mother |

Looks: Allianda is a mature woman that seems to always be in some stage of pregnancy. No matter who views her she looks like a member of that person's race and their image of a beautiful pregnant mother. In the cases of some esoteric races that don't have "mothers" She appears as the closest equivalent.
Domains: Life and Creation
Portfolio: The continuation and birth of life, Inspiring creation and creating life.

Nunya |

Looks: Hair of the darkest black always in an up-do of sorts. While her skin is the palest white. Decent height, and eyes of the palest blue. Most mortals tend to overlook her as she normally works cloaked in shadows due to nothing being any bodies buisness. To God's she looks normal. Hates being bugged for her knowledge and secrets. Also she wars a cloak that looks like space.
Domains:Secrets and Writing
Portfolio: you stay out of mine I Stay out of yours.

Hexad |
Description: Hexad is usually depicted as six diamonds joined in a hexagon. In dealings with mortals, he appears as a shrouded humanoid figure clutching a large tome. Amongst the divine, he appears as a constantly-shifting crystalline structure suffused with an inner radiance.
Domains: Schema and Processes
Portfolio: The creation and execution of plans.

Mekkhar |
Description: Paintings show Mekkhar to be a four to six armed figure, masked and blindfolded, with a large scroll in one hand and a dark quill in another. On his belt hangs a sword in an ornate scabbard, usually held by the hilt with his third hand. The fourth is held out at his side, palm up, with the first two fingers pressed against the thumb. The last two hands (if shown) tend to be either held open or holding items associated with whatever his worshipers are praying to him for. Clothing varies, but he is usually depicted wearing robes concealing the lower half of his body, leaving his torso bare.
Domains: Language and Law
Portfolio: Oaths, Contracts, and Structure.

Allianda The Great Mother |

My plan when I open it up to spend points is to make a planet.
When she asks in what way she is basically asking if you will give some essence aka AP points or, if you are going to donate a concept/something that everyone can use for their races/works.
Example Nunya and myself had talked about was her spending the points for the Concept of Writing, and allowing anyone to use it for their races.
EDIT
YES, you can do both if you wish.

GM Moshado |

Hello Everyone. For ease I am posting what you can spend your AP on.
For those of you that don't know to gain a new domain, there are certain requirements. Under 3 AP actions you will see the Gain domain action. READ THE NOTE IN IT. It is actually more than 3 AP.
You need to gain 2 more domains and have played for 6 weeks before you can ascend to the next divine rank.
As a fledgling deity, you start with 15 AP, and you can only have ONE Ability and ONE Cosmic decree.
At each weekly rollover, which will be on Sundays at 0900 US Central time you will gain 4 AP. This Sunday at 0900 is when I am opening it up to spending points. This allows some of our players to post up and get started before that starts.
If you are going to make a Cosmic Decree, please post it here first for discussion because those become Cosmic Laws all must follow.

GM Moshado |

- Alter Land: Alter land allows a god to change already existing landscapes. It can be used to create mountain ranges, vast forests, lakes, swamps, or any other kind of "land type" you could think of. Alter land can also be used to raise small chains of islands from the sea. These islands cannot be very big, but can be large enough to support a small kingdom. Think about the size of Hawaii.
- Bless/Curse: Blesses and Curses are the will of the gods made manifest. They can range from a golden age for an empire, or to increase the mortal population. The population that finds themselves under the pleasure of a god will find their crops prosperous and their ways smoothed, as the subtle magic of the god is worked in their favor, The population that finds themselves under the curse of a god will find their crops barren and their land blighted, as the subtle magic of the god works against them. . Blesses and Curses can be countered by other gods, however. Each time it is countered, it becomes harder and harder for the gods to exert their will over each other. A blessing or Curse only takes 1 AP to create, and 2 AP to counter, however, once countered, it takes 3 AP to reinstate the curse, and 4 AP to recounter it, and so on. You use Bless/Curse actions on societies or organization, not individuals.
- Censure/Praise: You use Censure/Praise actions on individuals or small groups of people not societies or whole organizations. Unlike Bless/Curse this action can be more severe, like turning someone to stone or bringing back one person back from the dead. A Censure/Praise only takes 1 AP to create, and 2 AP to counter, however, once countered, it takes 3 AP to reinstate the curse, and 4 AP to recounter it, and so on.
- Join Pantheon: Join Pantheon allows a god to enter into a divine covenant with a group of other gods. Doing so gives them 1 extra AP per week per 3 gods in the pantheon. They also receive a bonus when fighting alongside another god in their pantheon (when you are fighting alongside a member of your pantheon you may add 1 dice to any stat [hp, attack or defense]. Obviously this bonus doesn't apply if you are fighting someone from your own pantheon)
- Form Society:: Form Society allows a god to organize life into grouping beyond simple hunter-gatherer tribes or wandering monsters. This action can be used to set up governments and armies, but not specific things like a mage's guild or an order of knights. (A well established army will obviously be better suited for a prolonged conflict than ill equipped savages. This is represented by the fact that Mortals in societies may use advanced concepts for combat. Mortals not in any society may not. A mortal may only be part of one society at any given time.
- Create Land: Create Land allows a god to create land where there is none. It can be used to raise a small continent from the sea, or create large, floating islands in a plane where there is no planet. Land created by Create Land can be up to the size of Australia.
- Form Order: Form Order allows a god to organize their followers into organizations similar to guilds. These orders can be such things as a Mage's Guild, or an Order of Knights, or even a Company of Mercenaries. Orders are different from Societies in that they can utilize magical as well as advanced concepts during combat.
- Raise Hero: Raise Hero allows a god to raise a mortal up to great heights. Heroes are paragons of their kind, mighty warlords, great mages, and master thieves. A Hero can utilize Fabled, Advanced, and Magical Concepts during combat, and are capable of wielding artifacts. A hero also has an automatic +1 bonus to combat
- Gather Pantheon: Pantheons are loose organizations of gods who have a common goal, purpose, or who just like each other. A god may create a pantheon with this action, and others may join the Pantheon using the Join Pantheon action. Members of a Pantheon gain 1 extra AP per week per every 3 members, and a bonus to combat when fighting alongside a member of their pantheon.
- Alchemize New Concept: You may create a new concept out of previously created concepts YOU* created. You may pay 2 AP to combine any two concepts you made. The new concept would count as the lowest concept in the combination in terms of who may use it. For example if YOU* make tattooing as a mundane concept and YOU* make Elemental magic as a magical concept. To combine tattooing and elemental magic into Elemental tattooing you need to spend 6 AP (tattooing + elemental magic + Alchemize New Concept ), any races you control may use the concept of elemental tattooing now IF they can use a mundane concept. This combination must make thematic sense. You can Alchemize something like tribal rituals and pyromancy, but unless you are really good at explaining you can't Alchemize fishing and demonology. * You may treat concepts you have permission from the original owner to alchemize as if you created them for the purposes of this action.
- Weave Sanctum : You may create a location of divinity attuned to your god. This location may be anywhere. If it is not on the material plane, you need the permission of the master of the plane to use this action. Your seat of power may be a layer of a plane, or a simple foreboding castle. (A seat of power may be created for a Mortal). When you are within your sanctum you may add 1 dice to any power [hp, attack or defense]. If the sanctum is created for a mortal that mortal has +2 Combat bonus as long as he/she is within their sanctum.
- Scourge/Boon: Similar to bless/curse a Scourge/Boon creates a much more serious effect. One this is not subtle magic, it can be an instantaneous disease or a sudden resurrection of an entire group! If you blessing or curse is more serious than "Crops fail" or "My people become really good at using sword" it's probably a Scourge/Boon. An Scourge/Boon takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate, and 6 AP to recounter it, and so on. You use Scourge/Boon actions on societies or organization, not individuals.
- Exalt/Condemn: You use Exalt/Condemn actions on individuals or small groups of people not societies or whole organizations. The line between Exalt/Condemn and Censure/Praise is a thin one. Where Praise can bring a person back from the dead, Exalt can elevate someone to mastery over a whole species. Where Censure can strike one person dead, Condemn can wrap him in chains formed from the heart of a dying sun and drag him to the lowest pit in hell. A Exalt/Condemn only takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate the curse, and 6 AP to recounter it, and so on.
- Create Artifact: An artifact is a powerful item or tool. They are imbued with power beyond that of most mortal's imagining. Artifacts can do many things, from resurrecting the dead, to causing small earthquakes. Artifacts are the tools of Mighty Heroes. Gods cannot wield artifacts, the sheer force of divine power would crush an artifact within seconds. A mortal can claim an artifact for his/her own in a couple of ways. 1) it's presented to him by a god/mortal. 2) He engages in battle (combat or OoC predetermined) for it. A mortal or god may rend/modify an artifact in the following ways: 1) Destroying something is always easier than creating, for 2 AP a god may destroy an artifact in his possession (If you don't possess the artifact, refer to how to claim an artifact) 2) A god may modify an artifact in his possession for 1 AP, modification can alter a chalice of eternal life into instant death. An artifact may grant a mortal a +2 to combat. A mortal must be at least a Hero or of a Magical race to wield an artifact.
- Forge Land: Forge land represents a god laboring to create great swathes of land. Forge Land allows a god to create enormous continents, or even moons, for mortals to dwell upon. The amount of land created by Forge Land can be as much as North America, or Earth's Moon.
- Gain Domain: The Gain Domain action allows a god to gain an additional Domain and an accompanying Portfolio. The god must first have spent 7AP worth of AP on things related to the Domain they wish to gain. The Gain Domain action may never be used to qualify for a Domain, but any other action can be.
- Create Relic: Relics are powerful items that would destroy a mortal if they tried to use one. Only gods have the force of will to wield a Relic. Relics can do almost anything a god can imagine, and grant them bonuses to divine combat. A God can claim a Relic for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (Combat or OoC predetermined) for it. A god may rend/modify a Relic in the following ways: 1) Destroying something is always easier than creating, for 3 AP a god may destroy an Relic in his possession (If you don't possess the Relic, refer to how to claim an Relic) 2) A god may modify an Relic in his possession for 2 AP, modification can alter the book of future possibilities into a book of past outcomes. The Creator of the Relic is immediately aware of it's destruction. Like an earthquake, energy from a relic sends shockwaves throughout the cosmos, and those attuned to them, such as the creator, or other gods who have previously wielded the relic for extended lengths of time, would feel it. A god may have a relic be a shield or a sword, a weapon or a piece of armor, as long as they are wielding the relic an add 1 dice to any power [hp, attack or defense] The bonus of a relic must be defined at the relics making. Unlike a sanctum you may not change what stat gets the bonus before combat, you must choose what stat gets the bonus when you create the relic.
- Raise Legend: A Legend is a mortal hero who has gone beyond the limits of mortality. They are truly unforgettable beings, who, even if they die, will live on forever in stories, not only on the mortal world, but throughout the universe. A Legend is powerful enough that it may, once per week, use a 1 AP Action. A Legend can utilize Legendary, Advanced, and Magical Concepts during combat, and are capable of wielding artifacts. A legend also has an automatic +2 bonus to combat.
5 AP Actions
Your god gains one Ability from the following list.
- Elemental Mastery: You become one with a certain element. That element may be a traditional one (Fire, water, air) or a more focused element (Death, Magma, Void). When you become one with an element it may effectively said that you ARE that element, that is that you may control that element as if were part of your form and function. The AP costs of Alter Land, Bless/Curse, or Censure/Praise actions involving this element are reduced by 1. You may take this ability multiple times, but you must always distinguish what element it is for: I.E you may take Elemental Mastery (Water) and Elementary Mastery (Acid).
- Cloaked in Wanderlust: You are a god who enjoys travel and exploration. You wander both the mortal world and the planes beyond, always searching for a new sight to see. You can walk and influence the Mortal Plane regardless of your Divine Rank.
- Herald of Life: Your god becomes life itself. This is not necessarily a good power. Instead it means your god is surrounded by life and mere presence nurtures it.Your god is a master at creating life. You thrive anywhere, and beings near you are filled with vigour. When you use the Create Life Action, you may subtract 1 AP from the cost. This means you can make monstrous and Mundane Life for free.
- Source of Arcane:Instead of using Elemental Purity (Magic) this is what this ability is for. Your god becomes a source of magic; he or she becomes magic itself. Your god may make magical concepts for only 1 AP.
- Bathed in Blood: Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight, says your God. You live for battle and only battle; there is no larger goal that constant bloodshed. It is honor and horror, and it is good. Your god has 2 dice added to attack.
- One with the Wild: Your god is almost a beast, you fight with tooth and nail, instead of sword and shield. Your god is powered through instinct rather than reason and strategy. Yet you are still a god, you keep your wits about you, yet as a divine beast you are filled with holy strength. Your god has 1 dice added to attack and 1 dice added to HP.
- Formidable Artisan: Your god is a smith and an artist; you delight in creating great works – either crafting the perfect sword or the most beautiful necklace. Items that your god creates are unparallel compared to your kin. Artifacts, Relics and Monuments cost 1 AP less for you to create
- Mortal Sheppard: Your god concerns himself in the affairs of mortals, more than the divine. You place great emphasis on controlling the actions of mortals either for their own good, or for your amusement. Create society, create organization and divine covenant actions cost 1 AP less for you. This does mean you can create societies for no AP.
- Magnificent Hierophant: Your god places great emphasis on worship, your god wishes and wants for worship and organizes mortals to his own worship. This covenant gives your god power depending on the amount of people worshipping him/her/it. Your god may add 1 dice to any stat for each race he or she has a covenant with and 1 dice to any stat for each race he or she has given a divine mandate to.
- Authoritative Adjudicator: Your god is a dispenser of justice both on the mortal realm and the divine. You are who the gods go to, to settle disputes. You are judge jury and when needed executioner. Sometimes negotiate and arbiter you carry great authority that is recognized by all the gods. Your god may add 3 dice to any stat if your god is the administrator of a pantheon.
- Knowledge Broker: Knowledge is power, and power has a price. Your god is not necessarily the embodiment of secrets or knowledge, but he comes close. Your god trades in information – this does not mean your god is omniscient however – unlike the Crystal seer, you are not scrying information – You instantly know everything that your mortal followers know. Thus your knowledge depends on how far you cast your net. Other gods don't know everything their mortal followers know unless they are told in one form or another.
- Divine Beauty : “Beauty is truth, truth beauty— that is all Ye know on Earth, and all ye need to know.” If a god asks another god who is the most beautiful god, they cannot help but say you. Your god is beauty itself, and finds that most mortals would bow to your whim simply because they instinctively think you are so good, and even gods are charmed by your presence. Other gods lose 2 dice from their attack when fighting you. Some Gods, however, are so alien that beauty means nothing to them, gods with "The Inconceivable" ability are unaffected by Divine Beauty, and vice versa.
- Crystal Seer : Gods are not omniscient, they cannot automatically see what happens outside their domain. But you are a seer, a being of such sight and vision that you can sense what is happening anywhere if you wish. Your god automatically knows when another god spends AP, unless 1 AP is spent to cloak the action from your Sight. A God with the "One With Shadows" ability does not need to spend AP to cloak his actions from your sight.
- One with Shadows: You are a being of deceit, a God who's lot is to lie and deceive. Your actions are hidden from those who they don't affect. No God can automatically know about any AP you spend unless that AP affects them or their creations directly even then they won't know it was you who affected their creations, just that a god did.
- Many Faced Trickster: You are a god with many faces. You disguise yourself easily, and even gods are fooled by your act. You can make yourself look, sound, and feel like any animate being. As long as you don't Spend more than 2 AP at a time while disguised, you will fool any god into thinking you are someone else.
- Inconceivable: Your god is basically an eldritch horror. Mortals may not look upon your god without going mad. Even other gods struggle to look at you while retaining their sanity. All your creations are bizarre and alien. Every word written about you is locked away in fear of a poor soul going mad with the revelation. You are the Nemesis of Reason. You subtract 2 Dice from your Foe's defense during combat.
- Mad Scientist: Your god views the world more of an experiment than anything else. Unlike Source of Arcane this ability is more like Elemental Purity (Science) if science could be considered an element. Your god believes in observation and experimentation, research and testing. You want to pioneer new ways, explore unknown powers, and unfold to the world the deepest mysteries of creation. Advanced concepts cost you no AP to create.
- Lord of War: Unlike Bathed in blood, you do not live for battle, instead you are simply a god of war; this does not mean you are evil or good, instead this ability means that you are a master warrior, fantastic strategist, great commander and leader of men. You are a professional of combat, neither reveling in it nor shirking it. Your god may add 1 dice to attack and 1 dice to defense.
- Prowess of the Paragon: Above Lord of war and Bathed in Blood, you have mastered a specific weapon. Any weapon, bow or sword, scythe or shield, knife or poison, gauntlet or staff, paper fan or whip; your mastery is up to the point that when equipped with that chosen weapon of yours your combat prowess is to such a point that even gods tell each other legends of it. While wielding your chosen weapon, which must be a Relic, your god may add 3 dice to any stat. If for any reason you are unable to wield your chosen Relic, you loose this bonus. You may take this ability multiple times, but you must always distinguish what weapon it is for: I.E you may take Prowess of the Paragon (Axe) and Prowess of the Paragon (shield).
- Immovable Object: You are a god of immovable stoicism. You never back down, even in the face of overwhelming odds. For another god to wound you requires much more effort on their part. your skin is like steel, and your will like stone. You add 2 dice to Defense during combat.
- Protean Lord: instead of Elemental Purity (Chaos) you use this ability. Your power comes from the ever mutable and constantly changing chaos from which the world was formed. You are difficult to predict in combat and wild, unfettered creator. You may constantly rearrange your dice pools after combat is declared.
- Tyrant Above All: Your god is a champion of conquest and control. His or her mortal worshipers benefit from your blessings in their quest to gain control of the world, just as you seek dominion over the heavens. Your god can ignore any "Home Turf" bonuses that would apply when attacking another Deity. Any races you have a covenant with or organizations you have a mandate with have +1 to combat
- Grand Destroyer: You are the embodiment of destruction, the great unmaker of all things. Although most likely to be considered an evil god, your purpose is necessary to creation. Things must be destroyed so that new things may arise. Your Curses and Censures are stronger than most gods, It takes 2 extra AP to break a Curse or Censure you cast.
- Holy Benefactor: You are a god of holy power. Your will is manifest in the strength it gives those around you. Your purpose is to create and reinforce, to protect the universe from the crushing effects of darkness. Your Blesses and Praises are stronger than most gods, it takes 2 extra AP to break a Bless or Praise you cast.
- Kingmaker: You are known for inspiring mortals to great heights. Many a hero owes their life to you, and many a king their crown. You are capable of easily elevating a mortal to legend, and do so often. You may use the Raise Hero action for 1 AP, and the Raise Legend Action for 3 AP.
- Fount of Vigor: Your god is the source of divinity itself - you course with divine power and are enriched by it, your life force eclipses those of other gods. You may add 20 HP (2 dice) to your HP.
Examples
Xulos (Lesser) hands down his first cosmic decree (5 AP) grabbing every soul ever and taking them to hell. Zalsaram (Fledgling) uses a boon action (3 AP) to make it so that every mortal under his control goes to heaven. End result: Every mortal who is not under Zalsaram's control goes to hell, every mortal under Zalsaram's control goes to Heaven. Xulos may not use a cosmic decree again until he ascends.
Isanloff (Greater) hands down his first cosmic decree (5AP) creating Karma. Kiloasa (Fledgling) responds by using his one and only Cosmic Decree obliterating Karma (5AP). Isanloff uses his second Cosmic decree (5AP) to reinstate Karma (5AP). Kiloasa responds by giving all mortals under his control a boon action (3 AP) saying they do not fall under Karma. End result both Isanloff and Kiloasa can't use a cosmic decree again until they ascend. All mortals except those under Kiloasa's control are guided by Karma.
Variable AP Actions
Create Life: Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are five kinds of life.
- Mundane monstrous life Life 1 AP: You create non-Sentient Animals (bugs, germs, gerbils) (you may use this action for free any amount of times when you use a create land action or an alter land action.)
- Monstrous life 1 AP: Non-sentient monsters Giant Spiders, Dire Animals, Purple Worms, or hell, Dinosaurs. You can't use an alter land action/create land action and make monstrous life. So while you can use alter land to make a land full of honey and bees without a mundane life action, you can't make Jurassic park with dinosaurs with just an alter or create land action. Monstrous life has a +1 bonus to combat
- Sentient Life 2AP: Of any type of life that is roughly equal to a human sapience. Sentient Life does not have a bonus for combat, but they have the ability to use any mundane concepts unlike monstrous life
- Greater Life 3 AP: such as Giants or Fey Greater Life has a +1 bonus to combat, and they have the ability to use any magical or advanced concepts without needing to be part of a society or organization or be a hero or legend
- Legendary life 5AP: such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings. Legendary Life has a +3 bonus to combat, and they have the ability to use any concept without needing to be part of a society or organization or be a hero or legend
You may grant any race or organization you control any concept you create or Alchemize. If you want to give your creations a concept that was created by another deity, or use another concept to Alchemize with your own, you must engage that deity in combat.
- Mundane 1AP:Non-military Concepts that would have been easily found in ancient rome or greece. Blacksmithing, Literature, Sculpture, and Architecture are examples of Mundane Concepts. A Sentient Race means that they are able to produce their own shelter. Whether that be crude huts, caves, or tents. Societies would get slightly better quality buildings. Wooden houses, fences, the rare and crude stone fort. Architecture as a Concept would allow for more exotic buildings. Stone Castles, Pyramids, and others. Think of Architecture as a concept representing a society's signature building designs. Aztec, British, Gothic, those are all kinds of architecture found in the real world.
- Advanced 2AP : Advanced concepts are technological marvels that revolutionize the way a society works. Things such as engineering, Gunpowder, Steam Power, and Plumbing, are Advanced Concepts. Military concepts such as armies, sword fighting, martial arts, dueling, archery, discipline would be advanced concepts. Any Society created can have a military if the creator wishes. Whether this is more like a militia, or the society is more like vikings in that the "warrior" is the default job. Advanced concepts for armies would represent structuring and training beyond giving your capable men and women a spear and leather jerkin. Steam Punk no matter how advanced would always be advanced not magical - so have fun with your dirigibles (Same goes for each other punk variant, such as clockpunk, biopunk, cowpunk. EXCEPT for cyber punk - that will be a legendary concept). Advanced Concept can add +1 to mortal combat
- Magical 3 AP: Magical Concepts are ways of using power that allow the wielder to accomplish great things. Pyromancy, Necromancy, Abjuration, Healing these are all Magical concepts. So, think of Legendary Concepts as the broadest sense of magic, and Magical Concepts are focused schools of it. Super advanced materials are also magical concepts, if your race works with Adamantium, Octiron, or Orichalcum, then it will be a magical concept not an advanced concept. Magical Concept may add up to +2 to mortal combat
- Legendary 5 AP : Like Magical Concepts, Legendary Concepts are far from mundane. However, unlike Magical Concepts, Legendary Concepts are more than ways to use power. They are power itself. Arcane Magic, Nuclear energy, or Divine Magic, Immortal Souls, Afterlife are examples of Legendary Concepts. These are ideas with such scope that they could be used to do almost anything. Legendary Concepts may add up to +4 to mortal combat

Veldrin, Lord of Undead. |

Are we looking to combine AP to just create the planet? Or is there more you want to collaborate on?
In the other LoC I'm in, each god kinda did their own thing. One created the planet, and then others raised continents, islands, created races, etc.
Its up to the group, and I am OK either way, just trying to get a handle on what's going on.

Allianda The Great Mother |

You can give AP to the cost of the planet, Create a concept/race/ect that everyone can play with, you can do both. I am willing to spend the 5 points total to make a planet.
Nunya and Mekkar are spending one AP each to Create Concept Mundane 1AP: Written and Spoken Languages and are sharing them with all sentient races. Nunya has specifically stated that no two races will share the same written language.
The planet will start with 7 Continenants to represent the seven gods, but it will be the size of jupiter and each continant will be a reflection of each god. Each is the size of australia so there is PLENTY of room to keep building. I'm taking custom orders if you want a specific look to it. If not its what I come up with.
I plan on taking my One ability as Herald of Life so I can populate the world with animals bugs plants ect. If you want to create a specific animal that is your own you can. Since it would be free for me I am just doing a blanket "normal" life created.
Point spending and the first week of gameplay officially starts tomorrow.

Veldrin, Lord of Undead. |

Each of us can create mundane life for free when we use Alter/Create Land. That takes care of normal life.
I think each of us should create our own land, as I believe using Forge Plane does automatically grant continents. Not sure though.

Allianda The Great Mother |

If you are creating a plane and all the things in it for the same points I figured creating a planet with continents wasn't a stretch. Especially since you can create layers and it takes any form you want.
If anyone is opposed, please speak up.
As for life I will be able to do dinosaurs dire animals ect. For free with herald of life, aka the challenges for the races. In addition to normal stuff.
Though if people want to do their own continent then I am good with that also.

Ohren of Auren |

Name:Ohren
Played By: Teresa
Domains: Air and Messages
Portfolio: Storms and conveyance of knowledge
Theme: Lord of Storms, King of Messengers and Trickster on the Wind
Alignment: Generally Chaotic Neutral
Attack: 4d6
Defense: 4d6
HP: 20
Description: Ohren is often depicted as an old human or a middle aged elf leaping into the wind with a wink and often with somebody's stolen hat. Made of air, his human or elven appearance is more of a pleasant illusion useful for chatting with others than it is a view of his true form. Although capable of violence, he prefers to torment and amuse, believing whole-heartedly in a concept he calls "just irony." Knowledge is power and power being all in one tiny place is boring! So Ohren encourages blunt honesty and the spreading of knowledge where ever it may.

GM Moshado |

Alright everyone. Gameplay officially starts today. You have 15 points to spend. You can spend them when you want.
To gain a new domain look at 3 AP action Gain Domain, you can not just buy a domain to start. You must do actions that work towards that domain.
To give an example, you want the domain fire. To show yourself working to that you create Fire Elementals with 2 AP points. And you create the Plane of Fire using 5 AP. Only after that can you buy the gain domain action. When you wish to gain a domain put it here in discussion so the Mod's can look it over and agree it fits. That way no one is grabbing a domain that doesn't fit what they spent points towards to gain it. Example: Building undead and such to gain a life domain. Thats undead or necromancy domain :P.
When you create something, that creation can count towards more than one domain. Example: Creating Space Faring Dragon can count towards Space/Void and Monsters/Dragon domains.
When you Officially spend AP please put it in your posts in game play like below. Putting what domains the action is or could build towards. Also add a brief description either in the spoiler or in the main body, what these actions produce. It helps tell the story of your god and the people they influence
EXAMPLE
1 AP - Create Concept: Architecture :: Towards Engineering and Artifice domain
2 AP - Form Order: Oath Takers :: Law and Oaths
Out of the chaos of my races rises a new concept, architecture as I influence my people to build up from their mud huts to true works of wonder. Instead of mud and straw they build with stone and metal. The Trakans(Race) Build tall spires with wide open hallways to accommodate their wings. While the Dwarves build sturdy defensible fortresses.
During this time I watch many promises that are broken by Trakans to one another and can not abide by such a thing. I reach down touching the hearts of many and form a new organization, the Oath Takers. When promises and contracts are made they make note and punish those that break them and Honor those that keep them.
EXAMPLE OVER
Edit
It has come to my attention that some want a posting order. I will not do this. Some people will suddenly not be able to post holding up everyone for days on end because of real life issues and are unable to contact us. Remember you can make a shard of yourself if someone is not responding to you and go off and do other things while you wait.
The only time posting order comes to be is if there is combat among the gods or their creations.
Also, I will state again. READ THE RULES! IF you have questions I am more than able to assist if you bring them to me. Post them in discussion or PM me. I will answer them to the best of my ability and if it is a Judgement call, Myself and the other Mods will discuss and make a decision.

GM Moshado |

Roll over Everyone gain 4 AP.
If you want an immortal race you MUST Spend an additional 3 AP to protect them from Veldrin's Decree when he makes it. I am going to invite in an additional player and Wed open it up for recruitment.
If there is someone you wish to invite then please do but inform me first.