
![]() |

As requested in another forum, the makeshift rules for Divinity as a campaign creation method.
Step One: Each player creates a deity, choosing four domains to represent their special abilities, and one portfolio to represent a unique interest that no other deity can take unless the original deity dies or is vanquished to the Astral Plane.
Step Two: Create a plane together, you will need graph paper and colored pencils for this part. The deity with artifice, creation*, earth, craft*, or sun domain decides what shape the plane will take: for example, a planetary globe or a flat plane. If there are more than one deity who have those domains, the one with the most will decide. Once this decision is made, this deity chooses the next deity to act.
Divine Initiative roll: Each player rolls a divine initiative roll at the begining of each divine turn. A deity with the War domain adds +2 to this roll. The only exception is the first divine turn where the first deity to act is chosen by the plane's creator.
During a Divine Turn, a Deity may:
-Create 5 spaces of a geographic area on the graph paper, representing the plane. These must be grouped together. Mountains, plains, forest, swamp, desert, or deepwater (lake or ocean) are typical choices for geographic regions. A deity with the water domain may create 1 extra space of deepwater when placing a deepwater area. A deity with the earth domain may create 1 extra space of mountains when placing a mountain. A deity with the air domain may create 1 extra space of desert when placing a desert. A deity with the plant domain may create 1 extra space of forest when placing a forest. If any deity chooses to use this extra ability, his next initiative roll suffers a -1 penalty.
-Destroy 3 spaces of an already existing geographic area by natural disaster. Vulcanism, flooding, or desertification.
Vulcanism can turn a mountain space and 2 adjacent spaces into a zone of barren rock. Any life forms present are destroyed by 1d6x10%.
Flooding can turn a plains, forest, desert, or swamp space and 2 adjacent spaces into deepwater spaces. Mountains become islands. Any life forms present are destroyed by 1d10x10%.
Desertification can turn plains, forest, desert, or swamp space and 2 adjacent spaces into desert spaces. Any life forms present are destroyed by 1d6x10%
More coming soon...

![]() |

More divine actions.
-Once a forest or deepwater space has been created, a deity can create or introduce 6 plants to any spaces on the campaign map. Once placed, plants reproduce naturally and increase the number of spaces they can be found in by 1d3 per divine turn. Plants can be one of three types: Moist, Temperate, Arid. Only plants of one type can be created during a single divine turn. A deity with the plant domain can create an additional 2 plants: one being an herb with a special ability for the herbalism skill, and one being an intelligent plant.
Moist plants grow only in swamp and deepwater. Flooding kills 20% less moist plants than normal.
Temperate plants grow in forest and plains.
Arid plants grow only in deserts and mountains. Desertification kills 20% less arid plants than normal.
Example of Plant Creation
In the following three divine turns, deities have created 5 spaces of deepwater, 5 spaces of mountain, and a deity has destroyed some mountain spaces with flooding, creating 3 spaces of islands. Grealan the Green (domains: Plant, Earth, Animal, Healing - portfolio: trees) decides to create some moist plants in the island and deepwater spaces. He creates palm trees, laurel bushes, blue-green algae, phosphorescent algae, kiwi, and a tropical lotus. Since he also has the plant domain he creates the purple hibiscus, which is a special plant for herbalists to use to create healing kits, and an assassin vine.
On his next turn, the plants will spread if they can to 1d3 swamp and deepwater spaces nearby.
Note that it is possible to cut off the proliferation of moist, temperate, and arid plants by surrounding their growth area with land types that cannot support them.
Example
Forthos the Destroyer goes after Grealan. He creates 5 spaces of desert on the other side of the deepwater, and his ally the Firelord Salis creates 5 spaces of mountain on the other side, thus closing off the small tropical paradise that Grealan had created.

![]() |

Once deities have taken the Create Plants action twice (described above), a new action becomes available.
Change Temperature
All geographic areas are originally created with an average temperature (60 degrees F) and there is no seasonal change (this can only be created once the entire plane's geographic layout is completed). A deity can change the temperature of any 3 areas adjacent to each other. He can raise or lower the temperature 20 degrees. Players are free to convert this to Celsius for their own game. A deity with the fire domain can raise the temperature by an additional 5 degrees if wished. A deity with the water domain can lower the temperature by an additional 5 degrees if wished.
Example:
Several divine turns have passed now. There are three areas of mountains, two of which are linked, one area of forest with plants, an area of desert with plants, and a small sea with islands closed in by surrounding geographic areas. Firelord Salis raises the temperature of the two mountain areas and the small inland sea by 20 degrees, making it significantly warmer.
Raising or lowering the temperature by 60 degrees or more will kill off one plant species for every 10 degrees above 100 or below 10. (Players are free to convert this to make sense for their own game).

![]() |

That's cool, and a whole lot more organized than the game we had created. :P It could probably be modified a bit to fit in better with D&D/Pathfinder but there might not be any reason to.
The world would be created geographically much faster also, since each player creates an inch of terrain per turn. (That would be 16 squares on quadrille graph paper, we were only doing 5.)

![]() |

That's cool, and a whole lot more organized than the game we had created. :P It could probably be modified a bit to fit in better with D&D/Pathfinder but there might not be any reason to.
The world would be created geographically much faster also, since each player creates an inch of terrain per turn. (That would be 16 squares on quadrille graph paper, we were only doing 5.)
Yeah it seems cool but I think that if you just allow for a higher amount of squares per turn then I think your system is better. I really like the idea of different alignments and stuff. I think I will end up using a hybrid system of both. Best of both worlds. Keep it coming brother!