The Holy Writings: The Rules & World
Welcome to a world full of intrigue and scandals, a strange cosmos inhabited by a myriad of timeless powerful beings whose whims dictate the reality we know. You have been born onto the world tree -or perhaps simply a world tree- and live amongst newly budded branches. This is a newly sprouted world tree, a mere sapling still in its earliest days. These are the wild and optimistic times of creations childhood, anything is possible and will be possible. You will have the chance to shape this world tree that divinities born later will envy. But this is also a dangerous time to be alive. Multiple gods vie to be called the true god of their domain, planes and dimensions are still unstable and deciding their purpose. It is a lawless, wild age.
And you are a newborn god, one of the first generation of this new age. Whether you worry yourself with the grand plan for this new tree, whether you seek to establish your legacy or if you seclude yourself to your domain and your peoples, the choice is yours.
The powers to which you are born are mighty and unpredictable. You possess a branch of this new world tree, a domain to call your own. A race of your own making stands ready to obey your every command. You may rule them as you wish; be it kind and benevolent, or cruel and tyrannical. This may excite you, this may bore you, but it’s all yours.
Note: Theogenesis is a sandbox style game centered around choice and player agency. It's equal parts world building and also intrigue and drama in the vein of ancient Greek myths. You will be given external pressures to respond to, but it's equally important to have goals of your own. A god can accomplish nearly anything if they dedicate themselves to the task.
The Gods
The first thing about being a god is that you are a very powerful influence in the realm divine, but not the most powerful. Not yet, anyways. There are a number of things a god has to worry about, especially a fledgling god. On the top of the list are other gods, divine grudges can quickly unfurl into cataclysmic wars that destroy realms and break worlds. Gods are the single greatest threat to your person. Next are the various other entities that transverse the realms divine; Dragons, Elementals, Aberrations, and other such creatures. These entities can destroy realms, caution is advised when dealing with any type of creature of any power.
Objective: The objective of the game is what you choose, but you walk upon a tree that is rife with creation, mysteries and powers lost for time beyond measure. Your motivation is purely your own, you may seek knowledge, quests, power, or love. Whatever it may be, the potentials are limitless and your motivation entirely up to you. This tree is shrouded, its history obscured. Think wisely, and take nothing for granted.
There are perks to being a god, here are your godly attributes which aid you in your quest. You may:
-Create portals to other realms by which to travel, or create a portal to your realm which other gods may enter or exit.
-Send up a Divine Flare. (Notifies other divinities/entities to your presence)
-Sense that there is a divinity within 100 feet, though not the location.
Gods exist in a complex cosmos full of powerful creatures, but there are many more weak creatures which the god can destroy with a flick of the wrist, or even a flick of the index finger. For all intents and purposes, a divinity is nearly impervious to mortals. One strike even by the weakest god kills a normal mortal. Mortal weapons are as a sharks teeth are to the steel carapace of a submarine. Ineffectual.
Gods may also die. But death is just another experience to the god, he may die more than once, but there are rules to death a god must follow. We’ll mention the macabre a little later, for now let us focus on other matters, yes?
Creating Your God
See the character creation thread as the process is involved.
Paradox and Traveling:
Due to the god’s very nature he can move through worlds and realms unhindered and reside in multiple places at multiple times.
Realms: A god may manifest in any number of normal realms they desire, which includes their home domain.
Secret Realm: A god must secure a way into this realm and cannot simply chose to enter with said way in. What occurs here is hidden from divine eyes.
Secure Realm: To enter a Secure Realm a god must focus their sole efforts there. They collapse all their other versions of themselves and may exist nowhere else so long as they dwell in a Secure realm.
Your Realm
The god’s realm is their seat of power in the world tree, a refuge and haven for them in times of struggle. Other god’s may know the public goings on of other realms through informants, word of mouth or other tools they later discover. Barring having an in-character source of knowledge, what occurs in these realms remains unknown.
Upon creation of the character there must be a name included with the realm, and the people within must also be named- no exceptions. The realm is influenced by you, as are the people which reside within. A god may do whatever he likes to his people, but what he does and how he interacts with them can determine their development and their love for their god. Your realms are old, perhaps older than their own god, which begs a number of philosophical questions, but is ultimately of little consequence beyond the fact that you will start in a region which has its own history.
This realm is... cozy. Its borders are humble and lands bounded on each side. This realm can grow and expand, but it will require their god to lend their effort to do so. If and when it is expanded a new province will be added each time. Each province can initially hold three benefits, though this limit can be pushed to an extent by an industrious god.
What the realm looks like is dependent upon the taste of the god, but generally a realm described won’t deviate too much from the form.
Gods will begin in their realm. A relatively safe haven before they journey out beyond the safety of their borders.
Each region of a domain can hold three 'benefits.' These vary wildly just as gods do. They represent work that a god has invested into a region and which has manifested in a tangible benefit. The number of benefits available can be increased through the expenditure of Essence, by Aramanth, or by adding on new provinces.
Domains can also have 'complications.' There is no limit to the number a domain can contain. Some of these are temporary and can be solved through the efforts of the ruling god. Some are simply a fact of this domains life and can be mitigated through effort and planning, but never truly erased. Complications are over time and also manifest by the meddling of outside gods or when the ruling god dies.
Note: Gods can learn the goings on of any public realm, but it takes some in-character effort on their part. A god who simply claims to know things about other gods realms which they have no business knowing may draw the ire of world tree.
Divine Scope: When conducting work in your realm grand projects will often take properly divine lengths of time. If you choose to build a cathedral it may take you a century. Redirecting a river may take decades. Mortals may quail at the notion of spending so much time at a task, but time far less of a concern to a god. Time also passes differently within your domain than in other parts of the world tree, so while you may spend a century leveling a mountain in your domain, you can still interact with other gods in Realms beyond.
People
The god’s chosen people are for him to do with what he pleases. He could slaughter them all for his own gain, though it’s generally better to keep them around. But literally anything is free game with the people, abuse and use them if you wish. Treat them as sacred or carbonize them into husks. What you do with them is your own business. How you teach and interact with them does affect their outlook and culture, their general sense of wellbeing, and their strength as a whole. Take nothing for granted with these, for although they are loyal to the god, they possess minds and wills all their own.
The god’s race is subject to the same powers which allow him to warp his realm.
Time within a gods domain does not progress regularly. There are times when gods will slumber and their domains will progress without them, for good or ill. These can occur after the gods engages in grand enterprises which tire them or after great battles from which they must recover. This also always happens after a god dies.
So carefully consider the works you have set into motion. There will be times they were proceed without your watchful eye.
Ascendancy and Advancement:
To truly measure one god against another is impossible, though divinities love to try. The power of a god is not measured by one single trait. One god may have a blade that can split the sun, but another has struck pacts with the living earth while another can forge divine power into objects. How does one weigh which god is greater than the other? Naturally the one who does the weighing inevitably finds themselves superior, but to an unbiased audience the answer is obvious: Each god is divine and thus worthy of healthy respect.
What can be agreed upon is that gods can always grow or improve themselves in an infinite number of ways. What better way to describe a god than an entity without limitations? Thus the greatest gods are those constantly in motion, those with plans for the future, those with goals. These gods will add chapters to their stories, titles to their name and a legacy that spans eons.
Growing your divinity is a matter of dedication. This is reflected in gaining a % of advancement towards tasks and goals. If you spend several posts dedicated to honing a skill, you'll gain a % towards that skill. When it reaches 100% you hit a milestone, either the goal is complete or, for the grander goals, you've reached some meaningful milestone towards it. You can be progressing towards multiple goals at a time and nearly anything is possible.
Death:
Gods do die, but death is not the same for a god as it is a mortal. Upon being struck down, they'll return from the dead after a full days time. After a demise, a god is protected for a week from outside sources entering their realm.
Paradoxically, death does not leave a god weakened. Quite the opposite. They return in a burst of vitality, they gain new and strange powers or abilities due to their brief stint in the lands beyond life.
Gods may fall any number of times. So long as their domain remains intact they will have a place to reform. Some gods have even taken advantage of this, dying and being reborn frequently so gain power in rapid manner. But that does mot mean death does not come without consequence. Time passes different in their absence within their domain, what was a day for the god could be months, years or decades for their people and a garden left unattended it apt to grow weeds.
The inconvenience of their absence aside, death also leaves an imperceptible Stain of Death upon the god. It's a lingering touch of mortality. This is apt to draw negative reactions from other gods, who loathe this reminder of fallibility, it can make mortals more willful and primordial forces less respectful. So gods should be careful, lest they sully their divine mantles, but they can still be bolder than any mortal dares dream.
But there are limits to this immortality. Dying by the hands of beings from beyond the world tree is to experience true death. To lose one's realm is to lose the cradle of life and also invites true death. Then there are also locations which have been consecrated, to die there is to fall to true death.
Aramanth:
To drink the blood of another god is a vile act indeed, but the benefits are extremely rewarding. To any god, the blood of another is god is empowerment. Whenever a god is dealing the final blow to another god, he may instead aramanth his enemy. He drinks in his divine essence, gaining one of their hard earned abilities or skills and carving away some portion of the consumed gods home domain. However, it’s a vile deed to drink the lifeblood of another god, reap the rewards sown in repercussion. Others will be able to look upon you and know you've drunk of divine blood. It is a crime you will wear openly for all to see.
Essence: Essence is an amalgam of what makes a realm, the invisible energy holding the realm together. Essence is a powerful tool to a god. In later eras it will be a very rare power that should be used only sparingly. However, you have the advantage of being born at the cusp of creation, Essence will be more plentiful than any other time period. Count your blessings divinity.
There are ways in which the god may put the essence to use. If they use the essence while in their realm, they can use it to do several things. First off he can use it to super charge his realm, everything attacks and the realm begins crushing any invaders. The god also becomes exponentially more powerful for a short time, taking less damage, and dealing more to his enemies.
They can also imbue weapons or religious sites with this essence to make them far more powerful in scope, the chosen weapon gains a power as if it were a god power. Outside your personal domain essence can also be used to influence other domains in ways normally impossible. Or to found powerful new organizations by drawing like minded individuals from across the tree. The essence may not be used to grant a god power, but he can use it on other things.
Essence is a malleable substance, it can be used for any ends and these are by no means the limits of its uses.
Expending Souls:
Each week your god obtains a currency called Souls. Souls do not represent the population of your realm but rather spiritual potential waiting to be harnessed so not to worry, no loyal minions will be consumed with the use of Souls. Expending souls can be used to customize and tailor your realm by fashioning heroes, locations or unique creatures.
Heroes: Heroes are characters of great importance to a god and his realm. Heroes are supremely skilled and powerful people in the realm. These characters always seem to be a little luckier than most normal folk, their legends are told for generations to come. A hero costs 500 souls to make.
Heroes will obtain a special power of the GMs choosing unless they possessed a unique power prior to being elevated.
Special units: Any kind of special unit costs 50 souls per unit. Special units can do anything within the technological advancements of your realm. They could be a special elite force with simply better training, or they could actually do something special. Invisible stalkers that prowl the forest, maybe they ride giant wolves, or maybe fight with some deadly special weapon with deadly proficiency. It could be anything.
Locations: While gods naturally possess the ability to shape their realm and can also imbue an area with great significance by expending Essence, using Souls falls somewhere in between. Spending 300 Souls, a god can craft a location that possesses a unique, but generally subtle, characteristic. A grove where it's always night with a full moon, or a ballroom where conversation always flows easily.
Seconds and Heirs
The nature of the god is a permeable thing, something that clings to whatever life essence it brushes against. Mortals can feel it, and sometimes enough of himself can be given as to grant them lesser divine powers. He can have two heirs, 1 heir and two seconds, or four seconds. He cannot have more than that allotted amount of seconds and heirs. Should the god lose their connection to their domain entirely, it will become the purview of their heir. Now, you can have more than two children in game, it’s just that only two of them may be heirs. It’s generally assumed that the first born is the heir unless otherwise stated by the god.
Battle: Conflict in a world of super powerful beings is sometimes inevitable. Every god has 10 HP, once he is reduced to 0 HP he is reduced to a helpless state. His opponent can choose to kill him at that time, this is the point at which Aramanth must be achieved. Once a god hits 0 HP, and his opponent decides to deliver a death blow to the god, then the god dies as per the rules of death for gods, and there's one strike tallied against his total deaths.
If he is reduced to zero HP and his opponent shows him mercy, his physical form disappears and will not reappear for a day's time, if he chooses to manifest again, that is.
This message was last edited by the GM at 16:13, Sun 19 June 2022.