Nameless Author
Junior Member
Post all of your OOC talk here please.
Recruitment Thread
IC Thread
Introduction:
What's going here anyway?
Divine Games in the Playground (DGitP for short) is a message board game, in which we play the deities of a world with the ultimate goal of building a role-play setting and epic story telling.
The administrator of this game Nameless Author (me) who has planned a few events to help shape the world. By role playing the deities of the world known as 'The Playground' we hope that within 36 weeks the world will be rich enough in history and organic in flavor that a GM would be able to pick up this setting and use it for a game.
This is the Recruitment Thread which is not only for current players, but for prospective players as it is never too late to join. If you are interested of have questions go ahead and post them here.
How does it work?
Upon creation, each deity starts 15AP (Action Points) with which they can mold reality to set their influence upon the world. Every Thursday (6PM GMT) the deities witness the beginning of a new “Divine week” which starts with Rollover. Upon rollover, deities get their AP pool renewed, artifacts get charges etc.
Applying your Deity
Da Rules
You get a number of Action Points each "Divine Month" (One week in real time resetting at 6pm Greenwich Mean Time on Thursday. It's a month to the gods and a variable grip of years to mortals.)
Caste: DR/ AP per Week/ Total Domains Required to Raise Caste
Hero-God: 0/ 1/ 1
Demigod: 1-5/ 3/ 2
Lesser God: 6-10/ 5/ 4
Intermediate God: 11-15/ 7/ 6
Greater God: 16-20/ 10/ 8
Over-God: 21+/ 10/ -
-An Over-god automatically vanishes from this world and can no longer interact or be interacted with. However, they are still capable of influencing the world through AP actions.
-AP rolls over, to a maximum of 2 weeks’ worth of your rollovers depending on your caste. Any additional AP after that is lost.
You can spend Action Points on any of the following activities:
How Pantheons Function:
Divine Combat:
The Rules of Conduct
How to behave IC and OOC
The objective of Divine Games is to allow the players to create a living breathing and workable world for a playable game, but at the same time, create an interesting, original and flowing story. In order to do that, it is important to understand that this is not only a 'God Campaign' but a 'World Building Project'. If your objective is to create a god simply to show off how great you are at other people's expense, then this is not the game for you.
The following guideline is being placed so that the players may be able to focus on world building in harmony, and with respect to each other both in and out of character. Please understand that in the 7 Years since LoCitP was brought into existence, many LoCs have struggled, got de-railed and then died off because players and MODs did not follow/understand these guidelines. It’s my aim to try to avoid the mistakes of the past by making this project as enjoyable as possible
The Guidelines
How to post
It is important for everyone to be as clear as possible when making IC posts in order to avoid confusion between players. There are many ways to do that:
ALTS
Each player, besides their main character, is also allowed to create up to two alt characters. This character may or may not be related to your main that is up to the player. It is required from a player who wishes to create an Alt, to send to the MODs a request for an Alt using the Character Application Format given above and place it in the recruitment thread. It is not guaranteed that the MODs will accept though, depending on the time and circumstances, the respond may be a negative one.
Few Reminders
Domain List
Recruitment Thread
IC Thread
Introduction:
What's going here anyway?
Divine Games in the Playground (DGitP for short) is a message board game, in which we play the deities of a world with the ultimate goal of building a role-play setting and epic story telling.
The administrator of this game Nameless Author (me) who has planned a few events to help shape the world. By role playing the deities of the world known as 'The Playground' we hope that within 36 weeks the world will be rich enough in history and organic in flavor that a GM would be able to pick up this setting and use it for a game.
This is the Recruitment Thread which is not only for current players, but for prospective players as it is never too late to join. If you are interested of have questions go ahead and post them here.
How does it work?
Upon creation, each deity starts 15AP (Action Points) with which they can mold reality to set their influence upon the world. Every Thursday (6PM GMT) the deities witness the beginning of a new “Divine week” which starts with Rollover. Upon rollover, deities get their AP pool renewed, artifacts get charges etc.
Applying your Deity
To create a new deity, you will need to decide a few things:
•A name by which mortals and gods alike will know you by. Please be serious with this. You can pick up as many names as you want, but this should be the name by which you are most commonly known as. An epithet is also required. Just like your name, this should be the epithet by which you are most commonly referred to as.
•Every god starts off with two domains: A Alignment Domain and your Primary Domain.
-Alignment Domain is an expression of your dominating alignment trait, choose the one that makes sense for the personality you have in mind. This domain does not count towards your Domains total.
1) Balance
2) Chaos
3) Evil
4) Good
5) Law
•Your Primary Domain is the one which represents the core concept of your god. It is unique in the sense that no other god can start off with the same Primary Domain (although up to three gods can share the same Domain) You will have to pick a Primary Domain from the Available List. If you do not see a suitable Domain in the list you are encouraged to Homebrew a Domain, and pending MOD approval, it will be added to the list.
-A Portfolio is an element which is fundamentally linked to your Domains and expresses are a god's specialized interest with that Domain. While up to three gods can share the same Domain, their views and beliefs means that they are the gods of different aspects of the same Domains. Just like Ares and Athena were both gods of war, Ares was a god of slaughter, while Athena was a goddess of strategy.
-Alignment domains do not require Portfolios as they are part of the fabric of the deity.
•Your Domains are every other domain that your character has that is not your Primary Domain. Lesser gods start with one of these.
•Holy/Unholy Symbol: Describe the Iconography of your deity as it is his or her personal seal and symbol used by your clerics and faithful. The design can be as intricate or as plain as you want.
•Favored Weapon: Chose the personal favorite weapon type of your deity. It will also be the standard weapon type for all your god's clerics. You may chose an existing weapon in the DnD array of weapons, homebrew your own or even remain unarmed.
•Divine Rank: The DR measures your deity's power level, and you may choose your starting DR between 0-6. At DR 6 you are a Lesser god, but may not walk upon the Playground. To do so you can pick your starting DR to be from 0 (Hero god) and 1-5 (Demi-god)
•Paradigims: Every deity falls under one of four categories: Caster, Divinity, Striker and Warrior. Each category will give you certain advantages during Divine Combat. For further details, please refer to the Divine Combat section.
-Name each Combat ability and give a short description of what kind of move this is. If you need assistance figuring this out, simply ask one of the MODs.
Domains in the Available list are free for anyone to grab. Domains in the Claimed list are ones that deities have put some work toward claiming. Domains in the Taken list have been gained by a deity. Domains in the Contested list have been gained by two or more deities.
In order to be approved you'll need the approval of Nameless Author or another MOD (which if the game continues on for a while might be selected for the job).
When you have gotten the necessary approving, please head over to the OOC to introduce yourself as a player and your character. Before writing your first post, please discuss with the current players how you expect to have your god begotten. Do not immediately post in the IC thread without discussion. This is for both your benefit and that of the overall story.
Application Format
•A name by which mortals and gods alike will know you by. Please be serious with this. You can pick up as many names as you want, but this should be the name by which you are most commonly known as. An epithet is also required. Just like your name, this should be the epithet by which you are most commonly referred to as.
•Every god starts off with two domains: A Alignment Domain and your Primary Domain.
-Alignment Domain is an expression of your dominating alignment trait, choose the one that makes sense for the personality you have in mind. This domain does not count towards your Domains total.
1) Balance
2) Chaos
3) Evil
4) Good
5) Law
•Your Primary Domain is the one which represents the core concept of your god. It is unique in the sense that no other god can start off with the same Primary Domain (although up to three gods can share the same Domain) You will have to pick a Primary Domain from the Available List. If you do not see a suitable Domain in the list you are encouraged to Homebrew a Domain, and pending MOD approval, it will be added to the list.
-A Portfolio is an element which is fundamentally linked to your Domains and expresses are a god's specialized interest with that Domain. While up to three gods can share the same Domain, their views and beliefs means that they are the gods of different aspects of the same Domains. Just like Ares and Athena were both gods of war, Ares was a god of slaughter, while Athena was a goddess of strategy.
-Alignment domains do not require Portfolios as they are part of the fabric of the deity.
•Your Domains are every other domain that your character has that is not your Primary Domain. Lesser gods start with one of these.
•Holy/Unholy Symbol: Describe the Iconography of your deity as it is his or her personal seal and symbol used by your clerics and faithful. The design can be as intricate or as plain as you want.
•Favored Weapon: Chose the personal favorite weapon type of your deity. It will also be the standard weapon type for all your god's clerics. You may chose an existing weapon in the DnD array of weapons, homebrew your own or even remain unarmed.
•Divine Rank: The DR measures your deity's power level, and you may choose your starting DR between 0-6. At DR 6 you are a Lesser god, but may not walk upon the Playground. To do so you can pick your starting DR to be from 0 (Hero god) and 1-5 (Demi-god)
•Paradigims: Every deity falls under one of four categories: Caster, Divinity, Striker and Warrior. Each category will give you certain advantages during Divine Combat. For further details, please refer to the Divine Combat section.
-Name each Combat ability and give a short description of what kind of move this is. If you need assistance figuring this out, simply ask one of the MODs.
Domains in the Available list are free for anyone to grab. Domains in the Claimed list are ones that deities have put some work toward claiming. Domains in the Taken list have been gained by a deity. Domains in the Contested list have been gained by two or more deities.
In order to be approved you'll need the approval of Nameless Author or another MOD (which if the game continues on for a while might be selected for the job).
When you have gotten the necessary approving, please head over to the OOC to introduce yourself as a player and your character. Before writing your first post, please discuss with the current players how you expect to have your god begotten. Do not immediately post in the IC thread without discussion. This is for both your benefit and that of the overall story.
Application Format
Please use the following format for god entries in the recruitment and OOC thread:
Name:
Played by:
Divine Rank
Holy/Unholy Symbol:
Primary Domain (and Portfolio):
Domains (and Portfolios):
Alignment Domain:
Favored Weapon:
Combat Rating:
Paradigm & DCM:
Brief Description:
Example of an Application:
Name: The Dude, Doctor of Love
Played by: Skreechy
DR: 5 (Demi-god)
Symbol: A bleeding heart being held between two hands
Primary Domain (and Portfolio): Love (Lust)
Alignment Domain: Chaos
Favored Weapon: Bow
Combat Rating:15
Paradigm & DCM: Striker
{C} Broken Heart: The Dude knows that Love can be quite painful at times. He even has the scars to prove it!
{D} Lover's Scorn: It’s not the first time the Dude's advances have been rejected. He's used to it, and is tougher because of it.
Description: The Dude presents himself as rather ugly person. He is very fat, has a messy beard along with long hair. Even though as a god he could easily change his appearance, he rather remain ugly since he believes that love does not come from physical appearance. He often wears a bandanna on his head and a bright psychedelic colored shirt.
Being the Love Doctor, the Dude has a very lovable personality. Easily humored and easy going, the Dude enjoys nothing more than spending time with mortals, mingling with the common rabble and teaching them things like how to properly reproduce and get along with each other. His goal is to create a world full of love and peace. At the same time, the Dude loves the mortals so much, that he will be often creating sub-races.
Name:
Played by:
Divine Rank
Holy/Unholy Symbol:
Primary Domain (and Portfolio):
Domains (and Portfolios):
Alignment Domain:
Favored Weapon:
Combat Rating:
Paradigm & DCM:
Brief Description:
Example of an Application:
Name: The Dude, Doctor of Love
Played by: Skreechy
DR: 5 (Demi-god)
Symbol: A bleeding heart being held between two hands
Primary Domain (and Portfolio): Love (Lust)
Alignment Domain: Chaos
Favored Weapon: Bow
Combat Rating:15
Paradigm & DCM: Striker
{C} Broken Heart: The Dude knows that Love can be quite painful at times. He even has the scars to prove it!
{D} Lover's Scorn: It’s not the first time the Dude's advances have been rejected. He's used to it, and is tougher because of it.
Description: The Dude presents himself as rather ugly person. He is very fat, has a messy beard along with long hair. Even though as a god he could easily change his appearance, he rather remain ugly since he believes that love does not come from physical appearance. He often wears a bandanna on his head and a bright psychedelic colored shirt.
Being the Love Doctor, the Dude has a very lovable personality. Easily humored and easy going, the Dude enjoys nothing more than spending time with mortals, mingling with the common rabble and teaching them things like how to properly reproduce and get along with each other. His goal is to create a world full of love and peace. At the same time, the Dude loves the mortals so much, that he will be often creating sub-races.
Da Rules
You get a number of Action Points each "Divine Month" (One week in real time resetting at 6pm Greenwich Mean Time on Thursday. It's a month to the gods and a variable grip of years to mortals.)
Caste: DR/ AP per Week/ Total Domains Required to Raise Caste
Hero-God: 0/ 1/ 1
Demigod: 1-5/ 3/ 2
Lesser God: 6-10/ 5/ 4
Intermediate God: 11-15/ 7/ 6
Greater God: 16-20/ 10/ 8
Over-God: 21+/ 10/ -
-An Over-god automatically vanishes from this world and can no longer interact or be interacted with. However, they are still capable of influencing the world through AP actions.
-AP rolls over, to a maximum of 2 weeks’ worth of your rollovers depending on your caste. Any additional AP after that is lost.
You can spend Action Points on any of the following activities:
1 Point Actions
2 Point Actions
3 Point Actions
•Teach Populace: Teach Populace is used for direct divine intervention regarding the teaching of a special knowledge, secret of major advancement. Otherwise it’s assumed that mortals are smart enough to figure out knowledge and advancement on their own. (Example: Prometheus giving fire to Humans.)
•Nourishment: Directly intervenes over a population or area providing a beneficial effect. Can be as small as providing good weather for a particular farm, or as wide spread as curing all illnesses from the entire world. (Example: Raining mana in the desert) Can be countered by the Pestilence action.
•Mold Land: Creates or alters a land feature on existing land. You could create mountains, forests, a swamp, or split off part of a continent. Not needed on a plane which is divinely morphic with respect to your deity. This cannot mold land where none exists. (See create Land)
•Pestilence: Directly intervenes over a population or area by providing harmful effects. Can be as small as cursing a single person to a year of bad luck, or as widespread as causing a cataclysm. (Example: The Plagues of Egypt) Can be countered by the Nourishment action.
•Create Subrace: Creates a subgroup of an existing race, with enough physical or cultural differences to merit a change in racial abilities. Knowledge known to the original race is also passed on to the subgroup, while nourishment and pestilences are not. (Example: Creating the Half-Elves from the Elves)
•Join Pantheon: Allows you to join a pantheon pending the Pantheon's approval.
•Create Manifest Zone: You may imbue an area to share a strong connection to another Plane. This allows one or more of the planar traits to bleed through into the Material Plane. Should the plane to which the Manifest Zone be locked after its creation, then the Manifest Zone will weaken and eventually dissolve until the plane is unlocked once more. (Example Sharn)
•Create Concept: Creates a new idea that nobody has thought of before. (This can create the art of metal crafting, teach the first wizards how to use magic, or many other new ideas.) Note that all concepts eventually spreads to other races/nations.
•Nourishment: Directly intervenes over a population or area providing a beneficial effect. Can be as small as providing good weather for a particular farm, or as wide spread as curing all illnesses from the entire world. (Example: Raining mana in the desert) Can be countered by the Pestilence action.
•Mold Land: Creates or alters a land feature on existing land. You could create mountains, forests, a swamp, or split off part of a continent. Not needed on a plane which is divinely morphic with respect to your deity. This cannot mold land where none exists. (See create Land)
•Pestilence: Directly intervenes over a population or area by providing harmful effects. Can be as small as cursing a single person to a year of bad luck, or as widespread as causing a cataclysm. (Example: The Plagues of Egypt) Can be countered by the Nourishment action.
•Create Subrace: Creates a subgroup of an existing race, with enough physical or cultural differences to merit a change in racial abilities. Knowledge known to the original race is also passed on to the subgroup, while nourishment and pestilences are not. (Example: Creating the Half-Elves from the Elves)
•Join Pantheon: Allows you to join a pantheon pending the Pantheon's approval.
•Create Manifest Zone: You may imbue an area to share a strong connection to another Plane. This allows one or more of the planar traits to bleed through into the Material Plane. Should the plane to which the Manifest Zone be locked after its creation, then the Manifest Zone will weaken and eventually dissolve until the plane is unlocked once more. (Example Sharn)
•Create Concept: Creates a new idea that nobody has thought of before. (This can create the art of metal crafting, teach the first wizards how to use magic, or many other new ideas.) Note that all concepts eventually spreads to other races/nations.
•Create Populace: May create a single human-level race, up to three related monsters(For instance, Griffons, Hippogryphs, and Lammasu), a group of very closely related monsters (Chromatic Dragons, Elementals), or a whole category of "natural" animals. (For instance, sea animals, domestic animals, birds)
•Create Land: Forms new land where none existed before (for example in the void, in an empty plane of existence or in the middle of the ocean.) The size may range from an island to a continent, whose shape and features are decided upon creation. This is not necessary on a plane that is divinely morphic with respect to your deity.
•Create Organization: Creates a country, religious sect, or other major organization. You can use this action within an already existing organization to create a new branch within the organization.
•Open/Close Portal: Creates a massive schism in reality, connecting any two parts of existence through time and space thus allowing mass travel from one side to another. It can link any plane of existence (Except locked planes) or any two points on the Material Plane. You can also spend 2AP to shut down a portal. However this action can only be done one rollover after the Portal's creation. A Portal that is closed this way cannot be re-opened until another roll over passes (Example: Medvih opening the Dark Portal)
•Aid an Ally: Allows you to come to the aid of another deity of the same Pantheon engaged in combat for a single round. Without this action, you can only add you {A} modifiers if you wish to help. For further details on how this works, please look at the Divine Combat Section.
•Lock/Unlock Plane: You stop the entry or exit from a plane you control for any deities or mortals you choose. Locking a plane signals a diminishing influence upon the material plane, causing any portals linked to that planes to collapse, while Manifest Zones gradually weaken and disappear until the Plane is re-opened. Once a week a god may attempt to break upon the locked plane with a DR check (1d20+ your DR vs 1d20+ their DR) This can be only attempted once per week. A plane that is opened cannot be locked again until after the next roll over.
•Create Pantheon: Forms an alliance of gods united under a similar banner for a common purpose. For more information regarding Pantheons please look at the "Pantheon" section.
•Create Land: Forms new land where none existed before (for example in the void, in an empty plane of existence or in the middle of the ocean.) The size may range from an island to a continent, whose shape and features are decided upon creation. This is not necessary on a plane that is divinely morphic with respect to your deity.
•Create Organization: Creates a country, religious sect, or other major organization. You can use this action within an already existing organization to create a new branch within the organization.
•Open/Close Portal: Creates a massive schism in reality, connecting any two parts of existence through time and space thus allowing mass travel from one side to another. It can link any plane of existence (Except locked planes) or any two points on the Material Plane. You can also spend 2AP to shut down a portal. However this action can only be done one rollover after the Portal's creation. A Portal that is closed this way cannot be re-opened until another roll over passes (Example: Medvih opening the Dark Portal)
•Aid an Ally: Allows you to come to the aid of another deity of the same Pantheon engaged in combat for a single round. Without this action, you can only add you {A} modifiers if you wish to help. For further details on how this works, please look at the Divine Combat Section.
•Lock/Unlock Plane: You stop the entry or exit from a plane you control for any deities or mortals you choose. Locking a plane signals a diminishing influence upon the material plane, causing any portals linked to that planes to collapse, while Manifest Zones gradually weaken and disappear until the Plane is re-opened. Once a week a god may attempt to break upon the locked plane with a DR check (1d20+ your DR vs 1d20+ their DR) This can be only attempted once per week. A plane that is opened cannot be locked again until after the next roll over.
•Create Pantheon: Forms an alliance of gods united under a similar banner for a common purpose. For more information regarding Pantheons please look at the "Pantheon" section.
•Initiate Divine Combat: Attacks another deity. Divine Combat is a titanic struggle between the involved deities, although it does not necessary have to be a violent one. The combat prowess is represented by the Combat Ratings (CR for short). Divine conflicts are always polarized into exactly two sides, (though allies can intervene) and such conflicts between such colossal forces tend to be catastrophic and portrayed by the mortals as an epic contest between two forces. Please refer to the Divine Combat Section for more information.
•Beget God: You create a DR 1 deity under your control. For every 2 additional AP you spend, the new deity has +1 DR, up to a maximum of your DR-1. Creating a new deity for another player who is joining does not cost AP. A single player may not have more than 3 Deities, and each deity must be approved by the MODs.
•Create Artifact: Creates a Battle Artifact or Utility Artifact. These are the weapons and tools of the deities. Battle Artifacts aid you in combat as discussed in the Divine Combat Section. (Example: Thor's Mjolnir) A Utility Artifact can provide you with a 1AP action charge per divine week (Teach Populace, Nourishment, Pestilence, Mold land, Create Subrace) upon creation you must specify which one of these actions the artifact can create. While the Utility Artifacts give you a free action per divine week the actions done through these artifacts do not count for Domains or DR. Upon creation a roll over must pass before the artifact gains a charge. (Example: Amaterasu's Paintbrush which gives a weekly Blessing)
•Create Avatar: Creates a second body for your god that can walk upon the material plane. An Avatar on the Material Plane is ranked DR1, while outside the Material Plane it is ranked as -1 of your current DR.
•Create Plane: Brings a new plane into being. The creating deity chooses the characteristics of that plane. Any deity who spends AP to create a plane is considered its owner until he gives ownership to another deity. Unless more than one deity shares the creation cost, there can only be one owner of a plane. If there are multiple owners, ownership cannot be transferred to a new deity unless all current owners agree.
•Gain Domain: Adds a Domain (and related portfolio) from the Domain List (although Homebrewed Domains are encouraged if it is not on the list) . In order to qualify for a Domain you must have spent a 5 AP worth of actions relating to the desired domains . Please see the list for AP requirements and the amount of Domains required to climb up a Divine Cast. Also note that gaining a Domain requires approval from a referee (whether in the OOC or by PMs).
•Gain Extra Domain Slot: Adds a slot for an extra domain. By default, Demigods have a maximum of 4 domains, Lesser Deities 5, Intermediate Deities 6, and Greater Deities 8. Your Alignment does not count towards your total.
•Raise Divine Rank: Once you have spent a certain amount of AP (2 for Hero-Gods, 3 for Demigods, 4 for Lesser Gods, 5 for Intermediate Gods, 7 for Greater Gods and 9 for Over-gods), you are able to use this action which increases your divine rank. You must then perform the number of divine actions listed above before this ability becomes available again. This action does not count towards gaining a Domain or raising your DR.
•Beget God: You create a DR 1 deity under your control. For every 2 additional AP you spend, the new deity has +1 DR, up to a maximum of your DR-1. Creating a new deity for another player who is joining does not cost AP. A single player may not have more than 3 Deities, and each deity must be approved by the MODs.
•Create Artifact: Creates a Battle Artifact or Utility Artifact. These are the weapons and tools of the deities. Battle Artifacts aid you in combat as discussed in the Divine Combat Section. (Example: Thor's Mjolnir) A Utility Artifact can provide you with a 1AP action charge per divine week (Teach Populace, Nourishment, Pestilence, Mold land, Create Subrace) upon creation you must specify which one of these actions the artifact can create. While the Utility Artifacts give you a free action per divine week the actions done through these artifacts do not count for Domains or DR. Upon creation a roll over must pass before the artifact gains a charge. (Example: Amaterasu's Paintbrush which gives a weekly Blessing)
•Create Avatar: Creates a second body for your god that can walk upon the material plane. An Avatar on the Material Plane is ranked DR1, while outside the Material Plane it is ranked as -1 of your current DR.
•Create Plane: Brings a new plane into being. The creating deity chooses the characteristics of that plane. Any deity who spends AP to create a plane is considered its owner until he gives ownership to another deity. Unless more than one deity shares the creation cost, there can only be one owner of a plane. If there are multiple owners, ownership cannot be transferred to a new deity unless all current owners agree.
•Gain Domain: Adds a Domain (and related portfolio) from the Domain List (although Homebrewed Domains are encouraged if it is not on the list) . In order to qualify for a Domain you must have spent a 5 AP worth of actions relating to the desired domains . Please see the list for AP requirements and the amount of Domains required to climb up a Divine Cast. Also note that gaining a Domain requires approval from a referee (whether in the OOC or by PMs).
•Gain Extra Domain Slot: Adds a slot for an extra domain. By default, Demigods have a maximum of 4 domains, Lesser Deities 5, Intermediate Deities 6, and Greater Deities 8. Your Alignment does not count towards your total.
•Raise Divine Rank: Once you have spent a certain amount of AP (2 for Hero-Gods, 3 for Demigods, 4 for Lesser Gods, 5 for Intermediate Gods, 7 for Greater Gods and 9 for Over-gods), you are able to use this action which increases your divine rank. You must then perform the number of divine actions listed above before this ability becomes available again. This action does not count towards gaining a Domain or raising your DR.
How Pantheons Function:
A Pantheon will generate a bonus AP called Pantheon AP (PAP for short). Each member of the Pantheon receives 1 PAP per rollover to be used to further the goals described in the Pantheon’s Dogma. PAP does not stack upon Rollover.
A Minimum of 3 deities are required for a Pantheon to remain functional. Any Pantheon with less than the required amount ceases to produce PAP after the first Rollover. On the 2nd Rollover, the Pantheon will then cease to exist.
Every Pantheon has a set of rules, known as the Pantheon Dogma, by which the members must abide by. Whenever a deity spends the AP required to join the Pantheon, he must add to the existing Dogma, by specifying under which circumstances the PAP can be used, pending the Pantheon’s approval.
Pantheon AP can only be spend to further the Pantheon’s goals, as described in the Pantheon’s Dogma. PAP spend does not count towards raising one’s DR or acquiring a Domain and cannot be combined with normal AP.
Although the Pantheon’s Creator holds no special power over the Pantheon’s member, he does get to decide the process for accepting new members (or rejecting them) or banishing those who violate the Pantheon’s Dogma.
A Minimum of 3 deities are required for a Pantheon to remain functional. Any Pantheon with less than the required amount ceases to produce PAP after the first Rollover. On the 2nd Rollover, the Pantheon will then cease to exist.
Every Pantheon has a set of rules, known as the Pantheon Dogma, by which the members must abide by. Whenever a deity spends the AP required to join the Pantheon, he must add to the existing Dogma, by specifying under which circumstances the PAP can be used, pending the Pantheon’s approval.
Pantheon AP can only be spend to further the Pantheon’s goals, as described in the Pantheon’s Dogma. PAP spend does not count towards raising one’s DR or acquiring a Domain and cannot be combined with normal AP.
Although the Pantheon’s Creator holds no special power over the Pantheon’s member, he does get to decide the process for accepting new members (or rejecting them) or banishing those who violate the Pantheon’s Dogma.
Divine Combat:
Divine Combat is a contest between the power levels of the involved Deities. Their combat prowess is represented by Combat Ratings, or CR. Divine Combat always represents the full power of two opposing sides. Though divine combat can involve many deities, there will never be more than two sides in any given conflict.
How does it work?
The Basics
The first side, the Aggressors, is made up of the deity who spends the points to start combat and his Allies while the Defenders' side is the deity attacked and his Allies. Allies are not directly involved in combat but use their powers to boost their chosen side's CR.
Combat Rating: A deity's Combat Rating is: Divine Rank + (Number of Battle Artifacts owned*.5) + Paradigm bonus. A deity may further modify his CR by using this Divine Combat Abilities and Divine Combat Modifiers. The influence of allies further modifies CR during combat. Final CR comes: Base Combat Rating + Divine Combat Abilities + Divine Combat Modifiers + Allies Bonus
During combat, you may not spend AP on an action which would alter your CR in any way (Raising DR & creating Combat Artifacts)
Aid and Allies
When two deities fight, other deities may come to their aid. Other deities may spend 2 AP to join the battle to add a bonus to one side's CR. That bonus is calculated thus: (DR*.5) + {H} + {A}
If the aiding deity does not wish to spend AP to join they may do so only adding {A} modifiers.
Resolving Divine Combat
Divine Combat lasts 3 rounds. At the beginning of each round, both combatants determine their CR for that round and add that to a roll of 2d6, whoever has the highest final result wins the round. The first deity to win 2 rounds is declared the victor and may chose to inflict a Divine Injury on the loser.
At the end of each round of combat each of the Primary combatants must use a 1 AP action which is enacted. This may be a Mold Land, or Pestilence showing the collateral damage of two deities clashing. This 1 AP action does not cost AP and does not count for purposes of Domains or Divine Rank gaining.
Divine Injury
Winning a Divine Combat allows the winner to inflict one of the following upon the vanquished:
1)The winner may Contest one of the loser's Domains. (Primary, Alignment and Legacy domains cannot be contested.)
2)If the combatants had a Contested Domain, the winner can officially claim the domain as his own. The loser no longer has the Domain. If the loss of a Domain results in a deity not meeting the Domain requirements for the Caste, then his DR automatically drops to the highest DR level of the previous Caste and all combat bonuses are calculated with the new DR.
3)Some other penalty that both parties can agree upon, such as a role-playing requirement which must be followed, e.g., never directly attempt to influence the winner's followers in a certain region, support the winner as an Ally in future combats, give up being patron deity of a specific city.
Divine Combat Abilities
Divine Combat Abilities are granted according to the deities’ paradigm. Each deity fits into one of four combat paradigms: Warrior, Striker, Caster, or Divinity. Each paradigm grants a different DCA that can be implemented in combat. As well as adding an amount to your CR.
Paradigms:
Divine Combat Modifiers
These are unique abilities that each deity possesses that can be used in combat to further modify their CR. Divine Combat Modifiers or DCM are not linked to the deities paradigm in the same way as DCA, but represent the deities essence. All DCM fall into one of five categories: Hatred {H}, Combat {C}, Offensive {O}, Defensive {D}, or Aid {A}.
How does it work?
The Basics
The first side, the Aggressors, is made up of the deity who spends the points to start combat and his Allies while the Defenders' side is the deity attacked and his Allies. Allies are not directly involved in combat but use their powers to boost their chosen side's CR.
Combat Rating: A deity's Combat Rating is: Divine Rank + (Number of Battle Artifacts owned*.5) + Paradigm bonus. A deity may further modify his CR by using this Divine Combat Abilities and Divine Combat Modifiers. The influence of allies further modifies CR during combat. Final CR comes: Base Combat Rating + Divine Combat Abilities + Divine Combat Modifiers + Allies Bonus
During combat, you may not spend AP on an action which would alter your CR in any way (Raising DR & creating Combat Artifacts)
Aid and Allies
When two deities fight, other deities may come to their aid. Other deities may spend 2 AP to join the battle to add a bonus to one side's CR. That bonus is calculated thus: (DR*.5) + {H} + {A}
If the aiding deity does not wish to spend AP to join they may do so only adding {A} modifiers.
Resolving Divine Combat
Divine Combat lasts 3 rounds. At the beginning of each round, both combatants determine their CR for that round and add that to a roll of 2d6, whoever has the highest final result wins the round. The first deity to win 2 rounds is declared the victor and may chose to inflict a Divine Injury on the loser.
At the end of each round of combat each of the Primary combatants must use a 1 AP action which is enacted. This may be a Mold Land, or Pestilence showing the collateral damage of two deities clashing. This 1 AP action does not cost AP and does not count for purposes of Domains or Divine Rank gaining.
Divine Injury
Winning a Divine Combat allows the winner to inflict one of the following upon the vanquished:
1)The winner may Contest one of the loser's Domains. (Primary, Alignment and Legacy domains cannot be contested.)
2)If the combatants had a Contested Domain, the winner can officially claim the domain as his own. The loser no longer has the Domain. If the loss of a Domain results in a deity not meeting the Domain requirements for the Caste, then his DR automatically drops to the highest DR level of the previous Caste and all combat bonuses are calculated with the new DR.
3)Some other penalty that both parties can agree upon, such as a role-playing requirement which must be followed, e.g., never directly attempt to influence the winner's followers in a certain region, support the winner as an Ally in future combats, give up being patron deity of a specific city.
Divine Combat Abilities
Divine Combat Abilities are granted according to the deities’ paradigm. Each deity fits into one of four combat paradigms: Warrior, Striker, Caster, or Divinity. Each paradigm grants a different DCA that can be implemented in combat. As well as adding an amount to your CR.
Paradigms:
Warriors
Deities of the Warrior paradigm are relentless combatants. They gain a bonus to their CR equal to half of their Divine Rank at all times.
Warriors gain an additional Divine Combat Modifier for every three Divine Ranks.
Strikers
Deities of the Striker paradigm know that the first hit is what counts. The deity gains a bonus to its CR on the first round of any divine combat that it initiates equal to one and a half times its Divine Rank.
Strikers gain an additional Divine Combat Modifier for every two Divine Ranks, but it must be a {C} or {O} ability.
Casters
Deities of the Caster paradigm employ limited but catastrophic power in combat. The deity has a Spell Pool with a value equal to thrice his Divine Rank, on each turn of divine combat, the deity may spend any number of points from that pool to increase their combat rating by the same amount. Spent spell points are replenished upon rollover.
Casters gain an additional Divine Combat Modifier every 4 Divine Ranks.
Divinities
Deities of the Divinity paradigm use the light of their Sparks as a nearly impenetrable shield against aggression. The deity gains a bonus to its CR equal to his divine rank on any two rounds of divine combat, as long as it did not initiate that combat.
Divinities gain an additional Divine Combat Modifier for every two Divine Ranks, but it must be a {D] or {A} ability.
Deities of the Warrior paradigm are relentless combatants. They gain a bonus to their CR equal to half of their Divine Rank at all times.
Warriors gain an additional Divine Combat Modifier for every three Divine Ranks.
Strikers
Deities of the Striker paradigm know that the first hit is what counts. The deity gains a bonus to its CR on the first round of any divine combat that it initiates equal to one and a half times its Divine Rank.
Strikers gain an additional Divine Combat Modifier for every two Divine Ranks, but it must be a {C} or {O} ability.
Casters
Deities of the Caster paradigm employ limited but catastrophic power in combat. The deity has a Spell Pool with a value equal to thrice his Divine Rank, on each turn of divine combat, the deity may spend any number of points from that pool to increase their combat rating by the same amount. Spent spell points are replenished upon rollover.
Casters gain an additional Divine Combat Modifier every 4 Divine Ranks.
Divinities
Deities of the Divinity paradigm use the light of their Sparks as a nearly impenetrable shield against aggression. The deity gains a bonus to its CR equal to his divine rank on any two rounds of divine combat, as long as it did not initiate that combat.
Divinities gain an additional Divine Combat Modifier for every two Divine Ranks, but it must be a {D] or {A} ability.
These are unique abilities that each deity possesses that can be used in combat to further modify their CR. Divine Combat Modifiers or DCM are not linked to the deities paradigm in the same way as DCA, but represent the deities essence. All DCM fall into one of five categories: Hatred {H}, Combat {C}, Offensive {O}, Defensive {D}, or Aid {A}.
A deity gains one DCM per caste, getting the first when reaching DemiGod.
Hatred {H}
The deity hates something so vehemently that his wrath towards it gives him increased prowess in battle against anyone who supports it. When fighting against the target of the Hatred, the deity gains +2 to his Combat Modifier. A specific Domain, Paradigm, Deity or Pantheon can be the target of a Hatred. Hatred modifiers are always active against another deity who has an attribute supporting that Hatred. It is possible to take the same Hatred multiple times.
Combat {C}
Combat Powers represent a deity's raw skill in combat or a special fighting technique known by the deity. Combat modifiers grant a +1 CR in all 3 rounds of battle.
Offensive {O}
Offensive Powers are special attacks known by a deity that give them a significant bonus in combat for one round. Offensive modifiers grant +2 CR for one round and can only be used when the deity is on the Aggressor side.
Defensive {D}
Defensive Powers are based on a defensive implementation of a domain the deity possesses, representing the deity using his divine influence to defend himself. Defensive modifiers grant +2 CR for one round and can only be used when the deity is on the Defending side.
Assist {A}
Assist Powers represent the power of a deity to support his allies in combat. When assisting another deity in combat, these powers add +1 to the side’s Combat Rating for all rounds of combat. Unlike the Aid Action, this ability can also be used to assist deities who are not part of your Pantheon.
Hatred {H}
The deity hates something so vehemently that his wrath towards it gives him increased prowess in battle against anyone who supports it. When fighting against the target of the Hatred, the deity gains +2 to his Combat Modifier. A specific Domain, Paradigm, Deity or Pantheon can be the target of a Hatred. Hatred modifiers are always active against another deity who has an attribute supporting that Hatred. It is possible to take the same Hatred multiple times.
Combat {C}
Combat Powers represent a deity's raw skill in combat or a special fighting technique known by the deity. Combat modifiers grant a +1 CR in all 3 rounds of battle.
Offensive {O}
Offensive Powers are special attacks known by a deity that give them a significant bonus in combat for one round. Offensive modifiers grant +2 CR for one round and can only be used when the deity is on the Aggressor side.
Defensive {D}
Defensive Powers are based on a defensive implementation of a domain the deity possesses, representing the deity using his divine influence to defend himself. Defensive modifiers grant +2 CR for one round and can only be used when the deity is on the Defending side.
Assist {A}
Assist Powers represent the power of a deity to support his allies in combat. When assisting another deity in combat, these powers add +1 to the side’s Combat Rating for all rounds of combat. Unlike the Aid Action, this ability can also be used to assist deities who are not part of your Pantheon.
The Rules of Conduct
How to behave IC and OOC
The objective of Divine Games is to allow the players to create a living breathing and workable world for a playable game, but at the same time, create an interesting, original and flowing story. In order to do that, it is important to understand that this is not only a 'God Campaign' but a 'World Building Project'. If your objective is to create a god simply to show off how great you are at other people's expense, then this is not the game for you.
The following guideline is being placed so that the players may be able to focus on world building in harmony, and with respect to each other both in and out of character. Please understand that in the 7 Years since LoCitP was brought into existence, many LoCs have struggled, got de-railed and then died off because players and MODs did not follow/understand these guidelines. It’s my aim to try to avoid the mistakes of the past by making this project as enjoyable as possible
The Guidelines
1) Gods are not omnipotent.
Yes, perhaps we are role playing deities, but for the sake of the story, we are going with the notion that gods cannot know everything, and cannot be everywhere at the same time. In the end, it will become almost impossible to do anything without having another god finding out. A deity may get their “Domain Senses Tingling” when someone trespasses against that certain domain, and even then, please do not go around claiming to know everything.
2) Avoid Godmodding.
Lets try to avoid that as much as possible shall we? Here is a guide on how not to do it.
In this type of setting it is difficult to completely avoid Godmodding, and sometimes it’s done accidentally, but it’s important to keep it down to a minimum.
3) Fights/Combat/Plot Devices.
Try to avoid just jumping in each time any of these happens, or at the very least, consider asking to join before jumping in. If each time anything happens, 6 deities just jump in, then not only will it end up a veritable cluster****, but people will become annoyed as doing anything will end up being impossible.
If you feel that you have nothing to do, try to create your own plot points. After all, we have an entire world to fill.
4) Consider your fellow player.
You are not the only person trying to establish a certain feel to their character. It doesn't hurt to play along with what your opponent may be up to, rather than just shrug it off or simply countering it, and many times will lead to an interesting situation. If you start shrugging off your fellow players, do not be surprised if they do the same to you, which will make the story-telling process rather lame.
5) Do not ignore other people's post.
There is nothing ruder than having someone take time to create an IC post, only to have the post completely ignored. If your character has a reason to ignore the post, then declare it IC "Fred Flintstone ignores Mickey Mouse because he has bad breath". It is much more acceptable than not responding at all and keeping your fellow player waiting.
6) Respect your fellow player.
Everyone is different, we all have different mentality, different writing styles, different... just about anything. We want to promote harmony in the OOC, so if a player does something wrong, or is out of line, leave it to the MODs to take care of it. Do not go to the OOC and start brow beating a player simply because they did something you don't like. Brow beating will not be tolerated.
7) Respect the MODs
A MOD's job is not easy and is often quite thankless. A MOD's character and creations should never be gifted with 'special treatment' because of their status, but instead be considered as one of the many gods of the Playground.
The MOD's responsibilities are:
a) Keep the OOC nice and harmonious
b) Make changes to rules when its deemed necessary
c) Accept new players
d) Answer any questions about the rules
e) Make sure the IC rules are followed
f) Point out any cheating/mistakes done with AP expenditure
g) Move the general plot along (If one is provided)
8) Avoid complaining/arguing in the OOC
If you have an issue with someone or something, do not go to the OOC with the intent to make a big issue out of it. Constant complaining and arguing makes the atmosphere oppressive, makes things less fun and are generally unpleasant. So if you do have a complaint either attempt to PM the offending party or try to work things out by asking a MOD to mediate on the issue.
9) The Rule of Cool
When you create something, or instigate a plot device, ask yourself first "Would I enjoy having a character in this setting with what I'm about to create or do?" As deities any action we do upon the world is the stuff of which legends are made and will be sung by the bards and exalted (or deplored) by the clergy. Moments of Epic are encouraged, and while occasional silliness can lead to great and hilarious moments, too much silliness will end up undermining the purpose of this project.
10) The ADMIN’s Word is Final:
If you don’t like it, feel free to take it to a higher authority... good luck with that.
Yes, perhaps we are role playing deities, but for the sake of the story, we are going with the notion that gods cannot know everything, and cannot be everywhere at the same time. In the end, it will become almost impossible to do anything without having another god finding out. A deity may get their “Domain Senses Tingling” when someone trespasses against that certain domain, and even then, please do not go around claiming to know everything.
2) Avoid Godmodding.
Lets try to avoid that as much as possible shall we? Here is a guide on how not to do it.
In this type of setting it is difficult to completely avoid Godmodding, and sometimes it’s done accidentally, but it’s important to keep it down to a minimum.
3) Fights/Combat/Plot Devices.
Try to avoid just jumping in each time any of these happens, or at the very least, consider asking to join before jumping in. If each time anything happens, 6 deities just jump in, then not only will it end up a veritable cluster****, but people will become annoyed as doing anything will end up being impossible.
If you feel that you have nothing to do, try to create your own plot points. After all, we have an entire world to fill.
4) Consider your fellow player.
You are not the only person trying to establish a certain feel to their character. It doesn't hurt to play along with what your opponent may be up to, rather than just shrug it off or simply countering it, and many times will lead to an interesting situation. If you start shrugging off your fellow players, do not be surprised if they do the same to you, which will make the story-telling process rather lame.
5) Do not ignore other people's post.
There is nothing ruder than having someone take time to create an IC post, only to have the post completely ignored. If your character has a reason to ignore the post, then declare it IC "Fred Flintstone ignores Mickey Mouse because he has bad breath". It is much more acceptable than not responding at all and keeping your fellow player waiting.
6) Respect your fellow player.
Everyone is different, we all have different mentality, different writing styles, different... just about anything. We want to promote harmony in the OOC, so if a player does something wrong, or is out of line, leave it to the MODs to take care of it. Do not go to the OOC and start brow beating a player simply because they did something you don't like. Brow beating will not be tolerated.
7) Respect the MODs
A MOD's job is not easy and is often quite thankless. A MOD's character and creations should never be gifted with 'special treatment' because of their status, but instead be considered as one of the many gods of the Playground.
The MOD's responsibilities are:
a) Keep the OOC nice and harmonious
b) Make changes to rules when its deemed necessary
c) Accept new players
d) Answer any questions about the rules
e) Make sure the IC rules are followed
f) Point out any cheating/mistakes done with AP expenditure
g) Move the general plot along (If one is provided)
8) Avoid complaining/arguing in the OOC
If you have an issue with someone or something, do not go to the OOC with the intent to make a big issue out of it. Constant complaining and arguing makes the atmosphere oppressive, makes things less fun and are generally unpleasant. So if you do have a complaint either attempt to PM the offending party or try to work things out by asking a MOD to mediate on the issue.
9) The Rule of Cool
When you create something, or instigate a plot device, ask yourself first "Would I enjoy having a character in this setting with what I'm about to create or do?" As deities any action we do upon the world is the stuff of which legends are made and will be sung by the bards and exalted (or deplored) by the clergy. Moments of Epic are encouraged, and while occasional silliness can lead to great and hilarious moments, too much silliness will end up undermining the purpose of this project.
10) The ADMIN’s Word is Final:
If you don’t like it, feel free to take it to a higher authority... good luck with that.
How to post
It is important for everyone to be as clear as possible when making IC posts in order to avoid confusion between players. There are many ways to do that:
•At the beginning of each post, open each "scene" of your post with the name of the character (or characters), and location. For example:
Zeus, Horus & Thor: Gates of Valhalla
•When doing a Divine Action, please post your AP Expenditure like this at the end of your post:
(AP 5 = 4-1: Nourish the Elves, Increase their birthrate)
It allows for better book keeping as well as making the MOD’s life easier. When doing multiple Actions, post them as follows:
(AP 6= 9-3, Create Avatar
AP 3= 6-3, Create Plane, The Plane of Fire
AP 2 = 3-1, Mold Terrain, Create Volcanoes)
•Players are encouraged when making a post, to be as descriptive as possible. Players who tend to describe their characters, mortals, cities etc., are more likely to be interacted in a positive fashion by other players. If you are leaving the other players to guess things about your character or mortals, then do not be surprised if they interpret things differently from what you had originally intended.
•Pick a color for your character’s speech text. That way it will be easier for people to understand who is talking and when.
•When gaining a Domain, write a list of the actions done towards gaining the said domain.
•When raising DR, write the list of AP spent, most preferably in chronological order.
Zeus, Horus & Thor: Gates of Valhalla
•When doing a Divine Action, please post your AP Expenditure like this at the end of your post:
(AP 5 = 4-1: Nourish the Elves, Increase their birthrate)
It allows for better book keeping as well as making the MOD’s life easier. When doing multiple Actions, post them as follows:
(AP 6= 9-3, Create Avatar
AP 3= 6-3, Create Plane, The Plane of Fire
AP 2 = 3-1, Mold Terrain, Create Volcanoes)
•Players are encouraged when making a post, to be as descriptive as possible. Players who tend to describe their characters, mortals, cities etc., are more likely to be interacted in a positive fashion by other players. If you are leaving the other players to guess things about your character or mortals, then do not be surprised if they interpret things differently from what you had originally intended.
•Pick a color for your character’s speech text. That way it will be easier for people to understand who is talking and when.
•When gaining a Domain, write a list of the actions done towards gaining the said domain.
•When raising DR, write the list of AP spent, most preferably in chronological order.
ALTS
Each player, besides their main character, is also allowed to create up to two alt characters. This character may or may not be related to your main that is up to the player. It is required from a player who wishes to create an Alt, to send to the MODs a request for an Alt using the Character Application Format given above and place it in the recruitment thread. It is not guaranteed that the MODs will accept though, depending on the time and circumstances, the respond may be a negative one.
Few Reminders
•Gods can only be where their main bodies and their avatars are. So your character cannot be in a dozen places at the same time.
•Any Lesser Deity or deity of a higher caste cannot physically walk upon the Playground. They are instantly rejected by the laws of the universe and punted into the Void. Only Heroes, Demi-gods and Avatars may physically access the Playground.
•AP and Artifacts cannot be shared.
Any player who goes inactive without prior warning for 3 rollovers will have their character considered as a deceased deity. Such deities no longer count as members of a pantheon and no longer generate AP. Any of that character's creation will then be declared as 'open' for grabs by the MODs for anyone who is interested in them (as long as the proper AP is spent on it) although please note that no single god can claim monopoly on them.
•Any Lesser Deity or deity of a higher caste cannot physically walk upon the Playground. They are instantly rejected by the laws of the universe and punted into the Void. Only Heroes, Demi-gods and Avatars may physically access the Playground.
•AP and Artifacts cannot be shared.
Any player who goes inactive without prior warning for 3 rollovers will have their character considered as a deceased deity. Such deities no longer count as members of a pantheon and no longer generate AP. Any of that character's creation will then be declared as 'open' for grabs by the MODs for anyone who is interested in them (as long as the proper AP is spent on it) although please note that no single god can claim monopoly on them.
Domain List
Name-Primary Owner-Secondary Owner-Tertiary Owner
*A primary domain slot not taken, yet has someone taking a secondary domain in it.
Air-
Animal-
Anti-Magic-
Artifice-
Beauty-*/Hasor
Battle-*/Kattedash
Cavern-
Charity-
City-
Cold-
Commerce-
Competition-
Courage-
Craft-
Darkness-
Death-*/The First
Decay-Kattedash/
Destiny-
Domination-
Dragon-
Dream-*/Haros/Rofo
Earth-
Envy-
Family-
Fate-The First/
Feast-
Fey-Ashera/
Fire-*/The First/
Force-
Glory-
Gluttony-*/Lucia
Greed-
Hatred-
Healing-Poppy/
Hope-
Hunger-
Illusion-*/Stark and Asher
Knowledge-Tonterus/
Liberation-
Life-Rofo/Crucius/
Light-
Luck-
Lust-
Madness-Haros
Magic-
Meditation-
Metal-
Mind-
Moon-
Music-
Nature-Crucius/Kattedash/
Necromancy-
Nobility-
Ocean-
Pact-
Passion-Sucube/
Pestilence-
Planning-
Plant-
Portal-
Pride-
Protection-
Retribution-
Sky-
Sloth-
Storm-
Strength-
Suffering-
Sun-Poppy/
Time-*/Rofo/
Trade-
Travel-
Trickery- Stark and Asher/
Tyranny-
Undeath-Lucia/
War-
Water-
Wealth-
Weather-
Winter-
Wrath-
*A primary domain slot not taken, yet has someone taking a secondary domain in it.
Air-
Animal-
Anti-Magic-
Artifice-
Beauty-*/Hasor
Battle-*/Kattedash
Cavern-
Charity-
City-
Cold-
Commerce-
Competition-
Courage-
Craft-
Darkness-
Death-*/The First
Decay-Kattedash/
Destiny-
Domination-
Dragon-
Dream-*/Haros/Rofo
Earth-
Envy-
Family-
Fate-The First/
Feast-
Fey-Ashera/
Fire-*/The First/
Force-
Glory-
Gluttony-*/Lucia
Greed-
Hatred-
Healing-Poppy/
Hope-
Hunger-
Illusion-*/Stark and Asher
Knowledge-Tonterus/
Liberation-
Life-Rofo/Crucius/
Light-
Luck-
Lust-
Madness-Haros
Magic-
Meditation-
Metal-
Mind-
Moon-
Music-
Nature-Crucius/Kattedash/
Necromancy-
Nobility-
Ocean-
Pact-
Passion-Sucube/
Pestilence-
Planning-
Plant-
Portal-
Pride-
Protection-
Retribution-
Sky-
Sloth-
Storm-
Strength-
Suffering-
Sun-Poppy/
Time-*/Rofo/
Trade-
Travel-
Trickery- Stark and Asher/
Tyranny-
Undeath-Lucia/
War-
Water-
Wealth-
Weather-
Winter-
Wrath-
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