snakeg0dd
living paradox
intro
Ragnarök
bear mccreary
overview.
"You will never do anything in this world without courage. It is the greatest quality of the mind next to honor.” ━ Aristotle
The wind carries the scent of salt and wildflowers as it sweeps across the golden cliffs of Themiscyra, where the sea crashes against the rocks in an endless symphony of power. The sun lingers high in the sky, bathing the island in a warm, gilded glow, casting long shadows over the marble ruins and towering statues of warriors long past.
At the heart of the island, the Amazonian stronghold stands—a labyrinth of ivory columns and vine-clad temples, its sprawling courtyards alive with the sound of training warriors, ringing steel, and the rhythmic beat of ceremonial drums. The Grand Amphitheater, carved into the mountainside, waits to host trials of combat and feats of divine prowess, its stone seats whispering with the ghosts of past victories and defeats.
Beyond the fortress, the island stretches into wild terrain. Vast meadows, kissed by the laughter of the wind, roll into dense forests where myths take root. The trees stand ancient and knowing, their canopies thick with secrets, while hidden paths lead to sacred springs, where the water glows faintly with remnants of divine energy.
Further still, the cliffs give way to the Stormcaller’s Cove, where jagged rocks rise from the ocean like the spines of some great slumbering beast. Here, the air is thick with electricity, and the sky churns in constant motion, as if waiting for the will of a god to bend it.
And beyond the main island, barely spoken of in hushed whispers, lies the Isle of Exile—a place of punishment and reflection, where those who have strayed from their path are sent to prove their worth before they may return. Its shores are treacherous, and its silence is heavy, as if the land itself waits to judge those who tread upon it.
Here, on this island blessed and cursed by gods alike, warriors, demigods, and lost souls gather—some seeking purpose, some seeking power, and others searching for the truth of who they are meant to become.
Themiscyra awaits our adventure.
Where does your story begin?
roles
roles.
Greek/Roman Pantheon
open
The Greek and Roman pantheons are, in truth, two sides of the same coin. The gods are the same—Zeus is Jupiter, Poseidon is Neptune, Ares is Mars—but their identities shift depending on which side of the divine spectrum they are viewed from. The Greeks worshiped their gods as figures of personality and passion, driven by ego, rivalry, and indulgence. The Romans, however, stripped away the personal and embraced the tactical. To the Romans, the gods were not figures of myth, but symbols of order and power—leaders on the battlefield, patrons of civilization and conquest.
This duality extends to their offspring. Demigods born of the Greek pantheon often inherit their parents’ emotional volatility and creative spark. They are passionate, unpredictable, and ruled by instinct. Roman demigods, on the other hand, are raised as soldiers first and individuals second. They are disciplined, strategic, and often colder than their Greek counterparts. Greek demigods fight for glory and passion; Roman demigods fight for order and victory.
Yet, no matter the form or culture, the gods remain the same. And their expectations remain just as high.
egyptian pantheon
open
The Egyptian pantheon is not one of glory or conquest—it is one of order and preservation. The gods of Egypt are ancient, older than most pantheons, their power tied not to the whims of human emotion but to the immutable cycles of life, death, and rebirth. To be born of this pantheon is not to inherit a crown—it is to bear a sacred duty. The gods of Egypt are not indulgent nor forgiving; they are keepers of cosmic balance, the eternal struggle between Ma'at (order) and Isfet (chaos).
Egyptian demigods are not merely warriors or champions—they are agents of balance. Their existence is not defined by personal glory but by maintaining the sacred order of the world. Power among the Egyptians is not about strength alone—it is about balance. To wield power irresponsibly is to risk tipping the scales toward chaos, inviting destruction not just upon yourself, but upon existence itself.
But the gods of Egypt are not without conflict. The rivalry between Horus and Set is etched into the sands of time. Life and death, creation and destruction, order and chaos—these are not abstract forces in Egyptian myth. They are personified in the gods themselves, and the struggle between them is endless. To be a demigod of Egypt is to live in the eye of that storm—pulled between light and shadow, balance and ruin.
norse pantheon
open
The Norse pantheon is not one of order and majesty—it is one of survival. The gods of Asgard are not distant figures of enlightenment or peace; they are warriors, bound to the cycle of blood and fate. To be born of this pantheon is to inherit a legacy of resilience, strength, and inevitable conflict. In the Norse tradition, the gods are not invincible. They bleed. They suffer. And eventually, they will die. The end of all things—Ragnarök—is written into the very bones of existence. The gods know it is coming, and yet they fight, laugh, and feast regardless. This fatalism defines their children as well. To be a Norse demigod is to understand that death is not just a possibility—it’s a promise. But how you meet that end, how you carve your name into the sagas—that is what matters.
The Norse demigods are not tasked with ruling the world. They are expected to survive it, shape it, and, if necessary, die for it. Strength is not just valued—it is necessary. Weakness is not pitied—it is purged. The gods expect their children to fight not because victory is assured, but because it is honorable to stand even when defeat is inevitable. Every Norse demigod knows how this story ends. Ragnarök is coming. The gods themselves will fall, and the world will burn. But that is not a reason to despair—it is a reason to fight. To face the end without fear, to stand shoulder-to-shoulder with your kin, and to go down swinging—that is what it means to be a Norse demigod.
rules
rules.
rule one.
Each writer is limited to creating a character that descends from a single god. Once a god is claimed, no other writer can create a child of that deity—unless the original writer gives explicit permission to introduce a sibling. This preserves the uniqueness and individuality of each divine bloodline while allowing for the potential complexity of sibling dynamics if both writers are in agreement.
Example: If one writer creates a child of Zeus, no other writer may create another Zeus-born character unless the original writer consents to a sibling connection.
rule two.
BE. COMMITTED. Commitment is the backbone of any successful story or collaboration. I can’t tell you how many times I’ve poured energy, effort, and time into creating something, only to watch it falter because others didn’t hold up their end of the deal. It’s easy to get excited at the start, to jump into a new project full of ideas and enthusiasm. But what happens when that initial spark fades? When the reality of consistent effort sets in? Too often, I’ve seen people lose interest and walk away, leaving the story or the collaboration hanging, unfinished, and abandoned. And honestly, it’s draining. It’s not just frustrating—it’s disheartening. The enthusiasm is contagious at first, but when the dedication isn’t there, the entire dynamic collapses, and then I just back away from something that I was so excited to be a part of. I’m asking for something more than just enthusiasm in the beginning. I’m looking for people who will see this through. Who will stay committed, even when the story takes unexpected turns, when the excitement ebbs, or when life gets busy. If you’re going to participate, I need to know that you’re here for the long haul, ready to contribute consistently and actively. To make sure you've read this, when you respond to the interest check be sure to include "not an andy btw".
rule three.
No character is allowed to control the outcome of another player’s actions or dictate injuries without consent. Power-playing (forcing actions on another character without allowing them to respond) is prohibited. Psychological warfare and stealth tactics (such as the Scarecrow’s fear-inducing pheromones or the Chameleon’s camouflage) can significantly impact combat. However, these abilities require careful planning. Targets of psychological attacks must react realistically, experiencing fear or confusion, but they can overcome these effects with strong willpower or preparation.
rule four.
The dynamics between characters should be fluid and complex. Trust and betrayal, loyalty, and suspicion can shift as characters form alliances or rivalries. No character is required to be strictly a hero or villain; moral gray areas are encouraged, especially as characters and their personal motives, the expectations from the Pantheon and their parents, the world around them, and their evolving powers.
rule five.
At the end of the day, this is about telling a great story. Make your character flawed, let them stumble, and allow them to grow. The best moments come from characters overcoming adversity together—embrace the chaos and enjoy the ride. If you have a major story arc or plot twist in mind, run it by the group first. Collaborative storytelling works best when everyone is aware of major shifts that might affect their characters. Surprises are great—but blindsiding everyone isn’t.
intro
roles
rules
stay strong, hold fast,
remain steady, be
brave
genre
drama, political, adventure, action, powers
status
accepting
questions?
can be answered
♡coded by uxie♡