NOTE: NEW RULES ABOUT THE MAP!
We are going to be using the Maplib tool to monitor the state of the world and the location of things like resources and other such items of interest. When you create a race, or a resource, or a landform, please go to maplib (you can just click on the name of the map that is embedded within the reset posts [top left]) and put a pushpin where you want your new creation to be located (otherwise, I'll do it for you). Thank you.
Lords of Creation is a collaborative world-building game in which players play as the Gods of their world. Through their interactions, they form the basis of a unique and ever-evolving campaign setting, complete with unique dungeons, nations, monsters and world-shattering threats. Best of all, the history of the campaign setting is totally organic; every ancient war, long dead race and primordial event has been played through, not just made up.
Each Turn (roughly a week), players recieve Power Points (PP) and, in the manner of a play-by-post game, RP out the actions of their gods, using their PP to have lasting effects on the evolving universe.
Here are the rules of the game.
Lords of Creation is a collaborative world building game. The idea is that, at the end, you'll have a fun campaign setting, complete unique dungeons, gods, and monsters (and more). The world starts empty, but players, in the role of gods, shape it until it is as interesting as Ravenloft or Spelljammers.
Joining the Game
Interested in joining? Great, we'd love to have you. Drop us a note in the OOC thread, suggest what kind of god you want to play (such as god of war), and read through the IC thread. We'll let you know when you can start (the wait is usually short).
Creating your deity
When it comes time to create your deity, you will need fill in the form below and post it to the OOC thread:
Keep in mind, the domain you list may not be the domain you get (see the FAQ for more details). Under Misc, it can be helpful to give a few quick lines describing what kind of god you are aiming for. This helps other players interact with your god in a satisfying manner.
You will need to determine how you wish to enter the game: you can "self-ascend," or you can be "begotten."
Begotten gods are created by others. Once you get the go-ahead, a god already in game must perform a "Beget" action to create you. They'll create or assign you your starting domain (we try to be accomodating even then). The gods who performed the beget action are your "family" (estrangement is acceptable). Begetted gods start out at Divine Rank 2.
In contrast, self-ascended gods make themselves. They have no divine parents or family. In this situation, your starting domain is the one you feel the world is ready for or needs. Once you get the go-ahead, you can start posting immediately. Self-ascended gods start out at Divine Rank 1.
All gods have ranks, which gives a single number that helps illustrate how powerful two gods are in comparison to each other. Divine rank is increased upon reaching certain XP thresholds. Below is a list of these ranks, and it is arranged by Level, Title, base PP per turn, and amount of XP needed for 1 Ability Point.
Lvl1 Ancestral Spirit, 1PP/turn- 1XP/1AP*
Lvl2 House God, 2PP/turn- 1XP/1AP**
Lvl3 Demi God, 3PP/turn - 3XP/1AP
Lvl4 Lesser Deity, 4PP/turn -3XP/1AP
Lvl5 Greater Deity, 5PP/turn -5XP/1AP
Lvl6 Major God, 6PP/turn -5XP/1AP
Lvl7 Overdeity, 7PP/turn -7XP/1AP***
*Self-Ascended gods start here
**Begetted gods start here
***There can only be one overdeity at a time. If two or more gods occupy this level, only one gets the 7PP/turn bonus, but all must pay 7XP to get 1AP. Gods must fight for the title to claim the bonus.
Divine Attributes, Ability Points (AP) and XP
No two gods are alike. Some Gods may call up mountains from the deep seas, others may fill the woodland with creatures and still others might tirelessly labor to produce artifacts that do extraordinary things.
In this game, the more a god uses an action, the better he/she will become at performing that action in the future. XP is an attribute that is tied to PP spent for a class of actions. As XP is gained, it will produce an Ability Point (AP) that will 'level up' the associated attribute.
Combat is the one attribute which gains XP in a different manner. Gods gain 1 XP (a turn) whenever they attack, defend, or assist in combat.
There are two other ways of gaining XP. The admin may award extra XP at their discresion (such as for particularly good RPing). The second is by begetting another god. While Begetting counts towards the Empower attribute below, in addition, participating in begetting a god awards 1 XP, which the player may place in any attribute.
Domain - Gods are the patrons of various things, from the very large (Light, Fire) to the very small (Bards, Gnomes). Your domain forms the core of your deity's being. Each turn, a domain generates a single PP that can only be spent on an action related to that domain. Taking levels in this attribute allows a god to gain another domain for each level (e.g. 2 domains each with a 1 PP bonus) or to further empower a currently held domain (e.g. 1 domain with a 2 PP bonus). Note: You are still required to craft the domain you wish to place into this slot (see Actions, below).
Generate - The ability to create life and fantastical objects with your willpower. For each AP you posess in this attribute, you gain 1 PP to be spent each turn on Shape, Spawn and Forge actions.
Impose - The ability to make bend the thinking and unthinking to your will. For each AP you posess in this attribute, you gain 1 PP to be spent each turn on Command, Guide and Craft actions.
Empower - The ability to take something and fill it with energy. For each AP you posess in this attribute, you gain 1 PP to be spent each turn on Nourish, Beget and Harm actions.
Combat - Taking levels in this attribute makes you more capable in combat situations. For each level, you gain a +1 modifier to your combat score (see Combat or FAQs, below)
Power Points (PP) are what you use to perform divine acts, like making mountains or creating monsters. PP comes from two sources: your gods base PP level and your attributes.
Every god gets a few base PP, based on their divine rank. These can be used towards any and all actions.
Attributes give bonus PP each turn that can only be spent on actions related to that attribute (see above)
The following is a list of the divine actions that a deity can perform and their base cost. All actions can be modified to have an increased or decreased effect with an associated increased or decreased cost. Examples are given when the different tiers of power may not be clear.
Nourish (1 PP) - This promotes life. It can turn a desert into a forest or produce basic flora and fauna. At higher levels it either has a wider area of effect or it can create valuable resources (see Resources, below).
Harm (1 PP) - This creates disasters, like tornados or plagues or it can make environments harsher. It can also initiate divine conflict.
Command (2PP) - This bends part of the world to your will, thereby raising a mountain range, or commanding a great forest to uproot itself and travel across a continent. Different levels cover different sized regions.
Guide (2PP) - Guide actions subtly influences the behaviors of mortals. This can cause them to adopt a mundane technology, learn a new character class, or go to war. At a lesser level (1PP) it can influence benign cultural traits, like their popular entertainment. At greater levels (3PP) it can grant fantastical technologies, like flying ships (see below for details on technologies).
Spawn (2PP) - This action produces animals and monsters that provide a challenge to mortals, and which are relatively uncommon throughout the world. Lower levels produce more common but weaker beasts, while higher levels create rarer but more powerful ones.
Shape (3PP) - This creates a sentient race that is native to the plane and environment it was created in. For example, Angels created in the prime material plane are, for the purposes of this setting, normal, mundane creatures. At this level, races are relatively average. At lower levels, they tend towards having larger populations but are individually weaker, and vice versa at higher levels.
Beget (3PP) - This gives birth to a new deity. This deity will be the character for a new player. The deity's domain is taken from your own, free and pre-existing and availible for claiming, or is created on the spot (a craft action is not required). At lower levels it can produce exarchs (lesser characters for you to play) or legendary mortal heroes neither of which need domains.
Forge (2PP) - This action creates something that is part mundane and part divine, such as an artifact that shrouds a continent in an impassible storm, or a small demiplane defined and controlled by its creator. At a lower level, this creates legendary mortal artifacts. At a higher level it can produce full planes or powerful artifacts that can affect the gods.
Craft (2PP) - Creates or formalizes a concept fundamental to the universe. These can be claimed as domains, or they can be free floating concepts. At this level, the action produces fundamentals domains, like Fire. Lower levels produce more specific domains, while higher levels produce more generalized ones.
Resources and Technologies
Mortal races flourish based on the resources availible to them and the technology to properly harness those resources.
While all populaces can utilize the technology of their day and age, some nations are known for their handiwork. If a god performs 2PP guide action, the race they bestow their blessing on is now an expert at that skill. Fantastical technologies, like creating airships, is a 3PP guide action.
Likewise, all races have some access to the resources necessary to go about their daily lives. A god may create a particularly rich resource, however, using a 2PP Nourish action (or a 3PP one for "fantastic" resources like mithril). All resources must be tied to a specific point in the world (mithral might be only found in the mines of Moria, for example).
Both 2+ PP techs and 2+ PP resources give the civilization a +1 bonus (each) to civilization strength (see the Combat section for more information). If a tech and a resource are paired together (iron-working with an iron deposit, for instance), an extra +1 Synergy bonus is added to the civilization strength as well. If a fantastical tech and resource are matched, it grants a +2 Synergy bonus.
The game is divided into three Ages, and each age lasts about 3 months of real time (about 12 turns in game). In the first age, Spawns are 1 PP less expensive than listed (although there is a minimum cost of 1 PP). After the first age, creating new full planes and parallel planes is doubled in cost. Afte the second age, creating continents is likewise doubled in cost.
Also, each age has an associated general "tech level." Players may, for free, define the specific tech level of a people-group as they wish. However, mortals who have had a tech specifically taught to them through a guide action are considered to be far better at it than those who have not. It is possible to teach technologies suited to future ages, but that takes a powerful Guide action (same with fantastical technologies).
The general tech levels of the ages are:
1st = Classical
2nd = Medieval
3rd = Renaissance/Enlightenment
These tech levels may change based on play and player preference.
Players always control a deity. They can also create secondary player characters, such are mortals or Exarchs, but these do not produce PP. Keep in mind that the game represents time from a divine perspective, while mortals age and die, generally within a turn or two.
Divine combat occurs when two or more gods come into conflict. This can be a physical confrontation, a verbal debate, a trick, etc. Ideally, combat should be planned in the OOC, but if the conflict is necessary and players can't agree, then there are rules to arbitrate the matter (see the FAQ's below).
Here are a few suggestions for what might occur when a god wins/loses a conflict (some of these aren't appropriate for a verbal debate, of course).
Trophy: Claim ownership of one artifact, or force into your service one exarch (still RP'ed by the original owner)
Domain: Gain dual-ownership of one domain from the loser (or, with original player's permission, sole ownership)
Inhibit: Prevent the loser from performing a specific sort of action (action cost increased by 1 for the loser)
Imprison: Confine the loser to a specific location, plane, etc. (does not prevent the prisoner from using PP)
Maime: Alter the loser's physical appearance through violence (take their eye, hand, etc)
Liberation: reclaim a lost artifact, exarch, domain, break an inhibition or a prison, or undo a maime.
Likewise, conflict can occur between two civilizations. This might be a war, a trade dispute, or cultural subversion. Rules arbitrating these conflicts are also found below. Note: You can only attack a specific nation once per turn. Attacking multiple turns in a row (regardless of target) results in war weariness, which increases the guide PP cost to start conflict by 1 (cumulative). War weariness recedes at the rate it accumulates.
Here are some suggestions for what might occur if a nation bests another nation (again, not all appropriate for all occurances)
Tribute: Receive the benefit from one resource that the losing nation possesses.
Annex: Take a chunk of land from the losing nation (size generally should scale with how much you won by) or convert the population there in to a particular belief system
Unrest: Cause the collapse of the current government in the losing nation
Knowledge: Steal a tech from the losing nation
Liberation: Remove the oppresion of past wars (stops tribute, regains annex, stills unrest)
Q1) Are there any restrictions on what sort of domains I can choose/create?
A2) Only minor ones. Generally, you can't take a domain that is already being held by someone else, and you can't take a domain that doesn't make sense for a specific god to have (for example, while there might be a god of arcane magic, it doesn't make much sense for there to be a god of divine magic). Generally, though, you'll rarely if ever bump up against these restrictions.
Q2) Can I save PP between turns?
A2) Yes! However, this is not automatic: you must post during the week and specificially state how much PP you are storing, and from where (are you saving your Base PP or an Attribute PP?)
Q3) Who are the admins?
A3) Topheh and Camu. Of particular note, Camu is an impartial admin in that he does not have a normal character in game, and thus has no invested interest in one outcome or another ingame.
Q4) What is this "Elder Thing"?
A4) That is Camu's character (I said he didn't have a normal character in game, not that he didn't have a character). The Elder Thing generally doesn't take actions, but serves as a way for Camu (and in turn, the admins) to do special things in game, like award bonus XP in a non-metagame way.
Q5) What are the rules for combat?
A5) So glad you asked:
God 1's Total Combat Score v God 2's Total Combat Score, tie goes to the attacker.
Total Combat Score=Divine Rank+Combat Rank+2 for Demiplane Bonus (if any)+Related PP from appropriate domains+2 per god assisting
Nation 1's Total Combat Score v Nation 2's Total Combat Score, tie goes to the defender
Total Combat Score=Original Shape AP+Age Modifier (if any)+Techs+Resources+Synergy+Related PP from appropriately-domained Gods
Age modifier is for particularly powerful or numberous races.
Races created by a 3PP shape action are average and do not receive a benefit.
2PP races produce rapidly, and thus receive a +1 combat bonus per age in the game (thus, if a race is created in the 2nd age, in the third age they get a +1 combat bonus).
4PP races are powerful but reproduce poorly. In later ages they are outnumbers by other races and as such receive a -1 combat bonus per age in the game (thus, if created in the 2nd age, they have a -1 bonus in the third age).
Q6: How are levels actually determined?
A6: It is recommended that players don't actually look at this information (it leads to metagaming), but if you really really really want to know...
PP/XP= how much PP has to be spent to earn 1 XP.
XP/AP= how many XP are needed ot earn 1 AP.
ReqAP= How many AP a god needs before they reach this level/
Lvl1 4 PP/XP, 1 XP/AP, 0 ReqAP (Self-Ascended gods start here)
Lvl2 5 PP/XP, 1 XP/AP, 0/1 ReqAP (Begetted gods start here, Self-Asceded gods need 1AP to reach this level).
Lvl3 6 PP/XP, 3 XP/AP, 3 ReqAP
Lvl4 7 PP/XP, 3 XP/AP, 5 ReqAP
Lvl5 8 PP/XP, 5 XP/AP, 7 ReqAP
Lvl6 9 PP/XP, 5 XP/AP, 9 ReqAP
Lvl7 10 PP/XP, 7 XP/AP, 11ReqAP *
* There can only be one overdeity at a time. All Gods which reach this level must pay 10 PP for 1 XP, and 7 XP for 1AP, but only one God may gain the PP/week bonus. Gods must fight for the title to claim it.
Currently, the admins of this game are myself (Topheh) and Camu. If you wish to join the game, please post here in the OOC thread (and, for good measure, PM Topheh).
This is what we need from each player:
Keep in mind, the domain you list may not always be the domain you get (see the Rules/FAQ for more details). Under Misc, it can be helpful to give a few quick lines describing what kind of god you are aiming for. This helps other players interact with your god in a satisfying manner. You might also consider joining our group: community.wizards.com/lordsofcreation
The game will begin as soon as we have enough interest, probably in about a weeks time.
Here is a prior LoC to read.
And here is the end result of an LoC (the linked LoC, to be precise)... a history of a nation that was created by the conflicting actions and designs of multiple (I think at least a dozen Gods feature in this history) players.
Casaka is the name of one of the more powerful nations in the universe of LightVoid as well as the name of its capital, which also goes by the moniker 'The City of Glass'
On the desert world of Yrie, the God Grawlf read from theCodex of Thinking Things, filled with the combined musings of the Gods on the nature of intelligence and how to create a being that was neither God nor brute animal. When he had finished reading, he summoned forth the Sun Worms, who tunneled through the desert and turned the patch he floated over molten. Here he began to work, fashioning a tall glass being named Karhedron. From his template came the other Glass Titans. After realizing that most of Yrie was unable to sustain their forms, the Glass Titans resolved to form a military state called Casaka to extend their lands to encompass all of the desert and Karhedron was chosen to be its leader. After Karhedron ripped a tusk from the Tarrasque, driving the beast deep underground and away from the first huts of the Titans, the Casakan peoples, now grown to include other forms of titans such as Meteoric Titans and Salt Titans, were given the chance to grow without any enemies to hinder them. Soon from out of the desert appeared the City of Glass itself, spires of twisted glass reaching up into the skies and shining like a beacon across the southern continent of Yrie. The City also began to encounter its neighbors and trade sprung to life.
As Casaka grew in power, it began to attract the attention of other gods. After Karhedron and several warriors rescued the Dhorem from the [[Blood Trolls], the patron gods of both races visited Casaka, both damaging the city and demanding that the Titans mind their own business. Upset and frustrated, the Casakans began to expand their military and fortify their borders, turning away all Trolls specifically. Still troubled, Karhedron asked the Spirits of Nature if their brethren knew of other places, other worlds, that had deserts like their own and was informed that the Isles of Wonder had many desert worldlets. Karhedron tasked a secret group of Titans to begin devising a way for his people to leave Yrie and set up colonies on other worlds with deserts. Over time, a firm alliance with the Dhoremi was achieved, leading to increased animosity directed towards the City from Ymalos. As the years progress, the secret project, a starship, is completed by Samtaana while, despite their best efforts, the Dhorem are slowly but systematically hunted to near extinction until as a last ditch effort to save the remnants of the population, the Casakans move the remaining Dhoremi into Casaka itself as Karhedron approaches the Blood Trolls one final time to sue for peace.
The Undead Invasion and Escape from Yrie.
However, the Blood Trolls were nowhere to be found, their villages empty, their fires doused and signs of struggle evident. He returned, disconcerted, to find Yrie beset by an undead army of Trolls and other spirits moving towards the borders of the desert. An unnatural chill fell over Yrie as a cloud moved before the sun and the deserts of Yrie were covered with snow. Freezing, the titans could not hope to hold the horde of undead for long until they summoned forth the sun worms to form pools of molten glass around the city, heating the area and allowing the titans to set up a new perimeter of defense. At this point all work turned to the completion of the Ark and the sending off of the first colony. As the cold and undead moved closer to the city and few of their allies stirred to aid them, the Casakan people were determined to see at least some portion of their civilization survive them. However, an unexpected push of undead separated those working on the Ark from those in Casaka. Moments before their position was overrun by undead, the Ark labored into the heavens and away from the planet as the Titans from Casaka cheered. On board, leading the expedition, was Kythandrin, Karhedron's son.
Eventually, the Titans were confined in their city by a besieging army of undead. In desparation, the Worm-handlers of Casaka summoned up the sun worms once more, causing them to create a moat of molten glass that surrounded the city and, aside from a few flying assaults, brought the attack to a halt. Beneath the city, the workers that had been tasked long ago by Karhedron to find a way for his people to leave Yrie labored at a feverish pace to hammer together an escape mechanism before the inhabitants of the city succumbed to hunger.
It is at this point that the Gods step in. Grawlf and the Harbringer force the Undead out of the desert for a time, giving the people of Casaka a reprieve to sortie out and gather more food and supplies. However, it is at this time that the Tarrasque returns and Karhedron engages it in single combat to prevent it from disrupting the sun worms. The Tarrasque is driven away once more, but Karhedron is left broken and dying as the protective spell on the desert fails and the undead swarm back over the dunes.
As Karhedron crawls towards the City, the Doom of Yrie occurs, and Karhedron watches as Casaka drains the moat and with a pillar of blinding white light, blasts free of the planet, the secret designs of Titans finished at last. Kardedron dies, but is reborn as an Exarch of Grawlf for his long service and stewardship of Casaka. He leaps up and rejoins the city as it pushes towards the Isles of Wonder and as Yrie shakes itself into pieces behind them.
For a long while the City of Glass floated in the void, traveling towards the Isles of Wonder. Eventually the city arrived and landed on an uninhabited planetoid, using the Lens of Casaka to turn much of the surface into a sandy desert. The four Sun Worms that had powered the city were freed, and soon life began to have a sense of normalcy about it, even with the great gas giant dominating the sky. They called their home Maru and began to reconnect with their old trading partners as well as the dominant nation on the Isles: The Quori. As the Vok'Dar Apocolypse occurs on Lor'quhan and Vedra, the Glass Titans begin to go to war with the Quori at the urging of Ravnos(the exarch posing as Grawlf) as Karhedron blasts off in a new ship to attempt to find his son.
When speaking of the culture of Casaka, there are two major things to discuss. The organization of its people and what its people found important. The long (nearly immortal) lives of the Glass Titans themselves significantly influenced both aspects of Caskan culture.
In the begining, Casaka was ruled by popular acclaim by Karhedron, the first of the Glass Titans and the one selected to lead by Grawlf. However, as the number of Titans grew and the City grew larger and larger, Karhedron soon realized that it would be impossible for him to lead all by himself. Casaka then transitioned into a civilian-led government, with elections held every fifty years to nominate four leaders, who sat with Karhedron in the Casakan Conclave, which met for one month every year to discuss policy for the year to come.
At the present moment, a power struggle is underway as the Cult of the Eye, led in secret by the rebel Exarch Ravnos has replaced many of the members of govenrment with their own members and Karhedron is nowhere to be found.
Casaka are master glassworkers, and their city reflects this, with impossible spires reaching towards the heavens and arcing gracefully over the streets. Most of the artistic expression of the Titans takes the form of architecture, and buildings in the City tend to last only as long as the owner is entertained by its shape. In recent years, statuary of fallen heroes has begun to crop up around the city, although most Casakans view this as fooloshness.
People: Karhedron, Kythandrin
Places: Casaka, the City of Glass
Artifacts: The Lens of Casaka, the Star Drive
Taught Directly: Architecture,Mining, Divine Magic, Literacy, Void-Engines(F)
Through Trade: Shamanism, Nature Magic, Agriculture, Philosophy, Hunting, Warrior Skills, Domestication, Ritual Magic, Literacy, Shipbuilding