As some of you may remember, the old 3.5 boards played host to the single, greatest forum game ever devised: Lords of Creation. In this play by post activity, the players play the role of gods, creating a world and interacting with other gods with cataclysmic (for the mortals, anyway) results. The end product of Lords of Creation is a playable campaign world, complete with geography, races, history, and a rocking pantheon. Best of all, the history of a Lords of Creation setting is totally organic; every ancient war, long dead race, and primordial event has actually been played through, not just made up.
Gods use Power Points (PP) to influence the world. Every week of real time, each player gains a number of PP proportionate to his god's power and level of influence; gods with many great works and armies of worshippers will gain PP faster, as will those who conduct great roleplaying and help influence the world. Your weekly PP starts at 4, and-if you've been playing well-can be as high as 9. PP is assigned by the game's admins.
You can spend PP to conduct various actions. Some example divine actions, and their corresponding PP costs, are as follows:
Shape Land (minor) (1 PP): Glykllivar smote her spear into the ocean floor, causing a volcano to erupt from the spot. The lava flowed and then hardened, creating an island.
Nourish Land (1 PP): Wherever Artheyan's tears of grief fell upon the land, grasses and shrubs sprang up, bringing new life to this formerly barren land.
Nourish Populace (1 PP): The prayers of the villagers were answered that year; their newly planted fields flourished beyond measure. Their population and wealth began to increase, allowing them to expand northward and colonize new lands.
Teach Populace (1 AP): The Sage appeared to the elven shamans in their dreams, teaching them the making of certain artifacts. When they awoke, they began scribing their magic on parchment, to make spellbooks and scrolls; the first Wizards had appeared.
Shape Land (Moderate) (2 PP): Kur-ah strode along the center of the world, magma dripping from his body. Where it hardened, mountains formed, creating a new chain of hills and cliffs going across the continent.
Create Beasts (2 PP): From her divine realm, Artheyan looked down upon the wild horses that dwelt in her green fields. She raised her hand skyward, and several of the horses darted upward, using their new, feathery wings to fly.
Guide Populace (2 PP): Morintu sent his exarch to preach to the primitive humans. Soon, these people were worshippers of Morintu, and sent armies to the nearby elven lands to conquer them in his name.
Shape Land (Major) (3 PP): Amon decreed that a new continent would appear...and so it did.
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Meanwhile, Kyrinian stole a handful of fire from Kur-ah's volcano, throwing it into the sky to create the sun.
Create Concept (3 PP): Lexius drew a complex diagram across the map, using preexisting landmarks like islands and rivers as part of his immense sigil. As he completed the diagram, power pulsed through the bones of the world, and arcane magic was unleashed freely for anyone to use.
Create Populace (3 PP): When Britmara bathed herself in the cool lake, her power and wisdom took form amid the water. When she left the pool, so too did a newborn race; the werewolves.
Create Exarch (3 PP): Morintu took the mortal Icoscol into the sky, and allowed him to overlook the mortal world from above. "This can all be yours, someday."
Create Artifact (3 PP): Kakavindus sat down in his dark palace, and began creating an ebony mask. He poured all of his cunning, malice, and lust for power into the artifact, imbuing it with terrible powers. This artifact could be used by gods and mortals alike to achieve awful things.
Create Plane (4 PP): Ooulzoth took one of his aberrant beasts and made it grow to a colossal size. The creature was now big enough to house entire armies within its body, and Ooulzoth built his palace within its stomach.
Create Avatar (4 PP): There was a flash of eldritch lightning, and a silvery, iridescent figure walked the mortal world.
Create God (4 PP): Glykllivar and Kyrinian were married. Not long after, the goddess Celeste was born.
Whenever you spend PP, you must be very specific about what you are doing. Artifacts must have their powers listed, races must have an origin point, etc. Also, you can't hoard PP; every week, you lose any leftover PPs you have and start anew. Also, keep in mind that you can share PP with another god for a big, joint project; creating a plane is much easier when each god only spends 2 PP, as long as the two are willing to share their creation.
Sometimes, gods will fight. The Attack God action costs 1 PP; you can't spend extra PP to increase the power of your attack. The victor is decided by comparing the Combat Bonus of the two gods.
-Your base combat bonus is equal to your base PP for the week. For instance, if you received 6 PP this turn, your god has a starting combat bonus of +6.
-You can have up to eight exarchs or artifacts aiding you in battle at a time (for a maximum bonus of +8). You can create as many artifacts or exarchs as you like, but you can only use eight of them at once in combat. Keep in mind that only artifacts SPECIFICALLY designed to be weapons can grant you this bonus.
-Fighting within a plane you created grants a +2 Divine Realm bonus.
-If gods fight as a team, they add their bonuses together into a single number.
Note that you may NOT kill another player's god unless that player gives you his or her permission OOC beforehand. If you defeat a god whose player isn't willing to give him up, than that god is subdued without being killed.
Currently, the admins of this game are myself and delfedd. If you wish to join the game, PM one of us, and we will assign you a domain (such as Earth, Agriculture, or War) to be the god of. You can broaden your god's domain by using the Create Concept action, or by stealing a sphere of influence from another god. At the start of the game, the world is dark, barren, flat, and totally empty. The map will be posted shortly.
When you are approved to join the game, post your deity on this thread in the following format:
Agrilnost Water and Air Unaligned Agrilnost is a many headed being that rides on the water as a mist. When angered, he breaks upon his foes like the ocean with teeth like the frozen wind. Each head is shaped like a dragons head filled with a huge gaping maw and hundreds of teeth. His body is like a great big stormcloud, hiding crackling lightning in the folds. Agrilnost's symbol is a blue diamond with a dozen or so tendrils that seem to writhe as one looks at it.
Agrilonst will be playing the role of creator god. In order to create a few other gods to start out, he will be allowed to start his first week with 9 AP. This is necessary to get the game moving. After that, he will follow the same rules as everyone else.
Name:Ueborroth Domain:Ocean, Aberrations, Knowledge, Arcane/Magic. Alignment:Unaligned Physical Appearance:When he chooses to, Ueborroth manifests as an undulating, oozelike mass, many miles to a side. Since his primary site of manifestation is in his oceans, this is no problem. Many thousands of eyes and tentacles dot his enormous hulking form, and often two or more combine to form larger ones for whatever purpose necessary, before splitting into many hundreds more. When size is a limitation, Ueborroth manifests as a squidlike terror, a floating mass of tentacles, or an enormous eye - but no matter his form, two features remain prolific - tentacles and eyes. Symbol: The symbol of Ueborroth is a cyan rune in the shape of an oval within a circle, joined by three lines between them (spaced equally apart). When drawn stylistically, most choose to depict the outer circle as composed of tentacles.
Name: Ongor Domain: Earth Alignment: Unaligned Physical Appearance: A gigantic, burrowing animal, usually an earthworm or ankheg, with skin flecked with stone and minerals. Symbol: A perfect, black sphere.
Name: Thrael'kriss Domain: Beasts, the Cycle, Death, Shapeshifters Alignment: Unaligned Physical Appearance: Manifests as a hulking werebeast, Accompanied by a hushed awe as the natural world pays homage. Possesses an aura of fear, the feeling of inevitable death at the hands of the hunter. Symbol: A blood red crescent moon, upon which is inscribed the phrase "All is prey" in primordial runes.
Notes: Thrael'kriss is a god of the hunt. A god of death as part of the natural cycle. He has particular affinity for shapeshifters, and shows preference for creatures capable of multiple expressions of themselves. Primordial BuletteShow
Double bite (standard; recharge 5 x ,6) The primordial bulette makes two bite attacks.
Earth Furrow (move; at-will) The primordial bulette moves up to its burrow speed just below the surface of the ground or, avoiding opportunity attacks as it passes underneath other creatures’ x ; squares. As it burrows beneath the space of a Large or smaller creature on the ground, the primordial bulette makes an attack against the creature: +30 x vs. Fortitude; on a hit, the target is knocked prone.
Living Torpedo (move; at-will) The primordial bulette moves up to its swim speed just below swimming creatures, avoiding opportunity attacks as it passes underneath other creatures’ x ; squares. As it swims beneath the space of a Large or smaller creature above it, the primordial bulette makes an attack against the creature: +30 x vs. Fortitude; on a hit, the target is dazed.
Ground Eruption The squares into which a primordial bulette surfaces and the squares it leaves when it burrows underground become difficult terrain.
Your form wavers and a new one appears. At-Will - Racial Minor Action - Personal Effect:You assume one of your alternate forms. Creating a LycanthropeShow
A lycanthrope is a creature which can assume a beast form.
A lycanthrope's beast form may be any medium sized natural beast that does not have a fly speed (within reason). A lycanthrope has the subtypes of its beast form regardless of what form it is in. If its beast form has the aquatic subtype the lycanthrope has a swim speed equal to its land speed as well as the Aquatic subtype.
A lycanthrope has a +2 bonus to the highest ability score of its beast form as listed in the MM.
There are 5 "breeds" of lycanthrope:
Brute, Controller, Skirmisher, Lurker, and Soldier.
In their monstrous form a lycanthrope determines the damage it's attacks do by level as per the damage values listed in the DMG and may not use magical items powers. (They still retain any AC and Defenses as well as Attack Bonus in their monstrous form.)
A Lycanthrope can assume a humanoid form. This humanoid form is determined upon birth and only a very few Lycanthropes can change it. It may be any medium sized humanoid (within reason). In Humanoid form the Lycanthrope loses its natural attack damage bonus.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
Name: Myxiniron Domain: Darkness, Necromancy, Diseases Alignment: Unaligned Physical Appearance: A sickly pale wormlike creature, shrouded in darkness Symbol: A pale spiraling worm on black background
I gave an extra PP to Wyld_Mutation because those spires were very creative and world shaping, and to Delfedd because he's been playing his part very well. If anyone contests this, say so.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
I'm actually liking the direction this one is taking. Where as the first Lords of creation was stereotypical "I'm making deities: They're all humanoidish" and such, and the second one was "We're all hideous monsters with nigh indecipherable anatomies" this one seems at the same time more mythical and more understandable.
Also, I can see the beginning of interesting deific relations starting.