Celestial Body
Gods are largely more resilient then mortals regardless of their Resilience attribute. They cannot contract mundane diseases, heal from wounds faster, and fatigue more slowly. When in Inner Core or Personal Realms (See Realms for details) they also do not need to eat, drink, sleep, or breathe as they are close to the core of Creation and thus can fuel their basic needs through their divine connection to it.
Tradition and magical effects still operate as normal on gods.
Divine Senses
A god can identify the Rank, Aspects and Nature of a Monster/Creature with a single glance. This does not reveal Attributes or Skills although this can be overcome with the appropriate divination spell or ability.
A god can also note those that are tainted by FAITH (those gifted or modified through Faith) at a glance. This will only reveal the god that has gifted such a mortal with Faith modifications/powers as long as they have met the god prior to meeting the mortal. If they have met the god before then they recognize their signature on their souls. If they have not met the deity before, the mortal will register as any other mortal.
Divinities & Entities will register the Domains of influence as well as rank to the god viewing them unless they can veil this from view through skill or ability.
A Divine is able to view the type of energy released by a being, thus able to know if a power/manifestation is based on the powers of Faith, Domain, Eldritch, Arcanic, Psychic and Natural (those based on natural occurrences within Creation).
Triplet Existence
A god has three lives to live. When killed they return to the primordial dream-realm where gods are birthed until they can reconstitute and resurrect. With each death they are weakened on an essential level until they can no longer reconstitute themselves and their identities are lost forever.
This is the cycle of creation and destruction, birth and death. With the passing of a god into Final Death their Realm will begin to wither and perish before ceasing to exist all together unless passed to an Heir or some other form of influence is brought upon the realm to avoid this from happening. Those souls unbound to a Paradise will be lost to the steady entropy of the Nether or consumed by fleeing monsters and alien forces.
Realm Authority Check
Realm Authority Checks are made when a Deity is trying to influence an area or counter the authority of another force that is influencing an area. Low ranked Deities will normally have a hard time of this until they set up Faith Structures or increase in rank/skill.
The Realm Authority Check is calculated as follows:
DIVINE RANK + SKILL BONUSES + FAITH STRUCTURES IN PROVINCE
Modifiers relate to your skill in Divine Mastery/Realm Authority Mastery and will affect the time needed to have the effect desired take place. As well, if there is a contesting force, this modifier will work against your ability to counter the contesting forces ability to stop you from doing your action. To succeed, your INFLUENCE strength must be +1 or more vs the opposing forth within that province/area. (a Check vs Check of 0 always gives the win to the forces controlling the province. If no one controls the province, then the order of verification to see who succeeds is as follows:
- Divine Rank
- Skills
- Faith Structures in Province
If a tie still occurs due to this then the defender succeeds.
Realm Authority
A God is the supreme authority within their Personal Realm. While truly grand efforts will require Tradition, there are many things that a god can perform with concentration and focus although the time varies depending on the alteration. Employing Realm Authority on a gods personal realm in a province he does not control can be done but will have modifiers.
Claiming a province within a realm is not something that is simply done by stating that it is yours. To consider a province under a deities control requires that any opposing force within the province is removed and that the province itself has been secured from any threats to the deity.
In other inner realms, the god that has control of a province will be able to apply realm authority as well but with modifiers. Outer realms cannot have realm authority applied to them (except as stated) while Pantheonic Realms are limited as to what realm authority can be used.
Aarde Realms are different in that the realms have many more provinces than a regular realm. Thus while a deity may have much control over on province, it may be surrounded by the influence of other deities all around it and thus limit its control over the area outside of the province which it has influence over.
Personal Realms (your own)
Power | Time needed to cause effect | Modifier in Controlled Province | Modifier in Uncontrolled Province |
Alter weather | Minutes to Hours | 0 | -2 |
Alter landmass | Days to Weeks | 0 | -2 |
Alter Mortals | Weeks to Months | 0 | -2 |
Create Portals to other realms by which to travel, or create a portal to your realm which other gods may enter or exit | Instantaneous | Automatic Success | Automatic Success |
Sense the presence of other divinities although not their location | Instantaneous | 0 | -2 |
Aarde Realm
Power | Time needed to cause effect | Modifier in Controlled Province | Modifier in Uncontrolled Province |
Alter weather | Minutes to Hours | -2 | -5 |
Alter landmass | Days to Weeks | -2 | -5 |
Alter Mortals | Weeks to Months | -2 | -5 |
Create Portals to other realms by which to travel, or create a portal to your realm which other gods may enter or exit | 1 round | Automatic Success | -2 |
Sense the presence of other divinities although not their location | Instantaneous | -2 | -5 |
Inner Realms
Power | Time needed to cause effect | Modifier in Controlled Province | Modifier in Uncontrolled Province |
Alter weather | Minutes to Hours | -2 | -5 |
Alter landmass | Days to Weeks | -2 | -5 |
Alter Mortals | Weeks to Months | -2 | Cannot |
Create Portals to other realms by which to travel, or create a portal to your realm which other gods may enter or exit | Instantaneous | Automatic Success | Automatic Success |
Sense the presence of other divinities although not their location | Instantaneous | -2 | Cannot |
Outer Realms
Power | Time needed to cause effect | Modifier in Controlled Province | Modifier in Uncontrolled Province |
Alter weather | Minutes to Hours | -5 | Cannot |
Alter landmass | Days to Weeks | -5 | Cannot |
Create Portals to other realms by which to travel, or create a portal to your realm which other gods may enter or exit | 1 round | -2 | -5 |
Sense the presence of other divinities although not their location | Instantaneous | -5 | Cannot |
Pantheonic Realms
Power | Time needed to cause effect | Modifier in Controlled Province | Modifier in Uncontrolled Province |
Alter weather | Minutes to Hours | -2 | Cannot |
Alter landmass | Days to Weeks | -2 | Cannot |
Alter Mortals | Weeks to Months | -2 | Cannot |
Create Portals to other realms by which to travel, or create a portal to your realm which other gods may enter or exit | 1 round | Automatic Success | -2 |
Sense the presence of other divinities although not their location | Instantaneous | -2 | Cannot |
Secret Realms
Power | Time needed to cause effect | Modifier |
Create Portals to other realms by which to travel, or create a portal to your realm which other gods may enter or exit | 3 rounds | -5 |
Sense the presence of other divinities although not their location | Instantaneous | -10 |
Alter Weather: This will allow the deity to alter the weather in an area to a certain degree. Skill level in Realm Authority Mastery will decide the amount of variation that can be done (see Skills for more details as to the various power level structure of skill levels). Altering weather will work with a difference of degrees (we’ll work Celsius for campaign purposes) from the current temperature, wind strength, types of weather etc. The higher the skill rank, the more powerful the effects can be (as well as scale of the effect)
Alter Landmass: As with Alter Weather, the effect will be affected by the rank in skill of Realm Authority Mastery. As skill increases, control over the effects will be more controlled and the repercussive effects will be limited. Scale of the changes, as well as the time needed to put them in place, will also be diminished. With this one can raise mountains, change a landscape or even bring up cities and monuments from the ground itself. When bringing about changes to the landscape that wish to bring forth an artistic approach one may use other related skills to aid in this (ex: Construction or Artistry)
Alter Mortals: The deity may alter the form of a mortal. It is a long process, requiring weeks to months, but can be done on any mortal. If the mortal is accepting of the alteration, no check is necessary. If the mortal opposes the modification as it is being done then a verification equal to DIVINE RANK + SKILLS + FAITH STUCTURE BONUS vs MORTAL RANK is necessary. The difference must by positive (+1 or higher) to succeed.
It is important to note that alterations to Mortals cannot grant them abilities or skills but it can change their form, behavior, or inherent nature. A species of sea-dwellers can be made to be amphibious but they cannot be made to summon storms. Higher ranks in Realm Authority Mastery will lower the time required to do this. Note that changes made to these mortals will changes their genetics and thus allow them to pass these traits onto their descendants.
Create Portals: This allows a deity to open a portal that is 1 foot larger in diameter than the deity is tall. This portal will remain active for 1 hour upon which it will close. It is a two way portal for anyone travelling through it and can be closed prematurely at the gods choosing. If opened in a realm other than your personal realm an opposing deity may attempt to close your portal if they wish, requiring an opposed Realm Authority Check.
Sense Presence of other Divinities/Entities: This allows a deity to concentrate to sense any opposing deity. This requires the deity (save within controlled provinces in their Personal Realm) to concentrate and sense such presences. The other deity then does an opposing Realm Authority Check to see if they can hide their presence or not. Location is never known, only the presence of such beings (unless special items/powers are used to do this). In ones Personal Realm, within controlled provinces, this effect is passive. Any deity/entity entering such a realm/province will have to do a Realm Authority Check or be sensed by the deity who rules there. If they are able to remain hidden, then they can move about without being known as being present until the deity that is home of that realm decides to actively sense for the presence of other beings in his realm. In that case a new Realm Authority Check will be done.
Paradox
Paradox is the ability for a god to appear in more than one place at once. This ability is restricted only by the status of the realm that the god wishes to be in. In game terms, a God may appear in as many REALMS as he wishes, but no more than one instance may exist per thread.
In terms of how many REALMS he may appear on, this is only restricted by the type of realm it is.
Type of Realm | # of Paradox's across Creation |
Caelum Realms | Unlimited |
Core Realms | 1 |
Aarde Realms | Unlimited |
Inner Realms | Unlimited |
Outer Realms | 1 |
Pantheonic Realms | Unlimited |
Secret Realms | 1 (No other instance will exist in Creation) |
So one can exist in a Core Realm, an Outer Realm as well as 4 Inner Realms all at once. Trying to form an instance in a second Core Realm while still being in another will simply not function.
Note that one cannot paradox to a realm until one has at least visited it once beforehand. Only The Nexus allows a Divine to visit it without having once been to it.
Realm Status
CAELUM REALMS: A realm which has no god and is considered the equal domain of all divine beings. Gods may have as many instances as they desire within realms of this nature although they may not have multiple instances within the same Realm. Paradox allows divine beings to travel freely and near instantaneously through these realms to locations of import that they have already visited. The Nexus is an example of a Caelum Realm. A Caelum realm has no provinces. These realms are marked as Caelum Realms.
CORE REALMS: The Core Realms are realms that contain the essence of Creation. While some of these realms can be visited with caution without ill effect, many have forces that even the Divine need to be wary of. The forces that make up the Core Realms are overwhelming, even to the Divine and so caution should be taken. Core realms have no provinces. These realms are marked as Core Realms. No one can claim ownership of a Core Realm as they are integral to the existence of Creation itself yet many do try and control niches within them.
PERSONAL REALM: The personal Realm of a god is found in the Inner Realms. A Personal Realm is closed to Paradoxing from other Gods or Entities until a century has passed within that realm since the God that it was created from awakens into existence. After this initial century of existence, the realm follows the rules of all other Inner Core Realms for travel to and from the realm. Before a full century has passed within the realm a god must be invited by the god owning the realm to be able to enter it. Gods do not look well onto those that dare to enter their realms uninvited. A god, through Mastery over their realm, may block access to their realm even from those that have come to it in the past. (More on this in REALM AUTHORITY). Personal Realms have 5 provinces that make up the realm. These realms are marked as Personal Realms.
PERSONAL REALM: The personal Realm of a god is found in the Inner Realms. A Personal Realm is closed to Paradoxing from other Gods or Entities until a century has passed within that realm since the God that it was created from awakens into existence. After this initial century of existence, the realm follows the rules of all other Inner Core Realms for travel to and from the realm. Before a full century has passed within the realm a god must be invited by the god owning the realm to be able to enter it. Gods do not look well onto those that dare to enter their realms uninvited. A god, through Mastery over their realm, may block access to their realm even from those that have come to it in the past. (More on this in REALM AUTHORITY). Personal Realms have 3 provinces that make them up but this number may grow or diminish over time.
AARDE REALM: Aarde Realms are realms that are created by Creation to birth new Divinities. As an Aarde Realm is created a new generation of Divinities is born. These realms, upon creation, will be highly influenced by the actions (and inactions) of the Divinities born from it. After a century of existence the Aarde Realms are connected to The Perpetuam, a river that runs through the realms of Creation and links them all into one vast tapestry. Once this occurs, the influence of outsiders may occur as some may see this new realm, and all its riches, ripe for the taking.
OUTER REALM: Outer realms are realms existing outside of the Divine womb of Creation. These realms were formed more from energies and forces rather than realms that came into existence when a god came to be while some are said to be realms that once were part of the Inner Realms but as the deities that brought them to life expired, they began to drift away into the Outer rims of Creation. These realms can have variable effects on Divine beings. Some realms may empower the Divine while others may limit their abilities. Not all Outer realms can be claimed and those that are generally have entities that have laid claim to the provinces within them. Exploring the Outer Core is not something a new god should do on their own. Outer Core realms contain 2-5 provinces. These realms are marked as Outer Realms.
PANTHEONIC REALM: Pantheonic Realms are realms that were created by the gods themselves using a Seed of Creation. While they may have been created at various times of existence, all share one thing: They were created and shaped by the gods who brought them into creation. These realms can be found between the Inner and Outer Core realms. These realms cannot be claimed as Inner Core realms but can bring boons to the Divine who establish their presence upon them. These realms are usually the site of FAITH WARS as gods establish their faith among the beings that live upon these realms, vying for control or balance with the other gods and entities that are established there. Pantheonic Realms contain 2-10 provinces, dependent on the amount of gods that took part in its creation. These realms are marked as Panth Realms.
SECRET REALM: A secret realm is a realm that cannot be accessed by paradox. They exist outside of the womb of Creation, untethered from the Perpetuam. These realms must be accessed through gates or other special means and travelling to them removes all other instances from other realms. These realms are usually realms that the Divine venture to under very careful planning for to have but one instance of oneself is a dangerous thing for a Divine being. Secret realms can contain 0 to 5 provinces. These realms are marked as Secret Realms.
A god must maintain at least 1 instance at all times. Attempts to remove your last instance simply fail. A god is assumed to be of one body while Paradoxed across Realms. Knowledge, Souls, and distilled Aspects/Natures gained by any instance become available to all instances.
If a god creates an Artifice item or Invokes a Monster they exist only in that Realm and must be brought across through Portals or equipped to an available Artifice Slot.
It is important to note that damage suffered, including reductions to Aura, are shared across instances. Spell uses, however, are not. No magical effect not instilled into an item permanently is simply lost. This is regardless of duration or Rank. Healing across realms follows its own rules. See HEALING section for details.
Aarde Realm
An Aarde Realm is a realm that is created within Creation when a new flock of Deities are born. Such realms are vast and rare and seen as realms to push ones influence by deities/entities as they vye for the Faith/Control over the mortals that inhabit them.
The Aarde realm that will be the birth place of the current deities will see them born of it. They are a part of the realm itself, they having been created from it just as their Personal Realm was born of they and their Domain. Yet this realm, the Aarde Realm, is its own place. Just as the mortals born of this realm, the deities are born of it as well yet their status as divinities places them above the mortals in terms of the power they hold.
How the divinities will influence the realm itself is upto them.
As described earlier, the first century will see the realm unhindered by outside forces. Once a century has passed since their awakening, the Perpetuam will begin to flow through the realm in select areas, opening their realm to being explored by outside forces.
Their are hundreds of Provinces within an Aarde realm, these provinces each needing a week of travel for a mortal on foot. Thus these provinces would be much smaller than those of other realms. Yet to establish once control over such provinces requires the same form of work as other realms except with one added need: Establishing a Faith Structure.
Faith Structures will establish a range of influence over a certain amount of Provinces on an Aarde Realm dependant on their size. See Faith Strucutures for details.
Personal Realm
Each Personal Realm has 3 Provinces. At the beginning of the game the god will appear in one Province which will contain a majority of their race. This province will still be under dispute as they will need to ensure their land is free of anyone or anything that would oppose their rule. As the deity expands his will and control over his realm he will overcome the challenges that are brought forth. It is to be noted that even once a realm is tamed it will always bring forth challenges, wanting to break free from the control the deity has upon it. The Realm Authority Skill will aid in ensuring these contesting forces are minor and limited.
As described earlier, the first century will see the deity unhindered by outside forces within his realm. Once a century has passed since his or her awakening, the Perpetuam will begin to flow through the realm in select areas, opening their realm to being explored by outside forces.
When the realm, as a whole, is under the control of the deity it shall gain a REALM BOON.
Realm Boon: A realm boon is an effect (decided by the player with GM discretion) that will give an overall effect to beings within the realm. This will affect all, sometimes with certain parameters set in place, to either benefit, or hinder, them.
Example: Balis takes control of the 5th province within his personal realm. Being the god of magic, he feels the energies of the realm flow through him, taking on a nature of his very domain as all magic within the realm gains a bonus to spell threshold when cast.
With each Province under the god's command the other Provinces become more difficult to gain as the realm itself will try and fight the dominant force that the deity represents. While the realm is of the deity, and they deity a part of the realm, they are to forces vying for dominance. The Monsters in the region have been given time to feast and grow more powerful, to organize and build, and even rally the support of outside forces and entities should they be permitted.
Gaining provinces outside of your personal realm will not give any boons in terms of abilities or powers. These are usually taken to expand ones Faith, control valuable resources and gain passive Essence gain as well as
possible increase the Divine rank of the deity.
Time
Note that time runs differently upon each realm. While a minute may pass in one realm, a week or even years may pass in another.
In game terms, it means that each instance of yourself exists in REAL TIME of the other. So, if in your own realm you are walking for weeks to go to one place or another yet in the Nexus you are talking with another god, both are happening at the SAME TIME. Time is fluid and no one can be acting ahead of another since time, for the gods, is the same at all time: it is happening in the immediate.
Note that while this is true where instances of a god exist in many realms, when a realm is left on its own, time will flow ever forward. The Inner Core runs at a different pace than the Outer Core and the Core realms. Wary to the gods who venture into the realms beyond the Inner Core without keeping an instance in their personal realm.
This message was last edited by the GM at 02:01, Fri 30 Sept 2022.