Numen Host Handbook V2.0
Numen Host Handbook V2.0
Numen Host Handbook V2.0
Index
Section 1: The Cosmic
I. Armies
- Foreword
II. Wars
III. Personal Combat
I. Gods
II. The Elder Gods
III. Divine Perspective
IV. Divine Points
V. Divine Powers Section 6: Appendices
VI. Domains
VII. Pantheons I. Domain List
VIII. Eras II. Alignments Chart image
III. Prosperity Spending Chart
IV. Tech Examples categories
Section 2: The Great Works
I. Avatars
II. Artifacts
III. Sanctums
IV. Laws
V. Planes
VI. Miracles & Catastrophes
VII. Blessing & Curses
VIII. Events
I. Mortal Races
II. Alignment
III. Traits, Boon, & Banes
IV. Technology
V. Prosperity
VI. Travel & Trade
VII. Forts
I. Heroes
II. Sects
III. Monsters
IV. Prophecies
2
Player Dynamics and Narrative
Foreword: Engagement
Dawn of Worlds was posited originally as a system to The nature of this game makes it ideal for players who
bridge the divide between world building exercises and appreciate the nuances of role-playing and the
table-top roleplaying games, opting for a system where intricacies of a well-crafted story. It is less about
potential Game masters, players, authors, and all "winning" in the traditional sense and more about
manner of roleplaying aficionado’s can come together participating in a shared creation of an evolving world.
to collaboratively and (more importantly) cooperatively To this end, certain play styles may find this
engage in an exercise to build a world together. environment challenging:
Originally, this meant some measure of short-lived use
as the world played over during a game of DoW would Conflict Avoidant: Players who are uncomfortable
go on to be used in fantasy TTRPG games such as with any form of confrontation may struggle, as conflict
Dungeons and Dragons. is a driving force in narrative development.
http://www.clanwebsite.org/games/rpg/Dawn_of_World
s_game_1_0Final.pdf. Murderhobo/Maliciously Antagonistic: This
style, characterized by causing havoc or engaging in
The Numen Host conflict without narrative purpose, disrupts the
Welcome to The Numen Host, a systematically storytelling aspect and detracts from the collective
overhauled Divinity game based on Dawn of Worlds experience.
base rules. A game of divine intrigue, heroic quests,
and cosmic manipulations where the primary goal is to Power Gamer/Mechanical Maliciousness:
weave compelling narratives through the actions of Utilizing game mechanics to exploit unintended
gods, their avatars, and mortal heroes. This game is loopholes or to dominate other players in ways that
designed to encourage storytelling and the creation of break the game's balance or spirit. This behavior is
intricate narratives that explore the vast spectrum of contrary to the ethos of the game, which values
interaction—from deep conflicts to meaningful narrative depth over mechanical exploitation.
resolutions.
At its core, this game balances the elements of
antagonism and cooperation to foster a rich, dynamic
story environment. Conflict drives the plot forward, Mechanical Maliciousness
introducing challenges that characters must overcome, Defined
whether they are heroes striving against odds or gods
manipulating from the shadows. Yet, cooperation Mechanical Maliciousness refers to the use of game
provides the framework for complex relationships and mechanics in ways that intentionally disrupt gameplay
alliances, crafting narratives that are not only about balance or the intended experience. This can include:
confrontation but also about collaboration and
collective problem-solving. ● Exploiting Loopholes: Using ambiguous rules
Conflict and cooperation are not merely game or unforeseen interactions between game
mechanics but are integral to the evolution of the story. elements to gain an unfair advantage.
● Rules-Lawyering: Rigidly adhering to the letter
Game Ethos: of the rules to the detriment of the game’s flow
This game encourages players to think creatively and spirit.
within the framework of the rules, promoting actions ● Narrative Disruption: Taking actions that
and decisions that enhance the story and the significantly derail the planned story arcs or
experience for everyone involved. Players are urged to other players' enjoyment, under the guise of
consider the impacts of their decisions not just on their "playing the character."
own character or storyline but on the broader game
environment.
3
Section 1: The Cosmic - Xulpesh Yokhegdetl, the God of Time
Xulpesh is the mighty beast of the timeless void
outside creation, his body languishing in uncreation
I.Gods and the ethers of the Void. Existing beyond the
stretches of time, Xulpesh has reached into reality
God-Players are divine beings in the cosmos, each through the dreams of mortals through the Unwaking -
possessing control over specific domains such as the upper reaches of the timeless voids where mortal
Time, Creation, Deceit, or the Present. They interact minds stray in their sleep.
with the mortal world and each other through a - Aeriel , The Father of Darkness
complex interplay of power, influence, and divine The Purveyor of shadows, the monster under your
machinations. Their actions can alter the course of bed. Aeriel draws strength from all that is not light and
history, shape civilizations, and influence the daily lives alive, preferring the idea of a darker verse bereft of all
of the world's inhabitants. of this teeming life which grows abundant and bright.
Unlike conventional mythologies like the hellenistic - Zypharion, Lord of Nature
Greek mythos, the God-Players aren’t tangibly physicalA maker, an architect, a shaper and planner. Zypharion
deities, rather they represent universal constants. makes with his will a great array of artifacts and
More like Gaia or Chaos, they are so large and so monstrous races, known as the Harbinger of
great that to a mortal they are fundamentally challenges in every form he seeks to bind Mortal
incomprehensible in scope, but still capable of focused heroes to his cruel and unusual trials which torture in
consciousness to drive and direct their power upon the every form.
world. The Death Gods
Destruction and Death, twin brothers hand-in-hand that
Creating your god: would see the world bound to the cycle of life and
When creating a god, you must consider a couple of afterlife. Orderly and subservient to their balefire
basic features: dominion.
- Their Name - Et, The God of Death
- Any additional titles The Ruler of Death, Et oversees control of the afterlife
- Their intended Domain/s, Major and Minor and all practices surrounding the passage of a soul
- A description/backstory of them from their body into his dominion, the Beyond.
- A generally accepted appearance/manifestation - The Thing that Lurks
which they reliably appear as The Great Destroyer, He who Laughs, This one is a
great beast devout upon destroying and decimating as
Ib. The Elder Gods much of creation as possible, having already attacked
multiple gods in the first Age.
There were a generation of Deities born at the
The Undeclared
beginning of time, who shaped the primordial elements
Although formally undeclared, many of these neutral
of the world. The Elder gods represent a generation of
gods belong to an informal categorization known as
deities who have spent the first age of the world
‘The Young Gods’, a group dedicated to shepherding
shaping it, and the first mortal races to walk across it.
mortal life and building grand civilizations.
They can be recognized in a couple of groupings.
- Madei, Earth-Mother
Mother of the Deng, Madei embodies all of the earth
The Old Gods including her mountains and the vastness of her body.
A triumvirate of Elder gods that have no love for many - Gwyn Ap Nudd, Lord of Order
mortals, preferring the dark quiet of a universe before The Autumn Lord oversees the balancing of the natural
creation. They are far from friendly, and the only order, A Warrior and Hunting God, he grants great
mortals who seek favor with them are desperate, or boons to those who are deserving of his will, and may
mad, or both. if invoked in the name of protecting that natural
balance, grant a boon to any hero if he so desires it.
4
- Pholon Pnigon, Father Harvest God: The Omnipotent Observer
The God of Shapes, The Tallyman, and the Shaped
One. The Father-harvest is the god of agriculture and Characteristics
the harvest and all things which involve the cultivation
of floral life. Father to the Bruon and Thallon, he is a ● Omniscience: Gods possess near-complete
great protector of their sovereignty. knowledge of the universe and its events, past,
- Ciyja, Goddess of Civilization present, and future.
The Goddess of Civilization, she is Mother to the ● Indirect Influence: Typically, Gods influence
Earthen and the Merfolk, a powerhouse of culture and the world through broad, sweeping powers like
sophistication even in the earliest days of the world. events or miracles, but they rarely engage
- Deveg, God of Space directly.
The God of Space, Deveg has fathered a curious
genus of avian, the Gannet Harpy. Showing a knack Roleplaying Considerations
for inspiring explorers and wayfinders the world over,
Deveg has a vested interest in exploring the unknown. ● Limited Communication: Despite their vast
- Moirian, Lord of Stories knowledge, Gods cannot directly transfer their
The Lord of Stories has, to date, made his presence omniscient insights to their Avatars or Heroes
mostly unknown throughout the ages. The purveyor of due to the incomprehensible nature of their
the higher mysteries and the constructor of the knowledge, which is bound by their divine and
bindings of fate through his cryptic prophecies, Moirian eldritch essence.
has foretold a great many things. Some, which have ● Strategic Gameplay: Players roleplaying as
come to pass, and others which as of yet have not Gods must consider how to strategically use
eventuated. their knowledge to influence the game
- Rahel, Monarch of Light indirectly, setting events in motion that align
The Luminous Lord, Rahel has shown mastery over with their divine plans without overt
the skies and all of the monstrous beasts which inhabit intervention.
it. More cryptic than many of his divine brethren, Rahel ● Prophecies: Communication with Avatars and
has contributed greatly to the skies and atmospheres Heroes is often limited to cryptic prophecies or
of the world over. signs that require interpretation, adding a layer
- Erra, The Mainframe of Knowledge of challenge in ensuring their divine will is
An unusual god hailing from a dead world in another understood and acted upon correctly.
verse, the machine rendered divine by the energies
and arts of a civilization long gone. The father to the Avatar: The Deity Incarnate
Automaton Talos, Erra shows unusual vigor in his
efforts to shape and shield his mortal creations, Characteristics
possessive of his children as would be a father.
● Vastly Superhuman Abilities: While not
omnipotent, Avatars possess exceptional
abilities and senses far beyond those of mortals
II. Divine Perspective but still operate under significant constraints
compared to their divine creators.
In the world of divine games, players may take on the ● Direct Interaction: Avatars interact with the
roles of Gods, their Avatars, or mortal Heroes, each world more directly than Gods, engaging with
with distinct capabilities, perspectives, and limitations. individuals, communities, and battles.
Understanding these differences is crucial for effective
roleplaying, as it shapes how each character interacts
with the world and the information they can access and
act upon.
Roleplaying Considerations
5
● Perception Limits: Unlike Gods, Avatars do
not inherently know everything. Their actions
III. Divine Points:
should be based on the information available to The Primary means by which a god interacts with the
them through their interactions and world is the points they accrue from turn to turn. At the
observations within the world. beginning of a turn, the god-player rolls a set of dice to
● Executing Divine Will: Avatars must navigate determine their accrual for that turn, and from there
the complexities of interpreting and can determine how to spend it.
implementing the cryptic directives received Accrual:
from their God, which can lead to conflicts or At the start of a turn, a player rolls 3d6 to determine
misunderstandings based on limited their Divine Points (DP) income.
perspectives.
● Mortal Interactions: Players roleplaying as Debt:
Avatars need to balance their divine nature with - A god can spend up to -50 points, accumulating
the necessity to engage with mortals in a those 50 points as a debt. If a player starts a turn in the
meaningful and influential way. negative after rolling their turns income, they are
unable to perform any divine/god acts and can only act
through Avatars or Heroes.
At the end of each Era, all debt is forgiven to ensure
Hero: The Mortal Protagonist the game proceeds on fair footing.
Roleplaying Considerations
Pantheon rules:
● Reliance on Gods or Avatars: Heroes may If in a pantheon, gods may freely pool points to one of
depend on guidance from higher powers, which their members for the completion of a task, additionally
can come in the form of visions, prophecies, or they may trade points freely for the purposes of one
divine quests. Interpreting these signs correctly member saving up.
is crucial for their path. If a player is inactive and gaining inactivity bonuses,
● Human Perspective: Players roleplaying as they may give their points to a Pantheon member for
Heroes need to engage with the world from a the purpose of completing an action without ending
mortal perspective, dealing with limitations in their inactivity bonuses, however they may not freely
knowledge, power, and lifespan. trade their points without an assigned purpose.
● Influence and Impact: Despite their
limitations, Heroes can profoundly impact their
world through bravery, leadership, and pivotal
actions in critical events.
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IV. Divine Powers Command City/Civilization - Influence a
civilization as a whole, or a specific city directly or
The following powers are available to all players (with indirectly with manifestations of divine will and
certain domain exceptions): inspiration.
Shape Land - Shape, add, remove, or Alter Terrain, 10 6 5
geological features, such as mountains, plains,
oceans, or cliffs. Create Order/Sect - Plant a specific code of belief
of your origin and design in the members of a mortal
4 7 10 race, creating an organized religious movement of
Shape Climate - Shape the climate of a map tile some denomination.
including biomes, vegetation, atmospheric conditions, Note: Any other divine entities commanding your sect
habitat conditions, local natural POI’s, or species of will be recognized as foreign influence, and vice versa.
wildlife. 12 10 5
Note: Species of wildlife can not contain any significant
strengths, anomalous traits, or outward esoteric Create Prophecy/Omen - Generate a fate-bound
capability. Any species that fall outside of this category prophecy using a Target, Trigger, and Outcome format,
are to be considered Monstrous. forcing fate to at least bend itself around these events
to make them much more likely.
3 6 8 Note: Gods can not directly claim prophecies with
Create Life - Create a Mortal Species. Designate a action, nor can it be claimed the same turn as creation.
spot for their cradle or first city, 3 traits which help 8 11 14
determine their mechanical function, and a name and
description for this species. Creating a City - Bid the construction of a new
Traits for a new mortal species can include esoteric,
settlement for a species/culture.
biological or psychological functions. Outside of these
traits only base functions are assumed.
Note: Select a point on the map that can be traveled
48 9 18 to from an existing city.
Shape Life - Modify an existing form of life. This can 20 8 10
be used to add traits to existing Mortal races, or to Advance Civilization - Inspire a civilization to
create an offshoot/Subrace.
invent or uncover a new cultural, governmental,
Subraces are given a new cradle, 3 traits (inheriting
technological, or esoteric discovery, adding it as a
minimum of 1) and a new name description for the
technology to their civ techs provided they have the
species.
pre-requisite research points accrued and available.
20 6 15 Note: Advance civ not limited to one advance at a time
as long as precursors are met.
Create Monsters - Create a unique or anomalous
species of life, monstrous or otherwise. Designate a 18 10 8
place for their cradle territory, 3 traits, a strength rating Shift Alignment/Purification & Corruption
where 10 is a normal human, and any divine
Purify or corrupt a civilization’s ideals by shifting its
affiliations.
alignment by a single point of a single axis (hostility
18 5 11 agreeability or logic sentiment)
Note: Uses can stack
Create Artifact - Generate a unique divine artifact 7 5 4
imbued with a singular defining function or trait within
Event - Generate an in-universe law obeying event
the domain of the creating god.
of political, geological, biological, tactical, or otherwise
12 8 6 mundane act.
20 17 19
7
Note: Gods that aren’t the creator of the sect are
recognized as foreign influence.
Create Avatar - Create a Minor
Deity/Avatar/Extension of your will in the world capable 8 6 3
of independent action and direct intervention. Create Blessing/Curse - Create a
mortal/location-bound/monster-bound or artifact-bound
Note: Avatar's actions do not cost divine points.
blessing or curse which adheres to universal laws but
21 18 15 may affect monsters, heroes, or mortals.
Divine Intervention (Miracle/Catastrophe) - 8 12 16
Perform a reality-bending law-breaking such as divine Create Hero - Create a mortal representative of a
manifestations, raising the dead, or killing an Avatar.
god with a divinely imbued trait on top of their racial
Note: Avatar’s or Heroes casting this are weakened
traits. They can perform independent actions that don’t
versions of the power.
cost points.
25 25 25
9 8 6
Create Bloodline - Establish a bloodline of mortals Create Sanctum - Imbues a designated space
descending from a progenitor such as a Hero or
with divine energy, transforming it into a space which
legendary figure, containing 1 imbued divine trait of
can adopt the traits and nature desired by the creating
choice.
god, be it as an extradimensional pocket world or a
12 9 6 divinely consecrated space that can resist intrusion.
Creating a Plane - Facilitates the creation of a 15 20 40
new plane of existence or world. Points of access will Incursion - An Avatar power for breaching a foreign
need to be created with ‘miracle’ feat, with one granted
Sanctum against its will.
for free upon the creation of the plane to be placed on
another map. n/a n/a n/a
Legitimize Sect - Attempt to turn an uncontested
Note: Can contain designated biomes, terrain, etc
Sect into the ruling body of a mortal city or species,
upon creation.
resulting in the creating and managing god shifting
180 200 220 away from the race's creator.
8
them, the strength of the monster species will operate
a modifier on base army dice. Within a Pantheon, gods can fluidly exchange
energies and engage in direct communication for
n/a n/a n/a
strategic planning and collective acts of creation. This
Tame Monsters - Hero’s may cast this power if system not only fosters greater divine cooperation but
their culture has the technology for creating also amplifies the reach and impact of their efforts
appropriate mounted/monstrous unit types, rolling for across the cosmos.
success.
n/a n/a n/a
V.Domains VII.Eras
All gods begin as Pluripotent in all spheres in terms of Era’s/Age’s/Period’s are the three principle dividing
power usage, but in order to maintain a competitive segments into which the game is divided.
atmosphere and a degree of growth for the players, Era 1, or the First Era, concerned the moment of
domains open up at the beginning of the second age. creation (Turn 0) in which the shape of the overworld
What is a domain? and its continents was collaboratively determined, and
It is a sphere of influence that characterizes and then the proceeding 10 turns of actions from
flavors all of the powers of a god (God of fire, God of player-gods.
Light, God of Life, etc) but also limits it conditionally.
The Three Era’s
During the first age, when the world is young, the gods The First Era is meant to concern the shaping of the
have powers across all domains but none of the world, its terrain, and the biomes of it. This era has
potency of specialization. As they achieve acts and already elapsed and passed by.
actions during the first age, the winds of fate will shape
their divine domain for them based on the actions they The Second or Middle Age is meant to concern the
perform. At the close of the First Age of Young Gods, a coming of mortals and a diaspora of life across the
review of each set of divine actions will yield which surface of the world or worlds.
titles (using a first-come first-served rule) belong to
which god, with multiple mantles resulting in The Third or Late Age is meant to concern a focus and
homogenized groupings (I.E God of War/Crafting ). emphasis on politics and mortal affairs.
By the play of the Second Era, Gods will be more Powers and their cost in divine points will fluctuate
limited and less pluripotent as the larger part of the alongside other tangential mechanics from Era to Era
energies have already been expended into the world, based on this focus, so creating life and managing
explaining why larger displays of power become hardercivilizations in Era 1 while terrain is obscenely cheap to
(expense changes from era to era), resulting in defined change is contra-incentivized by the high prices on
playstyles around the acts that the young gods (era 1) those powers.
chose to partake their essences in.
Era Length
Each turn is meant to last a minimum of 6 turns, after
VI.Pantheons the 6th turn all turns will be democratically voted on
Gods possess the capability to intermittently exert whether to proceed or end the Era, with a majority vote
influence on each other’s creations. However, such making the decision.
actions require a baseline expenditure to align with Turns
another god’s domain. This foundational cost can be A turn comprises a single round of actions from all
circumvented within the structure of a Pantheon, which god-players, whether it be inactivity or expenditure.
facilitates a more seamless and collaborative
interaction among aligned deities. At the start of a turn, power points may be rolled to
9
determine your Divine-Point income for the turn.
A Avatar may have 1 Divine trait assigned upon
A turn lasts roughly 4 days in real time, aiming for 2 creation, ideally being broad in definition to help define
sets of 48 hours which allows all time zones which their nature and style of interaction with the world, be it
players may be in to reflect and make their as a warrior, manipulator, leader of mortals, maker, etc.
action-posts in the turn channel. Upon creation, an Avatar is assumed to have the
following Traits:
At the 3 day mark, a second-to-last call for actions will
be made, and at the 12 hour mark a last call will be 1) Allspeak / Telepathy
made. If you make it known with a message that you
will post soon and a rough idea of when, the end of a ● Description: This trait grants Divine Avatars
turn can be suspended to wait for you but the supernatural ability to communicate across
communication is paramount. any language barrier, enabling them to speak
and understand all spoken languages and
dialects. Additionally, it includes telepathy, the
Section 2: The Great capacity to communicate mentally with Heroes
over vast distances, without the need for verbal
Works or written means. This allows them to influence,
guide, and interact with aligned heroes
seamlessly, regardless of cultural or linguistic
differences.
I. Avatars
2) Divine Being / Immortal
Avatars represent a present deity in the physical world,
having a corporeal body of sorts and an ability to ● Description: As divine entities, these avatars
directly interact with the mortal realm. are immortal, not bound by the physical laws
that govern mortal life. They do not age, suffer
Whether a Minor god in their own right or a projection from disease, or die from natural causes. Their
of a larger player-god like a manifestation, the Avatar immortal nature often means they are seen
is an independent entity with its own actions every both as guardians and judges, embodying
turn, being able to perform up to 2. eternal divine principles.
Unlike a God, they do not need to spend points for Creator of Life
their actions but they do have limited scope to manifest
their spark of divinity with. ● Description: This trait enables Divine Avatars
to create life forms or alter existing ones. They
When creating an Avatar, the following must be can bring forth new species, restore life to
considered: barren places, or even resurrect the dead
1) Name/Titles under certain conditions. Their creative power
2) Their form/appearance is a reflection of the divine energy that flows
3) if they embody a specific asset of their creator-god through them, manifesting in the ability to foster
4) Their assigned Divinity/Divine Trait biodiversity and manipulate biological
processes.
Divine Traits
Leader of Mortals
Divine traits are characteristics or abilities that set
divine avatars apart from mortal beings, aligning them
● Description: This trait embodies the avatar's
with specific aspects of the universe, such as nature,
role as a leader and guide for mortal beings.
time, morality, or the elements. These traits not only
They possess charismatic authority and the
define the avatar's powers but also their divine
divine mandate to lead, making them natural
purpose and the nature of their interaction with the
leaders who can inspire and direct large groups
game world and its inhabitants.
10
of people. Their leadership is not only strategic
but also moral and spiritual.
II. Artifacts
Divine Artifacts, generally created directly by
Avatars and Create Life
Player-Gods, are objects of some kind imbued with a
Avatars, upon creation, have the ability to use Create
minor spark of divinity which perform a divinely imbued
Life once free of charge, founding their cradle city with
function of some kind.
the Avatar’s aid. This is to facilitate the creation of
This is litigated by the selection of a Trait which
elder races and devout worshippers of each deity, as
determines its divinely enhanced or imbued function,
well as diversity in mortal species.
be it a blade which can cut through anything or a shield
which deflects the first hit in every combat encounter.
Ib.Avatar Power List:
Things to consider when creating an artifact:
Not being true gods, the Avatars have access to a very - Name/Title
limited list of Powers, some of which don’t work - Appearance
analogously to their divine counterparts. - Divine Trait
- Command City/Civilization - Who is wielding it
In the case of raising armies, the use of Command
City/Civilization offers the first army for free, after Artifact Possession:
Like bearer bonds, the Artifact is only in possession of
which point 50% of the divine points cost is paid
the one who actively wields it, without this unless its
per army simultaneously raised.
trait is passive it is considered inactive or dormant.
- Advance civilization If an Avatar or Hero wielding an artifact is killed, the
- Purification/Corruption foreign actor (hero or avatar) can then claim those
- Event Artifacts clearly unless their traits include functions
which preclude other users from accessing them.
- Catastrophe/Miracle
A Avatar’s Catastrophe/Miracle is limited to the The only other means of separating a wielder from
City-Scale or locale regional scale, unable to affect their artifact is duplicitous means, though unlikely to
larger portions or directly invert natural law. They can fail, stealth or theft may be tangible if unlikely means to
operate manipulations of the fabric of reality but not separate the two.
directly defy it, being lesser deities.
- Direct combat (Rough) Artifact Categories:
- Create Order/Sect - Regalia/Adornments
- Weapons/Arms
- Command Order/Sect
- Armour
- Can lead armies - Transportation/Mounts
As long as they march together, An avatar can lead - Scrolls/Tomes/Knowledge
any number of massed and coordinated military units. - Tools or Instruments
- Reliquaries
- Familiars/Minor Companions
- Purge Territory
An Avatar will also require the presence of Military
units or Heroes to help clear out a monster territory.
11
acting as a shielded fortress against designated
III.Sanctums threats.
6. Divine Revelation/Imparting Visions: The
The power to Create Sanctum represents a divine sanctum can be a site of prophecy or divine
ability to consecrate and transform spaces into sacred communication, where deities impart visions,
sites that reflect the will and essence of their deity. This guidance, or prophetic dreams to those within
sanctification process not only imbues the area with its bounds.
divine energy but also grants it properties that can 7. Avatar Residence: It can act as a protected
significantly alter the dynamics of divine interaction, residence or lair for an avatar, providing a
protection, and influence within the mortal realm. secure base of operations or a retreat.
8. Reliquary for Artifacts: The sanctum can
Mechanical Overview
serve as a safe storage location for divine or
● Functionality: The power to Create Sanctum sacred artifacts, where their powers are
allows a deity or divine avatar to designate a enhanced or protected from outside
physical space or structure as consecrated interference.
ground. This space then gains attributes and
abilities that are supernatural in nature. IIIb.Incursions:
● Costing:
○ Early Age: 15 points Should a God-Player wish to breach another's
○ Middle Age: 20 points Sanctum and it is sealed and/or guarded, simple force
○ Late Age: 40 points The escalating cost can not overcome this divine construction. An avatar
reflects the increasing strategic under their rule must commit to an Incursion action.
importance and power of such sites as
the ages progress. Incursions refer to any attempt physical or mental
against the wishes of the occupant/creator to breach
Potential Properties of a Sanctum: the seal of a Sanctum for any purpose, unless
otherwise sanctified by its possessor/creator.
1. Holy Ground: The area becomes inherently
holy, repelling evil entities and purifying When an Incursion action is made, a d100 role by the
corruption. This can be pivotal in scenarios perpetrating player is required, with the outcomes
where dark forces are prevalent. determined as follows:
2. Extradimensional Refuge/Pocket
Dimension: The sanctum can serve as a (0-25) - Fail to breach, waste action
refuge or a hiding place, existing partially
outside the regular dimensions. It provides a (25-50) - Fail to breach, get a new action
safe haven, accessible only through specific
divine or arcane means. (50-75) - Successfully breach, but defenders get
3. Non-Euclidean Spaces: Spaces within the favorable odds so they can initiate combat with penalty
sanctum can defy conventional geometry, free attack and/or initiative
allowing for larger interiors than the external
(75-100) - Successfully breach on equal footing to
dimensions would suggest, or creating
defenders
labyrinths that only the creator can easily
navigate.
4. Divine Restoration/Healing Waters: Areas
within the sanctum might possess restorative
properties, such as healing waters or an
ambiance that accelerates healing and
rejuvenation.
5. Protection Against Evil or Specific Warding:
The sanctum can offer protection against
specific types of creatures, forces, or magic,
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Foundation of a Universal Reality Law:
IV.Laws
● Example: "Time flows backward for one day
"Shaping Reality" stands as one of the most profound
every year."
powers a deity can wield within the cosmic hierarchy.
● Implication: This could lead to unique cultural
This power goes beyond mere alteration or influence; it
traditions, changes in how history and memory
involves rewriting the fundamental laws that govern
work, or novel adaptations in daily life and
existence and altering the nature of existence. By
survival strategies.
enacting a new law of magic, technology, or the nature
of reality, a deity embeds their essence and will
permanently into the fabric of the universe, creating
Things to consider when designing a law:
lasting changes that can define or redefine the nature
of their role, domain, or the capabilities of all gods. - Purpose and Intent: What is the purpose
behind this Law? What is the intended effect?
A consistent cost of 200 points across 3 ages reflects - Scope and Impact: How will this impact the
the immense energy and divine commitment required broader world or specific targets? Does it alter
to shape reality. This high cost ensures that the power fundamental physics, change magical rules,
is used judiciously and only in circumstances of great affect living creatures, or redefine more
need or strategic importance. abstract elements?
- Mechanical considerations: How is your
The changes implemented by this power are
law going to be policed if it needs to be? Where
permanent unless countered by interventions of a
do you draw the line on what is affected?
similar magnitude. This sets the stage for high-stakes
Ensuring that your law isn’t going to negatively
divine interactions and conflicts, where other deities
affect overall game balance is a legitimate
may seek to oppose or defy the established laws
consideration to make.
through their own acts of power.
- Narrative Opportunities: Introducing
conflict and tension in a narratively appropriate
Example Applications: way by designing it to naturally oppose certain
Creation of a Magic Law: gods, mortal societies, etc creates opportunities
for story beats that can be extended into fuller
● Example: "All spells cast must first draw from
arcs.
the Warpstuff plane corresponding to their
nature." - Consistency of Design: Ensure the Law
● Implication: This law could redefine how magic is internally consistent and also consistent to all
is practiced, requiring mages to form alliances other established rules in the universe, avoid
with Spatial or cosmic beings or alter their contradictions outright unless they serve a
training to accommodate this new connection. distinct purpose. Providing a clear mythological
explanation about the laws' nature or origin is
Establishment of a Technological Law: useful for grounding context. This context you
provide with the law allows other player-gods to
● Example: "Technology cannot advance beyond build off of either in opposition or support.
a point where it threatens the divine balance."
● Implication: This law might prevent certain
dystopian outcomes or cap the level of
technological advancement to ensure that
deities maintain control over the world.
13
Catastrophe Example Uses:
V.Planes
The divine power to create a new plane is an 1) Introducing a Bane to a Racial or
extraordinary ability that allows a deity to expand the Civilization Trait/Tech:
boundaries of existence by forming a completely - Gods: Can curse an entire race or civilization
separate realm. This new plane functions as an with a bane that fundamentally weakens their
entirely distinct 'map,' offering endless possibilities for abilities or corrupts their technologies.
adventure, conflict, and exploration. This power not - Avatars: Might introduce more localized banes
only showcases a deity's immense strength but also affecting a specific community or region.
their creative vision, as they can tailor the plane to - Mortal Heroes: Limited to cursing a single
serve specific purposes or embody particular aspects lineage or small group.
of their dominion.
14
Miracle Uses While the monster acts independently, general
behavioral patterns or objectives can be encoded
1) Introducing a Boon to a Racial or during the empowerment process, guiding its actions
on a macro level.
Civilization Trait/Tech:
- Gods: Bestow powerful boons that enhance
the capabilities or prosperity of entire races or Things to consider:
civilizations. - Name/Title
- Avatars: Grant boons that benefit specific - Species
communities or groups. - Place/Location
- Mortal Heroes: Inspire or lead the discovery of - Boons on Traits
minor enhancements or technologies. - Appearance/Form
Empowering Monsters, a divine act solely in the power 71-75 Forge alliance with Select Mortal
scale of Gods often classified under the broader nearby town Fort/City
category of Catastrophes, involves imbuing a creature
76-85 Hunt Hero Select Target
with extraordinary powers that elevate its capabilities
to rival or surpass those of mortal heroes. Unlike 86-90 Dark Ritual Select Target
heroes, who operate under direct divine or mortal for Hero-scale
guidance, Empowered Monsters act according to their Cataclysm
instincts, guided by the unpredictable whims of fate
91-95 Strengthen Defenses +1 defense
represented through RNG mechanics.
point to Lair
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- Curse a location with unending storms,
VII.Blessing & Curses affecting local climate, agriculture, and living
"Create Blessing/Curse" is a divine power that allows conditions.
deities to bestow specific beneficial enhancements 3. Artifact of Misfortune:
(blessings) or detrimental afflictions (curses) on - Curse an artifact to bring bad luck to its bearer,
mortals, heroes, monsters, locations, or artifacts. causing minor misfortunes or major calamities.
Unlike broader Divine Interventions, this power is more
VIII. Events
focused, typically affecting individuals or specific sites
rather than altering the fabric of reality on a large
scale. The 'Events' power is a divine tool that enables a deity
While Divine Intervention can alter the course of to subtly influence the world through the orchestration
history or reshape entire landscapes, the Create of significant occurrences. Unlike direct divine
Blessing/Curse power is more localized and personal, interventions such as Blessings/Curses or
affecting specific targets rather than widespread areas Catastrophes/Miracles, 'Events' are characterized by
or fundamental laws. their indirect nature, shaping the world in ways that
Divine Interventions may defy or alter natural laws, appear natural or coincidental to its inhabitants. This
creating or destroying in ways that are supernaturally power is instrumental in driving narrative
profound. In contrast, blessings and curses operate developments, altering the course of civilizations, and
within the bounds of existing reality, enhancing or introducing both challenges and opportunities without
impairing in ways that are extraordinary but do not overtly revealing divine involvement.
fundamentally change how the world works.
16
Event Examples:
Natural Events Mystical Events
Great Storm: Can reshape coastlines, destroy fleets, orRegional Malaise or Wellness: A vague but powerful
rejuvenate a land through the water it brings. sense of doom or blessing that affects the inhabitants
of a region, influencing their morale and productivity.
Astrological Phenomena: Might include rare celestial
alignments that inspire or terrify populations, Behavioral Shift in Monsters: Sudden changes in
influencing cultural or religious developments. monster behavior, such as increased aggression or
retreat, which can alter local ecologies or population
Technological Events dynamics.
Economic Events
Espionage
Economic Recession: A downturn that tests the
resilience of a civilization’s economic structures, ● Function: Espionage involves gathering
perhaps leading to political or social reforms. intelligence on rival civilizations, uncovering
secrets, or monitoring the actions of other gods,
Trade Wind Shift: Changes in trade routes that can avatars, and heroes. This can include stealing
shift economic power centers, benefiting some regions technological advancements, discovering
while disadvantaging others. hidden plots, or exposing weaknesses.
● Impact: Successfully gathering intelligence can
Military Events provide critical insights that shape strategic
decisions, inform divine actions, or even
Major Battle: A decisive confrontation that can alter the blackmail other players into cooperation.
balance of power, often remembered and studied for ● Mechanical use: Perform event power after
generations. creating either Scout or Commando units, or a
stealth related Hero with a D100 determining
Legendary Strategic Maneuver: A brilliant military tactic
overall success at GM’s discretion of the
that changes the course of a campaign or war, studied
details.
in military academies across the world.
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Sabotage
Section 3: The Mortal
● Function: Sabotage allows players to disrupt
the operations of rival civilizations or other
players. This can involve causing technological
Works
regressions, economic downturns,
disabling/damaging Projets, or military failures
● Impact: Sabotage can weaken opponents
I. Mortal Races
without direct confrontation, creating "Create Life/Mortal Race" is a divine power granting
opportunities for advancement or reducing the deities the extraordinary ability to bring forth new life
threat posed by rival entities. forms, specifically the progenitors of a new race.
● Mechanical use: Use Command Civilization
after recruiting Scouts, Commando’s, or Things to consider:
Guerilla units to perform Sabotage actions.
- A map location for the species Cradle/first city
- 3x Racial Traits (biological, magical,
Deception and Misdirection psychological, etc)
- Starting Alignment
● Function: Deception allows players to plant
- A physical description and/or artwork
false information, create diversions, or mislead
- A species name
others about their true intentions. This can be
used to mask Sect actions and hide the true
target of a prophecy. Ib. Mortal Definition
● Impact: Successfully deceiving opponents can
lead to significant strategic advantages, Self-Procreation and Reproduction
allowing execution of plans without
interference or to manipulate the actions of ● Requirement: A species must be capable of
others for their benefit. self-reproduction through natural biological
● Mechanical Use: Utilize Command Sect to processes without the necessity for external
twist the details of a prophecy in that divine or magical intervention.
civilization's eyes.
Societal Development
Assasinnation
● Requirement: Species must have the capacity
● Function: Assassination allows for Military to support and develop complex societies that
units to be deployed covertly to assassinate a can engage in activities such as researching
mortal target, such as a Hero or other new technologies, organizing military forces,
significant figure. and constructing developed settlements.
● Impact: Disruptions in military command, ● Details: This implies the presence of a
sects, or social structure could be routine structured social system capable of long-term
prelude to war, or a significant balance shift planning and communal effort. The species
within the confines of one. should demonstrate the ability to innovate and
● Mechanical Use: Utilize command Civilization adapt, reflecting a dynamic culture that
after recruiting Assassins or Commando’s and progresses over time through improvements in
target an enemy hero within travel range of that technology, military organization, and urban
turn. development.
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Defined Lifespan Prosperity Actions include:
- Building new cities
● Requirement: To qualify as mortal, a species - Building Forts
must have a defined upper limit to its lifespan, - Raising Armies
establishing a natural conclusion to individual - Researching Advances
life cycles. - Obtaining additional RP
● Details: This limitation ensures the presence of - Constructing Projects
generational turnover and the continuous
evolution of societal norms and knowledge. The- Directing Military Action
lifespan cap should be consistent within the
species, dictating the natural aging process and- Establishing Laws/Practices (requiring relevant
the eventual death from old age or natural legalist tech first for actual laws)
causes.
- Inspiring Cultural movements
Capability of Language and Communication
- Encouraging Exploration
● Requirement: Species must be capable of
sophisticated language use or other forms of - Fostering political and/or cultural views
complex communication between individuals.
● Details: Effective communication is essential - Proliferating a Prophecy
for the functioning of advanced societies,
facilitating everything from daily interactions to - Extending a Trade Agreement offer to another
the transmission of complex ideas. Language applicable civilization
may include verbal speech, written elements, or
other symbolic systems that allow detailed and
nuanced sharing of information and cultural
Ic. Construction Projects
expression. Construction projects within a civilization are
monumental undertakings that not only demonstrate
Moral and Ethical Reasoning the civilization’s architectural and organizational
prowess but also provide significant mechanical
● Requirement: Species must be capable of benefits that can alter the course of its development.
moral and/or ethical reasoning, providing a Projects can only be constructed within city limits and
basis for societal norms and personal behavior are categorized by their scale, each appropriate to the
that can be recognized as aligning with specific city's size and importance.
moral or ethical codes.
19
2. Large (City Scale) Governmental Buildings: Mechanical Benefit:
Allows 'Edict' type technologies to be socketed,
● Example: A municipal university or college providing civilization-wide mechanical bonuses. Each
that enhances the city’s academic output. size scale of the project adds +1 edict slot, starting at 1
● Benefits: Doubles the RP (Research Points) for Minor projects, which enhances the administrative
output of the city, fostering faster and legislative capacities.
technological or cultural advancement.
Industrial Projects: Mechanical Benefit: Adds +5
3. Grand (Capital Scale) prosperity points to that city’s accrual per turn,
accelerating economic growth and industrial
● Example: A grand palace or capitol building
productivity within the city.
that serves as the seat of government.
● Benefits: Allows multiple edict-type
technologies to be implemented, enhancing Temple Projects: Mechanical Benefit: Can be
the governance and administrative designated as a place of worship by a Sect, the
efficiency of the civilization. Creator-God of the Sect receives +1DP if their Sect
controls the temple. If a Sect is successfully
4. Megascale (Megastructure) denounced, it can be driven from the temple, requiring
a second successful denouncement to remove them
● Example: A colossal monument or a from the city entirely. This dynamic fosters religious
massive industrial complex that dominates competition and conflict within the city.
the landscape.
● Benefits: Provides substantial boosts to
prosperity or other city functions, becoming
a centerpiece of economic or cultural life.
Categories of Projects
Logic/Sentiment Axis
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- Logic: Represents a society's reliance on ● Skeptical (2H)
reason, evidence-based decision-making, ● Secular (1H or 1A)
and technological advancement. Traits ● Stoic (2A)
aligned with logic emphasize rationality, +4 Logic
innovation, and practical problem-solving. ● Innovative (2H)
● Makers (2A)
- Sentiment: Represents a society's reliance +5 Logic
on emotions, traditions, and spiritual ● Rational (1H or 1A)
beliefs. Traits aligned with sentiment
emphasize compassion, mysticism, and
adherence to cultural customs.
V.Prosperity
Prosperity represents a civilization's economic and
Types of Edicts and Their Potential developmental health, quantified into points. This
Bonuses metric is crucial for sustaining and expanding a
civilization's influence and capabilities. Prosperity
Defense Edicts points accrue based on the number of industrial
technologies a civilization has researched, reflecting
● Example Bonuses: May include mobilization their capacity for growth and innovation.
of reserve forces, fortification enhancements, or
emergency protocols for civilian protection Prosperity points are generated each turn, with the rate
during sieges or attacks. directly linked to the number and sophistication of
industrial technologies a civilization possesses. Each
industrial tech contributes to an increase in the
prosperity points accrued, symbolizing the
technological advancements fueling the economy.
24
The total number of industrial technologies acts as a ● Defense Strategy: Forts play a critical role in
multiplier for prosperity generation, encouraging protecting key locations and reinforcing a
civilizations to invest in their industrial base to fuel their civilization’s power projection and borders.
expansion and military endeavors.
5. Create Masterwork Item
Vb. How to use Prosperity Points:
● Usage: Points can be spent to create
Prosperity points serve as a versatile resource for masterwork items, which are non-divine yet
civilizations, enabling them to undertake significant highly crafted pieces akin to weaker versions of
actions that contribute to their growth and security divine artifacts.
without solely relying on divine intervention. Here are ● Craftsmanship: These items, while not
some key uses: holding divine power, possess exceptional or
unique quality and can confer significant
1. Raising Armies advantages in combat, diplomacy, or other
areas of civilization life.
● Usage: Prosperity points can be allocated to
recruit and maintain military forces. This Vc. Accruing Prosperity
includes the cost of training, arming, and
supporting troops. With some idea of how to use the Prosperity Points (P)
● Strategic Importance: Allows civilizations to now, let's discuss how to accrue them.
respond swiftly to threats or opportunities
without the immediate need for divine power. - Industrialization
For every Industrial technology you have researched,
2. Building New Cities +1.5P
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Basic Naval Travel These agreements ought to be come to between
parties in an encounter of some kind, likely between
- Travel Capacity: Early naval vessels are speaker figures representing each executive body.
capable of traveling up to three tiles on the
game map before requiring a resupply. This Trade Routes:
limit reflects the historical limitations of early For Trade to be successful, a path between cities of
naval technology, including storage capacity each respective power needs to be clear without
and the durability of the ships. obstacles, with no distance longer than the maximum
- Resupply Requirements: After traveling safe travel without resupply, if over sea then 3 tiles, if
three tiles, ships must stop at a port or a fort to over land then 2 tiles.
resupply. Resupply points include:
○ Cities: Established ports within the
civilization’s territory or allied territories VII. Forts
where ships can dock, refuel, and
restock provisions. Forts serve as minor settlements that are strategically
○ Forts: Strategic outposts equipped with built to include a key fortification, such as a keep,
docks can also serve as temporary walled fort, or tower spire. These structures play a
resupply points, especially in newly critical role in regional defense and support, acting as
explored or contested areas. both military bastions and safe havens for travelers.
- Foreign Ports: Vessels can also resupply at
foreign ports if diplomatic relations allow. This To build A Fort:
may involve negotiations or payment.
Location: Forts must be constructed within two tiles of
Basic Land Travel a city or an existing fort to ensure they function as
effective forward bases and logistic hubs, maintaining
close ties to urban centers for supplies and
Convoys and Individual Travellers
reinforcements.
● Travel Capacity: Land-based travel units, such
Garrisoning: Upon creation, each fort must be
as convoys or individual travelers, can move up
immediately garrisoned with at least one unit. This
to two tiles before needing to stop for resupply.
requirement ensures the fort is operational and
● Resupply Points: Essential stops include:
defended from the outset.
○ Cities: Major urban centers where
travelers can resupply.
○ Forts: Strategic outposts equipped with
docks can also serve as temporary
resupply points, especially in newly
explored or contested areas.
IIb.Heroic Legacies
Things to consider when making a Hero:
Creating a hero in the game involves not only crafting
a singular character with divine traits but also planning
- Identity/Background
for their legacy. Given the mortal nature of heroes,
- Name
especially in the early eras where longevity is limited, it
- Divine Trait
becomes essential to devise ways to perpetuate their
- Role/Purpose
influence and ensure their deeds and powers
- Location (City/Region/Culture if applicable)
transcend their lifespan. This section explores the
mechanisms and strategies for establishing and
Examples of Divine trait: continuing heroic legacies through bloodlines,
prophecies, and artifacts.
Strength of the Titan: Grants supernatural strength.
27
B2. Bloodlines B4.Divine Resurrection
28
Create Order/Sect - Plant a specific code of Orders and sects can wield significant influence within
belief of your origin and design in the members of a their societies, affecting cultural norms, ethical values,
mortal race, creating an organized religious movement and social behaviors.
of some denomination. Politically active orders, like knightley Brotherhoods or
Note: Any other divine entities commanding your sect religious sects, can sway governmental policies,
will be recognized as foreign influence, and vice versa. command armies, and influence leaders.
Command Order/Sect - Command a sect and
order them to perform an action of some kind.
Note: Heroes that aren’t a creator/member of the sect IIb. Commanding Sects
are recognized as foreign influence.
The Power ‘Command Order/Sect’ refers to
Guard Location - A hero action for selecting a commanding that Order/Sect through divine or heroic
location and guarding it against intrusion, attack, or influence in some fashion.
incursion.
Support/Denounce Sect - A hero action for Unless an agent of the creating god of that sect, or the
trying to push the agenda of a Sect, or deny one and creating god themselves, a Sect is liable to recognize
its control over the local populace. any attempted control as foreign. This does not mean
Purge Territory - Hero’s or Avatar’s may lead an immediate rejection, as a Sect is given an alignment
army to clear a territory of Monsters, rolling against upon creation, if the actions proposed are within their
them, the strength of the monster species will operate alignments modus operandi they will perform
a modifier on base army dice. according to the following roll:
Tame Monsters - Hero’s may cast this power if D100
(0-20) Critical fail, Do the opposite at Creator-Gods
their culture has the technology for creating
discretion
appropriate mounted/monstrous unit types, rolling for
(20-40) Significant fail, do nothing
success.
(40-60) Neutral outcome, creating a hero attached to
this sect will cost 50% for the remainder of this turn.
II.Sects (60-80) Significant Win, Perform actions as intended
(80-100) Critical win, perform actions AND allow 1x
The divine power to create an order or sect within a Change alignment/purify and corrupt.
civilization or race is a profound tool used by gods to
shape societies and further their divine agendas. This Examples of using Command Sect:
power allows for the establishment of organized
groups such as thieves’ guilds, religious sects, orders 1. Propagation of Doctrines
of knights, bands of brigands, and pirate crews. Each
order or sect can have a lasting impact on the cultural, ● Application: Use the power to reinforce or
political, and military dynamics of the world. alter the core doctrines of the sect or order.
This could involve deepening the followers'
Orders and sects can be eternal or temporary, commitment to the deity’s tenets, introducing
depending on their established purpose, such as new practices, or even shifting the group's
fulfilling a specific mission or serving an ongoing role focus to align with the deity’s evolving
within society. objectives.
Things to consider:
2. Directing Missions
- Name
- Alignment ● Application: Command the order or sect to
- Purpose/Mission undertake specific missions that serve the
- Beliefs/Rules/Organizing Principles deity’s broader agenda. This could range from
- Function within society humanitarian missions to enhance the deity's
- Relationship to other Sects or parties reputation among mortals to covert operations
29
intended to undermine rival deities or secular Complex Society: Unlike mortal races, monsters are
powers. generally incapable of forming complex societies. They
● might form loose groups or tribes, especially under a
strong leader, but lack the organizational structure to
3. Enforcement of Prophecies develop advanced civilizations or any technology.
● Application: Ensure that prophecies delivered Sentience and Intelligence: While monsters can be
through oracles or sacred texts are acted upon. sentient or even intelligent, their behaviors are typically
The power can be used to clarify the meanings driven by instinct or divine influence rather than
of cryptic predictions or to mandate active stepsreasoned strategy
towards their fulfillment.
30
● Consequences: Consider both the positive and ● Targets:
negative outcomes of a prophecy. The fulfillment ○ A ruler or political figure
might bring glory or disaster, depending on how it ○ A religious sect or cult
unfolds. ○ A region or city
● Timing: Since prophecies cannot be triggered the
● Triggers/Events:
same turn they are created, plan ahead. Consider
○ The appearance of a comet or eclipse
how the prophecy will develop over time and how it
will intersect with other events. (e.g., a blood-red comet signaling
doom)
○ Unusual behavior in animals or plants
Types of Prophecies (e.g., wolves gathering at city gates,
crops withering suddenly)
1. Destiny Prophecies ○ Sudden illness or death among key
figures (e.g., the unexplained death of a
Destiny Prophecies outline the fated path of a person, high priest or the king’s heir)
group, or nation. These prophecies are often grand in ● Rigid Outcome:
scope, determining the rise or fall of significant figures ○ Free Blessing/Curse: Depending on
or empires. how the prophecy is fulfilled or averted,
it may result in a blessing (e.g.,
● Targets:
protection from disasters) or a curse
○ A chosen individual (e.g., a future king,
(e.g., a plague upon the land).
hero, or villain)
○ A specific bloodline or family
3. Cyclic Prophecies
○ An entire civilization or kingdom
● Triggers/Events:
Cyclic Prophecies predict the repeating cycle of
○ The birth of a child under a specific
events, such as the rise and fall of empires or the
celestial event (e.g., a red moon, a rare
return of a long-banished evil. These prophecies
planetary alignment)
emphasize the cyclical nature of history and fate.
○ Completion of a certain ritual or rite of
passage (e.g., a coronation, a warrior’s ● Targets:
trial) ○ A specific bloodline or dynasty (e.g., the
○ The unification of scattered relics or lineage of a cursed king)
artifacts (e.g., bringing together pieces ○ An ancient evil or sealed entity (e.g., a
of a shattered weapon) demon lord sealed millennia ago)
● Rigid Outcome: ○ A recurring natural or cosmic event
○ Free Event: Once the prophecy is (e.g., a cataclysmic flood that happens
fulfilled, it triggers a significant event every thousand years)
that shapes the future, such as the ● Triggers/Events:
crowning of a new ruler, the beginning ○ The passing of a set number of years or
of a war, or the discovery of a lost land. generations (e.g., "Every 500 years, the
Dragon King shall return")
○ The breaking of an ancient seal or curse
(e.g., the unlocking of a cursed tomb)
○ A rare celestial event that occurs at
regular intervals (e.g., a solar eclipse
that happens every 300 years)
2. Omen Prophecies ● Rigid Outcome:
○ Free Miracle/Catastrophe: The
Omen Prophecies are cryptic and tied to specific signs prophecy’s fulfillment can lead to a
or negative omens that must be interpreted to avoid or miraculous event (e.g., the restoration
fulfill the prophecy. These prophecies are often of a lost kingdom) or a catastrophe
warnings, requiring careful interpretation and action.
31
(e.g., the awakening of a dormant ○ Free Hero/Revival: Upon fulfillment,
volcano). the prophecy may result in the rise of a
new hero or the revival of a fallen one,
4. Heroic Prophecies potentially changing the course of the
game.
Heroic Prophecies focus on the feats of a hero or
group of adventurers, often guiding them through trials
to achieve great deeds or restore lost glory.
● Targets:
○ A hero or group of adventurers (e.g., a
band of knights on a holy quest)
○ A nation seeking to reclaim lost glory
(e.g., a fallen empire’s descendants)
○ A chosen champion or warrior (e.g., the
fabled slayer of a dragon)
● Triggers/Events:
○ The completion of each trial or
challenge (e.g., retrieving a sacred
artifact, slaying a beast)
○ The retrieval or destruction of a
powerful artifact (e.g., the Sword of
Dawn)
○ The defeat of specific enemies or
monsters (e.g., the slaying of the Lich
King)
● Rigid Outcome:
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Section 5:The Works of Conflicts
I.Armies
The creation of armies is a fundamental aspect of civilization management, allowing gods and their avatars to
project power, control territory, and engage in conflicts. Army creation mechanics are designed to reflect
technological progress, strategic needs, and divine influence, providing a structured approach to building
military forces in varying sizes and capabilities.
The size and cost of an army are determined by its unit category, which scales with the civilization's
technological level and the divine energy required to sustain it. Below is a table showing necessary tech level,
divine costs, and size/strength comparisons for the different unit/army size categories. You’ll be fielding
Warbands alone for a while, until you’re ready to produce company’s anyhow.
Unit category Fixed strengths Human comparison Tech level req Divine cost
(First/Mid/late)
33
Rangers Archers Javelinists Snipers Grenadiers
Rangers specialize in Specialized ranged Skirmishers who wield Skilled marksman Grenadiers are
long-range combat units in ranger javelins. They are trained to eliminate specialized infantry
and reconnaissance. formations, equipped effective against high-value targets equipped with
Trait: Long-Range with bows to engage lightly armored targets at a distance. explosive or disruptive
Accuracy enemies from a and can disrupt Role: Headhunter, devices, used to clear
distance. They excel at enemy formations Precision, trenches, fortifications,
delivering volleys of before close quarters. Anti-Mechanized or dense enemy
arrows to soften enemy Role: Harassment, groups.
lines. Disruption, Role: Offense,
Role: Offense Anti-Infantry Line-Breaking,
Suppression, Anti-Fortification
Anti-Mounted
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Medics Scouts Marines Shock Troops
Medics provide critical Specialized light Specialized military Heavily armed and
battlefield medical care, infantry units trained units trained for armored soldiers used
stabilizing injuries and in recon and naval and to break through
ensuring that troops can surveillance. They are amphibious frontlines or defend
return to fight or be essential for gathering operations. critical points. They
safely evacuated. intel. Role: excel in direct combat
Role: Support, Role: Scouting, Offense and instilling fear.
Cohesion Stealth Boarding action Role: Offense
Anti-Ranger Anti-Specialist Anti-Mechanized Intense Combat
Anti-Infantry
35
- Harassment - Support
Explanation: These units engage in tactics
designed to disrupt enemy operations without Explanation: Support units provide necessary
direct confrontation. Harassment can include services that are not directly combat-related but are
hit-and-run attacks, ambushing small enemy essential for maintaining the fighting effectiveness
detachments, and interrupting supply lines. of the force, such as medical care, ammunition
Actions: supply, or equipment maintenance.
- Ambush Vanguard Actions:
- Sabotage Supply Line
- Feint Maneuver - Field Repairs
- Resupply
- Stock up ammunition
- Scouting
- Coordinate Assaults
- Strategic Withdrawal
- Parley
- Stealth
36
Explanation: "Stealth" units specialize in operating - Harass enemy Rangers
undetected. They are employed in scenarios where - Flank Shieldwalls
remaining invisible to the enemy is crucial, such as - Draw enemy Cavalry away from frontline
during reconnaissance missions, ambushes, or
covert operations.
Actions:
- Bombardment
- Covert Insertion
- Stealth Attack Explanation: "Bombardment" units are capable of
- Concealed Withdrawal delivering sustained, heavy fire over a wide area.
This tag is often applied to artillery units that soften
Secondary Traits up enemy positions before an assault or provide
fire support during engagements.
Traits which determine niche actions or specialist
functions that synergize with the units primary type. Effects:
Effects:
Effects:
- Flanking
- Causes confusion in enemy ranks
Explanation: skilled at swiftly moving and remain
unnoticed until they reach an advantageous Actions:
position. They often rely on speed, maneuverability,
and surprise to achieve their objectives. These - Spread Disinformation
units are usually less armored but compensate with - Create falsely inflated numbers
higher mobility, making them ideal for - Set traps
outmaneuvering slower or more heavily armored
foes.
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Explanation: These units employ tactics meant to - Cut off supply Train (naval)
intimidate or demoralize the enemy, such as using - Sanctioned Piracy
fearsome war cries, displaying daunting flags, or
conducting shock tactics
Actions:
- Boarding Action
- Disrupt Signals
Explanation: Pertains to units trained for engaging - Poison water supplies
the enemy on ships or large vessels, skilled in - Scorched Earth
close-quarters combat and rapid boarding
maneuvers.
Effects:
Actions:
- Area Denial
Explanation: Capable of controlling significant - Breaching
areas of the battlefield, these units use weapons or
tactics that prevent enemy forces from using Explanation: Specialized in breaking through
certain spaces, typically through long-range fire or enemy defenses or fortifications, these units may
obstacles. use explosives, heavy machinery, or specialized
tactics to clear obstacles.
Effects:
Effects:
- Prevents outright retreat.
- Allows attacks directly against
Actions: fortifications, barriers, or obstructing
terrain.
- Nullify enemy charge
- Create Kill-box Actions:
- Breach Gates
- Breach Walls
- Precision - Blow through shieldwall
Effects:
Actions:
- Aim at leadership
- Aim at mounts and Beasts
- Aim at Pilots and Support crews
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Counters Effect: Reasonably versatile unit capable
against most unit types. Expected to still be
Tertiary traits which determine what other units this outperformed by Heroic or Specialist functions.
unit is most effective yet, perhaps to the point of
counteracting their advantages. - Anti-Infantry
- Anti-All
Explanation: Indicates highly versatile units that
II.Wars
can effectively counter a variety of enemy types, In conducting wars, understanding the interplay of
adaptable to multiple combat situations with a different unit types and their designated roles is
broad range of capabilities. crucial for achieving strategic success.
For direct control over forces, a Hero or Avatar will
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be required to direct armies as an extension of - Assassins maintain use both inside and
their creators will. outside of battles via Intrigue functions,
however for the purposes of Wars they are
Wars are, in reality, a collection of battles, armies capable of Intrigue missions to target and
moving between regions/areas, Sieges (where eliminate specific enemies.
applicable) and one or both parties ending
hostilities when terms are met to satisfy at least Sappers
one party, or neither has the strength to continue - Sappers are, besides Siege weapons, the
mustering armies. primary means of eliminating Fortifications
or allowing passage past them. Siege
Before we break down the War process step by weapons focus on conventional approaches
step, let's review special unit types which have like breaching gates or collapsing walls, but
unique functions that may affect your strategy. Sappers are engineers skilled in creative
solutions and can allow for broader
approaches like tunneling under moats, or
Strategic Units: building provisional siege towers against
particularly high walls.
Assassins
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Marching: prior to the outcome of the battle being declared,
be it creating monsters spontaneously or
performing a miracle/cataclysm.
Through Heroes or Avatars, directed armies once
massed can march a default of 3 tiles, provided no
terrain prevents their passage, such as sheer cliffs,
waterways, or volcanic flats. Anything hazardous to
the armies units or which would unduly hinger
movement progress needs to be considered.
Sieges
In the event of lacking Pilots, waterways or oceans Sieges follow most of the conventions of a regular
can not be traversed by default. pitched battle with a few additional considerations.
It is worth noting that if necessary, an Avatar or If one side lacks any armies or active
God can choose to intervene in the course of the Heroes/Avatars in the conflict, and has no
battle, which should be performed as an action siege-able (fortified) cities remaining, then the
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other side will be capable of setting conflict-ending Action Dice
terms without need for negotiation. Be it ceding A Hero rolls a 1d8
land, merging cultures,
A Avatar rolls 2d14
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Section 6: Appendices
I. Domain List
Celestial Domains
Major Domain Bonus Unavailable Minor Domain Bonus
Powers
Magic/Energy Everytime a new Artifact is created by Create City Past Can pull now-destroyed Artifacts into the present at
anyone, add a second trait to it of your Purify/Corruption double cost for their own use, can create
choosing, beneficial or otherwise. chrono-copies of Heroes that died at some point.
Strife For every slain hero anywhere in the world Create City Present All Heroes gain 'Temporal Cognition' , allowing them
that did not involve your hand directly, Purify/Corruption to see events around them occurring. In combat, this
generate 1 army (type to be selected) at a allows them to dodge an attack that is successful
city of your choosing. once per combat instance.
Consumption Upon killing another Hero, Consumer Create City Silence/Absence Avatar Actions leave no trace of their
Heroes can eat their bodies to absorb one Purify/Corruption creator/orchestrator
of the other heroes traits.
Discord When Pantheons dissolve, +110DP Create City Strength Can only create 1 avatar
provided Purify/Corruption
Avatar gains +1 health for every military army/unit
Can not join Pantheons created by this gods cultures
Souls Dead Hero Souls from this god can be Create City Afterlife Upon death, all heroes will return to this God's
imbued in new Artifacts to give them +1 Purify/Corruption control as Wraiths
additional function or trait, or an increase
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in size/scale per soul used. Wraiths are unholy/demonic and subject to rules
- this god cannot be responsible for their thereof
death Wraiths are spirits functionally and subject to rules
thereof
Entropy Heroes can Destroy Artifacts Create City Evolution If Monster army of created species destroys a mortal
Purify/Corruption city, they evolve into a new subtype (creating a
Avatars can scuttle Sanctums territory on the ruins of the city) and adopt a twisted
variant of a trait of the primary species they just
attacked.
Stability If a Pantheon of more than 5 Gods exists Create City Transmutation Heroes that have killed 4 foreign Heroes can ascend
in the world, add a dice to all DP rolls. Purify/Corruption to Avatarhood themselves.
Creation Can reclaim Create City Unknown Can create Sanctums in which the mantling Avatar's
Avatars/Heroes/Artifacts/Sanctums for Purify/Corruption actions are hidden from sight (To all but the GM) so
their original point value at any time as long as they're contained within it.
long as they're alive/intact.
Sun Has minor influence over foreign Plane Create City Memory All Heroes of this god share a telepathic
creation Purify/Corruption network/hive mind of sorts, Avatar's of this god can
also partake in this network but have more
discerning control over what is and isn't shared.
Moon Heroes gain additional trait for controlling Create City Healing Heroes resurrect for 5
wildlife Purify/Corruption
Elemental Domains
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Change/Transformation Mimic any other domain bonus, even Create Life Winter +75DP on turn 10 of each era
claimed ones, with this slot. Create Order/Sect
- Can't Join Pantheons or co-opt with
other Gods
Equilibrium Any god over 200DP forcibly donates Create Life Summer +75DP on turn 6 of each era
35DP to this god. Create Order/Sect
Rot Sanctums damage intruding Avatars and Create Life Spring +75DP on turn 2 of each era
Heroes by 1 point passively upon Create Order/Sect
entry/incursion.
Storms/Tempests Heroes resurrect for free if killed in the Sky Create Life Autumn +75DP on turn 8 of each era
map Create Order/Sect
Frost Avatars turn the tile they occupy on a turns Create Life Plants Miracles can turn 'shape climate' flora species into
end into arctic climate/permafrost. Create Order/Sect monstrous species or mortal species
Smoke Avatars turn intangible after taking one hit Create Life Winds Heroes can fly
of damage in a combat, invulnerable to all Create Order/Sect
conventional damages for the remainder of
the encounter.
Night Avatars and Heroes can't withstand Create Life Volcanoes/ Upon creation, Sanctums directly shape land +
sunlight Create Order/Sect Magma shape climate in the tile they're placed in
Both get +2 health
Day Avatars can immediately vanquish Create Life Blood All heroes are Immortal
Monstrous armies or territories in 1-on-1's Create Order/Sect
Bloodlines create a hero automatically upon
establishment
Rebirth/Renewal Progenitor resurrected hero gets +1 action Create Life Gems Crystillian species of mortal/monster get +1 trait
per successful rebirth prophecy or Create Order/Sect
bloodline succession
Water/Sea Create Race for aquatic species costs 4 Create Artifact Insects Insectoid species of monster get 3x territories per
Shape Life for aquatic species costs 3 Create Order/Sect 'proliferate' power, and Mortal species get 2x cities
per city creation.
Light/Purity All Heroes get the ability to use Create Life Abyss/Deeps Sanctums & Planes Don't require a physical
Catastrophe/Miracle in minor capacity. Create Order/Sect entrance
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Cultural Domains
Major Domain Bonus Unavailable Powers Minor Domain Bonus
Sexuality 2x Heroes of the same species (but not Shape Land/Climate Nobility All cultures, upon creation, may choose a
necessarily same god origin) can create a Miracle/Catastrophe Government type/tech freely.
new hero together whom chooses which
trait to inherit as the next link in an
inter-hero bloodline.
Justice Upon killing them, Avatars of this god can Shape Land/Climate Murder Killing a foreign Avatar provides +45DP, Heroes
condemn mortal souls to imprisonment Miracle/Catastrophe provide +8DP,
within this gods clutches outside the world.
Smiting does not count as killing, the act must be
performed by Avatars or heroes of your own.
Strategy All Civ's get +40RP specifically to be Shape Land/Climate Tyranny/Control Denouncing foreign Sects provides +4DP
allocated to military or intrigue related Miracle/Catastrophe
technologies
Wealth Debt pool of 150DP Shape Land/Climate Domesticity When an Avatar used Event to take residence up in
Miracle/Catastrophe a city, for the duration of that living residence the city
Can spend while in debt up to 150 has tripled RP.
Mischief Heroes can perform Avatar-scale miracles, Shape Land/Climate Lust D100 roll as an outcome on any event to usurp
but only in the name of pranking or making Miracle/Catastrophe control of another gods sect
humour (0-20) Fail and lose 5DP
(20-40) Fail and lose 1DP
(40-60) Neutral effect/fail
(60-80) take immediate control of the sect
(80-100) take control of sect, perform follow-up
Legitimise sect action
Retribution Murderer of these gods heroes/avatars Shape Land/Climate Mining Subterra cities cost 50%
can't be resurrected if killed. Miracle/Catastrophe
Invention Heroes generate 1.5RP each to the culture Shape Land/Climate Science For every 10 unspent RP, accrue +2DP
of their original species Miracle/Catastrophe
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Freedom Heroes can perform Incursion like an Shape Land/Climate Traitors Heroes Can use Purify/corrupt on foreign armies to
Avatar Miracle/Catastrophe convert their allegiance to that Hero.
Beauty/Perfection Any rolls get 3 picks of dice (except DP Shape Land/Climate Criminals Heroes get 1x stealth trait, Avatars get 2x stealth
rolls) Miracle/Catastrophe trait
No combat initiative ever
Madness/Sanity Avatars operate as NPC's with random Shape Land/Climate Virtue All created non-hostile alignment civilizations get 2x
rolled actions by GM Miracle/Catastrophe RP
Fear Heroes and Mortal armies will refuse to Shape Land/Climate Music For every hero in combat as a group after 2, each
fight Avatars of this God out of fear, fleeing Miracle/Catastrophe hero gains +1 on rolls.
Law Avatars can't use 1x create life, however Shape Land/Climate Sacrifice Everytime a mortal race not of your making is made
instead they get a free minor law creation Miracle/Catastrophe extinct, +80DP
instead
Hate Pantheon's can't accept more members Shape Land/Climate Language/ Races and monsters get Allspeak
after this god joins, however; Miracle/Catastrophe Communication
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Hedonism/Excess Every turn in debt Avatars get +2 action. Shape Land/Climate Illusion/Deceptio Avatars can hide in nonphysical/mental form.
Miracle/Catastrophe n
War Armies raised contain 2x strength/numbers Shape Land/Climate Judgement Killing other heroes forces a 3 turn cooldown before
Miracle/Catastrophe resurrections, prophecies, or other means of return
can be triggered.
Crafting Heroes/Avatars can create artifacts of Shape Land/Climate Rage Each time a hero resurrects, +1 health to their
appropriate scale/power Miracle/Catastrophe healthbar
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II. Alignments Chart
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III. Prosperity Spending Chart
Create Warband Create an army of 10P Select city of creation No tech limits
(Very Small Army) 1000 strength Select Unit type
(equivalent to 100 Select Leader (if mobile)
humans)
Create Company Create an army of 25P Select city of creation Bronze Age
(Small Army) 2500 strength Select Unit type
(equivalent to 250 Select Leader (if mobile)
humans)
Create Regiment Create an army of 50P Select city of creation Classic Period
(Medium Army) 5000 strength Select Unit type
(equivalent to 500 Select Leader (if mobile)
humans)
Create City Found a new city 75P Select Location Must have a capable travel route
domestically or Select Name to city location to establish in
colonially using terms of tile distance and terrain.
resources.
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Convert Prosperity Convert Prosperity 20P:1RP n/a Must be performed as a Hero or
into Research at a ratio into RP. Avatar action that is associated
Points with the society.
Advance Perform an 5P , XRP Designate which techs Precursor techs (if applicable
Civilization advance expending
PP and RP.
Construct Fort Build a minor 35PP Designate location inside 2 Must have a unit on hand (or
settlement with a tiles of the nearest city. created in concert) to garrison
fortification. Designate Name fort.
Designate garrisoned units.
Create Masterwork Build a unique 25PP Designate 2x non-divine Must be performed by Hero
items. master-crafted item traits/functions of the item that Must have at least 1 industrial
made by mortal fall within the established tech researched
hands. techs of the civ (determine
which techs influence the
functions)
Solidify Trade Organize an official 50PP Designate goods or points Must have a travelable route to
Alliance trade alliance with traded, cost of alliance can be the alliance partner.
another civilization. pooled.
Designate term length
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Construct Project Create a 125PP Designate location/City Precursor techs:
(Megascale) mega-scale Designate class/nature - Basic Tools
structure. Designate Name - Intermediate Architecture
- Engineering
- Precision Engineering
- Mathematics
- Advanced Mathematics
- Grand-Scale Architecture
Enable Edict Socket an Edict into 15PP Designate structure Precursor tech:
a recipient Project Designate Edict - X Edict
Structure, making
its bonuses Only works on 1x edict at a
effective. time
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V. Tech examples updated
Notes:
(Style) indicates the selection of a style such as Blades versus Axes, or Catamarans versus Triemes, indicating the cultural and/or architectural design style and
emphasis of the civilization.
Interstitial/Basic technologies indicate base theories or advances that have no mechanical advantage, however this doesn’t mean they have no impact on your
lore or culture, it just means they are gate-ways to new branches or the roots of other techs which have mechanical effects.
Military
Hunting Weapons - 1 Refined Bows Advanced Bows (4) Iron Weapons (type) Herbal Medicine - Basic Meterology - 1
(Style) - 1 - 1.8 1.5
Intrigue
Industrial
Dye production - 1.8 Agri. Tools - 1 Speleological Mining Fish Farms - 1 Basic Farming - 1 Leatherworking - 2.5 Woolspinning - 3
-2
Irrigation/Canals - 1 Land Cultivation Roadworks Metallurgy (Bronze) Metallurgy (iron) - 5 Leather Working - Carpentry - 2RP
1.5 (Gravelways) - 2 -3 2.5
Alchemical comb.
(mining) - 3.5
Esoteric
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Executive
Trade Planning - 5.5 Currency - 2.3 Taxation - 2.5 Sanitation Edict - Fealty Oaths -1.5 Oath of Service - 1.5
1.5
Interstitial/Basics
Agriculture - 1.5 Animal Husbandry Basic Masonry -2 Basic Tools - 1 Shipcraft (style) - 2 Mathematics - 2 Astronomy - 2
- 1.5
Legalism - 5 Bookmaking Basic Metallurgy - Writing -2 Cement - 2.5 Mechanics - 3.5 Engineering - 2.5
1.5
Basic Chemistry - 1 Hydraulic Geometry - 2.5 Basic Architecture - Intermediate Advanced Grand-scale
Engineering - 3.5 4 Architecture - 5 Architecture - 10 Architectre - 15
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