Dispensations (god-like fantasy)

Lazzamore

WAAAAAAAAAA-
In the beginning, before the time of Civilisation, there were seven old gods. The Allfather placed them upon the world to create and facilitate the wonderful things he had in store for it.

But as of yet they have not come to pass: These old gods bent to the will of the Hungering Dark, and rejected their purpose and role. Without the Allfather they twisted and contorted into mere shadows of what they were formerly; Now only creatures of hatred and debauchery. And so the World of Avren began on the path of self-destruction.

However, that was not how the story would end.

In Avren, a number of new gods were formed. Though only a quarter of the might of the fully-formed old gods, these new Demigods were marked by the world to which they were born, but the soul of a foreign Allfather. They would be given a new choice, a second chance for Avren. The Allfather sparked these new beings; so that their journey would, perhaps, save Avren from itself. ...Under the condition that they de-throne the old gods from the world, and lead a new dispensation. The Allfather gave over creation to these beings: They were to repair the damage done to Avren by the old gods. Be it through mercy or pain.

You are a new god in the world of Avren. Loathed by the old gods more then they loathe each other (Truly a feat indeed!), you were designed to usurp control over a dying planet. But your fate, as always, lives in the palm of your hand...

Hello! Just a small and not too terribly long RP I had an idea for. The gist here is that you are a pantheon of gods (an Idea I've done multiple times), like Ages Eternal, for those of you familiar with my older ideas I've tossed out here. the new element in this one is that you will not be the first gods in the world; players will need to take over from or otherwise use their wits to convince the old gods that they're now in charge. Besides that, while players will still hopefully have time to create, but this RP will be more story-driven then my others.

Character Guidelines
Characters are gods and goddesses, that said: Any player character is 1/4 as powerful as any one Old god. All players characters are exactly equal in power to each other, and their can only be 8 of our characters at any given time (So if you have a second character, please kill them off when/if you do not wish to continue them). EDIT: Each of us can have at most 2 godly characters living at one time, with no limit to mortal characters. Characters are semi-expected to create a civilization, though this can be after the RP ends. Finally, you are not expected to succeed at the mission exactly as it is laid out. For instance: alliances, temporary or otherwise, are fine. After the RP's mission it will end, and we may or may not reopen the RP to new players and continue the story we started.

Character Sheets
Name:
Domain: (What are you the god/dess of?)
Appearance: (Can be anything, and it does not need to be permanent.)
Motivations:
Strengths/powers: (What does your character excel at particularly?)
Weaknesses/flaws: (For the sake of RP, no ones perfect, not even you!)

Old gods

Jyella, The Green Maiden, goddess of Lust and Forests
Destructive in her envy and dangerous in beauty, Jyella is the queen of confusion and the lost. Her Heralds are the Oak Trees, which each have a Nymph in them as there protectors. She despises Lutune and Komes.
Orasiil, the Devouring one, god of Lies and Beasts
The devouring one seeks only for another meal. Savage and monstrous, Orasiil despises order and structure. His Heralds are the worlds massive Dire Beasts; vicious giant mutations of various predators. He despises Lutune and Oella.
Lutune, Dark Lady, goddess of Oppression and Mountains
Dark Lady Lutune is incapable of accepting superiors, much in the same way her rival Orasiil does. Contrary to Orasiil, the Dark Lady is driven for power and glory above all else. Her heralds are the cavern dwelling beasts and things of darkness, and she despises Jyella and Orasiil.
The Whale, god of excess and the Sea
The Whale is nameless and faceless, once a god of joy, he has been twisted into a god of gluttony. His heralds are numerous sea monsters whose hungers are never quenched, and he loathes Laasis and Oella above all the others.
Oella, the Herdchieftess, goddess of Sloth and Grasslands
Taking the form of a mighty herding animal not unlike an Elephant, Oella is paradoxically discontent and incapable of understanding contentment to be found elsewhere. She constantly thirsting for something she does not have, but never able to move to find it. She draws joy by seeing this behavior in others. Her heralds are the Elephants and other very large, grazing animals, and she hates Orasiil and the Whale.
Komes, the burning king, god of hatred and fire
God of war, hatred and passion, Komes is alway altogether too eager for conflict, and most of the conflicts between the old gods can be traced back to him. His Heralds are the Ogres, who are incapable of working together unless for the cause of destroying something or someone. He loathes Laasis and Jyella.
Laasis, goddess of Insanity and Winter
Like many of the old gods, Laasis hates inferiority. Her solution is to reject sanity and logic itself; It is much easier to be superior in a paradigm of your own invention! Her herald is the terrifying White-eyed Curse, a virus which takes other life and divorces it from reason itself. Her Enemies are Komes and the Whale.
 
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This seems really interesting and I'd like to join! Would we start with followers or would we need to somehow get those first worshipers?
 
The Old gods at this point have not created autonomous civilization (part of the reason we are coming) so we will have to create followers from scratch. ...or I guess we could try to convert the evil followers of the old gods, i'm certainly not precluding that from happening, or even converting one or two old gods themselves. (And that would be a feat!)
 
Hm... I'd say I don't care, except for the similarity between this RP and AE, both being about gods. It wouldn't be game breaking or anything; but I've already recycled one name from AE so I feel if a lot more of us do it, that might diminish this RP's personality. It wasn't nescessarily going to be an AE reboot, though if this doesn't work out I'm not terribly opposed to reskinning some ideas to make that, truth be told. I dunno, you can if you don't have any other better ideas.
 
I've stuck with Ages from the beginning, and despite this not strictly being Ages, I'm interested in joining! It seems to have what I liked about Ages and has some plans in place to compensate for it's shortcomings.
 
Name: Judj
Domain: Justice, Penitence, Punishment
Appearance: Judj is often associated with five animals: the Eagle, the Bat, the Scorpion, the Antelope, and the Lion. Judj can take the form of any of these animals but is commonly portrayed as a combination of all five of them, known as a Manticore. The Manticore is terrifying creature with the body and head of a Lion, the feet of an Eagle, the wings of a Bat, the horns of an Antelope and the tail of a Scorpion.
Motivations: Judj wishes to simply disperse punishment to all those who have committed horrible crimes and have come out feeling guiltless. However he is not a cruel god. To those who is consumed by their guilt, he will offer an escape. That is to become one of his agents and travel the lands either preaching about absolving themselves from guilt through self-punishment and by dispensing justice to the guiltless criminal.
Strengths/powers:
-Judj can shapeshift into six different forms, the Eagle, the Bat, the Lion, the Scorpion and the Lion being indistinguishable from their normal counterparts. His most powerful form however is his Manticore form. Judj takes the form of the largest Manticore, standing at 63ft tall at the shoulders, 246ft long from neck to rear, batlike wings with a span of 144ft, antelope like horns 30ft long and a scorpion tail that is of 60ft in length. In this form he is extremely powerful. He is capable of inhuman speeds, terrifying strength and even swift flight despite his size.
-Judj has his own pride of hundreds of Manticore which he has absolute control over. These Manticore act as his guards, his eyes and as trophies for those who have dedicated themselves to his service and have earned his favor.
-As a God of Justice, Penitence and Punishment, he can sense the crimes committed by mortals and their guilt.
-He can communicate to those that have truly dedicate their lives to Judj's ideals. Sometimes when Judj find a den of crime, no matter how large, he can call on what are known as Penitence Crusades, where groups of mortals of all walks of life are called to destroy said den. Depending on the size of the den, a Penitence Crusade can range from a party of dozen individuals, a mob of a few hundred and sometimes rarely, thousands of mortals formed into an organized army. Those who die are absolved of their guilt and those who survive grow stronger and continue to travel the lands, to deliver Judj's punishments and offer Judj's penitence.
Weaknesses/flaws:
-Judj has little to no interest in the affairs of gods, only intervening when asked and if he deems it necessary. He is much more interested in the punishment of the guiltless criminal and offering penitence to the guilty criminal.
-While he is a god, Judj has little actual influence in the mortal realm. He relies mainly on mortals to dispense his punishments and offer penitence.
-Judj cares little for the laws of others. He only cares of his own laws, all of which his followers must know by heart. His laws is as such.
1. Unintelligent Animals and those who under the age of 8 are excluded from punishment as they do not fully understand their actions.
2. Only those who serve Judj have the chance to absolve themselves of their guilt.
3. Those who serve Judj must forgo their land and family.
4. You must serve Judj either by preaching his laws and offering penitence to the guilty as well as by taking up arms against the guiltless and deliver punishment.
5. Guiltless theft must be punished through the destruction of the guiltless's property.
6. Guiltless cannibals must be punished through a week long starvation.
7. Guiltless torture must be punished through the removal teeth and nails.
8. Guiltless murder must be punished through the death of the guiltless.
9. Guiltless who claim their are guilty before or during their punishment are not allowed penitence.
10. Those in service to Judj must never forget to punish themselves for their guilt nor must they forget their guilt or the reasons why. Self-Punishment can come in many forms but it must never result in death nor must it harm others, including others in Judj's service.
11. Those are in Judj's service must not take pleasure nor be cruel in delivering or receiving punishment otherwise will become guiltless themselves.
12. Those who break or stray from Judj's laws must seek out one of Judj's preacher where they will deliver punishment in the form of public flogging and starvation. Only after three days of flogging and starvation may they enter back into the fold of Judj's faithful.
13. Those who break or stray from Judj's laws and do not seek out punishment will be considered guiltless and must be hunted down by Judj's faithful. They are to be taken to the nearest settlement and be flogged and starved everyday until death.
14. Manticores are not be harmed by any of Judj's servants. Those who harms Manticores however are considered guiltless and be punished accordingly. However Manticores who have intentionally harmed or killed intelligent beings and have not done so defending themselves form an aggressor must be hunted down and killed.
15. All servants of Judj must answer the call to a Penitence Crusade and only when the Crusade succeeds or all those participating have died will a Penitence Crusade succeeds.
Misc.:
-Judj symbol is the Manticore, usually in a standing position with its wings outstretched, its head high and its tail raised.
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Manticores are powerful and deadly animals that are the symbol of Judj's power and influence. They primarily live in steep mountains and dense forests to protect their cubs and hide their prides. They're intelligent creatures, capable of understanding speech and following orders. The average adult male/female stands at 7ft/6.6ft tall, are 15.5/14ft long from neck to rear, have batlike wings with a span of 16ft/15ft long, antelope like horns 3.5/3 ft long and scorpion tails that are 7ft/6ft in length. Males are identified by their large manes while females lack this trait. Cubs do not have this trait and will begin to grow their mains around the age of 12.

Their average lifespan is around 42 years of age, with cubs reaching breeding age of 14 and only being able to learn how to fly at the age of 8. They live in prides of around 14 members usually consisting of 1 breeding male who is the only adult male in the pride, 2 breeding females who are the strongest females and are the only ones who will mate with the male and produce offspring, 5 hunting females who are the weaker females who go out and hunt for prey but can challenge either one of the breeding females for the ability to breed with the male, and 6 cubs. Once the cubs reach the age of 14, they leave the pride, either willingly or forcefully. Females go out and seek out new prides to enter usually by finding prides and killing a hunting female or breeding female and taking their place in the pride, and males seek out lone females to form new prides of their own or killing the males, then cubs, of other prides and claim those prides as their own.

Manticores, as one might expect, are purely carnivores and adults must eat around 50lb of meat a day to maintain a healthy body. They do not go for small animals and single Manticores travel for miles to track down and hunt animals such as horses, sheep, deer and even go for animals such as wolves, lions and bears. Groups of Manticore can take down larger animals such as elephants. Prey are not eaten immediately however but are taken back to the pride to share. The first to eat are the breeding females, then the cubs, then the Male then the hunting females.

To catch their prey, the Manticores have an arsenal of deadly weapons which includes their size and bulk, armor rending talons, crushing jaws and teeth, and venom filled stingers. They inject a cup of venom into a target every time they sting and carry enough venom for 4 stings. Manticore venom is extremely dangerous, with a single drop to cause a man's blood to feel as it is boiling and a tablespoon is enough to kill. A single sting being strong enough make an elephant to suffer a painful death. However the sting is only used against aggressors the Manticore isn't going to eat as the poison remains in the body can causes a burning sensation throughout the body if ingested with a pound of poisoned meat being enough to hospitalize the average human for months with a 1 in 3 chance of death, even if the meat is thoroughly cooked. Adult Manticore are relatively safe from these effects, usually feeling sick shortly after consumption, but to cubs it could be lethal as cubs gain the ability to vomit at the age of 5. Because of this Manticore usually only use their tails against fights with other Manticore as 1 sting can cause a healthy Manticore great lasting pain, 2 stings causes disorientation and stiffness in the limbs, 3 causing death after a few minutes.

As the symbol of Judj, Manticores are often used as the symbol of his worship, usually in the form of statuettes which they carry around for mobile worship or jewelry such as pendants or bracelets. Judj's faithful treat the animals in the highest regard, with many bowing down to the animals if their eyes meet before going on their way. In rare cases, if one of Judj's faithful perform a feat of great skill, valor and have upheld Judj's law for many years, they will be granted a young adult Manticore to use as a mount. The Manticore is as loyal ass a hound and is as larger then the largest horse, with the ability to kill an elephant with ease. Often times, these Manticores are armored to enhance their durability in the face of weapons like bows, spears and swords but shields and breastplates pale in comparison to a Manticore's own strength, speed and sheer killing prowess.
 
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As tempted as I am to reincarnate refcaska, this time I think i’m gonna go for a war god. CS will be up shortly.
 
Name: Bollduilk, the flame of conflict.
Domain: The god of ambition and conflict.
Appearance: View attachment 2513
To mortals his presence is made known through the symbol of a blazing spear, with no firm grasp upon what he truly looks like.
Motivations: Bolldoilk believes that conflict is the purest form of advancement one can hope to achieve, as a great many things can be done by even mortals when under duress. He seeks to embroil the entire planet in, if not war, then open competition with any and all others that do not belong to one’s group so that those with the necessary drive and capability can truly shine. He will inspire this wherever he can, viewing the resulting fallout as his ultimate goal. To him, there is no right or wrong. He views the person attacking another in the same light as he views the one defending themselves, and then favours only the victor.
Strengths/powers:
Bollduilk has instinctual control over anything or anyone that has been forged through adversity, and can shape metal and flame at will.

His hair serves as his greatest tool, able to form into solid pillars of fire resembling anything he so wishes.

He is capable of blessing mortals who have given their lives to conflict (commonly warriors who know nothing but war, however this can apply to people such as politians) with the ability to excel at all forms of conflict, whether it be physical or mental. These mortals gain signature traits of firey red hair coupled with ebony skin and a physique to die for.

Weaknesses/flaws:
Bollduilk is a somewhat cruel god. He does not plan, and view the consequences of his actions as part of the reward. Under his guidance, people die and suffer.

Bollduilk views Judj as an enemy, and does not hesitate to be hostile when he can. He views the actions of Judj’s followers, hanging up against those who he had meddled with, actively goes against his own teachings.

Bollduilk is brash, treacherous and short sighted. If he believes he could gain something from another, he would not hesitate to exploit it before thinking upon what could potentially happen.

Bollduilk is an arrogant god, and believes the other gods to be either stupid or weak. Because of this, he often underestimates others.

Bollduilk is not the smartest of gods, and views violence and harsh words as more of a first resort than anything else.
 
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I really should've asked this before, but how is magic going to work, if it's going to be in the RP at all.

Yeah, there's definitely magic, both divine and arcane, I'd imagine. Divine magic is essentially freely given by our god characters while arcane magic... I have never really considered, honestly. Maybe it's workable innately from the world itself? That'd be good, yeh.
 
Maybe magic could come from the gods themselves? Like the more people learn of gods, figuring out their intents, motives and such the more powerful they become in the arcane.
 
Hey all, just was talking to Chelonian and we ironed out some guidelines for magic! Here goes:

Numbers of Magic Users
At any given time, there are roughly 1% of the world population that know magic and can cast spells. All such magic users can do basic tricks like light candles or fill a glass or open a door. 10% (0.1% of Avren) of the entire population of magic users can do more interesting things like shoot fire, freeze water, etc. Essentially things useful in a military or industrial sense. 10% of those magic users (0.01% of avren) can do truly impressive things, like bring down a wall, fly or even charm someone. Unless otherwise agreed upon by all players and the GM, every civilization will have roughly equivalent numbers of magic users.

Arcane Magic
Natural or Arcane magic is learned as a skill and exercised similarly (it can atrophy too) and is not tied to religion, but if you control a character with arcane skills remember that they are normally only proficient with one 'school' (basic sort of spell; 'Fire' or 'Hypnotism', etc) at a time.

Divine Magic
Divine magic is powers given to a mortal by a god. No player god is greater in sum than any other player god, and all player gods are 1/4 as powerful as mature Old gods. Divine magic is always expected to go along with the player god's domain in some way. Divine magic is not learned, but otherwise follows the numbers and power level guidelines for arcane magic users.
 
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