Tiberius wrote: ↑Sat Apr 28, 2018 2:25 am
Grock and myself will be the moderators.
Changes:AlexanderML wrote:Please re-post your character sheet onto this thread, and talk about all your OOC things here! I'll repost the rules here as well.
No single point exists where they end, for the stars are endless and eternal. Heavenly they shine their light upon the void that can only grumble at the sting the stars give it. Some might say that the stars are but the decorations of a grand cloak, woven in void and covers some unknown being. Others might say that the stars are the first beings with minds, truly the heart and souls of the universe, with the void being the hungry animal that consumes them. While most just say that the stars are eternally there, just tiny shiny specks in the universe that are as meaningful as rocks.
Yet... they birthed the gods.
Beings born from the stars, either through the shadowy void's reaction to them or through their own brilliance, they created the gods. No one knows why or how, but it happened. Now what shall these beings do inside the endless sea of stars?
Welcome to Lords of Creation-The Children of the Stars! While I personally have no idea what to expect from this site on this game, I'm going to try and stay positive! This is a fun game which I love the freedom it gives, and the lack of needing someone to be the GM. I personally give thanks to all the previous players of this game for developing the rules over time, I'd never come up with all this on my own!
"For those of you who are unfamiliar with Lords of Creation, or LoC, let me explain what it is. Lords of Creation is a cooperative storytelling game in which the players take on the roles of Gods. As gods, the players shape and build upon a blank slate fantasy world. They interact with one another, create mortals, magic, and civilizations, and rule over their domains with power befitting divinity." -Darklady2831
Mods:First World Blessing:This game normally has several mods, or moderators. Mods are players who know the game, keep the peace, answer difficult questions, approve profiles and make judgment calls about in-game material. If a mod tells you to do something, please respect their authority; nobody wants any OOC conflicts on our hands. If you have any questions, feel free to ask a mod! Current mods are as follows:
(Not saying I'm perfect and if I see someone who is good at solving OOC conflicts and rule disputes I'll probably promote them to mod. Please try to work with me and tell me if I'm doing something wrong!)Some of Mystic's great advice on curse wars:It should really be first plane blessing, but world works sorta. No god leveled above lesser god may physically enter the first plane of creation, they are thrown away either into another plane that has been created or the void. The universe just cannot handle the divine power of such beings. While the first plane is mostly void at the start, it is considered a different plane from total void which is a place between the stars.Life, and Concept Ownership:Curse Wars are something that seems to happen at least a few times in every LoC game. When two players can't agree on how to handle a particular blessing or curse, they often begin throwing AP at each other in increasingly expensive actions in order to simply undo the other player's actions. For these occasions, there has been a quote passed down through the iterations of this game that proves most illuminating. We thank Mystic1110 for making the post so long ago, and I'll have it posted it here for your convenience.
Mystic:I think the problem is that people treat curse wars like this:
1 AP: Make super healing plants.
2 AP: Kill all super healing plants.
3 AP: Recreate super healing plants.
4 AP: Kill all super healing plants.
5 AP: Recreate super healing plants.
When it should be treated like this:
1 AP: Make super healing plants.
2 AP: Super healing plants are struck with a disease like real world plants and large cluster of them die because of lack of genetic diversity, now they only exists but far spread out, rarer and never in large clumps.
3 AP: Super healing plants emit an aura that make them easy to find.
4 AP: Plant poisonous plants around the world that emit the same aura, look the same and kill instantly, so a person looking for these plants will have to journey towards them but will never know if they will die or survive at the end of the journey.
5 AP: Create spirit guides that aren't an actual species but a manifestation of that super healing plant's benevolence, and like the will o' wisps in "Brave" they lead people away from the poisonous plants.Divine Rank/Weekly AP/Required Domains/Maximum Infusions/ Maximum APIn LoC, it is tempting to think of the Concepts and Creatures that you create as 'yours'. While sometimes it makes sense for an idea or life-form to be a closely kept secret, it should not restrict the story. When you Create Life or a Concept, you should discuss openly with other players whether you mind if they use it or not. If they want to use your creation for something, be open minded and consider their request. You can of course say no, but it is discouraged to completely shut someone down. Instead, try to work with them to find a compromise. You'd be surprised what can happen when players communicate with each other.
Demi-god: 4 AP a week/2 Domains required/3 Infusions at most/16 AP at most
Lesser god: 5 AP a week/5 Domains required/4 Infusions at most/20 AP at most
Intermediate god: 6 AP a week/7 Domains required/5 Infusions at most/24 AP at most
Greater god: 7AP a week/9 Domains required/6 Infusions at most/28 AP at most
Elder god: 8 AP a week/12 Domains required/7 Infusions at most/32 AP at most
Random Conflict Resolution:
With Modification by LordTzeentchAP Actions:Random Conflict Resolution, or RCR, is a method by which irreconcilable creative differences can be reconciled, or for murder to happen. Rather than continuing a stalemate argument in the OOC thread, or an eternal fluff war between races, players can simply opt to solve their disagreement or war with the roll of a die. RCR can also be used as a fun tool to settle matters where both sides are unsure of how to proceed, if both sides are fine with a randomly determined outcome, or if one side wants to kill the other.
RCR can take many forms, though it usually comes in the form of combat between two gods, mortals, or civilizations. RCR must have a stake, and when RCR is initiated, the players involved must say what happens if they win, if both players agree to the stakes (which can make Kill a god a free action if agreed), then the RCR is free, and any players who wish participate must pick a side. Players who are on the same side add their rolls together to determine victory. If a player is unwilling to participate in RCR, then one player can force the other into RCR by spending 1 AP. The cost of losing CANNOT be Killing a God in this case, though theft of domains is still allowed. If the initiating player wishes to bring other players to help them, then each helper must also spend 1 AP to join forced RCR. In the event of forced RCR the stakes must be generally equal, an impartial Mod may be required to judge if the stakes are Apples V Oranges.
When two or more Gods participate in RCR, they each roll 1d10 per Domain, and add any modifiers for Artifacts or Infusions that apply. Societies, and Organizations always roll 1d10 plus modifiers. Heroes roll 1d10+2 against mortals and 1d4+1 against the gods (plus modifiers either way), while Infused Heroes roll 2d10+3 against mortals and 2d4+2 against gods plus (modifiers added up either way). Add up all of the totals and compare the numbers of the competing sides. Whichever side has the highest total wins the RCR, and may resolve the contested issue in the way they desire.
Societies and Organizations gain +1 for each applicable bonus, for example the Concept of Forging or Tactics.
Mortals also gain a -1 for each tier of life below their opponent, so a Sapient army has a -2 to defeat a Fabled society in combat.
World Shaping ActionsDisclaimer: All World Shaping Actions include in their price the creation of mundane lifeforms to populate the lands and worlds they create. Any real world animal or analogue that you can think of is created on and populates any lands or worlds that you create with these actions.
1 AP - Alter Land: Alter Land is used to change the physical properties of a location, allowing gods to change plains to hills to mountains to forests to deserts to plains again. An Alter Land action can only be performed on existing land created through the Create Land, Forge Astronomical Object, or Weave Plane actions. Alter Land can be countered by another Alter Land action, however any countering actions cost 1 more AP than the original action did. To counter a 1 AP action costs 2 AP, to counter that costs 3 AP, and so on.
2 AP - Create Land: Create Land allows gods to form new lands where none existed before. You could create floating islands, raise continents up from beneath the sea, carve out massive cave systems below the surface of the earth, or create a chain of asteroids in the space above a planet. When creating land, you can decide its terrain, climate, and ecosystem. Created Land has a basic geography that is decided when it is created, and is generally the size of a continent ranging from Australia to Asia. This action can also create physical worlds that exist as a part of the Material Plane, such as moons, other planets, or stars. However, if the Land being created is supposed to serve as its own world rather than as a feature of the existing world, then Weave Plane is the appropriate action.
4 AP - Weave Plane: Weave Plane allows you to create another world or dimension, separate from the First World of the Creator. Planes can be visible from the First World, but they do not need to be. Planes can be anything you wish, from a world of blistering fire to an endless sea to a mirror image of the First World. Planes can have their own laws of physics or magic, which are decided upon at the Plane's creation. God have to follow these laws as much as the First world's, which is almost not at all. A infusion (described below) on a plane can make it so that gods are forced to follow the laws of the plane. Any Plane that is created cannot be reached from the First World without magical, technological, or divine aid. If your plane is meant to be a feature of an existing world rather than its own world, then Create Land is the appropriate action.
2 AP - Bridge Plane: Bridge Plane is an action that connects two Planes of Existence, creating areas of 'bleed through' in each other. The metaphysical properties of the planes will leak into each other in the area surrounding the connection, forming small pockets of altered reality. Bridges between planes can be either voluntarily closed by their creators, or broken with a 3 AP Alter Land action.
Life Creation Actions:Concept Creation Actions:Disclaimer: 'Life' as it is referred to in these actions is not limited to organic creatures that breath, eat, and sleep. The Undead, Elementals, and Constructs are all acceptable beings to create with these actions, and any references to 'life' in the actions below refers to any animate creature.
1 AP - Create Monstrous Life: Monstrous Life is any sort of incredible or supernatural creature that is incapable of higher thought. They think like animals, and cannot learn magic or industry. Monstrous life is incapable of using Concepts, but they can have innate abilities that are considered fantastic. Wyverns, Golems, Zombies, Shambling Mounds, or Dretches are all examples of Monstrous Life.
2 AP - Create Sapient Life: Sapient Life is life which can think and solve problems on its own. They are the mainstay of any fantasy setting, and many of the major characters in the world will be Sapient Life. Sapient life is roughly equivalent to a real-world human. One might be stronger on average, or smarter on average, but when you add up all the pros and cons of each kind of sapient life, they're all roughly equal. Sapient Life, can make use of concepts, although their innate abilities are only about as impressive as a human's. Humans, Elves, Gnomes, Orcs, or Intelligent Zombies are all examples of Sapient Life. In D&D terms, Sapient Life has a Level Adjustment of 0 or +1.
4 AP - Create Magical Life: Magical Life is life that can think for itself, and also have fantastical properties. They might be quasi-magical by nature, and are capable of supernatural flight and lightning manipulation. They might be vastly stronger than the average human, or have greatly expanded intellects. Magical Life is inherently superior to Sapient Life, and are capable of utilizing the same concepts as Sapient Life. Dragons, Demons, Vampires, Angels, and Archons are all examples of Magical Life.
6 AP - Create Fabled Life: Fabled Life is life that is inherently legendary. Beings of great power and consequence are considered fabled life, each member of such a species capable of destruction or benevolence on scales beyond all but the most exceptional and powerful of mortals. These beings are truly unique, being on a scale comparative to that of minor gods. Their very being is suffused with divine energy, allowing them to perform minor miracles simply by existing. Fabled Life takes up an Infusion slot, and may, once per rollover, perform a 0 AP Alter Land, Bless/Curse, or Create Monstrous Life action. Monstrous Life that is created this way can be controlled by anybody unless they use a bless or curse action to be the sole controller of the creatures. Fabled Life also can instead of using a divine action give the god that created them a +1 to a RCR once per rollover.
Variable AP - Create Sub-Race: Subraces are forms of life that are descended from and related to existing creatures. Half-Elves and Drow are subraces of Elves, while Metallic and Chromatic Dragons are subraces of Dragon. Creating a Sub-Race costs half as much AP as creating the parent race took, rounding up. Sub-Races are by default the same level of life as the parent race, but you can change the level of life during the creation of a Sub-Race if you wish. Changing the level of life up costs 2 AP per tier, while lowering it reduces the cost of the action by 1 AP per tier (to a minimum of one).Divine Artifice Actions:Disclaimer: Concepts are ideas, techniques, and systems of power that make a fantasy world what it is. Anything that is used or applied by a Sapient being is a concept. From Smithing to Carpentry to Pyromancy, Concepts cover almost anything that would be a persistent part of the world that can be used by the sapient species that inhabit it.
1 AP - Create Mundane Concept: Mundane Concepts are simple things that nonetheless lay the foundation for higher civilization. Many Mundane concepts can be assumed to exist in a primitive form in any society of sapient beings, but spending AP will develop it further and make it a defining point of a culture. Agriculture, Trapping, Writing, Masonry, Shipbuilding, and Smithing are all examples of Mundane Concepts.
2 AP - Create Advanced Concept: Advanced Concepts are complex ideas that greatly improve the capabilities of sapient beings that utilize them. While a single Advanced Concept does not on its own revolutionize a society, in tandem with other concepts they can advance societies by leaps and bounds. Architectural Engineering, Mathematics, Steel Working, Siege Warfare, Astronomy, and Literature are all examples of Advanced Concepts.
4 AP - Create Mythical Concept: Mythical Concepts are fantastical ideas and elements that provide incredible resources and capabilities to the Sapient beings that utilize them. Mythical Concepts represent the various extraordinary arts and techniques that can be performed by Sapient beings, from systems of magic to powerful technologies. Sorcery, Alchemy, True-Naming, Magitech, and Mythril Forging are all examples of Mythical Concepts.
Variable AP - Create Sub-Concept: A Sub-Concept is a way of extending and better defining the capabilities of an existing concept. It can take the form of new applications for existing techniques, new materials to work with, or new Techniques to achieve similar effects. One could create a sub-concept of Sorcery called Divination that allows sorcerers to divine the events of the past, present, and future. A sub-concept of Magitech could by Vehicular Locomotion, allowing the creation of magic-powered trains, flying ships, or mechanical steeds. Sub-Concepts can only be created from existing Mythical or Advanced Concepts, and costs half as much as the base concept did to create.
2 AP - Form Society: Societies are the cultures and civilizations that mortals form when they band together for mutual gain. They can take the form of monarchies, merchant republics, city-states, nomadic tribes, democracies, or anything else you can think of. Societies are required for any non-heroic mortal to make use of Advanced or Mythical concepts, and without a society mortals default to hunter-gatherers or isolated hermits. Human Republics, Dwarven Kingdoms, Giant Empires, Elvish Democracies, and Orcish Tribes are all examples of potential Societies.
1 AP - Create Organization: Organizations are groups of like-minded individuals who are united under a single banner or cause. Organizations differ from societies in that they exist as separate entities. A single society may have several organizations that operate within its borders, while a single organization may operate within several societies. Organizations give mortals within them a +1 bonus to RCR, and allow non-heroic mortals to wield Minor Artifacts. Secretive Cults, Mercenary Companies, Magic Schools, Scientific Universities, and Merchant Guilds are all examples of potential Organizations.Disclaimer: Divine Artifice Actions are actions that produce effects and creations specifically tied to your god's influence and essence. These actions allow your god to directly influence the circumstances, energies, and inhabitants of the world.
1 AP - Bless/Curse: Blesses and Curses are extraordinary circumstances that have been influenced by a god or brought into being by powerful forces. Blesses are generally beneficial effects that improve circumstances or events, while Curses are malignant effects that do the opposite. A Bless or a Curse can be as wide or narrow as you want, ranging from causing a drought in a small village to resurrecting every dead being in the world. Blesses and Curses can be countered by another Bless or Curse, but countering such an action costs 1 AP more than the action being countered did.
2 AP - Raise Hero: Raise Hero marks an individual as having an important role to play in the events of the world or the machinations of the gods. Such beings may have a wide variety of titles, or indeed no title at all, but they are all referred to as Heroes in this action. Heroes are set apart from the masses for some reason, be it impressive natural talent, divine providence, or perhaps they are exceptionally unremarkable. As such, Heroes can participate in RCR with both gods and mortals. Against mortals they roll 1d10+2, against the gods though they roll 1d4+1. Heroes are also capable of wielding both Minor and Major artifacts without belonging to an Organization. While Heroes can be affected by Blesses and Curses, or other actions, they cannot be killed or defeated through the use of AP without the permission of the owning player. RCR can defeat or kill them, if they were used in combat between gods.
3 AP - Divine Infusion: A Divine Infusion is a special action that imparts a portion of a deity's divine essence and power into another thing. People, places, objects, or even entire worlds can be infused, providing those things with unique effects and powers that act as an extension of a deity's will. An Infusion bestows the recipient with a portion of a Deity's power, and what exactly that does it up to you. You could infuse a population of people, or a hero to act as your earthly avatar, or infuse a particular place to become holy ground that reacts to attempts to change or intrude upon it. Infused peoples must be of either a organization, society, or race, once infused they gain a +2 to RCR as well as cosmetic changes based on the god's wishes. Infused Heroes become Exarchs, gaining an additional 1d10+1 against mortals and 1d4+1 against the gods in RCR and gaining the ability to serve as a vessel for your deity's mind, allowing your deity to possess them in order to act and speak through their body. Infused Artifacts either gain a +2 bonus to RCR or an additional 1 AP discount to specific action once per rollover. Infused Planes provide the infuser with a 0 AP Alter Land action once per rollover that can only be used on that plane, as well as turn it into holy ground. Infused Lands become Holy Ground, giving any follower or ally of your deity a +1 bonus to RCR on the infused land as well as allowing you to alter the magical or metaphysical properties of the land (such as by barring magic or technology, or defying gravity). Each god may only make a limited number of Infusions, but they may cancel an infusion for free in order to make a new infusion.
3 or 6 AP - Create Artifact: Artifacts are incredible objects with extraordinary powers and importance. Swords that can cut anything, boots that can walk across dimensions, or legendary forges that smith weapons unlike any other are all examples of Artifacts. Artifacts are incredibly significant magical or technological items, capable of unleashing world-shaking power. Artifacts come in two varieties, Minor and Major. Minor artifacts are too weak to be useful to a god, but to mortals are incredibly rare and powerful items. Major artifacts are so great that even a god can find great advantages to possessing one, and only the greatest of mortals could hope to hold one and survive. Minor Artifacts cost 3 AP and can provide a +2 to RCR for mortals and aid them in performing incredible feats, while Major artifacts cost 6 AP, can provide a +3 RCR to mortals, or can provide the wielder with a 1 AP Discount on an action specified at creation once per rollover. In the hands of a god a weapon is a dangerous thing, minor artifacts give +1d4+2 in the hands of a god to RCR, while major artifacts gives +1d6+4. This only applies if the artifacts only purpose is to be used in combat.
3 AP - Form Pantheon: Pantheons are groups of Gods that have banded together for mutual gain or goals. Each member of a pantheon gains one 'Pantheon Action Point', or PAP per rollover for every three members that the Pantheon consists of. These PAP do not accumulate, and only refresh each rollover. If you fail to spend the PAP, then you lose it forever. PAP does not count towards gaining domains, but can be used in combination with normal AP to perform actions. The leader or leaders of a Pantheon are those who contribute to the AP required to perform this action. Those who use this action are automatically considered leaders of the Pantheon that they create, they do not have to use the 'Join Pantheon' Action. Each Pantheon has a leader or group of leaders, who can expel members for any reason by spending 1 PAP.
1 AP - Join Pantheon: To Join a Pantheon, Gods must either be involved in its creation, or use this Action. You can only join a Pantheon with the permission of at least one of its leaders, and you cannot join a pantheon that you have been expelled from without the permission of all of its leaders.
3 AP - Gain Domain: Gaining a Domain allows your god to grow in power and influence, eventually ascending to higher tiers of divinity. In order to gain a domain, you must spend 7 AP on actions related to that domain. Pantheon Action Points spent do not count towards gaining a Domain, and discounted actions count the reduced cost towards gaining a Domain. When you gain a domain, you pick a Domain and a Portfolio, and you deity gains influence over those things.
Domains vs. Portfolios:
Code: Select all
[B]Name, Optional Epithets/Aliases[/B] [B]Player Name:[/B] Your username. [B]Domains (Portfolios):[/B] Two Domains with Associated Portfolios in Brackets beside it. [B]Alignment:[/B] Standard Dungeons and Dragons Alignment, please. This is not meant to restrict your character, but rather give a vague idea of the direction your god is headed in. [B]Symbol(s):[/B] What symbolizes your deity? What iconography do mortals associate them with? [B]Appearance:[/B] What does your deity look like? Does it have multiple forms? Does it have a body at all? [B]Personality:[/B] Who is your deity? How do they act? What motivates them to do the things that they do? [B]Dogma:[/B] What does your deity stand for? What do they teach their followers? What are their goals?Birth of gods:There is sometimes some confusion as to the difference between a Domain and a Portfolio.
Simply put, a Domain is a wide concept that your god has influence over. A Portfolio is a narrow, specific thing that your Deity reigns over.
Water is a Domain, while Rivers are a Portfolio. Two gods can share a domain, but not a portfolio.At the start of the game the players with accepted applications will need to choose one of three sources for their god's birth. Either the Void of nothingness between the stars, the Shadow that hangs at the edges of the stars light, or the Stars themselves. This has nothing to do with alignment or gives any real connection to anyone.
Turns last 100 years.
Heroes are heroic bloodlines or other such sucessions of greatness.
Earth- The Mortal World (Blessed with rains that allow greater plant diversity)
-Nirea (Antartica shaped landmass where North America once was)(Desert, Forests, Crystal Forests, Swamps, Mountains)(Black Rain melts stone)
-Shattered Lands(Erratic Landscape Surrounding Nirea)(Mountains turn to Hills to Islands as one moves away from Nirea)(Very Mineral Rich)
-Safad(Australia)(Savanah)(Infused by Riluria to look like a desert from the outside)(Incredibly fertile Land)(Black fog rises every full moon and inflicts a curse of blood lust, desire for martial greatness and a draw towards Kauri.)(Countered by curing mist)
-North Pole(Ice melted, Land Added, Swamp)
Moon- Infused by Venarus, produces Unlight that swallows up lesser light sources and can be seen by his followers
Paradise of Kings, Afterlife for Thralls, Wretches, Venarites and Chosen Naraaq
Realm of Knowledge, Afterlife of Great Scholars and Avgor Heroes
- in many places it connects to earth creating underground libraries seeded with knowledge from the realm.
Rightous Throne, Palace surrounded by praries, afterlife for godless rightous in the praies, and followers of Faard in the Palace
List of Societies
Naaraq- A group of Kingdoms that cover the Shattered Lands. Worship Venarus, Practice Ritualistic Cannibalism, Take Thralls in War, Have Souls. Mine. Have Steel and bloodmagic.
Avvgor- Pacificst Kingdom in the Shattered Lands inside a plateau after they were driven from the top by a terrible cold. Venerate Fire and Art. Worship Detalla. Caverns heated by unending fires, and edible plants grow from stone.
Yetuun- A Democratic Society Established in Safad. Worship Rilura. Worship of Faard is growing. Greater Knowledge of writing and farming. Have a Healing Touch. Water Bending. Excellent Builders and Domesticators. Call themselves the Rilurans. made of three walled cities connected by tunnels. Have Souls.
Mirrored Federation-A group of plutocratic city-states in Nirea. People call themselves the Rastenids. Produce Woodwind Instruments. Far Larger than normal Humans and have great strength, but move their limbs with little speed. Two hours of self-blinding invisibility. Run Fast. Perfectly symmetrical cities, each male head of household must alternate between living in his own home and swapping with the man who lives in the corresponding house on the other side of the city. Worship Faard. Recently slaughtered in mass and driven up into the mountains. Invulnerable to direct physical violence.
List of Organisations
Reflective Cult- Belief in perfect Recompense, found within Yetunn. Worship Faard. Hyper Secretive
Kauri- A guild that keeps the secret of steel production with Safad. Sells high-quality metal goods across the three cities. Smiths cursed to become obsessed with producing the greatest weapons and armour Secretly a blood cult of Venarus dedicated to making the greatest weapons, armour and warriors. Have bloodmagic.
List of Creatures
-Sharia are small Crystaline Hexapods that guard Crystal Pillars Found in the Congo and Nirea
-Hol small creatures that walk on stilts, and filter water from sand. Found in Australia
-Echov A mass of mouths that attracts prey by sound and reproduces by fragmentation. Can survive for 6 months without food Australia
-Arg Tiny Grass Eating Purple Kangaroos Australia
-Kryos Quadrepedal Bio-Crystal Hybrids that hunt prey to feed their crystal pillars. Found in Nirea and the Congo
-Soul Bat a large bat that forms a powerful bond and mental link with the first human it sees. Used for hunting, scouting and couriering.
-Tunmaj Cross between a bear and a moose. Riden by the Naraaq and act as pack animals when trained, and solitary hunters when feral.
-Amrados, Large Armadillo like creatures that burrow underground until they smell non Rastenid Blood and emerge to eat whatever humans they see
-Breath Flying creatures that can't move once grounded and eat birds
-Wretch Bestial warped humans with an insatiable hunger for Humans and each other. Spawned by cannibals who lack Venarus's favor. Found in the North.
-Humans beings without an apparent creator, alongside the rest of the earth.
-Runi, Art loving Telepathic Symbols, know other languages
-Venarites Cannibals with Venarus's Favor. Lack Biological Needs. Strong Drive to Kill. Hyper Resilient and Regenerative. Long Lived. Found in the North
-Balora Large Crystalline Scorpions of exceptional strength and intelligence. Stinger shoots an Energy Beam. Found in Nirea and the Congo.
-Marls Migratory Birds that nest in the North Pole. Have a love of Song and Happiness. Extreme Intelligence.
-Spirit Guardians Legendary Winds that blow over Nirea and serve the Will of Fard
-Shimmering Guardians wind caring a shimmering object. Children of Spirit Guardians.
- Srae Great Two Headed Lizards that help bring Peace to Yetun. Heal with their songs.
-Aneros A Giant of Flame that can move Mountains
-Cursed Winds Created from Spirit Guardians breath caring curses. Freezing cold, feral and wild. Only listening to their father Venarus.
-Agrithil, Immortal Artists and Historians
List of Mythical Concepts
-Souls are images of a person's memory and personality made of energy. In death the soul is freed to wander the void forever or head to an afterlife
-Bloodmagic uses souls in the form of blood, sacrifices or great rituals to steal voided souls to produce various effects, such as the production of bloodsteel, a legendary metal.
-Weave, a way to alter reality with a tapestry
List of Heroes
The Sand Sage, A Rastenid who learned the way of Sand(Control of Sand, Hunting and Unarmed Fighting)
Master of Deflection, A Restenid who has mastered the art of redirecting projectiles. Hereditary.
Saranthites, A Rastenid Blodline that can sense metal ores in the ground.
Ataraaq, Title gifted to whoever conquers all the Naraaq. All Naraaq must obey his commands and cannot lie to him. His mind and sense are very sharp.
The Eternal, a soul that is bound to the earth and just posseses a new body whenever it dies. It steals all the skills and memories of the body it takes, and retains them once the body dies. Incredibly Cunning, Brutal and knowledable.
List of Artifacts
Staff of Sediments- A Giant Staff made of sand that can create Heroes.(Reduces cost of making heroes by 1) Held by Fard
Circlet of Enlightenment- An Emerald Circlet held by Faard. Reduces cost of Sapient Life
Hydration Chalice- Turns any liquid to water- Held by Yetunn
Chagrain Torch- An ever burning torch held by the Avgor
Book of Major Achievements, held by Rilura
List of Pantheons
The rightous council is lead by Faard and consists on of a legal framwork with Faard as head judge and arbitrator.