You are deities. Not big ones. Not strong ones. You are small. Limited. Physically present. But you are divine nonetheless.
The eggs you had hatched from were buried into the soil by hands that now rest underneath Onaria. It is a strange place, devoid of anything and surrounded by the sea. It is all you can percieve beyond the barren wasteland of your home.
You wade into the water of the sea and see how and cool it is.
You touch the bare stone of the ground to feel its warmth underneath.
You sense the air. You gaze into the morning sky to see the light. Until it turns dark when the sun sets, teaching you time, movement and change.
You see the ground stay down under the force of gravity and witness order, and see that very same gravity tear it apart in an earthquake and witness chaos.
It becomes familiar to you, to the point you can see how they may stack and interact, and you are inspired. So, with nothing better to do, you experiment.
You are limited in what you can do. You are too small to create from scratch, but you can transmute, mix, and copy to your hearts content.
But enough of what you see and do.
Who and what are you, really?
This a god game where you build a world through interacting with it in novel ways. You are on an island surrounded by an infinite sea. It is a torrodial space- trying to leave carries you to the opposite side of the box.
You play as deities. You have observable, tangible physical forms and are not omni-anything. Your name, form, personality, intentions and associations can be anything you desire within reasonable limits. Go nuts.
You pick your first sphere associations on these 12 primordial ones. Your associations may include between one to three of these. You will be granted additional association slots later on and have a chance to redefine yourselves, after a certain saturation of derived spheres are reached. Yes, you can invest all our slots on one sphere to make all your rolls that directly include that sphere much more likely to succeed, at the cost of losing out on a more diverse portfolio. Anyone who joins after this point of saturation will have access to these derived spheres from the get go. People joining after the Building Phase can only select from derived spheres.
A derived sphere is a sphere emergent of others. Such as ice being potentially emergent of water and cold, or sand being emergent of fire and sand, which are emergent of hot and air, and stone and time, respectively. There is no preset way of making anything, these are just potential examples and anything else that also made sense would also be valid ways to reach them.
- Water
- Cold
- Stone
- Hot
- Air
- Light
- Dark
- Time
- Movement
- Order
- Chaos
- Change
You have three actions per turn, and the success of these three actions are determined by a 20-sided dice, with the higher rolls meaning more success. The results of these dice are determined by the complexity of the action, situational difficulties, level of abstraction, and your associated primordial spheres. You can use your action a single chain of interactions in a single turn to produce things from what you made in that very turn.
The usage of associated spheres in a given action grants you bonuses on a given roll. A sphere with only one slot allocated boost by +2, two slots make it +3, and all three slots make the bonus +5.
You cannot create things out of nothing. But you can populate pre-existing things onto the world, process a thing into some other thing by itself, or take two things and mix them together to create a single novel thing. This may be perfectly literal- taking sand and fire to make glass. Or it can be cartoonish, like taking a rock and smoothing it to produce a raw gemstone. As long as the act is tangentially related to the end result and the agents involved, it is an acceptable action. Get creative. It doesn't needs to be realistic. You can make cloud trees or crystal animals or whatever. Just not logically impossible things like a square circle or something super specific like scissors or something. The things pertaining to these 12 primordial spheres already exist in the world and need not be created and are always available. While anything derived can be copied and pasted infinitely, they will have to be recrafted from base components on the chance they go extinct.
Building Phase, where you make world-changing stuff and create the world, will take around 10 turns, and each turn is a 100 years in this state. The turns will become 10 years each on the Game Phase, which will see you take less drastic actions: such as guiding and winning the favor of the creatures of the world and fullfilling any visions you may have of them in game of dominance. Think of what you will be doing as worldgen in DF. If necessary, the Building phase can be extended for 2 more turns, but no more than that.
No actions are taken in the turn 0. Just write up your character. There is no player limit.
Name: Magmacube
Form: Magmacube
Personality and Intentions: Is Magma, plans to be Cube.
Spheres: Stone (1), Hot (1), Chaos (1)
List of Turns