conversations: human
conversations:  This is where you post your gods/creations/histories/and actions per turns that you have done.
conversations: ArlEammon:
conversations: human
conversations:  Name:  Lethen, the Dreamer, Wavesinger
   Domain:  Inspiration, Sea (Major), Life (Minor)
   Portfolio:  Patron of sailors, shipwrights and everyone whose subsistence depends on the Sea; patron of poets and dreamers.
   Abilities:  Divine Inspiration, Item Creation, Nature Affinity, Water Mastery
   Description:  Lethen appears as a small, skinny, green skinned man holding a fish skeleton in one hand and a wand made from coral in the other, which actually conceals a paintbrush. His dark hair is always choatic. He wears leather armor and bracers, a seashell necklace, a hat clearly too large for his head and always carries a bog-wood pipe with him. A blue spiral is painted on his right cheek He is always surrounded by at least a few Wisps, floating spheres glowing with bright blue hues, that are actually Living Inspiration. Lethen draws his creativity from the beauty of the natural world, especially the sea. His crafts, he claims, literally capture some of the essence of the things that inspired him. Never is a a wooden instrument of Lethen a mere tool. It's always a wonder.
  
   Backstory:  Once, there was a seaside village that was dying. Its men were strong and proud and its women were skilled in their crafts and long-lived. But calamities untold plagued the region. Fishes died, ships broke and many souls were lost in the storms. To most, it was a doomed place. Even the gods had forsaken it. There were some that abandoned their homeland in search of a new life, but others refused to leave and clinged to a last hope. Those brave souls remained true to themselves even if they feared that the sea would finally claim them.
  
  Once, there was a queer little green man who smelled like kelp and oysters. He came to the dying village and offered them their help. They didn't recognize him; how could they have? But he remembered them very well. Long ago, he had been one of them. He had been a builder, just like his father and his father's father before him, but in his heart he always knew he was really an adventurer, a dreamer and a fool. He imagined his life at sea and one day left the village alone in a rowboat to explore the coast and catch the rainbow fishes he had dreamt of. The boy got lost at large, and everyone thought him dead. Yet he returned, almost unrecognizable after surviving the events that would change him into a god. He was there to stay now.
  
  The queer little green man sang to the waves and he tamed them. He painted the sky blue, chasing the thundering clouds away. He threw fish skeletons in the water and they lived again. And they multiplied. He touched the ships, and they ships twisted, shifted and grew branches to plug all the holes in response.
  
  Once, there was a small god who named himself Lethen. His people called him Architect of Dreams, Celestial Painter and Wavesinger. And he brought new life and wonders to the world.
  
   Act History 
  
  Turn 1
   
   Spoiler 
  Start building the Dragonship (no act)
  
  Ceremony: Call of Blood, an effect that strengthens the bond of Lethians to dragons, increasing individual determination, toughness, but also their ferocity
  
  1 major act: Create a realm, Lethias and the surrounding bay
  1 major act: Create school of magic, Elementalism, which is a sort of elemental binding technique, except in [relative] harmony with nature
  1 major act: Gain ability, Nature Affinity
  
  1 minor act: Enchant the houses of Lethias
  1 minor act: Spread philosophy; encouraging the dreams of the Lethians
  1 minor act: Build a glass workshop with an elemental furnace in the village
   
  
  
  Turn 2
   
   Spoiler 
  Nothing yet
   
  
  Remaining: 3 major act, 3 minor act, 1 ceremony and 1 wonder
conversations: Kaiser Omnik:
conversations: human
conversations:  Name:  Y'zmin; The Dancer, the Veiled Lady.
  
   Domain:  Love (2).
  
   Portfolio:  Patron of dancers and protector of pregnant women, those who wear masks and those who wear bells, and above all love in all its forms. Some say she also looks after those who travel in the desert.
  
   Abilities:  Divine Charm (duh), Lifegiver, Polymorphy.
  
   Background: 
   
   Spoiler 
  Once, there was a desert land, a land of fire and air, of wind and sun. A sensual land, one of waking dreams and scorching sands. It was here that a civilization flourished, many aeons ago. The world turns, and great buildings turn into dust, mighty kings in their vast tombs slumber forgotten beneath the dunes, and ancient temples lie desecrated and abandoned.
  
  Once, there was a concubine of a desert warlord, wearing priceless silk and skilled in the ways of love. Even as her lord gains in power from a mere oasis to ruling seven, she still advises him and entertains him with cunning talk and fine dances. The world turns, and now her lover is dead at his enemies' hands, and she is cast out into the desert to die.
  
  Once, there was a woman who refused to give up and die, though her once-fine clothing had been torn asunder and her bones burned. She sought refuge and precious water within an ancient ruin, not knowing the forgotten god who had once been venerated there. She looks around, seeing the ancient murals of the cat-god, and ventures deeper within. She finds a silver ring at the heart of the temple in a broken chest, with an emerald that reflects the summer sky set into it, and places it upon her finger. The world turns, and she is found worthy by the essence of the long-vanished god.
  
  Once, there was a goddess, who changed her form with the desert winds, who brought new life to her beloved desert in her wake, who no mortal could look upon without loving and fearing. Her mortal name forgotten in her ascension, the mortals who looked upon her named her Y'zmin, "beauty". Her enemies trembled when she returned to her lands in her full splendor and glory, but she forgave them and blessed their children. The world turns, and the mercy of Y'zmin becomes legendary among the desert tribes.
  
  Once, a very long time ago, the world turned around the cities of the desert. They shall again. The world turns, and love shall change it.
   
  
   History: 
   Turn 1 
   
   Spoiler 
  Major Act: Create a Wonder; Brudjou Alamassi, the City of Glass.
  Major Act: Create a Magic; Lazuli Magic, the magic of transformation and love.
  Major Act: Create an Artifact; the Collar of Y'zmin, which increases her beauty and charm, as well as her commanding presence.
  
  minor act: Establish Servants; the Veiled Lovers, priests and missionaries of Y'zmin.
  minor act: Spread Philosophy.
  minor act: Boost Population; Dark Elves (+Lifegiver)
  
  Ceremony: Boost Domain; Love 2.
  
  Free Act: Establish the Dark Elves.
   
  
   Turn 2 
   
   Spoiler 
  Major Act: Create an Artifact(s): The Five Swords of Love, magical blades that seek out their fated wielders.
  
  Ceremony: Boost Creation; Sanctify the Five Swords of Love.
   
conversations: Raz_Fox:
conversations: human
conversations:  Name: Elsindril
  
  Domains: Shadows (2)
  
  Portfolio:
  Shadows, Assassins, Thieves, Intrigue, and Secrets
  
  Abilities:
  -Elemental Mastery (Shadow), Elemental Purity (Shadow)
  -Polymorphy
  -Harbringer of Death
  -World Alteration
  
  Background:
   
   Spoiler 
  During his mortal life Elsindril was an assassin who worked for a noble king. Being the bastard half-brother, it fell to him to protect the king's reputation and status. He never enjoyed the act of taking lives, he merely understood the necessity to keep the kingdom running efficiently. Any time a baron or duke might start a revolution, Elsindril would be there to end the conflict before it began.
  
  Elsindril had mastered the art of assassination so well, it appeared as if he had become one with the shadows. One night, as he was dispatching a minor lord who was raising a small army. The lord's wife walked in as he delivered the killing strike. The wife in a furious rage cursed Elsindril to the darkness that protected him.
  
  Unable to shed the darkness and return to a normal life, Elsindril embraced the shadows and began to learn their power. After many years of study, he began teaching others how to use the shadows to their advantage. Eventually, his name became legendary among assassins and thieves alike. It was used to frighten children to obey their parents and their respective lords.
  
  As his name became more and more legendary, Elsindril's power grew. At one point, he fostered a race of shapeshifters called the shadowkin, who were able to tap the power of shadow to make minor alterations to their physical form.
   
  
  
  Act History:
   
   Spoiler 
  
  Turn 1:
   
   Spoiler 
  
  1 Major Act gain ability: Elemental Purity (Shadows)
  1 Major Act creating the Realm the Shadowglade
  1 Major Act creating Shadow Magic
  2 Minor Acts creating the City of Darkstorm
  1 Minor Act Advancing the Philosophy
  
  Acts Left:
  0 Major, 0 Minor, 1 Ceremony, 1 Wonder
   
  
  Turn 2:
   
   Spoiler 
  
  1 Major Act gain ability World Alteration
  1 Major Act create the Mountains of Twilight
  1 Major Act create Portal Magic
  
  1 Minor Act create servants the Viziers
  1 Minor Act Advance Philosophy (Knowledge is power)
  1 Minor Act create the village of Dark Tide
  
  1 ceremony increase shadow domain
  1 Wonder begin building the Uberschatten Bucherei
  
  Acts Left:
  0 Major, 0 Minor, 0 Ceremony, 0 Wonder
   
  
  Turn 3:
   
   Spoiler 
  
  1 Major Act: Create Shadow Dwarves
  
  1 Minor Act: Create villages in the Mountains of Twilight
   
  
   
conversations: Lord Vampyre:
conversations: human
conversations:  Name: Dist, The Great Defiler
  
  Domains: Corruption, Change
  
  Portfolio: To bring down the world order, and to create a new one
  
  Abilities: World Alteration, Cataclysm, Bloodlust, Divine Charm
  
  Appearance: Dist once appeared as a great beast that is featureless save for its many maws. However, now it appeared a fey darkling creature with long ears, three twisted horns, a humanoid body, and no color onto its blackness save for a deep, white smile.
  
  Backstory: A long, long time ago there was a sacrifice. Of an ancient long since past, this child was thrown into the darkest depths in the world, an offering to a demon whose name has long been forgotten. Deep within this pit the sacrifice mourned, for it could not die, the power of its curse too strong for death to take it. And so it waited, for a long, long time.
  
  One day, after it had been buried miles beneath the earth, something changed. It could hear the sounds of others who had been downtrodden, pusehd aside by society. It read their dreams, listened to the world they wanted to create. And so it waited, still for many generations, waiting for the time when it would be released from its prison, and it could rise against the world that hurt so many.
  
  Act History
  Turn 1
   
   Spoiler 
  
  Major Act: Learn and Ability: Divine Charm – When Dist listened to the world, and changed its visage (permanently, so it’s not like a polymorph [and it’s at the get-go, so I don’t think it’s against the rules]), it understood how to reach the hearts of those it listened to.
  Major Act+Ceremony: Cataclysm: Just outside northeastern Dargoneth, a once large lake, and the small area around has become a wasteland. Dist concentrated on a small area, making sure that it was wipe from the map.
  Major Act: Building a Sanctuary: Underneath the lake is now miles upon miles of caverns, a maze of rock that has not seen light for a long time. It is now here, surrounded by jutted rocks, within a large, deep pit, amiss the maze that Dist now lives.
  Minor Act: Servants: The Cult of Confusion has now been born, to be spread into Dargoneth.
  Minor Act: Advance Philosophy: The Cult has already begun to spread Dist’s words.
   
  
  
  Turn 2
   
   Spoiler 
  Cermony+2 Minor Actions of Advance Philosophy: The scroll handed to Ojan is a ritualistic design created to make the populace more prone to listen to the cult's teachings. In the very heart of Dargoneth, the ways of Dist now has the ability to spread far more rapidly than before.
  Major Act-Create New Race: The Gorja
  Major Act-Create Realm: Twisting Caverns
  Major Act: Learn Ability: Ranged Combat: Ball and Chain
  Minor Act: World Alteration: Created a dry land, flanked to the south by some small, yet steep-cliffed hill range between the Forgoteen Isle and The Great Forest to creat a road. Whether it reaches all the way or not I leave up to Armin.
   
conversations: daelrog:
conversations: human
conversations:  Name:  Za'az, The Hungered
   Domain:  Hunger (2)
   Portfolio:  Food, Famine, Gluttony
   Abilities:  Lifegiver, Harbinger of Death, Bloodlust
   Description:  A man of his mid-twenties, Za'az looks like a vagrant. Torn clothes covered in food smears, his blond mane reaches to his shoulders. His skin is constantly the horrid red of sunburns, and his eyes... As a window to his soul, they hunger.
   Prologue:  Za'az was left on an island to die. Not even an island, a sandbar would be more like it. His crime didn't matter, he was unjustly accused and sentenced to death anyway. Not liking to get their hands dirty, they had sent him out on a row boat to starve.
  
  Not content to die as quick a death as possible, the young man purified the salt water as his father had taught him. Dehydration wouldn't claim him, no, he'd live for a while yet. After a few weeks, the hunger grew numb. He was glad of that. Already his few clothes had been devoured and he had nothing else left to stuff in his stomach. At the end of his line, he prayed to whatever would listen, asking for food, just any food. Any morsel, tidbit, or table-scrap that he could eat. An hour into his madness, a bird fell dead at his feet. In his fury, he didn't even notice it was a raven, far from any place it may have called home. It was large, a good meal, and, shoving the last bites into his mouth, he waited for the hunger to abate.
  
  It didn't. He quickly found that nothing would sate him, he would always be hungry. He also felt a spark inside of him, his unawakened divinity. Za'az knew he couldn't die from hunger, knew he would move now whenever he willed himself to, and knew that his errant wishes had done this to him. Regardless, he felt he would venture back to shore to pay his tormentors a visit.
  
    History  
   
   Spoiler 
   Turn 1 
   
   Spoiler 
  1 Wonder - Begin Slaughterhous
  
  1 Ceremony - Up Domain (Hunger)
  
  1 Major - Create Ghouls
  1 Major - Create Sanctum (Halls of Plenty)
  1 Major - Create Realm (Fertile Blood Plains)
  
  1 Minor - Create Servants (The Trio: Judge, Guard, and Accuser)
  1 Minor - Spread Philosophy (The Three Tenets of Hunger)
  1 Minor - Ward Sanctum (Only the hungry may enter)
   
  
   
conversations: Carden: