Character Creation

  • Dedohr, God of Freedom

    Organizer
    June 21, 2017 at 3:40 am

    There are two steps to creating your Godbound:

    1. Pick one Words from the Divine Powers section. You can either download the free version here: http://www.drivethrurpg.com/product/185959/Godbound-A-Game-of-Divine-Heroes-Free-Edition or go here to see a summary of them: http://projects.inklesspen.com/fatal-and-friends/doresh/godbound/#3.

     

    2. Write your name and any fluff that you want to add for your character. How your Words show on your character’s body is up to you. It can be as subtle (fire in your eyes from the Word of Fire) or as overt as you want (wings coming out your back from the Word of Sky).

    After some time I realized that I may have put too many rules/guidelines up for this RP. Like I said, I’m still new to the ways this site is done, so I wasn’t sure what the trend for RPing was. So I decided to go with what I knew.

    I have now realized my mistake.

    So, I’m making some changes.

    You now only have to do the two above things in order to make your character. The Word is to decide exactly what your character is the God of and the second is for any fluff or otherwise you want to add into your bio. You make and post your Bio in this forum. Hope this makes things easier.

  • Dedohr, God of Freedom

    Organizer
    June 21, 2017 at 7:47 pm

    This is for players:

    Since this will probably be most player’s first time playing Godbound, I’m going to be using the Realm that comes with the core rule book: Acrem.

    Since where you come from and your profession is I shall describe each land in Acrem using the “Player’s Guide to the Realm” in the book:

    Ancalia

    Five years ago Ancalia’s peaceful, civilized monarchy was shattered by a massive outbreak of Night Roads opening throughout the country, disgorging waves of abominations and raising those killed by the Hollowing Plague. The survivors huddle in coastal redoubts and inland enclaves, aided by the ragged remnants of Ancalia’s famed knightly orders.

    Atheocracy of Lom

    The Voice of Reason rules this chill and cheerless land with the aid of his antipriest acolytes. The people are but pawns to their master’s theories and schemes, yet they fear to pray to the gods that so utterly abandoned them in the past.

    The Bleak Reach

    A thousand years ago this was an advanced and powerful nation. Now the land is cursed, a refuge for exiles and those no other land can tolerate. Reacher folk are hard, canny, and ruthless in their will to survive.

    The Bright Republic

    The sole technologically-advanced nation remaining in the realm, the Republic relies on its irreplaceable etheric nodes to power a sophisticated society of modern technology and political intrigue.

    The Howlers

    Savage raiders, peerless poets and famed beast-tamers, the Howlers shun writing of all kinds as a curse that destroyed their ancient nation.

    The Kasirutan Archipelago

    The finest sailors in the realm call these volcanic isles home, though they’re feared more for their pirating than for their ruthless mercantile dealings.

    Nezdohva

    The mechanical Iron Tsar and his automaton nobility rule this land of impoverished human serfs. Their human Artificer’s Guild has the best automaton-builders in the realm, and a liberty born of the tsar’s dependence on their arts. His patronage of their talents is all that keeps his fractious, ambitious mechanical boyars and autocossacks in line.

    The Patrian Empire

    The Patrian legions are the best heavy infantry in the world, their armored ranks and steely assegais a bulwark against their ancient rivals in Dulimbai to the south. Their senatorial families scheme for in Influence over the plebian classes, while swarms of bitter slaves toil in their mines and newly built homes.

    The Raktine Confederacy

    This patchwork of city-states, demesnes, and free towns was once a battleground divided between Patria and Dulimbai. In desperation, the sorcerers of Raktia unsealed the forbidden Black Academies in the mountains and used their secrets to conjure beasts to drive out the invaders. It came at a price; even today, Raktia is plagued with monsters.

    The Regency of Dulimbai

    Greatest of the nations of the south, Dulimbai’s mandarins came as an invading force a thousand years ago. Their Regent still pledges loyalty to a long-lost emperor, and their magistrates keep to old ways.

    The Thousand Gods

    Once this steaming jungle was a favorite site for theotechnical research by the other nations of the realm. Now the descendants of those arcanists are tribes of god-enslaved cultists ruled by artificial divinities of cruel and capricious nature.

    The Toba Plains

    Nomadic clans of herdsmen ride the broad plains, congregating around the massive stone monasteries of their revered lamas. These monks are proud and wealthy, and their disputes often leave the nomad clans divided and troubled.

    The Ulstang Skerries

    These icy islands lie under the cold hand of quarreling witch-queens, who send their sea raiders faring forth with dead men at the oars. Their warriors are mighty and pitiless, dreaded all along the northern coasts. Their robbery is bad enough, but all know that the corpses of the hapless souls they slay are taken north to be slaves… or worse.

    Vissio

    Home to the richest financiers and most ambitious artists in the realm, Vissio is a proud land of rival city-states and scheming patrician families whose deep rivers and seaports see most of the trade of the western realm. Their clockwork artificers are superb, and work many marvels for the merchant-princes and the assassins of the Order of Redactors.

    The Oasis States

    Pyramidal city arcologies rise amid the red sands, a wealth of spices and drugs grown within their hydroponic gardens. An inbred nobility cultivates their bloodlines for physical and magical power, while outside their walls the “sand prince” raiders pillage spice caravans and foreign goods.

    Of course if you don’t want to come from one of these places, you can have your character come from a Far Realm. This basically the catch all term for any and all characters that weren’t born in Acrem and have come from somewhere else.

     

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