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Godsgame

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Godsgame

Post Number:#1  Postby The Keeper » 31 May 2009, 14:00

The following is my first written notes on what I referred to in my Kell campaign as the Godsgame. Initially, there was no Godsgame, but as I was constantly limiting Nigel Learoyed via Dhanna Schrawn in the Nigel campaign it was necessary to come up with some sort of structural reasoning. The device that solidified all this was when the PCs in the main campaign took possesion of Drae's Godbook.

Drae was a demilich at the time fighting the party members. A former evil priest of Lorn it just happened that during this battle the gods finally granted his petition for ascendancy (through Lorn) and he was therefore transcended to demigodhood. The party, despite one unfortunate aspect, came into posession of his Godbook and that set off a whole series of events that at that point I had to organize. This organization forced me to semi-formalize the following "rules."

Keep in mind as you read this that it's not set in stone. It still needs major work done to it and is in revision.

GODSGAME.WPS

Beginnings

At the end of the GodWar, Tol, the father-god rose from his seat of power and disciplined his children. For those who sought to destroy and pervert his plan of creation and dictate a new order, he brought forth great punishment. Nehkron and the demon-horde were banished to the Pale and the rest were renounced, forever losing claim to their inheritance.
As a second act and as a balancing factor to the Eldar that survived the war, Tol created the Minor (Younger Gods). Perfect in design and having no accountability to the Eldar, the Minor laid claim to the godless and the dissaffected.

The First Cannon

The Codex of Time The first part of this cannon lays out the chronology of the entire game. It is described as a repeating, but varied cycle of time. It is divided into three basic ages, War, Peace, and Tumult. Each age is affected by the one before it and repeats differently then it did before. Therefore, the children of the Eldar have different names for each age that has come.
It is the object of this particular game to influence an age enough so that it's time is lengthened. Differing universes, planes, realities and times can also be in different ages. This complicates the game to a degree that only the Eldar, Minor, and Tol have an understanding of it all.
Players of the game are chosen, placed, and removed according to the rules laid down in the Second Cannon (see below). These rules are beyond the ken of mortal children and are at best confusing to even the most learned.
Finally, the Codex gives details as to the final age, when the cycle will be broken. Most of these details are incomprehensible to mortals, but seem to be well understood by the gods. However, Tol did not see fit to provide his children (both the Eldar and Minor) with detailed information. Instead the details are hidden, convoluted, shrouded in mysticism or buried. Some of them are misleading, diversionary, missing in key parts, or down-right inaccurate. Only Tol knows the time of the end.

The Promise Tol made a covenant with his children and an agreement with those arrayed against him. At the end of the final age, he will weigh the evidence of both sides. The side found wanting is oathbound to destroy themselves and all their works. This will bring forth the Eternal Age, or Yothe Myrat. Whether it will be good or evil is determined by how well the game was played on both sides. [GM Note: The ultimate victory will be on the side of good. Nehkron, and all of his followers will of course break the agreement and will usher in Yothe Magnus, the Eternal War. At this point Tol's entire, unfettered fury will be unleashed on all that is evil. The battle will be carried to the very heart of Hell itself and Nehkron and all his followers will be utterly consumed. Then, Yothe Myrat will occur.]

The Second Cannon

The Law These are the rules of the game as mentioned above. They dictate the shaping of events in all the ages. The are immutable and penaltys are applied for defying them. The side of evil is a particular violater, although in the grander scheme of things they are not excessive. The penaltys given dramatically curb any tendency towards excess. Tol is the mediator of the dispute and the judge of the game. His word is law once given and no entity on either side has yet been able to get around his decisions.
Tol maintains a monitoring system for all those involved. This consists of individuals he has selected for this purpose. Their neutrality is guaranteed by virtue of his selection process. They cannot violate his orders or overstep their bounds and recieve their instructions directly from him. They are immortal unless killed outright and it is a penalty of the gravest nature that is incurred if the latter happens. For this reason, both sides generally have a hands off policy to these individuals, resorting instead to trickery or diversions to violate the rules. Dhanna is an example of Tol's observers.

The Minor These are the anamoly in the game. The Younger Gods as mentioned are not bound by the rules of the game, or any punishments. They can do anything they wish. However, they were created in Tol's image and generally side with the good, although sometimes they can be misguided in their intentions. They also may choose to honor the rules and punishments if they wish.

The Game

As told above only the gods have any real understanding of the rules of this game. This allows the gamemaster the freedom to make convoluted (or very simple) reasons for the events that happen in the campaign, including what might, at first, be taken as an inconsistency. For these reasons this section is purposely vague. What little knowledge that the mortal can ken is often held jealously out of reach of the common masses, buried deep in vaults and because of its often vague and misleading nature precariously understood.
There are a few common rules, however, that are known to those few that have grasped their concepts. First of all, and immutable, the Eldar cannot have any direct involvement in the tactical engagements of the game. That is to say, they cannot directly manipulate their chosen pawns in the game. This brings us to the second rule.
Players at the tactical, or lowest level of play, must first be chosen specifically by a god. This choice must be announced to ALL other gods at the time of choosing. The god may then put his piece into play at ANY time of his choosing. He must then announce that the piece is now active on the "board." The god needs go no further in this; however, there have been observed cases where advantages were gained by giving false or misleading information to all involved as to the god's intentions for a player. Finally, with the piece in play the god must now adhere to the first rule of no direct involvement with his piece or with anyone else's. Gods may use direct influence on those that have NOT been declared players, however this is usually limited only to the followers of the god. Direct influence of another god's followers is an issue that falls outside of the game and is a generally considered to be taboo.
One can see right away the potential abuses of these two rules. The first, however, is rarely violated. Both sides are aware of the severe penaltys that can (and have) been imposed. Enforcement of the penalty has always been aggressive and after the first few disastrous testings of the rule, both sides began to look for more subtle ways to wage war.
[GM Note: This last statement seems to contradict the actions that Lorn has recently taken. This is not the case and the following should not be revealed to the players. Violations on the opposite side have allowed Lorn to make the moves that he has currently made. Of course, his violations in other areas has allowed Kellina (and others) to make gains in other areas and so on and so on. In addition, it has been ruled that revealing information to a player is not a violation, per se, of the first rule. Otherwise, the players would not be able to do what they were chosen for. Directly telling a player to act in certain manners in response to information that has been revealed to them is a violation.
Which brings up another course of action which has proven disastrous and thus, preferably, avoidable to both sides. Revealing to a player all information that they should know can do very bad things to a mortals mind. More players have been lost to suicide, direct acts against the intention of their god, and/or premature activity. This is no way to run the game and consequently both sides have learned to parcel out their information to their players as judiciously as possible.]
Testing the second rule, the gods tried direct intervention on their followers that were not chosen players. The results were that any and all gains made were immediately nullified, which inferred that in order to gain any real advantages the second rule had to be followed.
Finally, it seems in this game, that both advantages and penaltys can be traded between the gods. A certain god may assume another's penalty in order to gain that god's advantages in an area where he is deficient. Or he may trade advantages and penaltys for the equivalent. Trades are made to avoid losses in critical areas, or make gains in those areas, or any number of combinations, including future speculations, i.e. a gain now for a deliberate or accidental penalty later and so on. Some gods are so good at this that they play the penaltys as advantages. This is why it is said that only the gods know where they stand in the game and what the rules are.

The Book Of course, keeping track of what everyone is doing, on what plane, at what time, etcetra, is vastly time consuming. Therefore, the gods devised what can be termed as the "play-book." This book is a real-time, continuous, and accurate record of who is doing what, when, where, and how. Without this book, even the gods themselves lose track of things sometimes. These books are artifacts and the knowledge that they contain can be deadly to mortals.

Deviations From time to time there are exceptions to the rules that are forced on everyone involved because chance has intervened, a mortal has done something unthinkable, or the Minor have thrown a wrench into the works. This is the case with the recent rise of Drae to demi-lichdom. This minor power managed to steal a book from a Minor god on a plane of existence that he should not have been able to get to, during a squabble with another Minor. With the digesting of this knowledge, Drae, figured out the game sufficiently to be able to demand and be granted the right to participate as a minor diety. He of course, gained his ascendency from another diety, but the audacity of his demand and his capacity to understand and be able to participate threw the entire godhead into a shock.
Rupert McRory and other demi-gods are also deviations. These are a common, expected deviation, however, and rules have been established to deal with this aspect. When a mortal gains godhood, he recieves a quick indoctrination into the game. He is given a copy of the book, and then left to his own devices. The demi-god is a very minor player that is utterly dependent on the content of the book in order to make his move. There have been rare cases when a demi-god was granted a limited awareness of the game at hand, but never a full-consciousness. That right is only possessed by the Eldar and the Minor and they guard it jealously in the interest of game balance and manipulation (or cooperation) of the demi-gods to further their own ends in the game.
It should also be noted here that although the Minor are not bound by the rules and punishments of the game, any creature given some form of god power by them IS BOUND by the rules and punishments. Only the Minor themselves are exempt! Several demi-gods and godlings have found this out the hard way!
Saints are NOT bound! However, they cannot participate in the game! Due to their nature, saints are "extensions" of their gods and function as instruments of their god's will. They may only act within the guidelines their god sets and cannot (even wilfully) act outside of those bounds. They are aware of the game, however, and most act to advance the position of their gods. Those whose actions are always forced are not saints for very long. It should be noted also, that as saints are intermediaries between the faithful and their god, if a player is asking something from the saint, it must be approved by the god before action can be taken. Any actions taken by saints are treated as moves in the game, by their respective gods, thus incurring any penalties or advantages on the god (and not the saint).
Any moves requested by non-players from the saints may be acted on without consultation from the god, but within the boundaries set by the god for their saints. However, these actions that may affect the game are still ignored.
Godlings also have the same strictures as saints and demi-gods, but are able to act according to their own will. However, their actions are treated as their god's actions and their power is derived from their gods, so very few go against the actions of their gods.

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