Player's Guide

A DnD themed sandbox game that puts players in the role of a powerful God or Goddess. How will you shape the ages?
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I Am that Is
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Player's Guide

Post by Orago » 00:52:44 Wednesday, 14 February, 2018

How to Play - A Step by Step Guide for Aspiring Gods and Goddesses

1. Decide on what type of god or goddess you wish to be! Think of a theme for your god / goddess. Are they a good god of creation, or an evil god of destruction? What do they hold dear, knowledge, honor in battle, bountiful harvests? Think about it and select one of these premade gods / goddesses:
Premade GodsShow
Vynora, Goddess of the Roads of Knowledge
Domain: Knowledge
Specialization 1: Roads, paths, highways
Specialization 2: Learning, education, scholars
Alignment: Lawful Neutral
Demiplane: A vast, cobbled stone labyrinth that surely no mortal can successfully navigate.
Avatar: Merlon, the Great Mage
(20 Wizard / 20 Sorcerer / 20 Knowledge Cleric)

Magranon, the Mighty God of Law
Domain: War
Specialization 1: Battle, fighting, combat
Specialization 2: Justice, honor, balance
Alignment: Lawful Neutral
Demiplane: Magranon oftens sits on a throne in the middle of a great stone hall, filled with astral spectres locked in a perpetual, never ending, perfectly balanced conflict.
Avatar: Hok, the Champion
(20 Fighter / 20 Paladin / 20 War Cleric)

Fo, God of Beasts & Pines
Domain: Nature
Specialization 1: Beasts, wildlife, animals
Specialization 2: Forests, trees, wood
Alignment: Chaotic Good
Demiplane: A dense, sprawling forest of giant trees, enchanted flowers, and majestic beasts.
Avatar: Myra, the Forest Protector
(20 Druid / 20 Ranger / 20 Nature Cleric)

Sol, the Good Sun God
Domain: Light
Specialization 1: Charity, morality, ethics
Specialization 2: Sunlight, heat, fire
Alignment: Lawful Good
Demiplane: A radiant, gilded, golden palace with burning braziers around every corner. A place where the light always shines.
Avatar: Monn, the Radiant Knight
(20 Paladin / 20 Wizard / 20 Light Cleric)

Ethal, the Goddess of Sustaining Nourishment
Domain: Life
Specialization 1: Harvests, crops, food
Specialization 2: Fertility, birth, reproduction
Alignment: Chaotic Good
Demiplane: Vast plains of golden wheat and clear skies. The fish seem to jump right out of the rivers into baskets, and the well water tastes like mead. Truly a land of plenty. A mortal would feel vitalized and energetic in this demiplane.
Avatar: Leandro, the Troubador
(20 Bard / 20 Druid / 20 Life Cleric)

Vigul, God of Seas & Skies
Domain: Tempest
Specialization 1: Oceans, waves, water
Specialization 2: Storms, sky, air
Alignment: Chaotic Neutral
Demiplane: A sprawling sea where the waves change on a whim. A storm here would drown even the most experienced of captain and crew.
Avatar: Druygo the Dragon Captain
(20 Sorcerer, 20 Barbarian, 20 Tempest Cleric)

Shade, the Deceptive Shadow God
Domain: Trickery
Specialization 1: Theft, deceit, lies
Sepcialization 2: Darkness, shadows, stealth
Alignment: Chaotic Neutral
Demiplane: A realm of utter, pitch black darkness. Torches and flames don't even seem to produce light.
Avatar: Lerny, the Unseen
(20 Rogue / 20 Wizard / 20 Trickery Cleric)

Deenar, the Blighted God
Domain: Nature
Specialization 1: Blights, plagues, sickness
Specialization 2: Insects, pestilence, bugs
Alignment: Neutral Evil
Demiplane: A dark, forbodding swamp full of rot, disease and decay.
Avatar: Mo, the Leper King
(20 Druid / 20 Barbarian / 20 Life Nature Cleric)

Uflar, God of Destruction
Domain: War
Specialization 1: Battle, fighting, combat
Specialization 2: Death, destruction, turmoil
Alignment: Chaotic Evil
Demiplane: A blood soaked burning battlefield of complete chaos.
Avatar: Petray, the Vanquisher
(20 FIghter / 20 Barbarian / 20 War Cleric)

Atlas, the Earthen God
Domain: Nature
Specialization 1: Earth, dirt, land
Specialization 2: Metal, ore, gems
Alignment: True Neutral
Demiplane: A deep, cavernous cave where the walls are studded with an abundance of rare, exotic ore. A prospector would be in awe. Stone golems wander the corridors.
Avatar: Brock, the Earthen One
(20 Fighter / 20 Druid / 20 Nature Cleric)

Ducat, God of Arts & Commerce
Domain: Knowledge
Specialization 1: Trade, commerce, currency
Specialization 2: Art, music, literature
Alignment: Lawful Neutral
Demiplane: A grand bazaar, filled with every type of exotic ware one could dream of. Near the center plaza, the most renowned of bards strum and sing their songs late into the night.
Avatar: Edmont, the Grand Merchant
(20 Rogue / 20 Bard / 20 Knowledge Cleric)

Hyena, Goddess of Tyrants, Mistress of Hopelessness
Domain: Knowledge
Specialization 1: Authority, order, control
Specialization 2: Melancholy, stagnation, hopelessness
Alignment: Lawful Evil
Demiplane: A tightly controlled, silent town of spectres where everyone seems gloom. The sky always seams bleak and cloudy, and the laughter is punishable by death.
Avatar: Jylan, the Executioner
(20 Fighter / 20 Rogue / 20 knowledge Cleric)
Or, use those gods / goddesses as examples and create your own using the following format:

Code: Select all

Name: Name of God or Goddess, perhaps with a cool title
Domain: A basic 5e cleric domain, preferably just from the players handbook (Your choices are War, Nature, Light, Life, Tempest, Trickery, Knowledge) Bonus results and -1 cost to all actions relating to the Domain
Specialization 1: Some specific thing your god represents, it should reflect your Domain. Bonus results for and -1 cost to all actions that involve this,  stacking with Domain bonus.
Specialization 2: Another specific thing your god represents, it should reflect your Domain. Bonus results for and -1 cost to all actions that involve this, stacking with Domain bonus.
Alignment: One of the standard 9 DnD alignments
Demiplane: Something clever can be written here to describe your gods realm, their out of world, celestial home. For instance, a God of Knowledge may reside in a great divine library
Avatar: What's important here is you select 2 DnD classes (player's handbook only) for your avatar to be. When summoned, your avatar will be as strong as a level 20 DnD character with all the abilities of those two classes, plus a cleric of your gods domain.
Keep in mind, your gods / goddesses are subject to GM approval! Keep them flavorful instead of overpowered.

2. Sign up in the signup thread! State whether or not you want to play a custom god, or a premade one. If custom, post your proposal for a custom god in the proper format.

3. Read the rules! If you're familar with games here on Molotov, you should be fine. Simply read the descriptions of actions and their costs listed below. Action costs vary with the Era of the game. The 1st Era will be the first 2 turns of the game, the 2nd Era will be the next 4, and the game will end with several turns in the 3rd Era. Keep in mind you will be granted 10 points per turn, and can save these points if you wish for use in later turns.
Action DescriptionsShow
Shape Land (any 7 adjacent hexes) – This power directs the creation, modification, or erosion of mountains, hills, lakes, streams, rivers, forests, jungles, deserts, grasslands, tundra, steppes, and other land forms. On the game map, this power allows the creation of land forms within 7 hexes. Using this power repeatedly can create whole ranges of mountains, inland seas, or vast wastelands. Use your imagination, and don't forget a few waterfalls. You don't need to take up the whole area if you have a fun idea.

Shape Climate (any 7 adjacent hexes)– This power directs weather patterns that are frequent in a 7 hex area, like fog, rain, snow, sun, heat, cold, sleet. You may wish to create snowy steppes, or hot jungle upon your forests.

Create Race– This power effects the creation of one of the traditional races for player characters in your game system, or other classic fantasy races. Races and civilizations are often interchangeable. You may, for example, have more than one race of dwarves, each with its own unique civilization and government. Consider not only humans, elves, dwarves, orcs and trolls, but also dragons, halflings, or even leprechauns. At the discretion of the game master or would-be author, non-traditional races may cost double. players may pool points to create any race. Each race must be given a starting point in the world where they begin to build their civilization, (or lack thereof.) Races start either neutral, or aligned 1 good or -1 evil. They may also start out +1 Chaotic or +1 Lawful. See Purify and Corrupt. Half price for nonsentient wildlife that live on their instincts, like unicorns. Don't expect them to forge empires though!

Create Subrace – This power is used for the creation of splinter groups from an existing race. These must arise in territory roughly adjacent to their ancestors, and may or may not start out getting along with their neighbors. Dark elves, deep dwarves, human pirates and the like are the subject of this power.

Command Race – By this power, the priests of the gods influence a race to action. Cities
are founded with this power, but it can be used for just about anything. An immortal must first establish his presence by creating sects within the race before influencing them via create order. The creator(s) of the race gets this sect automatically. This power may be used for starting wars, founding cities, making alliances, settling territory, etc. Of course, you'll need an army to go to war...

Command City – Here, the god directs one single city to create something. This can be a wonder, wall, school, tower, or the like. Armies too are created with this power, though any given city may only produce one army in a given turn.

Advance City / Civilization – This power causes the City or Civilization to gain expert knowledge of a given science or magic. These might include war magic, healing, warfare, steel, weapon smithing, sailboats, writing, literacy, engineering, architecture, farming, or the like. So long as that city or civilization persists, it will always be the greatest in this field.

Purify / Corrupt – Here, gods go about changing general alignment of a civilization or city by one step per turn. Unless the game master directs otherwise, there is no limit to how far this can go. This action allows a god to make a race or city more evil, more good, more chaotic, or more lawful.

Event – Through this power come the changing of fortunes for an Avatar, Order, City, or Civilization. A gold mine may be found, a storm at sea may strike a fleet, an Avatar may escape death, plague, famine, drought may strike, or technologies may be lost. These are the great, unplanned winds of fortune that blow through the history of the world.

Create Order – By this power, the god creates an order of people within a civilization or race. These may include thieves' guilds, religious sects (see command race,) orders of knights, bands of brigands, pirate ships, etc. These orders may last indefinitely or be created for a particular purpose, such as the extermination a sect or opposing race. It is vital to keep track of who created a given order, as the cost to command them can vary.

Command Order – Through this power, the god makes an order do something. For religious orders or sects, add +10 points if a non-creating player commands them. For other orders, add +5 points to the cost if a noncreating player commands them.

Create Avatar – Through this power, the god creates their respective avatar, they may be resurrected or reestablished by the creating player for 5 points.

Command Avatar - An avatar can perform ONE of the following immortal or Many Mortal actions (such as leading an army) in a turn when commanded. Immortal actions which an avatar can perform include: Command City, Create Order, Command Order, Create City, Corrupt/Purify City, gather an army. Through the use of an avatar, players may for example raise two armies in a turn from the same city, or execute two commands upon a race.

Catastrophe – By this power, the gods express their wrath. From fiery mountains to the destruction of avatars, the loss of great advancements to the destruction of city walls, this power brings ruin upon them all by whatever clever mechanism the player can imagine. (How will you feel when your avatar drowns in a lake of acid?)
Action CostsShow
Power: 1st Age - Land / 2nd Age - Races / 3rd Age - Relations
Shape Land, 7 adjacent hexes: 3 / 5 / 8
Shape Climate, 7 adjacent hexes: 2 / 4 / 6
Create Race: 22 / 6 / 15
Create Subrace: 12 / 4 / 10
Command Race: 8 / 4 / 3
Command City: 6 / 4 / 2
Advance Civilization: 10 / 5 / 6
Advance City: 8 / 4 / 5
Purify Civ. +1 Align: 5 / 3 / 4
Corrupt Civ. -1 Align: 4 / 3 / 3
Purify City, +1 Align: 4 / 3 / 3
Corrupt City, -1 Align: 3 / 2 / 2
Event: 10 / 7 / 9
Create Order: 8 / 6 / 4
Command Order: 4 / 3 / 2
Create Avatar: 10 / 7 / 8
Command Avatar: 2 / 1 / 1
Catastrophe, 5 hexes: 10 / 10 /10
4. (Optional) Create a Demiplane thread. This serves as your "embassy" or "newspaper" - It gives you a place to conduct diplomacy with other gods or goddesses. The physical description of your demiplane should reflect the speciailzations, domain, and general flavor of your god or goddess. Think of their demiplane as their own little space outside of the world where they reside. Nothing can harm them there. A god that's all about knowledge and learning may reside in a great, gigantic library, for instance. A harsh, angry god of war may reside in a corpse littered battlefield. Use your imagination. Flavor!

5. Play the game! The GM (Orago) will send you private messages here on the forum. They will say how many points you have to spend on actions. Reply to the message when you have talked to other players and are ready to submit your turn. Orago will contact you via PM or on Discord if he has a problem with your turn.

An example turn may look something like this, in the 1st Era:

Code: Select all

1. Shape Land - Make mountains at 05.10, 6.10, 7.10, 5.11, 6.11, 7.11, 6.12
2. Shape Climate - Make it extremely cold and snowy at the mountain range I created
While in the 2nd Era, a turn may look a little something like this:

Code: Select all

1. Command race - Found a city high upon high upon the mountain peaks. name it Highboulder
2. Command city - Make Highboulder recruit an army.
You get the point! Be sure to indicate where you want actions to take place. Be descriptive, or use the hex grid numbers on the map to indicate a specific hex.

5. Read the news! Check the map! I'll post a bit of witty creative writing describing your god's / goddesse's actions and impacts on the world. Keep in mind, if two player's actions conflict, or if there is a battle, common sense is used to determine who wins. For instance, player 1 may attack a city player 2 founded, but since player 1 also gave their race knowledge of advanced metallurgy and weaponsmithing in a previous turn, they win.

6. Repeat! Just keep on having fun. I'll try to be as punctual as possible with turns. If you have any questions / comments / concerns, contact me or post in the OOC thread.


User avatar
I Am that Is
Posts: 514
Joined: 14:01:20 Sunday, 05 August, 2012

Re: Player's Guide

Post by Orago » 00:54:05 Wednesday, 14 February, 2018



Q: How long (in years) is a typical turn?
A: 1st Era - 500 years / 2nd Era - 100 years / 3rd Era - 1 year, roughly


Q: How strong is my Avatar?
A: Your avatar has the attributes of a level 20 DnD character, with the skills, spells, and proficiences of 2 classes, plus a cleric of your god's Domain. I usually won't get into the nitty gritty of DnD mechanics, but bear in mind what your avatar can do. For instance, a fighter / barbarian avatar can't exactly cast wizard spells. For simplicity's sake, consider 1 avatar to be a bit stronger than 1 conventional army. Meaning, an avatar can destroy an opposing army while sustaining injuries, while a avatar leading an army of his / her own could easily vanquish an opposing army.


Q: What god / goddess can I create?
A: Any, from any lore or even your imagination. Just follow the format.


Q: To what extent can I shape land?
A: The 'shape land' and 'shape climate' actions can be used to create any type of terrain. Name it. This includes tundra, snow, glaciers, volcanoes, swamps, fungal mushroom forests, as well as basic, ordinary terrain like plains, grasslands, mountains, deserts


Q: How big is a hex?
A: Big, roughly 10,000 km2. Mathematically, that would make the map half the size of Earth.

More questions and answers to come as you guys ask them!


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