From A Broken World: God Quest

[X] The Life-Giver. Your people shelter in a fertile valley, growing crops and gathering fruits, mining the walls for stone and ore, while the bravest among them left to explore distant ruins. Until very recently, your people have been at peace, but groups of monsters have begun raiding and attacking your followers, while strange humans have begun stealing food and people and taking them to an unknown place.
 
Heres the current tally so far. hard mode dwarves seems to be in the lead.
Adhoc vote count started by Raptor580 on Oct 14, 2020 at 3:41 PM, finished with 27 posts and 21 votes.

  • [X] The Cavern God. Your people live in a vast underground complex, ever-shifting and changing according to arcane rules or its own whims. There are repositories of food and sources of water, but they rarely last long, forcing your people to move from one place to another. And there are monsters in the dark, terrible things of hunger and cruelty that your people must hide from or fight off. But there are also treasures, artifacts of strange but undeniably useful powers. You are the incarnation of the endless and endlessly changing caves, of the eternal search, of protection from the horrors that haunt your halls.
    [x] The Life-Giver. Your people shelter in a fertile valley, growing crops and gathering fruits, mining the walls for stone and ore, while the bravest among them left to explore distant ruins. Until very recently, your people have been at peace, but groups of monsters have begun raiding and attacking your followers, while strange humans have begun stealing food and people and taking them to an unknown place.
    [X] The Second of Four. Your people are prosperous, living atop a broken mountain above the worst of the horrors, unnoticed and unbothered. Most of the year, they farm and herd in the fields and ravines, but when winter comes they all gather to the great temple of the Four, the fourfold gods who rule their lives. You are the Second of the Four, the god of healing and of the plagues which sometimes run rampant among them.
 
[X] The Cavern God. Your people live in a vast underground complex, ever-shifting and changing according to arcane rules or its own whims. There are repositories of food and sources of water, but they rarely last long, forcing your people to move from one place to another. And there are monsters in the dark, terrible things of hunger and cruelty that your people must hide from or fight off. But there are also treasures, artifacts of strange but undeniably useful powers. You are the incarnation of the endless and endlessly changing caves, of the eternal search, of protection from the horrors that haunt your halls.
 
Voting is closed, you are the Cavern God.

Adhoc vote count started by notbirdofprey on Oct 14, 2020 at 11:36 PM, finished with 29 posts and 22 votes.

  • [X] The Cavern God. Your people live in a vast underground complex, ever-shifting and changing according to arcane rules or its own whims. There are repositories of food and sources of water, but they rarely last long, forcing your people to move from one place to another. And there are monsters in the dark, terrible things of hunger and cruelty that your people must hide from or fight off. But there are also treasures, artifacts of strange but undeniably useful powers. You are the incarnation of the endless and endlessly changing caves, of the eternal search, of protection from the horrors that haunt your halls.
    [x] The Life-Giver. Your people shelter in a fertile valley, growing crops and gathering fruits, mining the walls for stone and ore, while the bravest among them left to explore distant ruins. Until very recently, your people have been at peace, but groups of monsters have begun raiding and attacking your followers, while strange humans have begun stealing food and people and taking them to an unknown place.
    [X] The Second of Four. Your people are prosperous, living atop a broken mountain above the worst of the horrors, unnoticed and unbothered. Most of the year, they farm and herd in the fields and ravines, but when winter comes they all gather to the great temple of the Four, the fourfold gods who rule their lives. You are the Second of the Four, the god of healing and of the plagues which sometimes run rampant among them.
    [X] The Cavern God.
 
Turn 1
You awaken to madness and chaos. There are seven above one, seven below one, seven around one, one within seven…the world fractures, and then the vision vanishes, but it leaves behind a sensation. You are more.

Divine Rank +1

Divine Rank is equivalent to your level. Among other things, it determines the number of actions you get, and increasing it can unlock special abilities called Legends. The other major aspect of Divine Rank is how it interacts with Great Domains, which are domains of immense broadness and power. If you purchase or upgrade a Great Domain at too low Divine Rank, some of its powers will be unavailable to you and you will be unable to upgrade it further.

You were. Consciousness came, and with it understanding and knowledge. At last came emotion, and all was as it should be. You were awake. Tentatively, you reached out to the people whose devotion sustained you, and felt a surge of pity and despair.
They were so few and so frail. Their lives were things of fear and deprivation from the first moment at their mother's breasts. The young and old alike died in their sleep from disease and sheer exhaustion as they were hounded from one island of safety and survival to another.
You would protect them, you vowed. You would see them fed and watered, you would give them safety to sleep and restore themselves.

Milestone Gained: Give Your People a Way to Survive

Next, you turned to the caves that trapped them, and felt a surge of contempt. What mad being designed this broken wreck? And what wretch trapped your people within it? Their legends claimed it was punishment for some unforgiven sin…no sin could be so grievous to lock them away in this place of failing lights and stale air. The paths were never the same twice, shifting day and night, as long as no eye was upon them. The lights came from every which way, from the ceiling and the walls and the air itself, in every color, sometimes lasting for hours and sometimes for seconds and sometimes for months.
Food and water and pieces of material came from dispensers that opened up, many of which were never truly functioning. There was more, but it was arcane and insane, nonsensical and impossible. You could not understand it.
And you hated it, for trapping your people. If they were trapped here for a sin…it was time for their redemption. You would lead them out.

Milestone Gained: Guide Your People Out of the Caves

And the last piece of the puzzle, the last thing that tormented your people. The monsters. There were many, horrid things that skittered in the dark and never dared approach the light. They stalked your people, snatching away the weak and the unwary, the sounds of their movements and hunger ever disturbing. And something told you there was worse.
You would end them as a threat. How did not matter.

Milestone Gained: End the Monsters as a Threat

Milestones are major goals for your character, and their primary way of progressing is by making their way to them. Getting closer to or completing a Milestone grants Divine Skill, which upgrades your Divine Rank once you have enough. (You can also gain Skill by doing sufficiently awesome things.)

You turned once more to your people, and heard their prayers. It was time to begin answering them.

You have 53 Faith. Spend it on purchasing or upgrading domains, or save it for later.

[] Transformation 3 (0/??) (Great Domain, cannot be upgraded.)
[] Protection 2 (0/75)
[] Artifacts 1 (0/50)
[] Monsters 1 (0/20)

You have 2 actions.

[] Protect from monsters
[] Search for artifacts
[] Protect from hunger
[] Write-in, must be related to domains

You gain faith through the devoted worship of adult sapients, 1 faith per worshiper per season.

When you do an action, you roll a number of dice equal to relevant domain ranks. Any roll greater than a 3 is a success. Each action has different success thresholds. In addition, some actions are multi-turn and have a set total of successes needed for completion. The number of successes rolled is added each turn the action is taken until it is complete, with extra successes being banked for related projects.
 
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[x]Plan Monster hunting.
-[x] Protection 2 (33/75)
-[x] Monsters 1 (20/20)
-[x] Protect from monsters
-[x] Protect from hunger


So pretty much rank up monsters since we can and start working on protection to help them survive as well as helping them get food.
 
[X] Plan Arkenstone
-[X] Artifacts 1 (50/50)
-[X] Monsters 1 (3/20)
-[X] Protect from monsters
-[X] Search for artifacts

Artifacts are a force multiplier. The sooner we get them the better.
 
A little confused, what happens if you put points in something you can't fully pay for? Is it just banked there until you have enough?
 
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