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oxfordroyale

A Model Modern Major General
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Mar 26, 2013
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Ascendant: Gods of a New World

#Oxford_Station
STATS


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Welcome to my first ever game on these forums! In Ascendant you will play as gods of a world of your own creation, raising it above its meager foundations of stone and water by populating it with races and civilizations of your own intelligent design. Wage war against your rivals in a grand game of chess with your mortal creations as the pieces, or lead your children into a golden age of prosperity and progress that eclipses their competitors. Indulge in your creativity as you shape the land of this world - the earth is your clay to sculpt from and the water your paintbrush. Send plagues to decimate cities and armies, or create an avatar to lead your civilization to victory. The possibilities are endless.

Getting Started - Anyone is welcome at any time!


Everyone will start the game as a deity of their choice, with races and civilizations coming later. These are the kinds of sign-ups I expect for now:

Deity
Name: Whatever you wish.
Dominion: What sphere of nature does your god hold dominion over? Mountains? Fire? Destruction? War? Whichever you choose will provide a bonus depending on your orders.
Bio: Here you can describe your god’s history and personality, giving us some insight into his or her mind. This part is optional.

Race
Name: Whatever you wish.
Appearance: What does your species look like?
Size: How large is an average member of your species?
Lifespan: How long are their lives? I will accept long-lived, but not immortal.
Senses: How do they absorb information from their environments?
Diet type: Simply put, what do they eat?
Habitat: What habitats are they best suited towards?
Reproduction: What are their reproductive procedures? How many offspring do they have?
Society: How do members of your race interact with each other?
Positive and Negative Traits: You can have a max of two each, and they should be about equivalent. Depending on what you choose, these traits can affect the outcome of your orders relating to your race and/or civilization.



Course of the Game

The game is divided into three distinct stages, called Ages - these, respectively, are the shaping of the world, the creation of races, and the development of civilizations. The first two Ages take place in rounds. Each player gets a turn during the round. At the beginning of each turn I will roll two twelve-sided dice which will form the total of their Divine Power, which players will use in Divine Orders. The Third Age has longer rounds to allow room for more detailed, thoughtful playing - not to mention glorious IC, of course - and implements private orders for civilizations as well.

First Age - Creation of the World
The game begins in the First Age, which is focused on geography. The world map starts basically blank - a barren, flat continent - and during this age the cost in divine power is least for geographic features. During this Age players are free to create as many mountains, islands, forests and lakes as they can afford (provided they aren’t totally implausible), which I will add to the map accordingly. By contrast, the creation of races is extremely difficult at this early stage, nor is it expected.

Creation of geographic features is limited by the amount of Divine Power you have in any given round. Each round in the First Age is roughly equal to 500 years, and there will be a minimum of five rounds (I will add more if I feel it necessary). It is important to note that throughout the game, players are by no means required to spend the divine power that they earn in a round during that round - one can instead choose to save it for later use. There will be a cap (at least in the early stages) so try to do this sparingly. Those I feel who abuse it shall be smited.

Second Age - Creation of the Races
The Second Age is focused on the creation of the various races that will inhabit the world you have shaped. There is relatively little limit to what kind of races can be made, so feel free to take inspiration from classical fantasy (men, elves, dwarves, etc.) or create an original race entirely of your own design. During the Second Age races are easy to create, while geographic features become more costly. Like the First, the Second Age is also divided into short rounds, each roughly equal to 100 years. The Second Age will also be shorter than its predecessor, but can be extended if needed.

Third Age - Creation of Civilizations
In the Third Age the shaping of land and the creation of races become prohibitively expensive - this is the age of politics, war, and technological advancement in which players will create a civilization from the races they have made and interact with each other in the world they have built. The Third Age is intended to be the meat of the game, and as such it introduces private orders and longer turns in lieu of short rounds conducted in-thread. You can still use Divine Power but it is now generated by the worship of mortals, and as things are more expensive it will take longer to save up for major endeavors. Instead you will mainly be using Civilization Orders to exert influence on your civilization, the success of which will be determined through dice-rolling.

Orders

Divine Orders (Public)
Theoretically you can send as many Divine Orders you want a turn as long as you have the Divine Power to afford them. The kind of things you can order are extremely broad, consisting of most anything you can think of - create forests and mountain chains, blight the land with desert, create a race of sentient turtles or appear on the field of battle to attack an enemy army. It is recommended you check the Divine Power Index to gauge what you can and cannot afford or perhaps to seek inspiration, and if you are still unsure feel free to ask me.

Civilization Orders (Private - max of 3)
Each turn you can send up to 3 orders for your civilization that contain commands for your people to carry out. Whether or not these orders are relayed to your civilization as a whole or to a single individual (or group of individuals, such as a church) is dependent on you, the player. The former can result in more minor, subtle results but on a wider scale, while the latter can result in greater changes but perhaps with a narrower scope or greater degree of variability. The outcome of these orders (i.e. the degree of success or failure) will largely depend on RNGesus.
 
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Game Mechanics

Divine Power
As a god you possess the ability to draw energy from the universe and channel it in the form of Divine Power for the purposes of creation, alteration and destruction. Divine Power is raw and rather unwieldy, best suited to making large changes - for example, it can be used to create land features and races but not lead a nation, and as such will be of much more use to you in the First and Second Ages. During the First and Second Ages players will generate Divine Power through random dice-rolls, representative of them drawing on the innate power of the universe. However, in the Third Age players will rely on the worship of mortals (both how many of them there are and how devoted they are) to accumulate their Divine Power. For more details on Divine Power and the applications (and costs) of it, check out this Divine Power Index. If something that you want to do isn’t on here, or if you have any questions, just ask me.

Civilization Building
All of your civilizations, no matter what race they are, will start at a technological state roughly equivalent to the beginning of the Neolithic Revolution - meaning that agriculture has just discovered, but complex political structures have yet to form. It is up to you to take these fledgling groups of sentient beings under your wing and shepherd them through the ages, building them into great civilizations to wage war against the creations of other lesser gods. And you should want to do this because during the Third Age the mortals who worship you are a vital resource that allow to accumulate Divine Power. Here are the stats you should pay attention to with regards to your civilization:

Population: The more people you have, the more Divine Power you can gain.
Devotion: How devoted are the people who worship you? This affects how much Divine Power you gain as well. (This is classified into Low, Medium, and High levels of devotion)
Organization: Can provide either a boost or hindrance to the success of your civilization orders. How capable is your civilization in carrying out your commands? (Note: all will start decentralized)
Military: Pretty self-explanatory.
Technology: Technology affects all other aspects of your civilization in the form of bonuses or maluses. These can be organic (made by the civ itself) or spurred by your own divine action.

Divine Conflict
Divine conflict is when one god targets another's creation (inanimate) or their worshipers (animate) - these actions come in the form of Destruction, which destroys a god's creation, Alteration, which changes a god's creation, and Protection, which shields a god's creation against both of those. It is also possible to Indoctrinate Mortals of your own civilization or of another (and prevent it) into worshiping you, as well as to Sow Discord between a god and his worshipers (and prevent it). The costs of these can be found here.
 
Player Roster

Munkar, God of Death (iisbroke)
Drouga, God of Change, Transition, Beginnings and the Passing of Time (Duke Dan)
Apotheosis, Goddess of Desire (Fingon)
Qaj, God of Chaos, Discord, and Madness (Rolman99)
Iku-Turso, God of Water (Terraferma)
Bel-Nin, God of Vermin (Noco19)
Mith, God of Creation (Tapscott)
RNGesus , God of Luck and Randomness (barkardes)
Ostuna, Goddess of Nature (Sancronis)
Ragnaros, God of Fire (Arrowfiend)
Akedios, God of Emotions (Tristanxh)
Binba bon Baba, God of Leadership, Ruling, Chivalry and Divine Right (Dadarian)
Huehue, God of Humor, Laughter, and Bad Puns (Galren)
Xat'ltaocuhl, God of War, Violence, Fighting, Rage, and the Warrior Way (alex)
Dak'kon "The Forbidden One", God of Knowledge and Power (Julius)
Buozihr, God of Lies, Secrets, Deceit and Treachery (Corman)
Orthire, God of Building, Door Hinges, Public Welfare and Keys (Luft)
Luni, Goddess of Freedom, Mischief, and Rebellion (Pluto)
Zeph, God of the Sky (Darksteel)
Mytakcix, God of Lightning, Thunder, Storm and Rain (Mikkel Glahder)
Arach, God of Decay, Disease and Corruption (Protoghost)
Caein, God of Hunting and Fear (Spencer_123)


STATS
 
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The World

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"I don't remember when, just it. Fear, Euphoria, Anxiety, Calm, Pain, Nothing, it was odd."
Munkar

Dominion: Death
[Bio]:

  • History- When Munkar woke up it had no clue what was occurring. Finally there was light, then form in the void. Munkar felt safe, some form of succor in the light, and sadness from the loss of the dark. The being traveled with its ethereal wings and sought, something. A friend, an enemy, a love, a hate, a purpose, a failure, or an end? It wasn't sure but it just wished to find something other than empty space with islands of stars.
  • Personality- a very neutral and fair being. There are no living creatures to have died, as such Munkar has yet to find its calling. Once death happens though Munkar will find it can relive any creature's death, making it a rather empathetic deity. Core personality traits will always be objectivity and understanding. Munkar can be a sadsack though from constantly reliving deaths, and annoying from the its over inquisitive nature.
  • Goals- create an afterlife. If anyone else makes an afterlife, conquer and annex it. Call it a hostile business takeover. That's what you get for infringing on Munkar's domain. Also preserve the balance of the world. Too much life bad, too much death bad.
Turn 1 Orders, Entrance to Cwealmeslund
Hello, An attempt to start conversation amongst the gods
Turn 2 Orders, Creation/Plan of Cwealmeslund
Condolences, an offer to Ostuna Goddess of Nature.
 
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Buozihr

Domiain: Lies, Secrets, Deceit, Treachery

Bio:
  • History: When the others Gods first emerged Buozihr went unnoticed for a time. He existence only made clear after whispers and lies began to be heard amongst the newly formed gods. It was was then he began weaving what be a web of lies without end.
  • Personalty: Not surprisingly, Buozihr is a very untrustworthy. Everything he says is false some manner and everything knows he hides from all. He relishes whenever one is caught in the endless web of deceit he weaves constantly, and takes pride in the success of every hidden plot and secret plan.
 
Ostuna, Goddess of Nature

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History: In the Barren plains of the world, a land that almost entirely was ignorant of the possibility of life, there was one small impossibility. A sapling that pierced the wasteland in defiance of all laws of probability that was such an anomaly in the unbroken landscape that it acted as a magnet of divine energy letting it become the catalyst of the birth of the first goddess.

Ostuna, this new divine being, looked upon the barren landscape that surrounded her birthplace and instead saw what it could be. The plains could be abundant with diverse flora and fauna, the ocean filled with diverse life and the sky the home of avians of brilliant colours and infinite variety. She knew the task before her and set out to fulfill it.


Personality: The newborn goddess looks upon this world with a seemingly infinite curiosity and benevolence, with an insatiable desire to expand the reaches of life. However, her love of nature could easily turn into unrelenting hatred for those who threaten it if put to the test.
 
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Dak'kon "The Forbidden One"

Dominion: Knowledge, Power

Bio:

"It was said in the beginning, when light came upon the universe, Dak'kon appeared without form or shape amongst the beings awoken known as Gods. Unlike others, Dak'kon knew of everything in the universe after the light came, all of it's information being immediately known when thought of, and unlike others his ability in raw power to do as he wished was unmatched. But, he understood these things within his control and had a vision of the universe he wanted to create without uncontrolled strife or chaos."

Dak'kon somewhat resented the other divine beings, not due to them being inferior but acting without advanced thought or with obsession to a certain cause. He wished to isolate himself away, also having concern that other gods might take action (even unite) against him due to his powers. And not long after the light came, he left their presence to begin his work, for better or worse.

Dak'kon's one weakness (even he will admit it) is emotional reactions to others interfering in his realm or thought, especially those of Gods. As his immense power is truly unleashed during these moments, even rumored to be able to crush entire stars with his wrath if provoked.
 
The First Age
Before the gods descended to its surface the World was nothing but barren rock and desert, a vast but empty continent surrounded by lifeless ocean. Yet there was but one thimble of life on that planet, sprouted tentatively from a small crack in the blasted soil: a tiny green sapling, a pinprick of light that shone in the darkness ... a beacon, calling to them. How did it get there? No one could say, not even Dak'kon "the Forbidden One" who claims to know all there is to know. It was this that spurred the gods and goddesses to leave their home among the stars, to descend to this desolate World without significance that would otherwise have never drawn their eye.

Ostuna, the first to arrive, was immediately struck by the sight of the sapling and claimed it as her own. Meanwhile the other gods looked upon the World with a mild curiosity that soon became eager interest. They quickly found that, by drawing on the power of the cosmos they had been birthed from so many eternities ago, the earth became like clay in their hands, easily sculpted into a desired form. The wind was at their command, the clouds swelling with rain and emptying it where they desired. With a word plains turns to grassland and forests sprouted from where once was bare rock and sand. This excited the immortals, so used to the implacable constancy of the cosmos, and spurred even more creations.

Thus began the First Age - the age of creation, when mountains rose from barren plains, great rivers ran towards the ocean, and forests of trees engulfed the land like a lush green carpet.

They were the gods of this new world, and were determined to make their mark.

* * * * * *
During the First Age orders are done in-thread, the content of these orders costing Divine Power produced from dice rolls. At the beginning of a round I will roll for all players and post the results - after that the round is considered to have begun and players are free to alter the world by marking on the map. Artistic skill is certainly not required so long as I can tell what you want. This will be done on a first-come first-serve basis - if you wanted to make a forest somewhere but someone made a lake there first, you're out of luck. Please use the map of the person before you so my job is easier.

Here is an example of what kind of orders I expect:

Munkar, God of Death
Divine Power: 18


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Divine Orders:

1. Create mountains in the northwest of the continent. (Shape Land x 2, -12 DP)
2. Create a river from those mountains running to the northwest coast. (Shape Land, -6 DP)

(Note: It might be helpful to check the stats to see if your Dominion gives you a bonus to what you want to do. If it does, kindly include it in your orders.)
 
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The First Age - Round 1

Divine Power Totals
Munkar, God of Death (iisbroke) - 14
Drouga, God of Change, Transition, Beginnings and the Passing of Time (Duke Dan) - 16
Apotheosis, Goddess of Desire (Fingon) - 7
Qaj, God of Chaos, Discord, and Madness (Rolman99) - 17
Iku-Turso, God of Water (Terraferma) - 12
Bel-Nin, God of Vermin (Noco19) - 16
Mith, God of Creation (Tapscott) - 9
RNGesus , God of Luck and Randomness (barkardes) - 13
Ostuna, Goddess of Nature (Sancronis) - 13
Ragnaros, God of Fire (Arrowfiend) - 15
Akedios, God of Emotions (Tristanxh) - 8
Binba bon Baba, God of Leadership, Ruling, Chivalry and Divine Right (Dadarian) - 13
Huehue, God of Humor, Laughter, and Bad Puns (Galren) - 7
Xat'ltaocuhl, God of War, Violence, Fighting, Rage, and the Warrior Way (alex) - 10
Dak'kon "The Forbidden One", God of Knowledge and Power (Julius) - 22
Buozihr, God of Lies, Secrets, Deceit and Treachery (Corman) - 16
Orthire, God of Building, Door Hinges, Public Welfare and Keys (Luft) - 14
Luni, Goddess of Freedom, Mischief, and Rebellion (Pluto) - 10
Zeph, God of the Sky (Darksteel) - 17


Deadline: July 4th
 
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"BY FIRE BE PURGED!"
Ragnaros

Dominion: Fire

Bio: History does not matter. ALL MUST BURN!
 
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Binba bon Baba, Lord of Lords, Knight of Knaves, Knave of Knights

Dominion: Leadership, Ruling, Chivalry, and Divine Right
Bio: To have civilisation, one must lead. To lead, one must have the right to lead. Binba bon Baba gives this right, if he deems you worthy.

- - - - -

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When the Nothing became Something, Binba bon Baba awoke to chaos.

It was awful.

So he tried to make order. But found that order, without purpose, was simply chaos of another breed.

So he looked through the chaos and order, into the edges. There he saw purpose, paternalism, and pastoral knaves with no concept of the previous two ideals. So came about the divine right to rule, to create a purposeful order, a directed order, for the sole ideal of upraising and simultaneously crushing the beings that existed within and without the Something.

 
Drouga

Dominion: Change, Transition, Beginnings and the Passing of Time

Bio:

History: Everything he knew was gone. The darkness, while still present, was greeted by great lights... stars... and so suddenly, the nothingness that filled the void wasn't nothing no more. He felt a sense in him. There were other things like him, other beings. He felt all the change throughout this pitiful void, and he took great joy in it. And amusement too.

Personallity: Curious: Drouga has a great yearning to know all things, 'what would happen if I did this, what if I changed that?'


Appearance: There is no one true form of Drouga, he changes his appearance at will, if you see him appear one way, it's unlikely you will see him like that again. However, in his private time, he takes the form of a skeleton.
 
Huehue
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Dominion: Humor, Laughter, and Bad Puns

Bio: Hue hue hue, I didn't realize how ridiculous those teeth look. They're snake fangs the size of daggers! Wait, I'm not supposed to know what those are yet. Quick, look at those hands! It's like I have two left hands! Hue hue! You know, I just noticed I'm not really sitting in the chair. What am I balancing on then? That yellow thing, which looks like it's covering up my schlong. And judging from that expression on my face, it looks like it's pretty excited. Hue hue hue hue! Wait. I just noticed that weird blue thing hanging from my butt. Is that supposed to be a wallet or purse? Am I expelling it out of my system? Good questions I don't know the answer to. And just look at those huge ears! Then again, I am supposed to be based on a coyote. So what's up with the buck teeth then? I really shouldn't have them. That can only mean one thing then. I was adopted. Hue hue hue hue hue! All this talk about myself has me thinking about people seeing themselves. Maybe I should make something that lets people see themselves? Oh, that sounds nice. Hue hue hue hue!

Huehue is a god resembling an anthropomorphic coyote with really prominent buckfangs. Note that Huehue can change his form at will, but his coyote form is his preferred form. Huehue likes seeing others laugh and wants to help those who don't laugh. He does know that the pursuit of laughter can easily go wrong, so he tries to have his pranks be either easily dealt with or harmless.
 
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Mith

"I've got a new game to play..." - First words of Mith
Dominion: Creation

History: Mith was one of the first of the Divines to awaken, and is arguably one of the most arbitrary. Amusement and distraction are his passions, and so he constantly creates games to entertain himself, often involving those things he has brought into existence. In his own divine words 'Being bored sucks'.
 

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To Binba bon Baba, the existence of a blank slate offered no challenge. You cannot rule the trees, you cannot uplift the rocks, you cannot establish the divine right to rule the waves. So Binba bon Baba went back to sleep, to sleep until another age, to sleep until there was a civilisation to civilise.
- - - - -
In Thine right hand is a palm, empty and symbolising patience and calm,
In Thine left hand is a club, heavy and symbolising the determination to crush opposition.

In Thine hands, we do prayer onto you,
In Thine hands, we do prayer that you imbune us onto the We,
Where the Me becomes We, and the I becomes Us.

In Thine favour we pray,
In Thine favour we beg.

~ Prayer to Binba bon Baba, C. 3rd Era


 
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RNGesus
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"Who stole my dices? Oh it is there!" -First words of him after being a god. "Praise the RNGesus!" - The words used after winning a game with dices.
Dominion: Luck and Randomness

History: RNGesus was a demi-god created by the Gods. He tried to solve problems between gods and he found a way to do it: Dices! After all,dices were the ultimate decider that doesn't have any chance of being wrong! After his awesome work of creating those, he found games and gambling. After a gamble with gods, he was a god! His first work was changing his outlook to something that represents him.

Personality: RNGesus's personality changes every moment by a dice he created so we can't say he has regular habits. But there is one thing that doesn't change:His passion with dices and everything done with this.
 
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Qaj very rarely takes up the same appearance twice, the only constant is that he appears in the dreams of those who he visits. Above is just one of his many manifestations.

Qaj

Dominion: Chaos, Discord, Madness


Bio:

History
: When the world first sprung into life, formless and without logic or reason for it being there, it only made sense for the lack of purpose or any sort of divine plan at this initial stage of existence to be filled in by what was present: the absolute “lawlessness” of existence itself. In an ironic twist, the disorder of the newborn world formed a cohesive entity, and thus Qaj was born.

Personality: Qaj possesses no true motive behind anything he does. He simply enjoys the disarray that accompanies his actions. With that in mind, Qaj is neither good or evil, as he finds such binding concepts to be orderly in nature and thus repulsive to him. Rather, he is willing to take whichever position is needed, regardless of its morality, to ensure the start of some sort of upheaval or strife. Any loss of life or property accompanying such events are disregarded by Qaj. Qaj is not beholden to any laws, which he always attempts to break should they be imposed on him, and the laws of nature are simply rules to bent for his own satisfaction. Trends of behavior when it comes to Qaj’s choices can scarcely be found, as he revels in his own arbitrary decisionmaking.

Qaj as a “person”, or rather in his interactions with mortals or other gods, is one part madman, one part genius, and one part trickster. Wildly unpredictable and always bearing some sort of eccentric trait, Qaj does what he wants, when he wants. The lesser beings that are bound to populate the world are simply playthings to Qaj, instruments of causing anarchy and discord wherever they roam. Absurdity and insanity are also well-liked by Qaj, and he finds them to be important (and amusing) tools in his quest for perpetual chaos.