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- Fantasy, Fantasy, Fantasy. Swords and sorcery, dungeons and dragons, Dwarf Fortress. Medieval Fantasy, basically. I also love futuristic sci-fi stuff here and there.
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- Historical. Anything strictly grounded in realism. I'll go for modern but if there isn't some fantasy in it then I won't dig it.
The Jewel is a mythical deal made between a handful of deities and a group of entropic interlopers. The deific powers may get to create their own deific realms and people, but the entropic beings make their dark demands in return. No realm will go without strife and suffering, and no god or people will go untested. Thus is the price paid to play for The Jewel.
The idea for this roleplay is that it is setting up a creation myth by playing it out with whatever deities are presented and whatever people and lands they choose to make. You, the players, will playing those deities and create your people and your lands. I, as the GM, will be playing the forces of entropy that eat away at your people, your lands, and your pantheon. While you spend your efforts making bountiful lands for your people to live, you must neglect what lies outside their reach. While you make your people powerful, you neglect the ancient evils seeded by the entropic beings. There is a price paid for every boon you give to your people at creation, and I will be sure the outside forces take their pound of flesh one way or another.
The Game Proper
We'll start with simple steps. First up, this is intended to be played out in four phases. The first phase will be character creation, which involves the legend of your deity, their portfolio, their intentions, their lands, and their people. This will be a back and forth of the players telling the great works of their deity upon their land and their people, while I return with what rises in the wake of their neglect on other points. It will always be at the detriment of the people and their deity.
Once "character creation" is completed, the next phase is your deity's first and very temporary arrival on the world. You introduce yourself to your people and bestow upon them your first words. It is very important you are clear with your instructions to your people. Give them direction, purpose, and clarity-- as much as you can in your first meeting, at least. This is a pretty short phase. You're basically inspiring the creation of scripture and communicating your tenets.
The third phase will be the meat of the game, as this is when you'll head back to your deific seat of power and tweak things from the sidelines. Your god is under strict rules, but you're still playing as your people here. Meanwhile, I seed the interlopers appropriate for what you have all chosen, all of the ancient evils, all of the cursed lands, and the rest of the price paid for playing the game. Then... we all play. We play out how your people fair against their adversity, against other peoples (should they not get along), and themselves.
The fourth and final phase, which will arrive rather late, is End Game. One Jewel-ending crisis will arrive to provide a final test to the people of The Jewel. Should they fail, so do the deities-- the price is considered paid, the game is over, and everyone goes home with nothing but the experience. If they succeed, the price is still paid, but they reap all the rewards gained by playing this game. Your people, your land-- whatever you control is still yours.
How the first phase is played will be explained more in-depth if I get enough interest to actually start the game. If you have any questions on theme, narrative control, or flow, please ask them here so I can get all the details out early.
Greater detail and sign-ups link listed below!
Creation Myth: The Jewel A Godly Worldbuilding Game The Jewel is a mythical deal made between a handful of deities and a group of entropic interlopers. The deific powers may get to create their own deific realms and people, but the entropic beings make their dark demands in return. No...