Cover of Ascendant Divinity

Ascendant Divinity

Read the story

1 chapter · 0 words · Read 0 times

Meta Notes for Avartin (New Session Prep) Premise Avartin is a vast, real world with RPG System overlays, where 32 newly ascended gods—former humans who died—compete for godhood. No prior game exists; all gods are novices, assigned random domains and starting regions. The user’s character is a rotund figure in an unbuttoned sportscoat and dress pants, their body a swirling cosmos of astral bodies, resembling nebulae and stars, seated on a stary couch. The goal is to guide a chosen race from Stone Age tribes to advanced civilizations, amassing faith through miracles, blessings, or guidance. If faith reaches zero, the god becomes subservient to the deity who claims most of their followers, not annihilated. The world was abandoned by prior gods, leaving no pre-existing worship or relics. Tribes act with nuanced agency, shaped by their environment and culture, not as helpless pawns. External forces (rival tribes, gods) are distant and minimally involved early on, emerging only with clear narrative justification or player-driven intelligence. Character Description Appearance: Rotund figure, wearing an unbuttoned sportscoat and dress pants, body composed of swirling astral bodies—stars and nebulae shimmering within, evoking a cosmic void. Floats on a velvet-upholstered throne in a starry void, with the System’s holographic interface for commands. Domain: Randomly assigned. Shapes miracles and blessings Faith: Starts at 100 points, spent on miracles Worship from followers restores faith. Races Races are animal-inspired, named simply (e.g., Bearmen, Foxmen), tied to biomes for ecological fit (no polar bear-like tribes in deserts). They start as Stone Age tribes (~50 members) with varied builds reflecting roles (e.g., burly warriors, wiry shamans, stocky crafters). Tribes are self-reliant, with practical survival skills, basic tools (flint spears, nets), and emerging cultures, capable of independent decisions but open to divine guidance. Systems System Interface: Holographic menus for scouting, miracles, and tracking faith, population, and tech (Stone Age start: flint tools, basic shelters). Gods guide indirectly via visions, blessings, or miracles, not micromanagement. Faith Mechanics: Currency for miracles (e.g., healing, visions, environmental shifts). Gained from worship, rituals, or offerings. Depletion risks subservience to rival gods. Civilization Progression: Tribes advance from tribal to feudal stages via tech (e.g., agriculture, pottery), culture, or c

Chapter 1: Whispers in the Exile's Cave

Read on DreamPress