Souls are the key resource of all gods. Nearly all actions are fueled by the use of souls and their consumption. Souls are divided into three categories:
Faithful Souls,
Mortal Souls (typically simply "Souls") and
Monster Souls
Faithful Souls
Souls of a Divine's Chosen or, potentially, other faithful Mortal believers. These Souls possess the memories and identities of the person they belonged to. Without a Paradise they will linger around their Divine, their fate linked to their survival. If a Paradise exists then the souls will travel to that location and be re-born as their Divine has dictated. If a Divine suffers Final Death then those souls outside of a Paradise are lost forever but those within continue on indefinitely.
They cannot be used by their Divine to fuel their powers or to be harnessed in any way.
Mortal Souls
Motes of pure spiritual energy that are released when a mortal being dies. Lacking Aspects and Natures, they are the most abundant type of soul, and are consumed to fuel a Divine's powers - be it Alterations within their Realm, or as fuel for powers or Animancy or Artifice. You can see a summary of common costs, in Souls, below:
{Table}
The primary gain of souls is passive. As a Divine claiming a Realm you will gain a hundred Souls each week per Province controlled (technically receiving Souls for the first Province
before it is controlled) and may obtain bonus souls for outstanding roleplay or completing major objectives.
Another method of gaining Mortal Souls is to kill monsters. When a monster is slain it releases a quantity of souls relative to its Rank.
Monsters and Monster Souls
Different from the mortal beings and creatures of the Realms, a Monster is a being forged with a shard of Chaos - containing something of the remnants of Creation itself within their souls. Others, such as
Ascendants, are believed to be a similar nature - containing perhaps patterns of Law, or scales of Balance. Seeking to fuel themselves and their powers, they subsist on the souls of other Monsters, Mortals and the Chosen. They are often aggressive and simple-minded although more powerful Monsters may demonstrate intelligence and even motivations beyond simple survival.
However, Divines should not be lead astray by this as Monsters are incomplete beings whose chaotic souls must subsist on the souls of other beings. That, however, does not prevent them from showing mercy or favoritism to certain beings and some have even allowed them into their Paradises where their souls are made stable by the constant influx of spiritual power.
Ranks
Each Monster has a Rank which shows its relative strength. Ranks go from 0 to 5 with each rank being roughly twice as strong as the previous, although Attributes and Skills may offset this one way or the other
A Rank 0 Monster is mostly a nuisance, Rank 1 Monsters are potential lethal in large numbers but easy to kill, Rank 2 is a challenge for young Divines and begin to demonstrate impressive abilities, Rank 3 is potentially fatal for young Divines and often have well distinguished powers, Rank 4 is generally outright lethal to a young Divines and is a challenge even for mid-tier Divines, and finally Rank 5 monsters are demigods in their own rights.
This scale also really only controls for simple Aspects and Natures. As Aspects and Natures become more complex they will increase the strength of the individual proportionality. So a Rank 3 Fire Nature Dragon is easier to kill than a Rank 2 Hellfire Nature Dragon.
As a general rule of thumb no Monster will have a Skill higher than Rank + 1 or an Attribute of Rank + 2
Aspects
Aspects are qualities of a Monster which largely define its form and behavior. A massive hydra-like monster might have Aquatic, Serpent, and Dire as Aspects to represent their habitat, form, and size respectively. Aspects are powerful as they can be bound to items through items using Artifice and bestow those qualities to the bound item or wielder.
Natures
Nature is the essential essence of a Chaotic or Balanced creature and give it Power. As in the previous example a hydra is likely to have a Water and Poison Nature to represent its prodigious command of currents and ability to vomit forth streams of poison. Natures are powerful because they can be bound to items using Artifice to give the item that nature.
Patterns
Patterns represent the essential essence of a Lawful or Balanced creature and give it Power. They function similarly to Natures
Death
Souls of Monsters (and others, such as Ascendants) released when they are slain. These souls contain the Aspects and Natures of the being they originally belonged to. They may be harnessed in several ways - being bound as a Familiar, for Animancy or Artifice to create new Monsters or Artefacts, or invoked temporarily - or shattered to release their Aspects and Natures and a further bounty of Mortal Souls. These Aspects and Natures are obtained at random.
Rank | Base | Dissolution | Aspects | Natures | Patterns |
---|
Rank 0 | 10 | 10 | 1 | 1 | 1 |
Rank 1 | 20 | 10 | 1 | 1 | 1 |
Rank 2 | 50 | 75 | 2 | 1 | 1 |
Rank 3 | 100 | 125 | 2 | 2 | 2 |
Rank 4 | 220 | 250 | 3 | 2 | 2 |
Rank 5 | 400 | 500 | 3 | 3 | 3 |
This message was last edited by the GM at 11:02, Mon 12 Aug 2019.