Eternity Games

The Eternity Games are the regulated conflicts which continually rage around the realm of Earth, in which the Pantheons vie for control of the world using their halfborn children as agents of their will. Battles are waged over regions known as domains, through halfborn and other mortal champions, who typically fight in the name of their parent or patron and their pantheon. The Games not merely a means to power for the gods, but a fight for their very survival, as the Primordial, Aeon, Lord of Time and Master of Fate, has bound the pantheons to Earth, ensuring that any pantheon who holds no domain on Earth ceases to be.

In this manner, the gods are in a long struggle for survival and for ultimate power. They are regulated in their efforts in the Games by the Angels of the Ynochim, both Fallen and Ascendant. The Ynochim serve as arbiters of challenges and judges for the contests, though they cannot participate in the Games or hold domains of their own.

## Regulations

Eternity Games may begin only on four days of the year; the Spring Equinox, Summer Solstice, Autumn Equinox, and Winter Solstice. Likewise, a challenge may only be made on each of these dates as well. After the challenge has been issued, the Games fought over the domain in question take place on the subsequent date. For instance, a challenge made on the Winter Solstice has the corresponding Games take place on the following Spring Equinox. However, after the start date, it is permissible for a contest in the Games to continue on for days, weeks, months, or beyond.

Each domain can only be contested four times within a ten year period, on one of the above dates. Once a domain is challenged on a particular solstice or equinox, a challenge cannot be issued on that date again until the beginning of the new decade. After all four are used up, the domain is safe until the new decade begins. Additionally, a god may only challenge for a specific domain once per decade.

If a domain is lost to a new god, the challenge quota for said domain also carries over, making it optimal to try and issue a domain's fourth and final challenge, ensuring that one can hold it for the decade. Unused challenges also do not carry over to the next decade.

Also of note, is the fact that it is possible to challenge for multiple domains at once (provided said domains have an open challenge date). However, if a god challenges for more than one domain at a time, such boldness has a cost. For every domain they seek to acquire, they must wager one of their own. Thus, while attempting to take one domain carries no risk of losing one's own holdings, most gods tend to be frequently willing to wager many of their own domains for the potential of greater rewards.

It is even possible for three or more gods to collectively wager their domains together, with the winner acquiring all the domains wagered by the other deities. When such a contest takes place, it is known as a Grand Tournament.

### Making the Challenge

In order to take control of a domain, a god must first formally challenge the god who holds it to a contest of champions. The phrasing of the challenge goes thusly: *"I [Challenger's Name], of the [Challenger's Pantheon] do challenge you [Challenged's Name], of the [Challenged's Pantheon], to face my champions in the Eternity Games, to formally contest your dominion over [Domain Name (s)]"*. Should the god intend to challenge for multiple territories, the following is added *"With my challenge, I wager my sovereignty of [Domain Names]"*

The challenged god then replies *"I [Challenged's Name] of the [Challenged's Pantheon] do accept your righteous challenge, and declare that this contest shall be decided through [Chosen Game]"*. As the incumbent holder of the domain, it is the Challenged's right to choose which one of the Games shall decide ownership of a territory. If multiple domains are being challenged, the Challenged still maintains this right.

In the event of a Grand Tournament, the first challenged is the one to decide the form the Games shall take. Any deities joining in on the Grand Tournament must state "*I [God's Name], of the [God's Pantheon] do invoke my right to participate alongside you in this challenge, and wager my sovereignty of [Domain Names]".*

This most be done in the presence of a sanctioned Warden of the Ynochim (either Ascendant or Fallen). The Warden then codifies the challenge, making it official and proclaiming its date.

After the Game is chosen, the gods will have until the contest date to acquire a champion or champions. On the contest date, they must present their champions to one another, after which the champions will be taken to the chosen starting point of the contest, and the Games can begin. If either god is unable to produce the required champions, their foe will automatically be awarded the victory, though if neither can, the incumbent god will keep their domain by default.

## List of Games

The sanctioned forms of the Games are:

* Duel: The oldest of the Games, the Duel involves each of the gods involved in the contest each pitting one of their champions against one of their rival's in a one on one duel. No outside interference is allowed, and the battle takes place in a single, secluded area somewhere on Earth. The contest ends in one of three ways: If one of the combatants kills the other, if one of the combatants yields, or if one of the combatants flees the battleground. Should any of these conditions occur, the contest is over, and a victor declared. If one of the parents/patrons of the champion intervenes, their rival is automatically declared the victor. If a mortal intervenes on behalf of one of the champions, the two gods are allowed to interpret such meddling as a challenge under the Second Divine Law, and must remove the interloper by whatever means they deem necessary. Duels may not be used in Grand Tournaments, due to their one on one nature.
* Clash of Arms: A Clash of Arms is similar in concept to a Blood Duel, with the difference being that the battleground is larger and that multiple champions are permitted, with the minimum being three, and the maximum being one hundred. The god who is challenged is the one who choses the number, with it then being necessary for all gods involved to procure the selected amount of champions to fight for them. Clashes of Arms take place over the entire span of a Domain. In order for the contest to end, all the champions every god's side must either die, yield, or flee the battleground until only one god has champions still in the field. Once a champion is fled or yielded, they are treated as interlopers to the contest if they attempt to participate again.
* Clash of Powers: In a Clash of Powers, gods appoint champions to serve as generals and elites within armies of mortals, which wage war on behalf of the patron god. Clashes of Powers are unique among the Games, in that there is no limit on the number of champions gods may appoint (just that all gods must secure the same number at the beginning) and that instead of wagering a set number of domains, gods put all their domains on the table, with the understanding that any domains which are taken into possession by their rivals are forfeit to them. The Clash of Powers ends when all the gods involved declare their withdrawal. If a god withdraws, their champions may continue to fight and gain or lose territory for them, but the end to the Clash of Powers draws nearer. Once every god has withdrawn, all the domains that are currently controlled by the forces of each god involved are given over to them.
* Quest of Slaying: In a Quest of Slaying, the challenged god names a chosen monster (or group of monsters) that the champions must slay. Each god is allowed to select only one champion. The champions, however, are allowed to seek additional aid, and up to eleven mortal allies may assist them in combating the chosen target. These allies must officially pledge allegiance to the champion for the quest's duration, and may then join the champion in combatting the target. The champion, however, must be the one to slay the creature. Once the chosen monster is killed, or one of the champions is, the contest is over. The range of the Quest of Slaying is unlimited, and can encompass anywhere from the entire Earth to across the realms.
* Quest of Seeking: When a Quest of Seeking is initiated, the incumbent god must name some sort of item or items for their champions to attempt to acquire. Such an item might be the tooth of a dragon, snow from the top of Mount Everest, to the weapon of a god. The chosen item must be delivered intact to the champion's patron. Any mortal may serve as a god's champion on a Quest of Seeking, and an incumbent god may ask for up to seven champions to embark on such a quest. The Quest of Seeking is over either when the item is delivered to one of the gods (who must receive the item at a preordained point) or if all their champions are slain or withdraw from the contest. If a champion withdraws, they are no longer permitted to handle the quest item. Quests of Seeking can take place over an unlimited range.
* Contest of Craft: One of the few nonviolent Eternity Games, the Contest of Craft sees the two rival gods each name a single champion. The incumbent god chooses some sort of item that the champions must create, be it a painting, a sword, or an entire bridge. Each champion must create one such item in a time limit chosen by the incumbent god. Once the time limit is up, a neutral deity, randomly selected from another pantheon, sits as judge of the two crafted items, and declares a winner. Should either of the champions attack one another during the creation process, they instantly forfeit the contest.
* Trial of Cunning: In a Trial of Cunning, each god names a single champion, though they need not be of their blood. These champions are not permitted to do battle or harm one another directly. Instead, they must repeatedly challenge one another to perform various feats of intellect. Such feats might range from drinking from a series of cups, and having to avoid those containing poison, to solving a riddle, to calculating a mathematical equation. The first champion to issue a challenge is that of the incumbent god. Once a challenge is completed by one of the champions, they must craft a new challenge for their opponent. The contest ends either when one of the champions withdraws, or is killed by one of the challenges.

## Rights of Domain

The Rights of Domain are the privileges a god gains through the victory of their champions in the Eternity Games. The Rights persist across all Domains a god holds, giving them a great deal of authority within the territory they hold. The Rights of Domain are:

* Right of Ingress: The Right of Ingress stems from the Fourth Divine Law, and ensures that a god has the right to deny entry to any other deity into their Domain. No other god may enter their territory, unless given direct invitation, or they are a messenger deity delivering a message to the Domain's master. The Right of Ingress does not apply to mortals, including halfborn, who are free to come and go as they please. Generally speaking, most gods will allow members of their pantheons and other allies free or frequent access to their domains.
* Right of Acquisition: The Right of Acquisition gives a domain holder claim to all mystical raw materials that appear within their territory, such as magical metal ores, or any lost enchanted objects.
* Right of Determination: The Right of Determination gives whoever holds a domain the authority to choose what afterlife the souls of any mortals who die in their Domain are sent to. Typically, most gods will send all souls to the Netherworld controlled by their own pantheon, though for various reasons, they may choose to send them to other pantheons. The only mortals not subject to the Right of Determination are halfborn, whose souls belong to the pantheon of their divine parent, regardless of what domain they die in.
* Right of Destruction: The Right of Destruction endows a god to destroy any monstrous supernatural being within their domain, at any time, and for any reason. The definition of monstrous creatures, in this instance, applies to any supernatural entity, intelligent or bestial, who preys upon mortals. In theory, this Right gives gods the chance to protect the mortals within their domain from monstrous threats, though in practice, this rarely occurs, and many gods simply ignore monsters or exploit this right to compel their obedience.
* Right of Sovereignty: All nature spirits native to a domain owe their allegiance and obedience to the god that holds it, upon pain of death. Through them, gods may send storms, plagues, and famines upon the mortals who displease them, without violating divine law. Likewise, they may also command their vassal spirits to grant all manner of boons, such as blessing cattle, making fields blossom, etc, if they are unable or unwilling to do so themselves.

## Champions

There a number of beings who gods can choose to act as their champions in the Eternity Games. A champion's service cannot be legally compelled through direct physical or magical coercion, but gods can influence would be pawns into serving them by other means, such as offering rewards or making indirect threats.

In order for a champion to be officially recognized, the god must officially name them to the position and the champion must accept, with a Gamesmaster of the Ynochim to witness.

The words spoken are as follows:

"I [God's Name], of the [God's Pantheon] do beseech you [Champion's Name], to act as my champion in the Eternity Games, to formally contest/defend my dominion over [Domain's Name]. "

The champion then replies "I [Champion's Name], do heed your plea, and declare my allegiance to your cause in this matter".

The list of possible champion types go thusly:

* Scions: Scions is the name used to describe the direct halfborn children of the gods (or Seraphim) when they participate in the Eternity Games. Scions are the most common champion type, as most gods have numerous halfborn offspring, and their natural magical abilities and aptitude for using the Divine Dominions means a god does not need to expend resources empowering them to be fit champions. Furthermore, most halfborn children are more amenable to serving their divine parents.
* Sworn: The Sworn are halfborn, but have agreed to serve a god other than their own divine parent in the Games. Many halfborn offer their services as mercenaries to other gods, whether it be to spite their parents, or because another god has more to offer them.
* Chosen: Chosen begin as ordinary mortals, but have been gifted with divine empowerment by a patron deity. Chosen are rarer than other forms of champions, as few mortals prove formidable enough that a god considers them worthy of acting in the position. Fewer still are worthy of the loss of power expended in elevating them to superhuman status.
* Disciples: Disciples, like Chosen, are ordinary mortals, but are not directly gifted by a god with divine might. Instead, most Disciples are sorcerers, who wield esoteric magic to substitute for divine powers. Disciples also commonly make use of potent magical artifacts, either gifted to them by their godly patrons or acquired as part of their endeavors to earn a god's favor.
* Thralls: Thralls are nonhuman entities who have pledged their services to a god. All manner of strange beings can act as godly thralls, though most of their ranks tend to be composed of potent monsters seeking to earn a god's favor and patronage.

It should be noted that after the Games a champion participates in is completed, they need not participate again.

## List of Domain Holders

* Los Angeles: Held by Poseidon.
* San Francisco: Held by Susanoo.
* Dallas: Held by Thor.
* New York: Held by Hermes (and currently contested by Svarog)