Rules

## General Rules

In Gods of Eloria, players play as the gods in the world of Eloria. The actions taken can affect a game I am running in the world.

1. Play to see what happens. This is not a competition, its cooperative storytelling. The goal is to have fun and tell a story.
2. Everyone that joins creates a god. This will be a god of the world Eloria. They may have a domain or two (most have two), but no more than two. You can decide what they are the god of and should provide a brief description of appearance, alignment, and personality (origin and history are optional but recommended).
3. Every week or two the DMs will provide a prompt. You will have until the Monday night of the ending week (either the following or the one after in most cases, this will be specified with the prompt) to determine what action you would like your god to take.
4. Each prompt you will have a single action which you may take. Prompts may have suggestions of what general actions that may make sense for the prompt and are reasonable (generally DC 10 or lower).
5. The DMs will have a DC for the action (where applicable). For each action that requires a check, The DMs will roll 1d20 and see if you succeed or fail. Other gods can help or interfere with each other adding a modifier to this check.
6. After the period ends, moderators will write up a summary of what happened and post it in the group. If teh scenario changes due to these actions that will be included in the summary.
7. Rules are subject to change at any time at the DMs' discretion to try to improve the overall experience.

## Actions

This is a list of basic actions that can be taken on any prompt that do not require a check:

* Help another god (+2 to their check)
* Interfere with another god (-2 to their check)
* Grant players a boon (assist players in my other game)
* Send a creature after the players (adds a monster of the DMs choice to a random encounter next seesion or causes an encounter if none was planned)
* Observe (choose to do nothing this prompt)

## Followers

Over time gods gain followers. The actions you take in the game can affect how many followers you have and may cause you to gain or lose them. At certain thresholds (yet to be determined) you will gain the ability to do new things.

Level 1 (1 follower): You exist and can take actions as outlined in the rules

Level 2 (10,000 followers): You can grant custom boons that are within reason, the DM may require a check depending on the power level of the boon.

Level 3(30,000 followers): You may design the concept for an item of legacy that will appear in the game; You can bestow an uncommon magic item as a boon.

Level 4(70,000 followers): You have a +1 made to checks for prompts

Level 5(150,000 followers): You can bestow a rare magic item as a boon.

Level 6(310,000 followers): You can help/interfere and take an action for each prompt.

Level 7(630,000 followers): You can bestow a custom magic item that is common, uncommon, or rare as a boon. You can also create custom monsters that will appear in the world during level appropriate encounters.

## Boons

Boons may be granted to players by gods. Boons are special abilities that are one use The basic boons granted are based on your domains:

All: Grant inspiration to a player.

Arcana: Player can use detect magic once for free, this does not user concentration or spell slots.

Death: Player has advantage on death saves until they regain consciousness.

Forge: Player can make their weapon a +1 or increase magic bonus by 1 for 1 minute.

Grave: The next time the player would drop to 0 hit points, it drops to 1 instead.

Knowledge: The DM will roll a d20, at any time when a d20 would be rolled the player can replace the die with that roll instead.

Life: Player regains 1d10 hit points.

Light: Player may add 2d6 fire damage to the damage from any attack.

Nature: Player can cast speak with plants/animals without an action or spell slot.

Tempest: Player can add 2d6 Lightning damage to any attack.

Trickery: Player has advantage on all Charisma (Deception) checks for 1 minute.

War: Player has advantage on the next attack they make.