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Chosen one deities

Though they may do things differently, none of these deities hate each other or advocate war specifically against the followers of another deity. The deities do not mind you worshipping more than one of them, you can even worship opposite deities (though this might be something of a challenge). They do not however take kindly to you ceasing to worship them while your race are in play.

Melenli - The queen of movement

Melenli delights in smooth motion, both physical and abstract. She expects her followers to constantly change their methods and plans to adapt to the world. Melenli has the ability to gift here people with improved battlefield communication. It is normally near impossible to alter a battle plan once a battle starts but with Melenli, it is possible (but still not easy). To be given this gift you must not have any cities with more than 50,000 people in them.

Laegin - The king of continuity

Laegin demands and expects resilience and steadfastness. A plan should never be changed unless it absolutely has to. Plans should be made in advance and last for many years. Laegin has the ability to strengthen walls, both stone and shield. Stone walls act as if they were twice as thick and shield walls the same. To gain this advantage you must plan all invasions at least 2 turns (if you write the plan before turn 1 orders and then invade using turn 3 orders you're okay) in advance and stick to the plans.

Hezechi - The servant of her greed

Hezechi is self centered, everything she does is for her and anything her people did is for the people of Hezechi. She expects her followers to care nothing about other nations, even those that follow Hezechi. Hezechi has the ability to double your material income but expects that you first take at least twice what you give from all your neighbours, peacefully or otherwise.

Ulithim - The lord of altruism

Ulithim loves to share and give, better still when the recipient of your gift cannot repay you for it. Ulithim's way is not conducive to way but he does not mind war, you are not expected to give freebies to your enemies. Ulithim can offer the gift of building walls and structures at twice the normal rate. In return however you must give to your allies at least twice what they give to you with the exception of other Ulithim followers, he does not want to pit his followers against each other.

Khystrik - The prince of vice and compulsion

Khystrik wishes you to indulge in everything, to follow your passions and impulses. When someone does something to you, go with your first intention and do so right away. For those that are truely devoted to Khystrick, Khystrick will give them a 50% bonus to their population growth rate but expects them to eschew the use, store and research of magic.

Pherrith - The damsel of tranquility

Pherrith believes that your first reaction is normally your worst, you should take time to think things through. Pherrith can give a 50% bonus to the production of mundane or magic (decide at the start of each turn) points but will only do so if you wait at least two turns (if they attack in turn 1 then you should not retaliate until turn 3) before you retaliate against any enemy action. You should not even put men in place in preparation for retaliation (though you are encouraged to plan and think about it).

Soag Chi - The sister of strife and war

Soag Chi believes that the best way to bring out strength is competition, violent and friendly. Soag Chi expects her followers to go out and cause disruption in all that they do. For those that are willing to take it to the next level, Soag Chi will reward them by giving all their troops 50% more experience upon completion of training and the same for all militia. To achieve such a gift you must cause at least two major acts of disruption each turn (they don't need to be public). Such acceptable acts include blocking major trade routes, sabotage, pillaging and other such actions.

Graveus - The emperor of logic and unity

Graveus feels that the best way to progress is to unite and end strife. He sees that not everybody will want to ally with you and the best way to remove them (if it's a serious enough disagreement) is to unite and attack. Graveus can increase the benefit of tech trades, rather than doubling your research speed it will quadruple it. To achieve this level of favour you must be allies with all your neighbours and must have at least 3 neighbours.

Rhithis - The monarch of aggression

Rhithis is a strong advocate of striking first and of preemptive methods. He expects his followers to always make the first move and thus to not be caught on the back foot. Rhithis can gift his followers with greater ability to detect saboteurs, in return his people must have always struck the first blow in any war.

Selejin - The princess of passivity

Selejin prefers to always wait, to not try and predict the chaotic movements of others. To prepare and then react but never to take the initiative. Selejin can grant the ability to march troops twice as far as normal but demands that in return you are not the aggressor in any of the wars you fight, if someone has not attacked you in the past 3 turns (if they attack in turn 1 then you can attack in turn 2, 3 or 4) then you cannot attack them.

Universal deities

These deities were never chosen ones, they open themselves to worship from all peoples. They are considered more of a challenge to follow so if you are unsure then it is probably better to make a choice that is not one of these. Neither of these deities will accept worship alongside other deities, if you worship others alongside them then they will not even raise you from the dead.

Arl - The sovereign of creation and amalgamation

Arl formed this world and several smaller ones. He brought the Chosen Ones to the world and despite their constant wars, cares for them and loves them as much as he did when he first created them. Arl is concerned with bringing things together, with creation of new and better things but without discarding the old. He is not a fan of wars but agrees that sometimes there is no other way. Arl is able to grant his followers with the ability to have all colonies supplied with any one resource supply (it's the same for all colonies, you choose which one it is each turn via your orders). In return however you must every turn be seeking to further the goals of Arl by building this World of Arl into a more utopian world.

Trchkithin - The mistress of destruction and sedition

Trchkithin was the leader of the Trchkithin people but was slain by the Cayim Amiy leader but had accumulated enough power that she could ascend to deityhood. Though not as powerful as Arl, she is sly and should Arl ever destroy her himself, it would likely slay all life on his new world. Trchkithin revels in the thought of this and seeks to destroy and separate everything. She should not be confused with Soag Chi who seeks to pit different peoples against each other, Trchkithin aims to pit peoples against themselves until the only group of people are her followers and everybody else is alone.

Trchkithin can grant her followers the ability to see the powers and abilities of any living being. This may seem rather useless but it extends to knowing the skills of a person and the magical talents of mages to name but two. In return you must every turn be following the mission of Trchkithin to turn the World of Arl into a nightmare mess where the only solid group of people are the followers of Trchkithin.



This site was created with a mug of tea the size of my face.