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Theonosis:How do I play?

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  1. Start with the Province you began in. You probably already described how your Deity came to be worshiped there. Describe the Province as much as needed so that others could use it, either as a setting for a novel or a table-top role-playing game, or a home for their own Deity. Make sure to describe your Temples, Holidays or other Manifestations. You could think of this as setting the Province up for others, so try to make it interesting and exciting. Include lots of opportunities for adventures and stories that take place there. You should not focus entirely on your own Deity - you can make other Deities as placeholders to be replaced by human-controlled Deities whenever someone comes along and wants to occupy that niche. You may want to describe the Manifestations of these other Deities in order to fully flesh out the Province.
  2. Expand into new Provinces and do the same. Alternatively, work on something other than Provinces: for example, you could create a large empire that spans several Provinces, and focus on articles directly related to that empire rather than the Provinces themselves. Instead of an empire, you could make a network of do-gooders or evildoers, or a powerful guild or trade group. Again, your goal should be to make for exciting and interesting opportunities for others.
  3. Write short stories or some other creative work that expands on your Deity, Province or other setting element. (see Theonosis:Authorship) Even very brief stories like fairy tales or fables can help bring ideas to life.
  4. You can compete with other human-controlled Deities, remembering the basic rules presented at Theonosis:About. You will not simply be allowed to dominate another player and destroy the things he has worked on. However, you and another player can work together to make an interesting rivalry or war between your Deities. If enough people are interested in a more cutthroat way of interacting, discuss it at Theonosis:Beyond the Boundaries. To collaboratively work on a rivalry between two or more Deities, first review Theonosis:Generations - you'll have one month to decide, along with any other involved players, what has occurred in a particular Generation, so you can create Champions or otherwise decide how your respective Deities are battling. If you'd like to work out more specific rules with another player - such as designating an uninvolved player to decide whose Deity succeeded the most in any Generation, based on creativity or other criteria - you can do that too.

First steps

You don't have to complete these tasks. They are presented as examples to get you started. When working on your first Province, you should pick no more than three of these to begin with. By the time you've completed that, you should have a strong idea of how this website works, and you'll be able to move on to new Provinces, new Zones and new ideas.
  1. Make a Temple. This is normally a place where people worship you. You can grant the Temple special powers to impress your worshipers or help solidify your worship.
  2. Make an Artifact. This is an object you can imbue with power, perhaps granting it to a local hero, knight or high priest to help spread your Deity's name.
  3. Make a Holiday. This is a period of time you can grant special effects in line with your Zones, to encourage your worship.
  4. Make a Champion. This is a mortal you grant magical powers to and send out to spread your Deity's name or accomplish acts of great heroism (or villainy).
  5. Make a Class. This is an occupation that mortals can take and receive magical powers from you.
  6. Describe the Pseudodeities in your Province. These are entities like true Deities but lacking in power and scope.
  7. Create a list of possible plot elements in your Province. You can be as detailed as you like, and you can make up haunted castles, evil witches or essentially anything else you want. See Crikland/Plot for an example.
  8. Create a table of encounters or incidents that could occur in your Province. This would be intended for a GM in a table-top role-playing game, and could include monsters, bandits or specific characters. See Crikland/Tables for an example.
  9. Decide what kinds of prayers your Deity's Presence will answer in your Province. See Crikland/Presences for an example.
  10. Make artwork - paintings, maps, drawings, even photographs - that depict your Province or something relevant to your Deity.
  11. Write the lyrics to a folk song specific to your Province. Keep in mind that many folk songs are very brief or virtually nonsensical lyrically.
  12. Create a Spell, or several spells, relevant to your Zones. You can embellish on the procedure for casting the spell, or describe the effects of the spell, in interesting ways.
  13. Describe a Deity who is worshiped in your Province and will be a long-term nemesis for your own Deity. Add to the history section of your province describing your battles.

You should have an article on your Deity, such as Modrobene. This is different from the userpage, User:Modrobene. All Manifestations and everything you do should be linked to from the page for your Deity (or at least one of your Avatars, if you have more than one), unless you are keeping it a secret. You should also describe your Manifestations on their own page, and/or any other relevant pages, such as for a particular Province. Even a temporary Manifestation like a Champion who will only exist for one Generation can have an article to himself. You can continue to describe that Champion's actions if you like, and others may do the same, or could expand on the mythos surrounding him by turning a descendent into a Champion, for example.

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