Continuing this series on the Gods of Wandrossa mini-game for my Patrons, I thought I might expand upon what a God can do in a day and how it all works within the game. If you’re just tuning in, be sure to read the two previous parts of the Gods of Wandrossa series:
The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game.
Constructive feedback is welcome and appreciated in either comments or social media. If you can give me a valid reason with examples why something is off, 9/10 I’m likely to make changes to the content and credit you for doing so. Otherwise, feedback without anything to back it up gets ignored (or at most a smile emoji like this 🙂 ) Thanks!
Last Update: 2/27/2019 Updates to the rules are outlined in red.
Gods of Wandrossa
As a patron, you play a god. Below, is the progression chart for Gods of Wandrossa.
God of Wandrossa
|Rank||Might Bonus||Features||Powers Known||Power Slots||
|1st||2||Godly Alignment, Domain Powers||2||1||1st|
|2nd||3||Godly Alignment feature, Chosen One (one)||3||2||1st|
|5th||4||Chosen One (two)||6||2||3rd|
|6th||4||Godly Alignment feature||7||2||3rd|
|11th||5||Chosen One (three), Epic Power (6th)||11||3||5th|
|13th||6||Epic Power (7th)||12||3||5th|
|14th||6||Godly Alignment feature||12||3||5th|
|15th||6||Epic Power (8th)||13||3||5th|
|17th||7||Chosen One (four), Epic Power (9th)||14||4||5th|
|18th||7||Godly Alignment feature||14||4||5th|
Choose your alignment, selecting one moral aspect (Evil, Good, or Neutrality) and one ethical aspect (Chaos, Law, Or Neutrality). Each aspect of your alignment is detailed at the end of the class description. Your choice grants you alignment powers and other features when you choose it at 1st rank. When you gain ranks as a god, you gain two additional benefits at 2nd level, and again at 6th, 9th, 14th, and 18th level based on each aspect of your alignment. For example, if you are a lawful good god, you gain benefits at 2nd level for both law and good. True neutral gods take the benefits of neutrality twice.
Your divine status grants you incredible powers which you can use to change and modify the world of Wandrossa and beyond.
The Gods of Wandrossa table shows how many power slots you have. The table also shows what the level of those slots is; all of your power slots are the same level. To use one of your domain powers of 1st level or higher, you must expend a power slot. You regain all expended power slots at the end of a 20-year cycle (the 1st of each month).
For example, when you are 5th rank, you have two 3rd-level power slots. To use the 1st-level power slot miracle, you must expend one of those slots, and you use it as a 3rd-level power.
Powers Known of 1st Rank and Higher
At 1st level, you know two 1st-level powers of your choice from the divine powers list.
The Powers Known column of the God table shows when you learn more divine powers of your choice of 1st level and higher. A power you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th rank, for example, you learn a new divine power, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a rank, you can choose one of the divine powers you know and replace it with another power from the divine power list, which also must be of a level for which you have power slots.
In addition to level requirements, some domain powers have prerequisites that you must meet. For example, the 3rd-level power firestorm requires you to know at least 2 other powers from the fire domain.
Starting at 1st rank, your divine nature allows you to harness the forces of the multiverse. Your access to these forces are represented by a Might score. Your divine rank determines your Might score, as shown in the Might column of the God table.
When you take an action or use one of your divine powers, you apply your might to the check (if applicable).
Starting at 5th rank, you gain a chosen one, a special follower that acts as your proxy on Wandrossa. Choose one of the following types of chosen ones: high priest, merchant prince/princess, politician, sage, or warlord. Each day, you can use your bonus action to move one or more of your chosen ones to any location of your choice. The new location must be in the same region or in an adjacent region. The overdeity provides the stats for your chosen one.
At 5th rank, you gain another chosen one, and again at 11th and 17th rank. Each time you gain a chosen one, you can replace one of your current chosen ones with a chosen one of a different type.
At 10th level, you create a divine location that serves as your followers’ hub, workplace, fortress, and grand temple. The location can be any type of structure of your choosing such as a dungeon, jungle temple, pirate ship, or anything else that is appropriate to your divine nature (at your OD’s discretion). You must place the divine location on a non-water hex at least 12 miles (2 hexes) away from any other locations.
Your divine location has the following stats:
- Your location is managed by a CR 14 legendary creature of a type of your choosing.
- The DV of the location is equal to the CR of the creature that manages it.
- The location has 22 areas with 16 encounters (created by the Overdeity).
- As long as your Divine Location is standing, you gain an additional 250 followers at the end of each day.
If you are destroyed or demoted to 9th level or lower, your location turns to ruins.
At 11th rank, your connection to the multiverse imbues with you an epic power. Choose one 6th-level power from the divine powers list as this epic power.
At higher levels, you gain more epic powers of your choice that can be used in this way: one 7th-level power at 13th level, one 8th-level power at 15th level, and one 9th level power at 18th level.
You can use this feature to use an epic power once without expending a power slot. Once you use this feature, you can’t use it again until the start of a new 20-year cycle (1st of the month).
At 20th level, your power and influence know no bounds. You can take two actions per day. Your first action occurs at the time you declare it. However, if your second action is declared within six hours of your first, it is counted as having been declared six hours after the first instead of the time it was actually declared. If this would cause the action to be declared after the daily cut off time, the action is lost.
At 1st level, a god gains the Godly Alignment feature. The god chooses two aspects: one ethical aspect and one moral aspect. The following alignment options are available to a god.
There are three ethical aspects for you to choose from: Chaos, Law, and Neutrality. Choose one. Your choice grants you features at 1st rank and again at 2nd, 6th, 14th, and 18th rank.
Gods of chaos have little regard to what the other gods expect of them. They follow their whims, holding their personal freedom above all else.
God of Disorder. At 1st rank, during the daily resolution phase, you gain 50 followers for each settlement that has one of your temples in it that is under the effects of civil unrest.
Sew Discord. At 2nd rank, you can use your daily action to create chaos. Choose one settlement that contains one of your temples. That settlement’s satisfaction score is reduced by an amount equal to your might bonus.
Anarchy. Starting at 6th rank, when a settlement that contains one of your temples comes under the effects of civil unrest it does not suffer a penalty to its DV.
Pandemonium. At 14th rank, civil unrest can open a door to your followers. As an action, choose a settlement that is under the effect of civil unrest. You destroy a temple of your choice. After you use this ability, you can use the build temple action as a bonus action. Once you use this feature, you can’t use it again until the start of a new cycle.
Improved Sew Discord. At 18th rank, you can sew discord in a settlement that does not contain one of your temples.
You act in accordance of pantheonic tradition or your own personal code and often do what is expected of you.
God of Order. At 1st rank, during the daily resolution phase, you gain 10 followers for each settlement that contains one of your temples that is not under the effect of civil unrest.
Law and Order. At 2nd rank, you can use your daily action to squelch uprisings. Choose a settlement that contains one of your temples that is under the effects of civil unrest. The settlement’s satisfaction score becomes 10.
Iron Rule. At 6th rank, your presence in settlements automatically improves morale. At the start of the daily resolution phase, a settlement that contains one of your temples that is under the effects of civil unrest increases its satisfaction score by 2. This amount increases to 3 at 11th rank and 4 at 17th rank.
Model of Discipline. At 14th rank, your organized nature gives you an edge over other the other gods. After you declare a daily action, you can use your bonus action to have your daily action count as having occurred at the start of the day instead of the time it was declared. If more than one god uses this feature on the same day, the actions are organized among those gods in chronological order with all other actions following theirs. Once you use this feature, you can’t use it again until the start of a new cycle.
Improved Law and Order. At 18th rank, when you use your law and order feature the target settlement’s satisfaction becomes 15.
You steer clear of ethical issues and don’t take sides.
Domain Investment. At 1st rank, select a power domain. Whenever you use a power from that domain, you gain 50 followers. In addition, you learn one 1st-level power of your choice from that domain.
Remote Temple. At 2nd rank, you can build a remote temple. When you take the build action, you can build a temple in a hex that does not contain a settlement. You can only build one remote temple per region and you cannot build your remote temple within 12 miles (2 hexes) of another location. Your remote temple can only have 1 level and its DV is equal to your might bonus. The maximum number of levels that your remote temple can have increases to 2 at 5th rank, 3 at 11th rank, and 4 at 17th rank.
Once you use this feature to build a remote temple you can’t use it again until the start of a new cycle.
Domain Majesty. Starting at 6th rank, when you use one of your domain investment powers that employs your might, you gain a +1 bonus to your might. This bonus increases by 1 at 11th rank (+2) and again at 17th rank (+3).
Regenerate. At 14th rank, you can use your daily action to recover an expended power slot. Once you use this feature, you can’t use it again until the start of a new cycle.
Domain Grandeur. At 18th rank, you can use a 1st level power from your domain investment without using one of your power slots. Once you use this feature, you can’t use it again until the start of a new cycle.
There are three moral aspects for you to choose from: Evil, Good, and Neutrality. Choose one. Your choice grants you access to additional powers as you gain levels in this class.
You do whatever you can get away with, without compassion or qualms. The following powers are added to the list of powers that you know in addition to those normally offered by your rank.
You do your best to help others–deities, followers, or otherwise–according to their needs. The following powers are added to the list of powers that you know in addition to those normally offered by your rank.
You steer clear of moral questions and focus solely on your own interests.
Domain Investment. At 1st rank, select a power domain. If you chose Neutrality as your ethical alignment, you can select the same domain again or a different domain. At 1st rank, you learn one 1st-level power of your choice. At 3rd rank, you learn a 2nd-level power of your choice; at 5th level, a 3rd-level power; at 7th level, a 4th-level power; and at 9th level, a 5th level power. The powers you choose must be from the domain you chose.
The Order of Events
A typical year in Wandrossa involves gods influencing the people, creatures, and even the terrain of Wandrossa. The game organizes the chaos of godly events into days and months. A day represents one year in game time, and a month is a 20-year cycle (no actions on Saturdays and Sundays).
During a day, each patron takes their turns simultaneously, declaring actions on the Call to Action (CTA) thread. At the end of the day, during the resolution phase, the order of actions is determined by all of the god’s initiative values. Once all of the actions are organized, and any conflicts are resolved, the results are posted the following evening in a new CTA thread.
Events Step by Step
- Call to Action. The daily call to action (CTA) thread is posted on Patreon at 9am CST. In addition, the results from the day before are posted in the header for this thread.
- Declare Actions. All patrons can declare actions by commenting on the CTA or responding to the action of another patron. Actions must be declared before 9pm CST every day in order to count. If a patron posts more actions than they are allowed to, only the earliest posted action counts. A patron may not delete or edit its action without prior Overdeity approval or the action will be disqualified for the day.
- Resolution Phase. During the resolution phase, the day’s actions are organized by initiative order. Then, the results are cataloged and the information is updated. The results are added to the next day’s CTA thread.
- New Day. A new day begins with a new CTA announcing the previous day’s results.
Call to Action
Monday through Friday at 9am CST (U.S. Central Time), the Call to Action thread is posted in the Patreon channel. It is open to patrons only (of any tier). The Call To Action not only signifies the start of action declarations from the patrons but also has three vital pieces of information. Before declaring actions for the day, be sure to review the information as it may affect the outcome of your action.
Previous Day’s Results
The previous day’s results are posted in the CTA thread. This details everything that occurred the day before. The results are final and cannot be changed once posted.
Random occurrences may happen. These are announced by the Overdeity to add a random dynamic to the game. These could be a meteor crashing into the area, a forest fire, or even the introduction of a new type of monster. Each random occurrence will be detailed as it occurs. At the moment, there are no random occurrences.
If there are any major changes to the maps, the map will be updated and posted for all patrons to reference.
Once the CTA is posted, you can declare your action. To declare an action, you must post a comment on the CTA thread for that day before the hours of 12am CST and 9pm CST.
The most common actions you can take are described in the “Daily Actions” section later in this article. Many domain features and other abilities provide additional options for your action.
You can forgo declaring an action on a day. If you do not declare an action, you automatically take the Rest action as described in “Daily Actions.”
Various domain features, divine powers, chosen ones, and other abilities let you take an additional action on your turn called a bonus action. Chosen ones, for example, allows you to move your Chosen One and clear a dungeon, gather an artifact or defend a settlement. You can take a bonus action only when a special ability, divine power, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.
You can take only one bonus action per day, so you must choose which bonus action to use when you have more than one available.
Like your normal action, your bonus action must be declared between 12am CST and 9pm CST on the current CTA thread.
Certain special abilities, powers, and situations allow you to take a special action called a reaction. A reaction is a response to a trigger of some kind, which can occur in your normal Initiative order or at the same time as another god’s initiative order.
When you take a reaction, you can’t take another one until the next day.
Other Daily Actions
During the day, you can still vote in polls, comment on lore-building threads, and engage with the rest of the patrons. None of these conflict with the events for the day.
When you declare your action each day, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise.
You can assist or oppose another god’s conflict or improvement action by replying to its declared action thread. If you declare that you are assisting the declared action you add your might to the action’s conflict pool or improvement pool respectively. If you declare that you are opposing the declared action you subtract your might to the conflict or improvement pool. Assisting and opposing happens in the same initiative order as the original declared action
Dave declares that he is going to create a conflict in Bygrove, adding his 4 might to the conflict pool. Bygrove has a defensive value of 7, therefore, Dave will need help in order to make the conflict successful.
Tracy declares that she will assist Dave, adding her own 4 might to the conflict pool. The conflict pool is now 8 which would be enough for Dave and Tracy to succeed in the Bygrove conflict.
However, JD declares that he will oppose Dave, subtracting his 2 might from the conflict pool. The conflict pool is now 6, which isn’t enough for Dave and Tracy to succeed in Bygrove.
Choose a settlement. Your followers build a 1st-level temple in that settlement. If you already have a temple in the settlement, increase the temple’s level by 1. In order to improve a temple beyond the first level, you must have a minimum amount of might as shown on the Temple Level Benefits table below.
Temple Level Benefits
|Temple Level||Minimum Might||Might Bonus||Annual Follower Bonus|
Temple Level. This is the number of levels that your temple has in the settlement.
Minimum Might. In order to build a temple at the corresponding level, your might must be equal to or greater than this value.
Might Bonus. When targeting a settlement that contains your temple, you gain a bonus to your might as shown on the Temple Level table. You do not factor in your might bonus when determining whether or not you can build a temple.
Annual Follower Bonus. At the end of each day, during the resolution phase, the annual follower bonus is the number of followers you gain.
Max Temple Levels
Every settlement has a maximum number of temple levels that can be built within it. Once the maximum number of levels is reached, you cannot build a new temple or improve upon an existing temple until the size of the settlement increases.
A conflict involves starting a battle, coup, or causing general trouble somewhere in Wandrossa. See the “Conflicts” section for the rules that govern conflicts.
When you declare a conversion action, you must choose another god or choose agnostics. You cannot choose a god that has taken the Rest action for the year.
- If you choose another god, its follower count is reduced by an amount equal to 10 times your might bonus. You gain a number of followers equal to the amount the other god lost.
- If you choose agnostics, you gain a number of followers equal to 5 times your Might.
Choose a settlement. You increase the settlement’s satisfaction score by an amount equal to your might.
You can use one of your divine powers. Each divine power has an implementation time, which specifies whether the god must use an action, a reaction, or bonus action to use the power. Most divine powers have an implementation time of 1 action, so a god often uses his or her daily action to use such a power.
You can direct the production of that village so long as it is able to do so. Choose a settlement
that has one of your temples in it and declare how you will improve it, selecting one of the options below. You create an improvement pool and add your might to the improvement pool. Other gods can assist or oppose the improvement by replying to the pool. To complete the improvement, the build pool must have a total of 5 might or more during the resolution phase. You cannot improve a settlement if it is under the effects of civil unrest. Choose one of the following improvements:
- Build Mine (9 Wealth). Place a mine on 1 mountain hex within the settlement’s area of effect.
- Clear Forest. Replace 1 forest hex with 1 grassland hex. Increase the settlement’s wealth by 5.
Build Road (5 Wealth). Add 1 road hex.
- Farm (3 Wealth). Change 1 grassland hex within the settlement’s area of influence into a farm hex. Increase the settlement’s food supply by 300.
- Build Lumber Mill (6 Wealth). Place a lumber mill on 1 forest hex within the settlement’s area of effect.
- Improve Defenses (X Wealth). The settlement’s DV score increases by 1, and its satisfaction score decreases by 1. The wealth cost to upgrade defenses is equal to the settlement’s new DV. You can only upgrade defenses once per action.
- Emigrate. The population of the settlement increases by 100.
Choose a settlement. The settlement’s DV increases by an amount equal to your might until the end of the day.
When you declare the Rest action, you are immune to conversion attempts for the day. If you do not declare an action for the day, you automatically take the Rest action.
Whether it’s an armed incursion, an uprising, or even an assassination attempt on a leader, a conflict has a simple structure.
- Choose a target. Pick a settlement, improvement, or another area of interest.
- Declare the desired outcome. In addition to declaring the conflict, the attacker must also declare his or her desired outcome. Choose one of the following: Destruction, Overthrow, or Raze Temple.
- Create an attack pool. When you declare the target, you create an attack pool. You add your might into the attack pool. If the target is a settlement that you have a temple in, you add a bonus equal to the temple’s level to the pool. In addition, powers, special abilities, and other effects can apply penalties or bonus to the attack pool.
- Receive help/opposition. Gods that have not yet used their action can assist you by adding an amount equal to their might to the attack pool. Similarly, gods can use their action can oppose you by subtracting an amount equal to their might from the attack pool.
At the end of each day, the Overdeity determines the results of all of the declared actions.
The Overdeity organizes all actions by the real-time that the action was declared. Assist and oppose actions are considered to happen simultaneously with the declared action.
Dave declares that he is improving Eltun’s defenses at 1:13pm CST. He adds 4 might to the improvement pool. If successful, Eltun’s defenses increase by 2, its wealth decreases by 1, and its satisfaction decreases by 1. Eltun’s current defenses are 5.
JD declares that he is creating a conflict in Eltun at 2:45pm CST, adding his 6 might to the conflict pool.
Tracy declares that she is assisting Dave’s improvements in Bygrove at 5:32pm CST, adding her 4 might to the improvement pool. Although her assist came in an hour later, it’s counted as happening at the same time as Dave’s action.
During the resolution phase, Dave’s improvement action happens first. Thanks to Tracy’s assist, the total might in the improvement pool is 8, which is enough to increase Eltun’s defenses by 2, making it 7.
JD’s conflict action occurs next, however, it happened after Eltun’s defenses were upgraded. The conflict pool was only 6, which wasn’t enough to overcome Eltun’s upgrade defenses.
New God Initiative, Temple and Conversion Protection
When a new god arrives in Wandrossa, their actions are considered to have occurred before all other gods when determining initiative order, even if a non-new god uses a power to adjust their initiative order.
In addition, new gods cannot have their temples razed nor can they be targeted by the conversion action.
Each conflict is resolved in initiative order as noted above. Compare the attack pool to the location’s DV. If the attack pool is greater than the DV, the attackers have an attack surplus. Otherwise, nothing happens.
The attack surplus is the amount the attack pool exceeds a location’s DV. If there is an attack surplus, resolve the conflict outcome as detailed below.
Below are the possible outcomes for a conflict.
Destruction. When you choose to destroy a settlement, the following happens:
- Reduce the settlement’s DV score by 1 for every 1 point of attack surplus.
- Reduce the settlement’s Wealth score by 1 for every 1 point of attack surplus.
- Reduce the settlement’s Population by 100 for every 1 point of attack surplus.
Overthrow. If your attack surplus (see below) is greater than or equal to the settlement’s rank, its leaders are killed or cast out and you put new leaders in place. The new leaders can be one of your chosen ones or an NPC selected by the Overdeity.
Raze. Choose an improvement or a temple within the settlement or its area of influence. For temples: if your attack surplus is greater than or equal to the target temple’s level, it is destroyed in the conflict. Otherwise, it remains. For locations, destroy one location. In addition, the god who caused the conflict or any of the gods that assisted in the conflict can use his or her bonus action to build a new temple or add a level to a preexisting temple. The normal might requirements still apply.
All other actions are resolved in initiative order.
After all actions and conflicts are resolved, the results are placed into the daily log and released the following day at 12am CST.
Settlements are updated using the following protocol:
- Adjust Stats. Any changes to the settlement’s stats caused by the gods’ actions are made.
- Increase/Decrease Population. The settlement’s population increases or decreases by an amount equal to its current population times its growth rate.
- Collect Income. The settlement’s Wealth increases by an amount equal to its income.
- Feed Population. If the settlement’s food supply is less than its population, the settlement’s satisfaction score is reduced by 1 point for every 100 population it can’t feed (minimum of 1). A settlement can use its wealth to feed its population at a rate of 1 Wealth cost per 100 food.
- Civil Unrest Results. If a settlement is under the effects of civil unrest, refer to the civil unrest chart to determine the results.
- Settlement Growth. If the settlement has enough population to grow and it is not under the effects of civil unrest, it gains a rank and adjusts its stats accordingly.
Gods gain followers for actions they took during the day as well as temples, powers, and other special abilities they might have.
- All gods that took an action receive 10 new followers.
- A god receives followers from its temples according to the Temple Benefits table.
- The god gains or loses followers from conversions.
- Gods of Law gain 10 followers for every temple they have in a settlement that is not under the effects of civil unrest.
- Gods of Chaos gain 50 followers for every temple they have in a settlement that is under the effects of civil unrest.
Any actions that changed the geography of the region are added to the map.
Settlements, like gods, have their own ranks and abilities.
|Rank||Type||Population||Base DV||Max. Temple Levels||
Area of Effect
Rank is the settlement’s position. This determines the settlement’s type.
Population determines the settlement’s rank. The higher the town’s population becomes, the higher rank it gains.
The Base DV of a settlement is the lowest its defense value can go. If a settlement gains a rank through an increase in population and its current DV is lower than its new rank’s base DV, it DV automatically increases to the new amount.
Max Temple Levels is the maximum number of temple levels that can be built within the settlement. Once the maximum number of levels is reached, you cannot build a new temple or improve upon an existing temple until the size of the settlement increases.
Area of Effect are the number of hexes surrounding the settlement that it can build improvements in. In addition, a new settlement cannot be placed within a preexisting settlement’s area of effect.
Other Settlement Stats
In addition to the stats listed above, settlements have other stats that can be affected by the actions and powers of gods.
Wealth is what a settlement uses to build improvements and use certain features.
Income is how much a settlement’s wealth increases at the end of each day.
Food supply is the amount of food that a settlement provides. If a settlement’s food supply is less than its population, the population’s satisfaction score is reduced by 1 point for every 100 food it can’t provide.
Satisfaction score is the general contentedness of a population. If a population’s satisfaction score drops below 10, it falls under the effects of civil unrest. While a settlement experiences civil unrest, it cannot improve and its DV is halved.
Growth rate is how much a settlement’s population increases each day during the resolution phase.
The terrain surrounding a settlement affects its scores, too. The terrain must be within the location’s area of effect for it to gain the benefits provided by the terrain.
|Terrain||DV Bonus||FS Bonus||Inc Bonus|
Next: Domains (for real this time)
This is more or less the core engine of the game. I’ll need to clean up the rules a little I’m sure and it’ll need some playtesting, but I’m pretty stoked with what’s here so far.
Art by Wizards of the Coast.