Divine Bloodlines

Every PC is a descendant of a God. But not a recent descendant—a member of an ancient divine bloodline.

The Gods rose up to fight the Titans when the world was young. They are the voices of the world itself, raised against the Titans who marred and broke and twisted creation. All Gods thus represent aspects of the natural world—there are no Gods of human abstract concepts like love, war, etc.

There are many Gods, most of them without known descendants. PCs must be members of any one of eight divine bloodlines (I may allow individual PCs to have more than one bloodline, but that’s TBD). These are the most common divine bloodlines, with hundreds or thousands of living Exalted descendants.

All details are subject to change, and the genders of the Gods are also very not finalized.

Short Blurbs

Dawn God-
The Dawn God’s descendants bring hope and light, but they know well the shadows. They are often optimistic and compassionate, but express it in varying ways.

Dusk Goddess-
The Dusk Goddess’ descendants face the coming darkness with deep wisdom. They carry the last light to its end, welcoming the shadows unafraid.

Mist Goddess-
The mist both hides and reveals, a source of insight and vision as well as deception and stealth. The Mist Goddess’ descendants often reflect this dual nature.

Fire Goddess-
The Fire Goddess’ descendants are often temperamental and passionate. They balance creation and destruction, protection and violence, like the fire itself.

Iron Goddess-
Some call the descendants of the Iron Goddess harsh and unyielding. But these are times of iron and steel, which call for strength that will not bend or break.

Sea God-
The Ocean God’s descendants can be unpredictable, their emotions deep and often hidden, rising to the surface at unexpected times in sudden storms.

Winter Goddess-
A cold beauty that destroys and delights, winter can be playful or merciless. It is best not to make enemies of the Winter Goddess’ children, for winter’s memory is long.

Forest God-
The forest is a place of growth and life. But in its shadows hungry things hunt and kill, roots drinking the red blood. The Forest God’s descendants reflect this cycle.

Problem Solvers

(Since this is an informal blog, I can paste in this silly thing from my notes, right?)

Actually, a good way to get a shortcut to the core of the Gods’ personalities is that their Aspect is how they solve their problems.

Dawn God – I solve my problems with light! Bweem!
Dusk Goddess – I solve my problems with shadow. Shhh.
Mist Goddess – I solve my problems with mist. Woooooo. (Mysterious finger wiggles)
Fire Goddess – I solve my problems with FIRE. HA HA HA HA WHEEE!!!
Iron Goddess – I solve my problems with iron, bitches.
Sea God – I solve my problems with the ocean. If that confuses you, good. (If it makes MORE problems, too bad.)
Winter Goddess – I solve ALL THE PROBLEMS with Winter. Game over.
Forest God – I solve my problems with trees and animals and stuff. If you’re not a tree or an animal, maybe YOU are the problem.

More About the Gods

Here are some more completely informal bullet points about the Gods pasted from my notes. Note that these (like the Problem Solvers notes above) are about the Gods, not the divine bloodlines, but a typical Exalted will probably inherit at least one or two of the personality characteristics of their divine ancestor.

The Dawn God & the Dusk Goddess

* Twins, naturally
* They get along great (working in balance/partnership and understanding each other well) and share that they are about this mysterious, magical, transformative time of day.
* Both have to do with mysteries & secrets… the Dusk Goddess protects and hides, while the Dawn God reveals and illuminates
* They are about between places and transitions and transformations
* Dawn is more about hope, Dusk more about solace
* Dusk is wise and knowledgable, while Dawn is intuitive and insightful

The Mist Goddess

* Mysterious, subtle, evasive/aloof
* Deep insight into people’s hearts/minds/souls (she can see through the mists)
* Very in tune with the Nether
* Can infiltrate anywhere/anything… good at getting past barriers/wards during the Titan war
* Associated with stuff like mystical portals, magic mirrors, divination, weird magical finger-wiggly stuff
* Also obfuscation, misdirection, trickery, and mischief

The Fire Goddess

* Both the hearth fire that sustains and the inferno that destroys
* Can shift quickly from protective to destructive; tempermental, passionate, ever-changing, impulsive
* Fundamentally is destructive, but her friendship with/love for mortals taught her the restraint needed to be nurturing instead at times… but she slips VERY easily and eagerly back into rampaging (cheerful) destruction
* Generally upbeat and bright rather than dour and rageful (though when she does get pissed, watch out)
* Also the Goddess of property damage and civilian casualties, but what can you do

The Iron Goddess

* So stubborn and hardass.
* Also badass. Tough, enduring. All that stuff. Do Not Mess With Her.
* Very no-nonsense. Can be brittle and snap.
* Taught humans to forge iron into weapons (during the Titan War, to help them fight)
* Straightforward, practical, direct, decisive

The Sea God

* Mysterious, unreadable, unpredictable, hidden depths
* Changing temperament; can be sunny and calm one day, then raging and tempestuous the next (mood swings)
* Charismatic, compelling, even haunting
* Can be possessive, jealous; but can also be generous
* Can be broody, but also sounds the call to adventure that tugs at mortal hearts

The Winter Goddess

* Cold, aloof, in control; has her shit together
* Beautiful, glorious, gracious; can be playful and charming, but always cold underneath
* Merciless, making no allowances for weakness (even in those she cares for); “suffering makes you stronger” attitude
* Silence, stillness, endings, purity

The Forest God

* The Forest God is protective of his own: his children, the creatures and plants of the forest, and forest kami and sprites. But he has no love for mortals who do not respect the forest, and do harm to it rather than living in harmony with it.
* Tends to favor Faekin and Werekin (and fullblooded Fae), though he’s fine with others who live in harmony with the land as well.
* Predator/prey relationships and hunting are part of the natural cycle, so he’s fine with violence and murder; but so is growth and nurturing, so he’s also fine with healing and protecting and all that peaceful stuff. He has a broader palette of experience and expression that in some ways makes it easier for him to understand mortals and for them to understand him.
* He has a long, patient view (like an ancient tree), and does not anger easily, but once he’s angry, his vengeance can be terrible.
* Cool with anything part of the natural cycle; contempt for anything not part of it (let’s say he’s not really into cities and city life).
* Patient, watchful, observant.

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