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World Information

Divinity

Many centuries ago, a meteor crashed into the continent of Anomalous, changing life forever for those who inhabited it. Prior to this, godly intervention was a thing of legend and nothing more.
Nowadays, the gods always seem to be up to something!  Across the continent individuals look to the gods as their guides, although who they worship differs depending on their background.  Each herd worships a preferred deity although the existence of the all the gods is accepted no matter where you are from.  The gods all have a mortal form and a heavenly form, although if either form has been corrupted or damaged they are often locked into one world or the other.

The Gods of Anomalous

Each god or goddess, despite existing in the same heavenly plane, has a very distinct and unique personality.  Some are humble and simply want their worshipers to live a happy and fruitful life; others are tricksy and like to test their subjects to see if they are worthy of the gift of life!  When it comes to intervening in the lives of the mortals, each god or goddess has their own set of preferences/quirks.  Read below to learn more about them!
 

Note that the heavens are fluid!  New gods or demigods may be created without notice if a god feels there is reason enough to do so!

Acror, Demi-God of the Arcane

Acror was created when Induala sought to show her dedication to the Scybilline people.  Gifted with Psychic magic, it is from him that all the strains of Psychic magic were derived.  A six-eyed cremello child of the moon, Acror was a powerful but short-lived demigod who met his end in an epic battle against the dark force that drove the Scybillines out of the Mire.  While he is acknowledged and well-known for his magical talents, he seems to still be rather miffed about his relatively short time as a mortal who shows little love for those of the forest.  Acror can be a bit hard to get to as far as blessings go but, when they do happen, they are almost always magic-based and reserved for those loyal to Induala while his curses are bestowed upon those who oppose them.

Magical Preferences: Psychic strains only.
Current PC Blessings/Curses:

  • None.

Actaeos, God of Balance

Otherwise known as the God of Records and Balance, Actaeos is worshiped primarily by those of the Linx herd. Actaeos is said to keep the balance of the world in check. There are glorious tales of him giving vast powers to an individual and haunting legends of him wiping out nearly an entire herd if they threaten the balance of the world. Actaeos seems to be more involved with the daily lives of the gods versus the lives of those who inhabit Anomalous, giving credence to the rumors that it was he that originally created the heavens and the other gods. A Shapeshifter, it is hard to say what his true form is although most tell tales of a black rosetted wolf-cat. As far as bestowing a blessing or a curse upon an individual, Actaeos seems to show the most restraint and control in the sense that he gifts individuals with sensible blessings that help someone to be more successful in their day to day life or restrictive curses that make their existence pretty darn miserable.

Magical Preferences: Fire, Water, Earth, and Wind (aka, the four base elements) are the tea of choice for this ancient deity.  However, there is a balance to all things so, if the situation fits, he can justify just about anything.
Current PC Blessings/Curses:

Astraek, Goddess of the Feral

Astraek was, up until recently, completely forgotten by the world in no small part thanks to the fact that she was literally cast from the heavens!  Being stuck in the spirit world for centuries does a thing or two to a goddess, though, and - already questionably sane - this dragon-like goddess has an ax to grind.  In exchange for your soul (a required DB/DC cap, regardless of who you are) this goddess may very well bestow a gift or two upon you - particularly those based upon magic!  As one of the most ancient gods Astraek has quite a bit of power on her side but, as she was only recently released from her entrapment in the spirit world (a purgatory-type place between the mortal plane and the heavens) and is actively avoiding the other gods, her powers are somewhat limited.  Resurrections are her specialty, along with anything magic related.  A vain and vengeful being herself, she is particularly attracted by mortals who have a wild fury in their hearts or gullible individuals if she thinks she can guide them in order to get something out of them for herself.  She will not bless anyone loyal to Actaeos but will readily curse them for basically no reason other than to flip the bird to that shape-shifting time wart (her words, not mine!).

Magical Preferences: Any.
Current Blessings/Curses:

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Chlos, God of the Sky

The divine being in charge of the skies, Chlos watches the world loyally both night and day and is rumored to be one of a trio of the most ancient gods who formed the physical world.  Chlos' right eye is said to be the sun and his left eye the moon; during the day his left shuts to allow it to rest while the opposite happens during the night, giving life to the generally accepted idea that he is the father of both Roth and Induala.  Legends say that the end of the world will commence should Chlos close both his eyes at the same time or mass destruction on the heavens should he open them both.  Since Chlos is pretty busy keeping an eye on the skies, he doesn't seem to be too concerned with the day to day lives of the inhabitants of Anomalous but, should someone catch his attention, they are usually blessed by only one of his eyes depending on which one was open at the time.

Magical Preferences: Wind and Electricity are most often used by this powerful sky god! However, his all seeing eyes have been known to gift Fire, Water, and even the more flighty Psychic strains now and again.
Current Blessings/Curses:

  • None.

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Et, Goddess of the Earth

A once revered goddess, nowadays Et has become less popular.  The third of the trio of the most ancient gods who formed the world, Et is said to be responsible for the creation of the earth and giving birth to the goddess who brought life to it.  Et has a bad rep for losing her cool one time in a big way - namely, the massively destructive eruption of Ahi Waha that nearly brought the Hihiri to their early demise.  Before the eruption, Et was known to be a very kind and humble soul who worked tirelessly to keep the earth fertile and strong for those who walked upon it.  While most pray to her in fear, those who she dares to show herself to find that she is very generous in her blessings and rarely curses.  There are legends, though of those who have sparked her rage and she has cursed...  None of them are good.

Magical Preferences: Fire, Earth, and Laurel magic are the primary magics of this goddess.
Current Blessings/Curses:

  • None.

Elysia, Demi-Goddess of the Oasis

The firstborn daughter of Roth, it was Elysia who gave the desert it's first sultan by way of her son, Harenoth.  Although born of a mortal herself, Roth didn't take kindly to his daughter falling in love and doing the wazoo with a mortal so sent her loverboy on a permanent and deadly trip into the desert.  Tears that she shed in grief for loss of her mate turned his grave into a beautiful oasis, one that also protected her son from Roth's vengeance.  Elysia is known not only for the creation of the Oasis in the desert but also for her creation of the water-wielding hens, the Saraphem.  Well aware of her father's preference toward the male gender, Elysia almost exclusively blesses females although she is a total pushover for romance and other matters of the heart.

Magical Preferences: The daughter of the sun god Roth, she of course dabbles with Wind and Fire magics.  However, she steers clear of Electricity at all costs, as it counteracts her chosen magic element, Water.
Current Blessings/Curses:

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Gaophos, God of the Wind

A very playful god with a knack for sticking his nose where it shouldn't be, Gaophos loves nothing more than to play tricks on anyone or anything just to see the outcome.  A son of Seysh the sea god and born to whip his seas into a more powerful storm, Gaophos uses his power over the wind to listen to whispers all over Anomalous.  While it is no secret that the giant eagles that prey upon his people are also his beloved pets, Gaophos values intellect and strength in mind over physical strength; in his eyes, a single clever Nombeko that can outwit one of his eagles and live a successful life on the Plains is better than five less intelligent ones who meet their end at an eagle's claws.  He likes to meddle with the blessings and curses gifted by the other gods but when he himself actually keeps his nose in his own business long enough to conjure up his own divine interventions they are usually rewards to those who have come out on the winning side of an arduous journey.

Magical Preferences: This mischievous god loves to stir up things with hard-to-control magics like Wind and Electricity. However, his favorite by and large is the one of this own creation, Devoro!  Now and again, though, he'll stick his paws in where they aren't wanted; he wouldn't be Gaophos if he didn't.
Current Blessings/Curses:

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Induala, Goddess of the Moon and Peace

The sister to the sun-god Roth, Induala is in many ways the exact opposite of her brother.  Induala is the most active goddess in her worshippers lives, as dedicated to them as they are to her.  She gladly gives blessings to her children if they show they are worthy of the gift of the moon but, like a woman scorned, her mercy has its limits.  She is one of the more fragile gods, being sensitive than most, but her presence often keeps the other gods in check if only for the reason that they don't want her to have another one of her characteristic meltdowns.  She enjoys beautiful things such as art and music but holds peace above all else.  Until recently, she was her brother's biggest supporters but the fires he released upon her children has shifted her entire viewpoint.  Since the fires, the tears of blood that she shed for her worshippers has stained a red path upon her once pristine cheeks and only time will tell what vengeance she shall take - if any.

Magical Preferences: Any of the Psychic strains, Lumos, Poison and the occasional Water magic blessing.  Flat out refuses to mess with anything her brother is involved in (Wind, Fire, Electricity).
Current Blessings/Curses:

The Maiden of the North, Demi-Goddess of Safe Passage

A demi-goddess known simply as ‘The Maiden of the North’, the Maiden is believed to be a demi-goddess created by Actaeos.  The Maiden is known as a sea-faring demigoddess said to grant loyal followers with safe passage across the cold and often turbulent north sea or bestow success to hunting parties. Legends tell of Actaeos creating the Maiden after her ship - The Scarlet - was sunk in a terrible storm to help temper Seysh’s wrath.  The Maiden's preference in blessings/curses has, of course, been lost to time but some say she favors the bold, spites the deceitful, and lifts up those who lift up their peers.

Magical Preferences: Unknown.
Current Blessings/Curses:

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Roth, God of the Sun and War

The notorious god of war and primary deity of the arrogant Saraphs, Roth is arrogant, entitled, and strong.  He values strength and wealth above all things, often giving blessings or curses out if the proper deal is made. His powerful fire magic - and temper - has caused problems more than once in the past but he alone can absorb the heat from the sun and pull it across the sky day in and out.  Roth gives out curses perhaps the most often out of all the gods and true blessings are reserved almost exclusively for his tiercels.  Normally, Roth's rage is tamed by his sister the moon but, after the fires he released upon his sister's worshippers, she refuses to speak to him.  The lack of her calming presence has made the already temperamental god that much more volatile. Only time will tell of what consequences are in store if their relationship is not mended.

Magical Preferences: Wind, Fire, and Electricity! Has no interest in Psychic strains (jk he does just can't bloody figure them out) but has been known to give Devoro a try now and then.
Current Blessings/Curses:

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Seysh, God of the Seas

The god of the seas and the second of the trio of the most ancient gods, Seysh is seen as a god of great prosperity and strength. He seems to hold a deep resentment toward his sister, Et, and his brother, Chlos, for stealing great expanses of his seas to create the continent, a grudge he still hasn't seem to be able to rid himself of despite the passage of the time.  A vain god, he provides the wealth of the seas to whoever prays regularly to him but is also quite selfish.  Known as a collector, it is not uncommon for him to hoard vast treasures beneath the surface of his waters or to steal things (or even individuals) that he desires as his own.  Blessings from Seysh are often generous but limited or at a price, creating a fuzzy line between what is truly a blessing or a curse.  After all, why would the collector want to truly let one of his pets out of his sight?

Magical Preferences: Wind and Water allow Seysh to whip his seas into glorious storms!  Is deathly afraid of Electricity magic.
Current PC Blessings/Curses:

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Vae'a, Goddess of the Life and Death

The highly revered Austerian goddess, Vae'a is known as the mother of all things living.  Kind-hearted and gentle, she holds a deep love for all of her creations and their welfare.  She values those who are pure of heart and of mind, putting great stock into these traits and those who revere her.  Vae'a lost her mortal form long ago when the Hellfire swept through the continent but created a demi-goddess of light in its aftermath.  After the loss of her mortal form she was stripped of her beauty, leaving her heavenly form in ruin as a skeletal angel of death who ushers those who have passed into the afterlife.  She is quite resentful of the other gods because of this and prefers to keep herself and her attentions upon her worshippers.  Blessings from Vae'a tend to go to those who go above and beyond to devote their lives to the forest while curses are reserved for those who seek to harm it or her worshippers.

Magical Preferences: Primarily focuses on Laurel, Earth, and Esprit.  Does not know anything about Desprit (LIES, she totally knows!) but will sometimes experiment with Poison magic.
Current PC Blessings/Curses:

Vitae'a, Demi-Goddess of Light and Darkness

The first Austerian Queen, Vitae'a was once a mortal mare disfigured by the Hellfire but who showed courage and strength in spite of it.  The first to be blessed with true Esprit magic by Vae'a, Vitae'a is a young demi-goddess who spread the ashes of Vae'a onto the earth to revive it and led an army of those she had shared her magic with against those who had been corrupted.  When her mortal form passed she joined her creator in the heavens although she doesn't seem to participate much in the godly debates.  Vitae'a's blessings and curses are almost exclusively reserved for those of the Queen's Line who possess Esprit magic.  However, there are legends of those she cursed during her time as a mortal in her fight against those who opposed her...  Legends that hint at the evil that lies within the Yacare Mire.

Magical Preferences: Almost solely focuses on Esprit blessings and Desprit curses.  Like her demi-goddess calling, though, she has been known to throw Lumos about to those who need it most.
Current PC Blessings/Curses:

The Gods of Anomalous

Divine intervention requires a lot of time in patience - both in collecting Salamanders and plotting!  While Divine Blessings (DB) and Divine Curses (DC) are powerful instruments, they do have their limitations so that no one becomes overpowered.  All DB/DC concepts will be reviewed and critiqued by the staff of Anomalous.  If you cannot accept critique with an open mind, you need not apply!  However, keep in mind that the staff will work to find a compromise that works for you and the Anomalous world!  If your idea is a bit more extravagant, you may need to save up for an additional blessing.

Please note that, for the most part, we prefer DB/DC plots to occur in a character's current age.  However, this is not a hard and fast rule!  Past DB/DCs may be accepted on new characters if the overall plot does not appear to pose any major consequences (good or bad) to the herd/world around them.  For instance, a character that is created a five years old but experienced a DB at birth (say, it was born stillborn but a god saved its life thanks to its mother being a devout follower) would probably be just fine to have a past DB applied upon creation.  On the other hand, a character that is five years old and was DC'd at an early age because its mother was naughty and was gifted some sort of scary mutation/powers would likely not be accepted as the existing herd members would need time to react to it!


** Note that Resurrection & Soul-Selling comes with certain caps!  Read the Resurrection & Soul-Selling Caps info bellow for ideas.  If you have something in mind not listed, simply ask a staff member and we can advise further! **

All About Divine Blessings/Curses

All About Divine Blessings/Curses

Resurrection & Soul Selling Caps

Soul selling and resurrecting can be stellar in terms of plotting but, if a soul is sold or a body is brought back from the dead, the character can never hope to be 100% whole.  If you choose either of these options in your Divine Blessing or Curse, you must choose, at minimum, a total of 2 Points of consequence aspects.  This means your ‘consequences’ must tally up to a total of a minimum of 2 Points and up to a maximum of 5 Points!  Good news is that, unless you want us to randomize the caps, you get to choose the consequences yourself. (Note, this list may be updated from time-to-time without warning as inspiration hits!)  Remember, these Reincarnation Caps are not meant to replace an overall DB/DC cap, although if you choose a single Major Consequence, it may be able to be used for your Major DB/DC cap, leaving you only with a minor cap to choose.

 

Minor Consequences - 1 Point Each

  • Infertility

  • Minor Skill Cap (-1 Level; can be used twice toward 2 Point Total)

  • Muteness/Deafness

  • Blindness (Agility Cap lowered 2 Levels)

  • Small Disfiguration (Example: Missing Eye or Ear, Underbite/Overbite, etc)

  • Extreme Hair Growth

  • Elongated Ears

  • Solid Black or White Colored Eyes (No apparent pupils, comes with Blindness or Partial Blindness)

  • Overgrown hooves/claws (Agility Cap lowered 2 Levels, cannot be used on characters with Medium or Less Agility Cap)

  • Loss of Memory

  • Single Magic Strain Stripped Away

  • Drastic Personality Reversal. Choose an existing character trait and replace with an opposite. (Example: ‘Brave’ could become ‘Cowardly’)

  • Inability to Sleep

  • Nightmares and/or Hallucinations

  • Noticeable Stench (Example: Rotten Plants, Fresh Blood, etc)

  • Unable to Consume... (Example: Meat turns to dust when eaten, Fruit becomes smoke, etc. Does not keep character from surviving unless unable to consume primary food source, i.e. a Linx being unable to consume red meat.)

 

Major Consequences - 2 Points Each

  • Major Disfiguration (Loss of Leg(s), Full Body Warts/Boils, Hairless, etc)

  • Complete loss of all Magic (Magic stripped away; cannot be added without Legendary Reward)

  • Permanent Basic Level Cap to two Skills (For example, Single Magic Strain & Agility)

  • Current Skill Points Completely Removed (Reduced to Newborn level; must relevel)

  • Reduced Life (Max of 5 Additional years from point of resurrection/soul selling)

  • Incapable of Healing. All wounds received after revival or soul sale remain fresh regardless of time passed. (Comes with Reduced Life of Max 7 Additional years from point of resurrection/soul selling)

Divine Blessings and Curses should have both pros and cons.  As a rule of thumb, Divine interventions can make about six basic changes to your character.  See below about what would be considered a major change versus a minor change!  Make sure to read the description, as some changes may require additional points if specific requests are required!

Major Divine Changes (~2 Points Each)

  • Addition of Rare/Extra-Rare/Legendary Mutations: Adding a mutation not common to a character's bloodline herd or a rare mutation!  For example, adding Wings to an Austerian!  Rare &  Extra Rare cost +2 points each.  Legendary mutations (aside from Magic-Based mutations) cost +3 points.
     

  • Major Body Structure Changes: This refers to a change in the skeletal build of a character.  For example, a feline head/neck structure versus equine head/neck structure or a hippocampus backend instead of equine hindquarters with an aquatic tail!  Major body mods must be applied to one area at a time (ie, front end change and a back end change would require two major restructures!) and cost +2 each.
     

  • Magic-Based Mutations: Tack on mutations that are based off of a character's magic type!  For example, a fire mane for a Fire magic caster or a gemstones on the body of an Earth bender.  +2 Points.
     

  • 'Purify' Blood: Remove Crossbred Status and make your character a purebred of one bloodline.  Note that the character keeps current mutations/magic types.  If you would like the magical caps removed, another point is required!
     

  • Fertility Granted: Whether your character is a crossbred that was born infertile or perhaps suffered an infertility roll somewhere along the line, this can restore the fertility of your character!
     

  • Divine Reincarnation/Revival: This reward costs 3 points!  If your character has died, you can either bring them back to life or have them reincarnated into another body/character!  Those reincarnated into the form of a new foal will occasionally have dreams of their former life but don't always figure it out.  Those who are brought back to life in their own body will be gifted an up to an additional ten IG years of life (note that age limits do still apply so your character cannot live longer than the life expectancy of a normal Anomalite).  They will revive at the age of their death.
     

  • Divine Skill: Apply Divine max to one skill category (up to 130 Points Max).  Must level up this skill through RP unless Max Out is added!  Note that, altogether, your character may only feature up to a maximum of three Divine skills + 1 Legendary in total and must be applied to separate magic types individually.  A fourth Divine Skill may be added via the Divine Plot process, but is subject to review on a case-by-case basis.
     

  • 'Forever Young': With this Divine gift, your character may stop from visually aging! Characters that stop visually aging in the prime of their life/as an adult will incur a +2 Divine Point charge; Characters that stop visually aging at an elderly age will incur a +1 Divine Point charge; Characters that stop physically aging as a child (3-5 Years) will incur a +4 Divine Point charge and will have their Skill Caps (minus Magic or Herbs/Medicine Skill) permanently capped at the appropriately age level. This is NOT Immortality - with this blessing aspect a character does not PHYSICALLY age, they will still die when their herd based max lifespan occurs.

Minor Divine Changes (~1 Point Each)

  • Adding/Removing Basic Mutations: Add or remove mutations commonly found in the character's bloodline herd.  For example, adding Bear Paws to a Linx!
     

  • Multiple Magic Strains: +1 Magical strain up to Master.  Note that no more than three magic additions can be used at once!  A second magic strain addition will incur +1 point; a third strain will cost +2; a fourth strain will cost +3.  Please note that Hihiri characters who add any amount of magic strains over their initial form will be charged +2 for the second form, +3 for a third, and +4 for a fourth.  An initial Hihiri strain will cost +2 points.  In addition!  The gifting of Rare magic strains (within a herd, for example Fire for Linx) will incur an extra +1 point charge while Extra-Rare magic strains (ie, those not naturally found within a herd) will incur an extra 2 points on top of the strain add-on cost!  For example, if you have a Nombeko and wish to give them with a secondary strain of Acroris, you will be charged +1 Point for the secondary strain and +2 for the Extra Rare magic!
     

  • Changing Character Design: +1 per gene change. For example, adding a cream gene to a bay design to create a Buckskin! Note that in the case of Moonblessed/Cream-carrier Scybs, these design will incur an extra +1 point charge on top of the Design Change for a single-cream (total of 2 points) and a +2 for a double cream (total of 3 points); these do include an automatic Secondary magic (does NOT replace currently existing magic strains)!

    • For Mutate Rewards, unlike Divine Blessings, Design Changes are priced on rarity - Basic/Uncommon - 1 point, Rare or Above - 2 points.
       

  • Changing/Removing Character Magic: Not happy with your character's magic type?  No worries! You can morph your character's current magic form to their home herd's Common/Uncommon magic strain for +1 point, Rare magic strain for +2 points, and Extra-Rare strains for +3 points!
     

  • Legendary Skill: Apply Legendary max to one skill category (up to 115 Points Max).  Must level up this skill through RP unless Max Out is added!  Note that up to two Legendary skills (unless Divine strains are already present, in which case a max of 3 Divine Strains + 1 Legendary is the cap) may be applied and must be applied to separate magic types individually.
     

  • Remove Skill Cap: Capped skills can be improved by +2 levels.  For example, Basic Level can go to Advance, Medium cap to Master.  Cannot move a skill beyond Master to Legendary level (ie, if you character has a Build Cap of Master Level but an Age Cap of Medium level, the Remove Skill Cap can only be applied up to Master level).  Only one skill cap removal can be applied to a character.
     

  • Max Out: Max out a single skill!
     

  • Additional Ability: Add another ability to your character!  No character can have more than three abilities total; remember, even with multiple abilities/Legendary skill caps no individual skill can exceed the Divine skill cap limit of 130 points. Note: Tertiary abilities cost +1 points (Total of 2), unless used on a Hihiri.

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  • Extended Life: This allows you to add +5 Years to your character's overall lifespan, past the current herd limitations! +1 Divine Point may be used for the first two 5 Year increments (aka, up to 10 extra life years over the herd maximum life span).  After this 10 year period, every 5 Year Life Extension will acquire a +2 Divine Point cost, meaning - at most - a single DB/DC can add up to +20 Years to any one character's life.  An additional DB/DC may be used to add more years to the character's life.  However, no character may extend a life past +40 Years total (so, two DB/DCs thrown solely at Life Extension). This is NOT Immortality - a character will still die when their extended lifespan lapses.  Please Note: Mutate Rewards and Apocalyptic Hourglasses can add a one time +5 Years to the max life of a character. Any life extension past this point requires a Divine Blessing.

How to Submit a DB/DC

Once you have your points all worked out, you can submit your DB/DC to the group via the Google Forms link above for review! Simply click the provided link to submit your Divine Plot for review.  Below is a preview of the fields that you will be asked to fill out; we recommend that you fill out this form in a separate document, so that you may copy-paste your answers to each appropriate field.

When you have filled out the form in its entirety, please send a note the Anomalous-Chronicles group titled "Divine Blessing/Divine Curse Submission - Name of Character" with a link to your character's accepted Anomalous reference so that we know another Divine Plot has been put into the queue for review.  If you do not send in this note, there may be a delay in the approval process!

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*Note that, due to the high cost of DB/DC, we will only accept DB/DC plot submissions when your Salamander level is at Extra-Rare or higher!  Please remember to be patient while you wait for your Divine Plot to be reviewed/approved.

Divine Blessing/Curse Plot Form

Name of Subject: Name of the character receiving the DB/DC!
Link to Character's Profile: Fav.me link preferred.
How will you be paying for this DB/DC?: Are you planning on using tokens or Salamanders to pay for this?  Please list out any token numbers you will be using or how many Salamanders you will be using to get this DB/DC.
Bloodline: What herd/cross is your character from?
Divine Blessing or Curse?: Is this a Divine Blessing or a Divine Curse?
God/Goddess: Which god or goddess is gifting the character this divine gift?
Timeline: In what season/year does this DB/DC occur? In general, we prefer real time DB/DCs and request that Divine Plots take place no further than 2-3 In-Game years ahead of the current timestamp.

Core Concept:
If you could describe the DB/DC in no more than three sentences, what would it be?  What occurs that gets the attention of a deity?  Why does the deity decide to bless/curse the individual?  What happens to them as a result of the DB?  This core concept should be your anchor when filling out the rest of this form.  Remember that everything below this point MUST FIT WITH THIS CORE CONCEPT.  Just because Wings on a Scybilline sounds neat, why would Induala - who currently hates her brother - bless one of her followers with a mutation that would likely get them excommunicated from the herd?

Divine Points Breakdown:
List each change as a bullet with points listed next to it. For example, the addition of a Magic-based Mutation, a dragon companion, and two Basic-level mutations should be listed as:
- Magic-Based Mutation (2 Points)
- Dragon Companion (2 Points)
- +2 Basic Mutations (2 Points)
= 6/6 Points.

Additional Mutations/Tokens:
Will you be adding any additional Salamander Rewards/Tokens on top of this DB/DC?

Major/Minor Change Descriptions:
This should list out a description of each change. For example:
- Magic Based Mutation: Fire mane/tail (Fire Magic).
- Dragon Companion: Fire dragon.
- Add Unicorn Tail Mutation.
- Add Colored Eyes Mutation (Orange).

DB/DC Cap:
What is the weakness to your DB/DC?  Remember, as a rule of thumb include one major cap and one minor cap! Following the example above, we might say that a major cap could be during the day only three out of the strains may be used while at night the other three may be used. For a minor cap, only one magic strain can be used at a time!

Reason for Blessing/Curse:
Why did this god or goddess decide to bless/curse your character?  Take their personality into consideration!  Note that this does not have to be overly complicated. It could be that Seysh just wanted to experiment or that Roth approved of a tiercel's success!

Divine Build-Up
What is the plot arc for this DB/DC?  There should be, at minimum, a beginning, middle, and end result to the plot.  Again, this does not need to be overly complex. In Anomalous, gods can visit the mortal world in a half-world between the spirit and mortal realm. Most often, DB/DCs occur in while a character is unconscious or asleep but if the character is awake they nearly always 'wake up' after the DB/DC has commenced! At minimum, two DB/DC RPs are required in the build up!

Post-DB/DC:
What do you see happening to your character after they get this DB/DC?

World Effects:
How might this DB/DC affect other characters/herds?  It's okay if your Divine Plot doesn't have major world consequences; this section is more meant for you, the player, to consider how this particular blessing/curse might have consequences on your character's future interactions.  A cursed Nombeko might be run out of the Nombeko Plains, for instance, or a Commoner Austerian blessed with Esprit magic might be looked at in a different manner!

Submitting a DB/DC

Need some help or inspiration? Here are some examples of previously approved Divine Blessings and Curses!

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