Mesopotamian Mythology Jump
Mesopotamian Mythology Jump
A Jumpchain CYOA
By Crimson Moon Anon
The land of Sumer and Akkad, later Babylon and Assyria, oft referred to as Mesopotamia, is the
site of one of the two oldest civilizations on the Planet. The stories, legends and faiths of those
lands began to emerge at least 5,000 years ago, and bear traces of even earlier times, all the
way back to the Flood at the end of the Last Ice Age.
The Descent of Inanna, the Epic of Gilgamesh, the Eridu Genesis, the Atra-Hasis, and great
Enūma Eliš, these and more were the tales told in those old lands, the legends and stories by
which the Sumerians and Akkadians understood the world and its ancient past. Stories of the
Great Gods, the Anunna or Anunnaki, Children of Heaven and Earth. Stories of how mankind
was made, of how the world was born and shaped, and how creation was put to order.
You have arrived here, in a world where these stories are not legends, but Truth. Of a world
born from the primal sea, shaped by and composed of a myriad of gods and goddesses. Of a
world in which mankind lives in service to and under the protection of mighty deities and their
kingly champions. A world where you might find strange sights and glorious adventurers, or a
quiet life of contemplation and study. The choice is yours.
By default, you will spend ten years in this world, but if you so choose you may stay up to
500,000 years, if you desire a full view of mankind’s time upon this world.
Cosmologies
Sumerian: In the beginning, there was naught but the waters of Mother Nammu. From Her
infinite depths arose Father An and Mother Ki, Heaven and Earth. From the union of An and His
mother Nammu came Enki, and from An and Ki (or perhaps Ninhursaga…maybe Uraš?) Lord
Enlil was born. In this time An and Ki were joined together, and from them came countless
divinities and demons, until Lord Enlil split the cosmos in twain, claiming the Wind and Airs for
himself. Mankind was born from either an accident, when Enlil pierced the Earth with the first
hoe, opening a hole from which mankind sprung, or else by the craftsmanship of Enki and
Ninhursaga, at the instruction of Nammu. Oh, and the dragon Kur, who is the Underworld, went
up to heaven to kidnap the child Ereshkigal, who was saved by Lord Enki…or maybe Enlil, and
made queen of that dark realm, even as her heroic younger sister, Inanna, would claim Heaven
and Earth for her own in due time. The World is governed by the Divine Assembly of the Gods,
whose authority arises from Father An, and is headed by Lord Enlil, his decrees enforced by
Ninurta and Inanna among other heroic divinities.
Akkadian: Ah, so you’ve arrived in this land instead. Well, things aren’t particularly different
here. There are some new gods around, most prominent among them being Lord Dagon from
the west and young Marduk, city-god of Babylon. The gods you’re familiar with are all still here,
though they also go by some new names along with the old. Enlil is Elil, Enki is Ea, Inanna is
Ishtar, and so on and so forth. Most of the gods have remained…fairly similar to their purely
Sumerian counterparts. A handful of deities have changed more substantially, some goddesses
becoming gods and vice versa, but at their heart things are pretty similar.
Babylonian: Ah, Enûma Eliš, the tale of Creation. In the beginning, there were only the twin
waters, Apsu (Fresh Water) and Tiamat (Salt Water). These waters joined together in a union of
love, and from their love was born a great lineage of gods, who formed the cosmos. But the
gods were noisy and disruptive of the waters, and this angered Apsu. Apsu went to Tiamat and
told her of his desire to slay their children, to return the waters to calm so that he might sleep.
Not being able to stand the thought of her husband slaying their children, Tiamat warned the
eldest of the youngest generation of their children, Anu and Ea. With this forewarning, Ea
tricked Apsu to a feast, lulling him asleep with a spell, at which point Ea stole his power and
slew him, crafting from the dead god’s body his temple and domain, the Abzu. This enraged
Tiamat, who in her grief gave rise to an army of demons, headed by the god Kingu, her favored
son and new consort. The gods could not withstand these foes, and would have perished had
they not turned to Elil Marduk, the Young Hero. The Divine Assembly elected Marduk their king,
and the heroic youth went out with the combined power of the Heavens, struck down the demon
host, and battled Tiamat herself in the form of a dragon, cutting her in twain and crafting Heaven
and Earth from her carcass. And from the flesh and blood of Kingu, was mankind shaped.
So is it remembered and proclaimed, that every year the Great Gods return to sacred Babili to
remember their King’s glory, and reaffirm their covenant with the people, forgiving them of their
sins.
(Neo-)Assyrian: Ah, now we’re in…odd territory. This is…mostly the same as the Babylonian
cosmology, with a few distinctions. First, the Great Gods are not children of Apsu and Tiamat,
instead they are self-created and self-defining entities, immortal and deathless in nature and
absolute in power, except where the specialities of the other Great Gods allow them to surpass
the others. When Apsu and Tiamat joined together, Anu, Elil, and Ea were the first to arise, and
they called out the others, who created themselves from the primordial chaos; Ishtar, Ninurta,
Adad, Shamash, Gula, Marduk and Nabu. They joined together and slew the chaotic, primal
deity Apsu, enraging Tiamat as in the Babylonian Enûma Eliš. Unlike there though, it was not
Marduk who rose to the occasion. Instead, Anu, Elil, and Ea gave up their individual natures,
fusing into one deity, Aššur, who took up Kingship over the gods, and led them into battle
against Tiamat and her demonic offspring…well, that or it was literally just a replacement of
Marduk with Aššur without any of that esoteric stuff.
Post-Hellenic Syncretic Hellscape: …I suppose if you thought the primordial chaos was too
consistent…this is a world in which everything above this option is simultaneously true and
false. Also, Ahura Mazda created the universe, the Olympians are Angels of Zeus-YHWH,
Nanna-Suen is Artemis who is Anahita who is but is not Ishtar, who is of course also Astarte,
Aphrodite, and al’Uzza and Manat and….Freyja?! Who the fuck let Barbara Walker in here?!?
The Beginning
Engur - A World from Mother Nammu’s Womb (Sumerian, Akkadian): You arrive just as Heaven
and Earth arise from the primordial ocean of Nammu. It’s…probably best to stay in Mother
Nammu for a while. You probably won’t survive between the Earth and the Seven Heavens
rutting.
Dilmun - The Cosmos Born From the Coupling of Seas (Babylonian, Assyrian): Ah, the primal
chaos born of the union of Apsu and Tiamat. For the mortals among you…you’ll probably cease
to exist on contact with these primal waters. Otherwise, enjoy the view. Perhaps you can avert
the kinstrife between Apsu and his descendants?
Enûma Eliš - When High Heaven had not been Named (Babylonian, Assyrian): Apsu is dead.
Tiamat’s despairing wail echoes throughout the cosmos, and the gods quake in fear before her
wrath. From her depths, eleven horrifying demons offspring have arisen, and the youngest god,
Kingu, has been given by her the Tablets of Destiny, and so Kingship of the Universe. Anshar,
King of the Gods, has attempted to send first Ea and then Anu to entreat and appease Tiamat,
but they are too fearful to approach her. If you wait, Ea will bring forth his son, Marduk, before
Anshar to solve their problem. Or perhaps you could face the Mother Sea, and bring an end to
either her wrath or life?
The Deluge
Enlil’s Wrath upon a Noisy World (Sumerian, Akkadian): For 315,600 years, eight generations in
the lives of mortal man, has mankind labored upon the Earth in the land of Sumer. They dig
canals, plant seeds, harvest wheat and barley, and herd sheep and cattle. And these they offer
up to the gods, their creators and masters. But not all is well. Mankind has spread to cover the
whole of the Earth, and their clamor reaches the very highest of the Seven Heavens. Soon, a
sleep-deprived Enlil will gather the Divine Assembly, and cajole and coerce the Great Gods into
agreeing to the destruction of Mankind in a great Flood. You will have a year and a day till the
arrival of the Flood.
Eridug: The site at which Kingship descended from the lap of An to Earth, to give order
to mankind and to spread justice throughout the land. It has been hundreds of thousands
of years since Kingship has been at Eridug, but Eridug remains a great city nonetheless.
Shuruppak: The most prominent of cities in this time, host to hegemon king Ubara-Tutu.
But ill omens have been seen in the king’s dream, and unbeknownst to him both he and
all the sons of men have only a year to live, but for his son, Utnapishtim and his wife. Or,
perhaps, his name is Ziusudra. Maybe Atra-Hasis? Either way, only one man knows of
the impending doom that faces the world. Perhaps you might talk or barter your way onto
his ship?
Reign of Enmerkar, Founding of Uruk (4446-4026 BC): Ah, a truly glorious time to be alive.
Lasting four hundred twenty years, Enmerkar’s reign saw the founding of the city of Uruk around
the E-ana temple, the earthly emanation of the House of Heaven, caretakership of which he
inherited from his father, Mesh-ki-ang-gasher, who took the Kingship from Aga of Kish at least
three hundred twenty four years prior. Enmerkar will go on to invent writing, be the vehicle
through which Inanna introduces the concept of trade to humanity, and fight numerous wars
within and without Sumer. His successor, Lugalbanda, is currently serving the great king as a
great warrior and general.
Reign of Lugalbanda, Nothing of Particular Note (4026-2826 BC): As a hero of the land,
Lugalbanda was a brave warrior, a faithful subject, a wise elder and a compassionate man. As a
King, we know little about his reign over mighty Uruk and Sumer at large, but it would be fair to
assume he ruled with the same virtues he lived as a mere man. By default you start in Uruk
proper, but can decide to start at any point in Sumer at your discretion.
Reign of Gilgamesh (2726-2600 BC): Gilgamesh, the great hero-king of Uruk, reigned over that
city for a length of one hundred twenty six years. As a hero, he managed such feats as
befriending the wild-man Enkidu, the slaying of the demon Humbaba and the divine Bull of
Heaven, and journeying the very edge of the world across the Waters of Death. As a king, he
built Uruk’s mighty walls, expanded the E-ana temple, refurbished great Enlil’s house, and drove
off mighty Aga of Kish. Exactly what else one might find the hero accomplishing depends on the
sort of world this is, but it will surely be suitable.
Uruk: The city built around the E-ana, founded by Enmerkar and shepherded by
Lugalbanda. Now it rests under the rule of his son Gilgamesh. A city of 50,000 loyal and
kind souls, it is at this time the greatest of the cities of Sumer in both populace, size and
grandeur. The city will be abandoned for a few years during Gilgamesh’s wandering, if
you choose the Akkadian or Babylonian cosmologies, but its people will return once their
king has found the wisdom to accept that which cannot be changed. If you desire to
meet Gilgamesh, Enkidu, or even Inanna herself, this would be the place.
The Cedar Forest: A primordial forest and favored abode of the Great Gods, entrusted
by their king Enlil to the guardianship of the demon Humbaba, son of Hanbi. Though
Humbaba appears a monstrous giant, he is in truth a dutiful steward of this place,
ensuring the health of the land and the beasts that dwell upon it, for which they love him
as a king. If you are a normal human, you’ll probably have to engage in some
quick-talking to escape with your head, but sages, demigods, and even demons will
have more space for discussion. If you’re a deity in your own right, the great demon will
show you deference to your status, but will firmly remind that he serves your king, not
you.
Garden of the Sun God: Beyond Mount Mashu in the sacred and deathless land of
Dilmun, lies the garden of Utu, or Shamash. When the Sun god is not traversing the
Heavens or the Underworld, he is here, tending his garden. The plants here are not
normal though, for instead of normal leaves and fruit, they instead sprout precious
metals and gems. If you’re not a god or demon, you might need to ask for some help
when you want to leave, Gilgamesh’s path is not for the faint of heart.
But Ištar once more intervened, commanding Sargon to read the message, and then directing
him towards the city of his birth, Agade or Akkad, where he would be given Kingship over first
the city, and later the whole of the world…or, at least the parts that matter.
Kish: One of the preeminent cities of Sumer, and a frequent holder of Kingship over the
land. At this point in time its patron deities are Inanna and Enki, though of late they have
come to be known under the Akkadian names of Ištar and Ea, worshiped here as
spouses. It is currently under the rule of Ur-Zababa, who has reigned for five years now,
and will reign for one more before the city is razed by the armies of Uruk. Perhaps you
might avert its destruction?
Uruk: The golden age of Uruk has passed, but among the land of Sumer Uruk is still
great and mighty. Under the reign of Lugal-zage-si, Uruk is currently the capital of a
centralized kingdom that currently control roughly half of Sumer, and by the end of
Lugal-zage-si’s reign those borders will have encompassed Sumer and much of Akkad
(the region, not the city) in their near entirety. But the glory days of Lugal-zage-si are
numbered, and if events go as fated he will be laid low by Sargon’s mighty hosts.
Agade: Also known as Akkad. As one might guess, it is after this city for which the
Akkadian people and their language are named, though they have been present in the
land for centuries by this point. The gods of the Akkadians are already firmly, if
informally, identified with the gods of Sumer, and under the guidance of Inanna, known
locally as Ištar-Anunittum, Sargon and his daughter Enheduanna will see those ties
solidified. But that is the future many years hence. For now, Akkad is but one among
many of the more northerly of the cities of southern Mesopotamia, but under the newly
crowned King Sargon it will soon rise to great prominence.
Gutium: High in the Zargos Mountains, amidst the stream-ridden vallies dwell the
Gutians. Men described by the Sumerians as humans bearing the visages of monkeys
and the instincts of rabid dogs, savages ignorant of how to live well and happily, who
perpetrate evil and spread chaos wherever they might go. How true that is…well, you’ll
have to find that out yourself. Perhaps they are bestial monkey-men with the wings of
birds, or perhaps they are just men like any other, ignorant of the teachings of the Great
Gods.. Either way, there are no great cities amongst these people, nomads who dwell in
tents amidst the mountains. In a bit more than one hundred fifty years, these people will
make quite a ruckus.
It has been a number of years since then, and the King of Akkad has recently won a great
victory against the Lullubi of the Zargos. But there are storms-clouds on the horizon. High in the
mountains, the will of Lord Enlil spurs on the men of Guti, gathering them into a great host to
assail the lands, even as he sends dreams as ill-omens to the King of Akkad. Unless changed,
Naram-Sin will soon seek to raze the E-kur, a hopeless attempt to forestall Enlil’s wrath without
offering due repentance. By default you will appear in Akkad itself, a true wonder of the times in
which all the treasures of the world may be found, but may freely appear anywhere in the
borders of the Akkadian Empire.
Lagash: Ur-Ningirsu the First of Lagash has firmly established the independence of
Lagash and the lands around her, fending off both the men of Uruk and the Gutians.
Unlike the Uruks, Lagash is not fated to fall to the Gutian scourge, but will eventually be
overcome by the Third-Dynasty of Ur.
Adab: Erridu-pizir has united the tribal Gutians under his rule, centered in the city of
Adab. The Gutian King has claimed the patronage of the gods of Adab; Ninhursaga,
Inanna-Ištar, Enki and Iškur as his patrons, and has put effort into maintaining their
temples, his priests know not their rites. He and his people know not how to tend the
canals, how to manage the fields. They are fundamentally knowledgeable of the land,
and the land will suffer for it.
Utu-Hengal, Hero of Sumer, and the Third Dynasty of Ur (2119-2004 BC)
For decades, the land of Sumer was put under the yoke of the vile Gutian. The shrines of the
gods were neglected, the irrigation canals overflowed and the dikes and levees were neglected
unto ruin. Crops rotted in the field and the savages set loose their herds to devour the grain of
gods and men alike. So then did Lord Enlil give to Utu-Hengal, the man selected for Kingship by
Inanna, order to remove the barbarians from the land. So the King of Uruk marches out, with
Enlil, Inanna, Utu, Iškur and Gilgamesh as his allies, and he will send Tirigam, King of the
Gutians, and his host to flight. Tirigan will flee to Dabrum, and the people of that city will
welcome him, and then put him in fetters. But Utu-Hengal will show mercy to Tirigam and his
men, letting them go free back to Gutium in the high mountains, to trouble Sumer no more.
For seven years Utu-Hengal will reign, King of Uruk and over Sumer, until he finally dies in a
surprise flood while inspecting a dam. His son-in-law, Ur-Nammu, will succeed Utu-Hengal as
King of Sumer from his own city of Ur, establishing the Third Dynasty of that great city. Under
these Kings Sumer will be united in a manner not seen before, as the Palace exerts control over
each city with fine precision and depth that will not be seen for millennia. The borders of the
land too would they expand, recapturing Sargon’s Empire by the time of Amar-Sin, if only briefly.
In the end though, the migration of Amorite tribes, clashes with the Elamites, the god
Inshushinak’s people, and internal revolt will lead to the fall of the last Sumerian polity.
You may appear at any locale or time within this period. Of particular note are the cities of Adab,
capital of the Gutians, Uruk, center of Sumer under Utu-Hengal, and Ur, the center of the
Neo-Sumerian Empire, along with Susa, one of the greatest cities of Elam.
King Hammurabi was the sixth ruler of Babylon’s Amorite dynasty, and began his reign in a
peaceful manner. For twenty two years he reigned in peace, but in the year 1770 the Kingdom
of Elam attempted to drive the kingdoms of Babylon and Larsa to war, only for them to retaliate,
crushing the Elamite armies in the field. Hammurabi would then turn on Larsa, claiming they’d
effectively abandoned him despite their alliance, and would pull on his Amorite allies in Mari and
Yamhad. Afterwards, he then turned north and launched a long war on the Amorite king
Ishme-Dagan I of Ekallatum and Assyria, forcing them to pay him tribute before turning on Mari.
Of course, while Hammurabi successfully conquered Sumer and Akkad, he would be known to
posterity more for his role as a lawgiver (by the blessing of Shamash) and for establishing
Babylon as the center of southern Mesopotamia. Desearvingly, given his Empire would begin
rapidly deteriorating shortly after his death. You may appear at any place within Amorite
occupied Mesopotamia or Elam during this period.
Bābilim Burning (1595 BC)
Woe be unto Samsu-ditāna, šakkanakki Bābilim, for his sins have stained the land and
burdened the people’s shoulders. Great Marduk and Ṣarpānītu have taken the Kingship from
him, and the King of Hattusa, Mursili I, darling of Arinniti, marches now to take Marduk’s favor
for his own. The destiny decreed for the city by Father Enlil fast approaches, perhaps you might
wish to turn the tide? If so, you may appear in Babylon a few days before the army of Mursili
arrives.
Competition between these powers would continue for centuries, with Assyria breaking away
from Mitanni, only to then grow, subjugate and ultimately conquer their former overlords while
the men of Hatti and Kemet exhausted themselves against one another. Aššur’s might would be
manifest through his people, their armies again and again triumphing over Hatti and Kašši again
and again, till with the unintended aid of northern barbarians and the Elamites both would cease
to be, and Kemet collapse inwards. You may appear at any locale in this period, at any point in
time.
For Aššur’s sons fell, their sins against the Great Gods weighing down their mighty arms and
allowing the men of Bābilim and Media to bring ruin to the land. And after eighty seven years,
the folly of Nabonidus would bring an end to Bābilim’s mighty Empire, and the Parsuāiu man,
Cyrus, took the Kingship off to Pāsārgād. But for you, any of the great cities of Assyria,
Babylonia, Urartu, Egypt or Elam lie open to you, at any year in which the authority of Aššur and
Marduk was spread across the land.
Origins
Any origin may be treated as a drop-in if you so desire. Similarly, you may freely choose your
age and gender as suits your whim and circumstance.
Mortal King [Free]: Oh Lord of the Lands, Shepherd of the People, you have been selected by
your God, the true King or Queen of your city or nation, to lead their mortal subjects to
prosperity, order and glory. By the kingly scepter they have placed in your hand, by the regal
crown they have placed on your brow, you have been elevated among your common humans,
and act as a mouthpiece of the divine. But be warned, for your role requires an open and
attentive mind. You must be ready to see the commands of the gods in the world around them,
to interpret them well, and to put them into action. It was by the divine will that you were
elevated, and that same will may cast you down with the same ease.
Hero [Free]: Enmerkar, Lugalbanda, Gilgamesh. These are but some of the great heroes of
yore, or perhaps the present depending on the temporal locale, and now your name will be
among them. Whether you are a mortal the divine has smiled upon, a demigod born of union
between god and man, or a beastman forged in heaven to bring low an unruly hero, it is your
destiny to bridge the gap between mortal humanity and the greater powers of the world. But for
all your power, for all the grand adventurers you might go on, remember…death is the lot of
man.
Sage [Free]: Son of the Lord Enki, Teacher of the People, Bringer of Civilization. Whether you
are one of the divine Apkallu, a mortal son of Enki, or simply a wise scholar and priest, you are
one of the pillars upon which mortal society leans. Where the King reigns from the Palace, you
reign from the temple, and the wisdom of Heaven and Earth is made open and clear to your
eyes. Just, don’t get too big a head
Demon [400]: Son of Heaven and Earth…no, not like that. You are a demon, a numinous force
borne of incomprehensible and inherently alien malice and hate towards all mortal life…or
maybe you’re a lesser spiritual force in service to the divine? Oh, you could also be some sort of
giant, or maybe a dragon. Really, things are pretty inconsistent when it comes to what you are,
even before you get into weird exceptions like Pazuzu or Lamashtu…
God(dess) [600] You are one of the Great Princes, the Sons and Daughters of Heaven and
Earth. As a god or goddess (sometimes even at the same time), you are one of the numinous
powers which composes, animates and directs a concept, phenomena, or physical body in the
natural or human world. The world is composed of your kind, and it is governed by them. Above
all other creatures, you exist at both the peak of power and responsibility. Remember though,
there are countless divinities in this world, and only seven seats at the very peak of the
Heavens. You are strong, yes, but your superiors are many.
Perks
Generic
Additionally, your divine parent bears a great love for you. They do not have the authority to
grant you immortality, nor can they directly, physically intervene in your life, but they will do what
they can to aid you indirectly, whether through their divine office and inherent phenomena aiding
you in times of great danger, or sending you dreams of future threats and opportunities, hidden
behind metaphor and symbolism. By default you may only choose one of the relatively lesser
gods of this world as a parent, but for an additional 100 CP, you may choose either one of the
Seven Who Decree, or one of the foreign pantheon heads who serve as regional administrators
for the Great Gods.
In future Jumps, the local equivalent of your divine parent will feel a great sense of kinship for
you, akin to one of their blood-children…and if you’re not a drop-in, you can optionally be their
child by birth or more esoteric means.
Mortal King
In these three fields, you are not only competent but exceptional. Your talent with the weapons
of this age are equal to the greatest of mortals, and as a commander you stand akin to such
enviable personages as Sargon the Great, the legendary world-conquering founder of the
Empire of Akkad and Champion of Ishtar, or venerable Utu-Hengal, the mighty King of Uruk who
crushed the beastmen of Gutium and drove the vile horde back to the mountains from which
they came, and in doing so united the land of Sumer.
Humble Governor of the City God [100 CP, Discounted for Mortal King]
To be a King is merely to be first among servants, or if one wished to be less generous, the
most prestigious of slaves. Your authority is that of your divine master’s, and any legitimate act
of state carried out by you is merely deity’s will expressed through you. Naturally then, your
people are not liable to think of unpopular policies and actions as the act of you, the King.
Instead, any negative sentiments your act as king evokes is instead directed at the deity you
serve. Your people might eventually decide to disobey you, their respect and fear of the divinity
lessened to the point of rebellion, but they’ll never blame and act against you because of
something you did as king.
The Great Man, Shining with Divinity [100 CP, Discounted for Mortal King]
You aren't literally shining, and you’re probably not a god(dess), but most people who look at
you can’t really tell the difference. Whether it takes the form of rugged handsomeness or elegant
and sensual beauty, your form sits at the very peak of human splendor. There might be two or
three humans in the whole of the world who can match your appearance, and whereas they
might need to engage in almost excessive grooming and makeup to reach those heights, yours
is a mein to enchant the world on its own merits. You could spend a year bathing in mud and
walking through a land cloaked in a shower of ash, and you’d still find a hundred men and
women happy to share your bed. In a village numbering one hundred.
But, if you happen to also be a King, then this perk has a second attribute. When you act in your
role as King, you seem to shine like a star in the night sky, instilling a sense of awe in your
subjects and terror in your enemies. Those of great will can overcome both these feelings, but
that requires a certain presence of mind most won’t have around you.
But where most Kings merely give the impression of being a character in a story, you seem to
really be one. As you go through life, you’ll find events seem to warp and twist around you till
they fit into certain themes and patterns akin to an epic poem. Whether this takes the form of
you ending up an wild adventurers despite having people to do that for you, or direct interaction
with supernatural forces in contexts such shouldn’t be possible, you’ll find that as long as you
act within your ‘role’, whether that be as a conquering king or a valiant adventuring hero, you’ll
tend to succeed at your endeavors more often than you logically should. It won’t let you do the
impossible, but if it fits the narrative your presence evokes, you’ll probably find a way.
Jumper, Beloved by the Gods [200 CP, Discounted for Mortal King]
To be a King is, by definition, to be beloved enough by a divinity to be given rule over that
divinity’s earthly estate and subjects. Beyond the god of your city though, there are many other
divinities that a proper King would be well-served to be on good terms with. Such is also true for
the common people, but for a King the distant and oft impersonal relationship between divinity
and worshiper is much more personal.
To your patron god, you might be a beloved child or trusted servant. To a deity fond of your
deeds and demeanor, you might be a friend or comrade. It is not right or wise to presume such,
but when you have a relationship with a divinity, it tends to take on more personal meaning for
both parties. And, naturally then, you’ll find that as long as there are gods for whom you can
interact, they’ll have an inclination to communicate and interact with you openly and directly.
Whether that means they’ll come down to share a drink, to wrap you in a blanket when you're
sick, or to beat you to death with their bare hands after insulting them depends entirely on how
likable you happen to be.
Specifically, while you remain upon the throne you are the King, a position that transcends any
individual and whose shared legacy is the cornerstone between the covenant between man and
divine. Or to put it simply, when you’re being targeted mystically, these attacks will gravitate
towards the office of kingship itself, not you personally. Fortunately, as the heir to a several
hundred thousand year old civilization, the process of taking advantage of this has already been
formalized.
The ritual of substitute king can only be carried out if you have at least a month’s warning of
your impending magical demise or other ill-fortune. If you have that though, you’ll find the whole
process remarkably streamlined. You simply abdicate the throne and leave the palace, while a
pre-selected individual, either unreasonably loyal or particularly dull in the head, is placed upon
the throne and crowned. This man must rule in truth, even if his orders are carried out by men
loyal to you and every word that reaches him is carefully censored, otherwise the magics and
divine powers will not recognize him as the true King.
But as long as those conditions are met then when the appointed day comes whatever fate
would have befallen you will instead strike down the substitute king. If he perishes, then all is
well. If he does not, then your loyal courtiers will rip the man from the throne, drag him into the
streets, and violently stab and beat him to death. Once the man has died, any magics targeting
the king, whether they be lying dormant or simply late to arrive, will die with him. Though it
should be kept in mind, that if a divinity truly wishes you dead, they hardly need to rely on
magics and curses, and this sort of ritual tends to only fool an individual divinity once. Mortals
and demons on the other-hand, are much more gullible, though this won't protect you from a
more mundane assassination attempt.
It’s Only Paranoia If They Aren’t Out To Get You [400 CP, Discounted for Mortal King]
It is only natural for the king, being a mortal man, to fear the assassin’s knife.
Of course, in the end, Aššur-aḫa-iddina was actually right, as the conspiracy of the usurper Sasî
showed. While Aššur-aḫa-iddina managed to survive and overcome the conspiracy that even
turned his chief eunuch against him, it was at great cost to his reign and the country. You
though, have learned how to avoid this. Your paranoia has reached such heights while
maintaining preternatural efficiency, such that you can near flawlessly identify conspirators
within a month’s time of learning of a plot against you. Furthermore, you can effortlessly
formulate contingencies by which you can seamlessly purge any such conspirators without
giving them any time to react, nor unduly affect your bureaucracy even if three fourths of said
bureaucracy is dead in the aftermath of said purges. This is especially effective when the plot
involves your kinsmen.
As a miscellaneous benefit, you are particularly good at fleeing danger, to the point that if you
were trapped in the middle of your army, surrounded on all sides by the enemy, you could
manage to flee through both your host and the enemies without a scratch.
Jumper’s Beloved Wife [400 CP, Discounted for Mortal King]
The Kings Sîn-ahhī-erība (Sennacherib) and Aššur-aḫa-iddina (Esarhaddon) both bore great
suspicion for their male kin, whether they be brothers, cousins, nephews, or even their own
sons and grandsons. For Aššur-aḫa-iddina this was especially potent, as he had lived to see his
own brothers slaughter their father on temple grounds. Their response to his suspicion was to
withhold political power that would customarily be given to male relatives and officials, who
could plausibly make attempts to seize the throne, and instead give that same political power to
their mothers, sisters, and daughters, who could not.
Practically speaking, this was a wise move on the kings’ parts. The women of the royal family
were well-educated and literate, and were even more dependent on royal favor than a eunuch,
and certainly more than a general arisen from the landowning class. Under Sîn-ahhī-erība his
queens even had army units placed under their personal command, in defiance of all then
modern norms.
Naturally then, should you decide to take a similar course of action, you will find the lessons of
the latter Sargonid kings quite effective. Firstly, you will find that your female family members,
ranging from your mother to your granddaughters, even cousins and nieces, will be unflinchingly
loyal to you and your family’s interests. They may not like each other, or even you for that
matter, but they will put such concerns aside to carry out whatever duties they are given to the
best of their ability, with the most conflict one could expect being a stern reminder from your
sister to your daughter to complete her homework, or one of your wives lobbying for her child to
be made heir apparent. Additionally, you will find that said female family members will invariably
possess great talents and skills appropriate for the high offices of state and court, even capable
of serving you as generals if need be. Fittingly, even if society would normally protest them
being given such positions, their status as royalty will quell any ill feelings.
“You only have one Astrologist?” [400 CP, Discounted for Mortal King]
Fate is written in the stars. That is the wisdom of the learned men and sages, and a king would
be wise to pay heed to the omens they may derive from the course of the night sky.
In truth though, it is not merely the stars in the sky that provide a glimpse into the fates ordained
by the Great Princes. No, nature itself is the divine life of the gods, within which one can view
the nature of the divine in its purest, most natural manifestation. And by observing the patterns
of phenomena, one can discern both the will of the divine, as well as determine some small
portion of the future they have ordained.
You in particular though, share in a talent for delegation refined in the time of Aššur-aḫa-iddina
and Aššur-bāni-apli. As a wise and knowledgeable king, you are easily able to determine
whether a man, or woman, is a true prophet or astrologer (or augur, if you prefer), one capable
of receiving divine revelation and accurately identifying and interpreting omens respectively, and
if you look for them you will always find them in number sufficient for your needs. For prophets,
you merely need to keep them close and they will keep you informed of their divinity or a
number of divinities’ wills.
To make use of the astrologers most effectively, you must spread them out. With just a single
astrologer living at your residence, they will have a fairly good chance of detecting omens
indicating what threats to your life and personal interests in your immediate vicinity might take
place within the next three months. Having a half-dozen of those same living within a few miles
makes it a near certainty that you will be aware of all threats to your person months ahead of
time, and if you station astrologers throughout the lands you hold, you’ll receive similar warnings
to any threats to your interests there. After all, you can’t be expected to know the future of the
land if no one’s there to see the omens present.
There are certain limitations to this, though. Your divination experts are reading omens in the
present to determine the future, but it is not the future in an absolute sense as much as what is
currently fated to happen. If the Divine Assembly alters its decrees and therefore Fate, prior
omens will be invalidated and new ones would have to be observed for the new future to be
known. Generally you will have enough time to receive news of such, but a sudden, last minute,
alteration may give you no time to react, and entities outside fate and who defy
predetermination can only be predicted in this manner a fraction of the time.
“Their Gods and Goddesses I scattered to the Winds.” [600 CP, Discounted for Mortal King]
“I destroyed the ziggurat of Susa. I smashed its shining copper horns. I reduced the temples of
Elam to naught; their gods and goddesses I scattered to the winds. The tombs of their ancient
and recent kings I devastated, I exposed to the sun, and I carried away their bones towards the
land of Aššur.” Such were the words of Aššur-bāni-apli, Šar māt Aššur, King of Assyria and the
Four Corners of the World. With the strength of the Great Gods in his arm and arm, he brought
ruin to the land of Elam, and the power of those old and venerable gods could do naught but
weep.
As a fellow King, a true King, you will surely face many strange and foreign peoples with equally
strange and foreign gods. You may be inclined to offer these strange divinities respect, and truly
that speaks well of your piety. But do not feel that submission, honorable though it may be for a
mortal in regards to a god, is your only option. You are an inheritor of the Kingship which
descended from great Anu’s lap, crowned by Ishtar and Aššur (or perhaps Marduk, if you’re of a
more southern extraction) themselves to lead the people.
These foreign gods, they are nothing more than truant servants of your own gods, deluding
themselves into thinking themselves the true masters of the world. As an executor of the Divine
Assembly’s decrees on earth, you are shielded from the wrath of these errant divinities when
engaging in the acts of Kingship, whether that be waging war upon their people or destroying
their temples and idols. But if you should offend these divinities outside the office of King, or
offend your own gods, then the aegis of the Heavens will no longer protect you.
Furthermore, just as the gods and goddesses of Elam were lessened and scattered with the
destruction of their temples and shrines by Aššur-bāni-apli, when you destroy the idols and
images of foreign gods and demolish their temples, the same fate awaits them. Specifically,
when you inflict damage or outright destroy an image or idol of a divinity, the damage from the
destroyed image is transferred to the deity in question. The damage received by the deity is
proportionate to the significance of the image; burning the carved idol in a household shrine
might bloody a divinity’s nose, whereas smashing their cult statue in their holiest temple would
be more akin to disemboweling the god...though, no injury inflicted in this manner will ever by
itself actually kill a divinity, though they are not guaranteed to recover either. Likewise, when the
temple of a foreign deity is demolished, that deity’s ability to influence the surrounding lands is
reduced, either until a new temple is erected or till several decades have passed. The divinity in
question will not be completely powerless, but a power once capable of wiping away cities with
a thought might have trouble blighting a small town.
As a side note, for the purposes of this perk the tombs of the dead qualify as temples, and
portraits and paintings as idols and images of the honored dead or collective ancestors.
Jumper the Divine Husband/Wife [600 CP, Discounted for Mortal King]
For the Sumerian Kings of Uruk, Ur and Isin, it was common for the King to bolster his
legitimacy by claiming to be the husband of Inanna. This could manifest in a handful of ways,
ranging from the simple assertion that one bears the spousal affections of the goddess, to taking
the role of Dumuzid in rituals, or even attempting to claim that they are Dumuzid. Regardless of
the specifics, while these acts are meant to enhance the legitimacy of the monarch by tying
himself to the goddess and perhaps secure the fertility of the land via the worshipful equivalent
of sympathetic magic, for you it is a bit more literal.
For one, whenever you take political power over a group, they will honestly believe that you are
married, or bear a close familial relationship, to a deity of great significance in their religion, their
patron deity if they have such things. This can be overridden though, if you’d prefer to have
people acknowledge you as the partner of a specific deity, which your people will accept without
question...though they might still be curious.
Beyond that though, when you take part in rituals wherein you would take the role of your
partner’s deific spouse, for the length of the ritual you for all intents and purposes become that
deity, as if possessed by their spirit. The power granted by this is only available for the purposes
of the ritual; if you took on the role of Dumuzid for a sacred marriage rite to ensure earthly
fertility, you could use your borrowed divine powers to do just that, but not turn someone you
don’t like into a stalk of grain. Well, with that ritual anyway. Even if the ritual doesn’t have the
god you take the role of being the agent of the ritual's effect, the ritual will still function as if your
divine spouse existed whatever setting you happen to be in.
As a bonus, since it would be unseemly for a divinity to be married to a mere mortal, as long as
you behave in a manner which would please your hypothetical divine spouse a majority of the
time (regardless of whether they exist in the given Jump’s setting), your metaphysical status will
be that of a god. Practically speaking, this means that any divine, magical, or other effect that
selectively targets or effects mortals would have no hold on you, and gods will view you as
distant kin. Though, don’t expect them to be too impressed.
The King is the Nation Itself [600 CP, Discounted for Mortal King]
While the concept of the King existing as a representative of the Nation before the gods is an
old and classic one spanning both Mesopotamia and the Levant, the Assyrians were known to
apply the concept more generally in their royal ideologies. In the Assyrian view, the King was as
much a living embodiment of the Nation as he was a mortal man, and a truly superhuman
quality was thought to be inherent to his nature.
A true King stands at the very peak of human capability, if not beyond it. However mighty the
greatest man of the country might be, the King will be stronger. However swiftly the fleet footed
runner might tread, the King is swifter. However virile the most profligate adulterer might be, the
seed of the King is surely many times more potent. In short, in whatever capabilities your society
identifies as emblematic of or otherwise associated with kingship, be it physical strength,
intelligence, or virility, you will find your capacity in these things will always be greater than that
of any mortal man dwelling in your realm.
But a King does not merely stand above his people, he must also lift them up to stand with him.
When the King is mighty in arm and swift in foot, when he is virile and hardy, and any other such
qualities as mentioned above that he bears in excess of what is granted by this perk alone, his
subjects will find that their own capabilities therein are enhanced, and their ability to grow and
cultivate these attributes is enhanced till they too may stand beside their king. But the capacity
of the King’s subjects is not without limit, and through this effect alone they may only grow to
half that of their king’s own grandeur, for the summit of human potential belongs to the King
alone.
Finally, it is known as fact that all creativity, whether it be the capacity of the land to grow plants,
for animals and humans to engender and bear young, or the capacity of both divine and mortal
minds to invent and innovate, all creativity is derived from the libido. But, in future worlds, you
might find strange and nonsensical laws that falsely claim that such capacities are completely
unrelated to the virility and lust of mortal man and immortal divinities. Naturally, as a conquering
king, you may impose the irrefutable logic of this cosmos on your land in at least this matter, so
that as long as you are personally virile, the lands and people you rule will be fertile, hardy, and
for your people, intellectually creative beyond the norm.
Hero
Jumper ate Grass in the Hills [100 CP, Free for Hero]
It is said that when Enkidu first fell to earth like a comet, he lived among the gazelle eating grass
and drinking from the watering holes. He broke traps set for animals and freed his comrades
from snares, and for this he was beloved by them. You possess a similar affinity for all forms of
mundane animals, for they do not flee from your presence and consider you to be one of their
herd or pack, though more solitary animals will simply ignore you. Should you wish you may
speak to the creatures as if they bore the wisdom the gods gave to humanity. Given time, you
could even teach them human skills, such as marching like soldiers or tending to your home like
maids.
Anytime you need to perform an action that requires a given skill, so long as at least one human
has possessed said skill in the past and it does not directly relate to magics or the rites of the
gods, you gain enough skill to perform the task to an acceptable level. Once the task is done
though, that skill remains with you, though only at the level of the average professional. If you
wish to truly master a given skill, you’ll have to put the effort in.
Dreaming Jumper Awaits the Arrival [200 CP, Discounted for Hero]
When Enkidu approached Uruk, Gilgamesh was visited by two dreams. In one, he found a great
rock which even he could not lift, but with the aid of the people of Uruk he managed to dislodge
the stone from the Earth. In the next, he found an unbreakable axe of unfamiliar make, which he
kept by his side like a wife. Both the rock and the axe are Enkidu, for Enkidu was a companion
crafted by Ninsun and sent down from heaven as a comet, of such strength and power as to be
Gilgamesh’s equal, and of such loyalty as to never leave him. But such dreams were not
unusual for the King of Uruk, as the harlot Shamhat warned Enkidu that Gilgamesh would know
of his arrival through his dreams.
Much like the Hero King, you too possess omen-wrought dreams. Whenever a grave threat or
great opportunity is set to present itself, you will receive a dream as late as the day prior or as
early as a year prior. In either case, the dream will be largely symbolic, to roughly the same
degree as the dreams of Gilgamesh, and shaped by your subconscious. With either great
wisdom and self-knowledge or an able interpreter, you should be capable of foreseeing near
any threat that would avail you, with only the gods being able to overcome your prescient
dreams.
His Reasoning is Confused, and His Judgment Disarrayed [200 CP, Discounted for Hero]
Once in eons past the man named Aga, King of Kiš, came to mighty Uruk with an army of men.
But the hero-king, Gilgamesh, was not dismayed. He sent a man out among the men of Kiš, and
another man to the ramparts of the city’s walls. Aga, doubting the words of the man sent out,
presumed the man upon the ramparts was the king of Uruk. Great shock then came to him,
when Gilgamesh stepped forth in his radiant might. His massive frame shocked the men of Kiš,
and they could not stand before him or the warriors of Uruk. Gilgamesh cast many of the men of
Kiš upon the ground, and amidst their number took Aga captive. But Aga walked free that day,
to return home to his city, for Gilgamesh treated him as friend and servant, and Aga accepted
his place.
Like mighty Gilgamesh, you too have a talent for resolving such conflicts without…excessive
levels of violence. Whether it requires tricking a king into lowering his expectations only to
exceed even his worst fears and thereby send him into fright, or to stride confidently through an
army of armed men without being so much as scratched by their weapons, casting them to the
ground without striking a single man dead, it is within your power. And of course, like with
Gilgamesh and Aga, should you have a man in your power, they will readily accept whatever
terms you should issue for their release, and will still feel just as obliged to fulfill them in a
decade’s time as when you held them in your hands. Though, if your terms are so unreasonable
as to be seen as death, even your terrifying radiance is unlikely to sway them.
Later kings of both Sumer, Akkad, Babylon and Assyria will harken back to these images,
recording that it was they personally who cut new paths through the mountains, they who cut
down great trees and carved granite from the cliffside, dragging them back to their homes to
craft them into the most wondrous of things. Unlike them though, when you make such claims
you speak both truly and literally.
So long as a working would be possible with a well-equipped workforce of no more than 10,000
men, you are capable of performing any effort of manual labor by your lonesome in only a
fraction of the time. It would not take you more than perhaps a week to haul great stones from
the mountain, and then another to see them shaped, carved, and fitted into place as a truly
grand castle. And those works you construct, you can readily expect to endure for at least two
thousand years. Finally, should you be capable of creating supernatural effects or performing
deeds of legendary or “conceptual” nature, you can imbue these aspects into your
constructions.
He Placed Them On the Open Air [400 CP, Discounted for Hero]
This…being blunt, is a rather strange ability you seem to have inherited. Like King Enmerkar of
Uruk, you are capable of simply placing objects upon the air as if it were solid ground. It does
not matter how heavy the object is, the air will hold it, and as long as all you are doing is placing
it on the air you can even lift things many times heavier than you otherwise could. It is also
possible for you and others to drag these levitating items without disturbing the effect as if the
objects weighed nothing. Stacking objects unaffected by this on top of objects that are under
this effect will not cause them to fall, and any who act under your orders benefit fully from the
effects of this perk.
The Sun is a Bro [600 CP, Discounted for Hero]
The relationship between man and a god can take many forms, but it is rare for a divinity to
consider a mortal anything more than a subject under their rule. Gilgamesh and Enkidu though,
certainly weren’t unfamiliar with rare and unusual circumstances. From an early age the hero
king Gilgamesh was the friend of the Sun god Shamash. When Gilgamesh met Enkidu, this
friendship with the Sun god was extended to the wildman as well. This was not just a habit of
spending time in each others company though, when Gilgamesh went out to slay Humbaba
Shamash gave him the winds, winds of ice and fire and lightning. And when the gods set out to
determine who would die for the crime of murdering a divinity, it was Shamash who pleaded for
Enkidu’s innocence.
Like Gilgamesh and Enkidu, you are the close personal friend of a powerful god(dess), on-par
with Shamash or Ishtar. This divinity cares about you and what you think, and both enjoys
spending time with you and will take any excuse to do so. They listen to what you have to say
and consider it just as much as if it was a true peer and equal who said it, and are open to
having their views challenged. If you ask them for help, they’ll generally be inclined to agree and
even if you don’t, they’ll still try to help you when you set out on a major endeavor. And if you
end up in danger for whatever reason, they’ll do almost anything in their power to get you out of
it. Generally speaking though, you can expect more direct and potent aid the more difficult or
dangerous a task is.
In future settings, a being of similar power, scaled for the setting in question, will take on this
role. By default this will be an existing entity, but if such doesn’t exist one who could plausibly
exist in said setting will be generated.
And now, Lady Ninsun has deigned to craft for you a body fit to equal these greatest of heroes!
Your strength will be sufficient to carve through mountains and flatten hills, and the durability to
withstand blows of similar strength. You can hold your breath for days at a time, and even
underwater the swiftness of your feet is sufficient to outrun the sun’s rays. Furthermore, yours is
a beauty that brings wonder to all; you may appear as a well groomed aristocrat with flowing
hair and a regally trimmed beard, or possess the wild-swaying locks of a savage upon your
head and a hairy body akin to a bear, regardless of the specifics you now exude a terrifying and
awe inspiring aura, such that all who see you know that you are the epitome of human strength
and ability, transcending the limits of ordinary humanity. Also, if you’d prefer for your greatness
to be reflected more physically, you can be up to eleven cubits, or 18 feet tall.
The Epic of Jumper: Thematic Incoherence [600 CP, Discounted for Hero]
The Epic of Gilgamesh is one of the oldest pieces of literature in the world, and despite only
being rediscovered recently, at least on historic timescales, it has been put through an immense
amount of scholarly analysis. But even the layman reader can take quite a lot away from the
work, and the themes and morals of the work are rather self-evident; about how neglecting
one’s responsibilities to oneself and society is inherently self-destructive, about how physical life
is inherently limited and the best one can hope for is to leave behind a legacy worth
remembering. All of these and more can be taken from the Epic, and yet…they’re not quite right,
are they?
Gilgamesh’s quest for immortality is futile, and the narrative makes this clear on multiple
occasions even before his ultimate failure. And yet, is he not welcomed into Kur as a king
among shades? Is he not worshiped as a god in Uruk, and as a Minister of Kur in Babylon?
Truly, for a man who realized that his ambition to transcend mortality was futile and his fear of
death pointless, he sure seems to have gotten most everything he wanted.
As one who walks the path of the Hero, this same narrative structure will follow you on your
future journeys and, if you so will, allow you to overcome the law of the world. Put simply, if
some aspect of the world you currently inhabit appears to have some inherent moral value
which you find objectionable, such as the cosmic inevitability of death or the inability of people
to live in harmony with those who are different from them, you may walk Gilgamesh’s path. You
will struggle against it, you will feel desperation and despair as you try with all your might to
bend and break the bonds of narrative and causality, to make your impossible dream real. Until
it all comes up to naught, and you are left with nothing but what you began with. At that point,
when you finally accept that you were wrong, when you take into yourself the principle which
you so vehemently rejected…you will find the cosmos much more pliable. Circumstances shift
and change, till the very thing the world utterly rejected as immoral impossibility simply, falls into
your lap. It won’t be quite what you expect, Gilgamesh wished to achieve immortality in body but
instead achieved divinity in death, so too will your sought after goal be given a differing aesthetic
coating, just enough to technically fit the moral lesson your ‘story’ is meant to give, even as it
gives you the practical result you wanted.
Sage
Whether you are akin to one of the Seven Sages or are merely a mortal wiseman of later times,
you have inherited both the great skill and fortune of a teacher of the masses and the respect
owed to the semi-divine sons of Enki. When you attempt to bestow knowledge upon either
individuals or groups, you will find them happily accepting the knowledge and skills without
concern for how they might contradict or conflict with pre-existing habits and beliefs. Further, if
you so intend these skills will naturally propagate to others, reaching universal saturation of a
society in a fraction of the time it would normally take.
As a lesser boon from your honored predecessors, humans and other mortal races instinctively
recognize you as a figure of great wisdom, and treat you with the respect owed to a beloved
teacher even if they have no knowledge of you.
Also much like the Apkallu, you have a knack for convincing those who know not of the gods,
and even those who specifically disbelieve in the gods, of both their existence and the critical
importance of earning their favor. For those who merely lack the knowledge, belief comes easy
when you give them knowledge of the gods. But for those who know of the gods and, despite all
logic, disbelieve it would take an argument of true passion and displays of piety to turn their
hearts away from ignorance. But if you put in the effort, even the zealous can be brought under
the Will of Heaven.
Kakugallu [200 CP, Discounted for Sage]
You are not merely a priest who tends to the temple and recites tales for the people, for you
have been given the secrets of kakugallūtu and been ordained as a Kakugallu, exorcism and an
exorcist respectively. Whether it be the taint of a demon upon the land, or a mortal body held in
the grip of the cruel spirits, you know of the rituals to call upon the gods to remove the demonic
influence from both mortal bodies and tainted land alike.
Typically, this involves calling upon a powerful deity such as Marduk or Ishtar, asking them to
excise the demon and its impurity from your target. The deity must of course be willing, and
have sufficient power to do so, but you will find that as long as you perform the ritual adequately
even rather hostile deities will be inclined to answer your call at no cost to themselves. But even
beings who are not quite gods, such as dead Gilgamesh in his role as a Minister of the Kur, can
be invoked to lend their power towards the expulsion. In future worlds, you will be able to call
upon deities from old worlds as if they were extant in the new ones, at least for exorcism rites.
You understand a variety of methods for observing and understanding omens, a skilled
practitioner of all the styles of divination from lecanomancy to extispicy to augury, astrology, and
even dream interpretation. Through these methods, you can discern omens of the future in the
world around you. Typically, these omens will inform you of important events in your future,
typically within a year or two, but sometimes far into the future. These events, at least in this
world, are normally immutable and no matter what acts you take on your own or with the aid of
other humans, cannot be avoided.
Nevertheless, as a divination priest, you’ve memorized the majority of the incantations and
rituals given by the gods for just these sorts of events. When you learn of an omen, you will
know which god has ordained it for you and, presuming it is negative, and what sin brought
upon you their ire. Knowing both your sin and punishment, you will in all likelihood know a
specific rite of ritual penance which will allow you to avoid the fated punishment, earning the
divinity’s forgiveness. Of course, some offenses can’t be forgiven, if you were to somehow strike
down a god or one of their half-human children, few are the things that would stay their hand.
In other worlds, your numerous divination rites will function as they did in this world, and while
your fate may not be determined by a deity there your penitent rites will at least make it possible
for you to defy your fate. Though, if it is determined by a deity or otherwise conscious force, they
too shall function in other words. As an extra boon, you will naturally be able to determine when
events are merely natural occurrences, and when they are caused by divine or other
supernatural entities merely by observing them as they happen.
Apkallu: From the Sea, Standing Between Heaven and Earth [200 CP, Discounted for Sage]
The Seven Sages of Enki, seven demigod wisemen sent from the Abzu in the time before the
Great Flood by the God of Wisdom and Magic to give the arts of civilization to humanity. The
Apkallu taught man the secrets of constructing buildings, making pottery, farming, tool-crafting,
writing, and many other arts derived from the sacred Mez. It is to them that humanity owes
much of its current comfort and stability.
Like the antediluvian sages of yore, you are a demigod in your own right. Whether you are the
half-breed son of Enki, or merely adopted by the god, you possess a great affinity for the watery
depths. Like a fish, you are capable of breathing underwater and can withstand the great
pressures and cold of the depths. Even the darkness of night cannot hinder your vision, for you
are meant to see even where Utu does not shine. Finally, Enki has blessed you with a good fate
and you can expect to live for many tens of thousands of years, just as mankind did before the
Flood, even if you refuse to partake in food.
By default, you will retain your human form but if you wish you can take a more aquatic form. If
you prefer, you could go the simple path and merely replace everything below the waist with that
of a fish. On the other hand, if you wish to seem more exotic, you could take the form of the
Greek ‘Oannes’, a man-sized fish with two heads, one of a fish and another of a man below that
of the fish, and with two human legs erupting at the end of the tail.
As one of the sages, whether you be of divine descent or a mortal, you possess this sight and
the mindset to make use of it. You can naturally perceive the currents of the innumerable
phenomena in this world, and understanding how one ties into the others takes only a bit of
thought. More importantly, you find your eyes and mind wandering inevitably in the direction of
the touch the divine has on these. Whether it be an omen the gods sent through nature or
simply their natural habits, it takes next to no effort for you to grasp exactly how much influence
any divine entity is having on the world around you at any given time, and gives you a general
idea of their intentions. The more time you spend examining any specific phenomena, the more
clearly the intent of the god or gods in question will be.
In future Jumps, the nature of the divinities you encounter may be less joined with that of the
natural and human world. Due to your extensive experience with the gods of this world, you’ll be
able to intuitively understand the nature inherent to any divine entities you encounter in future
jumps by using the gods of this world as a point of comparison. Though, more specific secrets,
like say a specific compound the gods are weak too, might take a bit of actual investigation on
your part to uncover.
Regardless of whether you are the servant of a king or a wandering sorcerer, you possess a
great knowledge of the casting of curses and other destructive magics. The potential effects of a
curse on an individual human are near innumerable, common examples ranging from
spontaneous combustion, choking on boiling water that simply appeared in their throat and
lungs, falling ill, body drying out into a dessicated husk and many others. But to think yourself
limited to individuals would be folly, for even great cities and armies can be cursed in this
manner, though you’ll find the number of deities willing to destroy such numerous and grand
targets in such blatant manners to be few and far between. A more natural demise, such as an
army crossing a river drowning or being washed away in a flood is much more manageable than
each man being struck by lightning.
A few things to consider though. While you are the one casting a curse, you are by no means
the one causing the effect. Like nearly all magic, you are invoking another power and asking
their aid. Exactly how you go about doing this is up to you. Perhaps you’re unusually convincing,
able to trick a deity into thinking you’ve been wronged and that only by punishing your target in
the way you specify can justice be done. Or you could simply appeal to a deity who’d be inclined
to listen to you, or simply hates your target enough to take the suggestion. Regardless of your
methodology, in future Jumps you’ll intuitively know enough about the local cosmology to
replicate the sorts of feats you can perform in this one. If there aren’t any entities that would be
able to carry out your curses, then for that world your curses will function as if the gods of this
world existed there...but only for your curses.
Put Dirt Upon Thine Face [400 CP, Discounted for Sage]
When Sage Adapa struck down the South Wind, no wind from the south blew for seven days.
For this great disturbance, Anu called upon Adapa to appear before his court, to explain his
actions and accept his punishment. Scared for his life, Adapa went before his father, the god
Ea, who advised him with great wisdom. Ea instructed Adapa to put upon himself the tattered
garb of a mourner, and to cake his face and limbs with dirt and dust, and that when he reached
the gatekeepers to the Palace of Anu, he was to say he was in mourning for their absence from
the world below.
In this manner did Adapa set off, and through ways known only to the sages ascend past the
first two heavens, and come upon the third which is Anu himself, as the great dome which
contains all the created cosmos. There he found the god’s palace, built upon his body and
guarded by the gods Tammuz and Gishzida. When the pair inquired, Adapa did as his wise
father instructed and told them of his mourning for their absence. So moved were the two that
when they came upon Anu, King and Father of All, they told him of Adapa’s pitiful form. And just
as the Lord of Wisdom had known it to be, Father Anu took pity on Ea’s son.
So was the sage accepted as a guest in Anu’s house, given oil to clean himself and fine clothes
to adorn his body. When he was brought before Anu’s throne, he gave explanation for his
striking of the South Wind, and it was accepted. Such was the pity and agreement of Anu that
he had a table set out for them, and upon it put the Bread and Water of Life, and gave Adapa
leave to eat and drink to his heart’s content.
But here Ea’s advice, whether from treachery or simple mistake, brought ruin. For while the
Bread and Water were in truth the gift of eternal life, to the faithful son Adapa they were naught
but death, as his father had advised. With what politeness his mind could provide, Adapa
refused to partake in Anu’s offering to him. So scorned, Anu withdrew his offer of eternal life, for
Adapa and all of mankind.
Unlike Adapa though, your nature as a traveler of worlds will mean that you will not always have
your father, and with this perk Ea/Enki very much is your father by either blood or oath, to advise
you. With that in mind, the Lord of the Abzu has granted you a blessing eternal. Whenever you
have, through intentional or unintentional action, caused an individual or group some offense or
harm, the voice of your father will whisper in your ear the various ways you can mollify them.
Of course, sometimes there’s just no way for word and deed to undo what’s been done, nor
make one give up on the hatred you’ve inspired. Or, rather, that’s how it would be if you didn’t
also take a few lessons from Adapa. Beyond simple mollification though, you have a near
preternatural talent to make yourself seem pitiful. Simply putting on ragged clothes and dirtying
your exposed skin could make you such a piteous figue that a being with both the personal
desire and legal obligation to kill you might give you the benefit of the doubt, and if you were to
act in a humble manner and explain your actions from your point of view, they might even try to
help you in a manner they’d quite literally never consider outside the end of the world. If you
were to put yourself in an even more pitiful or humiliating position, you might even be able to
move beings against their inherent nature.
Unlike the vast majority of mortals, when you curse another being you need not invoke an
external entity to carry the curse out. This is because, as a student of Wisdom itself, you know
that language has a power inherent to itself. It is not a matter of learning some secret divine
language, but a manner of speaking which only the gods and those they directly teach can
perform. By speaking in this manner, the same manner in which a high divinity would command
the world itself, you will find reality twisting to fulfill the curse you cast as if it were an edict of
heaven. As a side benefit, since you aren’t reliant on another divinity to carry out your curses,
you will find that unlike before they can be cast on both demons and gods, though they cannot
kill said entities under their own power.
Naturally, there are certain limitations to this. Since you’re essentially tricking the world into
thinking you have the right to dictate events, your ability to affect beings who actually do have
that right can be somewhat limited. A powerful demon, a storm demon perhaps, might be struck
down for years but one of the Winds would only be cast down by your curse for a week. The
least of gods and the average demon can be struck down outright, but beyond that you tend to
be restricted to irritating, binding, or injuring beings of spirit. But if you reinforce your curse with
the support of an invoked deity, then even those same Winds and lesser deities can be brought
down to dreary Kur.
From this tale, which you know to be true, you have been given both a gift and a blessing. For
your gift, the gods have given you the same gift of Utnapishtim, immortality. You will no longer
suffer the infirmity of old age, and with a mere act of will you may set the physical age of your
body. Neither will disease ail your body, for your very being has been infused with life greater
than any demon’s ability to steal. Finally, both food, drink, and even the air you breathe are now
merely luxuries. You may feel hungry from lack of food, thirsty from lack of drink, and a bit
light-headed from lack of air, but you will never suffer physical harm nor death from any of these.
Perhaps more valuable though, is the blessing you’ve received from the gods all. Regardless of
whether the gods seek to harm mankind, an individual, or merely wish to do something that
happens to harm mortals as a side effect, they will go out of their way to avoid harming you. A
city might burn to the ground, but the flames will not touch you. A storm-wind might flatten an
army but you will only feel a light breeze. And if the gods are set upon a course of action which
they cannot make avoid your person, they will give you ample warning on when and where it will
occur, as well as instructions on how to avoid this. Furthermore, if you have even a vaguely
cordial relationship with these gods, they will give you leeway to help others avoid their wrath,
even if they happen to be the reason such disasters are being unleashed.
The only time a god will harm you is if you’ve personally earned their ire, and even that is more
difficult than normal, for they seem unusually fond of you. They won’t ignore a blatant and
intentional insult, nor an attack on their persons or property, but you don’t have to worry about
ever unintentionally getting on the wrong side of a god.
Demon
The first, and most traditional option, is to be a being of spirit. As an immaterial demon, you will
be unseen by mortal eyes and untouchable by mortal hands. As you have no body, age has no
hold on you, you have no need of physical sustenance, and beings without significant spiritual
or divine power are incapable of affecting you, under their own power at least. At the same time,
exerting any sort of physical force is next to impossible, as your power lays in your ability to
spread a negative phenomena with your presence. Typically this is some form of disease or ill
fortune, though you may also take the form of a lesser wind or breeze, perhaps even fire or
death. For the purpose of visualization though, you can design an alt-form with a mix of animal
and human features to be the appearance of your spirit to those with the capacity to see such
things.
Regardless, merely existing in a given space will spread your associated phenomena passively
over an area, and should you exert yourself you can both increase the intensity of the passive
spread and direct it, instead of merely infecting a few dozen people in a mob, you might infect
an entire town at once, or instead of just increasing the strength of local winds, you might send
a great gust to carry a man high into the air. In addition to this, you can also possess mortals,
taking control of and imbuing your related phenomena into their body.
Keep in mind though, that powerful demons and most any deity are fully capable of harming
your spiritual form directly, and the exorcism rites of this and future lands will be able to remove
you from hosts and even harm your spiritual form.
The other path is to be a more material demon. Like the gallu of the Underworld and Humbaba
of the Cedar Forest, you are a giant of a being, standing two to three times taller than a normal
man, with the strength to reduce a man to paste and shatter solid rock in your grip. Much like
your immaterial kin, you do not suffer the bane of mortals, old age has no hold on you. Unlike
them, you must still eat, drink and breathe to maintain your body. Also, while your inherent
durability is sufficient to withstand blows from beings of similar levels of strength as your own,
mortal weapons and brute force can harm you. In compensation for this infirmity, you may have
a single supernatural feature for your body that will set you apart from your kin. Perhaps your
father slept with the mountains, and now your flesh is composed of living stone, or your physical
(or spiritual) form is so hideous that it boils the flesh off the bones of anyone who happens to be
near you. For an additional purchase of 300 CP, you may possess both a spiritual and physical
form, which you can switch between at will.
Further, anything you touch is rendered spiritually impure.The practical effect of this is that
whether it be a person, beast or object, the sight and presence of them viscerally disgusts all
gods and other divine entities. They will generally be inclined to shun and ignore it, but if it’s
brought to their attention in a way they cannot ignore they will not hesitate to destroy it just so
they no longer need to perceive its existence. If the tainted thing happens to be a human, they’ll
generally be more hesitant to destroy them off-hand, but if they walk before an idol or into a
temple even the kindest and most merciful of deities would struggle to spare them. This impurity
can also transfer from one thing to another, typically taking a few minutes of direct contact to
take root. Humans are also generally disquieted and nauseous in the presence of the spiritually
tainted.
“Their claws drips bitter gall, their footprints are evil venom” [100 CP, Discounted for
Demon]
You are filth. When you set foot upon the ground, you leave deadly poison in your wake. When
you lay a clawed hand upon a man, his flesh is tainted and the gods avert their gaze from him in
disgust. Before you, all things are made unclean before the heavens.
In short, whether your body is spiritual or physical, you carry a potent taint with you. Your hands
and feet leave a deadly poison behind on anything they touched. Mundane plants and animals
will sicken and die within hours of contact, and plants may not grow in the affected soil for years.
Humans are less affected, but they’ll generally be debilitated for a few days after direct contact
and those of weak constitution will almost invariably die.
From an Evil Will, Evil Deed [100 CP, Discounted for Demon]
You are evil words whispered on the wind, a tempting voice lurking in the heart. Temptation and
envy, hate and anger, many are the feelings your voice evokes and in all they are meant to lead
men and women to that which is evil before the gods.
In practice, you have a few attributes common to demons. For one, when you speak you can
control who hears you, spreading your voice unnaturally far or limiting it to the ears of a single
individual and anywhere in between. But that is merely the medium, for you are preternaturally
talented at convincing humans to give into their baser instincts. To kill and steal, to commit
adultery and slander, with but a few words perfidious men can be brought to commit all manner
of evils. Those who possess great trust in the gods will be more resistant to your poisoned
words, and a strong enough sense of justice can render all the words in the world moot.
Alternatively, if you wish to be more subtle, you can simply give off an encouraging aura. Not
one of the great auras bestowed by the gods, which can paralyze even great heroes and
demons in terror, but one of your own nature. Simply by being near a human undetected, you
bolster their negative impulses. You can’t convince them of something they don’t already want to
do, but they’ll be much more tempted than they otherwise would be.
Oh Wind! Your Wings Have Been Broken! [200 CP, Discounted for Demon]
With the sacred knowledge of his father, Enki, Sage Adapa broke the wings of the South Wind.
The great demon lay crippled for seven days, and so the wind did not blow. But upon the eighth
day, the Wind’s wings were mended and he blew across the land once more. Much like
Pazuzu’s lieutenant, you are more resilient than the average demon. Whenever you are injured,
be it in body or spirit, so long as you yet live in a mere seven days the injury will have healed.
Like Pazuzu, you have a peculiar quality relating to how people view you. Even if you bring
great harm to a people, as long as you also aid them, whether it be by providing them with
boons or by protecting them from worse forces, they will come to revere, honor and even
worship you. As long as you continue to champion the people in one part of life, they won’t work
against you for harming them in another and will even thank you for it. Though, if the harm you
do ever outweighs the benefit, you’ll find their attitude souring quickly. Additionally, as long as
you are worshiped by the people, divine entities will consider you honorary kin, lesser but still
tolerated and even respected.
Devourer of the Dead [200 CP, Discounted for Demon]
You are the reason that mortals invoke Inanna, to protect the dead as they make their way to
Ereshkigal’s kingdom. As a demon, whether physical or spiritual, you are capable of directly
interacting with the immaterial shades of the dead. Perhaps you simply wish for a spiritual body
to torture and mutilate, but more likely you’re looking for food. You can consume the souls of the
dead, devouring the very fabric of their being as if they were living flesh. For a physical demon,
the souls of mortals serve both as a replacement for physical sustenance, as well as a means to
increase your spiritual power...though, an individual soul might be a hundredth of your power
gained from “Get of An, Subject of Hanbi”. For a spiritual demon, this holds true as well.
Additionally though, if you happen to have been injured, whether by curses, your fellow demons,
or gods, consuming a mortal soul will greatly accelerate your spiritual form’s natural healing
ability.
But caution your hungering gut, your sort have few friends and many enemies.
You are a Gallû, a powerful chthonic demon in the service of the Queen of Kur, Ereshkigal. As is
suited to your position, you may take hold of both the living and the dead, and as long as you
are acting either on the lawful orders of your Queen, or as enforcer for a broken law you may
take hold of your victim who will be incapable of resisting you of their own power. Even great
gods like Inanna, or Enlil would be incapable of breaking free from your grip, as long as they
have violated the laws of the underworld. Let it be known though, that if a force who is not in
your grip lends their aid to your victim, they might be able to escape. Such as it was for
Dumuzid, who through the aid of Utu the Sun escaped your kin’s deathly grip.
But be warned, if you act outside your orders, and go up to the world above to take those who
are not yet fated to die, then your ability to bind greater beings is limited. Whereas a lone Gallû
might bind a middling god in the service of your duty, if you seek to do it merely for your own
interests it might take seven of you to do the same, and Great Gods could yet slaughter twice
that many acting outside their authority. Mortals, though, are not so lucky. You merely need to
approach a mortal and place your hand upon them, and you can rip their spirit from their body
and drag them down to Kur.
Bitter Venom of the Gods [400 CP, Discounted for Demon]
For the people of Sumer and Akkad, the dread demons who plague the land were called the
‘Bitter Venom of the Gods’, for most demons act in service to the gods. For some, it is merely a
matter of kinship; many demons are the children of An and Ki and most storm demons are born
from Enlil and Adad, and are much beloved by their divine parents. Other demons, such as
dread Humbaba, may be the children of a god but serve the gods as a whole out of loyalty or
self-benefit. And yet others serve Heaven out of fear, knowing that if they defied the gods only
death would await them. Even the many demons who do not serve the gods, would not dare
defy them. But...you find yourself in an enviable position for a demon. Instead of serving the
gods in the hopes of reward, it seems the gods wish to earn your service with great boons.
In both this world and all future ones, you will find yourself approached by the gods who rule
over or otherwise influence your current locale. They will request, or demand if it better suits
their temperament, that you submit to them and act as their servant, their hand in the mortal
realm. Exactly what they wish of you will likely depend on your abilities; if you’re a giant with the
strength of arm to crush hills to dust you might be assigned to guard a sacred place, whereas a
living storm might be sent to destroy that which has drawn your divine patron’s ire. Regardless,
you are not expected to serve for nothing.
If you agree to serve the god, they will do their best to bestow upon you a great boon fitting of
your and their stature. In this world, you might be given a number of great and terrible auras,
with effects as varied as striking terror into the hearts of even gods to rendering you immune to
weapons of metal and stone, to striking dead any mortal who looks upon you. In another, you
might be given invulnerable golden skin or a magic fish-hook capable of pulling islands out of
the sea. Regardless, the gifts will always be of some meaningful benefit for your current
capabilities.
Further, assuming you agree to serve a god, all the deities associated with that deity will be
willing to overlook your tresspasses. If you happen to occasionally kill their worshipers or blight
their fields, it will simply be viewed as the cost of your service, to be begrudgingly accepted. But
if you attack one of the gods in person, or desecrate their holy places then your service to their
kin will not protect you.
Son of the Storm, Whose Breath is Death [400 CP, Discounted for Demon]
Are you one of the sons of Enlil, who are the fierce stormwinds? Or perhaps a dread offspring of
Adad, a stormcloud which covers the heavens from one end of the horizon to the next? Or
perhaps you are a child of Hanbi, sibling to Pazuzu and Humbaba?
Regardless of the specifics, you are one of the greater demons of this world, that which strikes
fear into even the gods. The strength of your spirit is a match for the middling gods who live
upon the Earth*, capable of overwhelming and binding the spirit of a god within the phenomena
you generate. Such is the strength of your spirit that you can manifest it upon the physical
world. For a storm demon, the physical emanation of your spirit might be a massive stormcloud,
obscuring the heavens as far as the mortal eye can see, setting fire to fields with bolts of
lightning and smashing even the greatest of buildings with strong gusts of your wind. Or you
could be a floodwave, reaching up higher than any wall and falling down with the strength to
smash cities. If you were to meet one of the Great Gods** upon the field of battle, you might
even survive.
If you bear a physical form, then you have become as Humbaba is, or was if the count of years
has progressed that far. You stand sixty cubits*** in height, and your strength is such that if you
wrestled an equal, every roll and blow would be sufficient to crush a hill into dust or shatter the
well-founded walls of a city, and your bodily durability is sufficient to withstand your own
strength. Your body also possesses a number of unnatural qualities. When you roar, your mouth
expels sufficient river-water so as to wash away a small town. When you breathe, fire of
sufficient heat to melt a bronze mace to slag in seconds shoots out of your mouth and nose, and
your ears can hear everything within a hundred and forty miles. Strangely, animals and plants
bear an unusual affection for you and will often form impromptu bands to welcome your
presence, and roads seem to naturally come into a well-maintained state when you walk upon
them.
*: Essentially, a god with the equivalent of a Numinous Power and A Divine Body.
**: A god equivalent to one with Great Prince of Heaven.
***: 27.4 Meters, 90 feet
You, for better or worse, share a nature with Lamashtu. Whether you are a child of Anu like her,
or of another god, you possess a dual nature simultaneously being both a demon and a divinity
in your own right. Because of this, you have access to both A Numinous Power and A Divine
Body perks for no charge. Keep in mind though, that you are not obliged to take upon a
phenomena as malevolent as Lamashtu’s dominion over the death of infants and children. If you
are to be affected by a mystic or divine power whose effects varies based on your nature, you
count as either a demon or a divinity depending on which would be most advantageous for you
in the moment.
The other notable attribute of Lamashtu, the she-demon’s ability to defy the decrees of the gods
is also one you now share. Neither fate nor divine commands, which would under normal
circumstances irresistibly bind you, are able to restrict your actions or narrow the possible
results thereof. From these fetters, you are truly free. But this does not mean that you can
completely disregard the gods. While you can disregard their ordained fates and sovereign
commands, you are not immune to their destructive magics or their raw strength.
Jumper, King of Demons [600 CP, Discounted for Demon]
Lord Pazuzu, King of the Wind Demons, the southwestern wind which brings drought and
famine in the dry seasons and the scourge of the locust in the wet seasons. The great enemy of
Lamashtu, who chases the baby-eating fiend off from pregnant women. But he is not limited
merely to his personal foe, for Pazuzu is an honorable lord who protects those who give him the
honor proper to a god.
Like Pazuzu, you have either been given or took by force lordship over your demonic kin.
Whatever phenomena you chose in Get of An, Subject of Hanbi, you are now acknowledged by
all demons of the same nature as their rightful lord and master. They will view your words as
those of a sovereign and will instinctively obey your commands even if doing so will clearly do
them harm. They won’t outright kill themselves on your word alone, but anything less than that
is yours to command. Even demons who are not your subjects instinctively understand what you
are, and will be inclined to show you the proper respect, if not obedience. In recognition of this,
the gods have also decided to give you a Divine Office as described in A Divine Bureaucrat.
As is fitting for a King of Demons, you have immense skill in battling and subjugating your
demonic kin. Even in other worlds, you will always seem to know the best way to battle and kill
any form of demon you encounter, as well as knowing on sight what measures need to be taken
to break them to your will. Even your supernatural powers are more effective on other demons,
doing twice-over the damage they would do to other spiritual or physical entities when used
upon any form of demon. Likewise, the exertion of your Divine Office is anathema to the impurity
inherent to most other demons, cleansing them and that which they have tained of the impurity.
As said impurity is itself an inherent part of a demon, this cleansing is equivalent to an erosion
of their spirit, a process which could in time destroy a demon outright and will cause immense
pain in the interim.
Finally, as a sovereign over an entire variety of spirits, you’ve found that mortals tend to worship
you as if you were a god. Given your possession of a Divine Office and the already blurred
distinction between demons and gods, they can be forgiven for this. Nonetheless, it would be
improper for mortals to be worshiping a being who can’t appreciate it, so you have been given
access to the effects of the Temples, Tokens and Idols perk free of charge. You can also make
rituals to imbue amulets with your power, granting them a strong warding effect against the
powers of other demons.
God(dess)
Practically speaking, you may select one phenomena which you in a very real sense are.
Whether your phenomena is a physical object, a natural occurrence like a storm or earthquake,
or a category of life, your spirit is extant within and the driving force behind said phenomena. If
the rain falls, it is because you will it so. If the reeds are to grow, bloom, and die, it is because
you are there to make it so. This is not to say that you must actively manage every iteration of
your phenomena, though you hardly have any issue doing so. Once something has been set to
your order, it will tend to stay in order until put out of it.
It should be kept in mind though, that being such a dispersed entity is not without drawbacks.
Just as you are spiritually extant within all iterations of your phenomena, so too can you be
attacked through it. Whether that be a direct attack on your spirit, or merely an attempt to bind
you. Additionally, while your control of your phenomena is complete within a vacuum, stronger
beings can restrict your actions either through sharing similar or identical phenomena or through
sheer spiritual power.
While your body is likely to resemble that of a human’s, it does not have to be so. Perhaps the
wings of a bird spring from your back, or your human head sits atop the body of a winged lion?
There are even gods who take forms of animals, and at least one who’s physical form is that of
a leech. Whichever path you choose, you may freely design a form fitting for your divine
personage, and if it is significantly inhuman you can have a second, more human form you can
don at will.
Regardless of the exact shape it takes, your physical form shines with a glorious and terrible
light. The sight of you fills mortals and even demons with awe and terror in equal measure, and
the presence of your awareness, let alone your body itself, is sufficient to render even great
heroes paralyzed in your presence and trembling long after you have taken your leave. As for
the body’s needs? Neither food nor drink are necessary, though their absence is not enjoyable,
and even the air you breathe is more a luxury than a necessity. Age will not haunt you, as your
body experiences unending youth.
As is fitting for a descendant of the Primordial Seas of Apsu and Nammu, your body can
withstand the crushing pressure of the depths. Even strength sufficient to crush hills and smash
cities would only bruise your flesh, and such is the strength you too wield. But your body is not
truly deathless, and sufficient bodily harm or magical curses can bring an end to your
everlasting life and with it the phenomena you are associated with...though, as Ereshkigal
learned with great bitterness, you can always be revived.
If you so wish, you may instruct mortals in rituals of your own design. The first is a basic ritual
cleansing of a space. By performing this, the affected area is cleansed of immaterial spirits such
as demons and ghosts, as well as malignant magics. Once this has been performed, a second
ritual can be conducted around an idol, a statue or image bearing one of your myriad
likenesses, to invite your spirit into it. If you accept the invitation, you can invest a portion of your
spirit into the idol, and before long your power will permeate the temple as a whole.
So long as your temple is intact and your idol in-place, you maintain complete awareness of
anything happening in your temple, and the ability to perceive any space within the city the
temple is constructed within, as well as the countryside around it. Additionally, within that area of
awareness, your ability to control and generate manifestations of your concepts is enhanced
twice-over. If for some reason you deem it necessary, you can also treat any idol of yours as a
substitute for your body.
Like these gods, you too are one of the myriad celestial bodies which adorn the vault of Father
An. Exactly how this functions is for you to decide, perhaps you possess a second body which
sits eternally in the heavens, or the celestial body could be a corporeal emanation of your
spiritual self that can only exist as long as you do. Regardless, this defaults to a star (to note,
there was no known difference between stars and planets at this time), but if you wish to be a
second Sun or Moon, such can be. If you wish to have multiple astral aspects, you can
purchase additional ones for 50 CP each.
On a more practical level, you are aware of anything the light of your astral aspect touches, and
through that light you can project your associated concept. A god of Truth and Justice might
make it difficult for people to lie when exposed to his light, or cause it to burn criminals on
contact. Additionally, if you decide that your astral aspect is an additional body of yours, it too
would have to be destroyed before you can be considered truly slain.
Additionally, if you happen to own a celestial body or other objects that could serve as one, you
may import it so that it gains the qualities described in this perk. Like the purchased astral
aspect, it’s exact nature will be left to your discretion.
Finally, if purchased with The Eight Who Decree, then you may choose to have one of your
aspects elevated to the same scale and importance as the fundamental bodies that shape and
define the world. The primary examples of these would be the world-bodies of An, Ki, and
Nammu.
While An is embodied in the Sky and in his kingly humanoid form, he is also the seven celestial
domes that enclose the cosmos and constitute the heavens and firmament. Of these seven, An
is most heavily associated with the outer dome, which directly faces the nothingness beyond
creation, and upon whose inner surface he constructed his palace, the source of all order.
Ki on the other hand is the Earth itself, both the surface upon which men and beast live and the
Great Below wherein the dead dwell. She is the foundation upon which the Heavens’ rest and
the great source of all created things.
Last but not least is Nammu, whose body is the great sea from which both Heaven and Earth
emerged with the birth of An and Ki, and which even now the Earth floats upon. All the waters of
the world come from the Nammu’s ocean, whether the great subterranean fresh waters of the
Apsu or the poison waters of the Sea, the prime source of life, both immortal and mortal alike.
Truly, do her depths plunge down forever, and the length of her surface continues on without
limit.
Exactly how your aspect will equal these three is up to you, so long as it can be derived from
your inherent principles and divine offices. Perhaps the light of your sun sears away at the
nothingness of the beyond and forges new matter and spirit into being, or perhaps the phases of
your moon gives shape to time and governs the world's capacity for change. Regardless of the
specifics your astral aspect matches up to those of the greatest gods, and in future jumps you’ll
find it capable of containing and sustaining whole realities within or upon itself.
Figurative Literalism [100 CP Discounted for God(dess)]
When someone says that they’ve “wrestled the mountains” or “rode the winds”, it typically isn’t
meant literally. The first might be a metaphor for the experience of climbing, or perhaps carrying
a heavy weight while climbing. The other might mean one fell a great distance, sailed through a
fierce storm, or even just ran fast. But in the matters of gods and heroes, this is often much
more literally true. Inanna can bodily ride upon the south wind to travel, Suen can trample over
the sky, and even esoteric acts such as killing a man’s name are all very real possibilities for the
great figures of this world.
In short, you can apply the effects of normal actions to targets which shouldn’t be affected,
either due to the target being intangible or due to the act being literally impossible, temporarily
operating on something closer to narrative or figurative logic. The fact that the sky isn’t a bronze
dome (this and similar worlds’ skies excepted) won’t prevent you from lifting it, nor would a
man’s courage being an intangible emotion stop you from grabbing hold of it and ripping it from
him...though, given such feelings are typically thought of as being in the heart, the man probably
won’t be alive to appreciate his sudden fear.
All that being said, this doesn’t make any of these impossible feats easy. Lifting the sky or
wrestling death will still be greatly taxing to your body, both in stamina and the physical integrity
of the body, as well as requiring near impossible levels of strength. In short, the more impossible
what you wish to do is, and the more grand the effects would be, the harder it is to do and the
more dangerous it is to do it.
Whether as a blessing from Shamash or an ability inherent to you, like a number of the more
powerful gods, you possess the ability to reshape your physical body with a mere thought. The
changes are instant, and the size of your forms are limited by your strength as a deity. Merely
being a god, the greatest form you could take would be that of a sixty foot giant with the
proportions of a mortal man. If you purchased Great Prince of Heaven, then you can freely take
forms up to the size of a small mountain, such as Jabal Hamrin. But as god who has purchased
The Eight Who Decree, then if you put your all into it, you could even become a dragon of such
size that your corpse could be used to craft a world. If you are not a deity though, then you can
take any living form up to three times the mass of your normal form, and as small as an ant.
While the specifics of your form are defined only by your will, you are generally limited, at least
during this Jump, to forms inspired by the natural world and human civilization of this time. In
future Jumps, whether or not you can make yourself into a robot or gun-headed man is left to
your discretion.
Essentially, you may select a single phenomena or concept, and Lord Enki will have given the
Divine Office in charge of governing it to you. Whereas you are the phenomena chosen in ‘A
Numinous Power’, the phenomena you choose here is your dominion, an external body which
you hold the rightful authority to command. In the absence of another immanent divinity, you
wield the ability to sustain or suppress the naturally occurring instances of the phenomena on
your own strength, as well as generate and alter these manifestations at will, and if such a
divinity does exist then you wield a natural authority over them. Unless their spiritual strength
exceeds your own, they are unable to disobey your commands and even in that case, they
would still be inclined to obey, unless they bear a great personal animus towards your person or
the command you issue.
If you wish, you may purchase this perk again to receive another Divine Office.
And Ninurta is not alone, as Hero of the Gods, for it is a role he shares with youthful Inanna and
kingly Marduk. For it was Inanna who slew the great mountain, Ebih, whose dread strength
threatened even Father An himself, and Marduk who slew the primordial ocean-mother Tiamat
when she set herself against the Anunna gods. Like these champions of the order and justice of
Heaven, you too stand above your fellow gods in feats of heroism.
When grave problems trouble the sons of Heaven and Earth, it is you to whom they turn to. Is it
not natural then, that lesser beings also look to you for salvation? But merely being trusted is
not enough, and so you have trained long and hard to master the arts of combat, both spiritual
and physical. Against gods and demons of equal strength in raw power, your victory is near
assured, and with weapon in hand and authority on your lips even gods greater than you can be
brought to submission through skillful and witty battle, as you attack both body and spirit in
equal measure. So too is your heart free from the bounds of fear, for what hero lets such
feelings tame their heart?
Further, when your enemy attempts to turn the tide of battle by taking the form of some great
beast or natural occurrence, it will not avail them. Whether they be a great dragon or a living
storm, your blades will strike true all the same, and before your strength their shifting forms offer
no protection nor relief from what wounds you inflict.
Now, you too have a truly inhuman capacity to take in and process information, and to then turn
that information into plans. Through simple observation you can understand the underlying
order of all which you observe. Naturally, once understanding is achieved you will know how to
alter the course events in the most minute ways to produce dramatically different results as you
may desire.
The only limitations of your intellect are that you must first observe something to understand it,
and that if left alone for long enough, events may begin to drift from that which you have
foreseen and ordained. Additionally, beings who possess natures aligned with chaos and
trickery are difficult to perfectly model, and will occasionally act in manners which interfere with
your plans by default, more so if they are doing so intentionally.
While you may not be Love itself like Inanna, Akkdian Ishtar, you bear many of her qualities. You
are beautiful (or handsome, if you prefer) beyond all reason, and every word and act that you so
wish is filled with a divine charm and allure. It requires no thought for you to find yourself acting
in a manner which appeals to even the most staunch opponents. More than that though, merely
being in your presence is enough to fill the hearts of those around you with joy and love, making
it a simple matter for them to forge new bonds and greatly strengthen old ones. When you
actually interact with someone, this effect is multiplied many times over, and if you genuinely
feel affection for another the love your presence evokes will almost surely take shape to return
those feelings, whatever form they take.
Note though, that much like with Inanna herself your joyous presence has its limits. If you act
directly against someone’s interest, for example, by getting them drunk and robbing them blind,
they can still be overwhelmed by anger and worry. But if you can escape the immediate
consequences of your actions, you’ll find that within a few days they’ll have calmed down, and
inevitably their love for you will overcome and subsume any feelings of bitterness or anger. In
the end, love conquers all, even death itself.
Great Prince of Heaven [400 CP Discounted for God(dess), Requires A Numinous Power]
Most gods are fairly simple beings. They are the mind and soul of a given phenomena or
concept, and if they are favored by Heaven they may have been given further privileges and
responsibilities. They are worshiped, respected, feared and maybe even loved by those humans
who need to interact with them. But they are not so great that grand temples are built in their
honor, nor do they have the urban estates of the truly great gods. Even their inherent natures
are lesser, for whereas a lesser god would only be one phenomena, a great god may be
composed of many such things at once. For them, the lesser divinities must seem such quaint,
limited beings...unlike you.
As one of the truly great gods, presumably a child or grandchild of An and Ki, your nature is
more complex than your lesser kin. Therefore, you may select another two phenomena to
completely integrate into your being, as in “A Numinous Power”. Similarly, it would be out of
place for one such as you to be without a high station in Heaven, so you may select another
three Divine Offices. Though, for another 100 CP, you can increase that to three concepts and
four Divine Offices.
Of course, it’d be just as unseemly if your body was still of such common refinement. Your
strength is now truly immense; a single blow of your hand shatters mountains and crushes
whole ranges, leaving deep valleys and lakes in their place while a stamp of your foot can shake
whole countries into dust. Even your speed stretches the limits of imagination, for your feet are
as lightning as you tread upon the earth.
Finally, as is fitting for your status, the Seven Who Decree have bequeathed unto you the rights
to claim a grand city. Any man, woman, child or beast that is born and lives within this city and
the countryside it governs belongs to you in both body and soul. Though whether that
relationship is like that of a parent and their child, a lord and their subjects, or a master and their
slaves is for you to decide. Regarding the city proper, for all intents and purposes it qualifies as
a temple dedicated to you, though not exclusively. This also applies to any city your own
conquers. For the people, you are intuitively aware of their location, general health, and current
fate. With a bit of concentration, you can view any individual’s immediate surroundings and
determine whether they have disobeyed your commands, as such a sin stains both body and
soul with impurity. Additionally, you can with no effort or strain impose any effect related to your
inherent phenomena or your Divine Offices on any individual who belongs to you in this manner,
whether it be as a blessing or curse.
A similar tale speaks of Inanna and her brother, or grand uncle, Enki. Once, as Enki brought
order to the world and assigned the gods their offices, Inanna journeyed to the Abzu. There Enki
welcomed the goddess, who he loved as a daughter* and set for her a grand feast. Cunning
Inanna enjoyed the revelries, knowing her grand-uncle’s weakness for drink, and when his
senses abandoned him she complained that she alone had been given no functions.** Enki tried
to reassure her, but in the end he could not deny her in his state, and so he bequeathed unto
Inanna the sacred Mez, the divine decrees and offices which defined civilization and reality.
Inanna was grateful, and thanked kind Enki before departing. When his senses returned, Lord
Enki was horrified and after understanding the situation from him sent out his trusted sukkal,
Isimud, to retrieve the Mez. At his back, were countless monstrous demons, but all were
repelled by Inanna and her sukkal, Ninshubur. When they arrived at Uruk, the Mez were
Inanna’s and all the fruits of civilization came to that city, and Enki relented and accepted his
“daughter”s victory.
Such are the tales of Inanna’s exploits in the usurpation of the divine offices and properties of
the gods. As a fitting tribute to the Queen of Heaven, it’s time for you to make some of your own.
Like Inanna, you have the ability to usurp your fellow gods and seize their dominions for
yourself. The exact manner in which you usurp your fellow deities can be rather flexible, Simply
challenging another deity to a duel with the prize being their Divine Office, or even an inherent
phenomena, is an option, as would be a less violent contest such as a race or board game.
Though unlikely to work, you could also simply ask for the Divine Office. In both cases, as long
as both deities swear on their power and house, the exchange will be binding as per the terms
set. If those terms are broken, any such transferred Divine Offices would be returned to their
original owner, even in death.
Another path you could take, would simply be to steal a physical representation of the Divine
Office***, if such a thing exists. In this case, the other god would be able to attempt to retrieve it
five times, and if they should fail they will be forced to acknowledge your right to the Divine
Office. Naturally, this doesn’t apply to inherent concepts.
Regarding the aforementioned inherent phenomena and concepts, as they are inherent to the
very nature of both the other deity and the concept themselves, they cannot be removed or
transferred from one to another. Instead, you have two general options for making what is theirs
yours; subjugation and mimicry, or complete assimilation. The first path requires you to extract
an oath of subordination from the other deity, binding them to your service. With that done, you
can use the binding as a medium to examine their nature and replicate it within yourself. In this
manner, you would be the concept or phenomena just as much as your new subordinate deity
is, your spirits commingled but still distinct. The other path is similar, only diverging after the
oath is made. At this point, instead of trying to replicate the other deity’s nature as a part of
yourself, you merely need flood your bond with your own spirit, and utterly subsume the other
deity’s essence into your own. If you so wish, you can keep their mind and personality extant as
an aspect, even possessing their own body if you feel like giving them that privilege, but they
are ultimately just an extension of you, not an independent existence.
Finally, as a token of appreciation for the grand flattery of imitating her, Inanna has given you a
blessing. The blessing is a taste of her own inherently paradoxical and contradictory nature.
While for most gods, the distinction between a Divine Office and an inherent concept or
phenomena is set in stone, for her and now you it is not so. Any Divine Office you hold can at
will be made to function as if it were an inherent concept, and any inherent concept made to
function as if it were a Divine Office assigned to you.****
*: Unlike his actual daughters, who he had a tendency to sleep with and impregnate.
**: This is a blatant lie.
***: The object in question needn’t be the literal source of the god’s power, be it a Divine Office
or some other setting’s equivalent, but it should be related to and symbolic of it. Horus’ crook
and flail would for example represent his role as the god of the Pharaoh/Kings
****: For divine domains, Authorities and the like, you can use this perk to make them
function/count as either a Divine Office or inherent concept.
The Eight Who Decree [600 CP Discounted for God(dess), Requires Great Prince of Heaven]
An, Enlil, Enki, Ninhursag, Nanna, Utu, and Inanna. These are the Seven Who Decree, the
greatest of the gods of Sumer who sit at the head of the Divine Assembly. It is they who lead the
gods, and their words which are as Fate itself. When they speak, none can raise voice against
them, when they issue commands, the gods are bound as if in fetters, and when they say “Let it
be!” the world itself bends to obey. They are the Great Gods, the true masters of this world and
all that dwells within..and now their number is eight.
Yours is the strength that can split the cosmos in two, as Enlil split Heaven and Earth. As Inanna
is the flaming bolt, soaring across Father Sky in the blink of an eye, such is the swiftness of your
feet. When your voice is raised in anger, the earth quakes and the sky trembles, gods flee and
demons perish before your fiery gaze and with but a nod of your head the cities of man crumble
unto dust. Your decrees are as those of An, Enlil and Inanna, inviolable and fated. Truly, you
reign supreme over all, all but your seven peers!
If you would prefer it more plainly though, then here. Whether it be in the distant past or upon
your arrival, you were chosen by the other Great Gods and made their equal in status and
stature. Your strength is enough to tear the cosmos in two, and to battle great monsters of
similar size. Naturally, your body is durable enough to withstand such forces. Whether on foot or
in flight you are as swift as lightning, and if you truly push yourself even light struggles to keep
pace with you.
It is not just your physical body that has changed, both your voice and will now have a much
greater impact on the world independent of any Divine Offices or inherent phenomena. If in
anger you glared at a mountain, everything upon it would perish in an instant. If you were to
merely raise your voice in anger, all of humanity across the world could be brought to their
knees in terror and submission. Your battle cry alone can send whole armies of gods and
demons to flight, and your thundering roar shakes the Earth and flattens all which stands upon
it. With an errant curse you could turn all the waters of the world into blood, and with a word turn
man into beast or tool.
Even fate is yours to command, as is the privilege of the Eight Who Decree. When you look
upon any man, woman or child you can observe their current fate in full. If you decide you do
not approve, then you may simply ordain a new fate for that individual, and with the words “Let it
be!” it shall be so. Once you have ordained their fate, it will inevitably come to pass unless you
rescind your edict, or a similarly powerful being or artifact intervenes. Your capacity to determine
fate also applies to cities and countries*, even demons and gods can have fates assigned to
them, though as you’ve likely guessed, for the greatest of gods and even some demons fate is
more a polite suggestion than anything else.
Finally, like the rest of the Eight Who Decree, you possess the authority to bestow onto both
other deities and mortals Divine Offices. For deities this is merely another position, but for
mortals this is the gift of divinity itself, and with it comes an inherent phenomena or concept of
your choice. In this world, a Divine Office must be unfilled for you to assign it to a god on your
own, though with the approval of the Divine Assembly you might split an assigned Divine Office
between multiple gods. In future worlds, this limitation is not present, but would likely be wise to
observe regardless.
*: In this world, unilaterally ordaining the fate of other gods’ cities is liable to very quickly earn
you enemies. There’s a reason the gods decide matters by consensus.
Great Father/Mother of Gods and Men [600 CP Discounted for God(dess)]
You follow in the footsteps of Mother Nammu and Enki, or Marduk and Ea, or Ashur and
Ea...well, regardless of the specifics, you’re following in the footsteps of the gods when they
made mankind. If you are male, your capacity to create new life is somewhat limited in that you
require external materials, specifically divine blood and clay or mud. The process itself is fairly
simple, mold the clay into the shape you wish your creation to take and pour the blood of a god
or other spiritually powerful entity onto it to give it life. When the creature is created, you may
ordain a unique form of fate for it, not as an individual but as a species. This fate then will
determine its qualities, whether it ages or hungers, its capacity to think and feel and to a degree
the potency of its spirit, though that quality is largely dependent on the quality and quantity of
the divine blood used.
For a mortal race on-par with common humans, a mere drop of blood from a middling deity
would be sufficient. If you wished to give life to a race of giants twenty cubits tall you might need
a bowl of said middling god’s blood, all of a lesser god’s blood, or a drop of one of the greater
gods’ blood. Even beings akin to, or actually being demons and gods can be created, though in
that case you’ll need twice as much as the prior example for minor examples of such with the
costs escalating as the power of your creations increase..
If on the other hand you happen to be female, then you have three options available to you. The
first, is the one described above. The second, would be to take up a mass of clay and shape it
into what you wish to give life to, and then place it within yourself. Whereas the strength of your
creation in the prior method is determined by the quantity and quality of divine blood provided, in
this it is instead determined by your own spiritual strength and the amount of time spent growing
within you. Through this method, you are unable to give birth to anything inherently greater than
yourself, and the closer each individual child is to your own strength and nature the longer their
birth will take. To make an equal, you would need to endure a full pregnancy of forty weeks, but
for a mere mortal less than a day would be required. If you do not wish to endure the full period
though, you can expend spiritual power up to the equivalent of the creatures’s life force to
lessen the requisite time by the proportion of said life force.
The third and final option, is simply to engage in intercourse or otherwise acquire the semen of
another. While this might seem like normal reproduction, it very much is not. Just as Tiamat
before you, in the place of a single, or perhaps up to three children, you can grow whole armies
of mortals, demons or gods within yourself. As their mother, you can either give general
specifications and abilities to these children, or design them within your mind individually.
Regardless, one birthing of your children cannot in number exceed three thousand, and their
cumulative spiritual strength cannot exceed the combined spiritual strength of their father and
yourself.
Regardless of the method of creation, these children will be natively loyal to you, though not
infallibly. If you actively seek to destroy them, for whatever reason, they will do their best to
defend themselves. But otherwise, they are your loving children, whether born of your womb or
shaped by your hand.
Items
Due to their liminal nature, Demons may receive any one 100 CP item for free, and discounts on
two 200 CP items, two 400 CP items, and one 600 CP item. If it doesn’t make sense for you to
have it as a demon, you probably stole it…do with that knowledge what you will.
The Jumper Stele(s) [50 CP]: Hail Jumper! King of Kings, King of the Four Corners, King of the
Lands, King of the Universe, Strong King, Great King, Magnificent Bull of the Lands (...), etc etc.
You have journeyed far to reach this place, and you will likely journey far still after you have left
(assuming your hubris doesn’t get the best of you). The stories that could be told of you could fill
a library, and while this isn’t quite a library, it will do to spread your name.
This stele, carved from stone and inlaid with gold, tells the stories of your many conquests,
trials, tribulations and joys. Whether in chronological order, organized by category, or whatever
mad whimsy strikes a being such as you, this will record everything of your journeys you
yourself would wish others to know, while excluding or minimizing those things you might not
wish to spread wide. Optionally, you may instead have this be a massive wall, showing in
illustration all this.
Naturally, you will receive a copy of this, but at your discretion you may spread these
monuments to your glory to every world you have been to, and every world you will visit, so that
all may know your glorious name and remember your deeds well.
Now of course, you will be given a grand palace, one suitable for your stature as a chosen
steward of the gods. A mighty walled complex stretching out to the same extent of the sizeable
village in its own right, containing luxurious living spaces for you and your court, a full treasury,
archive, storehouse, armory, barracks, among other facilities. Beyond that though, this item
comes with the full administrative staff you will need to govern any given polity you happen to
rule, along with personal servants, maids, scribes, bakers, musicians, masons and guards. No
matter how large your Kingdom may grow, no matter how complex the bureaucracy you
construct, you’ll always find just the right number of officials to make it work well…as long as
you’re writing in cuneiform.
Naturally, as an equally great king to any of the future or past, you too possess one such
garden-cum-zoo. A full four square miles filled with exotic vegetation from across the known
world, and beasts from as far as man reaches. Beyond these, you may have a dozen
non-sapient supernatural creatures captive within your enclosures, living examples of your
superhuman prowess and the strength of your nation.
*Essentially, look at the largest individual army being fielded in a given period.
Holy [Insert Name Here], Home of Jumper [400, Free for Mortal King, Discounted for Hero]
The earthly estate of one of the Great Gods, or just one of the gods as the case may be. This is
a city on par with Ur, Uruk, Nippur, or Kish at their peak, along with its surrounding lands for a
few miles, enough to sustain the city’s roughly 50,000 inhabitants on a lean diet even absent
external trade. You may be an en priest in pre-dynastic times, a lugal in the early dynastic
period, or a governor for one of the great kingdoms and empires of later history. Either way, you
are the ruler here, Jumper, and the people await the god’s command. At your discretion, this
may be one of the historic cities extant during your time period, optionally inserting you into the
relevant dynasty. If combined with Mat Jumpia, then this will serve as a grand capital city for
your realm, equivalent to Nineveh at the height of the Neo-Assyrian Empire, or Babylon during
the reign of Nebuchadnezzar II. Either way, Changes made and lands conquered carry over to
future jumps.
Beyond serving as a memorial though, as long as the table and bowls rest before the statue and
the Sun’s light shines upon them both, any item placed in the bowls will dissolve into motes of
solar light a few minutes after being placed in them. After the sun sets, great Shamash will carry
your offerings down into the underworld, bestowing them upon your deceased friend to enjoy or
use as they please.
In future jumps, offerings given to the statue will still reach your deceased friends, relatives, or
respected foes in no less than 12 hours. You will also get one new statue every jump, and any
statue you make or commission with the above attributes will count as an iteration of this item.
If the subject of this statue is somehow revived, it will turn into a tree. If your friend's soul is
somehow destroyed, then the statue will crack along the neck, at which point the head will fall to
the ground and shatter.
“The Old Men Are Young Again” [600 CP, Discounted for Hero]
This is a very special plant, grown beyond the Garden of the Gods, the great oceans, and the
Waters of Death, in the sweet sea that lies at the end of the world. It is prickly like a rose, and
will exact a price in blood from those who grab it. But if it is wrested from its firm hold in the
ground, it may be consumed to restore any mortal creature to youth. If but a portion of the plant,
or a potion made from a portion of the plant, is consumed it will simply revert the organism to its
prime of health and youth. If a whole plant is consumed though, then it will give the creature a
sort of lesser immortality. It will grow old as nature demands, but instead of dying the creature
will shed its skin and revert back to a youthful state, this cycle continuing on endlessly until the
creature is struck dead by violence, disease or curse.
That being said, there is an alternative use for this. Despite its divine qualities, the plant in
question is still just that, a plant, akin to thorned seagrass or an aquatic flower. It will produce a
handful of seeds each year so long as a few drops of human blood have been fed to them in
that time. These seeds are worthless until grown, and will take a full three years to reach
maturation, at which point they will last indefinitely until picked or otherwise destroyed. This
plant will only grow in fully submerged fresh-water environments, and while it is firmly rooted in
the soil no animal will touch it. At the start of every jump, you will get one new sample of this
aquatic plant to do with as you wish.
Now, beyond the most obvious qualities mentioned above, your status as a spiritual protege of
Lord Enki has bestowed this vessel with a few notable qualities. The first, is that neither the
mundane beasts of the sea, nor the great monsters and demons will disturb you while on this
ship. Only a being as great as the cardinal wind demons would dare strike against you upon
this. Secondly, while sailing upon this vessel you find your mind clearing, stress and anxiety
leaving you with your thoughts. As the waves beat up against the sides of your boat, your path
to understanding is cleared and eased, though it is still your duty to follow it.
There are only a few limitations to this dirt. First, since you are not Enki, what you make is
ultimately not an independent creation, but an extension of yourself, dependent on you to
continue existing. If you die or are knocked unconscious, it will simply revert to a clump of
inanimate dirt. Second, presuming that you are an otherwise normal human, that upper example
of ‘a hill-sized dragon’ is about the limits of how much you can spatially stretch this. And finally, it
cannot create true life, endowed with spiritual existence and power. Perhaps with eons, you can
even learn how to perform the art of creation without this crutch?
Magilum Boat [400 CP, Discounted for Sage]
The Boat of the West, the Boat of the Netherworld. It is said this vessel of woven reed and
cypress wood is destined to someday take all living creatures of the world within itself, and then
submerge into the Waters of Death, bringing an end to all living (mortal) things. That though, is a
matter for a far future that may never come. For you, trusted sage of Enki (or Ea, as the case
may be), this boat is on perpetual loan from Urshanabi courtesy of Nanna taking the boat from
the space between two moments, to be returned when you are finally done with it as if it had
never left.
As for why you might want the Magilum; for one, as a boat constructed by the gods of the
netherworld, the Magilum boat is nigh-indestructible. The boat itself could withstand the
destructive power of mighty Gilgamesh, though its comparatively delicate propulsion stones not
so much. The Magilum also shields those who ride upon it from the world around, whether it be
heat, cold, or the materialized essence of death or oblivion itself, so long as one keeps their
limbs inside the boat they will find themselves quite comfortable and alive. As for travel, through
its normal sail the Magilum can travel two thousand one hundred and sixty miles in three days
so long as there is wind, and when propelled by the rocks carved by Utanapishtim it can reach
any locale that rests upon the ocean or sea in a day and a night. If for whatever reason the
sacred stones, upon which the image of the urnu snake is carved, are destroyed then you might
need to find alternate means of propulsion if the winds cannot reach you.
A Garden/Home at the End of the World [600 CP, Discounted for Sage, Free with Antediluvian
Sage]
If one was to wander for many years, journeying to the end of all land, one might reach the
shore of the great ocean in the far east. If one were to sail from there for a month and a half,
one would come to the Waters of Death. No wind can travel over these waters, nor can any
mortal flesh so much as hover above the water, lest it perish in moments. In ancient days, the
ferryman Urshanabi worked these waters, granted immortality so that he might serve the
antediluvian king, Utanapishtim. But Gilgamesh has come and gone, and Urshanabi’s bones
have long turned to dust. Aside from the gods themselves, there are no longer any who can
cross these waters yet in the world.
Which is rather convenient for you, all things considered. Beyond the Ocean, beyond the Waters
of Death, rests a small island upon which the gods have planted for you a garden. Upon the
bushes grow gems, from vines fruit of carnelian grows, the leaves are of lapis lazuli, and upon
all these their thorns and thistles were of hematite, agate and pearls. Whether you choose to
harvest these precious fruits and leaves, or simply enjoy their splendor is up to you. Regardless,
these plants are deathless and will never die, and any who dwell on this island (roughly the size
of Bahrain) for at least one month out of the year will be similarly safe from the specter of old
age and disease. This is a deathless land, open only to those you allow within. Whether you
wish for a rustic abode or a fine kingdom, the choice is yours.
A Heavenly Chariot, a Celestial Ship [100 CP, Free for God(dess)]
What does a God need with a Starship? Well, it makes getting from place to place much easier.
While most gods and goddesses can transverse great distances with ease, when dealing with
their physical bodies there’s still a degree of effort involved, and like all intelligent beings the
Great Gods are loathe to expend effort when they could make someone else do it for them. So
long before they made mankind, they invented the chariot, and the boat. Of course, where the
mortal equivalents tread upon the ground and the waves and are pulled by ass and horse, those
of the gods have no need for something as droll as a medium, simply moving where they wilt
without much thought to the mechanics of it.
This item is either a fine chariot or boat of your own design, though it defaults to the celestial
equivalent of a Neo-Assyrian Warchariot or a Dilmun-style sailing ship. It is capable of traversing
through both the air-filled heavens, the depths of the sea, and the void beyond without issue at
speeds sufficient to cross the entire cosmos in a single day. Naturally, any passengers you bring
upon it will be protected from the elements and capable of breathing and speaking without
issue. If you choose a chariot, you may choose to have it pulled by storm demons, dragons, or
any other suitable flying creature.
Beyond these qualities, you may assign your weapon one supernatural quality. Perhaps your
axe devours the flesh and blood of those its head touches, or perhaps when wielding this sword
your enemy is incapable of fleeing. Your arrows might release hurricanes where they strike, or
your spear could obliterate any one type of being it strikes, or even a dagger which when
stabbed into the ground will set any rebellious being in the territory alight. The limitations are
that beings substantially stronger than you have the ability to resist these effects, though they
can never ignore them completely. Beyond that, if you are a god, you will find that wielding this
weapon drastically increases the potency and scale of your melammu (divine radiance that
induces awe, joy, terror, and paralysis on those around you) to the point where it can affect
whole countries without exertion, and can even frighten beings greater than you in power. If you
are not a divinity, then you will find that the weapon has its own melammu, capable of
frightening demigods and demons and paralyzing mortals outright. If you so desire, you may
import any weapon, as designed or improvised, into this choice so that it may be remade with
the listed attributes.
-Talking Weapon [200 CP, Discounted for God(dess)]
Like Ninurta before you, your weapon has been enchanted to bear a capacity for
intelligence, communication, and self-powered flight. Given a few moments, your
weapon can fly from the outer dome of heaven to the surface, and can instantly
communicate with one figure you hold a close emotional or familiar tie to (you can reset
who once per jump). Additionally, the weapon can fight on its own without requiring any
guidance on your part, with the skill of a war god and strength equivalent to your own. If
you wield it in your own hands though, you’ll find your physical strength, speed and
agility are increased two-fold. The weapon’s personality is yours to design, but it will
invariably be unfailingly loyal to you and inclined to give practical and moral advice.
But an empty house is unsuitable for you, so we have established for you our Lord all those
things suitable for one of your station. Many hundreds of men and women, faithful and learned
stand ready to divine your will, to read the omens and to banish ill spirits. Your singers and
lamenters, your bakers and carpenters, seamstresses, masons, strong men to guard your
house, and countless scribes stand at attention to your slightest whim, to ensure that your
Image and Body are well tended, that you might continue to bless us with your presence. But
think not, that only your most direct of servants are here! For all those of your city know that you
are their master, their loving Father, their caring Mother. All of the great men of yours will come,
to take part in the great rituals and rites, to praise your name and present offerings to you, as
thanks for your love and protection.
But of course, my King, it is not merely your yard and house we speak of. All throughout your
city, and throughout the lands around, are the many works of your servants. Fields as far as our
mortal eyes can see, smithies and taverns, tanneries and all the places of all the other crafts
which interest you. These too are yours, as are those men, free or in bondage, who work
therein.
Ah, you see now the value in this, no? For you are to go on a great journey, beyond the outer
limits of the Seven Heavens, and you aren’t likely to be bringing any celestial bakers with you.
This gift to you from Father Anu is a basket of woven gold and a jug of solid amethyst. Inside
the basket are five loafs of bread, each the size of a man’s head, and in the jug a gallon of
water, each refilling in a week’s time. If even the smallest drop of water, or the slightest crumb of
this bread is to make contract with a dead body, the soul will be instantly moved back into its
former home and restored to life. If instead both the bread and water are fed to a deceased soul
absent body, a new body will be grown around them. But even if a soul has been utterly
destroyed, the Bread and Water of life is sufficient to restore the deceased soul first to
existence, and then to life, so long as some trace remains or can be recreated. Even the
greatest of gods can be restored to life and existence in this way. If, on the other hand, you were
to let a living mortal taste this, they would be given the benefits of the A Divine Body perk.
Eternal life is yours to give, be wise on who you share this with.
-but to put aside the devotionals, this is an Eanna, and it is now yours. Now, you might ask,
what is the Eanna? Well, that’s a bit complicated. In some versions, this is the White Temple
built by Enmerkar at the founding of Uruk, while in others it was built by King Gilgamesh for
Inanna, and of course sometimes this is a primordial structure without origin which simply
descended from Heaven. For our purposes, this building you are purchasing defaults in outward
appearance to that of the White Temple of Uruk, but at your discretion can take any (setting
appropriate) shape you wish.
As for why you might want this structure, let us first discuss its passive properties. The Eanna is
a temple constructed with the same reality-defining, chaos-annihilating stone as the seven
domes of Heaven that compose An’s world-body. This renders the temple functionally
indestructible to conventional, divine and esoteric forces, capable of withstanding without issue
the primordial chaos from before creation and the nothingness that might follow reality’s
complete dissolution. Beyond this, the Eanna is the ‘Heart of Heaven’, the center of the world
(unless you’re within earshot of Enlil, in which case that’s his temple E-kur in Nippur) in both the
literal and metaphysical sense. Despite that, the Eanna is not naturally locked in place, capable
of moving between Heaven and Earth, and to far stranger places without issue. It will take one
full day and night, but as master of this Eanna, you can direct the temple to journey to any one
place inside, or directly outside, your current cosmology, withstanding without issue and
protecting its inhabitants from any alien laws or strange physics. Finally as the Heart of Heaven
and an externalization of An’s body, the Eanna serves as the foundation, anchor point, and font
for the cosmic order of this world. Its mere existence stabilizes the reality it resides in, solidifying
its laws and restoring its fabric where torn or distorted. Order, Truth, and Justice flow out from
this place and into the World without end or limit.
This all, is simply what the Eanna is. As you are the Master of the Eanna, you receive a number
of privileges. First, you are considered a King or Queen of the Gods wherever you visit. This
does not make you the chief autocrat of every Heaven you visit, but it does mean that deities
and other celestial beings will offer you due deference and respect, even when they would
otherwise be dismissive or even hostile to you. As mentioned above, you may also guide the
Eanna’s wanderings throughout the cosmos, allowing you to direct its world-ordering effects to
where they are most needed. Finally, if you are a divinity on par with one who purchased The
Eight Who Decree, then in future worlds the Eanna will allow you to impose the laws, physical or
metaphysical, of settings you have been to before onto the cosmology you are currently in, the
Eanna having integrated their Truths into its own as you passed from one to the other. These
impositions can either be total or selective, taking the best from those worlds you have been
while leaving those things that are abominable to your sight behind, and leaving in place those
native laws and physics that sit well with you. Beings of similar power to you can resist these
laws or even the imposition in the first place, but those aligned with chaos, destruction and other
destructive primordial forces are particularly vulnerable to the Eanna’s radiance, the Light of
Law burning away at such creatures.
Companions
If you prefer to buy ‘in bulk’, then for 300 CP you may import up to eight of your companions in
the manner described above, but with a stipend of 600 CP, and for 400 CP can given them each
the 800 CP stipend instead of the mere 600 CP.
Your Trusty Sidekick [600 CP, Discounted for God(dess), Free with Great Prince of Heaven]
Jumper! It would be unseemly for one such as you to go on alone in this world, that just wouldn’t
do! So here, take this boon companion fashioned by Enki’s own hand and born from Ninmah’s
womb, your sukkal. Oh? Ah, apologies. A sukkal is a deity who serves as the loyal attendant,
servant, bodyguard and companion for another deity of higher status. Enki has Isimud, Inanna
has Ninshubur, and now you will have your new friend. You may freely design their personality
and physical appearance to your whim, and they receive free of charge the God(dess) origin, its
freebies and discounts, along with 600 CP with which you may customize their abilities. If you
purchase The Eight Who Decree for yourself, they receive Great Prince of Heaven free of
charge, so that they might continue to serve you well. Regardless of all else, they are undyingly
loyal to you, and care for you as both their sacred charge and as a person beloved to their
heart, platonically by default but if you desire…well, if it was good enough for Gilgamesh, am I
right? Either way, theirs is a loyalty that transcends death, don’t waste it.
Drawbacks
Alternate Cosmologies [+0]:Perhaps you do not wish to stick with any single cosmology?
Perhaps you wish to take some elements and leave others out, or you might want some
confusing and contradictory mix? Well, regardless of the specifics, you may choose which
details of this cosmology to make ‘true’ for your trip here. Just understand that if you try to game
this too much, things from the versions you hoped to avoid will start creeping in.
Jumper aka [Insert Name Here] [+0 CP]: But perhaps you’re someone familiar? If you can
otherwise duplicate their abilities and station with your purchases here, you may optionally enter
this setting as that person. Perhaps you wish to be mighty Gilgamesh or wise Adapa, fearsome
Humbaba or cunning Sargon. If you’re willing to pay the cost, you may even become one of the
gods of this world.
A World of Splendor [+0 CP]: This is a world crafted by the Great Gods of yore, it would be
rather odd if it was filled over with ugliness and aesthetically displeasing sights. You will find that
the average human in this jump is, objectively, quite handsome or beautiful, with those
considered particularly so approaching near supernatural levels of such fine appearances. The
natural and human worlds are also filled with truly amazing, awe-inspiring sights of grandeur
and beauty. No matter where you look, you’ll never lack for pleasant sights.
The Wise Lord Jumper [+100 CP]: Father Enki, to the Babylonians and Assyrians Ea, is the
most ingenious and wise of the gods...well, he’s supposed to be. But for the God of Wisdom,
Enki has an unusual habit of not thinking things through, especially regarding what he eats. Now
you don’t either. If you see something on the ground, regardless of whether it looks edible or
not, you’ll feel compelled to eat it. You can resist this compulsion, some of the time anyway, but
you’re probably going to find yourself eating some unusual things before you even realize you’re
doing so.
Troubled Sleep [+100 CP]: Dreams, nocturnal visions, these are some of the most common
vehicles by which the Great Gods communicate their will to mortal humans. From the humble
farmer, to the great king, to even mighty demigods like Gilgamesh, all pay heed to their dreams,
for they herald the future. You, unfortunately, will not get this privilege. Every dream you have
will be for ill, full of frightening sights, disturbing sounds, and sequences plucked from the
depths of your subconscious to ruin your waking hours.
Worst of all, you can’t simply dismiss them either. Some of these dreams will be just that,
dreams, with naught the faintest touch of divine foreknowledge to be found within. Others
though, will be just as full of clairvoyant wisdom as those of most everyone else, and it seems
that not even the wisest of men can quite tell which is which when it comes to you.
Heaven and Earth, BFFs [+200 CP] Through a sequence of unlikely events, both of the
goddesses Inanna and Ereshkigal have grown exceptionally fond of you, and you of them. As
best friends, there is no conflict between you three, and you are much too aware of each of their
boundaries to ever risk offending them. In fact, you’ll find yourself quite incapable of it.
Unfortunately, this entails certain obligations on your part. For one, you must spend at least
three months of the year in the Underworld, spending time with Ereshkigal, and another three
months accompanying Inanna on her grand adventures around the world and into the outer
reaches of the cosmos. Any time you spend beyond that with them is seen as sweet, but it not
obliged.
Beyond that though, as friends the two goddesses will expect things from you, and you won’t be
willing to deny them these. For Ereshkigal, this is rather simple, if irritating. At times you will be
asked to take care of certain errands in the Underworld; checking up on the gallû to make sure
they’re doing their jobs and not sneaking up to the surface, hunting down rogue demons and
shades, and helping her with the immeasurable paper clay-work she has to work through on a
daily basis. For Inanna, her requests are a bit more complicated. You see, the young Queen of
Heaven is rather ambitious, and is always looking for new adventures and schemes to grow her
own power, and will frequently come to you for advice. She may decide to heed your advice
both on whether she should go forward with them and how to do so, but she may not. Either
way, you’ll have a place in her schemes, and you’ll be expected to pull your weight. Most of
these roles are pretty minor, but some can be quite life-risking, though they’ll never be more
than you can at least theoretically handle.
Finally, both goddesses will be inclined to help you out. This might seem a good thing, and at
times it will be. But the goddesses are beings who operate at immense scales, and both share a
dangerous vindictive streak. Their “help” will often come with a lot of collateral damage, or
unintended consequences that you’ll be stuck dealing with. If it’s too much, you can always ask
for more help, but do you really want to roll the dice on whether the cure might be worse than
the disease?
A Turtle Sent by Enki [+200 CP]: Jumper, that…are you sure? Very well. You are now being
chased by a turtle. Not a particularly big one, only about the size of your head, and it’s about as
fast as you would expect. This turtle is completely immortal, indestructible, and impossible to
fool, negotiate with, or deceive. It will always know where you are, and it is always within one
hundred meters of you, no matter how far you run. It will approach you slowly, but inexorably,
and begin to gnaw on your achille’s tendon once in range. No matter how invulnerable you
might be, no matter how potent your regeneration, this gnawing will always be able to break
your skin, tear your flesh, and if allowed to continue long enough, snap and grind bone. The
injuries the turtle inflicts at the same rate they would on a normal human, and even if you are
truly immortal, this turtle can kill you…if very slowly. Additionally, whenever you wake up from
sleep, you will do so face down in a ditch, the turtle gnawing on your ankle, and it will take you
an hour to gather the strength to push yourself out of the ditch and remove the turtle from your
leg.
There are two ways to appease Enki, so that he might call off this dire threat to your dignity and
health. First, you may allow him to give you a more…feminine form, in which he will sleep with
you, engendering upon you a loyal, loving daughter (demigod if you’re human, goddess if you’re
a deity or demon), who Enki will in turn attempt to seduce at some point, and who you may keep
as a companion. Second, you can at sunrise place your forehead in the dirt and shout “ENKI IS
THE BEST AND GREATEST, HE’S SO MUCH BETTER THAN ME OR HIS DUMB BROTHER
ENLIL!!!” Enlil will not smite you for this, but he won’t help you either. You must do this every
morning to ward off the turtle, if you miss a day you will be chased that day, and the turtle will
double in size.
The Impertinence of a Wildman [+200 CP]: There are times in life when it’s best to bury the
hatchet. Maybe your enemy has surrendered, and is begging for his life with sincerity. Or
perhaps some divinity is weeping after failing to defeat you. In this situation, it wouldn’t be
difficult for you to be the better person, and might even prove to be very beneficial to you. But,
that just wouldn’t be any fun now would it? No, you’re going to kill that bastard, he’s clearly lying.
The divinity, already having plenty of reason to work against you? Throw a severed limb at them
and laugh as they fume.
In other words, whenever you’re given a chance to deescalate a situation or advance your
cause through peaceful means, you’ll pick the path of violence and short-term satisfaction.
You’re not dumb, you’re likely fully aware of how this could bring about your doom, but you don’t
care. Further, no matter how much your logical mind might point out ways to minimize the harm
done after the deed, you’ll find yourself incapable of putting them into action. You’re going to get
exactly what’s coming to you, how bad could it be?
Alternate Character Interpretation [+200 CP]: You’re not perfect, we all know that. But when
taken as a whole, you’re a pretty swell fellow. You might be selfish or ambitious, but you could
also be caring and compassionate. You might seek vengeance against those who’ve wronged
you, but you still feel pity and give mercy when you see fit. Overall, while you might do some
pretty bad things from time to time, you’re ultimately a beneficial force.
Well, not anymore. For however long you spend in this world, you’ll find all your positive
qualities twisted around. If you’re a protector of cities or kings, you’ll find yourself bringing about
their ruin for the fun of it. If you’re normally a great hero, you’ll find your indolence and pride get
in the way of actually helping anyone or committing great deeds. Oh, and all those people you
love? Yah, they’re just toys now, to be discarded at a whim. Basically, any positive trait or
actions you’d normally commit you do the opposite now, and any negative traits or habits are
going to be exaggerated till they’re all people know.
For you, Jumper, your reputation will take a similar turn in the present. You might be a great
warrior, a mighty magician or even an almighty divinity, but no one will ever actually see that.
Instead, they’ll laser in on some inane detail of your identity or associations, and distort it to the
same degree as the above example. You will be a target of scorn and mockery for your time in
this world, and nothing you can do will change that. Even after you're gone, these distortions will
be all people remember you by in this world.
“Jumper will embrace her, and then the wild perks will reject him.” [+300 CP]: You have
upset King Gilgamesh, and unfortunately for you, he knows exactly what you are and has
prepared accordingly. Shortly after your arrival, you will be met by a beautiful young woman, or
a dashingly handsome young man as suits your taste. The moment you see them, they will
have taken your heart into their hand, and every moment of interaction will just pull you deeper
and deeper into a sea of lust and affection. With this prostitute, you will sleep for three days and
three nights with not a moment of rest between. Once this is over, you will find yourself weak
and feeble, your otherworldly strength having left you like the wild vigor of beasts had left
Enkidu after laying with Shamhat. All of your Out-of-Jump abilities, powers, skills, and perks
have been disabled for the rest of this jump. On the plus side, you now have an encyclopedic
knowledge of the Sumerian and Akkadian languages, and muscle memory that lets you go
about daily life in this era and place without a hitch. And it was a really great lay.
The Great Flood [+300CP]: Just as dawn began to glow, there arose from the horizon a black
cloud. Thundering Adad let loose a roar from within, and before him Destruction and
Suppression flew o’er the land and mountains. Ninurta made the dikes overflow, and the gods
lifted up torches, and set earth and sky ablaze. Turned to blackness all that had been light, Adad
did; he shattered the land like a raging bull, breaking it apart and crushing it. Then the Flood
came, as the South Wind blew. Wind, flood and storm flattened the land, drowning it in the
Deep.
Such was it then, when Lord Enlil brought ruin, and so will it be again. Having broken one of the
myriad laws incomprehensible to mortal minds, mankind has been stained with sin, and the
Divine Assembly has decreed death for them. By default this will take the form of a great flood,
threatening to drown the world in water. This is not, though, the only form it might take. A
virulent plague, a rain of fire, the spontaneous transmutation of all water to blood, or the death
of all plants. These and more might be the form of the doom that will end mankind. Regardless
of the form, the Divine Assembly shall send one of these disasters down within a year of your
arrival. If you are human and survive this, then that is all. If you are not human, whether a
demon or deity, then instead you must shepherd at least one hundred humans through not one,
but three of these disasters.
Ego of a God in the Body of a Man [+300 CP]: You’re not just a king, no, you’re a god! If only
the rest of the world acknowledged that fact. Like Naram-Sīn, you have been afflicted with a
truly massive ego. You are the most important (wo)man in the world, a living god worthy of
worship, adoration, and unthinking obedience and love. You neglect your duties except where
you personally enjoy them, pay no heed to those reliant on you, and look upon with disgust all
those would think to hold you to even the laxest of standards. If Enlil himself foretold your doom,
you might be able to struggle and beat down your own ego for a few days to try and appease
him, but anything but complete immediate success will bring your ego spiraling back to the fore.
You are exactly the sort of man who would look the King of the Gods in the eye, spit on his feet,
and then be shocked to find yourself being tortured to death by savage beastmen as your life’s
work comes crumbling down around you.
Grand Strategy Birit Narim [+300 CP]: Hail Jumper, King of Kings! You have been charged by
the Divine Assembly with a truly grand task, Conquer Earth! You see, outside the lands of
Sumer and Akkad, Babylonia and Assyria (give or take Dilmun, Magan and Elam), there is a
great expanse of lands yet under the sway of Chaos, lands that are probably quite familiar to
you. In the past the Divine Assembly sent a number of lesser gods to these lands, to tend to the
lands and guide the wild people therein. Unfortunately, it seems they have failed, and the very
land itself threatens to dissolve into the primordial sea. That is why you must take command of
the nations of Mesopotamia, and subjugate the people of the world to an ordered and civilized
way of life. For this task, you are at liberty to use your own supernatural powers, but it must
ultimately be human hands that defeat chaos, and human tongues to teach the people the Way.
You may guide them, and aid them, but you cannot fight for them. Unfortunately, you have only
two short millennia to complete this task. Go forth Jumper, and Conquer!
Anon...those weren’t plants [+400 CP]: You thought those were just normal plants, didn’t you?
Did you even bother to wonder if they were edible? If they were poisonous? Well, I guess it
doesn’t matter now. In truth, those plants were magically transmuted semen, perhaps your own
or perhaps that of a powerful god. Regardless, that semen is now inside you...specifically inside
your throat, arms, ribs, side, mouth, nose, head, and hair. Within each of these body-parts, a
goddess is forming from the semen, waiting to be born. Regardless of whether you’re male or
female, you won’t be able to give birth to these goddesses on your own, and until they’re born
you’ll be completely paralyzed, only able to breathe. You’ll also be in constant, excruciating pain
equivalent to all the pain a woman would feel in a pregnancy condensed into a single moment
multiplied eight times over.
As a god, you could last in this state indefinitely. As a mortal, you might last a few days.
Regardless, no god in this world can lessen this pain, nor remove the unborn goddesses from
your body except through the very method by which Enki’s eight daughters were removed from
his body. Hopefully a companion of yours might have a means for contacting Ninḫursaĝa...I’d
suggest a fox, if possible.
If both you and your goddess daughters survive, you may keep them as companions. For
book-keeping’s sake, they count as having the “God(dess)” background and all the associated
free perks and items.
Agushaya: Face Yourself [+600 CP]: Praise be to Jumper, the greatest, the most courageous
of all Jumpers! To the daughter-son of Quicksilver, the most powerful, the warrior, s/he who
dances with the raw power to shake the firmament. Sovereign is your word, and your
commands cannot be undone, neither the gods nor the Assembly dare to resist your power!
That’s probably what you’re used to hearing by now. Making a big old racket, bathing the valleys
with blood, sitting high upon a heap of gold, making love to all the wives and husbands in the
land. Jumper, for all your good attributes, for all the things you’ve done well over your travels,
you are yet a being of excess, an untamed youth. So it has come to Ea, to help you along the
path to maturity.
He has taken from under his fingernail a clod of dirt and clay, and with his breath and spit
shapened it into your likeness. This being, who we shall call Repmuj, is your equal and
opposite. All of your powers are theirs, and their likeness is such that merely seeing them
shakes your heart, confronting you with your sins and excesses.
You must face Repmuj, in battle and debate. With every word and blow, you shall face all the
harm you have done to others, all the pain you have caused. Every flaw in your person, every
bit of excess and evil, will be thrown in your face and you will have no choice but to face it, or
perish. Victory here is not in defeating Repmuj, for while you may equal them you cannot truly
defeat them either. No, victory is facing everything wrong about you, and accepting it. Accepting
not only that it exists, but that you can change. That you can grow beyond your flaws without
loosing your strengths and virtues. But if you cannot accept your failings, that you have sinned,
then you will perish against Repmuj, forever cast down to the depths of Kur, never to return.
Face Repmuj in battle, to understand yourself, and then cry out for Him, and Ea will be there.
Speak truthfully then, to the Great God, admit to your faults and pledge your desire to grow and
make amends, and Ea will not only call off Repmuj, but will bestow upon you and all the world
the wisdom needed, to help you find your better self.
A Drumbeat onto Eternity [+800 CP]: This…is not a burden to take up lightly, brave lord.
Instead of freely choosing the point of your arrival, you will appear at the climax of the rebellion
against the Anunakki gods during the Atra-Hasis. Instead of intelligent Ilawela, you have been
chosen as the willing sacrifice from which mankind shall be born.
You shall be bound before the Assembly, and butchered. Hacked into pieces and ground into
mulch, till your flesh, blood and ground up bones may be mixed with the clay of the sacred
riverbed. This clay will then be used to make the first humans, seven men and seven women.
Into these will your soul be bound, split into fourteen shards. Each of these shards are you, but
they are also the human born from you. You may think of it as thus; where once you were one
god or goddess, you are now fourteen human souls, each subconsciously aware of what they
once were, but their memories and knowledge lost except in fleeting moments where your false
human personality wavers between wakefulness and sleep.
As long as humanity endures, you remain trapped, bound to an unwaking dream in which you
are every man, woman and child who draws breath. You will endure this existence for 315,600
years, your soul divided into smaller and smaller shards, your dreaming awareness wearing
away to near non-existence.
Every single man, woman and child upon Mother Ki’s surface will perish, whether in the fires
burning the sky or the waters drowning the earth. All will be sent down to Kur, to Ereshkigal and
Nergal’s care. But there, you will have an opportunity. One lone soul, that of a child, will awaken
to the true nature of mankind, to their identity as but a small fragment of you, Jumper.
You now have a simple choice, you may either endure this existence, a mere 1/100,000,000th of
your true self, for 28,000 years in Kur or work to put yourself back together. If you choose the
path to endurance, you will have a long time to spend in Kur, living as but one shade among
countless others. But at the end of your droll time here, you will be restored by your patron to
your full self, and may choose to make any number of the human souls born from you into
companions. If you choose the path of unity, then by force of arms or silver tongue, you must
convince or “convince” each and every one of the humans born from your sacrifice to give up
their individuality and rejoin their greater self, to once again become Jumper. Once you have
emptied Kur of mortal souls, you will be complete once more and may depart from this world.
Notes
Regarding “Jumper will embrace her, and then the wild perks will reject him.”, if this is your
first jump you can still take this, and it is essentially 300 free CP plus some great sex. Consider
it Gilgamesh deciding to be a bro instead of fucking you over.
On Human Lifespans
- Before the Great Flood, humans didn’t seem to have a set lifespan. They’d still die
eventually, but old age didn’t seem to be a thing.
- After the Great Flood, for a few thousand years at least, humans had a lifespan of 200
years, 100 years as children, 100 years as adults. That being said, that was the
minimum, some could live to more than a thousand years old. By the time of Gilgamesh
though, most humans seem to have more reasonable lifespans.
- There are certain limitations and caveats to a Divine Office that must be kept in mind.
First, just as a Divine Office is granted to you by another, so too can it be stripped from
you, given away by you, or even stolen from you. Additionally, since the power of a
Divine Office is dependent on your authority, it is not impossible for a self-aware
phenomena to disobey you...like almost all phenomena in this world, given the nature of
divinity. Even so, deities of lesser spiritual potency and lineage will almost always obey
the holder of a divine office of their inherent phenomena, and even those who are your
peers will almost automatically find themselves obeying your commands in that area. It is
only when dealing with those who possess more power than you, that you need worry of
disobedience absent a specific personal motivation for such. Naturally, in worlds without
gods, or where gods are mere reflections or representations and not the phenomena
itself, you do not have to worry about disobedience from the subject of your Office.
- Even with the Eight Who Decree, in this jump, you don’t have the authority to unilaterally
give yourself Divine Offices. In future jumps where you’re the only relevant type of
divinity, you do have that authority.
- Q: So it's an authority thing then. Is it possible to make other people be at the level of the
Seven Who Decree, either immediately or through helping them grow?
- A: Not all at once by yourself, it's an exertion on your part that you'll need rest to recover
from, and they'll need to adapt to their new status and nature, but you can do it in steps.
And it's possible to grow stronger through training, great feats, and probably spiritual
contemplation. Inanna became greater than An in the process of overcoming the trials to
seize the Eanna, not through the taking of the Eanna per say....so yes, shonen training
and cultivation perks would work for your inherent divinity/spiritual power.
- Q: Also, can you create Divine Offices or do they have to cover things that already exist?
Given the creation myth I'm guessing the former but I'd like to confirm
- A: Outside the Mesopotamian Mythology jump? It...kinda depends? Like, if you're
creating something that can exist in the current set-up of reality, but didn't exist before,
then the divine office technically already exists for you to do with as you see fit. If that
thing wasn't possible, but in the act of creating it you made it possible, then you've made
the divine office in the process of creating it.
- Q:I was asking in relation to the latter case, yeah, IE expanding the metaphysics through
creating a Divine Office and the like.
- A: I think that would kinda be a setting-by-setting thing. Beings at a similar or greater
level than you can probably stop you from doing that sort of thing, but they'd have to be
aware of you doing it and actively work to stop you, assuming they know how, which not
all of them will.
- As a side note, the way offerings to both the gods and the dead were generally thought
to work, was that the food and drink were offered to the images/statues of the deity or by
the graves of the ancestors. It was then thought that the gods or ancestors would
consume the essence of the offerings, and afterwards the worshiper would be free to eat
the physical offerings...for food anyway. Things like wine or beer had to be poured into
the Earth or some such. Might be misremembering the last bit.
- The gods don’t need worship or faith in itself, nor do they need food or drink to live. But
food and drink are things they like, and they are pained without them. Essentially, hunger
and thirst can’t kill them, but they still hurt. In other jumps, you can treat worship and
faith as a fuel source to enhance your (and those you uplift to divinity) growth, but only if
you’re doing things that lead to growth.
On Jumper the Divine Husband/Wife
- For the purpose of this jump, you start off in a relationship with the patron goddess of
your city if your city has one. It’s up to you to actually maintain it though. If you divine
spouse is still in love with you by the end of your time here, you shouldn’t have any
trouble convincing her to either go with you in person, or send a manifestation of herself
for the same purpose.
Recommended Readings
Primary Sources
1. The Electronic Text Corpus of Sumerian Literature is probably the single best source for
the Sumerian-side of the mythos and religion. It contains a large body of
English-language translated Sumerian texts ranging from hymns and prayers, myths and
legends, the accounts of various kings, proverbs, and various letters recovered. This
includes the Descent of Inanna, the time Ninurta was almost killed by falling in a ditch
with a hostile turtle, and the various precursor stories to the Epic of Gilgamesh.
https://etcsl.orinst.ox.ac.uk
2. The Eridu Genesis is a Sumerian text detailing the creation of the world as we know it
along with humanity by Enki, Ninmah/Ninhursaga, and Nammu among others.
https://culturalstudies101.wordpress.com/wp-content/uploads/2011/09/hallo_the-context-
of-scripture_vol-i-the-eridu-genesis.pdf
3. The Atra-Hasis: A text detailing the creation of mankind, and the great flood among
others featuring the eponymous priest.
https://geha.paginas.ufsc.br/files/2017/04/Atrahasis.pdf
4. The Epic of Gilgamesh: Hopefully self-explanatory.There are other versions worth
looking at, but these in particular have ease of access and were used on this Jump.
https://uruk-warka.dk/Gilgamish/The%20Epic%20of%20Gilgamesh.pdf
http://www.aina.org/books/eog/eog.pdf
5. The Enuma Elish - The Babylonian Epic of Creation, featuring the world-view
characteristic of the post-Kaššite Babylon, in which Marduk and Enlil were syncretised
into a singular deity and made supreme over the others.
https://sacred-texts.com/ane/stc/index.htm
Deity Builds
Perks
Items
Companions
*: In reality she’d have a metric ton more, but these are the essentials and you can get the rest
in-jump.
**: She doesn’t have any myths where she creates humanity, but there’s some where she as
Ishtar is referenced as being the mother of humanity, so she might have some lost story where
she does make them. Not necessary, but you might want to pick it up.
***: She has a ton of weapons, so I didn’t specify which. Practically speaking you don’t need
this, but the weapons you have won’t have fiat backing otherwise.
****: She’s fed some of the Bread and Water in the Descent narrative, and her hymns reference
both an ability to stop people from dying, and to resurrect the dead. So the best way to
represent that is honestly just, taking the iterm and fanwaking a way to internalize it into
yourself.
Perks
Items
Companions
Items
A Heavenly Chariot, a Celestial Ship [Free for God(dess)]
Terrestrial Estate [200 CP]
Companions
Perks
A Numinous Power [Free and Mandatory for God(dess)] (Inherent Phenomena: Water)
A Divine Body (Free and Mandatory for God(dess)]
Temples, Tokens, and Idols [Free for God(dess)]
Astral Aspect [50 CP] (Jupiter)
Figurative Literalism [50 CP]
Oh Brother, give me the feet of a gazelle! [100 CP]
A Divine Bureaucrat [100 CP, Requires A Numinous Power] (Divine Office: Magic)
The Hero God(dess) [100 CP]
A Mind to Encompass All [200 CP]
Great Prince of Heaven [200 CP, Requires A Numinous Power] (Inherent Phenomena: Water,
Storm, Agriculture/Fertility) (Divine Offices: Magic, Medicine, Justice, Healing)
The Eight Who Decree [300 CP, Requires Great Prince of Heaven]
Items
A Heavenly Chariot, a Celestial Ship [Free for God(dess)]
Godly Weapon [100 CP] (The Four Winds)
Terrestrial Estate [200 CP] (Etemenanki)
Perks
An (2800 CP)
Age: Roughly as old as the Universe
Gender: Male
Background: God(dess) [600]
Perks
Items
Perks
Items