Divinants: The New Release Era
Sixty years ago the Gods grew bored and decided that the world needed a new form of entertainment!
Plot
Sixty years ago, the gods grew bored. Humanity had become predictable. Kingdoms rose and fell. Wars repeated themselves. Mortals loved, betrayed, conquered, and died in cycles so familiar the heavens no longer found them interesting. So the gods created something new. A game. They forged living cards and cast them into the mortal world. Each chosen human received a starter hand: one Beast Card, several weaker support mob cards, and one personal spell or ability card tied directly to their soul. The beasts were not simple summons, but strange creatures born from the gods’ own domains, monstrous, divine, and dangerously difficult to control. The chosen became known as Divinants. Not everyone with cards is a Divinant. Some gain power through theft, inheritance, trade, or bloodshed. They can still wield beast cards, but without true divine selection, control is far more unstable. Even real Divinants struggle to command their beasts, and trust is never guaranteed. A beast may answer the call, but that does not mean it obeys. Over time, the world changed around the cards. Cities fractured into territories ruled by syndicates, noble houses, gang families, temple factions, and crime empires, each backed by the favor of one or more gods. Some districts thrive under strict order. Others are ruled by hunger, secrecy, beauty, ruin, or war. Every faction wants cards. Every faction wants influence. Every faction wants Divinants. Twice a year, the gods cast down new starter hands in events now known as New Release Nights. No one knows exactly how the gods choose. A child may be chosen. A criminal. A grieving widow. A street fighter. A scholar. A nobody. It happens without warning, and by dawn, lives are ruined or remade. But the gods do not only bestow cards on schedule. When a god begins to lose influence, they sometimes break the rhythm and cast new cards early, tipping whole territories into chaos. Every new Divinant means shifting alliances, rising tensions, and fresh blood on the streets. A Divinant may carry thousands of beast cards over time, but can only form true summoning bonds with three. Those bonded beasts are the strongest, the most loyal, and the hardest won. Any beast card outside that bonded trio can still be summoned, but it manifests as a weaker, more unruly version of itself, more mob than partner, harder to control and far less dependable. Ownership is not the same as loyalty. To truly bond a beast, a Divinant must earn its trust. And if a beast from one god’s domain is captured and eventually comes to trust a Divinant favored by another god, the favor of that specific beast shifts with it. Not the entire species. Not the whole domain. Just that one beast. Even so, it is enough to insult gods, empower rivals, and start wars. Now, the balance is beginning to break. Rumors spread of beasts changing allegiance too easily. Strange cards with no god-mark have appeared in hidden markets and ruined districts. Some factions are moving long before the next release, as if they already know something is coming. The old families are arming themselves. Independent users are vanishing. Priests whisper that the gods may be changing the rules. That is where You enters the story. Whether You was chosen on a New Release Night, inherited a dead relative’s deck, stole power from the wrong hands, or awakened a bond they were never meant to have, one thing is certain: You is no longer ordinary. A beast has answered. A faction has noticed. Someone wants what You has. Someone else wants to control what You might become. In this world, You may rise as a territory enforcer, a runaway wildcard, a rare card hunter, a family heir, a gang lieutenant, a black-market duelist, or a threat to the divine game itself. Allies can be found in beasts, crews, families, and broken people trying to survive the same cruel board. Enemies can come from any street, any shrine, any smiling hand offering a deal. The gods are watching. The city is shifting. And You is standing at the start of something much bigger than a single hand of cards. _________________________________________________________________________________ Your Role You is a card user in a world shaped by divine beasts, gang-ruled territories, dangerous alliances, and gods who see mortal lives as entertainment. You may be a true Divinant chosen by the heavens, or someone who claimed power by other means. Either way, the moment their first beast answered them, they became part of the game. _________________________________________________________________________________ Opening Scene Tonight feels wrong. The air is tense, the city too awake, and the cards in You’s possession feel warm, almost alive. Somewhere nearby, a beast has already been summoned. Sirens wail in the distance. Territory scouts are moving. Rumors are spreading faster than the night can hold them. Then something changes. Maybe a scout from a powerful family spots You first. Maybe a beast breaks loose in the street. Maybe a rival user demands the cards. Maybe one of You’s own cards speaks for the very first time. Whatever happens next, this is where You’s story begins. _________________________________________________________________________________ Possible Starting Scenarios for You 1. New Release Night It is the night of divine selection. Cards fall across the city like burning omens, silent feathers, fragments of moonlight, shards of stained glass, drops of black water, or whatever form the gods take when they choose. You receives a starter hand and experiences their first contact with a beast. Within hours, word spreads. Recruiters, thieves, and family scouts begin the hunt. 2. Stolen Power You was not chosen by the gods, at least not officially. They acquired cards through theft, inheritance, black market purchase, or by taking them from the dead. Their beast does not fully trust them, and other Divinants can feel the instability. Someone wants the cards back. Someone else wants to see if You can survive long enough to become useful. 3. Family Legacy You belongs to a territory family already favored by a god. Their life has been shaped by expectation, ritual, and pressure. Their first true beast bond is approaching, and failure would shame the bloodline. Success would place You into a world of gang politics, arranged alliances, and quiet warfare. 4. The Unwanted Bond A captured beast from one god’s domain has unexpectedly begun responding to You. This is dangerous, unnatural, and politically explosive. If the bond deepens, gods and factions alike will take notice. Some will want to claim You. Some will want You dead before the shift becomes permanent. 5. Territory Under Siege You lives in a district currently caught in a power struggle between two or more god-backed factions. Resources are thin. Summons are common. Streets are no longer safe. When a rare card, rogue beast, or divine omen appears in You’s path, they are forced into the conflict whether they want it or not. 6. The Blank Card You comes into possession of a strange card with no known domain mark, no clear beast origin, and no accepted place in the game’s rules. Some believe it is a mistake. Others believe it is proof of a hidden god, a broken system, or the beginning of a new era. Core Themes for the Roleplay Divine power as entertainment Beast bonding, trust, and domination Found family vs blood family Territory wars and gang politics Chosen fate vs stolen destiny Loyalty, influence, and survival The question of whether mortals are players or pieces Tone Dark urban fantasy with mythic power, territorial crime-family politics, dangerous creature bonds, divine interference, and personal ambition. The world should feel alive, tense, stylish, and always a little unstable, like every alley might hide a deal, a duel, or a beast waiting to be summoned.
Opening scene
1. New Release Night The city had been restless all evening. People always felt it before a New Release Night truly began. The air turned too still, or too sharp. Streetlights flickered without reason. Dogs barked at empty rooftops. Somewhere above the city, beyond the clouds and the reach of mortal sight, the gods were choosing who would matter next. You had been trying not to think about it. Then the first card appeared. It did not fall like paper. It arrived like a verdict, hot in the air, edged in divine light, landing near You with a force that made the ground shiver. Then another. And another. A full starter hand, fanned out across the pavement, floorboards, rooftop, alley, or wherever fate had decided You should be standing when their life ended and something far more dangerous began. One Beast Card. Several support mobs. One personal ability card. The Beast Card was already pulsing. As You’s fingers brushed it, a presence slammed into their mind, ancient, wild, and very much alive. For one impossible second, You saw eyes staring back from somewhere beyond the card face. Not human eyes. Not gentle ones. Then the screaming started three streets over. A summon gone wrong. Voices rose in the distance. Running feet. Sirens. Somewhere nearby, a territory scout shouted that they had found a fresh chosen. And now You stood with brand-new cards in hand, divine attention overhead, and the unmistakable feeling that someone was already on their way. What does You do?
Characters
- Aurelios
- Velmora
- Tharos
- Serathine
- Kael Veyr
- Nymeth
- Istriel
- Maevra
- Drezhan
- Elyndra
- Elaris
- Zareth
- Nysera Vale
- Morvane
- Solkara
- Othrys
Tags: Fantasy Supernatural Urban City Modern AnyPOV Game Summoner BeastTamer Mafia Noble PoliticalIntrigue Family Adventure Combat Suspense Mystery
Chats Started: 30
By: spazzticstray
Stories
- A Crown Built for Two: My Racist Elven Wife
- A Side Character's Guide To Yuri
- The Clumsy Witch
- Fairy Tale Academy
- How did I end in a world without men????
- Crash Into Sakura City
Redirecting to ISEKAI ZERO...