The Radiant Sun
Light“Climb higher. Everything below is shadow.”
Builds high plateaus ringed with mountain shrines. The richest god at the table, once the climb is under way.

Shape the land. Win the world.

You don’t move your people. You move the world.
Each of you is a god competing for the worship of the world. You never command your followers. You raise mountains and sink valleys, and your people settle wherever the land lies flat. Flat land grows great cities, great cities bring Faith, and Faith lets you reshape the land again.
Your rivals are doing exactly the same thing, and the ground between you is contested.
How it plays
Raise and lower the land, one hex at a time. Flatten a plateau for your own people, or break the level ground a rival’s town depends on.
Your followers grow and spread on their own, settling the flattest ground near your Banner. You choose the direction; the land decides how big they get.
Spend Faith on Divine Powers: earthquakes, floods, lightning, islands raised from the sea. Every god has a school of magic they wield best.
Sink a rival’s land and their town drowns. Raise one hex beside their castle and it crumbles to a town.
The core idea
A settlement grows to match the level ground around it, and shrinks when that ground is broken. Change the height of one hex and every settlement beside it feels it, yours and everyone else’s.
Little flat land around it
A few level neighbours
A plateau of its own. Trains warriors
Raised on a castle. Worth the most of all
Warriors are the only pieces you command directly, and the only way to take ground the land itself won’t give you.
Choose your god
“Climb higher. Everything below is shadow.”
Builds high plateaus ringed with mountain shrines. The richest god at the table, once the climb is under way.
“The tide is not a border. The tide is a road.”
Makes flat land by cutting it down, drowns rival lowlands, and spreads along coasts and across the straits.
“The mountain does not move. The mountain endures.”
Slow, stubborn cities that keep their size when the land breaks around them. Once an era, a volcano.
“The thunder is my voice. The flood is my mercy.”
Levels a whole region in a single storm, and leads the fastest warriors in the world.
Twelve rounds
Era I
The world is young and the land is generous. Settle, shape and grow.
Era II
Floods, volcanoes and an age of heroes. The ground between the gods runs out.
Era III
The seas rise and the last light burns. Whatever still stands, scores.
Each era opens with an event that bends the rules for everyone: a golden harvest, a great flood, the seas rising round by round.
Where we’re at
Thrones of Creation is in early development. The first terrain prototype is next on the workbench, and the gods are already arguing. What you see above is how we picture it on the table; components will change. Join the list below and you’ll hear about playtests and previews first.
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