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Post by zenith on Sept 4, 2016 22:24:24 GMT
Zenith - Setting:Paloran - It looks like you've had some fun fleshing our your world and running your campaigns which is great. - Do your Pantherfolk eat people, or are they civilised? the thing with bestial races is how bestial do you make them vs humans in a fur coat. - Are there people worship Archfey or Elemenetal Lords? For that matter are there elemental planes, feywild and shadowfell? The panther folk are proud and noble. They're territorial, but prefer to drive folks off rather than duffel them head on. As for feywild/shadowfell, we never had a need to answer that question. The elemental planes are a thing though, and were related to the cataclysm that happend outside Elemn. The elemental planes briefly merged with the material or something like that. It was a decade ago, so my memory is a bit hazy on the details.
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Post by DM Exitium on Dec 2, 2016 19:29:44 GMT
There's so much good material here and I haven't even caught up to the most recent DMB episodes. There is just too much that I could write here... So we have my homebrew world Ragnogov that I put my players into. Originally, it was a cramped map for a Tolkein-like fantasy novel back when I was about 12-13 years old. I even filled roughly 100 pages in handwriting for a story for this world, but it just never felt real and the main characters were unrelatable. I had given up on Ragnogov until moving down to Grand Rapids, MI to do my Bachelor's of Science at GVSU. There, my roommates tried to convince me to DM D&D, and we played in Ragnogov as an evil campaign on the side of Phreminoc, Emperor of Elderbaron. I ran into the problem of have 14 mostly new players in a 3.5E group where roughly 8 of them could show up each time we played and it was never the same 8. Honestly, despite my hatred for this DMing experience and loathing chaotic evil PC's, this small attempt at DMing D&D was my first real experience with the game and I felt my story, my Ragnogov coming to life. So when I moved away for Graduate School at Purdue University, I was lucky enough to find some fellow Grad students who were into D&D and one even had the 5E books! A friend let me borrow them, and boom Ragnogov became a 5E world that me and my friends from Purdue play in now. TL;DR - that's the history of how Ragnogov came to be, below are the details about Ragnogov itself. Ragnogov-Feyfell Map attached, and I have small historical documents for the history of the world as perceived by different major cities. Unfortunately I can only attach 2 histories here in addition to the map. Ragnogov in my current campaign centers on Phreminoc, Emperor of Elderbaron, although the PC's have yet to see or meet him yet in our 18 months of playing this story-line. Essentially Ragnogov is a High Magic environment, as the world itself is the center of power and the Universe if you were to view Ragnogov as a planet in space. The Gods only exist here on Ragnogov now at the center of all things, and on other planets ( if there are other planets, my PCs are still unaware) there are no Gods, just technology #gnomesinspace. However, the "Godly" realms or metaphysical realms of the Gods and Fey are still separate from Ragnogov, but in a spiritual fashion, not physical. And my PC's are playing through a campaign where Ragnogov is fusing together with it's metaphysical realms, and the attached map is the warped version of Ragnogov following the fusion of the Feywilds and Shadowfell into the material plane. The concept is the same as Eberron, but my PCs are playing as the worlds are fusing and trying to stop it, not after everything has already fused. The greatest mystery is... why??? Why is it fusing??Well, it all comes back to Phreminoc and a special brand of Necromancy that he practices. Unfortunately, all that information are in the typed up history documents and while some of that information is in the 2 attached documents, the history that focuses on the Emperor himself will have to wait for another post.
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Post by DM Exitium on Dec 3, 2016 13:33:02 GMT
So continuing with Ragnogov, attached are more histories, orcish and the Pirate trade nation of Tailo and the last one is one of my favorites which is also an idea for a Homebrew cursed magic item --- The Demon Plate of Ramuthra If you browsed the elvish and dwarvish histories from the previous Ragnogov post, it is apparent that elves are not exclusively good in my world, and in fact that are responsible for the genocide of true dragons. This was directed by the manipulations of Phreminoc's master, Cramez the Conqueror who founded the empire Ors with Elderbaron as its capitol. Cramez and Phreminoc throughout history, while known to be dictators, still participate in world meetings while pretending to be reasonable and helpful. The orcish history: only pertains to one specific clan on the map that settled the vale of Gore'gar. They found a vale of behemoths that they can live a hunter/gatherer lifestyle in an environment so dangerous that they no longer feel the bloodlust to hunt and slay dwarves and elves. These particular orcs found a home and had claimed it without a distinct challenge from the other races, which made Gruumsh happy as all he wanted for his people during the Age of Creation was a place to claim as home. So these particular orcs are more shamanistic and peaceful, kind of like WoW orcs. Again, only this particular clan. The Pirate trade nation of Tailo hundreds of years ago was a seedy pirate black market port that grew in size until it could no longer be kept a secret. The 3 pirate fleets that warred with each other back then called a treaty and established a nation with Tailo as its capitol, and the Pirate Trade Princes of each fleet would rule the country. While piracy has no longer become the "official" trade of the nation, they now just dominate trade across Ragnogov with the fastest and finest ships, and some of the best prices on goods you could ask for. Today, my players will be facing off against the Trade Prince of the East, trader of magical trinkets and curios; David Dusklo. David came across an Arcanaloth trapped in an Iron Flask that was sold to him by an Archmage of the Gildaesian Grand Council (Gildaesia = Ragnogov capital city of magic). The Archmages are split currently, with some secretly supporting Phreminoc with others actively trying to thwart Phreminoc. One of the archmages supporting the Emperor planted this flask in David's shipment of goods from Gildaesia. Now, David is a fast friend of the group, he's odd, flicks is dangly earrings all the time and makes the group uncomfortable with his overpowered lisp. So when my PC's returned from a quest that they needed to borrow some of David's ships for, they return to find an...oddly behaving David demand all their gold, platinum, potions and magic items from the PCs. "Turn them over, as you borrowed my ships for much longer than originally agreed upon. Do you have any idea how much money in trade I have lost? Leave all your gold and magic items with me as compensation for my trade losses" ....Thokk'gar Tongepuncher, half-orc bard with 19 charisma "...**** that noise!" And so David turns his back on the group and says "Kill them boys" as Mezzoloths and Nycoloths suddenly burst through the doors. In November, they started the David Dusklo Fiasco and cleared the 1st floor of David's estate. Today, I hope they finish and find out what happened to David because right now, they just plan on killing the guy and seem clueless to the idea that their friend might be possessed. Now...The Demon Plate of Ramuthra...let me just summarize here. Cramez (Phreminoc's mentor) learned a Necromancy spell to steal souls from other mortals from a powerful Demon who had no class/tier. This demon was not a Demon Prince, not a Balor or a Yochlol, it is known only by its True Name...Ramuthra. But the use of it's true name gives you no power over it, if anything its more like saying Voldemort's name in book 7 of Harry Potter where it only attracts the attention of Ramuthra. Now the Abyss in my world has infinite layers just like the normal one, but I defined a certain depth of the Abyss from which the Material Plane and the lower order planes are no longer possible to reach. The Demogorgon is the Demon Prince of the deepest possible layer you can return from. Every layer beyond the Demogorgon's is shrouded in mystery as there is no possibility to return from those deeper layers. Well somehow, Cramez found a way to communicate with these deepest layers of the Abyss, and it told Cramez it's true name, Ramuthra. Ramuthra revealed himself as the true nature of Necromancy. Stealing souls for ones self, using souls to empower evocation spells and transmutation spells, and even using souls to heal oneself. While Cramez was talented at stealing souls, they only made him immortal to time, but not injury. When Phreminoc took the throne, he had been taught Cramez's soul stealing magic, and sought to improve on it. As Cramez did not tell Phreminoc what being taught him this magic, Phreminoc spent many years after his mentor's death dabbling with infernal and Devil magic, had a tiefling son or two, and then eventually his dark pilgrimage brought him back to Ramuthra...or Ramuthra contacted him. Anyways, if you read the Legend of the Demon Plate of Ramuthra you'll get the full details but the short version is this ----- Ramuthra IS the Abyss. Its the layers of the Abyss given a name, a thought and form as the deepest and darkest layers. Phreminoc, possessing the true name, sought out dark demon steel all across the underdark to forge a suit of Demon Plate that he planned to seal Ramuthra into. He succeeded. And now Phreminoc walks Ragnogov in a terrifying suit of impossibly spiky Demon Plate armor. But the pinions and blades protruding out of the armor also protrude inward, trying to kill Phreminoc for his arrogant entrapment of Ramuthra on the material plane. Basically, its Abyss Armor that teaches you the secrets of Necromancy, but wearing it would kill you unless you were some sort of immortal freak like Phreminoc.
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Post by dmgenisisect on Jan 19, 2017 4:00:35 GMT
I realised that I haven't shared the world that I've spent most of my time working on.... So here's the abridged world creation story (Including tongue in cheek first paragraph). In the beginning there was only the primordial chaos, and it's random fluctuations were… boring, so the Gamaester dispersed some of the chaos and created a blank canvas of wispy silver and separated it from the chaos beyond. From the Astral Mists, the Gamaester called forth Joil the Over Deity and allowed Joil to have free rein of this new domain. Joil surveyed the Astral Plane, and gathered together much of the mist. Joil sundered the collected mist into baser components, splitting it into fire, water, earth, air, life and death. Taking each of his new elements Joil forged them into great spheres, and from the spheres formed the elemental planes. Joil admired the structure, and founding it pleasing, decide all was done. The Gamaester surveyed the works of Joil and was displeased, it was more interesting than the primordial chaos, but unlike that swirling mass it could not change or grow. The Gamaester raised from each plane one of the Primordials; Firas, Goddess of Fire, Wayith God of Water, Tersque God of Earth, Auria Goddess of Air, Silnai Goddess of Life and Kerthos God Death. The Primordials would leave their planes often to dance with each other, and as they danced they wove together the elements and forged the world of Theril. The Gamaester never again directly interfered with creation, perhaps finding the existence created far too dull and departing to find better tales. Each of the Primordial Gods were equal in power, yet Silnai and Kerthos contributed little to the creation of Theril, Silnai would join the dances, but focused her energies on the other gods, whereas Kerthos loathed the others and kept mostly to his own domain, Kerthos particularly loathed Silnai. Silnai was greatly loved by the other Primordials but had a particular love for Tersque, who had spent much of his time dancing about Theril. As Silnai danced with Tersque, Kerthos cursed Silnai in an attempt to bring calamity to her. Silnai and Tersue had a child Selus, Goddess of the Moon, but Kerthos' curse corrupted Selus and the Goddess was of two minds. Silnia was shattered by her daughters self-hatred and vowed to never again have child. Part of Selus wanted to bathe Theril in light, while the other desired to cover it in darkness. In the resulting battle Silus tore herself asunder creating Caris, the Goddess of Darkness. The two goddesses continued to fight, hating each other even more than Kerthos hated Silnia. From the mingled blood of the two Goddesses Mysth, Goddess of Magic was formed. Mysth sided with Selus, and together they drove back Caris. Selus was greatly weakened by the fray, specks of her vary being scattered across the sky and she could not provide constant light to Theril, her powers waxing and waning. Caris hid from the light and vowed for revenge. Mysth recognised that Krasos had cursed Silnai and lifted the curse. From their Silnai had many god children, with Tersque, Wayith and Firas. The other Primordeals desired children as well, bringing forth a myriad of deities, all except Kerthos who remained in isolation. This first generation of gods and goddesses were empowered with creative force, adding something new to the surface of Theril. Joil was distraught, the perfect planes of his creation were now tainted by the multitudes of creation. In an attempt to stop the tides of new deities, Joil forbade the Primordials from leaving their home planes. His plan was insufficient. The Primordials' children were not bound, and continued their dancing across creation. These elder deities had children of there own. Their children, the younger deities, were not as empowered as their parents, and instead embodied aspects in the world of Theril. Joil was not pleased, he banished all the gods to Theril, binding them in avatar form where their powers were greatly diminished and made a great decree: No more gods. The young gods though where not compliant, though they no longer could dance the complex forms of deific courtships they could still meet with mortals. From these encounter's were born the demi-gods, who had powers almost equal to the gods themselves. This time became known as the Age of Wandering, as the gods wandered Theril and gathered for themselves many followers. Many of the gods mingled with humans, but in this time the worship of a multitude of deities was adopted by all races. Joil was furious with the fact the young gods had broken it's law and decided that the creations of the gods would no longer stain the universe. Thus the first Gods War began, it wouldn't last for long. The seas frothed, the ground shook, fires erupted from the ground. The winds howled in vast storms, the sun backed the earth as gods and over god struggled over the fate of creation and then, nothing. After what only seemed like a few hours for the mortals the tempest subsided, but there was something amiss, the skies was a broiling silver mist. Priests reported that they could no longer commune with their deities, spell casters were powerless and when explorers were sent out to discover the extent of the destruction thy returned with chilling news. A great silver fog surrounded the world in all directions, and any who entered it never returned. The fog surrounded the world in a great sphere of diameter of about two thousand miles. Over a hundred years the remnant settled, but the world stirs once more and their are whispers that the magic is returning. I've started slowly fleshing out my design for this world here if your interested, and I've already got a link to my working docs for the homebrewed races and classes in the homebrew section.
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Post by irontaurus on Jan 24, 2017 15:17:02 GMT
Uh I just feel ive done something wrong. I posted in Homebrew Campains, about my campain and about my world very much related to that campain. Thus my world is partly in that Homebrew - Campains.
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Post by meribson on Feb 19, 2017 21:40:41 GMT
The main setting that I DM is also the first one that I've had another DM run. There are a few different regions that we have fleshed out, with the region called the Green Coast being the closest to a traditional fantasy setting. In addition to the Green Coast, there is the frontier continent of Sylvanor to the north, cold Braenlo to the east, the genie Caliphates to the west, the war torn Fertile Valley far to the south, the grassy savannas of Mabonde, the Shadow-touched jungles of Maztl, and the mysterious Unnamed Continent.
Sylvanor is home to countless variety of fey, and caribou-like centaur roam the frozen tundra, clashing with shaggy, furry orcs. Worship of Kyrnash, goddess of nature, and Lyc, god of beasts, have flourished in Sylvanor amongst the Green Coast settlers as strange bestial creatures roam the forests.
Braenlo is home to dwarves, halflings, humans, a sea-faring ethnicity of gnomes, a number of half-orc clans, and a new race called the Bog'rah. The full orcs of Braenlo were bred out so long ago that the people of Braenlo no longer remember them, and consider their human blooded descendants to be what orcs are. For as far back as history goes the orcs clans and dwarven mountain kingdoms waged war, until sixty years ago when a plague called Black Blood ravaged the land. Twenty years ago the ones behind the Black Blood plague were discovered: a dwarven necromancer and druid couple that developed a fungus that would enter the body through the bloodstream, consume the blood, and animate the corpse while incorporating plant traits into the tissues. Black Blood was a failed trial, but their success turned on them to establish themselves as a separate people: the bog'rah.
To the west of the Green Coast are the four caliphates, each with a caste structure. The highest cast is home to the genies, as well as lesser races that prove that they posses enough genie blood to wield sorcerous power. The middle caste is made up of the halfblood children of the genies as well as those of the lesser races gifted with elemental magic (Elemental bloodline sorcerers) or permitted to study the arcane. The last caste is made up of the lesser races: humans and dwarves. Elves, gnomes, and halflings don't live in the lands that the genies rule. Each of the four caliphates belong to one of the four elemental genie varieties, and each is embroiled in a war against their opposite.
Far to the south is the Fertile Valley, a land warred over by the nezumi, the vanara, and the nagaji. Nezumi samurai clash with the unarmed and unarmored monks of the vanara, while nagaji sorcerers wreak havok on the battlefield with evocations and dark summons.
South of Braenlo, prides of leonin catfolk clash with the warthog-like Pumgo, gnolls, and the Vet-ka-Kre, a death-worshiping group of nomads that accept any who convert. Scattered across the savanna are the pyramid temples of the apep, a serpentine race related to the nagaji. Further south are the jungles of Maztl. The Plane of Shadows seeps into the material here, twisting an corrupting all within it. The elves of Maztl practice strange, powerful magics fueled by blood, ritual, and sacrifice.
In the seas between the southern tips of the continents, is a land unknown to the outside world. Currents drive continually inward, preventing anything within from swimming out. A never ending storm surrounds it, preventing anything from flying out. An ancient, blood-soaked ward covers it, blocking outward planar travel. Anything that goes in, never comes out.
Then there's the setting's version of the Underdark or rather, as the few scholars that know of it call it, the Under-Crypt. While a few scholars believe that there may be holdouts of a dark skinned race of elves, the subterranean depths of the world belong to massive populations of undead. Kingdoms of ghouls, empires ruled by giant scarab liches serving dead scorpion gods, and who knows what else.
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Post by DM Lord Neptune on Jul 27, 2017 18:24:06 GMT
I am currently in the process of creating my own world, Telandria, both for my D&D campaign that has not begun yet as well as for a future novel that I hope to get to. First off, here's the super low detail world map. I'm currently working on a new version that will be full color with all the details, but that's a long term project. Telandria World Map - Low Detail
Then I had to decide where I wanted most of the action to take place, so I selected the southwest continent and named it Meridrias: Meridrias - Southwest Continent
The scale of this image is wrong, though. It should be double what is shown in order to account for a more realistic land mass. With the new scale, it's on par with the size of Europe. I don't have maps of the other two continents, but the large island in the southeast is named Irattune and the northern continent is named Azlion. I thought it would be interesting to have the main story take place in the southern hemisphere, too, since most fantasy stories seem to take place with a "North means cold and south means hot" sort of mentality. I liked having that line of thinking flipped, which is why you find Wintersedge on the southern tip of the continent. The other cities marked on this map are the main capitols of the major kingdoms. Wintersedge is a land of cold and ice that is mostly ruled by barbarian tribes, only in a more organized fashion. Following the river north will bring you to Misthaven, a prominent community ruled by elves on the western edge of The Great Lake. This is also the location of the world's greatest library and bard college; a center of knowledge. North of Misthaven is Ormarsh, a land ruled by the intelligent monster races that survived down on this continent. A long standing truce has lasted for nearly the last 1000 years since a massive invasion from Azlion, but more on that another time. North of Ormarsh lies Ironhaven is a capitol for the dwarves of the land. They have a massive city under the mountains in that area. Back down near Misthaven is Southlake, a human kingdom that does lots of trade and fishing. The Great Lake between those two kingdoms is roughly 32,500 square miles of surface water, which makes it larger than Lake Superior. So it's pretty massive. It also has lots of islands throughout the lake, some with hidden ruins. The second to last kingdom is Valhaven, another human kingdom with a unique geography. The main city is on three large islands in the middle of a huge river, but the islands are hundreds of feet up as the river flows fast at the bottom of a large canyon. Magical construction keeps the city upright and there is a quick elevator system that brings people up from the docks below. There are also unbreakable bridges connecting each of the islands to each other as well as to each side of the mainland. Where the bridges end there are cities that help to supply the main capitol. This is probably the largest city in the world as a whole. Finally, in the far north, is Greyshore. It is a massive port town, again a human kingdom, that is in charge of the Northern Tower Expanse that goes from Greyshore all the way to the mountains north of Ironhaven. These towers had been constructed to help fight back any monstrosities that made their way south from the northern shores of Azlion. In the kingdom of Valhaven, we zoom in even more and come to the area around Heart Lake and the Heartspear Mountains. Heart Lake Area MapThis is where I started most of the granular detail of my world for the players. There is a small farming community, a medium sized city that is responsible for most exports along the Heartglen River, there's a logging community and a mining community, and a couple small villages dotted around. The forests in the area have some hidden dungeons, too, that I'll be introducing characters to, which is why I'm thinking of starting them off in Silvara. It's a small city, so there will be plenty to do there as low level characters, but will also leave that "wow" factor when they happen upon larger cities. The scale on this map is accurate, at least, so it should give me a good idea on travel time. One final detail is that this world has two moons. One, Green Moon, that is larger than the other, Child Moon, which is a grey moon much like ours on Earth. The Child, as it is called most of the time, revolves around The Green Moon, so at some points there will be two full moons, other points The Child will be in the shadow completely of The Green Moon, creating some interesting skyscapes. No one is certain why The Green Moon is green, either. Well, I, as the creator of this world, knows why, and I'd be happy to go into more detail if people are interested. Here's a picture that I found online and photoshopped to show off the colors of the two moons better, showing what one would probably see looking west from somewhere in the Heart Lake area toward the sunset. Heart Lake area concept image
I am very interested in constructive criticism on this. This world is in its infancy. If people are interested in more detail, I'd be happy to start another thread detailing more information that I have about my world and its history. I have a fleshed out custom pantheon, information on a historical war that changed the state of the world completely, secrets regarding the green moon as well as a mystery that has been unfolding on Azlion for over a thousand years, and more info that I have not been able to share with anyone else, simply because it's background information for my players.
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dmdrowenforcer
Squire
Posts: 25
Favorite D&D Class: Wizard
Favorite D&D Race: Drow
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Post by dmdrowenforcer on Jun 15, 2018 20:00:58 GMT
Mandelcaria
Mandelcaria is very classic. That is how it was designed. I love interesting settings with wild new ideas, but I also love good old d&d fantasy. That is why mandelcaria was designed. A world of steaming jungles, parched deserts, snow capped peaks, roaring seas, and vibrent forests. A land of holy paladins, black necromancers, ravaging demons, and calculating devils. Of rading orcs and devious drow. Mandelcaria, high adventure.
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Post by dmjustgeoff on Aug 21, 2018 21:35:01 GMT
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Post by meribson on Aug 24, 2018 0:13:44 GMT
...Holy...****...I LOVE IT!
Out of curiosity, did you ever play a PC game called Septerra Core? The world in that game had 7 layers of floating continents called World Shells, hence my asking.
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Post by dmjustgeoff on Aug 24, 2018 0:36:51 GMT
...Holy...****...I LOVE IT! Out of curiosity, did you ever play a PC game called Septerra Core? The world in that game had 7 layers of floating continents called World Shells, hence my asking. I have not. Originally this world and it's lore were designed to be a video game my friend and I were developing. There were some snafoos in trying to get it rolling (specifically the pixel art, because we wanted something Hyper Light Drifter-esqe), and then I started playing D&D and converted it to be my homebrew world. It was really easy being that a lot of the lore, the big bad, main story events, etc. were already fleshed out. There's even a prequel I may have my players play after this so they can better understand the technicalities of the world and why it is the way it is. I have a huge 15 pg. word document somewhere with everything from levels, areas, bosses and such for the game and how the prequel truly makes the current game the 2nd age of my world. All though there are multiple layers that they'll discover things on, I left it open ended so if they wanted to explore other continents after this campaign I could easily put a plot hook that takes them to somewhere else.
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Post by Kerrick on Jan 30, 2019 15:11:02 GMT
My world based in Pathfinder and is two worlds, Fergus and Dimvenni once every two months they line up and you can teleport between them (with the help from a knowlegable wizard) from a specific area where their magics intermingle.
Fergus is your typicalish setting, however with many undiscovered areas and new paths always needing to be made between settlements. Towns are always looking for pathfinders or willing to pay for maps, trail knowlege, information etc. Cartography is huge in my setting and pays well too. Most settlements tend to work in conjunction with one another as threat of the Neanderthal hordes to the west are ever growing.
Dimvenni is a world that is tidally locked with the sun, one side always facing it, creating a massive desert spanning half the world while the other side is a dark icy realm. Most settlements lie on the twilight strip where it's temperate and the sun is always just over the horizon
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Post by Mariok Soresal Hillick on Feb 26, 2019 10:29:43 GMT
Tolkien's gods of Middle Earth have been a huge inspiration for me as well. When considering whether to have 1 pantheon or multiple for different races, also (not to bog you down with too much) but consider false religions as well. For example, the Warforged in my world do not worship any gods, but instead they worship the "Cosmic Cog." This is the cog, or wheel that keeps time and space "turning." Or even altered religions. In certain jungles of Aatos, Kord is worshiped by tribes who depict him as a tribal mask wearing barbarian. Some go as far to believe he is a Cannibal. Before proceeding, I would like to say that I realize that DM Mitch's "false god", the "Cosmic Cog" is really a false god or religion, since the "Cosmic Cog" doesn't exist in DM Mitch's world of Aatos. I sometimes go further than to just talk about false gods. I sort of go into a little bit of "theoretical mythology" when I am designing my pantheons and gods and "false gods". What truly is a god? That is a question I ask often when I am writing my mythology since in many mythologies gods are very interchangeable with other beings of power/magic. For example, in Greek Mythology are the Titans gods? Since they were before the gods, but they basically have the same magical power of the gods. The giants in Greek Mythology play a demoted role compared to a lot of other Indo-European mythologies, such as Norse and Celtic (in Celtic mythology they are the Fomorians, the evil fey, ruled by Balor who has only one eye... perhaps related to the Cyclops?) However, I would say that in Greek mythology the "giant archetype" of Indo-European (IE) mythology separated into both the Titans and the Giants, whereas other IE Mythologies kept only one "giant archetype", like the giants in Norse mythology and the Fomorians in Celtic mythology. And in both Norse and Celtic mythology, the giants and Fomorians aren't "gods" per se, but they have almost the same power as the gods, so are they gods? Or not? I would say yes to that as well, the giants, especially the more powerful giants in Norse and Celtic mythology are, technically gods even if they aren't called that in the translations of their respective mythologies. You can take it even further with nature spirits, dryads, etc. Are they gods? In Japanese Mythology, their equivalents - kami, are considered gods (in a sense). All I am trying to say here is that I don't always like the "false god" name since really, if the being has a lot of power equivalent or almost equivalent to the gods of your world, lives for a long time or lives forever or lives forever unless killed in combat, then the "false god" is really a god, technically. Of course, I know that the "Cosmic Cog" in your god really is a "false god" since it doesn't exist, but often the "false god" label has been used for things that do exist in that world that should be considered real gods, not "false gods". So, I wanted to say something about that. In the world I am currently working on, there are battles between the gods and the giants, and a lot of the more powerful giants are gods technically (for example, hill giants wouldn't be considered gods - they're not powerful enough). And, some societies worship those powerful giants as gods, but they aren't false gods, since they are gods. I don't mean start calling your "false gods" gods all the time (clearly I don't, they're called giants, not gods), but I just don't think one should use "false gods" since they aren't false - they're real and are a threat to the gods. Again, I want to say I realize that the "Cosmic Cog" is really a false god, since it does not exist in the fantasy world, however other "false gods" in fantasy worlds tend to exist, and it gets me somewhat annoyed sometimes since they do exist so they aren't false. I hope this post wasn't too long winded or useless, I hope people get something out of it!
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