DM Fulcrum
Squire
Posts: 46
Favorite D&D Class: Paladin
Favorite D&D Race: Dragonborn
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Post by DM Fulcrum on Jul 9, 2015 19:32:54 GMT
Been relistening to the Divine Spotlight Episodes to gather Ideas on either taking a current panteon or creating a brand new panteon. Thought Id though this out to all of you and get some suggestions. Have you created your own or taken from whats already created?
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Post by dmmadmaxi on Jul 11, 2015 21:22:08 GMT
So we are using the already established GH pantheon and my home brew dieties are supplemental to what is already there. One day I will have my own Pantheon!
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Post by joatmoniac on Jul 12, 2015 5:11:46 GMT
I tend to start with an established pantheon rather than start from scratch. I like reskinning deities from other settings and then adding my own. I also lean towards only fleshing out the deities necessary at the time. So if there is a cleric then they definitely get some live, and depending on the back story of characters and NPCs I build others.
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Jul 12, 2015 5:26:56 GMT
My world is a monotheism with many spirits that act as semi-sustainers for the elements. These spirits exist within crystals that give Älmara it's life. All the sun and fire spirits are encased within the crystal of heat. If this crystal is destroyed, warmth and light begins to fade. All the water spirits are encased in a clear, almost gelatins crystal. The spirits of earth are not in a crystal, but a carved stone... etc. Each of these 'spirits' are equivalent to ancient 'gods'. Apollo, Pelor, Ra, and Belenus all exist in the crystal of heat, though they have varying ideals and allignements. Essentially: Apollo: N; Pelor: LG; Belenus: LN; and Ra: CE.
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Post by frohtastic on Jul 12, 2015 19:13:56 GMT
My world is a monotheism with many spirits that act as semi-sustainers for the elements. These spirits exist within crystals that give Älmara it's life. All the sun and fire spirits are encased within the crystal of heat. If this crystal is destroyed, warmth and light begins to fade. All the water spirits are encased in a clear, almost gelatins crystal. The spirits of earth are not in a crystal, but a carved stone... etc. Each of these 'spirits' are equivalent to ancient 'gods'. Apollo, Pelor, Ra, and Belenus all exist in the crystal of heat, though they have varying ideals and allignements. Essentially: Apollo: N; Pelor: LG; Belenus: LN; and Ra: CE. this sounds like the plot of a couple of final fantasy games I currently run with the usual gods, but I will be open about PC's attaining divine status if they become great enough.
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Jul 12, 2015 19:22:45 GMT
My world is a monotheism with many spirits that act as semi-sustainers for the elements. These spirits exist within crystals that give Älmara it's life. All the sun and fire spirits are encased within the crystal of heat. If this crystal is destroyed, warmth and light begins to fade. All the water spirits are encased in a clear, almost gelatins crystal. The spirits of earth are not in a crystal, but a carved stone... etc. Each of these 'spirits' are equivalent to ancient 'gods'. Apollo, Pelor, Ra, and Belenus all exist in the crystal of heat, though they have varying ideals and allignements. Essentially: Apollo: N; Pelor: LG; Belenus: LN; and Ra: CE. this sounds like the plot of a couple of final fantasy games I currently run with the usual gods, but I will be open about PC's attaining divine status if they become great enough. I suppose it does sounds like that. I just tried to think of the best way to create the sense of the spirits being affect the world, but still be in control/captivity of the single God. I call them crystals, but they are really just different objects that the players find. I want to, in the future, do a campaign where the players have to go from country to country collecting these objects (these "crystals" will fuse their powers with the player). I want the players, in turn, to become the objects that the crystals once were, granting the players a sort of "divinity".
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Post by friartook on Jul 13, 2015 13:20:51 GMT
I've been playing it fast and loose with my current campaign as far as pantheons. I've set up a few religions, Elvish priests of light, Human Pelor worshipers (not the same thing in my world), cults of Dragonborn worshiping Tiamat and Bahamut. But I have not solidified an actual pantheon. I did this partly out of laziness and partly to keep my options open. This is a homebrew setting that I am sort of building on the fly as we campaign.
I toyed with creating a pantheon based off the Sumerian pantheon. I even found an article out of an old issue of Dragon magazine that had done a D&D conversion. The problem I ran into is that the Sumerian gods represent so many different things. For example, Enki, depending on which story you listen to, is the god of Water, Trickery, Cleverness, Royalty, Rule of Law and Societal Order. I disagreeded with almost all of the calls made in the conversion article, and setting alignment for these deities is next to impossible. I believe that this is likely due to cultural associations. The Sumerians lived in a world so vastly different from ours, that we cannot understand the associations they made with various concepts that were then deified. I tend to think about religion in this way: what does a religion express about the cultural mores and norms of its worshipers?
I've realized that I will need to set up some religions for my next campaign. But I'm not going to do the pseudo-Greek/Godsfall thing; starting from the gods as a screwed up extended family with superpowers living in an alternate plane. Instead, I'll start with cultures and ask: what is this culture like and what sort of god/gods fit with that culture (I plan on having several distinct human cultures, as well as the cultures of the other races).
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Samuel Wise
Demigod
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Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Jul 13, 2015 13:26:36 GMT
I've set up a few religions, Elvish priests of light, Human Pelor worshipers (not the same thing in my world) Maybe you haven't thought about this, but if Elvish light priests and Human Pelor worshiper so are different, does that mean they have racial gods? I know that Warhammer Fantasy has Elven gods, Dwarven gods, etc. Is that sort of the mindset?
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Post by friartook on Jul 13, 2015 14:02:09 GMT
I've set up a few religions, Elvish priests of light, Human Pelor worshipers (not the same thing in my world) Maybe you haven't thought about this, but if Elvish light priests and Human Pelor worshiper so are different, does that mean they have racial gods? I know that Warhammer Fantasy has Elven gods, Dwarven gods, etc. Is that sort of the mindset? Not really, although there is a racial divide. In my world, someone/something can be worshiped as a god, but not be a god at all. Conversely, actual otherworldly beings could be worshiped as gods, but it looks no different than a "Golden Calf" religion on paper. Faith is the fuel for divine power. So Clerics worshiping the hypothetical "Golden Calf", if their faith is strong, will have just as much power as Clerics worshiping Kord, or Bahamut, or Satan , or Demogorgon. As far as the priest of light divide, the Elves are an ancient monastic order that follows a teaching in which light itself, and all the concepts they associate with it, is worshiped. Humans anthropomorphise light into a god; Pelor. So, rather than there being two distinct gods representing the same thing but for different races, there are two distinct religions worshiping similar concepts under different names. In general, the Elves would view the Pelor worshipers with disdain and pity; seeing a misguided attempt to worship light. The Human Pelor worshipers would view the Elvish religion with either awe and brotherhood, or angry denial; they might consider them a sort of "father-order" religion, or as heretics. A quick breakdown of of racial/cultural religions: Humans: As usual, diversity. Humans have many religions which flourish in different areas and cultures. Dragonborn: Worship Tiamat and Bahamut as the two sides of the coin of war. Tiamat is the chaos of battle; the frenzy, the bloodlust, the unpredictable outcome. Bahamut is discipline, order, respect for command, the well executed plan. However, a new priesthood has arisen and is changing the landscape of this loose religion and making it more cultish. Elves: High Elves are rare and reclusive. They mostly live in secluded enclaves and monasteries far from other races and inhabited places. They worship pure concepts such as Light, Life, or Knowledge. They are the longest lived of the races and consider themselves the stewards of history and life. There are no Wood Elves (so far) in my world. There are Desert Elves though. They live as a sort of Bedouin analog; they are wandering people of the desert. Their religion is monotheistic and vague; they worship the wholeness of creation. Their religion is big and vague, because they spend a lot of their lives striving to survive in a desert waste. They are tough and practical, and their distant, disinterested view of god is indicative of a central philosophy of theirs: We make our own way in the wide world. Halflings: Two distinct varieties of halfling exist: Joking called Wildlings and Houselings. Houselings are similar to Toleinian Hobbits; they like comfort and ease. They are farmers, shepherds, millers, carpenters and innkeepers. It is rare for an adventurer to come from this stock. Their religion is pastoral in flavor; they worship a sort of "Fat Buddha" smiling god of plenty (this is vague right now, because we don't have any halfling players and we haven't gone to the part of the world where they live). The Wildlings are tribal savages. They live in treehouse communities deep in a vast secluded forest. Their religion is animist in flavor. Dwarves: Dwarves believe they are descended from one being whose name translates to "First Stone". They believe this being fell to earth as a meteorite and forged the Dwarven people from the stone of the earth. Thus, they are ancestor worshipers. Clan and heritage is very important to every dwarf. Currently, their culture is divided and scattered among the northern mountains. They lost their homeland in the great Catastrophe that reshaped the world. Thus, they lost all the records of their heritage and history; the most important things in their culture! The search for the dwarven homeland is a driving force for their culture; as well as restoring the royal line, believed to be descended from First Stone. Half Orcs: There is no central half-orc culture. They are rare and almost always the product of the ravishes of war. The orcs control an island nation to the south and are notorious as raiders, reavers, and pirates. Particularly along the southern coasts. Half Elves: Half-Elves are extremely rare. Elves rarely mingle willingly with other peoples. Sorry, things got a bit far from the central question of pantheons. But like I said, this is how I think of religions: as an expression of culture.
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Post by joatmoniac on Jul 13, 2015 23:26:55 GMT
Love the feel of the gods being based on the cultures. It is similar to any world that is long established. Ours own is a perfect example, or Golarion from Pathfinder. The pseudo Freddy Kruger aspect is great as well. More followers more power, or even more faith more power. Favorite part is the story behind the dwarves in your world.
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Jul 14, 2015 3:59:54 GMT
Maybe you haven't thought about this, but if Elvish light priests and Human Pelor worshiper so are different, does that mean they have racial gods? I know that Warhammer Fantasy has Elven gods, Dwarven gods, etc. Is that sort of the mindset? Humans: As usual, diversity. Humans have many religions which flourish in different areas and cultures. Fickle humans. All of these are amazing! I especially like the desert elves, I feel as if the desert is an underplayed environment. And the mentality from race to race is both insightful and intriguing, I might reference back to this every time I am building a game around a certain culture.
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dmjack
Commoner
Posts: 18
Favorite D&D Class: Wizard
Favorite D&D Race: Gnome
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Post by dmjack on Jul 14, 2015 4:52:31 GMT
Been relistening to the Divine Spotlight Episodes to gather Ideas on either taking a current panteon or creating a brand new panteon. Thought Id though this out to all of you and get some suggestions. Have you created your own or taken from whats already created? Well, what I did for my new world is I instated a few Ideas: 1) The pantheon of D&D doesn't influence my world. 2) There is more than one religion in my world (Not like, these guys worship this god, like a greek pantheon, full religion) 3) There is not traditional polytheistic religion. Each religion instead has different figures in which instill power. The Religions are: Dharkism: A Dwarven monotheistic religion based on Catholicism (I have a background with Catholicism, so I trust myself to be fair). All practitionors worship one god (On Oisson), but they draw power from praying to saints. For instance: St. Praete, Saint of Healing replaces Pelor, and his domains are Healing, Strength, Good, and the Sun. The minor change to Saints adds interesting new roleplaying potential to Clerics. The Three: Based on old Celtic legends, the Three believe in three Goddesses, the Maiden, The Mother, and the Crone. The aspects of the Goddesses (Generally showns as phases of the moon), are where clerics gain their domain. For instance, the Crone of the Eclipse has domain over Death, Magic, and the Fae, whereas the Maiden of the Harvest Moon has dominion over Animals, Plants, Good, and Protection. Koshinto: Based on the Japanese religion of Shinto, Koshinto circles around ideas on the Spirit World. Shrine Priests of Koshinto, instead of praying to a Saint or an Aspect of a Goddess, uses his abilities to collect and trap corrupted spirits, and by using their abilities, cleanse them and return them. Shrine Priests who capture River Kami domain over Good, Law, Earth, and Protection. Whereas ones who use Shinigami powers domain over Death, Undeath, Deathbound, and Destruction. The Ways of When: A Buddhist religion, this I based more off of Paths of Enlightenment. The monks who use these paths draw upon their philosopical path to "The When," a Zen-like state to derive their power. Those who follow the Path of the Open Palm may favor Good, Protection, and Healing. Whereas the ones who subscribe to the Path of Closed Eyes may prefer Luck, Chaos, and Trickery. I guess my point is, find what religion you want for your world, or what makes sense, and then find some reason why some Clerics or Priests are only able access certain domains. Reverse Engineer how they came up with the Domains and go from there. I hope my examples have been of help.
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Post by DM Kiado on Jul 22, 2015 22:31:34 GMT
One way to think of it, that I have used before, is to keep with the Multiverse concept. I tend to think of it as my world shares the same "Multiverse" as other worlds in the D&D realm. So you could take various gods and blend them in to your world. Just re-naming and re-thinking them to how they would exist and be named in your world. Most gods are considered to have multiple names, and they could easily be given another name on another world. I used this method for a campaign that sent players between my world and Forgotten Realms, then when they shift worlds they keep the same domains and what not, just have to realize the deity is referred to by a different name on this particular material plane of existence.
I have also stripped and created my own, and this can be no easy feat. Luckily the campaign I just started for my new world is full of ungodly heathen players who don't care much about the Gods at the moment, which is giving me the ability to mold and shape the deities as I move the characters through the world.
Beauty is, there is no wrong way or right way. What fits best with what you want to do, and where you want to end up. If Gods are an important and involved in the world to a heavy extent, then you will need it all fleshed out. If your Gods hang around the heavens and do nothing in the material plane, then make them as mysterious or flesh them out as the need arises.
Use the "Constantine" philosophy that the gods have a deal to not mingle in the worlds of men but through their agents on the material planes, and they are strictly after the souls of the living.
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