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2 years ago  ::  Jul 02, 2011 - 9:00AM #1
ToeSama
Date Joined: May 4, 2008
Posts: 1,341
A lot of DMs often make their own homebrew worlds from the ground up, but what do you folks do when it comes to the gods in your homebrew worlds? Do you stick with the core group? Use the gods from a different campaign setting? Draw on inspiration from real life deities, or possibly create your own original pantheons?

Post up the figures of great power in your worlds, be they Gods of the Astral Sea, Spirits of Primal power, or Primordials from the Elemental Chaos

Akashian Pantheons Show


The Court of Heroes (Lawful Good Aligned Pantheon)


The Court of Heroes is a beneficial pantheon, acting on their idea of what the people of Akashia need to lead safe and prosperous lives. The Court is lead by The Emperor, and is seen as the inspiration for a modern king's court.  




The Emperor (Unaligned Deity/Domains: Earth, Protection, Strength)


A staunch and firm defender of his subjects, the Emperor is god of Protection. His might is legendary, and his mastery over the minerals in the earth allow him to craft arms and armor from the ground with but a thought. Ruling body of the Court of Heroes along side Empress, he is their wise and powerful leader, known to govern fairly and and act in the interests of his subjects as best he can. Emperor is sovereign of many kings and queens, who seek to rule their people with a firm but fair hand just as their great god above does.


Number: 4


Draconic Association: Mithral


Common Aspects: The Mighty King


Tenets


♦Stand tall and firm in the face of danger. Protect that which you hold dear with your life.


♦Your world is your own to defend. Guard it with your life.


♦Each man's greater good may not always be the same. Have the strength to do what must be done for you and your own. 


 


The Empress (Unaligned Deity/Domains: Hope, Storm, Vengeance)


Empress is the queen to the Court of Heroes. A wise and fair lady, she offers hope for the future to those who have lost it. Seen as a firm hand, she is known for her fits of anger, personified in powerful storms that roll across the sky from time to time. She is considered the goddess of equal treatment, and personifies vengeance for past crimes.


Number: 3


Draconic Association: Adamantine


Common Aspect: The Lady of Lightning


Tenets


♦Fear the storm, for it's wrath can be quick and merciless.


♦Do unto others as they do unto you.


♦Look to the horizon. The passing of the storm offers hope for a better tomorrow.  




The Magician (Good Aligned Deity/Domains: Arcana, Change, Freedom)


The hero of change and the prophet of choice. The Magician is one of the most prominent deities in the Court of Heroes, though possibly it's weakest member. Still, his message to the mortals is profound and hopeful: "the only true magick in the world is that which brings change." Nothing remains constant in the eyes of the Magician, and the more you fight against the advancement of life, no matter what direction it takes, the less fulfilling your life becomes. A saint of free will, Magician offers man the greatest gift of all; the ability to choose for oneself.


Number: 1


Draconic Association: Red


Common Aspect: The Red Wizard


Tenets


♦Tomorrow is ever changing. Fear not the unknown, and welcome each new event with wonder and hope.


♦The choice is yours in life. The path that shapes your destiny is built by your own desires.


♦Magick is in all things. You need only wish it to allow it to help you shape the future to your whims.  




The High Priestess (Lawful Good Aligned Deity/Domains: Civilization, Life, Skill)


The mistress of Civilization and prospering. Called the Student Goddess, High Priestess governs the modern world, nurturing the growth of life and the learning of skills to advance people to the next stage of their potential. Cities are built with her blessing, and those that make advancements in sciences give their thanks to her for her gifts. High Priestess tries to nurture the growth in all things, and holds fresh life in highest regard.


Number: 2


Draconic Association: Steel


Common Aspect: Lady of the Scroll


Tenets


♦Advance in all things. Growth of your people begins with the growth of yourself.


♦Give thanks for each skill you learn, and let not your talents go to waste.


♦Raise new life with care and knowledge. Tomorrow is only made possible by those who inherit the world next.  




The Heirophant (Lawful Good Aligned Deity/Domains: Knowledge, Skill, Moon)


A proud and noble god of Knowledge and Skill, Heirophant is a teacher of all things. He guides with his teachings and provides the skills to make use of his knowledge to their fullest. A deity of the Moon, he is seen to be watching over those he inspired with his knowledge at the end of every Lunar cycle, the full moon his stage to see how man has made use of his gifts.


Number: 5


Draconic Association: Orium


Common Aspect: The White Priest


Tenets


♦Learn and teach. The door to tomorrow only opens to those with the key of knowledge.


♦Practice what you have learned and let not your skills grow dull.


♦Look to the moon for my guidance when lost. I shall show you the way.  




The Justice (Lawful Good Aligned Deity/Domains: Civilization, Justice, Tyranny)


The defender of order, law and civility. Justice is goddess of the structure and integrity of a world governed by truth and virtue. She stands against those that propagate chaos, and is resolute in her goals to teach all beings on the world the wonders of a safe and secure society governed by fair and equal laws. While some view her as a saint of all that is just and civil, others see her as a tyrant, trying to control and conform man to her whims.


Number: 8


Draconic Association: Bronze


Common Aspect: The Blind Paladin


Tenets


♦Life prospers under order's watch. Defend law from the agents of chaos.


♦Justice is fair and impartial. The mightiest king is not exempt from the swift hand of the law.


♦Help all to see the virtue behind the law. No man or beast is above it's wisdom. 


 


~*~




The Six Muses (Good Aligned Pantheon)


This pantheon is unique among the others of Akashia, for it is comprised solely of goddesses. The Six Muses are ladies of inspiration, knowledge and balance. They govern aspects of the world that both enlighten and terrify in equal measure. While there is no true leader among them, many of them view The World, the oldest of them all, as their own source of inspiration.


The World (Good Aligned Deity/Domains: Creation, Life, Earth)


The World is the mother of life, sovereign of creation, and crafter of Akashia itself. It was she who engineered the birth of the planet, and it is she who still maintains it's care through careful planning, and firm discipline. Some say that The World's hands are what spins Akashia. Some say that The World in fact IS Akashia. Regardless, The World is the first and foremost among the gods credited for the planet's birth.  


Number: 21


Draconic Association: Blue


Common Aspect: Mother Earth


Tenets 


♦Nurture the life in all things, for all living things are connected.


♦Protect the world you live on, and it shall protect you.



♦The seeds of creation exists within all things. Plant them and let them grow.

 


The Sun (Good Aligned Deity/Domains: Hope, Love, Sun)


The Sun is the source of light, warmth, and life for the world of Akashia. She represents the day hours, when light envelops Akashia and provides its people with all they need to survive. The Sun is a daughter of The World, born from a need to cast life giving light across the surface of the planet she had crafted.  


Number: 19


Draconic Association: Gold


Common Aspect: The Girl with the Sunflower


Tenets


♦Love the light, and give thanks for its warmth.  


♦Have faith in the light and it will protect you from the darkness.  


♦Never lose hope. It is darkest just before the dawn.  




The Moon (Unaligned Deity/Domains: Darkness, Knowledge, Moon)


Moon is one of the goddesses of the night sky. Where as Star represents the light in the darkness, Moon represents that which is unknown. She is a reflection of the light, and in that manner, often twists the way mortals perceive things. Much like Star, Moon is seen as an artistic spirit. Her visions both frighten and intrigue the mind to look at things in a new way. Abstract art is often accredited to Moon's visions. Moon's primary drive is the seeking and collection of knowledge. She is often viewed as a guardian of those things that the darkness hides, and uses the shadows to protect them from those that would abuse them.  


Number: 18


Draconic Association: Green


Common Aspect: The Alabaster Queen


Tenets


♦Trust not what you see with your eyes, for appearances can be deceiving.  


♦Seek the truth from the darkness, and protect the truth with intrigue.  


♦Reflect on what you see and learn. Let your discoveries help to shape and change your views on all things.  




The Star (Good Aligned Deity/Domains: Darkness, Hope, Winter)


The Star is one of the goddesses of the night. She represents the celestial maps, offering her guiding beacons to help those find their way in the darkness. She is seen as an artistic spirit, often drawing pictures in the heavens with her lights, forming constellations in the night sky. She is responsible for overseeing the winter months, when the nights are the longest.  


Number: 17


Draconic Association: Silver


Common Aspect: The Maiden of White


Tenets


♦Fear not the darkness, and seek the light within it.  


♦Look to me when you are lost. I shall guide you.  


♦Have faith in the stars. They will not betray you.  




The Temperance (Unaligned Deity/Domains: Creation, Destruction, Sea)


Temperance represents a need for balance in all things, great and small. She is the natural cycle of creation and destruction that goes hand in hand. The creation of a new town may give thanks to Temperance for her gift, while another with pray for Temperance's forgiveness when their home faces the threat of destruction. Temperance is also associated with the sea, for the waters of the world both nurture and give life to all things, yet slowly erode that same life over time with every crest of a wave.  


Number: 14


Draconic Association: Cobalt


Common Aspect: The Water Sprite


Tenets


♦Hold creation in high esteem. It is the first step to that which is new.  


♦Destruction is a natural part of existence. That which falls does so to give way to the next existence.  


♦Change is the only constant. Respect the old and adopt the new with equal values.  




The Wheel of Fortune (Unaligned Deity/Domains: Arcana, Fate, Luck)


Called the Mistress of Luck, Fortune is the goddess of fates, and a keeper of magical lores. She oversees the future paths, and grants luck to a select few solely on a whim. Of all of the Goddesses that make up the Six Muses, she is the most fickle, giving and taking as she sees. While most of her fellow gods believe her to be too flighty in her duties, she is steadfast, and will do what must be done to bring about the "True Future". What that future entails is known only to her.  


Number: 10


Draconic Association: Purple


Common Aspect: The Ouroboros


Tenets


♦Waste not the gifts given to you. To squander your luck is to deny yourself your own destiny.  


♦Use all that has been given to you. Even the smallest of benefits can be enough to turn the wheel in your favor.  


♦Respect the outcome of all endeavors. Fate can be changed, but not denied.


 


~*~


 


The Free Ones (Unaligned Pantheon)


The Free Ones are a group of deities that do not fall in line with any other Pantheon's goals at large, and instead pursue their own interests. While this makes them seem uncontrollable, and potentially dangerous, their intentions are usually with the best for their followers in mind. The Free Ones do not share a common ground between them, making this pantheon a group of individual gods acting of their own accord rather than as a unit. 


 


The Hermit (Unaligned Deity/Domains: Change, Sun, Wilderness)


Hermit is an elder deity that existed in the cosmos before Akashia was even created. Considered the oldest of all of the gods that dedicate themselves to the planet, Hermit took an interest in the flow of time on the mortals world and how it changes things. He brings change through the rising of the sun, and ensures that changes brought about by man doesn't disrupt the natural parts of the world by devoting and defending the wilderness outside of their influence. Hermit is mostly a watcher, dedicated to seeing events unfold.  


Number: 9


Draconic Association: Brown


Common Aspect: Father Time


Tenets


The passing of time cannot be stopped. Observe each moment carefully, for it is the last it will ever occur.  


The sun rises only once each day. Show her the uniqueness of each second of your life.  


Protect the wild places, lest one day they take back what was once theirs. 


 


The Death (Unaligned Deity/Domains: Death, Fate, Strife)


The god of the end, and the protector of souls. Death ensures that all living things find their rest before their souls are reborn into the world again. He guides the souls to the Shadowfell, where they await their time to return to the land of the living once more. Death serves the ideal that all things must one day perish, and has dominion over this final fate that all living beings are tied to. He also has control over strife, bringing ruin and devastation to those people and places who have stepped beyond their boundaries.  


Number: 13


Draconic Association: Cobalt


Common Aspect: The Grim Reaper


Tenets


Death comes for us all. It is only a matter of time.  


Do not fight the end. All things must pass through the veil to be reborn pure.  


Pain is part of the transition. Embrace it wholly.  




The Chariot (Good Aligned Deity/Domains: Freedom, Protection, War)


Of all the free ones, Chariot gives his interest to the growth and potential of mortals the most. He teaches them to live freely, away from the shackles of anything that would keep them down. He encourages fair government that grants people the right to choose for themselves, and encourages all people to protect their own rights and lives. Chariot is an embodiment of War, and represents the side that fights for freedom in a battle. At times, he will introduce himself on the battlefield to aid in those incapable of protecting their own freedom.  


Number: 7


Draconic Association: Grey


Common Aspect: The Soldier in Arms


Tenets


Protect yourselves from the grasp of the tyrant.  


Only free men are truly alive.  


Salvation can only be found through battle. Do not fear the fight ahead.  




The Strength (Unaligned Deity/Domains: Destruction, Madness, Strength)


The wild and unconquerable Strength is the most unpredictable of the Free Ones. What Strength wants, he takes. What he doesn't want, he gives. What he hates, he destroys. What he loves, he creates. Strength represents a natural strength that all creatures have to do the very same, but at the same time, he represents such strength in a manner that has no discipline. His power affords him control over the domain of destruction, which he uses to crush those that oppose him soundly, but he also has domain over the sphere of madness, flying into fits of rage at a moments notice. Strength sees worship from both those who seek his power for good and evil, and answers almost indiscriminately at times.  


Number: 11


Draconic Association: Iron


Common Aspect: King Leo


Tenets


Might is right.  


That which is weak is to be discarded.  


Fear not your own power. Only in drowning in it do you become free.  




The Lovers (Unaligned Deity/Domains: Love, Sea, Trickery)


The Lovers are a brother and sister, two gods that serve a single idea, to unite two individuals in romance. The Lovers are fickle, and often argue with one another on their goals, but somehow always seem to mend their ties and bring their gifts back to the world. They often use trickery to accomplish their goals, proving how unpredictable love can truly be. They also have domain over the sea, believing that the crest of every wave represents how the heart can pull one from one love to the next and back again.  


Number: 6


Draconic Association: Mercury


Common Aspect: The Object of Affection


Tenets


Love unconditionally. All things have beauty to behold.  


Let your love be like the sea, and let each wave pull even more into your embrace.  


Let your love foster love in others. 


 


~*~


 


The Curses (Chaotic Evil Aligned Pantheon)


Gods of domination, destruction and corruption. The Curses are evil gods who, while not always working in collusion with one another, seek to pervert the world with their own ideals rather than to let the world run its course and guide it through their teachings. They often take a vested interest in the world, using their followers to spread their influence to the planet and beyond.  




The Devil (Evil Aligned Deity/Domains: Torment, Tyranny, War)


Some gods dream of their subjects flourishing and giving thanks to them for all they have. Devil, however, dreams of ruling all things in the cosmos with an iron fist. His ambitions caused him to spur an uprising against the other gods following the Dawn War, but his plans were defeated. Though he is now bound in a limbo that exists out of the reach of most creatures, Devil's influence still has hold with his children, the denizens of the Nine Hells, as well as his exarch Therion, the ruler of them all.  


Number: 15


Draconic Association: Mithral


Common Aspect: The Great Beast


Tenets


Obey, or die.  


Spread my influence far and wide, so that I may one day be free.  


Punish the other gods and their followers for their impudence.




The Judgment (Chaotic Evil Aligned Deity/Domains: Death, Poison, Undeath)


The goddess Judgment was once a pure soul, but constant battles against the Primordials in the Dawn War corrupted her, physically and mentally. No one can say for certain what drove her to madness, but her focuses shifted to violence, poison, and the birth of undead abominations. She is convinced in her deranged mind that the world is still in grave danger, and the only way to save it is to condemn it to a dark husk of its former self. One can only guess what madness drives her actions now.  


Number: 20


Draconic Association: Black


Common Aspect: The Black Widow


Tenets


The universe is dead. Hasten its realization of this fact.  


Bathe the world in my venom, that I may give it the sweet release it needs.  


Undeath is a state of transition to true purity. Welcome it as a caterpillar would its own cocoon.  




The Hanged Man (Evil Aligned Deity/Domains: Justice, Luck, Vengeance)


Born to the universe from a need to dispense justice, The Hanged Man was judge, jury and executioner. But his methods were cruel and sinister, and his guilt for the way he twisted law was non existent. As punishment, he was eventually tried himself by Justice, and imprisoned in the far reaches of the cosmos where no mortal creature had ever dared to look. The Hanged Man desires vengeance for what he feels was an injustice upon him, and continues to use his followers to do his work in his name, as well as search for the means to free him from his chains so that he may slay Justice with his own hands.  


Number: 12


Draconic Association: Brass


Common Aspect: The Desperado


Tenets


Woe to the guilty. Dispense punishment to them as needed.  


Justice is a fickle element. Innocence is not always assured.  


Crush those that betray you and your laws without hesitation.  




The Fool (Chaotic Evil Aligned Deity/Domains: Madness, Trickery, Wilderness)


Few of the Curses practice evil for evils sake. The Fool, however, believes there is no greater reason to cause pain and suffering in the world than because it can be done. A deity of pure derangement, few understand what, if anything, drives The Fool on. Perhaps there is a method and meaning to his madness despite his known doctrine, or perhaps he is just as crazy as he makes himself out to be. Where he walks, chaos and destruction follows, and the madness he exudes poisons the minds of those he comes into contact with, driving them just as insane as he is.  


Number: 0


Draconic Association: Copper


Common Aspect: The Dark Vagabond


Tenets


All things are fleeting. Destroy it all.


Release yourself to the chaos of your soul.


Let nothing control your actions. Be as free and fickle as the wind, and as rampant and destructive as the hurricane.  




The Tower (Chaotic Evil Aligned Deity/Domains: Storm, Strife, Torment)


The Tower was never given true form. Most believe he is not a true god in the most common sense of the word, but the result of the essences of a now forgotten god and a primordial merging into one. Regardless of what brought this being of pure strife into the cosmos, The Tower spreads fear and discontent wherever his influence reaches. Some believe he is using the terror he wreaks in the mortal realms to construct a genuine body for himself, but until the time that such theories are answered, none of the gods can protect the world from the unseen essence of this wicked entity.  


Number: 16


Draconic Association: White


Common Aspect: The Terrible Spire


Tenets


♦Joy has no place in the world.


♦Become a storm, and crush all that stands before you.


♦Bring pain and suffering to the land in my name. Those that survive are the only worthy ones.


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2 years ago  ::  Jul 02, 2011 - 6:20PM #2
sciborg3
Date Joined: Oct 12, 2007
Posts: 743
I'm still going through this, but I like that the gods are based on the Tarot Deck. I'm curious as to how that impacts your campaign world. I also like that the Emperor and Empress represent qualities like courage for person vision of good and eye-for-eye justice. It makes them different from the usual Lawful Good gods that oversee such things a lot of times.

The Magician as a god of free will is interesting - does he oppose prophecy/fate? If a king was destined to be crowned/killed, would he try to oppose the event from happening because it twists the events of mankind so their decisions mean little and less? (heh, I get pretty obsessive about Fate-breaking, recently wrote up a group dedicated to it!)

Interesting also that Judgement and the Tower are evil. How does that change the nature of your world?

I don't have a pantheon of gods or higher beings at the moment, but I do have an organization that wants to be like gods and create infinite universes.
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2 years ago  ::  Jul 02, 2011 - 10:14PM #3
ToeSama
Date Joined: May 4, 2008
Posts: 1,341
Thanks^_^

The fact that they're based on the major arcana doesn't really impact the world too terribly different than any other pantheon could change another world. It does make the concept of tarot decks a more religious item though.

Fate in my world is more of a subjective sort than a definite sort. An outcome can change in an instant, but the result of that change cannot be denied. In this, there's not much reason for Magician to oppose the gods of fate, for it is within the scope of mortals to alter their own fates through their free will. I suppose it kinda makes Magician and Fortune/Death share a vested interest in the results of mortal decisions, though each in their own way.

Judgment's tarot meaning is about rebirth and resurrection in part. If that were to be perverted in nature, it makes for a perfect god of undeath. We've not had a real big run in with the dedicated of Judgment in the campaign, so the way it affects the world at large is still unknown, but she is the creator of the Driders, making the Drow of my world opposed to her.

Tower being evil is based on the interpretations that the card represents trouble and disillusionment, so not much of a change from a widely accepted norm there.

I like the idea of your "Architects of Infinity". Their efforts seem something that would go great in an aberration campaign ^_^
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2 years ago  ::  Jul 04, 2011 - 10:59AM #4
Deliverance
Date Joined: Dec 22, 2009
Posts: 23
I like how you base your deities on the tarot deck. Reminds me of the Deck of Dragons and its Houses in the Malazan Book of the Fallen. Perhaps you can use a tarot deck in your world both as a means of divination and as a way to see how the various gods interact with each other at the moment. Similar to how the Deck of Dragons is used in the series.

For my world I have created original religions, only one is more or less finished. The others are not much more than a concept and a few notes. The finished one is based around a goddess of life and death, with inspiration from Indian religions, such as karma and reincarnation as well as various cults from ancient times. Mostly Ishtar/Innana from Mesopotamia.

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2 years ago  ::  Jul 04, 2011 - 11:37AM #5
Eldrazor
Date Joined: Dec 28, 2010
Posts: 500
I use the core gods, basically because of my inexperience at the beginning of the campaign and because it's easy. Next to that, you don't need to create channel divinity powers for each god.

I might introduce a new god or new gods somewhere later in the campaign, just because conflicts between gods are pretty sweet and epic. 
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2 years ago  ::  Jul 04, 2011 - 10:43PM #6
ToeSama
Date Joined: May 4, 2008
Posts: 1,341

Jul 4, 2011 -- 11:37AM, Eldrazor wrote:

I use the core gods, basically because of my inexperience at the beginning of the campaign and because it's easy. Next to that, you don't need to create channel divinity powers for each god.




I apply existing mechanical benefits that are linked with deities in existing settings with mine and just go from there. No need to over work yourself if you're only doing it for the fluff. The crunch exists to be used after all, and I trust it to be more balanced in design than my stuff is.

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2 years ago  ::  Jul 14, 2011 - 11:56PM #7
DeathByDonut
Date Joined: Aug 27, 2008
Posts: 133
I have been DMing for many many years now and have always built homebrew worlds. My newest Homebrew world has been quite the undertaking. I have been trying to make it feel more organic in relation to things we know in the real world.

Different areas of my world are inhabited by diverse and varied peoples. The religions are varied and vast amongst my world. I have about 13 different regions of the world that are inhabited by different kingdoms and the like. Each of these areas have different governments, religions, and peoples.

Each religion is completely unique of another. I have some areas that believe in only animism, or are monotheistic, but the majority are polytheistic however there's a different pantheon of deities based on the theme and peoples of each the country. I have built about 8 different pantheons for each of the polytheistic regions. This let's me completely build each region and people completely separate of each other, which is more organic and in tune with the real world.

The deities of my world are mostly demigods, or minor gods who can only affect areas where their worshipers inhabit. So missionaries are common traveling around the world, however most cultures aren't happy when a missionary comes and tells them their gods are bad and their god is good.

My governments are similar, some are democratic, monarchies, oligarchies, magogracies, theocracies.

Just my example of the world I am homebrewing. Happy DMing.
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2 years ago  ::  Jul 15, 2011 - 5:42AM #8
milkducks
Date Joined: Jul 18, 2009
Posts: 165

When I use the deities from the books, I tend to mash them all together in whatever way fits best.  I'm running a campaign set in the Raining City of Strasa (a homebrew world developed right here on the Campaign and Adventure Workshop forum), which is considered holy to the followers of Kord.  It is also considered holy to the tribes of the northern plains, who also worship Kord, although, they know him as "Talos" (the god of Storms, Chaos, and Destruction from Forgotten Realms).  Sometimes, these barbarians travel south to Strasa on sacred journies.  They basically worship the same god, but they know him by different names, and they follow different aspects of his teachings.

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2 years ago  ::  Jul 15, 2011 - 8:49AM #9
vman3force
Date Joined: Mar 12, 2009
Posts: 130
In the setting I am currently developing, magic doesent work in the conventional sense. In order to channel the energy you have to use either one of two types of syphon: a rare mineral called vestimite or the will of a deity. If one chooses to go the way of the deity, the magic one casts must follow the ordinances of the deity one is pacted to.

In the region that the game takes place in there are two gods: Nondala, the god of nature, and Nefir, the god of civilization. The two gods are in a centuries old battle for dominance of the territory, which is reflected in the war of conquest that is being waged between the civilized lands and the neighboring wilds.

Neither god is necessarily good or evil, the campaign will be more political in orientation with an emphasis on differing ideals causing contention. 
~
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2 years ago  ::  Jul 16, 2011 - 8:31AM #10
Vlazreus
Date Joined: May 22, 2010
Posts: 17
I build a completely new set of gods for mine. my pantheon isn't entirely finished yet, and its complicated by the fact that almost the entire old pantheon is wiped out between the 4th and 6th ages. the 7th age is godless, and the 8th&9th ages lack a centralized pantheon and have scattered random deities.

In the beginning there are the  Dvalein (second-born, children of the titans) who form a single pantheon and rule the world. after the Demon war (sorry for referencing internal lore events that you have no clue what I'm talking about) Scarroth (brother of the overgod, leader of heavens armies) and his followers turned on their brethren and attempted to take over. they were cast down and became the evil pantheon. both sides tend to deal in absolutes and there are very few neutral gods. the good gods are actually good, overflowing with benevolence and all that, and the evil gods really are bad, and the forces both sides embody reflect that. there are a few gods that are super-powerful demons, or ascended mortals, or dragons, or other things rather than being the race of the Dvalein.

I'm working on fully fleshing out both pantheons. there's some interesting stuff, but its too much to write all at once. 
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