StandardDeviant
2015-09-04, 03:05 PM
Hi, Gang! I'm building a world for a Pathfinder campaign. It needs a pantheon. I'd like to throw out what I've got so far for comment and critique. This is absolutely a work-in-progress, with very little underlying mythology. I'm mostly wondering whether there are any rules- or character-related issues that need to be addressed. Is this a good distribution of domains? Favored weapons? Or is the whole shebang just too boring for words and ought to be punted? I'll spoiler a couple of things below, to mitigate wall-o-text shock. :smallsmile:
A bit of background: the campaign world's version of classical antiquity is a dwarven empire. Imagine Rome carved out of a mountain and armies of short, hairy legionnaires, and you'll get the idea. The pantheon detailed below represents their major divinities. The empire is long gone, but its religion lives on in most of the territories it used to control, which is a very large region, indeed.
This imagined history led me to develop a vaguely Classical pantheon. There are twelve major gods, collectively known as the Constellates, as each governs (in a vaguely astrological sense) a constellation. As with the gods of classical antiquity, the gods may be worshiped en masse or individually, as appropriate.
I don't doubt that the world will ultimately feature an assortment of demigods, ascended heroes, hemi-demi-semigods, and other oddities. Races without a "classical" heritage, monstrous humanoids in particular, have their own deities. But all of those are on my "design as necessary" list.
Aspects of Divinity
Each of the Constellates has an Ascending and Descending form—a deliberate misapplication of astrological terminology. The ascending forms are the primary way in which the gods are described, understood and worshipped. The descending aspects embody the deities as seen in a dark mirror. They are similar, but nastier, their influences perverted or taken too far. So Cassus, god of the hunt, turns to hunting people, becoming the patron of murder. Rall, the god of justice and law, turns to tyranny.
Descending aspects are designated by affixing "ek-" to the deities' names and eliding here and there. This seemed preferable to coming up with a whole new slate of names and hoping I (and my players) remember them. Also, it calls out the fact that the descending aspects are not, in fact, separate deities, merely their dark faces.
This feels right from a narrative perspective. Devotees of a particular god might well invoke their god's descending aspect in secret or in need, to attract or avert his or her influence. There's fun potential here for secret dark cults.
The devil is in the mechanics. Aspects have differing domains, alignments and so on. My provisional rule of thumb (which may need to be finagled into a clear house rule--any thoughts?) is that a divine caster may temporarily operate according to his/her patron's alternate aspect, switching all relevant features (other than weapon proficiency, which feels like a matter of training rather than divine blessing) if and only if it's story-appropriate. That's easy enough for NPCs. For PCs, the player needs to make a convincing case to me, the GM.
Alignment is a bear, here. I'm leaning towards requiring a character who has switched allegiance between aspects to temporarily interact with the rules as if his or her alignment matched that of the new aspect. Afterwards, the characters' alignment reverts, subject to change depending on how the character behaved during the interim.
The gods are not, as a rule, jealous of their own split personalities, but might require atonement or suchlike for inappropriate behavior whilst under the influence of their dark (or bright) selves.
And with that, may I present the Constellates:
Cassus (N)
Concerns: Hunting
Domains: Animal, Plant, Strength, Travel, Weather
Favored Weapon: Longbow
Descending Aspect: Ekassus (NE)
Concerns: Murder
Domains: Animal, Darkness, Death, Destruction, Evil
Favored Weapon: Dagger
Dicale (CN)
Concerns: Luck
Domains: Chaos, Luck, Madness, Magic, Trickery
Favored Weapon: Light Crossbow
Descending Aspect: Ekdicale (CE)
Concerns: Ill-omen
Domains: Chaos, Luck, Maness, Magic, Trickery
Favored Weapon: Scimitar
Domala (LN)
Concerns: Death, underworld
Domains: Darkness, Destruction, Knowledge, Protection, Repose
Favored Weapon: Scythe
Descending Aspect: Ekdomala (LE)
Concerns: Doom
Domains: Darkness, Death, Destruction, Knowledge, Law
Favored Weapon: Scythe
Eleria (CG)
Concerns: Love
Domains: Charm, Healing, Luck, Protection, Water
Favored Weapon: Shortbow
Descending Aspect: Ekleria (CE)
Concerns: Jealousy
Domains: Chaos, Charm, Madness, Trickery, Water
Favored Weapon: Shortbow
Galla* (LG)
Concerns: Sun, Light
Domains: Fire, Glory, Healing, Noblity, Sun
Favored Weapon: Light Mace
Descending Aspect: Ekalla (NE)
Concerns: Darkness
Domains: Darkness, Death, Evil, Knowledge, Magic
Favored Weapon: Light Mace
Hith (NG)
Concerns: Harvest
Domains: Community, Earth, Plant, Water, Weather
Favored Weapon: Sickle
Descending Aspect: Ekith (NE)
Concerns: Despair
Domains: Earth, Evil, Madness, Water, Weather
Favored Weapon: Sickle
Iag (N)
Concerns: Time; Generation and dissolution
Domains: Artifice, Destruction, Knowledge, Magic, Rune
Favored Weapon: Quarterstaff
Descending Aspect: Ekiag (NE)
Concerns: Decay
Domains: Darkness, Destruction, Knowledge, Magic, Rune
Favored Weapon: Quarterstaff
Jontro (N)
Concerns: Forge, volcanoes, underworld
Domains: Artifice, Earth, Fire, Knowledge, Rune
Favored Weapon: Warhammer
Descending Aspect: Ekontro (NE)
Concerns: Warfare
Domains: Artifice, Earth, Fire, Rune, War
Favored Weapon: Warhammer
Orn (CN)
Concerns: Forests, fertility, tomfoolery
Domains: Air, Chaos, Liberation, Luck, Trickery
Favored Weapon: Short Sword
Descending Aspect: Ekorn (CE)
Concerns: Knavery
Domains: Air, Chaos, Luck, Madness, Trickery
Favored Weapon: Rapier
Rall (LN)
Concerns: Authority, law, justice
Domains: Glory, Law, Nobility, Strength, War
Favored Weapon: Battleaxe
Descending Aspect: Ekrall (LE)
Concerns: Dominance, tyranny
Domains: Death, Earth, Law, Strength, War
Favored Weapon: Battleaxe
Senna (NG)
Concerns: Motherhood, family
Domains: Charm, Good, Healing, Nobility, Protection
Favored Weapon: Longsword
Descending Aspect: Eksenna (NE)
Concerns: Revenge
Domains: Destruction, Evil, Fire, Madness, Strength
Favored Weapon: Dagger
Teia (NG)
Concerns: Wisdom, battle
Domains: Air, Knowledge, Repose, War, Water
Favored Weapon: Spear
Descending Aspect: Ekteia (NE)
Concerns: Secrets
Domains: Air, Artifice, Darkness, Knowledge, Water
Favored Weapon: Quarterstaff
*Galla/Ekalla are an exception to the "dark mirror" pairings of the aspects. Mythologically, they're more like evil twins.
As a final note, let me give a shout out to Frances Yates's Giordano Bruno and the Hermetic Tradition. The notion of gods having competing malign/benign influences derives from Yates's account of Bruno's amazingly bonkers cosmological notions. If you're ever curious about what self-described magicians got up to in the real-world Renaissance, check out this book.
Thanks for reading!. I anxiously await your comments, critiques and ransom demands. Cheers!
A bit of background: the campaign world's version of classical antiquity is a dwarven empire. Imagine Rome carved out of a mountain and armies of short, hairy legionnaires, and you'll get the idea. The pantheon detailed below represents their major divinities. The empire is long gone, but its religion lives on in most of the territories it used to control, which is a very large region, indeed.
This imagined history led me to develop a vaguely Classical pantheon. There are twelve major gods, collectively known as the Constellates, as each governs (in a vaguely astrological sense) a constellation. As with the gods of classical antiquity, the gods may be worshiped en masse or individually, as appropriate.
I don't doubt that the world will ultimately feature an assortment of demigods, ascended heroes, hemi-demi-semigods, and other oddities. Races without a "classical" heritage, monstrous humanoids in particular, have their own deities. But all of those are on my "design as necessary" list.
Aspects of Divinity
Each of the Constellates has an Ascending and Descending form—a deliberate misapplication of astrological terminology. The ascending forms are the primary way in which the gods are described, understood and worshipped. The descending aspects embody the deities as seen in a dark mirror. They are similar, but nastier, their influences perverted or taken too far. So Cassus, god of the hunt, turns to hunting people, becoming the patron of murder. Rall, the god of justice and law, turns to tyranny.
Descending aspects are designated by affixing "ek-" to the deities' names and eliding here and there. This seemed preferable to coming up with a whole new slate of names and hoping I (and my players) remember them. Also, it calls out the fact that the descending aspects are not, in fact, separate deities, merely their dark faces.
This feels right from a narrative perspective. Devotees of a particular god might well invoke their god's descending aspect in secret or in need, to attract or avert his or her influence. There's fun potential here for secret dark cults.
The devil is in the mechanics. Aspects have differing domains, alignments and so on. My provisional rule of thumb (which may need to be finagled into a clear house rule--any thoughts?) is that a divine caster may temporarily operate according to his/her patron's alternate aspect, switching all relevant features (other than weapon proficiency, which feels like a matter of training rather than divine blessing) if and only if it's story-appropriate. That's easy enough for NPCs. For PCs, the player needs to make a convincing case to me, the GM.
Alignment is a bear, here. I'm leaning towards requiring a character who has switched allegiance between aspects to temporarily interact with the rules as if his or her alignment matched that of the new aspect. Afterwards, the characters' alignment reverts, subject to change depending on how the character behaved during the interim.
The gods are not, as a rule, jealous of their own split personalities, but might require atonement or suchlike for inappropriate behavior whilst under the influence of their dark (or bright) selves.
And with that, may I present the Constellates:
Cassus (N)
Concerns: Hunting
Domains: Animal, Plant, Strength, Travel, Weather
Favored Weapon: Longbow
Descending Aspect: Ekassus (NE)
Concerns: Murder
Domains: Animal, Darkness, Death, Destruction, Evil
Favored Weapon: Dagger
Dicale (CN)
Concerns: Luck
Domains: Chaos, Luck, Madness, Magic, Trickery
Favored Weapon: Light Crossbow
Descending Aspect: Ekdicale (CE)
Concerns: Ill-omen
Domains: Chaos, Luck, Maness, Magic, Trickery
Favored Weapon: Scimitar
Domala (LN)
Concerns: Death, underworld
Domains: Darkness, Destruction, Knowledge, Protection, Repose
Favored Weapon: Scythe
Descending Aspect: Ekdomala (LE)
Concerns: Doom
Domains: Darkness, Death, Destruction, Knowledge, Law
Favored Weapon: Scythe
Eleria (CG)
Concerns: Love
Domains: Charm, Healing, Luck, Protection, Water
Favored Weapon: Shortbow
Descending Aspect: Ekleria (CE)
Concerns: Jealousy
Domains: Chaos, Charm, Madness, Trickery, Water
Favored Weapon: Shortbow
Galla* (LG)
Concerns: Sun, Light
Domains: Fire, Glory, Healing, Noblity, Sun
Favored Weapon: Light Mace
Descending Aspect: Ekalla (NE)
Concerns: Darkness
Domains: Darkness, Death, Evil, Knowledge, Magic
Favored Weapon: Light Mace
Hith (NG)
Concerns: Harvest
Domains: Community, Earth, Plant, Water, Weather
Favored Weapon: Sickle
Descending Aspect: Ekith (NE)
Concerns: Despair
Domains: Earth, Evil, Madness, Water, Weather
Favored Weapon: Sickle
Iag (N)
Concerns: Time; Generation and dissolution
Domains: Artifice, Destruction, Knowledge, Magic, Rune
Favored Weapon: Quarterstaff
Descending Aspect: Ekiag (NE)
Concerns: Decay
Domains: Darkness, Destruction, Knowledge, Magic, Rune
Favored Weapon: Quarterstaff
Jontro (N)
Concerns: Forge, volcanoes, underworld
Domains: Artifice, Earth, Fire, Knowledge, Rune
Favored Weapon: Warhammer
Descending Aspect: Ekontro (NE)
Concerns: Warfare
Domains: Artifice, Earth, Fire, Rune, War
Favored Weapon: Warhammer
Orn (CN)
Concerns: Forests, fertility, tomfoolery
Domains: Air, Chaos, Liberation, Luck, Trickery
Favored Weapon: Short Sword
Descending Aspect: Ekorn (CE)
Concerns: Knavery
Domains: Air, Chaos, Luck, Madness, Trickery
Favored Weapon: Rapier
Rall (LN)
Concerns: Authority, law, justice
Domains: Glory, Law, Nobility, Strength, War
Favored Weapon: Battleaxe
Descending Aspect: Ekrall (LE)
Concerns: Dominance, tyranny
Domains: Death, Earth, Law, Strength, War
Favored Weapon: Battleaxe
Senna (NG)
Concerns: Motherhood, family
Domains: Charm, Good, Healing, Nobility, Protection
Favored Weapon: Longsword
Descending Aspect: Eksenna (NE)
Concerns: Revenge
Domains: Destruction, Evil, Fire, Madness, Strength
Favored Weapon: Dagger
Teia (NG)
Concerns: Wisdom, battle
Domains: Air, Knowledge, Repose, War, Water
Favored Weapon: Spear
Descending Aspect: Ekteia (NE)
Concerns: Secrets
Domains: Air, Artifice, Darkness, Knowledge, Water
Favored Weapon: Quarterstaff
*Galla/Ekalla are an exception to the "dark mirror" pairings of the aspects. Mythologically, they're more like evil twins.
As a final note, let me give a shout out to Frances Yates's Giordano Bruno and the Hermetic Tradition. The notion of gods having competing malign/benign influences derives from Yates's account of Bruno's amazingly bonkers cosmological notions. If you're ever curious about what self-described magicians got up to in the real-world Renaissance, check out this book.
Thanks for reading!. I anxiously await your comments, critiques and ransom demands. Cheers!