PhoenixPhyre
2016-08-30, 06:27 PM
I've been building a world (mainly for D&D games). As part of the recent backstory, there was a catastrophe that (among other things) resulted in almost all the gods sacrificing themselves to hold the universe together. That means all those gods need to be replaced. As it stands, I have the following hierarchy:
At the highest level are the four deities chosen to survive the cataclysm. They are known as the Maker, The Preserver, The Judge, and The Unmaker. Collectively they are The Four. They are rarely worshiped by mortals as they do not concern themselves with the mortal plane and so do not grant spells or benefits. Their sole concern is the maintenance of the Great Mechanism that redistributes Aether (soul-stuff, the source of magic and new life) around the cosmos. If the other gods act in ways that threaten another cataclysm, the three step in and squish them.
The Heavenly Congregation: These 16 gods (the culture and universe have a thing for the number 4) make up the gods that mortals worship normally. Each one has a set of responsibilities assigned by the Four--in return for watching over and coordinating these domains the Congregants gain direct access to the power flowing from the Great Mechanism. Since alignment isn't a thing in this universe, no alignment is specified. Each one has plots and plans, involving mortals as chess-pieces. They don't tend to share much information as to the internal dynamics of the Congregation with mortals, so little is known.
Below the Congregation are the entities collectively known as the Chorus. These are anything from strong-willed mortal souls that have found a niche on the Astral Plane to ascended demigods (and many other things). There are many many of these. They mainly get their power by working for members of the Congregation. I haven't fleshed them out very much.
OK, having talked about that, the part I need other eyes to look at is the religions of the Congregation. I've reproduced below a list of the Congregants, their domains, and the top 3 tenants of their religion. Am I missing anything important? Any major holes or incongruities? The last two domains (the italicized ones) are the mechanical 5th edition cleric domains most associated with that god.
(Lust. Sexuality. Beauty. Art/Music. Life, Trickery)
o Beauty is Truth and Truth, Beauty.
o Follow your passions—restraint is unworthy.
o Defeat your enemies by tricking them into thinking you’re weak and stupid.
(Untimely death, murder. Patron of assassins. Death, Trickery)
o The mission comes first. Accomplish it regardless of the means necessary.
o Destroy free-willed undead wherever they are found. Use of controlled undead is an acceptable means to that end.
o Preserve the established order by killing those who would cause chaos.
(Commerce. Wealth. Knowledge, Trickery)
o The rich are rich because they’re worthy.
o Make your own luck—cheat if you have to. Just don’t get caught.
o Fate is fickle. Be ready for upsets and downturns.
(Mountains. The earth. Patron of the Dwarves. Knowledge, War)
o The stone abides. Endurance is the highest virtue.
o The stone remembers. Trust is earned and easily squandered.
o The stone stands firm against the storm. Defend clan and honor no matter the cost.
(Wilderness. Travelers. The Hunt, Nature, Trickery)
o The spoils of the hunt go to the careful.
o Kill or be killed. No mercy, no forgiveness.
o Cull the weak from the pack.
(The forge. Technology. Patron of Smiths. Knowledge, Tempest)
o Creation is the highest devotion.
o Nature must serve man, not man nature.
o Create for the sake of creation—don’t hoard your knowledge.
(Harvest. Agriculture. The Moon. Night. Knowledge, Nature)
o You plant what you harvest (consequences).
o Patiently prepare for all foreseeable consequences.
o No matter the task, do your best work.
• (Timely death. Endings. Winter. Death, Life)
o Heal those that can be healed. Bring a painless end to those who cannot.
o Lay the undead to rest. Suffer not the lich to live.
o Respect the dead and their resting places
(The home. Domesticity. The Hearth. Life, Light)
o Violence must be the last resort, and only to defend the defenseless.
o Clergy should not benefit at the expense of others. Vow of poverty.
o Marriage and family are paramount. Clergy are expected to be married and have many children.
• (Change, Chance. Trickery, War)
o Break the chains of tradition and law
o Obey laws only to prove their absurdity
o Afflict the comfortable, comfort the afflicted.
(Tyranny, Control. Power. War, Tempest)
o Seek freedom through controlling self and others.
o The strong deserve to rule over the weak.
o Only in strict hierarchy is there order.
(Growth. Beginnings. Spring. Life, Nature)
o Protect children and foster new growth.
o A kind word and a cheerful heart please me.
o Be gentle to the cute little critters.
(Oceans. Cold. Storms. Nature, Tempest)
o Have no pity for the weak.
o Defend the wild spaces.
o All men are equal before the storm. No inherent respect for tradition or authority.
(the Sun, Honorable Battle, Summer. War, Light)
o Be loyal to those in authority.
o Meet the enemy head on to prove your faith.
o Be willing to die before letting the weak suffer.
(Arcane Magic. Arcana, Knowledge)
o Knowledge is power. Preserve it wherever possible.
o Anything or anyone who threatens another cataclysm must be eliminated.
o Maintain an open mind—all truth is truth and should be respected regardless of the source.
(Justice, Law. Light, Knowledge)
o Let justice be done, though the heavens fall.
o Respect not the man of power.
o Tell no lies. This includes lies of omission.
Any feedback would be welcome. More information on the setting can be found at http://ofmythicalbeasts.blogspot.com/
At the highest level are the four deities chosen to survive the cataclysm. They are known as the Maker, The Preserver, The Judge, and The Unmaker. Collectively they are The Four. They are rarely worshiped by mortals as they do not concern themselves with the mortal plane and so do not grant spells or benefits. Their sole concern is the maintenance of the Great Mechanism that redistributes Aether (soul-stuff, the source of magic and new life) around the cosmos. If the other gods act in ways that threaten another cataclysm, the three step in and squish them.
The Heavenly Congregation: These 16 gods (the culture and universe have a thing for the number 4) make up the gods that mortals worship normally. Each one has a set of responsibilities assigned by the Four--in return for watching over and coordinating these domains the Congregants gain direct access to the power flowing from the Great Mechanism. Since alignment isn't a thing in this universe, no alignment is specified. Each one has plots and plans, involving mortals as chess-pieces. They don't tend to share much information as to the internal dynamics of the Congregation with mortals, so little is known.
Below the Congregation are the entities collectively known as the Chorus. These are anything from strong-willed mortal souls that have found a niche on the Astral Plane to ascended demigods (and many other things). There are many many of these. They mainly get their power by working for members of the Congregation. I haven't fleshed them out very much.
OK, having talked about that, the part I need other eyes to look at is the religions of the Congregation. I've reproduced below a list of the Congregants, their domains, and the top 3 tenants of their religion. Am I missing anything important? Any major holes or incongruities? The last two domains (the italicized ones) are the mechanical 5th edition cleric domains most associated with that god.
(Lust. Sexuality. Beauty. Art/Music. Life, Trickery)
o Beauty is Truth and Truth, Beauty.
o Follow your passions—restraint is unworthy.
o Defeat your enemies by tricking them into thinking you’re weak and stupid.
(Untimely death, murder. Patron of assassins. Death, Trickery)
o The mission comes first. Accomplish it regardless of the means necessary.
o Destroy free-willed undead wherever they are found. Use of controlled undead is an acceptable means to that end.
o Preserve the established order by killing those who would cause chaos.
(Commerce. Wealth. Knowledge, Trickery)
o The rich are rich because they’re worthy.
o Make your own luck—cheat if you have to. Just don’t get caught.
o Fate is fickle. Be ready for upsets and downturns.
(Mountains. The earth. Patron of the Dwarves. Knowledge, War)
o The stone abides. Endurance is the highest virtue.
o The stone remembers. Trust is earned and easily squandered.
o The stone stands firm against the storm. Defend clan and honor no matter the cost.
(Wilderness. Travelers. The Hunt, Nature, Trickery)
o The spoils of the hunt go to the careful.
o Kill or be killed. No mercy, no forgiveness.
o Cull the weak from the pack.
(The forge. Technology. Patron of Smiths. Knowledge, Tempest)
o Creation is the highest devotion.
o Nature must serve man, not man nature.
o Create for the sake of creation—don’t hoard your knowledge.
(Harvest. Agriculture. The Moon. Night. Knowledge, Nature)
o You plant what you harvest (consequences).
o Patiently prepare for all foreseeable consequences.
o No matter the task, do your best work.
• (Timely death. Endings. Winter. Death, Life)
o Heal those that can be healed. Bring a painless end to those who cannot.
o Lay the undead to rest. Suffer not the lich to live.
o Respect the dead and their resting places
(The home. Domesticity. The Hearth. Life, Light)
o Violence must be the last resort, and only to defend the defenseless.
o Clergy should not benefit at the expense of others. Vow of poverty.
o Marriage and family are paramount. Clergy are expected to be married and have many children.
• (Change, Chance. Trickery, War)
o Break the chains of tradition and law
o Obey laws only to prove their absurdity
o Afflict the comfortable, comfort the afflicted.
(Tyranny, Control. Power. War, Tempest)
o Seek freedom through controlling self and others.
o The strong deserve to rule over the weak.
o Only in strict hierarchy is there order.
(Growth. Beginnings. Spring. Life, Nature)
o Protect children and foster new growth.
o A kind word and a cheerful heart please me.
o Be gentle to the cute little critters.
(Oceans. Cold. Storms. Nature, Tempest)
o Have no pity for the weak.
o Defend the wild spaces.
o All men are equal before the storm. No inherent respect for tradition or authority.
(the Sun, Honorable Battle, Summer. War, Light)
o Be loyal to those in authority.
o Meet the enemy head on to prove your faith.
o Be willing to die before letting the weak suffer.
(Arcane Magic. Arcana, Knowledge)
o Knowledge is power. Preserve it wherever possible.
o Anything or anyone who threatens another cataclysm must be eliminated.
o Maintain an open mind—all truth is truth and should be respected regardless of the source.
(Justice, Law. Light, Knowledge)
o Let justice be done, though the heavens fall.
o Respect not the man of power.
o Tell no lies. This includes lies of omission.
Any feedback would be welcome. More information on the setting can be found at http://ofmythicalbeasts.blogspot.com/