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The cosmology of your homebrew campaign
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<blockquote data-quote="Fenris-77" data-source="post: 8492104" data-attributes="member: 6993955"><p>The cosmology for my most recent setting was a pretty simple civilization/forces of man versus entropy/the wilds. This is a game with no playable races other than human, so I'd have to worry about multiple pantheons.</p><p></p><p>The Five are the Gods of man (forgive the pronoun), or perhaps more pointedly the gods of human culture. They are Hearth Mother (top of the pantheon) and her husband the Blind Weaver, and their three children the Huntress, the Smith and the Farmer. Each of these Ur-gods have many aspects and variants worshipped at different times and by different people. I didn't set out any of those specifically as that's the design space set out to make the setting replayable and also to allow the players to essentially design their own god if they wanted (there's no mechanical difference, it's currently run with Black Hack). For a given game I'll roll out some aspects that make sense given he characters, theme and whatnot.</p><p></p><p>The other side of the coin are the gods of the Dark and the deep wild. These I leave less well sketched, again to maintain replayability. The basic list is the gods and goddesses of the Deep Wild, the Sea, Wrath, Corruption and the like. I usually flesh out one or two as needed for a given campaign. Nature gods would mostly fit here, although I usually have aspects of the five that cover some of that same ground. The conflict between two aspects of the same thing, one of the Five and one of the Dark, is a great source of story stuff.</p><p></p><p>This isn't a good versus evil sort of arrangement at all. The Five represent human culture and the struggle against the encroaching wild and dark. Aspects is where you might get into good and evil if you wanted to go that route. The gods of the Dark aren't evil, although some of them might be seen like that, but are rather the gods of things that are <em>not</em> human, and so probably at least don't care about humans ranging to active antipathy.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8492104, member: 6993955"] The cosmology for my most recent setting was a pretty simple civilization/forces of man versus entropy/the wilds. This is a game with no playable races other than human, so I'd have to worry about multiple pantheons. The Five are the Gods of man (forgive the pronoun), or perhaps more pointedly the gods of human culture. They are Hearth Mother (top of the pantheon) and her husband the Blind Weaver, and their three children the Huntress, the Smith and the Farmer. Each of these Ur-gods have many aspects and variants worshipped at different times and by different people. I didn't set out any of those specifically as that's the design space set out to make the setting replayable and also to allow the players to essentially design their own god if they wanted (there's no mechanical difference, it's currently run with Black Hack). For a given game I'll roll out some aspects that make sense given he characters, theme and whatnot. The other side of the coin are the gods of the Dark and the deep wild. These I leave less well sketched, again to maintain replayability. The basic list is the gods and goddesses of the Deep Wild, the Sea, Wrath, Corruption and the like. I usually flesh out one or two as needed for a given campaign. Nature gods would mostly fit here, although I usually have aspects of the five that cover some of that same ground. The conflict between two aspects of the same thing, one of the Five and one of the Dark, is a great source of story stuff. This isn't a good versus evil sort of arrangement at all. The Five represent human culture and the struggle against the encroaching wild and dark. Aspects is where you might get into good and evil if you wanted to go that route. The gods of the Dark aren't evil, although some of them might be seen like that, but are rather the gods of things that are [I]not[/I] human, and so probably at least don't care about humans ranging to active antipathy. [/QUOTE]
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