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Creating An OGC Setting
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<blockquote data-quote="Yair" data-source="post: 2783528" data-attributes="member: 10913"><p>While I generally agree that the core pantheon is missing some essential parts, I believe it is essential to have widely-worshipped deities that mirror the widely-worshipped PH deities, at least mechanically. Players don't like reading (well, some don't). This way a DM could just say "well, pick a deity from the PH, I'll give you the info on it in the setting later", and ad lib a short explanation before the game commences. Makes life much easier.</p><p>I agree that Nerull, Erythnull, and other such deities are not necessary and their mechanics can be changed. Note that they largely serve different archtypes in my version, though.</p><p></p><p>The pantheon I presented is based primarily on the sun-god archetype on the one hand, and the magic-gods on the other. The sun-god is definitely one of the fundamental archetypes (which I think I managed to twist nicely), and requires an opposite (I used Nerull's stats, but can change them a bit to better fit the archtype). Classically, the sun-god would probably be Lawful and the nemesis Chaotic; I think things actually work better with a NG and NE divide.</p><p>Any pantheon in D&D requires and agricultural deity IMO, which is where my Elhonna comes in (very different archetype from the PH one). The trickster's role is played by my Erythnul, the chaotic sea god by Kord, the goddess of fate by Fharlanghan, Obad Hai remains as the Old Faith but with an elemental focus.</p><p>What I'm saying is I tried to make things fit better into the archetypes, while making the deities distinct from the PH while keeping them close enough for playing purposes. For example, Fharlanghan is still a good deity for travelers and bards.</p><p></p><p>I welcome any modifications, extensions, replacements, or other suggestions you'd want to make.</p><p></p><p></p><p>Actually, you are saying that, as the gods are really based on direct parellels <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> That's perfectly alright, though.</p><p></p><p></p><p>I actually thought it was cool. But I'm not a native speaker.</p><p></p><p></p><p>Yes, I agree here. On all counts.</p><p></p><p></p><p>How did you figure its size?</p><p>Also, why do you think all the nations are on the southern continent? I was under the impression they were on both, especially the Pact of Thrones (hey, I like that name).</p></blockquote><p></p>
[QUOTE="Yair, post: 2783528, member: 10913"] While I generally agree that the core pantheon is missing some essential parts, I believe it is essential to have widely-worshipped deities that mirror the widely-worshipped PH deities, at least mechanically. Players don't like reading (well, some don't). This way a DM could just say "well, pick a deity from the PH, I'll give you the info on it in the setting later", and ad lib a short explanation before the game commences. Makes life much easier. I agree that Nerull, Erythnull, and other such deities are not necessary and their mechanics can be changed. Note that they largely serve different archtypes in my version, though. The pantheon I presented is based primarily on the sun-god archetype on the one hand, and the magic-gods on the other. The sun-god is definitely one of the fundamental archetypes (which I think I managed to twist nicely), and requires an opposite (I used Nerull's stats, but can change them a bit to better fit the archtype). Classically, the sun-god would probably be Lawful and the nemesis Chaotic; I think things actually work better with a NG and NE divide. Any pantheon in D&D requires and agricultural deity IMO, which is where my Elhonna comes in (very different archetype from the PH one). The trickster's role is played by my Erythnul, the chaotic sea god by Kord, the goddess of fate by Fharlanghan, Obad Hai remains as the Old Faith but with an elemental focus. What I'm saying is I tried to make things fit better into the archetypes, while making the deities distinct from the PH while keeping them close enough for playing purposes. For example, Fharlanghan is still a good deity for travelers and bards. I welcome any modifications, extensions, replacements, or other suggestions you'd want to make. Actually, you are saying that, as the gods are really based on direct parellels ;) That's perfectly alright, though. I actually thought it was cool. But I'm not a native speaker. Yes, I agree here. On all counts. How did you figure its size? Also, why do you think all the nations are on the southern continent? I was under the impression they were on both, especially the Pact of Thrones (hey, I like that name). [/QUOTE]
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