Primitive Screwhead
First Post
Hello all, I am looking to build a setting concept into a fully actualized world setting for use in a fantasy RPG using EnWorld's own 'O.L.D.' game system. Below is a quote of the email I sent to my players to stir up excitement for the game.
There are some things I knew out of the gate that I wanted:
- A world full of magical creatures and superstitious rituals... yet blatant magicians are shunned. Magic is relegated to a more occultish, witch doctor approach than 'Tim, the fireball casting sorcerer'
- A points of light setting with ruined cities that are centers of the adventure. Instead of dungeons the primary focus is on wilderness adventures and then 'delves' into the ruins of towns.
- A gritty, non-heroic goal for the main characters. This isn't a game about garnering mounds of gold or basking in the recognition of society. Instead its a game about defeating as much of the evil in the world as you can before you die.
- An abnormal mythos.
That last is why I am posting here. I want the primary mythos to avoid the oft treaded stories of Norse and Greek/Roman mythology. The Malaysian and Filipino religions of old fit the bill quite nicely with animist spirits, demons, giants, and elfs... *but* its very hard to develop a condensed version of their mythos for use in a game.
What I have so far is the immediate-contact level where 'Hantu', or minor elementals and minor demons are doing the bidding of their masters {or just causing havoc on their own}. These monsters are the primary bad guys.
What I don't have is a pantheon for the player who wants to play a cleric
Any theologians, Malaysian-area experts, or random internet personages willing and able to help me flesh out a condensed pantheon?
Thanks in advance!
Setting Intro said:When your grandfather was your age, the Empire spanned the continent. The roads between the farming communities and the cities where well maintained and patrolled. The monsters lived in the depths of the mountains and the dark recesses of the tanglewoods, and even then they were weak. Trade blossomed, the merchant class wielded the power of wealth, and the nobles’ largess was renowned. Colleges and churches were full of eager youngsters seeking learning and arts. It was the good old days.
Then the Empress was assassinated and civil war broke out. At first it was the military battles out on the battle plateaus, in keeping with the Tannahauser Accord. Then in desperation, Duke Leopold led his losing force into New Haven and took the citadel by force, killing all who were in his path. Blood was spilled in the streets and the cities became the battlegrounds. The warriors were too equal, so the Dukes turned to their advisors for power. Some asked for power regardless of the price. Alchemists brewed living death, cabals smithed eldritch weapons, and some called forth creatures from the depths of misery and pain.
Darkness spread across the empire, extinguishing the lights of one mighty city after another. The colleges and churches fell early. Ports and trade routes were next. Bridges and byways were destroyed. And then came the monsters. Out of the depths of the mountains, out of the dark recesses of the tanglewoods. Bigger and stronger than ever before.
In the aftermath, your grandfather helped carve out a small community in a relatively undamaged corner of what was once the Duchy of Cairn. Presumably other places like this one exist, hanging onto a fragile livelihood on the edge of destruction. There is time for naught but the work of keeping the community alive. Keep your eyes open, your blade sharp, and trust no-one whose mother you have not met. Stay away from the ruins, for things cling there. Magic is forbidden, for death always follows.
You have become one of the Walking Dead. Your funeral was a dreary affair, with fewer attending than you expected. It was not your choice, exactly. There was a lottery and your card was drawn. A child had come from outside, alone and starving, pleading for help. Jake killed her, of course. But now the town needs to know if there are others, and if anything is following her it will be up to you to draw its path away from here.
As your steps lead you over the rise, your eyes are drawn back to see the small grouping of houses, huddled against the oncoming night. It is the last time you will see this place. Your new brothers, continue down the path with a grim determination to make that Thing out there pay dearly for the lives that it took. Their lives and yours.
There are some things I knew out of the gate that I wanted:
- A world full of magical creatures and superstitious rituals... yet blatant magicians are shunned. Magic is relegated to a more occultish, witch doctor approach than 'Tim, the fireball casting sorcerer'
- A points of light setting with ruined cities that are centers of the adventure. Instead of dungeons the primary focus is on wilderness adventures and then 'delves' into the ruins of towns.
- A gritty, non-heroic goal for the main characters. This isn't a game about garnering mounds of gold or basking in the recognition of society. Instead its a game about defeating as much of the evil in the world as you can before you die.
- An abnormal mythos.
That last is why I am posting here. I want the primary mythos to avoid the oft treaded stories of Norse and Greek/Roman mythology. The Malaysian and Filipino religions of old fit the bill quite nicely with animist spirits, demons, giants, and elfs... *but* its very hard to develop a condensed version of their mythos for use in a game.
What I have so far is the immediate-contact level where 'Hantu', or minor elementals and minor demons are doing the bidding of their masters {or just causing havoc on their own}. These monsters are the primary bad guys.
What I don't have is a pantheon for the player who wants to play a cleric

Any theologians, Malaysian-area experts, or random internet personages willing and able to help me flesh out a condensed pantheon?
Thanks in advance!