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General Tabletop Discussion
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How many gods is too many gods?
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<blockquote data-quote="Ovinomancer" data-source="post: 7402936" data-attributes="member: 16814"><p>BLUF: consider building the cultures of your works and then the pantheon that serves them. That way you aren't trying to figure out how to for in worship of this good or that, but instead already have a place but in and just need to sketch some details.</p><p></p><p>My last game had maybe a dozen. They were spread out across 4 main cultures and each was an avatar of a major affect of that culture. They all were, at ame point, mortals ergo ascended to godhood.</p><p></p><p>I built the cultures first and then the gods. The seafaring nation had a god of storms and naval might, a god of death at sea, and a good of fishermen. The military/farming nation that had some nasty treachery in its history had a god of protection and duty, a god of hearth and harvest, as a gid of murder and lies (currently out of favor). My desert culture had a god of tge sun, vengeance, and law abd a goid of the moon, hospitality, and succor, and a god of death, who mediated betwwen sun and moon. The last culture had a living god-emperor who was to oversee the proper order and heirarchy of thousands of minor dieties that caused the natural world to work.</p><p></p><p>It worked a peach. Each pantheon was vital to the culture it served, and each had different factions within the cultures that emphasized certain aspects. </p><p></p><p>My current game is multi-planar in origin and so has whatever gods the player want.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7402936, member: 16814"] BLUF: consider building the cultures of your works and then the pantheon that serves them. That way you aren't trying to figure out how to for in worship of this good or that, but instead already have a place but in and just need to sketch some details. My last game had maybe a dozen. They were spread out across 4 main cultures and each was an avatar of a major affect of that culture. They all were, at ame point, mortals ergo ascended to godhood. I built the cultures first and then the gods. The seafaring nation had a god of storms and naval might, a god of death at sea, and a good of fishermen. The military/farming nation that had some nasty treachery in its history had a god of protection and duty, a god of hearth and harvest, as a gid of murder and lies (currently out of favor). My desert culture had a god of tge sun, vengeance, and law abd a goid of the moon, hospitality, and succor, and a god of death, who mediated betwwen sun and moon. The last culture had a living god-emperor who was to oversee the proper order and heirarchy of thousands of minor dieties that caused the natural world to work. It worked a peach. Each pantheon was vital to the culture it served, and each had different factions within the cultures that emphasized certain aspects. My current game is multi-planar in origin and so has whatever gods the player want. [/QUOTE]
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How many gods is too many gods?
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