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How to make a believable pantheon for a homebrew world.
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<blockquote data-quote="GMMichael" data-source="post: 6199025" data-attributes="member: 6685730"><p>For an organic method of religion creation, use a timeline. Your timeline will need parallel lines for each humanoid (or believer) culture that springs up, or dies.</p><p></p><p>- The earliest culture(s) will either have a religion that is comparable to their understanding of science (e.g. the sun is the bringer of life) or one directly handed to them by their predecessors: gods, monsters, or aliens.</p><p></p><p>- Each new culture will either adopt an old religion, modify an old religion, start a new religion*, or not need a religion because they have direct contact with, let's call them, GAMs (gods, aliens, or monsters). (*A new religion is swallowed easiest if it bears similarities to previous religions).</p><p></p><p>- Continue this, somewhat lengthy, process until you've reached your contemporary game world.</p><p></p><p>When super-human power is evident in the world, it has to be explained. Some will say it's a force of nature, some will say it's a power beyond nature, and some will say it's from gods. Unless your world has churches where actual gods come down to pet their followers, there will be those who dispute which, or whether, gods are behind that power.</p><p></p><p>False religions could be fun, but keep in mind that if some religions seem to have divine favor, and some don't, then the latter religions won't have a lot of followers anyway. Unless, well, those fake religions turn out to be profitable...</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6199025, member: 6685730"] For an organic method of religion creation, use a timeline. Your timeline will need parallel lines for each humanoid (or believer) culture that springs up, or dies. - The earliest culture(s) will either have a religion that is comparable to their understanding of science (e.g. the sun is the bringer of life) or one directly handed to them by their predecessors: gods, monsters, or aliens. - Each new culture will either adopt an old religion, modify an old religion, start a new religion*, or not need a religion because they have direct contact with, let's call them, GAMs (gods, aliens, or monsters). (*A new religion is swallowed easiest if it bears similarities to previous religions). - Continue this, somewhat lengthy, process until you've reached your contemporary game world. When super-human power is evident in the world, it has to be explained. Some will say it's a force of nature, some will say it's a power beyond nature, and some will say it's from gods. Unless your world has churches where actual gods come down to pet their followers, there will be those who dispute which, or whether, gods are behind that power. False religions could be fun, but keep in mind that if some religions seem to have divine favor, and some don't, then the latter religions won't have a lot of followers anyway. Unless, well, those fake religions turn out to be profitable... [/QUOTE]
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