Need help on Cosmology and Naming of the Gods!

blackshirt5

First Post
OK, I'm working on my homebrew world again and I need help with Cosmology and Gods.

Has anyone ever had one location in their world where you can cross over into the Realm of the Gods to meet them? In mine, I'm planning on it being a Mountain called Mount Batista(name subject to change), and then somewhere else to cross into the Underworld and meet the King of the Dead and his servitors; I'm unsure about Hell, as I don't think Hell should have a permanent entrance, but it's still a possibility.

If I do this, should I cut out the planes shifting spells from the spell lists? I don't want players to just be able to get there whenever they want.

Also, has anybody ever had gods that can only be found in on place, or pantheonic wars, in their campaigns? I'm playing with the idea of having the Gods of Evil, who were overthrown by the Gods of Mount Batista; how would you work with that if you were in my shoes?

And has anyone ever had temples that housed "little gods" or gods that had lost most of their power? I have one god written up for my campaign, Ogriath, the God of Ogres, who was almost killed in the War of the Gods and was bound into two statues in his temple by his former servants; the evil ogres(as opposed to the good ones who sided with the Gods of Light) consumed what power was left over and became the Ogre Magi(who take an important place in the setting).

Also, can anybody help me out with names for the gods? I'm running out of ideas.
 

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Also, can anybody help me out with rules for Gods, other than Deities and Demigods? Part of the idea for my campaign is that the gods Are Not Unbeatable. They can be tricked and, at high levels, maybe even bested, especially some of the smaller gods, like Ogriath. Should I just stat them up as unique and powerful Outsiders?
 

Well I can tell you How I made the things work IMC. Of course it's maybe not the way you want to go.

In every campaign I play I require Planeshift to use the "Small Tuned Iron Rod" and each has a different way of getting it.

In One Campaign (High Magic - High Level - Epic Feeling) Gods walk the earth and each of them has either a demiplane (his own) or a Kingdom (would that be a Goddom?) to look after. High level players are meant to talk and meet the gods whenever they are dealing with worldwide involving elements. Gods are cheatable, beatable and everything you want. Of course there are Overpowers (Three) but they do not pay any attention to the Mortal World. Every plane in the Planescape setting is represented (with major changes) but Gods do not leave there (although most of them prefer to wander those lands).
Tuned Rods can be found by asking the Demi Plane owner or some of its inhabitants, and they are sold or researched for the "normal" planes.

In Another Campaign (Egypt Style - Low Magic) There are paths under the Unpassable Mountains that lead to a land were Gods live (similar to the approach you want to take). This land has a higher magic feeling, has Demons/Devils/Celestials living it and making cities and Kingdoms. This is were the Ennead discusses matters, and of course it's forbidden to most mortals. It's the only place where you could get say a +5 sword (anything forged and/or enchanted outside of there cannot reach that high).
Tuned Rods must be obtained by each city/Kingdom ruler and it's very hard to come by. It makes planeshift work as a Teleport to the Kingdom/City Teleportation Area.

In the last Campaign there are no Gods, only Spirits, and they live in a different plane similar to the Ethereal (it touches everything). Some of the more powerful spirits are worshipped and grant spells, sometimes they can cross the borders for a short time or take possession of bodies.
Planeshift works, no Tuning Rod here just some materials, but only for a limited time and let's you walk in "the Other Realm".

That's my 2c, hope it helps you even just a little bit.
And as the Names Thingy, there are lots and lots of pages online with names of different cultures, I think you should choose what cultre your setting mostly identify with and steal names from there, that's what I do, I'm always lacking good names :D
 

blackshirt5 said:
Also, can anybody help me out with rules for Gods, other than Deities and Demigods? Part of the idea for my campaign is that the gods Are Not Unbeatable. They can be tricked and, at high levels, maybe even bested, especially some of the smaller gods, like Ogriath. Should I just stat them up as unique and powerful Outsiders?
Check out this rules for Deities and Cosmic Entities. And don't forget UK's Immortals Handbook, whenever it comes out.
 

blackshirt5 said:
If I do this, should I cut out the planes shifting spells from the spell lists? I don't want players to just be able to get there whenever they want.

Easiest way, IMHO, is just to have plane-shifting spells take you to the entry area. So you plane shift to the underworld, and show up right in front of the gates with whoever guards the place looking you over suspiciously.

An alternative that I've seen used is to have all planar travel spells only take you to someplace you've already visited. So the first time into the underworld, you'd have to climb the mountain/enter the cave/whatever and deal with all the guardians. Assuming you make it out again, next time you can plane shift to any part of the underworld you've already visited.

blackshirt5 said:
And has anyone ever had temples that housed "little gods" or gods that had lost most of their power?

Yup, that can be pretty neat. I played in a campaign once where each PC had a personal magic item that gained in power as we learned more about them. It turned out that each magic item contained a god who'd been recently defeated, and was looking for a way to another prime where they could start over.

Monte Cook's setting for AU, "The Diamond Throne", has a prestige class for a spellcaster who makes a pact with a powerful outsider who's usually trapped somewhere in the world, that could easily be a weakend god.

blackshirt5 said:
Also, can anybody help me out with rules for Gods, other than Deities and Demigods? Part of the idea for my campaign is that the gods Are Not Unbeatable. They can be tricked and, at high levels, maybe even bested, especially some of the smaller gods, like Ogriath. Should I just stat them up as unique and powerful Outsiders?

IMHO, you don't really need stats to run games where the gods get tricked - in myths, it happened to Thor, Zeus, etc. all the time. For beating up a deity, the powerful (or not) outsider route is usually the best way to go.
 
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I'm no expert, but you might want to research the Norse mythologies and Greek mythologies. The Norse had the rainbow bridge that lead to Asgard, and the Greek gods lived on Mt. Olympus. These may give you some ideas.
 

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