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<blockquote data-quote="TwinBahamut" data-source="post: 4681256" data-attributes="member: 32536"><p>I rather like complex mythology in D&D. My most significant homebrew effort included a lot of that kind of thing. Among other things, I included a war between ancient progenitor gods that ended in the death of the god who created humans (which caused the creation of trolls, hags, orcs, and the goblinoids), a trade of gods between pantheons (based on the Aesir/Vanir trade) that led to elves first settling in the main campaign world, and other such things. However, I rather like 4E's take on gods, simply because it at least attempts to break out of an overly simplistic mold.</p><p></p><p>I mean, look at the four gods of the seasons in 4E. It is a set of Pelor, Sehanine, Corellan, and the Raven Queen. These gods each have their own distinguishing characteristics and primary focus, but they still get lumped together in this fairly odd set. 4E doesn't try to create a simple "god of the seasons", nor does it lump in the seasons with a general "god of nature". Instead, we get an odd system in which mostly unrelated gods become prominent at different times of the year. It doesn't make the gods as fully fleshed out as a real-world pantheon, but it is an improvement.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4681256, member: 32536"] I rather like complex mythology in D&D. My most significant homebrew effort included a lot of that kind of thing. Among other things, I included a war between ancient progenitor gods that ended in the death of the god who created humans (which caused the creation of trolls, hags, orcs, and the goblinoids), a trade of gods between pantheons (based on the Aesir/Vanir trade) that led to elves first settling in the main campaign world, and other such things. However, I rather like 4E's take on gods, simply because it at least attempts to break out of an overly simplistic mold. I mean, look at the four gods of the seasons in 4E. It is a set of Pelor, Sehanine, Corellan, and the Raven Queen. These gods each have their own distinguishing characteristics and primary focus, but they still get lumped together in this fairly odd set. 4E doesn't try to create a simple "god of the seasons", nor does it lump in the seasons with a general "god of nature". Instead, we get an odd system in which mostly unrelated gods become prominent at different times of the year. It doesn't make the gods as fully fleshed out as a real-world pantheon, but it is an improvement. [/QUOTE]
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