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<blockquote data-quote="clark411" data-source="post: 1275147" data-attributes="member: 4768"><p>I Definitely have the Small Gods going in my current campaign (Exalted). One of the published cities in the setting has a marketplace where spirits and humans live together. At dusk I have lantern spirits awaken from inside their little wax paper lanterns that line the rooftops of the plaza. They climb out of their little homes, light the candles in the center and then lift them up to illuminate the streets below.</p><p></p><p>Every road has a spirit, every mountain and tree does. One of my players excited the spirit of an alley no one goes down just by walking through it. "How's life out in the wide world?" he asked. "It's quite exciting" the PC replied in haste. "Isn't that grand to hear." said the alley spirit, waving.</p><p></p><p>Storms spontaneously cause storm spirits to be born, and they rage malevolently against any ships caught within or, if there are none, strain to pull their cloud towards the nearest boats or ports while their mother cloud spirit objects, trying instead to remain on the course of the trade winds.</p><p></p><p>As for "what make them gods?"... the rule of the heavens decrees that each aspect of the world has some force to guide it and account for it. The wind blows because of wind spirits, and mountains stand so long as their spirits (earth elementals and the like) remain strong. In a setting devoid completely of accepted modern science (not only the knowledge of it, but the presence of it), it is spirits who push the celestial spheres across their orbits, the apple spirits that cause their homes to fall from the tree at the precisely appointed moment, and the tree spirits that make those apples come to life, by the order of the seasons and their spirits. Every aspect of the world has a duty and purpose, and that duty and purpose are realized by the spirits who attend them. </p><p></p><p>That is not to say that this works perfectly, but that's the fun part. When the spirit of a river becomes idle and corrupt, there's plenty of reprocussions that characters in a campaign can deal with. Unlike haughty "Here are spells and Don't give me Lip or I shall Smite You" gods who are mostly hands off barring little snippets of sage wisdom, little gods are always an aspect of such settings- an intrinsic part of the environment.</p></blockquote><p></p>
[QUOTE="clark411, post: 1275147, member: 4768"] I Definitely have the Small Gods going in my current campaign (Exalted). One of the published cities in the setting has a marketplace where spirits and humans live together. At dusk I have lantern spirits awaken from inside their little wax paper lanterns that line the rooftops of the plaza. They climb out of their little homes, light the candles in the center and then lift them up to illuminate the streets below. Every road has a spirit, every mountain and tree does. One of my players excited the spirit of an alley no one goes down just by walking through it. "How's life out in the wide world?" he asked. "It's quite exciting" the PC replied in haste. "Isn't that grand to hear." said the alley spirit, waving. Storms spontaneously cause storm spirits to be born, and they rage malevolently against any ships caught within or, if there are none, strain to pull their cloud towards the nearest boats or ports while their mother cloud spirit objects, trying instead to remain on the course of the trade winds. As for "what make them gods?"... the rule of the heavens decrees that each aspect of the world has some force to guide it and account for it. The wind blows because of wind spirits, and mountains stand so long as their spirits (earth elementals and the like) remain strong. In a setting devoid completely of accepted modern science (not only the knowledge of it, but the presence of it), it is spirits who push the celestial spheres across their orbits, the apple spirits that cause their homes to fall from the tree at the precisely appointed moment, and the tree spirits that make those apples come to life, by the order of the seasons and their spirits. Every aspect of the world has a duty and purpose, and that duty and purpose are realized by the spirits who attend them. That is not to say that this works perfectly, but that's the fun part. When the spirit of a river becomes idle and corrupt, there's plenty of reprocussions that characters in a campaign can deal with. Unlike haughty "Here are spells and Don't give me Lip or I shall Smite You" gods who are mostly hands off barring little snippets of sage wisdom, little gods are always an aspect of such settings- an intrinsic part of the environment. [/QUOTE]
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