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The cosmology of your homebrew campaign
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<blockquote data-quote="Grakarg" data-source="post: 8493046" data-attributes="member: 41096"><p>My current homebrew has a pantheon embodied by seven gods. These dieties are the same ones worshipped by all the sentient races with religions, and often have names specific to those cultures and traditions, but are in fact the same divine beings.</p><p>The divinities encompass both the positive and negative aspects of their portfolio, so a god of creation is also the god that causes destruction, the god embodying war has militant priests as well as diplomats working for peace. The intent was to have a simple group (seven gods) but have tension and nuance that can lead to conflict for stories. That necromancer cleric you're hunting down? He's part of the same church as the Life Cleric in the party, he just believes he's enacting his god's divine will. How will the cleric in the party react when he learns this?</p><p></p><p>The Seven in turn are served by a plethora of lesser divine beings who usually champion one aspect of their god and are more active in the world at large. This is the the group of beings that fuel a Warlock's dark pact for example, or might appear in a Paladin's dream asking for aid, etc. Both Celestials and Fiends work to further the aims of the gods. An angel might reward or protect the faithful, and a pit fiend might work to tempt the weak or punish those who've failed the gods. They might even work together for specific aims (like Crowley and Aziraphale from Good Omens) It always creates a bit of a shock for the players when a powerful devil shows up and helps them out. </p><p></p><p>Demons on the other hand operate outside the auspices of The Seven and create chaos for its own sake or have their own goals. They might create cults among the mortal races that all good worshippers of the seven should work to stamp out. This is to set up situations where previous adversaries of players could find common cause and perhaps work together with them when the need aligns.</p><p></p><p>All in all, its an attempt to have stuff both ways. A simple pantheon for the Players to use to create characters but still allow me as a DM to create whatever adversary or complication I want to have as needed. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Typically for the classes with a religious bent, the Knowledge Religion skill becomes pretty important.</p></blockquote><p></p>
[QUOTE="Grakarg, post: 8493046, member: 41096"] My current homebrew has a pantheon embodied by seven gods. These dieties are the same ones worshipped by all the sentient races with religions, and often have names specific to those cultures and traditions, but are in fact the same divine beings. The divinities encompass both the positive and negative aspects of their portfolio, so a god of creation is also the god that causes destruction, the god embodying war has militant priests as well as diplomats working for peace. The intent was to have a simple group (seven gods) but have tension and nuance that can lead to conflict for stories. That necromancer cleric you're hunting down? He's part of the same church as the Life Cleric in the party, he just believes he's enacting his god's divine will. How will the cleric in the party react when he learns this? The Seven in turn are served by a plethora of lesser divine beings who usually champion one aspect of their god and are more active in the world at large. This is the the group of beings that fuel a Warlock's dark pact for example, or might appear in a Paladin's dream asking for aid, etc. Both Celestials and Fiends work to further the aims of the gods. An angel might reward or protect the faithful, and a pit fiend might work to tempt the weak or punish those who've failed the gods. They might even work together for specific aims (like Crowley and Aziraphale from Good Omens) It always creates a bit of a shock for the players when a powerful devil shows up and helps them out. Demons on the other hand operate outside the auspices of The Seven and create chaos for its own sake or have their own goals. They might create cults among the mortal races that all good worshippers of the seven should work to stamp out. This is to set up situations where previous adversaries of players could find common cause and perhaps work together with them when the need aligns. All in all, its an attempt to have stuff both ways. A simple pantheon for the Players to use to create characters but still allow me as a DM to create whatever adversary or complication I want to have as needed. :) Typically for the classes with a religious bent, the Knowledge Religion skill becomes pretty important. [/QUOTE]
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