Afton Radav
Explorer
I've theorized that having many gods can lead to confused and disheartened masses (for several reasons, including over-reliance and loss of self determination). Similar to the ideas mentioned above, I’ve used a tight 5-god humanocentric pantheon given a midieval-ish population (strong church influence) where the effects of divinity are proven and very tangible.
I based the pantheon on the examples done by McMaster Bujold, the "no evil gods" thread, and the Angry GM. All good sources!
All other non-mortal beings are fiends, angels, elementals, fey, titans, celestrials, saints, demi-gods, proteans, inevitables, psychopomps, paragons, ascended, heroes, patrons, etc.
Towns and cities will usually have at least one temple honoring the 5. Many chapter houses also exist, focused on a favored god's mission (E.g., crafting, battle training, arts, legal services, medicine, brewing, librarians).
A central Leader of the whole church is appointed every 5 years, rotating among the heads of the orders. (25 years is a cycle, called a "generation").
Conflicts within the goals and mission of the church include:
I based the pantheon on the examples done by McMaster Bujold, the "no evil gods" thread, and the Angry GM. All good sources!
Titles | Goals | Means | Portfolio/aspects |
The light bringer, the law giver | perfection through knowledge | determinism, justice | Law, justice, sun, sky, truth, cities, civilization/civics, peace, reason, serenity, nobility, obedience |
The comforter, the wild | harmony through acceptance | compassion, tradition | Nature, seasons, death and new growth, earth, agriculture, family, fertility, fate, afterlife |
The valiant, the soldier | peace through order | benevolence, safety | Honor, dignity, protection, battle, war, crusading, hunting, strength, comradery |
The maker, the artist | freedom through action | freedom, progress | Crafting, creation, tools, discovery, technology, education, arts, beauty, individuality, inspiration |
The enchanter, the faceless | satisfaction through autonomy | pragmatism, free will | Luck, trickery, secrets/mysteries, outcasts, shapeshifting, influence, humor, charm, revelry, insanity (as true nature) |
All other non-mortal beings are fiends, angels, elementals, fey, titans, celestrials, saints, demi-gods, proteans, inevitables, psychopomps, paragons, ascended, heroes, patrons, etc.
Towns and cities will usually have at least one temple honoring the 5. Many chapter houses also exist, focused on a favored god's mission (E.g., crafting, battle training, arts, legal services, medicine, brewing, librarians).
A central Leader of the whole church is appointed every 5 years, rotating among the heads of the orders. (25 years is a cycle, called a "generation").
Conflicts within the goals and mission of the church include:
- Justice vs. Compassion
- Tradition vs. Progress
- Freedom/Individualism vs. Safety/Codependancy
- Benevolent Idealism vs. Pragmatism
- Determinism vs. Free Will