Showing posts with label pantheon. Show all posts
Showing posts with label pantheon. Show all posts

Thursday, 15 May 2014

Saints, Gods and Pretty Pictures

Thought I'd share a long-standing illustration I've been using to introduce players to the canon of saints and holy days in my original campaign world (well, original in the sense that it's yet another way to present Is-Europe-Is-Not-Europe) ...

Click, enlarge
This approach leads me to think how else illustrations could be repurposed by a world creator in need of a quick and dirty pantheon. For example, Sidney Sime's illustrations could illustrate an exotic, Tekumel-like religion ...

Not the god of square dealing
But a surprisingly good resource is the Marvel universe, in particular marvel.wikia.com searched under "gods." Thor over the years had dealt with many other pantheons, and the more obscure of these make great god-fodder for an original campaign ....


And if you can stand this level of comic-bookery then maybe you could just cut out the middleman and have your world worship one of the more obscure groups of superheroes. Like for example, I dunno, the Young Gods:
In fact, names like "Highnote" and "Splice" are just begging to be filed off, and I'm not sure how even as actual superheroes, these people can face the modern world they never made each morning. She's the sun goddess Zos, he's the moon god Elu, together they fight crime. Much better.

Sunday, 22 May 2011

Olympians Incognito

A little too familiar? Via OrobosArt
So you want to use the Greco-Roman gods in your campaign. But halfway through, you stop, and check your mental roadmap. "Apollo" leads to moon rockets, Battlestar Galactica and Rocky. "Venus" leads to tennis, Bananarama and the planet, so you go "Aphrodite," but then you start thinking Woody Allen. How do your gods become otherworldly if Zeus was a pro wrestler, Bacchus a Mardi Gras krewe, and Athena a song from The Who's declining years? Not to mention their down-to earth appearances in the adventures of Xena.

You could make up your own names. Or you could take a tip from Gene Wolfe, classical scholar and fantasy author. In the Long Sun series he presents a far-future society that worships machine intelligences who present themselves as Olympian gods but under their lesser-known historical epithets; so, for example, Aphrodite/Venus goes by "Kypris." In the Latro trilogy he goes back to the times of ancient Greece, but the narrator is an amnesiac Latin mercenary who breaks the familiar associations by translating the literal meanings of place and god names; so instead of "Sparta" we have "rope" and "Demeter" becomes the "Earth Mother."

Bellona
My campaign hides Olympians behind obscure epithets and aliases, also drawing on the long string of classical B-list gods and goddesses. For example, as adventurers descend into my main dungeon's cellar level, they see a stele with four faces, each depicting a different deity: Bellona, a B-List Roman goddess of war; Liber, a Roman god who became identified with Dionysus; Egeria, a nymph of fresh water important in Roman myth; and Pomona, a B-List Roman agricultural goddess (who has modern associations of her own, but we're far from California.)

Below is a list of the most evocative Olympian aliases and epithets. Good resources for this are Wikipedia and the terrific classical reference, theoi.com. For more variety, I've added some of the equivalences the Romans drew between their gods and the Etruscan and Celtic pantheons.

Aphrodite (Venus): the Cytherean, Cypris, Urania ("the heavenly"), Pandemos (as indiscriminate lover), "laughter-loving," "foam-born," "mother of desire". Etruscan: Turan.
Apollo: Phoebus (light), Loxias ("the obscure"; prophecy), the Musagete (arts), Acesius (healer), Apotropaeus (warder of evil), Pythios (dragon-slayer), Aphetor (archer). Etruscan: Aplu. Celtic: Belinus, Cunomaglus, Vindonnus.
Ares (Mars): Enyalius, Mamertus, Ultor, Theritas (the brute), "destroyer of men," "stormer of walls." Celtic: Albiorix, Alator, Camulos.
Artemis (Diana): Cynthia, Phoebe, Amarynthia, Aeginaea, Caryatis, "mistress of animals," Lochias (childbirth), Agrotera (countryside). Etruscan: Artumne. Celtic: Arduinna.
Athena: Pallas, Cydonia, Tritogeneia, "grey-eyed," "owl-eyed," Partheneia (virgin), Polias (cities), Phronesis (reasoning), Promachos (first to fight). Celtic: Brigantia, Sulis.
Demeter (Ceres): Thesmophoros ("order-bringer", natural law), Aganippe ("terrible mare"), "fruit-bringer", Chloe ("green"), Agaue (venerable), Chthonia (earth).
Dionysus (Bacchus): Iacchus, Liber, Sabazius, "The Liberator," Melanaigis ("black goatskin"), Lycurgus ("wolf-bane"), Polygethes ("many joys"), Omestes ("eater of raw flesh"), "destroyer of men." Etruscan: Fufluns.
Hades (Pluto): "the unseen," "the wealthy one," Polydegmon ("host to many"), Aidoneus (underworld). Etruscan: Aita.
Hera (Juno): "white-armed," "queen," "cow-eyed," Zygia (marriage), Gamelios (weddings). Etruscan: Uni.
Hermes (Mercury): Argeiphontes, Logios (orator), Psychopompos (guide of the dead), "ready helper," "luckbringer," Mercator (merchant). Etruscan: Turms (as seen in Grognardia). Celtic: Lugus.
Poseidon (Neptune): Soter (savior of mariners), Taureos (bull of the sea), "earthshaker". Etruscan: Nethuns.
Zeus (Jupiter): Ombrios (rain god), Agetor (leader), Panergetos ("all-doing"), Dikephoros ("justice-bringer"), Fulgens (lightning), Tonans (thunder), Optimus Maximus (best and greatest). Etruscan: Tinia. Celtic: Taranis.

Wednesday, 13 October 2010

Pantheon World: Table of Priesthoods

This Pantheon is based on the conceit of a pagan Middle Ages that still honors the Olympians of Greek myth, who should be familiar or at least easier to research. Some of these Olympians, in particular Athena and Apollo, also show signs of pseudo-Christianity, for those who cannot live without churches and holy knights. Various chthonic deities are also presented to round out the bunch.

Bonus for Apollo priests: that hat.

APHRODITE - Goddess of love, desire, beauty
Chaotic Good - Weapons: Staff - Armor: None
Spells known/level: All White, All Gold, 1 Green

APOLLO - God of the sun, light, healing, music
Lawful Good - Weapons: Bow and arrows, dagger - Armor: None
Spells known/level: All Gold, All Orange, 1 White

ARES - God of war, the din of battle, turmoil
Chaotic Evil - Weapons: Sword - Armor: Chain or plate
Spells known/level: All Black, 1 Red

ARTEMIS - Goddess of the moon, hunting, maidens
Chaotic Good - Weapons: Bow and arrows, dagger - Armor: Leather
Spells known/level: All Brown, All Gold, 1 Purple

ATHENA - Goddess of reason, civilization, strategy
Lawful Good - Weapons: Spear, shield - Armor: Chain or plate
Spells known/level: All White, All Orange

DIONYSUS - God of wine, festivities
Chaotic - Weapons: mace (thyrsus), staff - Armor: None
Spells known/level: All Brown, All Yellow

HADES - God of the dead, underworld, riches
Lawful Evil - Weapons: battle axe - Armor: None
Spells known/level: All Black, 1 Purple, 1 Green

HECATE - Goddess of witches and crossroads
Evil - Weapons: staff, dagger - Armor: None
Spells known/level: All Black, All Green

HERA- Goddess of marriage and women
Lawful (female) - Weapons: staff - Armor: None
Spells known/level: All Gold, All Orange, 1 Yellow

HERMES - God of Trickery, Trade, Thieves
Chaotic - Weapons: Dagger, short sword - Armor: None
Spells known/level: All Orange, 1 Purple, 1 Silver

PAN - God of wilderness, beasts
Chaotic - Weapons: Staff, sling - Armor: Leather
Spells known/level: All Brown, 1 Green, 1 Yellow

POSEIDON - God of the sea, horses
Unaligned - Weapons: Trident - Armor: Leather
Spells known/level: All Brown, 1 Yellow, 1 Blue

ZEUS - God of thunder, heaven, father of gods
Lawful (male) - Weapons: Mace (rod) - Armor: None
Spells known/level: All Orange, 1 White (Lawful Evil beings are not counted as unholy), 1 Red (energy is lightning)

Tuesday, 12 October 2010

Pantheon World

The Universe
Pantheon World lies suspended in a ring of planes and demi-planes representing the various combinations of alignments. It is there that the gods and demons dwell, and conduct their ceaseless, shifting struggles, with the nations and heroes of the World as pawns. Scholars can also muster evidence for a near infinity of other planes and gods, but the anchor points of the cosmos for all are the eternal truths of Alignment: Good and Evil, Law and Chaos.



The World
Kingdoms and empires, cities, races and fiefdoms, each take their side in the great struggle. The main war is between Good and Evil, but if the other side presents no seeming threat, the Lawful and Chaotic tendencies tend to fight within each alignment. Forbidden to enter this plane, the Gods work through magical powers they grant to their human servants, and through lesser planar beings that can pass the gates of the world.

Alignment
Unaligned people live by the morality of natural law. The first duty is to help, treat fairly, and not harm those you have personal bonds with – as a member of a village, warband, family, or adventuring party. The second duty is to respect the inherent authority of the leaders and traditions you are bonded with.

The two dimensions of alignment – Good/Evil and Lawful/Chaotic – reflect moral thought beyond natural law. A being might have one alignment (for example, Lawful, or Evil), or two compatible alignments (for example, Lawful Good or Chaotic Evil). Mortals and supernatural creatures can have alignment, but only the latter (including undead) can be holy or unholy.

Good: This alignment extends the duties of care and justice from one’s personal associates to all living beings. It is forbidden to harm or steal from peaceful beings; to kill or torture a surrendered foe, except in certain justice for an individual crime; and to fail to fight Evil when you can win.

Evil: This alignment disdains the first duty of natural law, believing that each individual should look out for themselves. Any mutual aid is at best a temporary arrangement, oaths are to be broken, and bonds of passion and ambition are rightly stronger than the family or friendship. As an adventurer, Evil is not a recommended alignment to have in an adventuring party; you can play that way, but sooner or later, you will end up dead or on your own after one betrayal too many.

Lawful: This alignment requires its character to obey and respect, in this order: his or her own religion; his or her own political leader, if not opposite in Good or Evil; then any Lawful religion, and any Lawful political leader, if not opposite in Good or Evil. Lawful Good beings also have a duty to care for weaker beings who are Lawful and not Evil.

Chaotic: This alignment believes that individuals are to be judged by their acts, not their position in some social hierarchy. The king is only respected if he is competent; the elder only if she is wise; and by the same token, the poor and outcast are not to be despised. A Chaotic person only follows orders if they conform with his or her moral code, or with self-interest if Chaotic Evil. 

A player whose character is about to act against alignment, including the natural law of the unaligned, should be warned first by the DM. If the action is carried through, the character is in a state of doubt, and cannot advance in levels until he or she either carries out an act of atonement, or changes alignment. Atonement can be had with a donation of gold pieces equal to at least 10% of one's current experience points, a service done to reverse the original action, or an arduous pilgrimage or quest as required by the religion or leader offended. Any alignment change after the first carries an unrestorable loss of 10% of current experience points.

Spellcaster Classes
Magic-users, including specialist mages, function as in Sorcery World, but work from a spell list from which Black, White, Gold and Brown spells are excluded, and cannot learn those spells. Some non-player character magic-users, however, study Black sorceries, or otherwise bend the rules.
The priest class uses magic differently. Restricted by the same table of spells per day per level as the magic-user, those spells are not memorized ahead of time, but cast at will from a list of allowed spells according to one's religion, requiring a holy symbol. Each spell by name may still only be cast once a day. A good night's sleep preceded and followed by an hour of prayers is enough to restore full spell capacity to a priest. Exceptional Wisdom gives bonus spells to the priest in the same manner as exceptional Intelligence to the magic-user.

A priest must take on and maintain the alignment of his or her religion. A priest in a state of alignment doubt cannot use magic until he or she has atoned, or set out in good faith on a quest of atonement.

The colors of magic available to a priesthood range between one and three, balanced by differences in allowed weapons and armor. Priests may not learn the major first-level spells from the magic-user table.

Each DM will no doubt enjoy creating or adapting a particular pantheon for their campaign world, and each deity within that pantheon can have a priesthood - or multiple orders of priesthood. The following table gives a small sample pantheon based on some of the Greek gods. Note also that classes such as "paladins" and "druids" can be simulated in this system by variations on the priesthoods.

Next: The priests and pantheon of Pantheon World.