Showing posts with label Gods. Show all posts
Showing posts with label Gods. Show all posts

Sunday, December 4, 2011

Time for research

It would appear that Baern has a connection to a religious scholar of some note, Oefa Granhelm.
One of the the books that Baern recovered from the redactionists in Ascension was by this luminary.
Before we went to Furlough (and all this madness started), Bearn and Oefa had a romantic trist. Of course, Oefa being of a noble house, this resulted in her parents being most upset. Indeed, these are the events that led to his being assigned to the Neflheim court.
In the intervening years, Oefa was not idle. 75 years after the fall, Oefa's studies into souls led her to conclude that the gods of Haven are responsible for the large number of undead present in Haven when compared to Furlough.
Her theory is that the pantheon is out of balance. The souls of good people are collected by the gods but those of evil beings are not. Since the soul cannot be destroyed, it finds a vessel and creates a "naturally" occurring undead. In comparison in Furlough, which has a more diverse pantheon, only undead created through rituals are found.
If "She who sleeps on roofs" is correct then the thought processes, personality, and very being of a deity are influenced by the souls that they collect. This is both what caused Peter Kovak to break into the existing Pantheon in Furlough and what forced him to destroy the Haven Tecera. In both cases, he was absorbing too wide a variety of souls.

It would appear that earlier worlds on the chain were lost because evil gods sided with the demons. Thus two experiments were tried: On Haven an all good pantheon was created (resulting in natural undead and the eventual ascension of an undead deity, the Lich Queen). On Furlough, monotheism was attempted (resulting in the splintering of the overstretch god)

We have finally had time to research the books we recovered from the redactionists.

Many of the more ancient books talk about old gods and their fight with the Primordials. These old gods are part of the basic creation myths of the universe. According to the books, the old gods lost to the Primordials and, in their defeat, split the universe into the current chain of universes. Thyey spread their essences across the new world and these essences have formed the nucleus of the new gods.
Kansul and his demon forces are the soldiers of the Primordials. However, where the Primordials wish to create and destroy in an endless cycle, the demons wish to destroy without creation. Thus they have been consuming world after world.
Angels and Devils both represent the soldiers on the sides of the old gods. Angels have turned away from directly fighting Kansul and instead work with the new deities to protect intelligent life. The devils continue their struggle, using whatever means necessary to win.

Thew new gods are not as powerful as the old gods. We have evidence that their essence can be collected (this collection from the previous worlds is what formed the basis of the energies used to uplift the current pantheon). However, if this collection does not occur, their essence dissipates. It is not clear if the energy is lost forever or if it will later coalesce on its own, forming a new proto-deity.

Upon fleeing to Haven, the scholars of the time believed that the god fragment that was here was that of a nature deity due to the lushness of the world. Given the drift of the Mother towards a feral, naturalistic stance, it may be that she is becoming aligned with the base alignment of Haven itself.

Friday, May 6, 2011

Mortal Stabilization points

The Vault of Eladrius is a Treasure Trove of knowledge. I MUST get back there. Even the tiny amount of information that I was able to glean clarifies and solidifies my existing theories!

Consider the Tecera and the revelation that the gods of Haven are Deified Mortals. Both of these explain so much and allow me to remove one entire magical control source from my seminal treatise on magical origins.

When we originally came to Haven, we were able to displace the original goblinoid inhabitants in part due to the strength of our divine magics. The goblins relied upon deities that were little more than Collective Spontaneous Thaumological Fields. What would the effect on such a field, however, should an active mental force; a force that had experience in the mortal world was applied to it? This would take something that is effectively a semi-conscious collection of belief and apply a will to it. While this would not, inherently, strengthen the being, it would allow it to act with purpose and forethought. Consider the difference between an axe swung with purpose and one falling from a great height. Both are destructive but the second is rather randomly so.

The Tecera even further strengthens the disparity. As an anchor, it allowed the already more purposeful gods to act more directly on the world. Secondly, however, it contained the essences of the gods of our previous world (worlds?). Were these essences available as a power source?

So it now would appear that gods are not a spontaiously stabilized Thaumological Field but rather they are a mortal being that are using such a field as a source of power. It is not yet clear what the exact relation between the two is, however:
1. The mortal being uses the Thaumological Field as a power source but they remain two separate things (the field being a tool)
2. The two merge into a single being with the mortal maintaining control and being dominant.
3. The two merge into a single being with the field being in control. Given events, this would have to be accompanied by a corresponding uplift in the ability of the field to act independently.
4. The two merge into a single being but the resulting being is fundamentally different than either. The resulting merger might, in fact, be unstable. This would fit with legends of gods breaking apart.
Once I can re-enter the Vault of Eladrius, I will endevor to continue my research. In particular, the effect that the destruction of Haven's Tecera has had on the existing gods.

Tecera and Cubes

A Tecera is, apparently, a divine anchoring point used to facilitate a god's interaction with the mortal world. The Tacera of Haven was constructed of the essences of the previous world's gods (indeed, one might speculate that it is a repository of MANY gods from MANY worlds)

The destruction of the Tecera apparently occurred 98 years ago, triggering the events that destabilized out return from Furlough and temporarily weakened the gods of this world. It seems that they were, however, able to interact with the world to some degree even without a Tecera.

The giant Oak that Baern planted on Mount Ascension is now acting as a new Tecera. Focussed primarily on the Mother, of course, but lending extra stability to all.

The Grotius Cube is a 4th level Planar space that would allow a god to travel between worlds. This is how I believe the deified Peter Kovak returned to Haven.

The Vault of Eladrius

The Vault is everything I hoped it would be and more! While it has been largely cut off from the world for the last 98 years, (other than a handful of visitors) it is a wealth of knowledge.

Indeed, it would appear that a great suppression of information has occurred in our past.

It would appear that the World of Haven is but one of a series of world that we have fled to in the past. Indeed, the Vault has knowledge of a chain of such worlds.

As the Vault says, "The Worlds are failing and will not hold back the demons" The Demon refered to was Kansul.

It showed us a string of worlds. Each before Haven was either Red (Conquered by Kansul) or Black (consumed). Haven was yellow (at risk). Furlough, beyond, was green but trending to yellow. It inferred worlds beyond, but these were all in grey (unknown)

When we last fled, 12 heroes set out on a quest. Only 5 survived. Of those that did not survive, was a member of an insectoid race I am unfamiliar with. 2 Elves, 1 Human, 1 dwarf, and one Halfling were the survivors. This quest was, apparently, to gather the essences of the gods of that world.

According the Vault, 3 of the 5 survivors were deified (mortal deification is brilliant, I shall expound on this further!). The Halfling was Elosius Mark, the author of the Malefarcium was not one of the surviving 12. However, Roywynn Goodfellow, another halfling, was deified and (I believe) became the daughter.

Peter Kovak was the Human survivor and was not deified. Instead he continued down the chain. However, one may speculate that the Son (Haven's human god) who was brought to Haven From Furlough was, in fact, a deified Peter Kovak. Indeed the Furlough name of the god, Petrovich, would lend some credence to this.

Ancillin Eladrius, builder of the Vault was the other who was not deified.

So why the suppression? In part, it would appear that a decision was made that magical and extra planar research was responsible for the acceleration of the incursions of Kansul in the past. Suppression of this information through groups such as the redactionists was designed to prevent the new acquisition of this knowledge. Since I do not, at the moment, know how long each previous world was settled before incursion, I can not speculate as to whether the effort was successful or not.

Monday, May 24, 2010

Two conversations

I have recently had two separate conversations with two unlikely sources of information.

The first was with Baern who put forward an interesting theory. When we all passed through the portal from Haven to Furlough, we each had an encounter with beings representing themselves as the four gods of Furlough. Each of us was asked to make a choice.

The choices were as follows:
Bearn: The Mother (clearly)
Olen: The Father (again, clearly)
Myself (Savin): The Brother (The offer was of knowledge)
Voss: The Brother (likely for reasons similar to my own)
Yulia: Unknown. We did not discuss our respective encounters until very recently (for reasons of our own) and Yulia is, temporarily, not with he group.

Here is what Baern asserts:
1. Yulia chose the Father.
2. The current state of the Furlough pantheon is a direct reflection of these choices
a. Two chose the Brother and Barrera now represents this diety (where before the Brother was the least openly worshipped)
b. Two chose the Father and the Ecclesiarch (a Father aligned relio-political faction) now rules Ascension.
c. One chose the Mother. Worship is scattered and weakened. Common wisdom holds that the Mother was wounded during the fall (Those of Ascension say it was the Brother though this could be propaganda)
d. None chose the Daughter and she appears withdrawn or gone from the world.

This is a compelling theory. In fact, it allows me to place several additional pieces together.

As we know, Deities are little more than stabilized Thaumological Fields that have obtained consciousness (or at least an approximation thereof). Consider if, during our transition from Haven, something blocked the "belief field" (see my landmark paper on the sources of magic) from reaching the gods. This would have resulted in the instantaneous disruption of their being. The five of us, however, were in transition through the astral plane and thus were unaffected by the blockage.

In desperation, the gods must have waylaid our travel and used us to keep their field stable during the disruption. The Father and The Brother would have maintained greater strength while the Daughter would have been largely (or completely) disrupted.

Greater research is required to confirm the validity of this theory.

The second conversation was with the Memory Devil in Eddington. While great knowledge could be gained by actually having the Devil use its powers, this conversation was with the Devil itself. It has been trapped on Furlough since the fall. Unfortunately, the creature was far from a trained Arcane scholar so any practical knowledge was hard to come by. One thing it did say, however, was that divine worshop was flawed and that, "they worshipped mortal beings rather than true gods." At the very least, this statement would indicate the existence of additional forces at work.

Saturday, January 31, 2009

Campaign World

Basically, my campaign is in two worlds. You guys are from World 1 (Haven) and start in World 2 (Furlough)... though feel free to make a character that is from world 2. The are linked by a magical portal.

Haven is more forested, Furlough more deserty. Much of both worlds is unexplored.

HAVEN
Most common are the Goblinoids (not a player race) It is not known how many goblinoids there are, but there are LOTS. Traditional enemies/competitors of the civilized races.

the civivized races
These top 2 PC races are about the same in number. They tend to be everywhere, but rarely the majority. There are more halflings than humans.
Humans
Halflings

These next 3 are about 1/2 of the top 2. They tend to be more concentrated, and in the majority where they do live, and rare elsewhere.
Dwarfs
Eladrin
Elfs (Eladrin and Elfs are collectively referred to as Elvin.)

These 2 are fairly uncommon, and are all immigrants (at some point in history) from Furlough. Of the 2, Kobolds are 3-4x as common as Dragonborn.
Kobolds
Dragonborn (collectively they are known as dragonkin)

Half-elfs (very rare) Half-elves are very rare, and pretty much only live in the west. They have characteristics of both elves/eladrin and humans, but are their own race - they aren't the result of interbreeding, though they might once have been. In this campaign, they are called "half-elvin."

more uncivilised races
There is a nation of undead to the South. Numbers are unknown, with estimates varying wildly, though what is known is that corporeal & uncorporeal dead are approximately equal in numbers.
There are a few half orks, but they are very rare and again mostly in the west.

More about the civilized races
Eladrin, Dwarfs and Elfs tend to live in their own communities, apart from the other 2 (So, a place with lots of Eladrin will have few if any Dwarves or Elfs). Humans and halflings live with all 3, but typically aren't the majority. In such communities, the noble will be of the dominant race (so, eladrin, dwarf of elf). Of those 3, elf communities have the least amount of humans/halflings
Dwarfs live in the mountains, Elfs in the forest, Eladrin in flying cities that migrate. Eladrin and dwarfs get along fine (live apart more due to where they like to live). Eladrin and elves not so much... Eladrin are "magic rivendel elves", elves are "forest, mirkwood elves". They are the same race (Elvin), they just have different lifestyles/values.

There are also a few cities that are truly multicultural (aka not dominated by any one race), one of which the PCs comes from (Ascension).

Names for all races tend to end in a consonant for men, a vowel for women.

Gods
This world has a pantheon of 4 gods:
Name Role Race Element What he/she represents Alignment
Kurn Father dwarf fire justice, construction, war, strength, order lawful good
Ellaselle Mother elvin earth growth, healing, prosperity, love, family neutral good
Paksee Daughter halfling water the arts, curiousity, change, passion. children chaotic good
Fenor Son human air magic, chance, trickery, compromise, divination neutral - which neutral depends on what facet of his personality is involved
The goblinoids follow their own "gods", but they are not true gods. They tend to embody nature, strength or cunning.

FURLOUGH (from most to least common)
Humans
Kobolds
Dragonborn
Halflings
Dwarfs
Eladrin
Elfs (rare)
Gnomes (very rare)
Half-elfs (very rare)
Most nobles are human or dragonborn
This world has a crazy pantheon of goods, representing a more balanced view of emotions/values - so include evil gods as well. Most are human, but many are draconian, as well as a few "other".

RACIAL ROLES/PREJUDICES
I do realize that often the "pros" and "cons" are often contradictory - that is because prejudices often may not be accurate. Think of Negro slaves - they were thought to be lazy even when working far harder than any white person would. As to whether the "pro" or the "con" is more accurate, at this point all I can say is "yes" 8). Contact me if you want to develop how your own character's experiences have informed him/her on these prejudices.
Dragonborn:
Dragonborn are strange and reptilian to most. They tend to have a strong sense of honour, and of right and wrong. In Furlough, they tend to dominate the warrior class, and hold many noble positions as well. In Haven, they tend to be either lone knights/mercenaries, or a member of one of the monastic religious or military orders.
Common perceptions:
Pro: Trustworthy and dependable - their word is of iron. Protectors of what is good, defeaters of what is bad. Superlative warriors, devout clerics, rousing public speakers.
Con: Unreadable and unknowable. Will not compromise, for good or bad. Emotionless. Bad temperred. Bossy, unwilling to except differences.

Dwarfs:
Dwarfs, like Dragonborn, are upholders of honour and tradition. They prefer to live in holds in the mountains, delving into the ground. Reknowed metal and stone workers. Those who live outside of their holds tend to craftsmen or clerics, though it is common for dwarves to travel abroad to visit other holds or on pilgrimages.
Common perceptions:
Pro: Trustworthy, with an inherent sense of fairness. Adept craftsmen. Loyal and dedicated to whatever cause they might take. Patient, long term planners.
Con: Boorish and ill mannered. Stubborn, unable to adapt, and unwilling to change their mind or accept their own faults. Conservative, arrogant, old fashioned.

Eladrin
Eladrin are merchants, freethinkers and scholars. They prefer to live in aeries, flying cities which float from place to place. Due to the airies, they dominate trade in Haven and therefore have much greater political weight then their military or numbers would suggest. Those outside of their aeries tend to be studying, advisors, or mages for hire.
Common perceptions:
Pro: Intelligent, knowledgeable, inquisitive. They are flexible and adaptable. Skilled merchants and enchanters, responsible for much life improving magic.
Con: Arrogant, aloof, holding others as below themselves. Amoral, corrupt. More interested in knowledge than what is right. Won't help other without personal benefit.

Elfs
Elfs are hunters, trappers and foresters. They tend to live in the forest on live off its bounty. They prefer to live in towns called stands built among/on/in groups of particularly large trees. They tend to be reclusive, and react badly to others harming the forests in their lands. Those who live outside their stands tend to work as scouts and huntsmen.
Common perceptions:
Pro: Excellent archers, scouts, hunters, trappers, woodsmen and guides. The best woodwork, tanning and medicinal healing in Haven.
Con: Arrogant, value nature over people. Scheming, closed and backwards. Heretics to the faith of the Mother, saying her realm includes the chaos of nature.

Gnomes
Gnomes are so rare that little is known of them. Few from Haven will ever meet a gnome, and even those in in Furlough will rarely encounter one. Tend to live apart from other races, working in tightly knit family units. Seen as very mysterious. Best known for their inventiveness, creativity and lateral thinking.
Common perceptions:
Pro: They build the best and most innovative advancements. They are intelligent, curious and inventive.
Con: They are mad, delving into subjects best left alone. Use a gnomish invention to your peril - it will likely fail on you when you most need it. Shrewd and scheming.

Half-elvin
Like Gnomes, they are so rare that little is known of them. They tend to live apart from others in isolated communities, exclusively to the west of Haven. Despite that, they are know for their warmth to strangers and their sound common sense. As such, they are sought after as diplomats and advisors.
Common perceptions:
Pro: Warm, friendly and welcoming - they will treat you as family if you do not abuse their trust. The advice from a half-elvin is both simple and profound - follow it.
Con: They hold onto their secrets and don't share them with others. They are reclusive and evasive. One can never tell if their advice is best for you or for them.

Halflings
Halflings live everywhere, and seem particularly abundant among other races. Indeed, they seem to have no communities of their own, but instead live in or around the cities of others. Always busy, they particularly like working with their hands as servants and craftsmen. They are the predominant farmers and artisans of both Haven and Furlough.
Common perceptions:
Pro: Productive, humble, industrious and hardworking. Without the halflings, nothing would get done. Optimistic, creative, innovative, playful, artistic, joyful.
Con: Always underfoot. Lazy, need constant supervision. Frivolous and shallow. SImple, don't understand the complexities of the world. Of little importance.

Humans
Like Halflings, they live everywhere, with few centers specific to themselves. They are practical, flexible and acquisitive, and as a race don't specialize in anything. They are individualistic, and don't work as well in groups as some of the other races. Many of those originally from Haven look down on those who are immigrants from Furlough.
Common perceptions:
Pro: Able to achieve whatever they focus on. Energetic, ambitious, creative problem solvers. Free thinkers. Good leaders, innovators, public speakers & motivators.
Con: Grasping, conniving, always seeking to rise above their rightful place. Will do whatever it takes to get ahead. Poor followers. In politics, likely to stab you in the back.

Kobolds
Unlike Dragonborn, Kobolds are seen as cute rather than mysterious. Strongly social, they congregate together, and are rarely encountered alone. Often they group around a strong individual, usually a Dragonborn but preferably a real dragon. In Haven, they tend to group as followers/servants of a Dragonborn.
Common perceptions:
Pro: Good followers, always seeking to please. When given the initiative to be so, they are clever and creative. Loyal, trustworthy. Able to take care of themselves.
Con: Ass-kissers, say what you want to hear rather than the truth. No backbone, always defer to others. Harmless, but inconsequential. Sheep, easily duped.

GENDER/SEXUAL PREJUDICES
There are relatively few gender prejudices in either Haven or Furlough, with women and men filling more or less the same rolls. That said, the expectation is generally that women ought to look after the children, while men should perform the dangerous work such as going out and killing enemies. So, some may look askance at a woman in a martial profession, but not as a merchant, advisor or other important leadership role.
For the dragonkin, there are no gender roles - the young are looked after by the old, regardless of gender. Indeed, it is impossible to tell a male from a female without very careful examination of a nude individual. Indeed, the dragonkkin don't think of themselves in a genderized way - unlike the other races, most of the time they have no desire to mate. That said, every so often (according to a semi-regular schedule) the female will go into "heat" - however, unlike with animals, they can suppress it entirely, and when it does happen at a convenient time, they will choose the most promising mate (according to them) and ask them to donate their genetics and fertilize their eggs. Sex is short and perfunctory. The female will then lay her eggs in a safe place, typically tended by the elders of her community. Dragonkin rarely form permanent couplings.
Even though gender roles are relatively equal, homosexuality is seen as something peculiar and unnatural, though there is little active prejudice. It is unknown among the dragonkin, who derive no pleasure from sex or sexual relationships, and only copulate (on the relatively rare occasion they do) to propagate. Sex with minors is universally condemned, though again for Kobolds and Dragonborn it isn't an issue.

Gods and God Feats

The gods, regardless of their race, take worshippers from any race. Rather, the race is just how the peoples view them. So yes, a Dwarf could worship the mother goddess, or the daughter, or the son. The worship of the god of one's own race is somewhat more common, but not greatly so... it is by no means rare having, say, an elf worship the dwarf father god. Think of it like ancient Greece, where although Athena was the patron god of Athens, Athenians worshipped all the gods. The same may be said of gender and the god's gender - males are more likely to follow male gods, but not greatly so.

As for god specific feats, I haven't thought much on them, but considered going by ear as needed, by putting the feat with whatever god best fit the "expertise" of the book god. However, as you really need to know to make your characters... (pulling out my book):

Feat God New name
Armour of Bahamut - mother Ellaselle' Protection
Avandra's Rescue - daughter Paksee's/Fenor's Rescue
Correllon's Grace - daughter & son Paksee's Grace
Harmony of Erathris - father Harmony of Kurn
Ioun's Poise - son Fenor's Poise
Kord's Favor - father Kurn's Favor
Melora's Tide - mother Ellaselle's Balm
Moradrins's resolve - daughter Paksee's Resolve
Pelor's Radiance - father Kurn's Radiance
Raven Queen's Blessing - mother Ellaselle's Blessing
Sehanin's Reversal -son Fenor's Reversal

So, each god has 3 feats, with the son & daughter sharing Avandra's Rescue. For feats that come up in further books, I will need to decide on them when they come out.
I think that's all of them... if I missed any, please let me know so that I can rejig them.
Incidentally, I will be sending an update of that original e-mail shortly, as I have changed a few things and am adding a fair bit. One thing I have done is give the gods names (which you should be able to figure out from the above).

Campaign introduction and races

My campaign is in two worlds.
You guys are from World 1 and start in World 2... though feel free to make a character that is from world 2.
World 1 is more forested, World 2 more deserty.
Much of both worlds is unexplored.

Races
World 1 (from most to least common).
Goblinoids (not a player race)

These top 3 PC races are about the same in number
Eladrin
Halflings
Dwarfs
These 2 are about 1/3 in number of the "big three"
Humans
Elfs

Kobolds (rare)
those Dragon people (rare)
Half-elfs (very rare)
Orks (very rare, not a player race)

Eladrin, Dwarfs and Elfs tend not to live together, but with humans and halflings living with all 3. In such communities, the noble will be of the dominant race (so, eladrin, dwarf or elf). Of those 3, elf communities have the least amount of humans/halflings. Dwarfs live in the mountains, elfs in the forest, Eladrin in flying cities that migrate. Eladrin and dwarfs get along fine (live apart more due to where they like to live). Eladrin and elves not so much... Eladrin are "magic rivendel elves", elves are "forest, mirkwood elves". They are the same race, they just have different lifestyles/values. Half-elf have characteristics of both elves/eladrin and humans, but are their own race - they aren't the result of interbreeding, though they might once have been. There are also a few cities that are truly multicultural, one of which the PCs comes from.

Incidentally, another thing about this campaign is the characters start off as mid-teen level 3.5 characters. We won't actually play as such, but I want the beginning characters crafted as it they had been rolled over to the new edition, but starting at zero. It doesn't make sense now, but it will. 8)

This world has a pantheon of 4 gods:
Father - dwarf - fire - justice, construction, war (lawful good)
Mother - Elf/Eladrin - earth - growth, health, prosperity (neutral good)
Daughter - halfling - water - the arts, curiousity, change (chaotic> good)
Son - human - air - magic, chance, trickery (neutral - which neutral depends on what facet of his personality is involved)

World 2 (from most to least common)
Humans
Kobolds
Dragon peoples
Halflings
Eladrin
Dwarfs
Gnomes (very rare)
Half-elfs (very rare)

Most nobles are human or dragon-kin
This world has a crazy pantheon of goods, representing a more balanced view of emotions/values - so include evil gods as well.

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