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

Thursday, June 25, 2020

DRAG YOU TO HELL, or; Don't Eat the Food

Okay, so I did auguries and prayers. I did patron saints and heroes. Now it's time for Devils and Faeries.

Devils and Faeries are extradimensional alien creatures who are will to trade you something here and now for the chance to take your soul once you're done piloting a meat suit. The power or gifts they trade to you invariably come with a hidden cost and/or run dry before you're done needing them, and the more you call on them the easier it gets to do so - for a while.

These rules are intended to complement the entry about calling on gods for augury and divine intervention. Those require effort and spending on your part, and are limited in effect. Making a deal with a Duke of Hell or a Fey Lord is comparatively easy and rewarding. You just, y'know, have to go to hell afterwards.

Rather than keep saying "Demon or Faery" or whatever, I'm just going to refer to them collectively as Powers. You could probably use this to include gaining power from eldritch Elder Things and whatnot but I imagine that to be more the theological equivalent of sticking your finger in a light socket.

Also, these rules assume a game where you don't instantly die at 0 HP.

MAKING A DEAL

Step 1: Identify a Power and find out how to contact.
Step 2: Conduct the ritual, offer the sacrifice. If things go well, the Power will appear and offer you a gift. If things go really poorly they'll still show up but you're not going to enjoy it.
Step 3: Trade a sliver of your soul for the gift.

Step 1 - The Power and the Ritual

There are three components needed to summon a power: the Symbol, the Incantation, and the Sacrifice.  The Symbol must be drawn or etched on a surface - this is where the Power will appear. The Incantation is a ritual chant, song, howling, etc, that must be repeated while the sacrifice is made. Finally the Sacrifice must be made. Total up all the modifiers (given in the chart below) and roll a d20. If the roll is below the target, the ritual is successful and the Power appears. If a 20 is rolled, the Power still appears but they are bound by no ritual and will probably just drag your soul out of your body for fun.

Making a Deal Chart

Regular Sacrifice - Base target of 10
Rare Sacrifice - Base target of 15
Slivers Given - +1 each
Additional people conducting the chant - +1 each

Step 2 - The Bargain

Each Power has gifts they grant. The normal bargain is to trade Slivers of your soul for these gifts. You can always try to bargain for something else, but the Power will likely have more... exotic requests. Agree on the bargain, including specific terms for repayment. The gifts listed in the Power's entry are the most common things, but the list is not exhaustive.

Step 3 - The Price

If the price is one or more Slivers of your soul, payment is immediate. Mark them down on your sheet (or increase your running total). If the price was something, pay it now or arrange to pay it later under specific conditions.

PAYMENT COMES DUE

When you are reduced to zero hit points, or once per day while in the Power's home plane, roll a d20. If the result is under your current total Slivers given to that power a servant of their shows up to claim your soul. The servant's HD/CR/level is equal to the roll of the die. You ever die, then your soul is forefit and claimed immediately. You cannot be resurrected unless someone physically finds it and reclaims it (or makes another bargain to get it back). Some Powers only claim a soul for a given period, after which you can be resurrected.

If you have paid Slivers to more than one power, stack them when making the roll. So if you've paid 3 slivers to The White Prince, and 2 to the Fiachsidhe then upon being reduced to 0 HP if you roll a 1-3 a servant of The White Prince will appear, or a servant of the Fiachsidhe on a 4-5.

DESPERATE PLEAS

You can call out to a Power at any time for a gift. These gifts are usually much less potent than when making a sacrifice, but they can help in a pinch. The price is still the same, though.

When you make a desperate please, roll a d20. If you get over your total Slivers owed to that Power, the bargain is struck. You can increase the result rolled by up to +10 by offering a suitable sacrifice, in addition to the one or more Slivers spent as normal. Failure to follow through on the sacrifice generally has dire consequences.

THE WHITE PRINCE

King of Hell and All Demons, Wisest Teacher, the Sixth Pentarch

The White Prince is typically invoked through his greatest servant on the mortal plane, His Shadow. When he takes a soul, he binds it to the form of a familiar until they have tempted a wizard into the service of The White Prince.

Symbol: 19 white candles around a 19-pointed star drawn in red ink, red wax, or blood.
Incantation:
O Prince of Magic, hear us!
O Prince of Truths, hear us!
In the name of Your Merciful Shadow, I call to thee!
From the depth of this world of lies, I call to thee!
For the promise you made to all who live and die, I call to thee!
O Prince, who does not know of thy magic?
O Prince, who does not know of thy wisdom?
O Prince, open the door to the font of thy knowing
O Prince, let me bask in Your Divine Shadow
Holo dano dholo ka kaddk kluvd!
Holo dano dholo ka kaddk kluvd!
Holo dano dholo ka kaddk kluvd!
Sacrifice: Goat or sheep, a religious text, the blindfold of blind man
Rare sacrifice: A lamb, born with white wool and two heads

Typical Gift: A spell. Trades 1 Sliver per spell level. The new spell can be from any spell list, but must be of a level you would normally be able to cast.

A spell slot. You gain an additional spell slot. Costs 1 Sliver per level of the new slot. The slot can be one level higher than your current max, but this costs an additional 5 Slivers.

Rare Gift: Spellcasting ability. Choose a class. You can pick two 1st level spells that class has access to. You can cast these spells once per day, with the spellcasting ability of that class. You can only learn more by making further deals with The White Prince.

THE FIACHSIDHE

Mistress of the Wild Hunt, Immortal Hostess, Seneschal of the Green Court

The Fiachsidhe is a powerful Faery noble, said to ride across the realm of Faery on a bronze chariot pulled by eight enormous hounds. She leads the Wild Hunt on excursions into the mortal realms, and enforces the laws of hospitality in Faery. She binds mortals to the form of a hound, and keeps them to pull her chariot for 100 hundred years. Of course, the Feary understanding of linear time is... loose.

Symbol: Nine dog skulls, stacked in a pyramid and inscribed with the nine names of the moon.
Incantation: 
hairr suna feirr eddaldaiul du na
ai serr dha Fiachsidhe dha wairn hildas
ai serr dha Fiachsidhe dha hurdarr
ai serr dha Fiachsidhe dha ruilnas ull dsinfadr
ai serr dha Fiachsidhe du eain na
du daesh na
ai serr dha Fiachsidhe
Sacrifice: a fine feast, a bronze torc or trumpet, a stag heart freshly butchered
Rare Sacrifice: The heart of a man hunted and slain

Typical Gift: A point of Inspiration (or equivalent)

Roll one of your Hit Dice and increase your Max HP by the result. This cannot bring you above your maximum possible HP.

An Arrow of Slaying. The target type is of very narrow focus. If you know the True Name of the target, you get d3 instead of just 1.

Rare Gift: A Horn of the Hunt. You can sound this horn once per full moon to summon a 2d6 HD/CR/level servant of the Fiachsidhe. The servant will aid you for d4 hours and then return to Faery.

BATHIM, THE OPENER OF WAYS

Bathim is a duke of Hell, and knows the routes and ways between dimensions. He can speed travellers on their way, or mire armies for days. He appears as a muscular man with the tail and head of a snake, riding a roan horse. Souls he takes are bound to his horse's tail, to be dragged across the surface of one thousand roads.

Symbol:

Incantation:
Bathim, Bathim, open the way
Bathim, Bathim, show me the way
Bathim, Bathim, knower of doors
Bathim, Bathim, I call unto thee
Bathim, Bathim, show me the way!
Sacrifice: A soldier's foot, a horse, dust from another plane
Rare Sacrifice: The keystone of an interplanar doorway.

Typical Gift: Speeds your next journey to a known destination by d6 days (you will simply cover distance faster without seeming to)

Tells you the route to a named location

Opens a door, gate, or portal that no-one living has passed through

Rare Gift: Opens a stable gateway to another realm, OR, gives you access to a pocket dimension you could claim for your own.

BELHOR, THE MAKER OF CROWNS

Belhor is a powerful King of Hell, said to be second only to the White Prince himself. Belhor appears as stronger, more beautiful, more frightening version of the current monarch of whatever realm the summoner resides in, and is always crowned with fire. Belhor is said to have the power to raise the lowest commoner to the heights of power and nobility. Souls bound by Belhor are doomed to place ten thousand bricks upon the ever-growing walls of his infernal fortress.

Symbol:

Incantation:
Of all the Thrones and Princes, I exhort thee Belhor
Before all the Lords and Swords, I beseech thee Belhor
Belhor, maker of crowns
Belhor, breaker of kings
Belhor, who stands behind all thrones
Belhor, I call you!
Sacrifice: An eagle, the mane of a lion, the bones of a prince
Rare sacrifice: The head of a landed noble

Typical Gift: Tells you of a noble who will reward service with land and title, and the service they need.

Tells you of a noble who can be overthrown, and how it might be done.

Tells you of a title that lies vacant, and how it might be claimed.

Rare Gift: Belhor will tell you of a crown you can claim for your own, and how it might be won. The path will be hard, and there will be a condition you must meet lest Belhor reverse your destiny.

Monday, June 22, 2020

Gods of Dunador

Getting religion to have a proper role in my games has long been a want of mine. Fortunately, Goblin Punch made some excellent ways to do exactly that. I've reproduced them here with some modifications, and included the three gods and three saints I thought were mostly likely to be important to adventurers.

AUGURY

This is something anyone can do, and requires only going to a temple, church, or shrine and performing the correct ritual - and making a sacrifice, of course - to ask a divine power (a god, a saint, or a local spirit) if they approve of a given course of action or a person, place, or thing.  The important thing is that you're not asking the divine to predict the future or how likely a plan is to succeed, you're asking whether they will be pleased or displeased by something.

Gods and spirits will answer to anyone who performs the rituals correctly, but saints will only answer to heliopapists. Different entities want different things, and will respond differently depending on what you're asking about.

Performing Augury

  1. Go to the entities shrine or temple, offer the sacrifice, undertake the ritual. The entity will tell you whether they approve of what you ask.
  2. The referee secretly rolls a d100 on the chart below, with the given modifiers.
  3. Receive the answer: auspicious, ill, or terrible.
If the roll is under your target value, the augury is accurate. Otherwise it will be random (odd result = ill, even = auspicious). If the augury fails and the dice show double odd numbers (ie 55) then the result is terrible and and you must do something drastic (a quest, a lot of sacrifices, etc) to avoid a horrible fate. If you were asking about a specific course of action then you should very much not do it. If you persist in doing that thing anyway then you /will/ encounter dire peril.

IMPORTANT NOTE: If the Referee does not already know 'true' answer to an augury, then they are required to roll for it and abide by the roll.

The Augury Chart

The sacrifice offered determines your base chance. Also all sacrifices must be given in pairs - one to be sacrificed, one as payment to the priests.
  • Bottle of wine, roast meat, etc, worth at least 1gp - Base 40% chance
  • Three chickens, a dog, a lamb, etc - Base 50% chance
  • A cow, three goats or sheep, a horse, etc - Base 60% chance
  • An exotic or monstrous animal such as an albino bull, live manticore, etc - Base 70% chance
  • Human sacrifice - Base 80% chance but it automatically counts as a blasphemy (see below) unless you do it in a place where the gods cannot sea.
Bear in mind you can sacrifice just about anything - the above is a base guideline guideline.

Additional modifiers:

  • Sacrifice has deep personal meaning to petitioner: +5%
  • Favoured sacrifice: +20%
  • Rare offering: Automatic success
Donation: +X% where X is the square root of the money donated. X is also the x-in-20 chance the high cleric, archpriest, or otherwise named head of the temple will take a personal interest in you.

You can perform auguries yourself outside of a temple or shrine, but you gain a -10% penalty.

If you don't have a sacrifice to offer you can promise one and use it as the base chance with a -10% penalty, but if you fail to offer the sacrifice there will be dire consequences.

All auguries must be accompanied by proclamations and praise to the entity.

BLASPHEMY

Whenever you blaspheme, mock the gods, doubt their existence, or otherwise invite a lightning bolt from on high, you have an x-in-20 chance of being cursed, where x = your level+Charisma modifier.

If you whisper it (in character and IRL), then this is negated.  This rule is also negated if you are doing something in service of one god against their enemy.

OATHS

An Oath is a binding contract enforced by divine wrath.  An Oath can be entered into by one or more parties.

To make an Oath, the participants must loudly state:
  1. Which god they are binding themselves to.
  2. What they promise to do.
  3. What is the penalty for breach.
Then make a sacrifice using the Augury chart above with the following additions:
No sacrifice: Base 10% chance
Conducted by a priest or other officiant: +10% chance
Touching a sacred relic: +20% chance

The referee makes the roll in secret to see if the penalty will in fact occur should any party break the Oath.  If a group makes an Oath together, they will all suffer the penalty together.

DESPERATE PRAYERS

A party can attempt a desperate prayer once per session.

The praying character must loudly state:
  1. What they want from the god/saint/spirit
  2. What they promise to do if they get it.
The default chance of success is 0%. The intercession will only happen once and in the smallest way possible. The roll is made in secret and at the last possible moment.

If the request is something small that could possibly be explained away by coincidence they get up to +5%

If the promised is something generous they have the capacity to give, they get up to +5%

THREE GODS EVERY ADVENTURER KNOWS

Dokeia, the Antlered Goddess, the Wild Huntress, the Sounder of Horns
Hunting, Wild Places, Being Lost, Paths, Herbs, Beasts, Hounds
Favourite Offerings: A wild rabbit (still alive), amber, mistletoe berries
Rare Offering: the heart of a fawn, willingly given
Augury: the query is carved into a consecrated antler or horn which is then given to the temple dogs to chew. The augury is interpreted from the words left unchewed. Terrible omen: the hounds refuse to chew.
Approves: when you keep what you kill, but especially when the hunter becomes the hunted
Curse: Lycanthrophy.

Komawenteia, the Lion Goddess, She Who Massacres, the Red-Crowned One
War, Lions, Massacres, Bloodshed, Rage, Passion, Art, Poetry, Lust, Beauty
Favourite Offerings: the teeth of a hated foe, artwork, poetry stained with tears of love
Rare Offering: genitals
Augury: the offering is burnt and the ashes mixed with paint. A priest is worked into ecstatic frenzy and paints. Interpreting the painting reveals the augury. Terrible omen: the paint turns to sludge.
Approves: when you act out of passion, but especially when blood is spilled for it
Curse: whenever you are gripped by passion or strong feeling, you must save or slip into a berserk and ecsatic frenzy. You cannot go unconscious while in this frenzy, and feel neither pain nor hunger until it ends.

Mater Theia, the All-Mother, the Embracing, the Guardian of Gates
Death, Rest, Graveyards, Thresholds, Journey's End, the Hearth
Favourite Offerings: doors, food made from an inherited recipe, bone meal of an undead
Rare Offerings: grave-dirt from inside the rib cage of your mother
Augury: the query is written on paper, which is ground into soil mulch. A flower is planted in this soil. When it blooms, the number of petals reveals the augury. Terrible omen: the flower withers.
Approves: when you undertake a journey, but especially when you are unsure of the destination
Curse: whenever you see a door you have never gone through before you must save or suffer terrible pain until you pass through it. Doors unlock (but do not become untrapped) at your touch.

AND THREE SAINTS

All the Saints have the same augury process: fast and pray for a night and day and then until you pass out from exhaustion. When you awake, the augury will have granted to you. Being driven from the church, or failing to fast and pray for the full night and day are the terrible omen.

Saint Alypius the Gambler
Patron saint of gamblers, singers, treasure-hunters, and runaways
Favourite offerings: gold won in gambling, boots a long way from home, candles that have lit up a dungeon
Rare offerings: large treasure, claimed from a heathen hoard
Approves: when you take gold from nonbelievers by wit and guile, but especially when you give credit loudly to the Divine Daughter
Curse: Once per session the Referee may demand you re-roll a die. If ever you roll a total result of 1, increase it to 2.

Saint Vertranis the Judge
Patron saint of bounty-hunters, judges, executioners, and librarians
Favourite offerings: finger bones of the guilty, silver chains, ink
Rare offering: a book of laws
Approves: when you make a record of events, but especially of punishments
Curse: whenever you meet someone new you must save or confess to the last crime you saw committed. You have advantage on saves against mind-affecting magic.

Saint Placidia the Excoriator
Patron saint of demon hunters, exorcists, and forced conversion
Favourite offerings: garlic, quicksilver, and human effigies
Rare offering: Rock chipped from a menhir or stone circle
Approves: when you defend the faith, but especially against the supernatural
Curse: you recoil from holy images and sacred places. You can smell when demons or their servants are nearby


THE REST OF THE GODS

Iphemedeia, Goddess of the Moon, She Of Soft Wings and Sharp Talons
Mysteries, Revenge, Secrets, Prophecy

Diwia, the Changer of Seasons, the Giver and the Taker
Seasons, Change, Authority, Farming, Marriage

Dipsiol, the Two Who Are One, the Blood-Drinker, the Life-Giver
Alchohol, Birth, Murder, Medicine, Gender and Sexuality

Trisheros, the Triple-King, the Dragon-Slayer
Conquest, Punishment, Competition, Self-Improvement, Knighthood

Marineus, God of Time, Lord of Archers
Entrophy, Time, Archers, Erosion, Destruction, Deserts

Despotas, the Law-Giver
Order, Laws, Hierarchy, Writing, Memory, Money

Enesidaon, God of Fire and Storms, Shaker of the Earth
Deep Places, Volcanoes, Earthquakes, Caves, Storms, Keeper of the Dead

Diktaios, God of the Night Sky, the Walker in Dreams
Stars, Architects, Mathematics, Libraries, Maps, Navigation, Dreams

Posidaeia, Queen of Horses, She Who Treads on the Sea
The Sea, Winter, Peace, Tradition, Pain, Sleep, Horses

Drimios, the First Teacher, God of the Wheel
Magic, Teaching, Roads, the Wheel, Song, Lucky and Fortune

Monday, June 1, 2020

Even More Expanded Pantheon Generator

The Manse made a pretty great pantheon generator.

Throne of Salt extended it.

Now I'm fucking it up building onto it further. I'll detail my changes as I go, but the short for is that I tried to (very roughly) mimic the way pantheons evolve and more specialized gods get added on later, as well as adding some extra tables, tweaking ones from the earlier two posts, and generally adding my own weird spin on things. Several of the tables come straight from Throne of Salt with few/no modifications so please do go visit that post and see where it comes from. Also you should know that while previous iterations gave you the option not to have divine, uh, "Hapsburg marriages", I have taken that away because it's not a real pantheon if it's not at least a little creepy.

To summarize what we're doing here, we're making a big messy pantheon that comes in Four Generations, starting with the early, elemental gods and moving down through four generations to gods who take care of things like "stuff that's stuck in drawers". Gods have portfolios (the things they're the gods of), and the idea of Moiety. Hot is active, energetic, passionate. Cold is passive, orderly, introspective. Moiety has no effect on appearance, it's mostly used for determining pairings when it's time to get down to making more gods. Moiety also has a strength. Strong moiety means the god is more likely to be one of significance and worshiped more widely, and Weak the opposite.


GODLY ORIGINS (d6)
This is determining from whence came the First Generation, the elder gods who birthed the rest.
  1. Born of a primordial being, killed it and usurped. There is either castration or beheading involved.
  2. Chewed their way out of the corpse of a primordial being.
  3. Spawned from primordial chaos.
  4. Have always existed.
  5. Unknown.
  6. Travellers from another dimension.

THE FIRST GENERATION (d6)
Roll here to find the gods at the root of this pantheon.
  1. Monad. A single divine that parthenogenesis'd itself a bunch of divine kids.
  2. Diad. Two diametrically opposing deities. 1 Hot, 1 Cold. 1-3 says they had kids together, 4-6 says they each spawned kids on their own.
  3. Triad. Three deities in trinity or a tripartite being. 1 Hot, 1 Cold, 1 Both or 3 Both.
  4. Quartet. Two pairs each of 1 Hot + 1 Cold
  5. Quintet. Either two pairs each of 1 Hot + 1 Cold, plus an extra 1 Both, or 5 Both..
  6. Sextet. Three pairs, each of 1 Hot + 1 Cold.
Okay, now that you've got a list of gods, distribute the First Generation Portfolios among them. Any that are left over you can either stack on existing gods, or save for later (see Leftover Portfolios below). Then roll for their Presentation and Moiety. There are extra tables for Appearance and Name down at the bottom.

FIRST GENERATION PORTFOLIOS
Earth, Sky, The Divine Twins*, Nature, Dawn

*Might be two different gods from the list, or two gods who "count as" a single one. 


PRESENTATION (d10)
  1. Male
  2. Male
  3. Female
  4. Female
  5. Nonbinary
  6. Agender
  7. Nonhumanoid
  8. Both - this may be split entity who has alternate depictions (possibly being a mini-diad), or a god who has transitioned at some point in their life.
  9. Twins. Roll d8 (rerolling 8's) on this table for the pair's presentation, or once for each twin.
  10. Triple Entity. Three gods in one. Roll d8 (rerolling 8's) on this table to find Presentation of the Triad.

MOIETY (d6)
  1. Hot/Strong
  2. Hot/Weak
  3. Cold/Strong
  4. Cold/Weak
  5. Both/Strong
  6. Both/Weak

Okay, so now you've got your first batch of gods. You can use the tables at the bottom to flesh them out now, or save that for later. Right now, it's time to make 'em fuck. Pair up all of your First Generation gods - Hot with Cold, Both with either or Both. Then for each pairing, roll 1d6+2 to find out how many offspring they have. Finally, roll on the Relationship table to determine the nature of each relationship and how it modifies the total number of offspring for that pairing (and if any extra pairings are generated).

Note that presented gender has absolutely no bearing on pairing compatibility. They're gods so gender is a highly fluid concept anyways, and pretty irrelevant when the birth story for a lot of gods is shit like "My dad had a headache and chopped his skull open and there I was in full armour," or, "My mom had a bath in the ocean and the sea foam turned into me."


RELATIONSHIPS (d12)
  1. One-Time Fling: -1 offspring
  2. Divorced.
  3. Passionate Lovers. +1 offspring
  4. Bitter Rivals: -1 offspring
  5. Unfaithful: -1 offspring. Then pick one of the pair, choose 2d3 more partners for them, and split another 1d6+2 offspring between them.
  6. Polycule: +1d3 gods join, +2 offspring. Split offspring between compatible pairs.
  7. Married (happily).
  8. Married (unhappily). -1 offspring. Each party also has 1d3-1 offspring with another god.
  9. Married (political union). No offspring. Both get a new pairing with compatible gods, normal offspring rolls for those.
  10. Mentor & Apprentice with a secret romance.
  11. All by Design. A single designer offspring.
  12. Asexual or Platonic. No offspring.
If you have any gods not in a pairing, roll a d6 for each. 
1-3 they produce 1 offspring by divine mitosis. 
4-6 they pair with a god of the same Moiety and produce a Legendary Monster

Legendary Monsters should be set aside for now - these rules don't cover detailing them, but you probably already have a stack of bestiaries with ideas for them. The one thing to keep in mind that older gods produce more powerful monsters - so a Legendary Monster produced by two Fourth Generation gods is likely to be much less legendary than one produced by First Generation gods.


THE SECOND GENERATION
So now you've got a big old list of divine kids. Let's detail them.

First, give them each a Presentation and Moiety. Then distribute the Second Generation Portfolios.

Second Generation Portfolios
Sun, Moon, Weather, Fire, Fresh Waters, the Sea, Wind, The Guardian, Horses, The Trickster, Hunting, Harvest, Fertility, Prophecy, the Underworld, Seasons, the Night Sky, Winter, Spring

If you have any gods without portfolios, you could apply any leftovers from the First Generation (if you have any), steal a few from the Third Generation, or duplicate First and Second Generation portfolios as you see fit.

Now that you've got your list of the Second Generation, let's make them fuck, too. Pair off the gods the same way as the First Generation. Then roll 1d4 offspring for each pairing followed by the Relationships chart. 

For any leftover gods, roll a d6. 
1-3: 50% chance of a single offspring via divine mitosis. 
4-5: Pair with a First Generation god. 
6: Pair with another Second Generation god of the same Moiety to produce a Legendary Monster.

Now you should have another list of newly hatched gods, who are:


THE THIRD GENERATION
At this point the power curve is definitely dropping, and the portfolios are becoming much more specialized and culture-relevant.

As before, give each god a Presentation, a Moiety, and a Third Generation Portfolio.

THIRD GENERATION PORTFOLIOS
Fate, Welfare & Community, Smiths, Roads, Laws, Healing & Disease, War, Weapons, Brewing

Also as before, if you don't have enough portfolios, double some up, use leftovers from previous generations, or steal from the Minor Portfolios.

Okay, so we've got our list of Third Generation gods. Time for them to, well, you know. Pair them up, same process as before, with 1d3-1 offspring per pairing. Use the same roll from the Second Generation for any leftover gods here, then proceed on for our final set of gods.


THE FOURTH GENERATION
Now we're scraping the bottom of the barrel, godly-being-wise. These gods aren't able to reproduce and create a new generation on their own. That would require killing and usurping (and probably eating) a few older gods.

Presentation and Moiety as before, then roll on this list of 100 Minor Portfolios to see what is is this godling says they do here.

MINOR PORTFOLIOS (d100)

  1. Travel
  2. Messages
  3. Youth
  4. Discovery
  5. Fools
  6. Destruction
  7. Fish & Whales
  8. The Adversary
  9. Romance
  10. Harvest
  1. Gender
  2. Knowledge
  3. Sharks
  4. Invention
  5. Left-Hand Magic
  6. Right-Hand Magic
  7. Diplomacy
  8. Agriculture
  9. Rulership
  10. Forest Animals 
  1. Thresholds
  2. Inspiration
  3. Science
  4. Necromancy
  5. Biology
  6. Cats
  7. Parenthood
  8. Reptiles
  9. Cities
  10. Adoption 
  1. Autumn
  2. Poetry
  3. Memory
  4. Childbirth
  5. Marriage
  6. Beauty
  7. Metal
  8. Commerce
  9. Change
  10. Natural Disaster 
 5678
  1. Authority
  2. Strategy
  3. Transportation
  4. Dreams
  5. Sailors
  6. Protection
  7. Soldiers
  8. Athletes
  9. Commoners
  10. Miners 
  1. Justice
  2. Revenge
  3. Glory
  4. Victory
  5. Silence
  6. Reflections
  7. Summer
  8. Isolation
  9. Grief
  10. Funerals
  1. Charity
  2. Lust
  3. Writing
  4. Chance & Luck
  5. Debt
  6. Injustice
  7. Poverty
  8. Peace
  9. Rationality
  10. Enslavement 
  1. Murder
  2. Fear
  3. Theft
  4. Repentance
  5. Craft
  6. Architecture
  7. Astronomy
  8. Time
  9. Chaos
  10. Pestilence 
 9 10  
  1. Abundance
  2. The Hearth
  3. Sex
  4. Music
  5. Art
  6. Flowers
  7. Balance
  8. Sloth
  9. Guards
  10. Hospitality
  1. Imprisonment
  2. Freedom
  3. Death 
  4. Psychopomp
  5. Birds
  6. Dogs
  7. Domestic Animals
  8. Secrets
  9. Light
  10. Wolves 
  


DEMIGODS
Okay, so there's one last group of gods. Well, demigods.  These are the children of gods and mortals, and their generation is a bit different.

First roll 2d4 to see how many significant demigods there are to start with. You could potentially have dozens of them, but for now let's just make a manageable number.

Choose a parent god randomly (roll d4 for generation). If you want weighting, demigods might be more likely to be born of parents of strong Moiety, or Hot Moiety, or both. I think it's more interesting to leave it open, though.

KNOWN FOR (d6)
  1. Slayer of Monsters (could pick a Legendary Monster if you have any)
  2. Regional or Culture Hero. This demigod has ties to a specific culture or region.
  3. Wise Ruler. This demigod founded a dynasty, nation, city-state, or whatever, and ruled it well.
  4. Conqueror. This demigod led armies to crush their enemies and subjugate their lands.
  5. Villain. This demigod is widely reviled as evil and a villain.
  6. Archmage. This demigod reached the highest levels of magical power, possibly opening new frontiers, naming spells after themself, and/or causing horrible disasters.
FATE (d6)
  1. Still Alive. Possibly immortal.
  2. Slain. They were killed. Roll d4 for cause. 1 - Battle. 2 - Natural Disaster. 3 - Murdered. 4 - Giant Monster.
  3. Ascended. They achieved apotheosis and joined their parent god in the heavens. They likely have a small or regional cult.
  4. Unknown. This demigod vanished, and no-one is sure why or where to. Probably lots of legends, though.
  5. Prophesied Return. This demigod is asleep/departed but is said to return when their people are in their greatest need.
  6. Died of Old Age. This demigod actually lived out their full span (possibly an extra long one).
And that's the pantheon! The following tables are for generating extra details like names, appearance, etc.


LEFTOVER PORTFOLIOS
Okay, so now you've got more gods and godlings than you can shake a stick at. If you have any portfolios left over from the earlier generations, or if they are any from the Minor Portfolios list that you consider to be of universal significance in your setting, now is the time to assign them to existing gods. For extra chaos, for each of these extra portfolios roll a d6: 1-3. Add it to one god. 4-5. Add it to two gods. 6. Add it to three gods.


CULTURAL VARIATIONS
This generator assumes you're creating the "base" version of this pantheon and these gods. Specific cultures in the world will have their own, specific variants of the gods and the structure of the pantheon.

Decide the culture's three most important virtues or "rights" (also known as mores) and list them in order. Find the god with virtue #1 or whatever is closest to it. This is now the new head of the pantheon as far as the culture is concerned. If there's no god with that virtue, pick a god of strong moiety to gain it instead. If there is a god with that virtue but it's a god of weak moiety, there's a 4-in-6 chance the portfolio is reassigned to a god strong moiety instead and the original god is either given a more niche portfolio or subsumed entirely.

Repeat this process for virtues #2 and 3.

Now decide the culture's two most despised vices or "wrongs". Same process for the virtues, but this time you're picking the adversarial gods.

Now you have five culture-specific gods from the pantheon. How does this change the pantheon? Which gods are left out entirely? Older gods, and gods of weak moiety are most susceptible to being let out. Cultures are likely to give new names to their versions of the gods, either by altering the existing name so it sounds like a word in their language, or by giving them an entirely new name. They may also change the representation of that god to match their idealized self-image. Pick a few more gods tied to the central gods, or ones you just want include, and give them each another 2d3 Minor Portfolios.


EXTRA TABLES
RANDOMLY CHOOSE A GOD (d6)
There's a few places in this generator that call for randomly selecting a god. You can roll a d4 for generation, or use this d6 table:
1 - First Generation. 2-3 - Second Generation. 4-5 - Third Generation. 6 - Fourth Generation.


NAMES
So I like the idea that older gods have simpler names and later have more complicated names - to reflect the increasingly complexity of the societies worshipping these gods. I don'think this has any basis in history, I just think it's neat.

So for the First Generation, roll on columns 1 and 2 and combine.
For the Second Generation, roll on columns 3 and 4 and combine.
For the Third Generation, roll on columns 3, 4, 5 and combine.
For the Fourth Generation, roll a first name on columns 4 and 5, and a last name on Columns 1 and 2.
Demigods don't have names from this table, they should be named based on their mortal heritage.

 d20 12
 1 Ka-at Bal -fel -gion 
 2 Ra-el Fel -gol -aion 
 3 Ba-az Mul -mul -mion 
 4 Ta-ut Tul -qul -rion 
 5 La-og Mal -zel -wion 
 6 Be-im Yat -ror -feth 
 7 Re-ov Pet -par -quth 
 8 Ne-uy Gut -tar -moth 
 9 Me-aq Mot -nur -nyth 
 10 Le-oz Mut -mer -zoth 
 11 Gu-lt Mog -gez -zide 
 12 Nu-ft Teg -moz -made 
 13 Lu-ng Lyg -yuz -bode 
 14 Wu-mn Zog -quz -qude 
 15 Pu-pt Gog -wez -yide 
 16 Lo-sh Moz -kak -baak 
 17 Mo-ch Toz -mek -tlak 
 18 Do-th Lez -yek -amak 
 19 Fo-zh Quz -nek -poak 
 20 So-gh Aez -zuk -erak 


APPEARANCE
This is the god's base appearance, or at least how they're usually represented. Note that the species here are based on my Knave game, and should be adjusted to fit your game.

For proper gods, roll d20+generation. For demigods, roll d10+10
1-3. Abstract.
4-5. Elemental.
6-8. Divine.
9-10. Animal. Or anthropomorphic. Or hybrid.
11-12. Human.
13-14. Dwarf.
15-16. Gnome.
17-18. Goblin.
19-20. Orc.
21-22. Roll again but monstrous.
23+. Roll again but extra beautiful.


EXTRA DETAIL (d20)
These are extra details or adjectives the god is typically depicted with. Each god has d2+1 of them.
  1. Large
  2. Small
  3. Strong
  4. Weak
  5. Hairy
  6. Rough
  7. Clean
  8. Pale
  9. Dark
  10. Fierce
  11. Kind
  12. Animal companion
  13. Obscured/hooded
  14. Wearing <colour>
  15. Wearing <article of clothing>
  16. Armoured
  17. Naked
  18. Giving
  19. Wielding <weapon>
  20. Enthroned