Showing posts with label world building. Show all posts
Showing posts with label world building. Show all posts

Thursday, November 5, 2026

Building Jackson: Religion in Jackson

This is going to be part of a semi-recurring series set in Jackson, IL. While my other series, Mirror Mondays, focused on Jackson and Advanced Witches & Warlocks as mirrors of each other, viewed through the lens of 1986, this one will be more game-design-specific.

There will be mostly world-building items, things the setting has that other NIGHT SHIFT settings don't, plus some game mechanics. There is always a chance that another project will leak into this as well. There are things I have developed for Jackson that, on reflection, didn't work there, but worked great in, say, my Sunny Valley, OH setting or my Valhala, AL setting.

So let's start big. With God and Religion.

Four Corners Churches Jacksonville

Dear God: Religion in Jackson

One of the things I have been exploring lately while developing my fictional Jackson, Illinois, is religion. Not just witchcraft and Wicca, though those are certainly important, but religion in general and the role it plays in the lives of the people who live there. Jackson is based on the real-life Jacksonville, Illinois, a town with a long religious history. Religion has also played an important role in education, community life, and local history almost since its founding. 

Now you might wonder why a self-professed and fairly vocal atheist like myself would concern himself with religion, let alone make it the inaugural post of this new series. Well, I hope that will become obvious. 

Jacksonville was established in 1825, and religious communities were among its earliest institutions. Methodists, Baptists, Presbyterians, Episcopalians, Congregationalists, and other denominations all established congregations during the town's early years. The founding of Illinois College (the real-world "Illinois Beecher College" in Jackson) in 1829 was closely connected to Presbyterian and Congregationalist religious movements, and the town's abolitionist history was influenced by religious convictions as well. Jacksonville even became known for an intersection where churches from four different denominations stood on the four corners.

The Four Corners

One of Jacksonville's more interesting religious landmarks is the famous Four Corners, the intersection of West State Street and Church Street where four different churches once stood. By 1986, only two of those original churches remained. First Baptist had burned in 1966, and State Street Presbyterian had been demolished in 1968. But that didn't erase the intersection's history or the influence those congregations had on the town. The buildings might be gone, but their legacy remained. So much so that I heard about it my entire life growing up. I certainly lived in the "after" era of those churches, but the mark they left on the town's psyche was deep and profound. 

It is not difficult to imagine how this history would carry over into my fictional Jackson. Churches would be among the oldest and most recognizable buildings in town. Generations of families would have attended the same congregations, and the churches would be connected to schools, charities, social clubs, and the everyday lives of the people who lived there.  I like that idea for Jackson, where so much of the past still influences the present, often in ways younger residents don't fully understand.  

But religion in Jackson is about more than buildings and institutions. It is about people and what they believe, or sometimes what they don't believe.

These churches also have more going on, as you'd expect in a horror game. While the real-world history of Jacksonville, with four major religious denominations all at the same intersection, is fascinating enough, Jackson has more to it. 

That research was enough to merit its own post later on. 

Religion in Jackson, 1986

As I have been developing the NPCs of Jackson, I have been thinking more about their religious backgrounds. I assume every character has some sort of religious background, even if they no longer practice, have rejected their childhood beliefs, or simply don't think much about religion at all. In a small Midwestern town in 1986, religion could be an important part of your family's identity whether you wanted it to be or not. This was absolutely true for mid-80s Jacksonville, and true for my Jackson.

Take the Vale family, for example. Stephanie, her older brother Grant, and family are all Lutherans, with connections to one of Jackson's older and more established congregations. The Vales are wealthy, and their family has been prominent in town for generations. They attend church because that is what is expected of them. Church attendance is as much a matter of social standing and appearances as it is personal faith. Stephanie knows the services, the hymns, and all the appropriate traditions, but that doesn't necessarily mean she believes everything she hears. Stephanie is also a witch, so she has a different relationship with the supernatural than her co-congregants. 

The Thompson family is different. Anderson Thompson's family has an Episcopal background, but they don't go to church except for Christmas and Easter. They aren't necessarily opposed to religion. It simply isn't part of their regular lives. Rowan McGowan, Andy's girlfriend, comes from a strong Presbyterian family, and I see her taking her faith more seriously. That sense of duty, responsibility, and doing what is right will become especially interesting as Rowan develops into a Spirit Rider. Rowan certainly has a cross necklace she will wear when the mood strikes her, but avoids wearing while working in the stables. 

Valentino Moreno is Catholic, as are Roderick Morgan and Moria Zachary. Catholicism also provides the background for the Moretti family and, of course, Sister Lucille, a mysterious nun who plays an important role in my Broken Wings adventure. In Lucille's case, her faith is particularly interesting because she is a succubus who has chosen a path very different from what her demonic nature might suggest. Her religious convictions are sincere, and she genuinely tries to live by them. The Moreno's and the Moretti's are what I like to think of as "Old World" Catholics. They have a very serious devotion that has shapped how their families live.

Candy Mercer and Denise Carver come from Christian backgrounds, though neither is especially active in religion. Both might wear a cross necklace when they feel like it, more out of habit than anything else. 

Kyra Bellamy is another matter entirely. Kyra is Baptist and attends the Old Landmark Baptist Church, my fictional counterpart to Jacksonville's historic Mount Emory Baptist Church. Her faith is important to her, and she always wears a cross. For Kyra, religion isn't just something she inherited from her family. It is a genuine part of how she understands the world and her place in it. Kyra is one of those kids who loves her church and everyone in it, and she is one of those rare people for whom religion makes her a better person. 

Vera Rook is Jewish, which gives her a different religious and cultural background from many of her classmates. Vera also wears a pentagram, but that does not mean she is Wiccan. Her fascination with the occult and her Jewish heritage are separate parts of her identity. Likewise, Faye Thorne wears a pentagram, but her relationship with witchcraft, religion, and her own identity is very different from either Vera's or Larina's. Faye's religion is what I like to call the "Keyser Söze" point of view. She doesn't know if there is a God or not, but she knows the Devil is real. 

Kyra and Vera are prime examples of what I am working on here. Both girls identify with their religion on a deep, personal level. They both have disagreements (of a different sort) with their fathers, but both also deeply love their respective congregations. Kyra loves her Church, and she feels alive there. Vera could spend all night Friday drinking and partying, and she would still get to her synagogue on Saturday. She might sit in the way back and wear sunglasses the entire time, but she will be there. 

And then there is Larina Nichols.

The Ghost of Morris

Larina (reading): "Hic locus mortuorum est."
Vera: "Is that some Christian thing I don't get because I am Jewish?"
Larina: "No, it's Latin. And I am not Christian either; I'm Wiccan."
Vera: "There is hope for you yet, Nichols."
Laria: "It says,
'This place belongs to the dead.'"
Vera: "Ok. Less hopeful now."

Larina is Wiccan. More specifically, she follows a form of eclectic Wicca that she developed herself over several years. Her religion predates her arrival in Jackson and, importantly, predates her association with Stephanie and Faye.

Beginning when she was thirteen, Larina spent a great deal of time at Morris Library at Southern Illinois University in Carbon Vale (the mirror of real-life Carbondale), where her father was a professor. She was this little redheaded goth girl who would quietly slip into the library and disappear among the books on witchcraft, mythology, and religion. She tried not to attract attention, though the librarians knew perfectly well she was there. They thought she was cute and eventually nicknamed her "the Ghost of Morris Library."

Larina Nichols, the Ghost of Morris
The Ghost of Morris Library

Larina read everything she could get her hands on. Gerald Gardner, Doreen Valiente, Margot Adler, Margaret Murray, Raymond Buckland, and academic works on religion and folklore all contributed to her developing understanding of Wicca. She compared traditions, questioned what she read, and gradually put together a religious practice that made sense to her. Her Wicca was influenced by Gardnerian practices, feminist Goddess spirituality, and her growing interest in Celtic mythology, but she didn't belong to any formally established tradition.

At some point before moving to Jackson, Larina performed her own solitary Wiccan initiation. This wasn't an initiation into an established Gardnerian or Alexandrian lineage. It was a personal religious commitment, something she had researched, planned, and undertaken herself.

So when Larina tells Vera Rook in 1986, "I'm Wiccan," she isn't experimenting with an identity or trying to shock anyone. She knows exactly what she means. She has already spent years exploring her beliefs and practicing her religion.

When Raymond Buckland's Complete Book of Witchcraft, the famous "Big Blue Book," appears in 1986, Larina reads through it with considerable interest and, I am certain, plenty of opinions. She appreciates the organized approach to learning witchcraft and its accessibility to solitary practitioners, but she has already developed her own practices. Buckland isn't introducing her to Wicca. He is providing her with another perspective to consider, agree with, or argue against.

And knowing Larina, I suspect her copy would soon be filled with notes in the margins.

Something else is important here. Being a witch and being Wiccan are not the same thing. This is a distinction I have maintained in my AD&D witch material, and it carries over into NIGHT SHIFT. Being a witch concerns what Larina is, what she can do, and her understanding and practice of occult magic. Being Wiccan concerns what she believes, her relationship with the divine, and how she chooses to live her life. They are separate things, but for Larina they are deeply related and connected.

Not every witch in Jackson is Wiccan, and not every Wiccan in Jackson has supernatural powers. Larina is the case where she is both. 

As Larina gets older, she becomes even more deeply connected to her faith. In 1986, she is still establishing and expressing her religious identity. She wears a triple moon Goddess necklace with a pentagram in the center of the full moon, celebrates the Sabbats, and is quite willing to explain or defend her beliefs. Decades later, her Wicca is less about outward declarations and more about lived experience. Her faith informs how she treats others, understands the natural world, and deals with life, death, and the supernatural.

She doesn't become less Wiccan as she gets older. She becomes more deeply Wiccan. Just less vocal about it.

Her experience is not made up whole cloth. It mirrors my own experiences in creating a witch class.

Some books on Witchcraft

An Outsider Looking In

My own experience with religion has largely been that of an outsider looking in. I grew up as an atheist in an extremely religious town, one well known for its churches. Religion was everywhere, from the buildings and institutions to the people I knew and the everyday rhythms of community life. It was something I understood as part of the world around me, even though I didn't personally believe in it. I have often joked I was kicked out of the Boy Scouts for being an atheist, but the truth was that my points of view and beliefs were not compatible with the Boy Scouts of America past the age of 10.

Oddly enough, or maybe not so oddly, I frequently played religious characters in Dungeons & Dragons. Clerics, paladins, and, of course, witches. I enjoyed exploring characters whose faith was important to them, even when that faith was very different from what I believed. Religion could inform their worldview, their relationships, their sense of morality, and the choices they made. It was part of what made them interesting characters.

That same curiosity followed me into my research on witches. When I started working on a witch character class for AD&D, I spent a lot of time sitting in libraries reading everything I could find about witchcraft, mythology, folklore, and religion. I wasn't searching for a religion of my own. I was trying to understand these traditions well enough to create a witch class that was something more than a magic-user with a different spell list.

I read about historical witchcraft, the witch trials, pre-Christian religious practices, and modern Wicca. I compared what different authors had to say, looked for common elements, and tried to decide what would translate into the rules and assumptions of AD&D. I wanted my witches to feel like witches, drawing from folklore and religious traditions rather than simply being another variety of spellcaster.

Years later, when I began developing Larina's history, I gave her this similar experience.

There we were, both sitting in libraries, reading many of the same books about witchcraft and religion, trying to construct something from what we had learned. But we were pursuing very different goals. I was trying to create a witch class for AD&D. Larina was trying to construct her own Wiccan faith.

Where I was looking at religion from the outside, Larina was finding her way into it. I was trying to understand witchcraft well enough to write about it, while Larina was trying to understand Wicca well enough to live it.

My original witch class has changed considerably over the decades, eventually becoming part of Advanced Witches & Warlocks. Larina's understanding of her faith has also grown and changed. Neither of us abandoned what we began in those libraries. We continued to learn, reconsider our assumptions, and deepen our understanding.

Faith in a World Where Monsters Are Real

Religion takes on another dimension in Jackson because the supernatural is real.

Demons exist. Ghosts exist. Witches possess actual magical powers. Ancient beings people have worshipped as gods still exist. But knowing these things doesn't automatically answer religion's larger questions. The existence of a demon doesn't prove every religious teaching about demons, and meeting something that claims to be a god doesn't necessarily mean that being deserves worship.

Or as Faye Thorne might remind us, just because there is something out there claiming to be the devil doesn't mean there is a God.

For some characters, encounters with the supernatural challenge their religious convictions. For others, those encounters deepen them. Roderick Morgan's Catholicism, for example, provides one framework for understanding demons and possession, but he also approaches supernatural events through investigation and scholarship. Ghosts are not the spirits of the dead to him, they are psychic manifestations that are no more the original person than a reflection or photograph is.

Coach Kiera Moreau, with her ancient supernatural heritage, has a religious outlook rooted in a world far older than modern Christianity. The Blackthorne Hags practice a form of old Paganism that is very different from Larina's modern eclectic Wicca. Sylvia Velasco and Natasha Wilcox have complicated relationships with religion, magic, and the supernatural, shaped by experiences most ordinary people could scarcely imagine.

Then there is the relationship between Larina Nichols and Kyra Bellamy.

In 1985-6, Kyra is genuinely afraid of Larina. She has been raised in a Baptist church, and much of what she has been taught about witchcraft gives her reason to fear, or at least distrust, someone like Larina. Larina, meanwhile, knows that her own religion is widely misunderstood, and she doesn't particularly enjoy being treated as something evil simply because she is a witch. This was important to me since ANY NPC in the game can be an ally or enemy, or something in between. 

If your characters befriend Kyra first (and why not! She is a super nice kid), Larina is going to be that "new kid who brought evil witchcraft to town." If your characters befriend Valentino first, then Larina is "that scary girl," and Kyra is that "goody two-shoes preacher's kid." This is why I have so many NPCs and spend so much detailing them.

But years later (in the "Class Reunion" adventure I am planning), the two women develop a much better understanding of one another. Kyra sees Larina repeatedly demonstrate compassion, courage, and a willingness to help people regardless of who they are. Larina sees those same qualities in Kyra, whose Christian faith inspires her to live a life of service and kindness.

Neither woman converts to the other's religion. Neither has to abandon her beliefs or pretend that their theological differences don't exist. Instead, they come to recognize one another as positive representatives of their respective faiths.

Kyra still wears her cross. Larina still wears her triple moon and pentagram. Neither has changed what she believes, but both have changed how they understand the woman wearing the other symbol.

And I think that is important.

Religion and Character

I don't want religion in Jackson to be a simple matter of deciding which characters go to church and which ones don't. Nor do I want religious affiliation to serve as shorthand for whether someone is good or evil. I also certainly don't want it to be a line on the character sheet that needs filling out. Well. Not just a line. I want it to mean somthing to that charcter even if it just says "None."

Some of my characters are deeply religious, some are only nominally so, and others have beliefs that would be considered strange or even frightening by their neighbors. The Vales attend church because society expects it. The Thompsons don't attend because they don't feel they need to. Kyra's Baptist faith is deeply important to her, and she would never be anywhere else on Sunday. Vera's Jewish heritage is part of her identity, even as she explores occult ideas. Larina is a witch whose Wiccan faith grows more important as she gets older.

They are all different, and those differences matter.

Religion in Jackson influences how people see themselves, how they understand the world, and how they respond when confronted with things that challenge their beliefs. It can be a source of comfort, conflict, courage, community, or fear. Sometimes it brings people together, and sometimes it drives them apart.

And that is true whether the monsters are real or not.

When I think back to my younger self sitting in the Jacksonville Public Library trying to figure out how to write witches for AD&D, and then imagine thirteen-year-old Larina Nichols sitting in Morris Library trying to figure out what it meant to be Wiccan, I see the same curiosity reflected in both of us. We wanted to understand something that fascinated us, even though we were approaching it from very different perspectives.

I didn't have to become Wiccan to write Larina as someone whose Wiccan faith is genuine and important. I don't have to be Baptist to understand why Kyra's Christianity matters to her, or Catholic to appreciate the significance of Sister Lucille's devotion or Val's lived-in faith. I just have to take their beliefs seriously and allow those beliefs to shape who they are.

Because ultimately, that is what makes these characters real to me, and hopefully real to you.

You don't have to believe what your characters believe. You have to believe that they believe it.

Thursday, June 5, 2025

Why D&D 5.5 (2024) Needs a New Campaign World, Part 2

Last month, I made the claim that D&D 5.5/2024 Edition should have its own campaign world. This generated some very lively discussions. However, more than a few people were confused as to the purpose of that post.

Yes. You can make your own game world. Everyone can. Everyone does.

But that post wasn't about that.

It was about Wizards of the Coast making a new world. A product for sale and a marketing tool. Something to help emphasize and feature the new rules and vision of the D&D 2024 game. A flagship setting that tells the players, “This is what this edition is for.”

So, to be up front, here are the objectives of this post:

To identify what makes the 2024 Edition of D&D 5e different, and what a campaign world should do to support these new rules and views.

Worlds for D&D 5

So, what should a world for D&D 5.5/2024 look like?

A world that welcomes heroes of every species, that speaks the same bold language as the rules and art? It shouldn't just retrofit old kingdoms, it should feel like the start of a new mythology. Not a museum for nostalgia, but a canvas for discovery.

What is the Point of View of the New Game?

The new D&D game is not the same Sword & Sorcery game rooted in the pulp epics of R.E. Howard, the epic fantasy of Tolkien, or the weird horror of Lovecraft. Sure, those roots are still there, but they’ve become fertilizer for something new. D&D fantasy is now its own genre, just as recognizable and distinct as High Fantasy or Grimdark.

D&D 2024 is Heroic Fantasy, Reforged.

The rules assume you are powerful, competent, and connected to a world that matters. This isn’t about crawling through dungeons looking for 14 copper pieces and a rusty dagger. This is a game where characters shape the world, not just loot it.

And the world they shape should reflect that.

This quote from early in the Player's Handbook (p. 4) sets the tone.

“There’s no winning and losing in D&D, at least not the way those terms are usually understood. Together you and friends create an exciting story of adventurers who confront perils. Sometimes an adventurer might come to a tragic end. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the character’s player might create a new character to carry on. No matter what happens, if everyone has a good time and creates a memorable story, they all win.”

This new world is not the Realms. It is not Greyhawk. It is not born of Dragonlance’s epic saga or Eberron’s intrigue. Modules or boxed sets from the 1980s don't hold this world together. It doesn't need to be. It can stand on its own, because the new edition does. This new world draws on all of those, but it is, or should be, its own new thing.

D&D 2024 is no longer just inspired by existing fantasy genres; it has become its own unique blend: a fusion of classic fantasy, modern storytelling, video game logic, and collaborative heroism. Most of the players of this game have never read any of the books in Appendix N, nor do they need to. It's not required reading, it's not homework. 

The 2024 Rules Philosophy: Why This Edition Feels Different

The 2024 edition does not simply revise the math or tidy up the rulebooks. It reflects a new philosophy that reshapes how players engage with the game world:

  • Heroic from Level 1: Characters are competent, capable, and connected from the start. They are agents of change, not fragile wanderers.
  • Background Defines Destiny: Backgrounds carry some mechanical weight, adjusting ability scores, granting a starting feat, and shaping a character’s narrative role.
  • Species, Not Race: The old assumptions are gone. Every ancestry is valid, integrated, and part of the world’s core mythology from the beginning.
  • Epic Play Is Expected: Epic Boons and expanded high-level content create long arcs where characters leave permanent marks on the world. Bastions given them a place to grow.
  • Rest and Recovery Shift: Revised rest rules and healing mechanics de-emphasize attrition gameplay and resource management in favor of narrative pacing.
  • Inspiration & Heroic Dice: The system encourages cinematic moments, rewarding bold choices and emotional storytelling.
  • Moral Complexity Over Alignment: The world emphasizes choices, consequences, and motivations rather than rigid alignment tags.
  • Collaborative Worldbuilding: Bastions, crafting, and political influence give players tangible ways to build and shape the world around them.

This isn’t just new mechanics; it’s a new gameplay rhythm. The world that supports this edition must reflect these values: vibrant, inclusive, and full of heroic possibility.

A Place for Everyone

Last time, I mentioned that human-centric is no longer the norm. Tieflings, kenku, rabbitfolk, genasi, and goliaths are not "weird options," they are the foundation. We’re not explaining their presence as magical accidents. They are the world’s people. Full stop.

And that means designing a world where they belong from the start.

This is not just a question of species, but of society. The world needs to be built from the ground up as a multicultural setting. Not a monoculture with elves here and dwarves over there, but a place where cities are melting pots, just like our own. Diverse, imperfect, growing, and alive.

The landscape must reflect this (we are not drifting too far afield here):

  • Forests for Elves, Firbolgs, and Gnomes.
  • Mountains for Dwarves, Goliaths, and Dragonborn.
  • Elemental zones, volcanoes, storm-swept coastlines, and crystal deserts for Genasi (and maybe Dragonborn too).
  • Planar-infused regions where Githyanki, Tieflings, and Aasimar emerged from divine or infernal events not exiled, not feared, but part of the world’s mythic history.
  • Underground realms and deep caverns, not evil hives, but mysterious cultures for Svirfneblin, Kobolds, even Goblinoid societies.

You don't explain these people as oddities or invaders. You explain them as native to this world’s story.

And yes, it must use 'species,' not 'race.' Background and culture shape identity as much or more than biology. This is a world that embraces the idea that what you choose matters.

By everyone, I don't just mean "Characters" but "Players" as well. A new world would not just serve veteran players looking for a fresh canvas; it would provide an accessible, self-contained starting point for brand-new players who are being drawn into D&D through its growing cultural presence.

A Place for Bastions, Magical Shops, and More

Blame Skyrim, Minecraft, Animal Crossing, or Critical Role, modern players want to build. The 2024 edition's rules for Bastions are a direct response to this.

So the world must support that mechanic. Not just as a gimmick, but as a narrative engine.

  • Frontier zones and wild lands for players to reclaim and shape.
  • Urban districts where old guildhalls, mage towers, or abandoned temples can be refurbished into faction bases.
  • Political factions that reward player heroes with lands, titles, or responsibilities.
  • Magical areas, ripe for discovery and filled with mystery and potential.

A Bastion isn’t just a stronghold; it’s a symbol of the character’s impact on the world. A forge, a sanctuary, a school, a demiplane, it should reflect the kind of hero, and the player, who built it.

And magic items? They’re not just loot anymore, they’re craft. The world should have rare components, legendary artificers, and magical economies that support the idea that players make as much as they take.  Characters no longer search for a magical weapon, they search for the items, rare and wonderful, to craft this magical weapon. 

A Place for Heroes, Not Murder Hobos

This is maybe the most important shift of all.

D&D 2024 assumes that the characters will be heroes from the start. The world should provide the challenges to allow them to do that. 

In that vein, while the emphasis on alignment is lessened, the heroic deeds of the characters, informed by their backgrounds and motivations, is pushed to the front. 

That means the world must reinforce heroism:

  • Villains have goals, not alignment tags. They make choices that harm others, threaten communities, or disrupt the world’s spiritual balance, and heroes rise to challenge them.
  • NPCs matter, not just as quest-givers or obstacles, but as people whose lives improve (or suffer) depending on what the heroes do.
  • Monsters have new and updated lore. A new world needs to feature the unique abilities, behaviors, and updated lore of the 2024 monsters as integral parts of its ecosystems and mythos. Old "evil" species have new motivations, and old "heroic" creatures have new purposes. All of these have to have a place in the world
  • Factions reward good deeds not only with gold and magic but with respect, stories, and influence.

When characters act heroically, the world should respond. They gain allies. They inspire others. They become part of the land’s living mythology.

This is a world that expects heroes to rise, and needs them to.

Don't get me wrong here, I have seen D&D 5e characters do things that can be classified as war crimes, but characters are always going to that. This is about the world that the new rules tries to build and how the PCs can build within it. 

A Place Worth Saving

Lastly, the world itself must be beautiful.

Not just dangerous or mysterious, it is those, but also wondrous. Filled with things worth protecting.

  • Floating islands with gardens tended by treants and air genasi.
  • A continent slowly awakening after a divine slumber, its forests singing with echoes of lost gods.
  • Cities built in the bones of giant beasts, their spires crafted from dragonbone and crystal.
  • A golden river that flows backward, carrying visions of future destinies.
  • Hidden portals, ancient mysteries, new lands still becoming.
  • A world that has a unique, even special, place in the D&D Multiverse.

Because players want to care. And caring starts with wonder.

Honorable Mentions

I would be remiss if I did not mention some campaign worlds that can do all of this in one form or another.

Eberron did for 3e what this new world should do for 5e. Can it do all of this now? I don't know Eberron is the world I am the least knowledgeable about.

The Forgotten Realms can also do this. And in many significant ways, it does do this. The Forgotten Realms of the Baldur's Gate 3 game does at least and still balances what the old-school gamers like. Take the questline in Act 1 for example. You need to wipe out a camp of goblins. Mind you, you are not doing this just because they are Goblins. You are doing it because they are worshippers of the evil Cult of the Absolute, bent on tyrannical conquest. If you take them out, then a group of tieflings can get to safety (in theory). The different species and factions don't have to get along in this new world.

We will be getting an updated Forgotten Realms campaign setting later this year.

Points of Light of Nentir Vale tried to do this with D&D 4e, but that had many issues of its own to deal with. That world had a mish-mash of all the previous worlds before it in a grand experiment of sorts, but it never took off as well as I think WotC wanted it to do. 

Mystara does this well. Like the Forgotten Realms, nearly every hex on this world (and in it!) has been explored or at least discussed. But my refrain for the last 30 years has been "Mystara can do that" anytime someone asks if a world can do X, Y, or Z. Mystara can do all of the above. Though there are no Gods in Mystara. This may or may not be an issue for some. Certainly, D&D 5.5 can support this, but players like their characters to have gods. 

Exandria is the world from the Critical Role actual plays and supported by four rule books. This world does in fact do all the above and has a place for all sorts of humanoids in the world.  It even has some gods from all over the D&D multiverse, including a few from Pathfinder. It was more or less custom-made for D&D 5 (2014 edition) by Matt Mercer. It is even mentioned in the new 2024 DMG. Its biggest drawback is that it is very much Mercer's world. Unless something changes, we are not likely to see any more Exandria for D&D 5. Mercer and crew have their new Daggerheart game out now, and they are going to want to support that. 

I like Exandria. I love Mystara, and I have grown to love the Realms. But maybe we do need something new. 

Why a New World Matters

A brand-new setting would do more than showcase the rules. It would define the cultural and creative identity of this edition, just as Greyhawk, Dragonlance, the Realms, or Eberron defined their eras. For new players entering through the 2024 gateway, it becomes their first mythology, one unburdened by decades of inherited continuity. 

A world that says: This is what D&D means now.

Thursday, May 15, 2025

Why D&D 5.5 (2024) Needs a New Campaign World

 I am starting this in the early Winter of 2025, but I suspect it will take me a bit to finish it. I want to set up some reasons why the newest edition of Dungeons & Dragons, called the 2024 Edition by Wizards of the Coast and the 5.5 edition by me really needs it's own new campaign world.

PHB 2024 Tieflings

I have spent most of this year talking about how you can, and maybe should, try out other games besides D&D 5.5.  But I get why many would not. 

Today I want to take a different track. That D&D 5.5 (2024 edition) should have it's own game world and embrace the changes they have made.

D&D is Becoming Creatively Stagnant

Let’s face it. Wizards keeps returning to the same old wells: the Sword Coast, Ravenloft, Planescape, Greyhawk. Some of it’s great, a lot of it, even. But the nostalgia engine is starting to sputter. At what point does reverence for the past become a chokehold on the future?

Look, I get it. There is 50 years' worth of lore and backstory and things people can do in D&D that rest on what has come before. It would be foolish to think D&D would abandon all of that. That would be the same as DC saying they are rolling out a new comic line that has nothing to do with Superman, Batman, and Wonder Woman. 

But. The overreliance on nostalgia is becoming creatively thin, if not stagnant. I can buy into Iggwilv saying the hell with it all and running off to hide in Feywild. I get that. I can sorta see Bigby being transformed into a gnome or whatever. Hey, the world is weird and weird things happen. Though would it not be better to just make a new gnome character? I don't know.

I will say this by way of example. A while back, I had a 20-something explain to me who Kas was and his importance to Vecna's lore. Instead of being a dick and saying shit like "don't quote the deep magic to me..." I just let them be excited and share something that was obviously new and exciting for them. Maybe that is why we keep going back to the Keep, the Sword Coast, and Wild Space. 

Sure, it’s fun to reimagine Bigby or retcon Kas and Vecna’s ancient grudge. And I love that new fans are discovering these stories and making them their own; that’s part of the magic. But do we really need to keep dragging the same characters through the multiverse like Weekend at Bernie’s NPCs?

Where’s the creative risk? The bold new mythology? The chance to start over without decades of canon stacked like bricks around the game?

The Grogs who loved those settings will puff out their chests (and then cough a lot because, well, we are getting up there aren't we) and loudly proclaim they don't buy "WotC D&D." Fine. Then D&D should be made for the people who do buy it.

A new setting, unburdened by layers of TSR-era geopolitics and decades of novels, would give writers, designers, and players room to breathe.

Human-centric is No Longer the Norm

When D&D began, the assumption was largely a human-centric worldview with some elves, dwarves, and maybe some halflings thrown in. Each edition expanded the selection of species choice. This has largely been a benefit to the game since people can play what they want. But, many of these new options are not well mapped onto the worlds in use. The Forgotten Realms has made some strides to explain why there are dragonborn and tieflings and for the most part that works for me. But it is harder to see all of these folk in, say, Greyhawk. Interestingly enough, this is exactly the sort of thing I feel Mystara does well. 

D&D’s playable species have exploded since 1974. We now have playable angels, rabbitfolk, genasi, tieflings, dragonborn, and more. The world of the player is no longer a human one with some elves and dwarves in the margins. It’s a multicultural multiverse and that is a good thing.

And yet, the game keeps returning to campaign worlds built for that older paradigm.

I am playing a my first ever tiefling in Baldur's Gate 3 now. It is interesting. There are dialog choices that were not there before, most around "will I be accepted as a tiefling?" Larian Studios at least gets some of the issue with adding some new species in lands with a ton of lore that doesn't include them. But again, maybe the Forgotten Realms was just better at this than say Greyhawk.

A new setting could make this diversity the foundation, not the patch job. 

Look how Star Wars does it. Aliens everywhere and each one is more interesting than the last. In movies and TV shows, humans are cheaper to do obviously (no CGI or makeup) but RPGs should not have that limitation. 

D&D 5.5 is Brighter than Previous Editions, And Its World Should Be, Too

The tone of the game is more hopeful. You are not really murder hobos, you are heroes. The art is brighter, too. The world is more escapist fantasy where the Grim Dark is now found in the Non-fiction and Current Events sections of the library.

Characters aren’t just delvers of dungeons or looters of crypts, they’re agents of change, defenders of ideals, aspirants to legend.

You can see it in the art. It’s vibrant, inclusive, and dynamic. You can see it in the rules, as well with an emphasis on collaboration, character backstory, and narrative arcs.

But many of the older campaign settings were built on a darker foundation. Political cynicism, gritty realism, moral ambiguity. That’s great for some stories. But it’s not the dominant tone of 5.5.

I am running an AD&D 1st Ed game on Tuesday nights set in the Forgotten Realms. I mentioned that at the time of the game's writing (1987 CE) and the time I am setting it in (1357 DR) that there were not a lot of the species running around. I said I wanted to keep the spirit of the original rules for this. I compromised and allowed a "good" Drow and a Kitsune. This is what the new players want and why should anyone tell them no?

Let’s give this new era a world that fits its heart and implied vision.

A New Setting Would Be a Statement

The release of a new setting wouldn’t just be a product; it would be a signal. A declaration that this isn’t just another iteration of D&D. That D&D is evolving and ready to explore new myths, new cultures, and new stories, in new ways. Yeah, if you want, you can still go out and commit orc ethnic cleansing if that is your desire. I'll point out that you should stick to the older editions because, honestly, they do that better than the current one.

It wouldn’t negate the old settings. Greyhawk will always be there. So will Eberron and Mystara and the Realms. But just like 3e had Eberron, 4e had the Nentir Vale, and even 2e had Birthright, 5.5 deserves a world it can own. 

Something new. Something bright. A place where all these design choices of the last 15 years can come home and say "this is our world."

I’m not saying Wizards must make a new setting to make 5.5 a success. But if they want to inspire a new generation the way Greyhawk inspired Gygax’s table or the Realms inspired Ed Greenwood’s then they might consider lighting a new torch instead of holding onto the old ones.

Next time I'll talk about what this would could be.

Friday, February 7, 2025

Star Trek: Stardate 1000000.0

 I had a post ready to go for today but I am moving it in favor of this dream I had last night.

Andromeda Galaxy

My wife and I are HUGE Star Trek fans. One of the very first things we did as "just friends" was to watch the premier of the first episode of Star Trek the Next Generation together. When the episode "All Good Things" aired, we were taking our first vacation together as a couple. When Voyager began we were dating. When it ended we were married, had a house and a kid. Throughout our relationship Trek has been there.

Right now, we are in the process of re-watching all the Trek series. We didn't go in order, but we have watched Enterprise, Voyager, Discovery, and now we are on Strange New Worlds. Likely to hit The Original series next.

Where am I going with this? Well Trek has been on my mind lately. I was chatting with Steve over at Vulcan Stev's Database (a great place for Trek information) about his Beckett Mariner post that inspired my own. I have been doing TARDIS Captain's Character Challenge and one of my popular posts was about my USS Challenger and Capt. John Adnerg. AND I have been talking a bit in the FASA Star Trek Facebook groups about printing more FASA-era Starships on my 3D-Printer.  So yeah. The fact that I am dreaming about Star Trek is no shock or surprise; save for what I was dreaming about.

Stardate 1000000.0

One idea I keep coming back to is extra-galactic travel in Trek. During the Next-Gen eras travel was still confined with the Alpha and Beta quadrants of our galaxy. The Gamma (Deep Space Nine) and Delta (Voyager) quadrants had been stepped into, but only a little bit. Even in the post-Burn, post-reformation of Starfleet and the Federation of the 32nd Century (Discovery, 3190) have not ventured outside the Galactic Barrier. 

I must have had the DC Comics "DC One Million" on my mind as well. This takes place in a future where DC comics, from their then current numbering system would hit issue 1,000,000 of Action Comics. That would be  853rd Century CE.

For my Stardate 1000000.0 I figured it would be 200 or so years after the end of Discovery. Trekguide.com tells me that Stardate 1000000.0 is Thu Jul 23 3407 08:33:20 GMT-0500 (Central Daylight Time). So, the start of the 35th Century CE. Memory Alpha has nothing for this time period.

So what is this all about?

The mission for this Trek game (and I have NO idea what system yet) is a newly constructed ship made mostly of programable matter and holotech, leaving our galaxy to explore the Andromeda Galaxy. This obviously goes way beyond warp drive. It is 2.5 million light-years from Earth.

Extra-galactic travel is not really a thing in Star Trek. Though there have been some run-ins with refugees from the Andromeda Galaxy in Trek (some androids, the Iconians) there has been enough to explore in our own Galaxy. Extra-galactic travel is a thing in many other franchises like Dune and Doctor Who, and very recently Star Wars. 

I don't know what system to use yet (13 Parsecs maybe), nor what the general adventure hooks are save for "explore strange new worlds." I am not planning on a huge horror element, but given that this is me talking horror is going to be there somewhere. I don't even know what sort of drive will get them there or even what ship. At Warp 9.0 it would take 2000 years to get there and I have no idea how fast the new (3191) Pathway Drive is. 

In any case, this is not something I am going to take on soon. But I'll keep thinking about it and see where I end up.

Saturday, April 27, 2024

#AtoZChallenge2024: X is for Xanathar

 Something different for me today.  While I have been writing about D&D all month, they are all topics I have quite a bit of knowledge about. This is not one of those days.

In the past I have used X for "Expert" which not really a cheat since X was always used for the Cook/Marsh Expert set, but I already did Expert this year. 

So today I am going to talk about a character, or a series of characters, all named Xanathar.

Xanathar's Guide to Everything covers

Xanathur, Beholder Crimelord of Waterdeep

Greyhawk Supplement I

Xanathur is not a typical character for me to like. I lean more toward magic-using types. If I want a big bad, I have plenty of demons, devils, faerie lords, vampires, and witches. I am flush with choice. 

So what is so special about Xanathur? 

Well, for starters, he is a beholder. What's a beholder? Well...it certainly began as a joke or pun in Gary's games. It is a giant floating sphere of eyes and teeth.  

They are evil, psychic xenophobes who hate everyone and everything that doesn't look like them. Even other beholders often fail to meet their standards. 

They are one of the original creations for D&D and were even featured on the cover of the Original D&D Supplement I book Greyhawk.  But even in Gary's Greyhawk world, I don't think he had planned for what Ed Greenwood was going to do in his Forgotten Realms world. 

Though Ed has done a lot of GREAT things to expand D&D's world-building, I consider beholders to be part of the World of Greyhawk, and they found their way to the Forgotten Realms. 

Xanathur

Xanathur, or more to the point, the first Xanathur, was odd by beholder standards. He lived in the city of Waterdeep where he acted as the hidden crime lord of the city. Think Kingpin from Marvel or even The Godfather.  He had only a few close aides who knew who he truly was.  

"He" (and I am not sure if beholders have a gender, to be honest, but this is how he is referred to) was introduced to us in the 1st Edition Forgotten Realms book, Waterdeep and the North. In fact, he was on the cover with his trusted lieutenants.  

Shindia Darkeyes, Xanathur, Shadowheart, and Sinéad
Shadowheart and Sinéad seek information from Shindia Darkeyes and Xanathur

As editions came and went, we learned that the first Xanathur was killed by another beholder, who took over his business and name and ruled the crime of Waterdeep as "The Xanathur." This would happen a few more times. In total, there have been five Xanathurs. 

Why am I posting about this guy? I mean, I very, very little about him. I remember that Waterdeep book at Waldenbooks, and I thought it looked cool, but the idea of a Beholder hanging out with humanoids and not eating them felt weird to me. Never mind, he was a criminal and working them all. Ok, he was their overlord, and his opinions about non-beholderkin had not changed. 

But this is why he is also great. Ed Greenwood when he started building the Forgotten Realms began to challenge us early on as to what was true about a D&D world. The Realms are NOT Greyhawk, and nor should they be. This is exactly the crazy sort of thing that doesn't sound it should work, but it does and it works well. I mean I never would have done this myself, and that bothers me that I didn't think of something like this. It is so great.

This is the strength of this game. You can do anything you want with it! There is no such thing as too crazy really.

Floating cities? Of course. Dragons sleeping under a city to rise in a time of great need? Ah...hello Ansur still sleeps under Baldur's Gate! Undead tyrant leaders of a xenophobic nation of mages? Ok, that one is actually really easy to believe. 

This is why we game. This is why, 45 years later, I am still finding something new!

Tomorrow is Sunday, and so I'll talk about Dungeons & Dragons 5th Edition for my last Sunday Special.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.

Wednesday, April 24, 2024

#AtoZChallenge2024: U is for Universe

 Often times the campaign settings of Dungeons & Dragons are known as "worlds." If there are multiple worlds then there must be a Dungeons & Dragons Universe. 

So what are these worlds, and where do they come from?  My "map" below features the names of the worlds, so when I talk about them below, I'll go by the "Campaign Setting."
 
The Universe

Let's start with the three "Core" worlds and work our way out.

Greyhawk (Oerth)

Greyhawk was one of the first campaign settings released. It was certainly the first full setting. Blackmoor, created by D&D co-creator Dave Arneson, was published first, but it was never a full world. Both Greyhawk and Mystara would later adopt different versions of Blackmoor for their own world. The World of Greyhawk setting takes place on the world of Oerth and was the home setting of Gary Gygax.

Greyhawk is often considered to be the core D&D world for 1st Edition AD&D.

Forgotten Realms (Abeir-Toril)

This is the world that most people are familiar with. It got its start during the end of 1st Edition but really grew in popularity during AD&D's 2nd Edition. It only got bigger during 3rd edition and today is the setting of the insanely popular Baldur's Gate 3 video game.

Created by Ed Greenwood as a place to set tales of his own invention. He later sold it to TSR for D&D after spending years writing for Dragon magazine.

I have spent all year talking about the Realms and I really enjoy them. 

The "world" of Abeir-Toril, is really two worlds that exist in the same space just shifted. It's weird and its fun and I really love it. I am going to spend some more time talking about it here.

Kara-Tur, Al-Qadim, and Maztica

These are all larger settings in the world of Toril in the Forgotten Realms. Kara-Tur began as part of the World of Greyhawk (in theory), but it was later moved here.

Dragonlance (Krynn)

The world of Krynn is home to the Dragonlance Saga introduced in AD&D's 1st edition as part of the so-called Hickman Revolution. Created by Margaret Weis and Tracy Hickman it was TSR's first attempts at epic storytelling. It had adventures, books, novels (especially novels!) and even a movie. Ok, lets not talk about the movie.

Krynn is often depicted as being very removed and remote from all the other worlds and fiercely guarded by its gods. I put it closer to the core because of the importance it has to D&D's history.

As we move out to the rim worlds, as Star Wars or Traveller might call them.

Mystara

The world and campaign setting of Mystara was introduced with the Basic/Expert sets known as "The Known World."  It could have been a core world, but I wanted to limit it to just three.

Hollow World and Red Steel

These are two larger settings for Mystara. Mystara is a hollow world with people and creatures living on the inside! I have also included Birthright with Mystara.

Mystoerth

This is totally cheating. Mystoerth is my camping world that combines Mystara and Oerth. It's my map, I get to make the rules. My world also includes Kara-Tur, Blackmoor, and an Al-Qadim/Dark Sun/Necropolis mix.

Urt

Urt was the name Frank Mentzer gave for the world of the BECMI set before it was renamed to Mystara. In his vision, Urt was akin to Oerth. Also, Urt was not hollow but a living planet! There are gates between Urt and Oerth but not between Urt and Mystara.

Athas

This is the world of Dark Sun. This is a desert world ravaged by magical despots.  Everyone has some level of psychic powers, and the world is brutal. I have not talked much about it, but I have stolen a lot of ideas from here.

Eberron

This world was developed by Keith Baker for a setting search conducted by Wizards of the Coast for 3rd Edition. This world has some similarities to the other worlds. Low-level magic is common, but higher-level magic is much rarer. There is also a steam-punk feel to it. 

Kingdoms of Kalamar (Tellene)

This is one of the non-TSR/Wizards of the Coast worlds on my list, but due to the working relationship between Wizards and Kenzer & Co. There have been 1st and 3rd Edition versions, with the 3rd Edition published by Wizards of the Coast.

Theros

This world is from Magic: The Gathering and added to Dungeons & Dragons 5th Edition. It is a rather fun mix of Greek and Roman myths.

Golarion

This is the world of Pathfinder. While early versions were part of D&D 3rd edition, it became the home to Pathfinder 1st and 2nd Edition. 

Exandria

This is the world of the Campaign setting of Critical Role. It began as a D&D 4e world, switched to Pathfinder, and finally D&D 5e. The books published for it are all D&D 5e. 

It is between Golarion and the Core Worlds because they share some gods. 

Aihrde

Aihrde is the world of Troll Lord Games' Castles & Crusades. It shares a gritty feel with Oerth and the fact that Gary Gygax contributed to it in the last years of his life. As I have said many times, Castles & Crusades is really the spiritual heir to Advanced Dungeons & Dragons.

Thuerin

This is my oldest son's campaign word. This is my blog, so I get to include it! It has heavy Lovecraftian influences and Gods from both Oerth and Toril.

The Missing Worlds

Some worlds are not on my map above because they do not fit the general idea of a world but are campaign settings.

Ravenloft is my favorite campaign setting, but it is an extra-dimensional pocket accessed from all worlds. It has no world to call it's own.

Planescape deals with the "Outer Planes" of existence where alignment, ethos, and philosophy are all important. 

Spelljammer is...well D&D IN SPACE! The 2nd Edition rules had your characters using "Spelljamming" ships that moved through the phlogiston of space. In D&D 5th Edition, the phlogiston is still there, sort of, but now your characters travel the great Astral Sea. 

My map above was made with my limited knowledge of Spelljammer. I was not trying to replicate anything, but something I could use in SJ if I wanted. 

All these worlds allow access to the other worlds. Though Ravenloft is more like a "Hotel California" characters can get in, but they can't get out.

Other ways for people to travel to these other worlds are by gates and at least one special place. A while back, I suggested that the infamous Temple of Elemental Evil exists in all worlds simultaneously. You can go in but never be sure of where you will come out. Also, my own Tomb of the Vampire Queen has many unstable portals to many worlds.

There are many, many more worlds out there. I have not included them all, but I could have included a dozen more, and that is not counting all the ones I know about. 

It doesn't even count the newest one I have been playing around with, Oestara, which is a reflection of my own Mystoerth world. I don't have anything on that one just yet. 

Tomorrow is V day, and of course, I am going to talk about Vampires.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Thursday, November 18, 2021

One Man's God Special: Syncretism Part 3, the Roman-Norse Pantheon

Thor as King of the Gods
Let's partake in a thought experiment.  I am going to take the Gods as written from The Deities & Demigods and take them on a little trip.

This thought experiment, or Gedankenexperiment, as Einstien was fond of saying, was designed to cover a thought I had going back to my first reading of Norse Myths.   That thought was what if the Norse Gods and Greek Gods were the same groups of gods represented in different parts of the world?

Roman-Norse Pantheon 

Imagine if you will some Roman Pagans, say circa 300-500 CE.  While Christianity is becoming the official religion of the Empire, not everyone is taking up the Christian Gods. There is still a mix of Pagan Roman gods, Greek Gods, local gods and spirits, house gods, and more.  The further you are from Rome (and later also Constantinople) the more likely you are to still hold on to your local gods.

Now, far to the North, there are the Nordic-Germanic tribes.  They are the "barbarians" of Roman lore, they want Rome's treasures, its power.  But most of these people just want to find new lands to grow food on.  While the Viking raids to England and Ireland are so stamped into our collective subconscious (and for many of us, our DNA) there were other forrays into other lands.  Some we know went South.  But the bulk of these did not happen till 800s CE when most of Europe was firmly Christianized.  We do know that the Romans had interactions with the Norse and made connections between their respective sets of Gods. Romans were rather practical when came to religion.   

We also know that the Norse, when confronted with Christianity adopted a uniquely Viking view of Jesus, recasting him as a great and powerful chieftain or king. 

So let's imagine a time. Sometime after 300 CE but maybe before 900 CE.  The Northmen are not all Viking raiders and the Romans are not all Christian.  I joke that there is a time when this would be all true, likely for about 6 hours on a Thursday in June 634 CE, but go with me on this trip anyway.  We have a group of Roman pagans moving north, a group of Northmen heading south.  They both drift west a bit and end up in the Black Forest region of Southern Germany.  Here they meet and instead of going to war, they build a community.  Here their beliefs find common ground and since both groups are polytheists, they accept each other's Gods.  Soon. The gods, like the people, become one.  

First conceit: Since they did not go to war when first meeting their war gods on both sides will seem more "reasonable" than their antecedents.   

Now keep in mind that at this time there were versions of the "Norse" gods in these Germanic areas. We know that Wotan and Woden would change and become Odin of the Norse.  So bringing these gods "back down" is almost an unnecessary step. They were already here in a different form.  Bu this allows me to focus on the names they have in the D&DG.  Plus if I need to "smooth things out" I can use the Germanic versions.

Second conceit: While here this group of pagans will speak a version of Old German. Both groups picked it up "along the way."

While I want to focus on the names in the Deities and Demigods, I am going to allow myself to step outside of that to make for a better pantheon.  Of course, life, especially when it comes to the Gods and syncretism, is never so ordered.  But as we have seen with the D&D pantheons in the past, such order is often implied or imposed.

Some of this flows from some reading I was doing around the same time I discovered D&D.  I had found this book of world myths. It had the familiar Greek, but it also introduced me to the Norse myths for the first time.  This book also had the tale of Beowulf in the back. I began to think there was a continuity between these three separate, but not entirely separate really, groups of tales. 

I should also note that these gods have similarities to each other not just because they were all invented by people that had similar experiences, but they all draw their inspiration from the same roots of an earlier Proto Indo-European pantheon of gods.  I am not trying to recreate these PIE gods here, but I will lean heavily on that research to inform my choices.  For this reason I am also including Celtic gods in this mix for now BUT I am not explaining that connection just yet.  Though we do know that the Celtic Hallstatt culture and was in this area at this time and this grew out of the La Tène culture from earlier.  Likely though the gods were not using the names in D&DG. I am so everyone here knows what I am talking about. I do like that there are three mythoi involved here.

Who's In Charge?

Let's start with who is the leader of this combined pantheon.  We know from historical records that it was Thor, or more to the point, Thunor or Donar, and not Odin, that was the chief god of the Germanic peoples. Odin/Wotan would come along much later (8th to 9th centuries).  This is good since already there was a lot of conflating of Thor/Thunor with Zeus/Jupiter. Thursday for example is both Thor's day and sacred to Jupiter.  From this notion, we can move on in thought experiments to make other associations.  

Now I am fully aware I am taking a historical god to make a precedent for game gods.  This would be academic dishonestly since I have made no claim, nor provided support why it is ok for me to do this.  Save for one.  This is not an academic treatise.  I am building something for a game, and for AD&D 1st Edition as it appears in the Deities & Demigods in particular. The Thor/Thunor/Jupiter connection is only the pin I am hanging everything else on. 

The Gods

I am going to use the abbreviated "stat block" I used in One Man's God Special: Syncretism Part 2 when I described the pantheon of  Greco-Egyptian Gods.   Also considering that I am having this all happen somewhere in Germany I am going to give these gods German names.  They are modern German names to be sure, I am not going to try to deconstruct 7th Century German when I have enough trouble remembering how to speak 20th (yes I know what I said) Century German.

While they have gods they are syncretized from they take on their own personalities.  Thor could be a bit slow at times but was never cruel (unless you were a giant) and Zeus could be a loving father, but a terrible husband with a mean streak and a temper. 

Unser Vater
Greater God
Alignment: Chaotic Good
Worshipper Alignment: Any Good (all)
Domains: Thunder, Lightning, Sky (including storms and rains), Warriors
Symbol: A Thunderbolt
Greek/Roman: Zeus/Jupiter
Norse: Thor, with a dash of Odin
Celtic: The Dagda
PIE: Dyēws

Unser Vater, "our father," is the chieftain of the gods. He rules because he is strong and powerful.  He keeps Der Hüne at bay and protects those who pay him homage. He tries to be good and just but he has a temper that can rage out of control.  He can usually be calmed by his wife Herde Oberin.

Other Gods follow.

Hüne Vater
Lesser (Intermediate) God
Alignment: Chaotic Evil
Worshipper Alignment: Any evil
Domains: Creation, destruction
Symbol: Fire
Greek/Roman: Chronos/Saturn
Norse: Surtr
PIE: Archdemon

Hüne Vater is the father of the current generation of the Gods. He killed his father and we in turn defeated by his own son. He is the leader of Die Hüne. Before his defeat he cursed the gods and all humankind with death. In Proto-Indo-European myths, he is the Archdemon.  He sits imprisoned in exile. 

Großvater & Großmutter
Lesser God
Alignment: Chaotic Neutral (Evil)
Worshipper Alignment: Any 
Domains: Father of Die Hüne (the Titans/Jötunn), Chaos
Symbol: The night sky
Greek/Roman: Caelus/Uranus 
Norse: Ymir
Others: Tiamat

Großvater/Großmutter is the name given to the quasi-anthropomorphic manifestation of the father/mother of the Die Hüne (the Titans/Jötunn).  He was destroyed by his son Vater Hüne to make the night sky.

Herde Oberin
Greater Goddess
Alignment: Lawful Good
Worshipper Alignment: Any good 
Domains: Home, hearth, women, childbirth
Symbol: Distaff
Greek/Roman: Hera/Juno, Hestia 
Norse: Frigg
PIE: Diwōnā

Herde Oberin is the wife of Unser Vater and one of a trinity of Goddess.  She represents the Mother aspect of the trinity and is the protector of home and hearth and the family.  She is responsible for all things that happen within the home.  Unser Vater may be the chieftain of the gods, but in the home her word is law. 

Mutter Natur
Greater Goddess
Alignment: Neutral
Worshipper Alignment: All
Domains: Nature, the wild
Symbol: Tree or a sheath of grain
Greek/Roman: Demeter/Ceres
Norse: Frigg with bits of Odin
Celtic: Danu
PIE: Dhéǵhōm

Mutter Natur is the mother goddess of all of nature.  She is sister to Vater Hüne and aunt (and maybe mother) to Unser Vater. She is an old Goddess who provides and destroys at her own times of choosing. Newer religions believe they control or tame her, but the people of the forest know better. 

Note: I am undecided on whether or not Herde Oberin and Mutter Natur are not aspects of the same goddess. Often times you see gods and goddesses getting reduced as the pantheons age.  BUT also you see gods and goddesses splitting off.  In this case, I am keeping them separate for now.

Ôstara (Geliebte)
Lesser (Intermediate) Goddess
Alignment: Neutral Good
Worshipper Alignment: All
Domains: Spring, Rebirth, the Dawn
Symbol: Half-risen sun or an Egg
Greek/Roman: Persephone/Proserpina with aspects of Dionysus / Bacchus
Norse: Ēostre and bits of Baldur.
Celtic: Brigit and Ceridwen
PIE: Hausos

Ôstara is the daughter of Mutter Natur and one that has retained her old name.  She is the goddess of the Spring, the Dawn, and rebirth.   Her title is "Geliebte" which means "beloved."   Persephone/Proserpina and Baldur are both loved by the gods and their "deaths" greatly affect all involved.

Liebhaberin
Lesser (Intermediate) Goddess
Alignment: Chaotic Good
Worshipper Alignment: Any good, lovers
Domains: Love, sex, sexuality, conception
Symbol: hand mirror or fire
Greek/Roman: Aphrodite/Venus 
Norse: Freya
Celtic: Brigit and Áine

Liebhaberin is the forever young patroness of love and sex. She serves as the Maiden in the trinity of Goddesses.  She is the spring maiden that stirs the blood and brings the world back to life. She is the patroness of nymphs and dryads. 

Note:  Again, I am unsure whether or not Ôstara and Liebhaberin are just different aspects of the same goddess.  

Helga
Lesser (Intermediate) Goddess
Alignment: Neutral
Worshipper Alignment: Any, witches
Domains: Death, magic, underworld
Symbol: woman's face in a hood
Greek/Roman: Hecate, Hades
Norse: Hel, Frau Holt, Heiðr
Others: Isis
Celtic: The Triple Goddess* (reconstruction)

Helga is the Witch Goddess, the Ghost Queen, and the Crone of the trinity.  She knows all secrets since they are whispered to her by the dead.  Thus she knows all the secrets of magic.

Hüter
Lesser (Intermediate) God
Alignment: Neutral
Worshipper Alignment: None
Domains: Death
Symbol: Skull
Greek/Roman: Hades/Pluto, Hermes/Mercury
Norse: Njord, Odin
Celtic: Arawn
Others: Osiris

Hüter is the dispassionate lord of the dead.  He is neither good nor is he evil. His role is to make sure the dead stay dead. Therefore undead are blasphemous to him. He controls the underground realm and thus all riches that come from the ground are his.

Betrüger
Lesser (Intermediate) God
Alignment: Chaotic Neutral
Worshipper Alignment: Any
Domains: Trickery
Symbol: Fox
Greek/Roman: Hermes/Mercury
Norse: Loki/Hermod
Others: Reynard the Fox (though this is about 900 years too early for Reynard)

Betrüger is the trickster of the gods.  He often appears in the form of a talking fox. His jokes can be somewhat dangerous, but he is rarely cruel.

Kriegskönig
Lesser (Intermediate) God
Alignment: Lawful Neutral
Worshipper Alignment: Any, warriors
Domains: War, Battle
Symbol: Sword
Greek/Roman: Ares/Mars
Norse: Tyr/Vidar
Celtic: Nuada

Kriegskönig, the War Lord, is the general of Unser Vater's armies. He commands legions to fight against Der Hüne.  He lives for war and when he is not involved in a war he is looking to create new wars. 

Note: Because my two sets of travelers did not immediately go to war with each other when they met this tempers the way the ward god is looked at.  He is not a warmongering asshole like Ares nor even the god of justice that is Tyr.  War is unfortunately a reality of life and one that must be respected or it quickly gets out of hand.

Jäger
Lesser (Intermediate) God
Alignment: Lawful Neutral
Worshipper Alignment: Any, hunters
Domains: the sun, hunting, poetry
Symbol: Sun
Greek/Roman: Apollo
Norse: Freyr/Bragi/Uller
Celtic: Nuada 
PIE: Sehaul

Jägerin
Lesser (Intermediate) God
Alignment: Chaotic Neutral
Worshipper Alignment: Any, women, hunters
Domains: Hunting, women, gathering Die Kriegerin
Symbol: Cresent Moon
Greek/Roman: Artemis/Diana and bits of Athena/Minerva
Norse: Freya / Skaði
Celtic: The Morrigan
PIE: Mehanot

Jäger and Jägerin are the twin god and goddess of the sun and moon respectively. They are also the god and goddess of the hunt since hunting in this area is important. They are based on both sets of twins Apollo and Artemis/Diana from the Greco-Roman and Freyr and Freya from the Norse.  If there were elves in German at this time then they are the gods of them as well. 

When needed Jägerin can don the armor of war and gather Die Kriegerin, the Goddesses of war (much like the Valkeries).  When the moon eclipses the sun it is said that Jägerin has put up her shield to protect her and her brother in battle. 

Others include, 

Schmied (Hephaestus/Vulcan and Wayland and Goibhnie) the God of Smiths.  I really should give him more detail. 

Vater Meeren (Poseidon/Neptune and Njord, Ægir, and Rán and Manannan Mac Lir) the God of the Sea (lesser importance here). 

Verwildert (Pan/Faunus and Freyr/Óðr/Vættir and Péhausōn) the God of Wild Nature and protector of wild places (greater importance now). 

Magni Stärke (Heracles and Magni) and Muthi (Iphicles and Modi) are the twin demi-gods of Strength and Courage respectively. Bits of Romulus and Remus and Hengist and Horsa are also here. 

Siege (Nike/Victory and Sigyn) and Glücke (Tyche/Fortuna and Hamingja) are the twin lesser goddesses of Victory and Luck respectively.

Fata Norne (The Fates and The Norns) are the three Fates. Even the gods have to answer to the Fates.

Die Hüne are the Titans and the Giants of both myths.  Primordial beings of great power that the gods defeated but still trouble them.  In this myth, the Gods fought Die Hüne and brought order out of chaos. These are not just giants and titans, these creatures are the demons of this mythology.  

Jäger and Jägerin are twins.  Magni and Muthi are twin brothers. Nike and Tyche are twin sisters. These sets are all examples of the Divine Twins we see in many, many myths. Something I like to include in many of the myths I create. 

I like it. It combines a lot of things that I have scattered notes on here and there. This also explains why this one has taken me a few months to write (it was Part 1 of this series at one point). I have notes dating back to the late 80s on a wholly new pantheon I was creating.  This is not that pantheon, but it is a good approximation to what I wanted there.  It's not the same, but it fits in the same sized hole.

Right now it is a little too "clean" and ordered.  There is no drama with these gods. Granted this is the same as what you could read in the Deities & Demigods, but we know the stories are much messier. 

I might need to come back to this one sometime. It would work well in my games to be honest and I even have some ideas on how to incorporate the ideas of Sol Invictus into this to set up one of my favorite themes, the battles of Monotheism vs Pagan Polytheism.  

If I write more and can come up with a stat block I like I might release it under Creative Commons or the OGL so others can add to it.  I hope to do more than just randomly recreate the PIE gods with new names.

One Man's God Special: Syncretism

Friday, June 18, 2021

Kickstart Your Weekend: Calidar "Alfdaín Ascendant"

I am a huge fan of Bruce Heard's work.  Ever since I picked up GAZ3 The Principalities of Glantri I have followed his work through his modules and the Voyages of the Princess Ark series in Dragon. 

His Calidar setting is a wonderful distillation of his career into a single setting.  So for me, it really works.

So when he has a new Kickstart up and it features warring elves in living ships...well I am going to pay attention!

Calidar "Alfdaín Ascendant"

Calidar

And there is a lot to pay attention to in this one!

So far he has Thorfinn Tait doing the maps. Jeff Easley tentatively for the cover art. Joseph Garcia doing the internal illustrations (b/w inks) and Janet Deaver-Pack line and text editing.  So a great team.

The pledge includes:

  • A Gazetteer: 132 pages color, PDF format or printed (hardcover or softcover). This book is already written and most of its maps are in their final states as of mid-May 2021.
  • A Players’ Guide: About 24-28 pages, color, PDF format or softcover
  • An Adventure Book: 24-68 pages, color, PDF format or softcover. Final page count will depend on stretch goals during the crowdfunding event. The more backers, the greater the adventure for the same price.
  • Two Conversion Booklets: About 24 pages each, color, PDF format or softcover. They provide all game stats from the previous three titles specifically for use with Labyrinth LordTM and OSRICTM.

Bruce really has his Kickstarters down to a well-oiled machine and I have been very, very pleased with what I have gotten in the past.  And now that I have SpellJammer I have a LOT of ideas for this.

Honestly, I could get this just for the elves, but it all sounds fantastic.

I want the Hardcover version, but the softcover would fit in with all the other books I am using in and around Calidar.  

The Kickstarter is doing great, but there are all those fantastic-looking stretch goals too.

This is another one of those projects that Kickstart was really made for.  Top-notch creative with big visions and the ability to get those visions realized, they just need a little help to get the ball rolling.

So back this one!