Diety Archetypes | Priests and Divine Power | Pantheon of Skarppsey
A DISCLAIMER (PLEASE READ):
I DO NOT, AND NEITHER DOES ANYONE THAT HAS CONTRIBUTED TO THIS GAME, SUPPORT OR PRACTICE THE ACTIVITIES OF SATANISM, OCCULT MAGIC, HUMAN SACRIFICE, ANIMAL SACRIFICE, OR OTHER ACTIVITIES THAT LEAD TO WILLFUL HUMAN DEGRADATION OR HARM. THIS IS NOT INTENDED AS AN EVANGELICAL DISCUSSION OR AS A DERISION OR OFFENSE TO ANY REAL WORLD ORGANIZED OR PERSONAL RELIGION. I HAVE NO RELIGIOUS OR PERSONAL AGENDA IN PRESENTING THIS INFORMATION, BESIDES THE EXPLANATION OF A RULE SYSTEM TO GOVERN THE USE OF PRIESTLY POWERS WITHIN THE CONTEXT OF THE GAME ALONE. THIS SECTION IS INCLUDED FOR COMPLETENESS AND THE FOR THE FACT THAT THIS GAME DEALS WITH SUBJECTS OF A FANTASTIC AND MAGICAL NATURE. PLEASE DO NOT BE OFFENDED BY USE OF TERMS OR SUBJECTS THAT TOUCH ON THE OCCULT OR ON MATTERS OF A RELIGIOUS NATURE. THIS MATERIAL IS ONLY TO BE USED FOR GAME PURPOSES AND NOT FOR ANY REAL WORLD ACTIVITY. IF YOU ARE UNABLE OR UNWILLING TO separate REALITY AND MAKE-BELIEVE, PLEASE CHOOSE A DIFFERENT HOBBY THAN ROLE-PLAYING AND GET SOME PROFESSIONAL HELP. THANK YOU.
Diety Archetypes
For the simplification of Deities into categories of Archetypes, I have divided the basic forms of Gods into 12 Aspects and 5 Elements. I choose to view a Fantasy Polythiestic Religion as one which creates individual gods to fill the roles and rule over certain Aspects of Human Nature or Belief as well as the Elements of Creation. I call these roles Diety Archetypes (almost like Jungian Archetypes, but greatly simplified). I have drawn on several sources and good discussions of modern religion, but I want to restate that this is a fantasy setting, so no real world religion properly applies, though ideas can be drawn from them.
Aspects
- Adjuncticator Aspect
- This is the intrinsic need men have for truth and honest rule, as well as the deciding of innocence and guilt, whether in life or the afterlife. It embodies order, justice, balance, neutrality, and rule. It is the patron of kings, judges, and law enforcers
- Bard Aspect
- This is the need for men to sing or tell stories, and so bind the past into history, life into a sensible narrative, and themselves together. It embodies poetry, song, eloquence, history, legend, humor, and friendship. It is the patron of skalds, bards, storytellers, historians, and minstrels.
- Druid Aspect
- This is the connection men feel with the Earth, which brings forth sustenance and supports plants and animals. It embodies animal life, plant life, and nature. It is the patron of hunters, herders, farmers, and all creatures and plants of the earth.
- Fish Aspect
- This is the intrinsic connection men feel toward water, from which we were born and which is the basis of our flesh and our blood. It embodies dominion and connection over any water, including rivers, lakes, seas, and oceans. It is the patron of sailors and fishermen, and all the creatures of the waters.
- Jailer Aspect
- This is the need for men to see justice done and punishment visited upon the evil. It embodies death, torment, imprisonment, shame, and vengeance. It is the patron of those who are imprisoned and the guilty, as well as masochists, sadists, jailers, tortures, and those seeking vengeance.
- Mother Aspect
- This is the connection men feel to the female side of things, especially the nature of procreation and motherhood. It embodies fertility, bounty and prosperity, gentleness, love, the home and hearth, and the cycles of nature. It is the patron of mothers, midwives, farmers, herders, and those who teach or raise children.
- Physician Aspect
- This is the natural healing of man and the earth, as well as man's wish for health and long life. It embodies healing, peace, and the restoration of the dead or dying. It is the patron of healers, pacifists, and those seeking long-life.
- Seer Aspect
- This is the wish of man to know tomorrow and to the drive of curiosity and will to learn. It embodies foresight, wisdom, prophecy, knowledge, and magick. It is the patron of seers, wisemen, sages, kings, and teachers.
- Tradesman Aspect
- This is the urge of men to create and the drive of men to improve his lot in life, as well as the darker urges of greed and miserliness. It embodies craft, skill, invention, prosperity, trade in all its forms, and money. It is the patron of merchants, tradesmen, craftsmen, the wealthy, and those who seek to get wealthy.
- Trickster Aspect
- This is the urge of man toward pleasure, mischievousness, laziness, cruelty, and self-serving acts. It embodies chaos, mischief, foolishness, thievery, secrets, and luck. It is the patron of gamblers, thieves, those seeking the easy way.
- Warrior Aspect
- This is the anger of men and their will to protect themselves and their property. It embodies war, battle, conflict, courage, and blood. It is the patron of warriors, warlords, guardians, and the brave.
- Wind Aspect
- This is man's fascination with the heavens and the sky, as well as his fear and awe of gales, hurricanes, and thunder. It embodies storm, weather, strength, and the stars. It is the patron of the strong or forceful, sailors, and all the creatures of the sky.
Elements
- Air
- This is all air, gases, breezes, and winds. It is associated with the heavens, the sky, the storm, and flight.
- Earth
- This is all earth, soils, rocks, gems, and metals. It is associated with the ground, the mountains, and plants and animals
- Fire
- This is all fire, flame, heat, and light. It is associated with life and pain.
- Water
- This is all the waters, oceans, seas, and lakes. It is associated with life and the creatures of the deep.
- Spirit
- This is the spirit, soul, animating force, and energy of life. It is associated with dreams, the dead, the astral and etheric planes, and reincarnation.
GodsEach God is in some fashion described by a single Aspect or Element, or a combination of several Aspects and/or Elements. The GM may on his own design a god or pantheon that fits his needs or the GM and player may work together to design a Diety that the player's character will worship. Note that Deities can be the center of a monotheistic religion or part of large or small pantheon. Also, deities can be non-human or even non-sentient elemental forces or drives, instead of willed Gods. Whatever suits your needs.
The powers a diety grants are generally dependent on the Aspects or Elements they incorporate, but do not have to limited souly to those, or include all of them.
Priests and Divine Powers
The Magick of the Gods
All priestly magick is in some fashion based on a connection with one or more of the Aspects or Elements. Where a mage's powers derived from himself and his ability to manipulate mana, a priest's powers arise from worship of a diety or entity that grants power to its disciples. Because of this, a Priest's powers function differently than a mage's. The granted power's of a priest do not necessarily depend on his skill (often they depend on the natural capabilities (Attributes) of their priest himself). Instead they depend on the "holiness" of the priest, his devotion to the source of his powers, and how well the priest's desire coincide with the diety's. The diety's powers that are bestowed on the priest come in the form of a blessing or investiture or power, for as long as the priest serves faithfully. The priest may choose to exercise these powers at will, but the effort of channeling divine power through a mortal vessel exhilarates and exhausts the priest. Additionally, since the diety usually receives repayment for his powers through a measure of the priest's strength (that is why dieties need followers), the priest must generally expend Strain to utilise the bestowed powers. Alternately, if the priest believes that his prayer can attract the diety's attention and would be in his interest, he may beg for a miracle or manisfestation of the diety's powers, toward whatever result he wishes to pray for. The GM is the only judge as to whether the diety finds the pray worthy, and should be influenced by the length and impressiveness of the prayer, and especially by the faithfullness of the priest and the how the miracle would benefit the diety. Since miracles are one of a kind or at least very rare, I will not bother to describe or rule them. The GM is free to "wing it."Bestowed Powers
Bestowed Powers are described by three things: (a) The effect of the Power; (b) the level of "holiness" or devotion needed to receive the Power (can simply be determined by the rank or hierarchical standing of the priest in the Church); (c) and the cost in Strain to channel the Power. When a character chooses to be a priest and buys the Extra: Priest of (Blank), if the priest's diety grants his followers Powers, then the character may purchase starting Powers (ones available to initiates of the God) with the points he has for Skills or Extras. As a General Rule, each Power costs an average of 5 points at Character Creation to buy (lower cost for less useful or powerful Powers, Raise cost for more useful or powerful powers). I generally limit characters to no more than 3 Powers to start off with, but no limit has to be imposed. After Character Creation, if a character wants to gain another Power (and his diety has other Powers to grant), the GM should have the character perform a service or quest for the diety. If that is successful, then the priest may spend 25 Character Points (again, this is an average value to be adjusted for the specific Power bought) and through a special ritual recieve investiture of another of the diety's divine Blessings (but may only choose or recieve a power that is his level of holiness or less at GM's determination).
Deities of Skarppsey
An Example Pantheon and Power List based loosely on Scandinavian Myth
- Theodin
- Properties: God of Wisdom, Foresight, and Prophecy
- Pantheon Role: Lord of Gottenheim
- Color: Purple
- Icon: Crowned Eye
- Archetypes: Seer, Adjuncticator, Spirit
- Blessings
- Tyroc
- Properties: God of War, Battle, and Bravery
- Pantheon Role: Defender of Gottenheim
- Color: Red
- Icon: Sword on Shield
- Archetypes: Warrior
- Blessings
- Ul-Thor
- Properties: God of Storms, Weather, and Sky; and of the Creatures of the Air
- Pantheon Role: Scout of Gottenheim
- Color: Grey
- Icon: Lightning Bolt
- Archetypes: Wind, Warrior, Air
- Blessings
- Bragi
- Properties: God of Poetry, Eloquence, and Song
- Pantheon Role: Skald of Gottenheim
- Color: Bronze
- Icon: Harp
- Archetypes: Bard, Spirit
- Blessings
- Hel
- Properties: Goddess of Death, Torment, and of the Damned (Undead)
- Pantheon Role: Ruler of Nifliheim
- Color: Black
- Icon: Iron Nail
- Archetypes: Jailer, Spirit, Fire
- Blessings
- Freya
- Properties: Goddess of Fertility, Domestication, Home, and Marriage
- Pantheon Role: Shepard and Farmer of Gottenheim
- Color: White
- Icon: an Arch or Circle
- Archetypes: Mother, Druid
- Blessings
- Njorda
- Properties: God of Seas, Oceans, and Fresh Water; and of the Creatures of the Waters
- Pantheon Role: Ruler of Waljiheim
- Color: Blue
- Icon: Fish
- Archetypes: Fish, Water
- Blessings
- Ulf-Loki
- Properties: God of Illusion, Mischief, Vengeance, Thievery, Secrets, and Luck
- Pantheon Role: Rogue and Fool of Gottenheim
- Color: Gold
- Icon: Gold Coin
- Archetypes: Trickster
- Blessings
- Vayden
- Properties: God of Earth and Plants; and Creatures of the Land
- Pantheon Role: Ruler of Krenheim
- Color: Brown
- Icon: Mountain
- Archetypes: Druid, Earth
- Blessings
- Sif
- Properties: Goddess of Healing, Peace, and Beauty
- Pantheon Role: Healer of Gottenheim
- Color: Yellow
- Icon: Blooming Flower
- Archetypes: Physician, Fire
- Blessings
- Brodun
- Properties: God of Trade, Craftsmenship, Prosperity, and Oaths
- Pantheon Role: Merchant/Tinker of Gottenheim
- Color: Silver
- Icon: Scales
- Archetypes: Tradesman, Adjuncticator
- Blessings
Notes on the Realms of the Gods of Skarppsey
- Gottenheim:
- The Dwelling Place of most of the Gods and of the Honored Dead; means "God's Land" or "High Land."
- Nifliheim:
- The Realm of the Tormented Dead; means "Dark Land" or "Cold Land."
- Waljiheim:
- The Realm at the Bottom of the Sea, mean "Wet Land" or "Water Land."
- Krenheim:
- The Realm at the Center of the World, means "Stone Land" or "Garden Land."