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

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