Steal This Worldbuilding: The Waning Pantheon

Whenever I create new settings I always look to lay out some fundamental principles that inform the worldbuilding and, by extension, create unique story possibilities. For my most recent campaign I wanted to take on the idea of a very minimalist pantheon with religion being viewed as something dangerous and even volatile.

Below is a snippet of the setting guide that covers the unique divinity that drives the state of the setting in the modern day.

History and Background

After the Eld War and the most recent Sundering, Tavrant represents the most stable location of the known world, both geographically and politically.

This measure is certainly a relative one, as in truth Tavrant today lies in a state of waning central control and social decline. Technologically it has become stagnant and its arcane scholars remain reluctant to innovate for fear of destabilising the delicate balance of ley energy that keeps the continent intact.

Despite all indications that the Sunderings are at an end and the Divine Veil is at last fulfilling its purpose of separating the Gods from the mortal realm, there are many who still live in fear. Indeed some of the longer-lived races still remember the last Sundering, and even sometimes ones before. Though each has been less catastrophic than the last, another would be enough to shatter the slim hold mortal races have on this realm.

Religions

Tavrant’s pantheon was originally a family of deific beings. Over the eons it is believed that the family grew and, as new generations were born, the holiness within its bloodline became dilute. The Old Pantheon, the elders among the Gods, were righteous and strong. Their grandchildren were the first of the Middle Pantheon, whose goodness stayed in equilibrium with their pettiness and malice. A few generations on is where the balance slipped and the Fel Pantheon began.

These hateful, twisted children used their might to satisfy their whims and inflict violence for the sheer pleasure of it. This was first done upon the mortals of the realm and, upon being admonished by their forbears, turned their aggression to their own kind. Much of the Middle and Old pantheons were wiped out in this conflict. It was during this time the first Divine Veil was created by the Old Pantheon to try and keep their progeny’s wrath isolated from the mortal realm.

Due to the realm’s tumultuous history with its Gods, religiosity is not particularly widespread. Very few Gods, those who are seen as benevolent, hold any favour among the mortals. Indeed were it not for the conduit of divine power offered by worship, religion as we know it would likely have long since died off or been stamped out.

Nonetheless, a few choice deities are the subjects of faith and worship across Tavrant and the rest of the realm.

Anare, The First Mother (Old Pantheon) – Anare is the only surviving deity of the Old Pantheon and is believed to live in hiding. She is a symbol of a great many things; hope, fertility, forgiveness, strength, survival. To understand Anare is to understand what it must mean to have your entire legacy be befouled, and yet stand in light and goodness.

Hantulli, The Redeemer (Fel Pantheon) – Hantulli is believed to be the only child of the Fel generations to carry overwhelming goodness within him. A genetic throwback, perhaps. He has worked tirelessly to turn his brothers and sisters to more righteous ways, failing endlessly. Still he walks among the wretched daily, knowing they will never change but trying anyway. Hantulli is a symbol of persistence, discipline, acceptance, and inner strength.

Sonle, The Enkindler (Middle Pantheon) – Sonle is a contentious God and his worship is only barely accepted. Born in perfect equilibrium of rigid goodness and loose creativity, Sonle is the patron deity of inventors and artists. It is believed by those who worship him that all technology must look to what is scary and unknown to make it known. This core tenet, however, is known to lead worshippers down darker paths in the pursuit of newness and so-called ‘progress’.

Icathica, The Locus (Middle Pantheon) – Icathica is another God lying on the midpoint of the deific spectrum. Icathica is known for her mastery of the arcane, having pioneered the use of a great many magics. Where she differs in temperament from other creative-types like Sonle is her emphasis on control and care. This has prevented her from falling down darker paths of foul magic. Her followers, often arcane scholars, follow these very same tenets with absolute rigidity.

Mos, The Conduit (Old Pantheon) – Mos, Anare’s brother and husband, is long dead, but in his passing turned his soul into a safeguarded channel for divine energies such that they may always flow untainted into the mortal realm. Mos’ soul is where all healing magic comes from, though he is not always the focus of worship by divine healers. Indeed it is common for a healer to pray to Anare or even a dead God of the Old Pantheon while thanking Mos for his soul.

Cano, The Foul Seed (Middle Pantheon) – Cano was the first grandchild of the Old Pantheon and showed the first signs of spiritual taint. By the time conflict broke out among the Gods he was far from the worst, and supposedly even sided with his parents and grandparents, but nonetheless his place as the progenitor of all evil among the Gods leaves him as a symbol of contempt. His followers do not worship him directly. Instead, they believe that it is imperative that they live in permanent penance on Cano’s behalf lest evil spread even further.

Mastra, The Bastard (Fel Pantheon) – Mastra is unique among the Gods, being as his lineage cannot be traced to any other among the pantheon. He is believed to somehow be from beyond the realm of the Gods. Though he is violent and unpredictable, his existence raises several questions about the very nature of divinity. There are some who believe that he is from some other pantheon that could be drawn to Tavrant if they are worshipped here, and that there might be goodness among this pantheon. There are some who believe he is a spontaneous manifestation of energies, and that such a manifestation is possible again. There are even some who believe he is Mos reborn, the ultimate antithesis of his former self.

Athalli, The First Child (Old Pantheon) – Athalli was the first child of Anare and Mos. Though long dead, Athalli symbolises the need to nurture goodness and teach righteous morals lest a child fall astray. It is common still in some parts of the world to name a child ‘Athalli’ until it learns to speak, whereupon the child will be given its real name. Though this practice has fallen out of favour in Tavrant it is common in Banswey and, to a lesser extent, the Celestial Isles.

Athalli, The Last Child (Fel Pantheon) – The Last Child is perhaps more theoretical than real. It is believed by some that there will be a child born to the Fel Pantheon that re-concentrates divine goodness and vanquishes the Gods as they are known, allowing the realm to start anew. There is much debate around this concept among the few theologicians of the realm. Some believe Hantulli already is this, and some believe he has already failed while others believe he will succeed eventually. Others believe Athalli will be reborn, much as Mastra is theorised to be Mos reborn. Indeed The Last Child’s existence is more like a theoretical but as-yet-undiscovered element. When examining the divine calculus of energies there is a gap in the balance of things, though we mortals may also simply be misunderstanding the very nature of divine energy itself.

I tend to write my setting guides from the perspective of a scholar within the setting (or some multiversal scholar exploring the realm). This allows me an amount of looseness with the worldbuilding so as to create opportunities for wider arcs. The campaign this setting was built for is still in its early stages. If the Gods are going to become a major factor in the later plot then I have given myself plenty of space to do so. Perhaps the party will learn of a plot to resurrect Athalli and become involved. Perhaps they will meet and seek to aid Hantulli in his quest to turn the Fel Gods. Perhaps the climax of the campaign will be another Sundering.

Or perhaps none of these things will take place. Instead there may be arcs scattered throughout the campaign where the party find a cult worshipping some Fel God or another and must root them out. Or indeed there may be nothing of the sort and the quiet, taboo nature of worship within the setting will simply remain a backdrop while other events play out. There are waning kingdoms and growing threats eager to fill the vacuum of power. Now that the Gods are no longer a threat, what new existential threats may rise from within the realm of mortals?

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