Monday, July 26, 2021

"Gods of Sundara" Takes Aim at Monolithic Religions and Gods in Fantasy RPGs

When I first set out to make my setting for Sundara: Dawn of a New Age, I wanted to take the opportunity to really scour away aspects of the game that bothered me, or which I felt were leftovers from previous editions. For example, I wanted to entirely eliminate alignment from this setting, which is something I've done. I also wanted to try to break down the idea of mono-cultures that led players to always associate dwarves with the highlands of Scotland, elves with the deep forests, and so on, and so forth.

One of my big beefs, though, was how in many games the gods were always the same within the world. It didn't matter if you had characters from radically different nations, cultures, or even species, the god was always the same across the board. Not only that, but the churches, doctrine, and dogma were pretty universal. Whether you were from the frozen mountains of the north, or the deep jungles of the south, if two characters worshiped the same god then the two of you got the same book, and had the same trust that everything your branch of the church told you was true.

And that was the issue I took aim at in Gods of Sundara, which is now available in both a Pathfinder Classic version, as well as a Dungeons and Dragons 5th Edition version.

And if you haven't gotten your copy yet, you really should!

Before I get into the nitty gritty details, wanted to take a moment to remind folks to sign up for my weekly newsletter so you don't miss any of my updates. And if you want to help me keep the wheels turning and the lights on, consider becoming one of my Patreon patrons today!

Why Are All The Gods The Same?


Most fantasy RPGs (not all, but most) tend to have a lot of different gods. They'll usually provide a core pantheon of the most common/powerful deities, and then it spirals out from there. Most often there will be gods dedicated to certain species (like how you'll usually find elven gods, dwarven gods, giant gods, dragon gods, etc.), and then you'll find a few minor or obscure gods. If you have a good/evil dynamic in your cosmos, you'll also have archfiends, major demon lords, and so on who can act as evil gods to empower cults and wicked clerics to do their bidding.

However, as many options as there are, they always seemed to run into the same issue. No matter how big or small a god was, their worship was always the same across the board. All their followers agreed on what their doctrines were, their holy texts were always correct, and even the images of the gods almost never changed. For beings of cosmic importance and limitless power, it always nagged at me that they felt so archetypal, and stagnant.

There could be anything under there...

So when I designed Sundara, I wanted to start with a fresh slate. I didn't just want to follow the templates that had come before with a different color palate... I wanted to give players and GMs alike the opportunity to have flexible divinities, as well as the ability to create their own inclusions into the world if what I provided didn't cover all their needs. Not only that, but I wanted the gods to be more mysterious than they typically are in a fantasy RPG setting. I wanted them to be, at least partially, beyond the ken of mortals who simply cannot fathom the fullness of these cosmic beings, their wants, needs, and desires, but who can only comprehend them through a mirror darkly.

The Thousand Faces of a Thousand Gods


The first thing I did in this book was to wipe away the usual plethora of planes that have only grown bigger and bigger over so many editions. Because if there's no alignment you can't have places like heaven and hell, the abyss or the celestial realms... these places are created entirely out of the idea of good and evil. The same is true of the beings that reside within them, so angels and devils, tieflings and aasimar, they all got the boot as well. The rest of the planes, those that weren't meant to entirely represent an aspect of alignment, got smushed together into a single plane known as the Prim.

Also, for those who are upset at the removal of tieflings and aasimar, don't worry... Gods of Sundara introduced the Prim-Touched species, which combines both of them, and removes all of the good/evil hints to leave you with something that's just all-around Other instead.

But what is the Prim? It is the realm of magic that exists apart from the material world. It is where gods of all shapes and sizes dwell, where souls go after death, and where the raw, swirling powers of thought, imagination, and belief can coalesce into beings and constructs. It is apart from the material realm, but it can be accessed by those who know the correct rites, who have a bloodline connection, or who believe strongly enough in the gods to form a bridge between themselves and that great consciousness beyond.

I had the strangest dream... and when I woke, I felt power within me.

This is where the concept of Faces, and the 5 Pillars of The Gods comes into the picture.

In Sundara, the gods are usually so vast that they are best expressed as formations of an idea. Concepts like War, Knowledge, Secrets, Love, and so forth. However, a god's will and appearance must still be interpreted by those who witness it, and the images and understandings are colored by the witness. So while the highland warriors of the Thendren clans may hold One-Eyed Grimnir with his great sword in high esteem, and the lizardfolk of the Artovan swamp may pray to the godly black dragon Thess'drak, whose glare is fear and whose maw is death, both of these are merely Faces of Charne, the god of Battle.

A god may create Faces in two different ways; purposefully, or incidentally. A purposeful Face is created when a god specifically puts on a guise, or attempts to create a certain impression among a group of people to create this new legend. Incidental Faces are created when a new Face is created purely by mortal interpretation, such as when a species perceives a god in a certain way, assigns them a different name due to linguistic differences, etc.

In addition to all the Faces, there are an unknown/unquantifiable number of minor faiths and gods. From regional protector spirits, to genius loci, to tribal gods, anything you want to add into your corner of the world is encouraged in Sundara. And if you want your divine force to be genuinely separate and apart from the starting "pantheon" I provided, I encourage players and GMs alike to do so!

And how the hell do you keep that straight?

With so many different interpretations of the gods, and an unknown number of divine beings exerting their influence on the world from the Prim, a lot of folks wondered how a GM is supposed to keep track of anything... especially when there's no alignment in this world, so you can't just tell your players, "Remember, stay within one step on the axis!"

That's where the 5 Pillars comes in.

The idea behind this is that whatever interpretation a culture has of a god, and whatever Face they pray to, there are notable similarities in that god's wants, desires, and messages. The god of nature always abhors the creation of undead as something that breaks the natural cycle of death and rebirth, for example, and this happens whether they're worshiped as the Green Mother, Father Storm, or any other Face. The god of knowledge refuses to allow knowledge to be destroyed, no matter how dangerous it could be in the wrong hands. And so on, and so forth.

The idea is that the 5 Pillars provide players and game masters alike with a general idea of what a god wants, and expects. Some of the pillars are thou-shalt-nots, but others are things followers are encouraged to do. And while this can apply to any follower of any god (or the Face of any god), they're only truly consequential for those who are granted power by a divine force... though it is suggested that those who please a god, regardless of what classes they have levels in, should receive some sort of sign from the divine to show their actions have been noticed.

Something that can be supplemented by 100 Random Oracular Pronouncements, for those who are bad at coming up with signs from the divine on the spur-of-the-moment!

The gods should be mysterious, but also present in a way that isn't showing up in burning bushes, or sending shining heralds to deliver their news directly to those they wish to influence. The idea behind this book is to give the gods back some of the subtlety that we often take away from them; to make them less blatant, but also more present since they now have a much lighter touch upon the world and those who adventure within it.

What's Coming Next?


Starting with the next installment, I'm moving into Species of Sundara, where I offer some looks at the unique variations and cultures among classic fantasy species in the Sundara setting. The idea is to give players and GMs unique options, and to show that just because two characters might both be elves, or dwarves, or orcs, that is only a single facet of who and what they are.

And if you've already gotten your copy of Gods of Sundara (Pathfinder, DND 5E, or both if you're bold!), consider checking out some of the Cities of Sundara splats that started this world off!

- Ironfire: The City of Steel (Pathfinder and 5E): Built around the Dragon Forge, Ironfire is where the secret to dragon steel was first cracked. The center of the mercenary trade in the region, as well as boasting some of the finest schools for teaching practical sciences, Ironfire is a place where discovery and danger walk hand in hand!

- Moüd: The City of Bones (Pathfinder and 5E): An ancient center of trade and magic, Moüd was lost to a cataclysm, and then buried in myth. Reclaimed by the necromantic arts of the Silver Wraiths guild, this city has once again become a place teeming with life. Despite the burgeoning population, though, it is the continued presence of the undead that helps keep the city running, ensuring that Moüd is not swallowed up once more.

- Silkgift: The City of Sails (Pathfinder and 5E): Built on the cottage industry of Archer cloth (an extremely durable material used for sails, windmills, etc.), Silkgift is a place that prizes invention and discovery. From gravity batteries that store the potential of the wind, to unique irrigation systems, to aether weapons, the city positively churns out discoveries... and then there's the canal they cut through the mountains that makes them a major center of trade across the region.

- Hoardreach: The City of Wyrms (Pathfinder and 5E): A center of power across an entire region, Hoardreach is ruled over by a Cooperation of five different dragons. A place for refugees and outcasts of all sorts, Hoardreach boasts some of the most unusual citizens and creations from across Sundara. Infamous for their sky ships, which require the cast-off scales and unique arcane sciences of the Dragon Works to take to the air, one never knows just what they'll find in this city built atop a mountain.

- Archbliss: The City of The Sorcerers (Pathfinder and 5E): A floating city in the sky, Archbliss has been a refuge for sorcerers for thousands of years. It's only in relatively recent years that the city has allowed those from the ground below who lack the power of a bloodline to join them in the clouds. However, while there are certainly amazing wonders to behold, there is a darkness in Archbliss. Something rotting away at its heart that could, if not healed, bring the city crashing to the ground once more.

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1 comment:

  1. The Prim reminds me a lot in concept of the NeverNever from the Dresden Files, by Jim Butcher, except possibly even less conducive to human life, and a lot more conceptual in formationept.

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