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newworld-first_attempt:overview

The Religions of Hann

Sometimes design takes a turn you weren’t expecting – well, TBH, that is quite a lot of the time for me. I was happily writing up the Green Faith, when I got caught up in the cosmology of it all (Actually there are Powers, Gods and Immortals) but that that led onto a series of questions about how religion works across the Hann Empire – which is another name for my games world. Then this happened ….. :}

Universal faiths

Representatives and followers of these faiths are spread all across the Empire. They might not be the most influential, but they underpin the whole alliance.

The Green Faith – binds Hann together – there are druids and rangers everywhere an every other faith has come to an accommodation with them. Indeed it is a Druid, Oliver Green-Barrel who is Raven King of Heralds and master of the Hann Senate – and Chief Adjudicator of the Empire. His has an even handed way of maintain the balance. The Green faith is found in the rural and wilderness areas of the Empire, and other religions have had to come to terms with it. This is a customised version of Green Faith from the PF rule, with some philosophy and cosmology behind it.

The Old Gods – My early campaigns used RL deities - from the Celtic, Norse and Finnish pantheons – as interpreted by the early versions of legends and lore. For various reasons they have been replaced with this home-brewed hybrid pantheon that gives the same feel as those early deity. They came about because I needed some ‘Traditional’ peoples in the area around Berhof – who have now used (in that same role) across Hann. They have few major areas of influence – but still have a presences all across the region. Their strongest area of influence is on the Far Coast, although there are pockets of strong support in other places as well. Think of this as an amalgam of all the 1st and 2nd ed campaigns that I ran. They are associated with the old Clan system, which is currently represented by the Pagini, Treverii and Marisi clans.

Major Faiths

These are the primary religions of different parts of the Empire – based on the published game systems that were in use when those areas were prominent (Ie when I was running games there) The only real change has been The Strongholds – but that was so long ago that their gods have been superseded and sucked up into The Old Gods). There are enough overlaps, that they can get on together (even the trimmed down version of the Zakharan pantheon). This is how those

Pathfinder Pantheon – The core Pathfinder Gods rule in Telida. Abadar, Iomedae and Pharasma lead the west Telida pantheon leading to a trade focusses, Pharasma and Kurgess are strongest in the East. In Berhof - Pharasma, Iomedae, Erastil and Desna are all significant. Erastil is fairly strong strong in the rural areas across the region.

3rd Ed – the gods from the 3.0 PHB. Simple and straightforward. Pelor (as always) leads the pantheon but Saint Cuthbert, Heironeous and Elhona all have strong followings, as they were deities worshiped by the adventurers who ‘conquered’ it. (The Strongholds was based on the stronghold rules from the 1st ed rules). That was the start of the end for the Old Gods, and it has spread down the near coast and into the far coast.

Zakharan Pantheon - Once the Zakharan pantheon were dominant along the far cost, at their followers conquered the lands there on behalf of their Caliph. When the Conquerors were driven out (That was an interesting game) some of their influence remained. Strongest in the Razardi Islands they also still have an influence in the far Coast states. Jisan and Haku are most prominent among the Zakharan deities active in the Empire, although Kor and Zan are significant as well.

Minor Faiths

These pantheons represent specific groups of people, rather than whole cultures - people who are outside of the mainstream … The Temple of the Shrines – An eclectic collection of demi-gods and philosophies that are associated with Travel and Trading. Based on a number of minor deities that I have written for different settings over the years – I like them, they all fit together well, and it seems a shame to leave them out :}

The Royal Ancestors – a closed religion for those people who are direct descendants of the Founders of Porters Bar. Porters Bar has a great beginning story, which involves a Dragon and a half-water-spirit as founders. The Royal House are their direct descendants – and appear to be able to draw divine power from them and others ancestors of that line.

Dwarves - I have discovered a lot of mining settlements (of one sort or another) spread around my world – and I have decided to amalgamate them all as Dwarven Mining towns. Back in the early days Gnomes, and even some Halfling sub-races, had a lot of overlap with dwarves – but those races have now developed and moved on - so Dwarves it is. I will probably use Moradin and his 3rd ed pantheon as the primary faith in Dwarven settlements.

Region|Primary |Secondary Urban|Secondary Rural|Other|Minor|

TelidaPathfinderThird EdGreen FaithOld GodsTemple of the Shrines
StrongholdsThird EdPathfinderGreen FaithOld GodsTemple of the Shrines
Near CoastThird EdPathfinderGreen FaithOld GodsTemple of the Shrines
Far Coast (1)Third Ed ZakharanOld GodsGreen FaithTemple of the Shrines
RazadiZakharanThird EdGreen Faith-Temple of the Shrines
New World (2)Local Faiths-Green Faith-Temple of the Shrines

Note 1: The Far Coast is unusual – in that the four main faiths have almost equal influence, across the region. It is still a stronghold for the Clan Leaders (Pagini, Treverii and Marisi) who follow the old gods, and has a large Al Quadim presence left over from a previous occupation.

Note 2: The New World represents a number of newly incorporated, places –

Finaroka – A very eclectic mix of Green Faith (Wen), Razadi, 3e, Temple of the Shrines.
Porters Bar (Exotic City State) with an Eastern feel. Green Faith (Wen), Royal Ancestors, Arth&Yarma, Temple of the Shrines.
Paria (Dwarf mining town) A very mixed race trade village – surrounding a Dwarf Minehold. Dwarven + Green faith - with a bit of everything else thrown in for good measure. The dwarven pantheon are strong underground, but on the surface - there is no dominant faith. The Temple of the Shrines can also be found here.
Port Elizabeth (Exotic trading town) halfway between Telida and Zakhara on a jungle island. Some Zakharan, some Path Finder and some minor local gods. Religion isn’t particularly important here. The Temple of the Shrines can also be found here.

Relationships.

The Green Faith – is everywhere. And probably has as more followers than any god in any of the pantheons, except (maybe) Pelor. And they have allies in every other faith. Gozerah and Erastil from the Telida pantheons, Elona and Obad-Hai from the Strongholds Pantheon, while both Pingal and Koke of the Old Gods share many traits with the green faith.

Pathfinder: Church of Telida - The is no specific lead deity in the pathfinder pantheon, but, in Western Telida, Abadar takes responsibility for ‘external relations’ and it is in his interests (Trade and civilisation) to build working relationships with the neighbours. This is the main branch of this faith and the one that has spread across the Hann Empire.

Pathfinder: Eastern Telida – In eastern Telida, Pharasma and Kurgess are the most respected deities – although other deities from the pantheon also play a prominent role – however there are three separate, but very similar, groups It is the lesser branch of this faith and not very well organised and, in general terms, follows the lead of the Telida Branch..

3e: Church of The Strongholds:- Pelor leads the pantheon, and (as an NG deity) he really doesn’t like conflict. Therefore his clerics (and many others in the pantheon) work to retain cordial relations with their neighbours – encouraging trade and cultural exchanges. This is the only real branch of this faith, and has worked its way all the way down the coast as far as The Razardi isles.

Zakharan: The Church of Razad – Jisan, goddess of plenty and beloved of Merchants is the primary deity in The Razardi Isles and the Far Coast states, ably supported by Haku (god of freedom) , Zan (god of learning) and Kor the god of wisdom. The other core deities are respected, but Trade, Freedom, Learning and Wisdom are the core philosophies of this branch of the religion. Any aggressive deities were chased out when the occupation was broken - followers of the deities of left behind could accept their new situation.

The Old Gods: This is a faith in decline. They were once the primary religion of the mainland areas, but their their influence has declined slowly over the years and are now not considered a threat. There are still pockets of followers, particularly on the edges of civilisation. The Clans (Pagini, Treverii and Marisi) of the Far Coast, themselves a hangover from days gone by, are probably their biggest supporters, however there are pockets of people following the old ways all across the mainland. They tend to mind their own business and gave up fighting the other faiths many years ago.

The Temple of the Shrines: A very minor pantheon serving a very niche congregation of travellers and traders, spread mainly by the FFTC. They do not have any ambition to expand beyond that following and are not seen as a risk to any of the other religious groups.

The Royal Ancestors: Has a very limited following. Have no interest in recruiting outside of the family and are never going to be a threat to any other religion. Nor do they mind who anyone else worships, so long as it doesn’t bring hardship to their city.

The Dwarven Faith: Similarly, has a limited following. Have no interest in recruiting no-dwarves - and are a threat to human religions. Nor do they mind who anyone else worships, so long as it doesn’t bring affect their underground towns/cities.

newworld-first_attempt/overview.txt · Last modified: 2022/10/21 09:18 by johnb