One of the primary changes is the idea of Moiety. Gods can either be Hot (active, chaotic, expansive, passionate) or Cold (passive, orderly, controlled, introspective). You can only have viable godly offspring between gods of different moieties (I mean, it's possible to get double hot and double cold, but that's where you get legendary monsters) - the god's typical physical representation has nothing to do with it.
Honestly, this should probably be called the Big Old Divine Clusterfuck Generator.
Where Did They Come From? (d6)
- Born of primordial being, usurped it.
- Born of corpse of primordial being.
- Crawled out of chaotic nothingness.
- Did not form, have always been there.
- Nobody knows, nobody really cares.
- Some fanciful and clearly false story.
- Some fanciful and very true story.
- Existence unproven, only surmised.
The Godhead (d8)Who is at the center of the pantheon?
- Monadic - A single being or force from which all others spawn. Both Hot and Cold.
- Duality - Two complimentary and/or rival beings 1 Hot, 1 Cold.
- Tripartite - Three equal beings (or trinitarian aspects). 1 Hot, 1 Cold, 1 Both or 3 Both.
- Quartet - Two pairs of Hot and Cold
- Five Powers - Either 2 Hot + 2 Cold + 1 Both or 5 Both
- The Hextet - Three pairs of Hot and Cold
- Absent - The throne is empty. Begin with the 1st Generation
- Distributed - There is no central authority. Begin with the 1st Generation + 1d3 gods.
For the 2nd generation, roll 1d3-1 for each pairing
For the 3rd generation, roll 1d2 -1 for each pairing.
The 4th generation, should you choose to go that far, cannot have offspring. This is because they are celestial Hapsbrugs if you are playing with high Hellenistic ick, and it's indicative of a major cultural shift if you are playing without Hellenistic ick.
If you would like to avoid Hellenistic ick in your pantheon, choose one (or more as needed) member of pairings that got and declare them to be an Old God (that is, one of the gods from the culture that was here before the current main culture.)
If you want to get real extreme, start over with a new godhead and pantheon once you hit the stopping point. Gods have a base 40% of getting killed off, increasing if...
- Their moiety is weak (+10%)
- They are of third or fourth generation (+10%)
- Their domain is culturally or politically specific.(+10%)
- They are part of the godhead (+30%)
- Draw 3 tarot - these aspects (upright or reversed) are considered unfavorable by the new culture (+10%)
Typical Representation (d8)Gods being gods, gender is more of a vague suggestion wafted in their general direction.
- Both: Male and female portrayals.
- Both: Male and female features.
Moiety (d6)Strong-embodiment gods will, as a rule, be more active and widely worshiped than weak-aspect gods.
- Hot (Strong)
- Hot (Weak)
- Cold (Strong)
- Cold (Weak)
- Both (Strong)
- Both (Weak)
Primary Relationship (d12)This is where everything becomes an actual, ridiculous mess. What you want to do is...
- Pair off all compatible gods
- Roll for each relationship
- Adjust if you get rolls that entail additional parties
- For additional parties, number compatible gods and roll accordingly.
- Single gods may have 1 offspring via divine mitosis.
I am so terribly sorry for the shitshow that is going to be unleashed.
- One-Time Fling: -2 offspring
- Good terms with ex: Normal offspring
- Passionate Lovers: +1 offspring
- Bitter Rivals: -1 offspring
- Slept Around: Offspring split between 2d3 compatible partners (round down if lovers > offspring)
- Open: +1d3 gods join, + 2 offspring split between compatible pairings.
- Married (Dedicated): Normal offspring roll.
- Married (Unhappy party): -1 offspring, 1d4 bastards by other god(s)
- Married (Mutual Beards): Both get normal offspring rolls with other compatible gods.
- Mentor / Apprentice: Secret romance. Normal offspring roll.
- All by design: Single designer offspring
- Asexual: 0 offspring, 50% of romantic partner.
- Same result twice in a row: Taboo - must be with god of same moiety. -1 offspring. Produces monsters.
Divine Domains (Tarot Draw + 1d4)
Alternate domains 1: Roll on the Manse table and use the tarot card for flavor
Alternate domains 2: Choose 1 from each category.
|1. Travel||1. Fools|
|2. Messages||2. Transitions|
|3. Youth||3. The Trickster|
|4. Discovery||4. The Stranger|
|1. Knowledge||1. Hubris|
|2. Invention||2. Dark Arts|
|3. Magic||3. Gateways|
|4. Inspiration||4. Science / Alchemy|
|II. High Priestess|
|1. Witchcraft||1. Cats|
|2. The Old Gods||2. Autumn|
|3. Mystics||3. Poetry|
|4. Memory||4. Truth|
|1. Motherhood||1. Beauty|
|2. Fertility||2. Harvest|
|3. Abundance||3. The Hearth|
|4. The Earth||4. Diplomacy|
|1. Kings||1. Tyranny|
|2. Authority||2. Warfare|
|3. Fatherhood||3. Cities|
|4. Law||4. The Nobility|
|1. Guilds||1. Government Office|
|2. Tradition||2. Tax Collectors|
|3. Ritual Magic||3. Charity|
|4. Sacrifice||4. Priests|
|1. Love||1. Lust|
|3. Fertility||3. The Arts|
|4. Marriage||4. Spring|
|1. Horses||1. Warfare (Mounted)|
|2. The Hunt||2. Sloth|
|3. Transportation||3. Lost Things|
|4. Roads||4. Sailors|
|1. Protection||1. Soldiers|
|4. Forge||4. Weaponry|
|1. Silence||1. Healing|
|2. Reflection||2. Winter|
|3. The Inner Life||3. Isolation|
|4. Books||4. Hedge Magic|
|X. Wheel of Fortune|
|1. Chance||1. The Seasons|
|2. Good Fortune||2. Bad Fortune|
|3. Divination||3. The Marketplace|
|4. Debt||4. The Inevitable|
|1. Justice||1. Injustice|
|2. Law||2. Poverty|
|3. Peace||3. Nightwatchmen|
|4. Hospitality||4. Lawyers|
|XII. Hanged Man|
|1. Criminals||1. Fear|
|2. Law||2. Thieves|
|3. Repentance||3. Commoners|
|4. Imprisonment||4. Freedom|
|1. Death (Incarnate)||1. Murder|
|2. Death (Psychopomp)||2. Grief|
|3. The Underworld||3. Loss|
|4. Funeral Rites||4. Disease|
|1. Balance||1. Wealth|
|2. Virtue||2. Gluttony|
|3. Rationality||3. Alcohol|
|4. Old Age||4. Self-destruction|
|1. Demons||1. Enslavement|
|2. Corruption||2. Dark Arts|
|3. Addiction||3. Destruction|
|4. Heresy||4. Sin|
|1. Chaos||1. Destruction|
|2. Change||2. Disaster|
|3. Craft||3. The Ancients|
|4. The Sky||4. Construction|
|1. The Stars||1. The Unknown|
|2. Time||2. Distant Lands|
|3. Hope||3. Pestilence|
|4. Imagination||4. Omens|
|1. The Moon||1. Madness|
|2. Secrets||2. Blood|
|3. Magic||3. Monsters|
|4. The Night||4. Dreams|
|1. The Sun||1. Blindness|
|2. Light||2. Drought|
|3. Fire||3. The Day|
|4. The Forge||4. Summer|
|1. Justice||1. Punishment|
|2. Repentance||2. Assumption|
|3. Forgiveness||3. Ignorance|
|4. Law||4. Guilt / Shame|
|1. The World (In totality)||1. Animals|
|2. Nature||2. Rebirth|
|3. The Ocean||3. Eternity|
|4. The Cosmos||4. Other Worlds|