Definitely not my decisions entirely, but then again, we need to start somewhere. What if the world is mostly wilderness and mysterious ruins, with only a few bright points of civilization? Might be cool - > > That sounds quite interesting. As I said last night, I think your > idea of the majority of the gods dwelling in a celestial Elvenflow (as > the Olympian deities resided in Olympus) to be a stroke of genius. > I also think your idea of Amrikol having his own cursed land is > neat. I believe that some of the Black Legion might dwell there with > him. And some would not. > So you see the world as being heavily forested? See, as we spoke of > before, I don't want to do too much world creation right off the bat, > mostly for two reasons. First of all, that's a hell of a lot of work! > Sheez! Who has time for that? We might want to set some general ideas > down and answer some basic questions, but anything else is a massive > time investment. The other reason is so that future DMs can create the > world as they set adventures in it. > I also like the idea of the Tooth of Dendar still existing, and > still being a means by which someone could hope to attain godly power. > Lots of cool plot ideas there. > So how much do we want to decide beforehand? What sort of world > decisions did we want to make? > > jimkaren@xxxxxxxxxxxx wrote: > > > Absolutely; I'm thinking that maybe we > > should decide what they define before > > defining them? > > > > For example, it seems sort of cool to > > say that Dennis would envision the > > afterlife consisting of a celestial > > Elvenflow. > > > > One or more evil gods would make their > > dominion within the mountain that the > > city is built against, with the > > majority of the gods living in the > > castle that crowns the peak. > > > > It's therefore safe to say that > > woodlands would play an important part > > in the campaign world, but what else? > > Perhaps Amrikol rejected the new world > > order, and has decided instead to dwell > > on the Prime Material. > > > > He could be a greater power that > > resides beyond the known horizon, > > always plotting to retake "Elvenflow" > > and twist it to his own ends. Mortals > > would dread exploring his cursed lands, > > preferring to remain near the relative > > safety of the forest. > > > > Maybe Dennis, as god of knowledge or > > something, could be charged with > > guarding the Tooth of Dendar or > > otherwise symbolically guarding > > Elvenflow (sort of like Heimdall, but > > more cleanly shaven). > > > > We could even limit how much of the > > world is defined to how much influence > > the gods seem to have at the start. > > That way, the campaign world could grow > > as new regions or features become > > needed by the story. > > > > > > But I thought that the gods were > > going to define the campaign > > > world? Isn't it the decision of > > Dennis and the others to shape the > > > world as they choose? That being the > > case, shouldn't the core group of > > > gods that went through the portal > > last night define the world? > > > > > > jimkaren@xxxxxxxxxxxx wrote: > > > > > > > No, I'm right there with you! > > > > Definitely go the "stats for avatars > > > > only" route. I think gods with > > ability > > > > scores are hokey, and should be told > > > > that they can't play reindeer games > > > > with our more 2nd edition-like gods. > > > > > > > > Also, Shawn may have a point there - > > > > let's decide on what the campaign > > world > > > > will be and then define the Gods. > > You > > > > know - will it just be the Realms > > all > > > > over again? Primordial? Totally > > > > different? > > > > > > > > > > > > > > I like the avatar route better > > > > than the stats for deities route. > > > > Again, > > > > > everyone else would have to > > vote. It > > > > works better for me, but I got the > > > > > distinct feeling last night that > > the > > > > others disagreed. > > > > > > > > > > > > > > > widderslainte wrote: > > > > > > > > > > > > -----Original Message----- > > > > > > > From: dungeoncrawl- > > > > bounce@xxxxxxxxxxxxx > > > > > > > [mailto:dungeoncrawl- > > > > bounce@xxxxxxxxxxxxx] On Behalf Of > > > > > > > Johnathan Detrick > > > > > > > Sent: Tuesday, October 15, > > 2002 > > > > 14:49 > > > > > > > To: dungeoncrawl@xxxxxxxxxxxxx > > > > > > > Subject: [dungeoncrawl] Re: > > > > Tuesday morning review > > > > > > > > > > > > > > > > > > > > > > > > > > > > The Forgotten Realms > > pantheon > > > > may be a cluster&^%$ (or > > > > > > > was it cluster$%^&?), but it > > is > > > > interesting. In my opinion, > > > > > > > that's what's most important. > > > > But I agree that gods with > > > > > > > stats aren't always the way to > > > > go. I normally hate them. But > > > > > > > it might just be appropriate > > in > > > > this case. > > > > > > > > > > > > The Forgotten Realms has parts > > of 9 > > > > or 10 pantheons that overlap with > > > > > > varying degrees of clarity. The > > > > Greyhawk pantheons make a bit more > > > > > > sense, but you wouldn't know if > > > > from looking at the players > > handbook. > > > > > > > > > > > > Everyone creating a wacky > > avatar or > > > > two (with stats) for each god would > > > > > > be cool. You could make a whole > > > > new game by giving each character- > > god > > > > > > some powers and let them fight > > over > > > > (and distribute powers to) potential > > > > > > adherents in exchange for > > worship. > > > > Then you could end of with a couple > > > > > > competing pantheons. > > > > > > > > > > > > > > > > > > > > > > > > > > >