Help, thematically, with a deity [Archive] - Wizards Community

Post/Author/DateTimePost
Hastifer

05-22-06, 04:27 PM
Ok ok. My first shot on this board. And I need some help with some thematic choices.

My character remembers two things: his love of his deity, the desert deity (yet to be named), and his homeland (the desert). He has no mortal connections on his current Prime Material. His personality and desires are intact: he wants to create things blessed by his deity, he is happy nearly all the time, loves the sun (as he thinks it represents his deity), is honest to a fault, and he hates hates hates undead. (And has a mild fear of ghosts)

The deity is Chaotic Good in alignment, encourages strong individuality in his followers, trade and travel between locations/tribes, and finally, noble, honest behavior.

I'm no good at history/geography, etc. What is a good weapon for this deity's favored weapon? I know scimitars were used by some desert dwellers, but I want to know other options (mainly because I think scimitars have been overdone).

Greataxe comes to mind since it could be decorated to look like the sun with its nearly circular shape. But I think that it requires too much metal for regions where metal could be scarce. (Then again I could be showing my lack of knowledge there too)

Morning stars and flails come to mind, as well, since they both have a spiked ball on the end.

Any other sun-shaped weapons out there, or otherwise historically desert based?

Also, some help fleshing out this deity and giving him some flavor?

Thanks
shift244

05-23-06, 01:42 AM
Scimitars, like you said are typical. Nothing wrong with using it really, if the flavor is right. Spears are common weapons as well. A more Egyptian theme might probably use a Kopesh. If you're going this way, the deity might have a horse, a pegasus, or a chariot of name. Or perhaps riding on a sphinx?

You seem to have given the deity domains already and what the deity favors in followers. This already serves a strong indication of the deity's character and traits. A sun-god opposing undead is in direct relation to Pelor, so perhaps you can read up on Pelor and decides what similarities in point of view, and what differences they have.

You might want to work on a more general background as to how this deity came to power. A child of other gods? Risen from an epic advanture? What are the other deities in the game setting? What are their relations with this sun-god? What does the deity feel about helping travellers in through the desert? Does the sun-god provide help when needed and asked for?
Morka

05-23-06, 04:25 PM
I might be wrong, but I think iron can be easily found in rocky desert areas.
Flail is usually associated with LE deities, as a slaver weapon.
I like the idea of the (Great)Axe, ending in a spiked circle to depict the solar disc.
Other ideas could be the Morningstar, or the SandBlaster (MM3).

For the portfolio, "desert" is quite large, and it's usually too harsh to fit a CG, individualistic deity; and in the desert, the Sun can quickly become a foe if you're not properly protected. What about the God of the Oasis, and trade between the Oasises? His favored weapon could be the WalkerStaff (Quatterstaff), and he should be the protector of the lone traveller, and of the oasis hospitality. Unfortunately, it doesn't really fit with your undead-hatred...
Hastifer

05-30-06, 12:15 PM
Thanks some of your ideas prompted some more searching online and I came across some sites that helped even more. I'll call the deity Khai Awi Akhom. Crowned Glorious Eagle. His symbol varies depending on the follower, some prefer an anvil under the rising sun (to emphasize the strength aspect), others prefer the eagle under the rising sun (for freedom). Both symbols look similar in appearance (the spread wings of the eagle being similar in shape to the angled rises on the ends of an anvil). The difference is in the texture (feathered relief for the eagle).

A child of other gods? I don't think that fits, considering I don't know the rest of the pantheon in my DM's custom setting.

Risen from an epic adventure? It has to be this I think, since the pantheon isn't defined. I'll need to chew on that for a while. But my first flash of insight is that perhaps he destroyed some great undead being/lesser deity with a blast of sunlight so hot that it dried up a nearby ocean, leaving a rocky desert in it's wake. Or maybe the event happened on some snowy plain, and remains a hot desert to this day, despite the high altitude... Humm. The event freed the people enslaved to this ancient evil, and in homage to their benefactor they populated the wastelands and learned to live there.

What are the other deities in the game setting? The pantheon, to my knowledge, hasn't been developed (or at least it hasn't been revealed)

What are their relations with this sun-god? Hadn't thought of that as I'm just the player, and came up with this deity for one campaign and am "transferring" him to another (since the character that worshipped him died tragically). Of course I'll have to rename him to respect the former GM. The original setting had it where the "pantheon" was truly just a collection of aspects of one deity. (Possibly two all told, but only one "good" deity) So the relations would be something of a paradox in that scenario. Don't know how that will work in the new campaign as the pantheon, to my knowledge, hasn't been developed (or at least not revealed).

What does the deity feel about helping travellers in through the desert? He wants the travellers to understand the duality of the sun's boon and bane. Respect it and live, ignore at your peril.

Does the sun-god provide help when needed and asked for? He can support divine casters so yes. And he encourages the petitions of his followers, despite the strong emphasis on individuality, strength, and endurance.

Over time the peoples that followed Khai Awi Akhom split into factions, and, later, tribes. Despite their differences they maintain strong ties for the benefit of trade and, in times of need, to band against an outside threat.


The game itself appears to be dead now...

And the flail I was thinking of isn't the whip-like thing associated with LE deities, it is more along the medieval thing -- spiked ball at end of chain attached to long handle/haft. I have a tribe made, too, which makes my take on the deity a little off still. Please critique the tribe as well... (next post)
Hastifer

05-30-06, 12:15 PM
Sample Tribe #1 Benipé Mshai (Iron Travellers) Very militant and nomadic, they are trained from birth to fight well and to survive in the desert. They are the more barbaric of the tribes. This tribe has one chief with a council of ten elders of his choosing.

Religion
They emphasize the glory, strength, and endurance aspects of Khai Awi Akhom. Their divine casters are usually Shamans, or Clerics with the Sun, Strength or Traveller domains.

Organization
This tribe actually consists of ten subtribes, each under the supervision of an elder and a religious leader. The religious leader need not be a caster but it is common.

Men
The men of this tribe are expected to prevail in the hunt, and in battle. It is their duty as well, to win the devotion of a woman before he reaches his sixteenth summer.

Women
The women of this tribe are revered as nurturers and caretakers, and are trained as such from birth. Even so, all are trained with weapons as well, and their ferocity matches the prowess of some of the best warriors from more civilized lands.

Sample Rites
Courtship
The courting ritual involves bringing the spoils of battle or the hunt to his intended. The man must forge a weapon of suitable quality, and decorate it with runes proclaiming his intentions. If the woman accepts the weapon, there is a ceremony that lasts a full day, and the couple is excused from military duties for one month and a day.

Rite of Kamit (Firstborn)
The chieftan must initiate his firstborn son when he sees his fourth summer. The initiation involves taking the child out in the desert at night, and leaving him with no food, water, or implements with which to survive. He must then survive for at least one day and find his way home. If he does not make it, he is considered a sacrifice to Khai.

Rite of Menetnashté (Succession)
When the chieftan is too old to fight (or before that if he is canny), he will appoint his son in his place. This is done with great fanfare, but not before the son proves his right to assume the mantle. He must have lead the tribe's army in [i]victorious[i] battle on three seperate occasions, and have been the first combatant (from his tribe) on the field in [i]all[i] battles he has lead. If a battle was lost and his army retreated, he must have been the last combatant to leave the field.

If the son has not qualified, the ten elders pick nine men from among the tribe. This tournament is held all in one day. The nine men and the prince enter the tourney on equal footing, and the last one standing has won the right to challenge the son. All fights in this tournament are to the death.

Rite of Woserit (Mighty Woman)
The chieftan's wife must earn her place at his side via a rite of duels. If a chieftan is without a wife, the ten elders each choose a candidate. After a grand ceremony, these women fight in one on one contests. These are single elimination, and killing is prohibited. Women are too integral to the society to be lost in this way. Combatants who slay their foe are rare, but when they do it is a disqualifying act. The battles are fought all on a single day, some fought at the same time in different areas of the camp. This is to emphasize strength AND endurance. The winner has earned the title of Woserit, her place at the chieftan's side, his respect, and his ear.

External Relations
The other tribes denounce these rites as too barbaric and not in keeping with the good nature of Khai Awi Akhom. The Benipé Mshai disagree.

Despite the differences, the other tribes will often trade services and goods with them. The Benipé Mshai make excellent weapons, and are willing to train other desert dwellers their forging skills and even their war secrets. In exchange they expect raw goods (metals & food stuffs) and knowledge (education & rumorsnews). They highly value gold trinkets, and even decorate or enchant their weapons and armor to have a golden hue. They also prize the stronger metals, so steel, iron, etc. are excellent trade choices when dealing with the Benipé Mshai.

More civilized peoples avoid the Benipé Mshai.

Slaveholders are treated as less than orcs. They will not only kill slavers, but they will do so slowly. The freed slaves are either welcomed into the clan, or escorted (usually by a small band of warriors) to a deserts' edge destination of their choice. The latter option is most often use for the "weaker" races as detailed below, without offering the former.

Classes
Obviously, Barbarians(50%), Fighters(20%), Rangers(15%), and Divine Casters (5%) are the common PC classes from this tribe. Arcane casters are treated with suspicion unless they disguise their magic as divine.

Races
This tribe is exlusively human. Dwarves are respected for their hardiness and skill with weapons (both the wielding and the crafting), while gnomes, halflings & elves are too frail in appearance, and are seen as weak. Half-breeds are treated with even less respect. Despite their barbaric nature, they loathe the evil races such as orcs, goblins, gnolls, etc. and will kill them on sight. Corporeal undead are attacked with abandon, while their more wispy bretheren are feared.

Alignment
The prevailing alignment in this tribe is Chaotic Neutral, and they are not the most favored of Khai Awi Akhom. However, they do represent their chosen aspect (chaos) very well.