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Pathfinder Spheres players and GMs unite!


Saberfan

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Oh, a spheres discussion! I like those. A bit late to the party so these answers might not be the most relevant anymore, but I felt like giving them anyways.

Player or GM?  Player. I've tried my hand at GMing a couple of times before, never to much success.

Spheres-only or as an additional option? I'm generally down for whatever. Spheres only, spheres+vancian, and full on kitchen sink all have something to interest me.

Technology (Guns, vehicles, etc.)? I don't really care for it beyond liking early firearms to exist, but the presence of technology isn't a downside for me per se.

Gestalt? I like it quite a bit. It's not something I find necessary, but I definitely enjoy the extra fiddling it enables.

Mythic?  This is one I prefer to avoid, though I could see using a minor bit of it for special enemies as working out well if handled correctly.

Requested houserules? elephant in the room is good, but imo it's superfluous when SoM tackles that problem in its own way. A feat every level is one I've enjoyed before (especially with spheres since you can use it to grab more combat/magic talents if you run out of interesting ones), but it's not one I expect others to use.

Spellcrafting?  Not something that captures my interest much for whatever reason, but I'm not opposed to its inclusion.

Custom Traditions?  I very much prefer their allowance, though their absence isn't what I would consider a dealbreaker.

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Player, definitely. I can GM, but that's not the same as being good at it.

Spheres-only? I have no opinion on that front.

Gestalt always seemed fun, but never done it before, so there's that.

Tech level should be in-world consistent, regardless as to other things, but the understanding of that setting should be conveyed to the players before the game starts. not so much an issue here, but I've had a few issues in that vein.

Houserules: EitR is always good, I'm also a fan of bending the rules on magic item limits (You have more than two fingers, so why only two rings? and such-like) though that can be... unwise depending on the party.

Spellcrafting is always fun, though I don't know many adventures/parties that have the downtime required for it very often.

Custom traditions? Always.

Game #3 sounds interesting, though the other two are, while fun-sounding, not thematically my style. Hope others enjoy them though!

Having said that, being relatively unpracticed in spheres, I would prefer something less complex to cut my teeth on.

Edited by NineStarPhantom (see edit history)
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  • 3 weeks later...

Update: I have created the game and am currently working on getting everything in working order. It's probably around 50% complete, but most of the pertinent information everyone will need to create a character is there if anyone is interested in migrating there to discuss things. I will resume working on everything later on in the day.

Edited by Saberfan (see edit history)
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  • 4 weeks later...

Obviously, I'm working up an app for your game, @Saberfan, but as I never got a change to enter a response into your poll here, I feel I should drop in my few cents.

I generally am just a player lately, as time for GMing is a bit too limited.
I don't know if I'd enjoy a game that mixed spheres and other content, or more importantly, still have Vancian casting mixed in with the spheres. I was really hoping that the license chaos last year would result in a truly spheres of power rpg, standalone.
Technology/guns wise, I'm not entirely all that comfortable with, but mostly because I've just not really been that exposed to it in the TTRPG arena.
Gestalt? I enjoy it, but sometimes find it takes away too many compromises - and I enjoy character weaknesses as much as strengths.
Mythic? Never really played with it enough to form much opinion.
Houserules? I've always enjoyed elephant in the room stuff, as a way of making martials seem more interesting - but Spheres of Might does that too. Additionally, anything that patches up the mundane crafting of the pathfinder system is a good thing.
Spellcrafting? Never messed with this area of the spheres world.
Custom Traditions? Depends on the game world. I will say that the one thing I don't see enough is a GM presenting a list of traditions that are present in their world for players to choose from - which is how I believe they were intended to be used - They should be for world building, not character building. that said, In a truly open multiverse 'world' such as yours, custom traditions absolutely makes sense.

I think the one thing I'll also point out with spheres game offerings I notice - is the lack of 'low power' play. I obviously get that spheres offers so many new options you want to play with as many of them as you can, but I also prefer to grow the character organically more than build from scratch - if that makes sense. I know the slow game speed of PbP puts more emphasis on 'getting there' sooner, but a compromise in the level 3-5 range would probably be the ideal for me.

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  • 2 weeks later...
On 1/22/2024 at 4:45 PM, CraziFuzzy said:
Custom Traditions? Depends on the game world. I will say that the one thing I don't see enough is a GM presenting a list of traditions that are present in their world for players to choose from - which is how I believe they were intended to be used - They should be for world building, not character building. that said, In a truly open multiverse 'world' such as yours, custom traditions absolutely makes sense.


I think the one thing I'll also point out with spheres game offerings I notice - is the lack of 'low power' play. I obviously get that spheres offers so many new options you want to play with as many of them as you can, but I also prefer to grow the character organically more than build from scratch - if that makes sense. I know the slow game speed of PbP puts more emphasis on 'getting there' sooner, but a compromise in the level 3-5 range would probably be the ideal for me.

I agree completely about custom traditions. The game that I am (very slowly) preparing to run will have custom traditions that fit my world building. I've been enjoying that part of the preparation. Just leaving it as another avenue for minmaxing seems like a bad idea.

I agree also about low power play. I think level 3-5 is perfect as well. I'm aiming for 3rd level for my Rome game (again, whenever it happens).

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On 11/20/2023 at 5:20 PM, Keante said:

I'm not ready to set up an actual game yet, but I'll save in this post some stuff I'm putting together.

The World of Ossenheim

In the world of Ossenheim, the veil between life and death is gossamer thin. Necromancy is not reviled here, but seen as a venerable art that honors the dead. Under the blessing of Revenor, the Skeleton King and Lord of the Dead, practiced necromancers ritualistically bind willing spirits to their preserved mortal remains. These undead, called revenants, retain their living memories and personality. They serve their descendants as revered ancestral guardians and guides.

Families keep the bones of their ancestors in crypts and mausoleums, awaiting the time when a necromancer may come to awaken their forebears. Though unnatural in strength and tirelessness, revenants are not mindless zombies. Rather, they are held to their purpose by magical contracts and familial piety. Most citizens of Ossenheim see their undead ancestors as a continuity with the past, not an abomination.

Balance is maintained between the realms of life and death by Ossenheim's pantheon of gods. Vita the Maiden nurtures the living while Revenor shepherds the dead. Mystic Mortus reads the unseen threads of destiny that govern both. Wise Lathos keeps records of history and ritual so that new generations of necromancers can safely follow their art. Caelo the Ever-Changing brings the seasons that shift the veil between realms with her storms and mists. And over all looms Tempus, measuring out every mortal life and unlife with his eternal scales.

Here in Ossenheim, time and tradition have reconciled mortality's impermanence with the enduring influence of ancestors. The customs of this land allow the bones of the past to support the present, and the present to honor the past in turn. Death is but the continuation of life's duties by other means.

 

The Pantheon of Ossenheim

 

Revenor, god of death

Revenor.png.588e4d7aeb29bb9215b5f64c7624ae00.png

Revenor manifests as a towering skeleton draped in voluminous dark robes, accented with gold threads depicting funeral processions and weeping mourners. His naked skull is crowned with a circled of woven cypress branches, the tree associated with death. In one hand he grips a ceremonial scepter carved from human femurs, symbolizing his authority over mortal remains.

As lord of the dead, Revenor dwells in the cold and misty realm of the afterlife. Here he oversees the transition of newly deceased souls into his keep, weighing the deeds of their past life. Many he deems ready for eternal peace, releasing them from the burden of corporeal existence. But some spirits he returns to the mortal plane as revenants - undead servants created by the necromancers of Ossenheim.

These revenants retain their living memories and personality, bound back into their preserved mortal bodies by solemn ritual. Unlike mindless zombies, they serve willingly - duty and magic-bound to aid their living descendants however they can. Revenor judges each case where necromancers petition for a soul’s return. He allows only spirits he deems fit for renewal back into the wheel of life and service.

To living mortals, Revenor may seem stern and pitiless. But he understands better than any god that death comes for all in its proper time. He shepherds willing souls to what comes after with dignity and compassion. And for those granted a temporary reprisal as revenants, he binds their spirits into unlife’s purpose that both realms - mortal and beyond - may remain in balance.

 

Vita, goddess of life and fertility

Vita.png.4492cbece07a5422390d42074adbffda.png

Vita appears as a young woman in the full blossoming flower of youth and beauty. Her russet hair tumbles in lustrous waves across her shoulders, adorned with fresh flower buds that continuously open and transform into new varieties. Her skin gives off a warm glow of vitality, flushed with gentle color as though lit from within by the first blush of sunrise.

Vita dresses in gowns of embroidered silk that hug close to the curves of her body before spilling forth into gauzy skirts and sleeves, echoing the petals of an opening rose. The fabric constantly changes in rippling hues - emerald, sky blue, dusky rose, buttercup yellow - like a field of wildflowers waving in the wind.

When Vita walks, new grass and tiny field blossoms emerge from the soil beneath her feet. Birds alight hopefully on her outstretched fingertips, and furry woodland creatures gather adoringly around her legs. Bees and butterflies trail in her footsteps, drunken on the honey-sweet perfume that envelops Vita'spresence.

Vita dwells in a hilltop palace surrounded by lush gardens in endless bloom. Fountains burble, vines cling to open archways, and golden bees buzz lazily through the fragrant air. Within her halls, youths engage in joyful arts and lovers chase one another laughing through rose bushes heavy with blossom. An aura of innocence, devotion and carefree contentment infuses Vita’s domain - a refuge from worldly troubles and the ravages of time.

Yet Vita is not just goddess of youth but of the full cycle of fertility. She oversees pregnancy, birth, and the nurturing of new families. Hers are the blessings that yield abundant crops, fertile animals, and protection over mothers and their offspring. For even in winter's barren chill, Vita’s gifts prepare seeds for their next flowering come spring.

 

Mortus, god of dreams and omens

Mortus.png.54e77ce1672ed85e536faf1f6e87b38a.png

Ever shrouded in mystery, Mortus appears as a lithe young man with wild raven hair and skin as pale as moonlight. He dresses in a dark hooded cloak. This cloak shifts and drifts around him like mist, obscuring his form and casting his face in shadow.

When the hood pulls back, it reveals Mortus’ eyes - luminous pools of quicksilver that reflect an ancient wisdom far beyond his youthful appearance. Some find his gaze unsettling, as though Mortus sees into the depths of their soul and discerns their secret shames.

Mortus wanders the shadowy realms of dreams and visions, drinking in the unspoken fears and desires of mortals. He reads the omens written in the patterns of moonlight and cloud, hearing prophetic whispers on the wind. With a soft voice he murmurs cryptic pronouncements and sibylline verses, weaving strands of fate.

His dreams insinuate themselves into mortal minds, bringing portents and revelations. Those who can interpret Mortus’ symbols find guidance, while the unwary risk madness and ruin. Even other gods tread carefully with Mortus, for he sometimes sees destinies to which even they are bound.

 

Lathos, goddess of history and memory

Lathos.png.cf843c8843c66aa47562406bb903f8a5.png

Lathos typically manifests as a silver-haired woman with a back slightly hunched from long hours studiously poring over ancient texts. Her keen eyes gleam with relentless curiosity behind half-moon spectacles. Lathos dresses in simple robes the color of parchment, with myriad pockets and straps to hold scrolls, quills, and strange measuring instruments.

She dwells in the Great Archive, a library filled with skyscraping shelves stacked high with books, tomes, tablets, and unfurled scrolls. Owls glide to and fro amongst the shelves carrying more manuscripts in their beaks to deposit. Each document contains some snippet of history, prophecy, ancestry or ritual across all races and realms. Lathos meticulously studies them all, ever seeking connections and insights.  

At the center of the archives is a great oaken table where Lathos pieces together scroll fragments, compares accounts from multiple sources, and scribbles down timelines and genealogies. When not engaged in these works of scholarship, Lathos flits through the archives plucking scrolls seemingly at random but always guided by some eldritch inspiration.

Lathos values meticulous research, disciplined curiosity, and rigorous verification of claims against evidence. She urges all to drink deeply from the great pool of history to learn its lessons well. But she warns that the past can be slippery - records degrade, eyewitnesses err, and objectivity fades over time. One must parse truth from falsehood by cross-referencing multiple sources when possible. For it is only by honoring the complex messiness of lived truth that the future may progress wisely.

 

Tempus, god of time and destiny

Tempus.png.f252958e32bccce92c2c1e871786b517.png

Tempus appears as an elderly man with a long, flowing beard as white as hoarfrost. His back is stooped with the weight of eons, and he leans heavily on an ornate staff carved with ouroboros serpents and arcane symbols. Tempus' robes are voluminous and heavy, colored in hues of deep umber, slate, and iron gray. The fabric is embroidered with hourglasses, clocks, sundials, and other icons of time's passage.

On his wrist Tempus wears a bracelet formed from a bronze gear, ever turning. In his veins runs not blood but silvery sand, each grain representing a mortal life he measures. In one gnarled hand he clutches an hourglass of mammoth proportions, filled with this glittering sand. With the other he holds aloft a set of scales, weighing human souls and deeds.

Tempus' face is a craggy landscape of wrinkles, like eroded mountains and valleys carved by ageless rivers. His eyes are pale and rheumy on the surface, yet their milky depths swirl with eons of memory and foresight. Above his snowy beard, Tempus' lips are pressed into a thin line, never smiling or frowning. His is an impartial countenance, frozen in eternal observation.

Tempus dwells outside the normal movement of time, such that a minute for him may be an epoch for mortals. He observes the weaving of past, present and future simultaneously. The march of days means little to eternal Tempus. Only the grand cycles of seasons, ages, and aeons have meaning in his calculations. All things mortal will crumble to dust before Tempus' endless reign concludes.

 

Caelo, goddess of sky and seasons

Caelo.png.0a2e5af0db5ef230d70d15dff0924a49.png

Caelo is the capricious goddess of sky and seasons, given to sudden shifts in mood that are reflected in the weather of the mortal realm. She appears as a lithe woman with windswept auburn hair, clothed in diaphanous robes that flow and flutter about her. Caelo's most striking features are her constellation of prismatic eyes that gaze down upon the world below.

Caelo resides in a great cloud palace that drifts across the heavens. From here she observes the comings and goings of mortals. When she is in a foul mood, Caelo conjures up thunderheads and sends driving rains or blizzards to pummel the land. But in fair weather her laughter rings clear as birdsong, and a warm breeze ruffles meadows and rooftops.

Caelo often flies down to earth, her passage marked by sudden gusts of wind that stir up leaves and whip clothing about. She is closest with her brother Mortus who reads the omens in cloud patterns and understands Caelo's mercurial moods. Mortals know that when Caelo is calm and skies are clear, the veil between living and dead is firmest. But when storms roll in, the spirits grow restless and stir.

Few dare entreat Caelo directly, for her wrath is terrible to behold. But all honor her place in Ossenheim's web of life and death. Though at times destructive, Caelo's storms also nourish the land and bid seeds to sprout. Her rains echo the endless cycle of mortal lives, withering some while bringing renewal to others.

 

 

Society in Ossenheim

Family Dynasties - Wealth and status are concentrated in aristocratic households who maintain a long lineage of ancestral revenants that they can call upon for power. The oldest families dominate politics.

More on family dynasties

  • The most esteemed lineages can trace their great ancestral revenants back for hundreds of years. The antiquity of one's line brings prestige.
  • Ruling dynasties often keep rolls of their most prominent ancestors, the feats they achieved as revenants, and their years of service.
  • Inheritance and succession emphasizes not just the living heirs but also the wisdom of their undead forebears. Elders consult the family's ancestral advisors for guidance on decisions that will impact generations to come.
  • Necromantic training focuses on preserving lineage - binding revenants, recording histories, maintaining ancestral crypts. Multi-generational master-apprentice relationships reinforce dynastic continuity.

Ancestor Cults - Less organized than a formal clergy, each region/town has its own cultural practices and belief system about honoring the dead. Local revenants become objects of veneration.

More on ancestor cults

  • Revenants of extraordinary renown or deeds sometimes attract followings who venerate them independently of familial relation. Their tombs or crypts become shrines with devoted cultists.
  • These cults keep candlelight vigils, bring offerings befitting the revenant's life story, and spread folk tales about their subjects across the region. They may ask to commune with or seek blessings from revenants they revere outside of their lineage.
  • In more remote areas, towns fashion (or embellish) a shared mythical ancestor. This "village guardian revenant" becomes the center of their oral history and traditional rituals passed through generations.

Barter Economy - The labor and knowledge of revenants is a key commodity that living relatives can trade for mutual benefit. Favors may be exchanged between families.

More on barter economy

  • The labor, memories and arcane talents of revenants are all negotiable commodities between dynasties or cults. A family may "lease out" one of its undead ancestors temporarily in return for social bonds, knowledge, or resources.
  • Inter-family disputes may be resolved through "ancestor tribunals." Venerated revenants from neutral lineages hear arguments and dispense wisdom, which families agree to abide by.
  • Indeed contracts signed "before the ancestors" carry great sacrosanct weight. Oaths sworn under the eyes of one's venerated dead are rarely broken, lest they convey dishonor into the afterlife and beyond...

Ethical Codes - With necromancy so prevalent, cultural mores and codes of ethics have arisen around what is considered acceptable treatment/use of the dead. Taboos limit abuses.

More on ethical codes

  • The bones of intelligent mortals who die with their mental faculties intact are consecrated exclusively for revenant transformation. Desecrating consecrated remains prevents them from returning as revenants to guide future generations.
  • However, the bones and bodies of non-sentient beasts may be used for spells or rituals requiring the animation of temporary undead servants. These mindless skeletons and zombies are no different than using other tools and pose no affront to the soul.
  • The use of bloody or violent rituals to damage souls or bind them against their will is forbidden. Necromancy at its heart should employ respect, not tyranny.
  • One's ancestry and progeny deserve consideration, even when deceased. The unethical handling of any mortal remains risks curses carried into the afterlife and beyond. Revenants remember those who wrongly used their bones.

 

 

The Umbral League

This clandestine group of noble scions has a radical notion - to someday abolish the nepotistic reliance on ancestral revenants in politics and society. They advocate for a future where a citizen's worth is judged by their own merits, not the renown of their long-dead forebears.

Such blasphemy against cherished traditions around lineage, ancestry and honoring the dead must be whispered for now. So the skeptical youths who make up the Umbral League use secrecy, coded missives, and anonymous publications to share their controversial ideas without risking familial disfavor or exile.

The League has silently been gathering resources and marginal support amongst minor houses and commoner associations. The embittered and disenfranchised make willing (if surreptitious) recruits. If one day the movement gains enough backing, the Umbral League hopes to pressure Ossenheim into a cultural reformation.

 

The Order of the Immortal Archive

This monastic order split off generations ago from Lathos' clergy, dissatisfied with disorganized local histories and risk of knowledge being lost without rigor. The ascetic scholars of the Order dedicated themselves to systematically collecting and preserving records from across Ossenheim.

To fund their libraries, scriptoria and research, the Order sells access to their meticulously cross-referenced archives for fees - from confirming noble genealogies to providing property deeds or unique documents.

The white-robed brothers and sisters have established regional chapterhouses and annexes across the country. Their neutrality and reputation for reliable recall has only grown, even as old dynasties begrudgingly pay tithes to ensure accurate accounting of their households for posterity.

 

Still not advertising for players yet, but I have created the game forum here: https://www.myth-weavers.com/index.php?/clubs/1260-ossenheim/

Right now its status is Open so that everyone can see everything. The Discussion page is open for anyone to start a topic if you feel like commenting or have ideas you want to share (that kind of musing will help me get excited and spur me along, as well as help me make actual decisions about what the game should be like).

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