{.right} Halberds and Helmets Podcast The gods, the realms, confusing and overlapping portfolios, how even the evil ones need to provide a benefit.
Links:
Mesopotamian religion and mythology
I feel a bit weird plugging my house rules but that’s where it all started:
The *Referee Guide* guide has a three page section entitled *Gods and Demons*.
#Halberds and Helmets Podcast
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I think the thing I like best about making the podcast is:
1. the jingles to introduce each episode
2. the page for each episode with all those links
Soon I’m following all the links myself and losing myself in Wikipedia...
– Alex Schroeder 2019-10-04 10:09 UTC
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I’ve really enjoyed following all the links in your posts too. Especially so with your last few episodes talking about your setting and pantheon. The bits of history and mythology have been fun to read up on.
– deadtreenoshelter 2019-10-06 16:22 UTC
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Thanks! 😀
– Alex Schroeder 2019-10-06 20:44 UTC
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Also, your post inspired me to start writing up my own setting pantheon.
Thanks!
– deadtreenoshelter 2019-10-06 23:03 UTC
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Yay! 😀
– Alex Schroeder 2019-10-07 05:24 UTC
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This is a great episode, but it’s got me thinking a lot more about the realms than the gods, to be honest. When your players do go to other realms, how do you handle it? What gets them to want to go there (if they go at all) and how do the characters make the journey? Do you run them as a sort of mythic underworld, or more like alien worlds, mostly normal just with different environments and inhabitants than Earth/Midgard?
– Malcolm 2020-06-01 21:59 UTC
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I guess I’m just a Planescape kind of person: the other realms are just like our realms except for the environment and the inhabitants. And, like Planescape, that leads to the problem of separating the living from the dead: if the souls of the dead go to Valhalla and you can also go to Valhalla while you’re alive, then obviously there must be two kinds of people. It never came up before in my games, though.
As for getting there, I use caves and the like. A hole in a Set temple emanating green light that is said to lead to Svartalfheim. A frost giant fortress atop a mountain with a permanent snow storm concealing a crash through which you can walk through to Jötunheim. A volcano with a lava lake that you can follow leading you to Muspelheim. That kind of thing. A gate contains a warning about the environmental hazards, it hints at where it leads, it is bidirectional, it can be crossed on foot, it’s hard to reach and usually a hidden place in our world.
– Alex Schroeder 2020-06-02 06:04 UTC