One of the reasons why I love Golarion (besides
its pulp roots) is because it’s such a charming kitchen-sink campaign setting.
You have the usual – lost worlds, realms of barbarians, a land of good
crusaders facing a Big Bad Evil, a fantasy Africa, a fantasy Egypt, a wild
frontier, a land of unruly and chaotic barons/dukes, a demon-infested wasteland,
an almost steampunk realm, a super-science!
realm, a land of mists and classic terror… there’s a little of everything here.
Ironically, this trait is also one of the reasons why many hate Golarion. I
admit that I’m not (too) worried with verisimilitude for basic fantasy settings
(and if I want it I can always go back to settings like Harn, Valus or
Kalamar).
Anyway, I’m (as usual) digressing. One of the
cool things about kitchen-sink settings like Golarion is that you can approach
it with different lends, thereby creating campaigns that highlight one style of
fantasy over another. In fact, I’ve been doing that – here’s Sword & Sorcery Golarion and Science Fantasy Golarion. Now it’s time of Mythic
Golarion.
The idea for this setting variant came from an
article by Mike Mearls where he suggested that you could make a campaign more
exciting by making its cosmology more “personal”. The given example was to take
the Abyss and change it from a plane to a physical location (like the
Shadowlands from Legend of the Five Rings).
This reminded me a lot of cosmologies like
Tolkien’s Middle-Earth or even classical Greek (Mount Olympus, the Tartarus
etc) and Nordic (Yggdrasil, the Bifrost, Asgard etc). In many ways it’s a lot
cooler to know that things link Mount Olympus, the Abyss or the Nine Hells are
“real places” in the player characters’ own campaign world. Imagine that, if instead
of using plane shift to visit the
Outer Planes, the PCs delved in the depths until they reached the Nine Hells
and freed their comrade soul from a devils’ hold.
Unfortunately, I don’t think that this mythical
flavor mix wells with many classical pulp aspects – like the existence of other
planets, solar systems, alien races and a more “realistic” physical universe.
Settings with a mythic flavor work best as their own closed microcosms. There
may exist things “outside”, in the Void (like Ungoliant in Middle-Earth), but
these are always exceptions. Another trait of mythic settings is that the
various races and powers origins are always fixed (even if not clearly).
Thus, the first step in making our Mythic
Golarion is throwing away conventional/scientific aspects of the cosmos.
Golarion can still be a globe, instead of a flat disk floating in the Void.
Actually, given some aspects of its legends, it makes more sense. After that we
need to fix its origins and establish roughly how the main powers/deities were involved.
I’ll leave aside, for this post, any references to pantheons outside the Inner Sea Campaign Setting. You can
either make the Greater Gods of the that book universal, or instead rule that
they’re just one of the original divine families that witness the Beginning
(other pantheons could be the oriental one, described in Dragon Empires Gazetteer).
The most important event of Golarion’s myths is
undoubtedly Rovagug’s imprisonment by the gods. With this event we can
establish all kind of cool mythological themes and explanations for why
Golarion is the way it’s now.
First of all, let’s establish a clear division:
Gods and Demons. Creation and Destruction. I also quite like the idea that
Demons are the original inhabitants of Existence. At the Beginning there was
only the Endless Night of the Abyss. In this realm of infinity and darkness
came the Gods (or the Creator, or the Proteans… actually, maybe the Proteans
were here before even the Demons). The Gods “buried” (metaphysically speaking)
the First Creation of the Demons (the Abyss) and built a Second Creation over
it – a world of exuberant immortality, vitality and life. Paradise. However, let’s
say that they exaggerated and spent the next eons fighting their unruly and
passionate subjects. This is the so called “First World” of the Fey. In the
end, incapable of ever ruling and controlling such powerful and almost sentient
realm, the Gods decided to “seal it beyond time and shadow”. This event marked
the beginning of the Second World – the known Mortal realm of Golarion.
Those primordial wars against the Fey made the
Gods forget the Abyss. Eventually It stroked back. The Abyss sent the greatest (so
far) Demon known to God, Mortal or Fey – Rovagug, the Rough Beast.
The resulting battle changed completely the
face of Golarion and probably extinguished entire races of Mortals (it also
reopened various gates to the sealed First World). The Serpent Folk and the
Aboleths are one of few pre-Cataclysmic races that still survive, although the
later are reputed to be actually the spawn of something from Void.
In the end, after many casualties, the Gods
sealed Rovagug deep in the most powerful and feared prison ever built – the
Nine Hells.
The Nine Hells are made of nine layers,
contained inside each other, built deep below the Darklands. Asmodeus holds the Key to the Bottomless Pit
and is the Divine Jailer of the Gods – a role that he never lets anyone
forgets. The devils are the Nine Hells’ wardens, legitimately authorized to
punish the souls of those that worked against the Gods – including the
faithless, the demon worshippers, the heretics, the excommunicated and the
servants of the fey lords (among others). The Nine Hells is also a prison for
other powerful entities, particularly outsiders and immortal beings.
While Asmodeus heartily denies it, the Nine
Hells aren’t infallible – some fragment and blood of Rovagug eventually leaked
out and tainted the Darklands, giving birth to abominations like the neothelids
and tainted races that went to the depths, like the drow, morlocks and duergar.
The Spawn of Rovagug (like the Tarrasque) are another symbol of shame to the
devils (who strongly hunt and help those that try to defeat them).
This leads to another important distinction:
cosmologically speaking beings like Lamashtu and Rovagug are Demons, not Gods.
Calistria and Desna are mighty Archfeys – probably one of the Eldest.
The Gods, deeply wounded and permanently diminished
by their battle against Rovagug, retreated to the Crown of the World and built
the most wondrous, impregnable and might fortress ever seen – Gilded-Walled
Axis, City of the Immortals. From there they send their dreams and
commands to their clerics and wait for the fated Doomsday, when the Rough Beast
shall rise again. The truth is that the Gods deeply fear leaving Axis, for in
Golarion they’re still vulnerable – another reason is the Divine Covenant: it’s
forbidden for a deity to strike against another inside the gilded walls of the City
of the Immortals.
Only a few deities ever leave Axis, and then always
for good and very specific reasons. Seranrae and the other Six Solars (there’re
only seven of them) live on the top of the holy Mount Elysium, the
highest mountain of Golarion – somewhere in the continent of Casmaron.
Legends hold that the Dawnflower holds vigil over the tomb of a forgotten
deity. Some whisper that this deity is the brother of Asmodeus, slain by the
Rough Beast.
Pharasma lives in the Moon, which I is where
her Boneyard is located and where the souls of the dead Mortals go to be judged
before journeying to their respective places of rest, in the cold, mist and
silent vaults of the Moon (the exception are those souls sent to the Nine
Hells).
There’re myths that preach the existence of a
dark and unseen moon called Abaddon, dwelling of the Wrath of the Gods – the
Four Horsemen and their legions. While devil are forbidden from leaving the
Nine Hells (unless summoned by fools or the priests of Asmodeus), the Four
Horsemen (and their servants) have leave to scourge peoples and nations that
offend or displease the Gods. Pharasma and Seranrae are, however, opposed to
Abaddon and suspects that the Horsemen take advantage of the Gods’ fear of
leaving Axis and secretly raid Golarion for mortal souls, building armies
inside the hollow moon of Abaddon (I’m tempted to make Urgathoa the Horsemen of
Famine).
In Mythic Golarion the Starstone is the
ultimate mystery. The Gods don’t know that the Starstone is, only that it is
impervious to their power or influence. They know that It came from the Void,
but nothing more. They watched, in fascination and horror, the ascension of
Aroden, the Living God, and never accepted him inside Axis. His mysterious
death, on the other hand, cemented the Gods’ fear of the Doomsdays and their
own End. After Aroden’s death, no God ever left Axis again, while Seranrae
secluded herself at the hidden pinnacle of Mount Elysium.
The so called Age of Lost Omens marked the
return of the Abyss, the Eternal Foe, which devoured the nation of Sarkoris and
created the Worldwound. The Gods, through their priests, give the knowledge of
the Wardstones to the Mortals, to contain the abyssal taint.
And that’s the main myth of Golarion. Now, a
few more details…
As you can guess, the Elves are natural from
the First World, from the ancestral and time-locked realm of Sovyrian.
The Aboleths are another mystery, being the
spawn of the Void. The only God who tried to peruse the spaces outside
Existence returned as Zon-Kuthon, the Stranger, the Midnight Lord, who now
leaves segregated from the remaining deities.
The oceans of Mythic Golarion replace the
Elemental Plane of Water. This is an idea stolen from Tanith Lee’s Tales from the Flat Earth (I do recommend it very much!). The oceans’ surface is
“normal”, but if anyone dives deep enough he’s considered to be in another
realm, with its own rules and magic.
The Airs Above are likewise divided in a myriad
of realms, each stranger than the former. The Lower Airs are home to floating
islands of the Azatas, the Middle Airs are the Elemental Plane of Air, abode of
the Djinn. The elusive and distant Upper Airs are the domains of the Angels and
Archons, who watch – in the starts – for any menaces from the Void. Legends
hold that Mount Elysium’s top reaches the Upper Airs.
Deep below the Darklands, and conterminous to
the Nine Hells, are Golarion’s Divine Forges, ex-abode of Torag, the Smith of
the Gods, and now the home of the Efreet and the Salamanders (this is the new
Elemental Plane of Fire).
At Golarion’s borders, beyond the farthest
lands and oceans, lies the World’s Barrier. Imagine Golarion as if it was a stone
bowl. It’s surrounded above by the Lower, Middle and Upper Airs; below and at
the borders by the World’s Barrier.
Beyond the World’s Barrier lies the leftover of
Creation, flotsams of unfulfilled potentials and probabilities – the Maelstrom,
home of the Proteans.
Finally, one last topic to really tie up this
Mythic Golarion – the land of Numeria. I don’t think that a technological realm
fits with this theme. I’m tempted to leave Numeria “open” for now. But, if you
still want to add a strange flavor it, just changed the type of “technology”.
Maybe a Silver City of Inevitables, coming from the Void, crashed over Numeria.
This way you still get the strange metals, the “automatons” and maybe even mad
alchemists and half-golems – all without radiation, cybernetics and Golden Age
robots (although nothing can really stop you from using them).
I know there’re a lot of missing topics to address, but I’m just making broad assumptions here, not writing a new Golarion campaign setting (and this post is already too long that I fear anyone will read to the end).
Have nice (mythic) games!
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