To finish my list after those list, i'll publish this list of "Beastlings" gods. I’m sure I am not the first to propose adding a mythological pantheon of gods to the lore of H&H and I’m sure I will not be the last. Nonetheless I am a long time big fan of mythology, and this possible list of gods is but an exercise of diversion. Given that the “Hearthling” society es modeled partially after that of the ancient Nords, germanic peoples and vikings, I though the best source of inspiration is, of course, Nordic (icelandic) mythology. But given that the gods of the mediaeval nords is well know, to copy and paste the ancient divine figures doesn’t seem as an interesting prospect, at least for me. I have drawn inspiration of ancient northerners, such as Ainu, Innuit and Finnish to some extent, and I think a good idea would be to formúlate a pantheon of animal divinities, not so different from that of the Ainu or northern North American mythological beliefs. Nordic, though, were fond of animal imaginery in ther myths, preserved in Icelandv and as such, the names of these mythological beasts and gods seem as a good starting point to name the deities of the Hearthlings.
First of all, I will comment that these gods I formulate do not constitute a “family” in the common sense, although it was common in ancient times that families of divinities changed according to región and time. Thus, I don’t think that is a fundamental part of a pantheon, but the things that the deities represent in their “cores” usually are mantained through time. In nordic mythology animals had a symbolic dimension, and as such, for example, wolver were seen as dangerous vicious beasts (Fenrir, Sköll, Hati), crows were associated with death and knowledge (Hugin, Munin). Boars and sows were usually associated with fertility but also with warriors, and had a close relationship with the Vanir (Freyr, Freyja), goats were associated with sexuality, potency and sustenance (Thor’s Goats, Heidrun). In the Finnish homelands and in Ainu territory, on the other hand, the hunt was the prevalent livelihood method, and the bear remained an important beast, associated with the forest and its dangers. Among celtic and germanic people the cult to Horse deities was very important, while in Egypt, Greece and India, Cows remained specially importan, while the Bull was a lunar animal associated with virility in the Near East. Thus, a pantheon of “Beastlings” or animal deities doesn’t seem too farfetched and actually blends really well with the game.
The pantheon, mostly lacking a monolithic hierarchy, is associated with “warrior” orders of the nordic people, in which warrior sought to be possesed by the spirit of certain animals, usually bears, wolves or boars, to go against their enemies undefeatd. Their forms would be represented in “carved steles” as their respective animals, painted in red and surrounded by abstract motives o even people, or they could very well be represented in their “heathen idols” carving human bodies with animal heads o directly carving animal forms, and specific skulls and pelts could be used to create skull poles (totems) and fetishes (with hides). Everyone of these gods could also provide certain “blessings”, usually at the momento of the hunt, ori f they are “domestic animal gods”, like the deity of boars/pigs, cows or goats, these could give economic agricultural blessings as well. This system could be also complementd making a “astronomical lore” of “animal constellations” related to the adventures of the Beastlings and their myths ore ven explaining through them certain climatic or celestial phenomena. The list, though, is separated in thre “families” of gods, related each to the Sky (birds), Land (mammals) and Sea (fishes, as whales and dolphins where usually thought to be fishes in the past):
Land Beastling Tribe:
Sky Beastling Tribe:
Sea Beastling Tribe:
• Laeradr, World Tree: among the gods and spirits of the world, it is sais that old places and even old tres have specially powerful spirits and gods living inside them. As everything has an spiritual or divine presence, older means more powerful. Among the trees, the oldest tree is “Laeradr”, the World Tree, whose roots extend deep into the underworld and its branches reach the sky. Laeradr is seen as a talking tree on whose braches every fruit and every bird sings, and the world revolves around it, as it acts as some kind of celestial pole.
This is my not so short list of things that I would love to see implemented into the game in the future. Of course I know some things, like animals, are relatively easy to implement, while others, like a whol world terraforming may require a world reset, and I hope that doesn’t occur too son, as I am yet developing in the actual world. This is not a must do list, on any form of way, but a list of proposition and ideas, and ítems can be added freely. I have left aside a lot of possibilities too, those that seemed too redundant (like variosspecies of passerine birds). Some of these systems are proposals, and I don’t know anything about “mechanics” and programmation to differentiate into a scale of progressive difficulty of implementation. That is sad, cause I would love to help developing games like these. I hope you don’t read this as a list of things that are “lacking”, but as a list of things that can be added to the game to make it more complete, more compeling, more natural. I know it is easier said than done, and I really like the game, but diversifying it to further limits would make it even more immersive. If anyone reads this list, I would be glad to discuss it, to cross out those things that are not necessary, but I can also add things that are important enough and I forgot while formulating the list. Discussing mechanics and “systems” would be interesting too, as a way to explore how these systems could be implemented into the game.
Excuse my posible grammatical faults and typos, English is not my native language, but I think it can be read without major problems. For those that would read to this points, I hope you find this list complete enough.