The presence or lack thereof of gods and goddesses in a DUNGEONS & DRAGONS setting can tell you a lot about a world. Deities also give Dungeon Masters and players alike myriad ideas to base characters, stories, adventures, items, monsters, and more on.
That’s why the next part of the Worldforge series will be dealing with deities and divine power in your world. We’ve already discussed establishing your world’s core tenets (magic, wilderness, civilization, tone, et cetera) and now we’re moving on to what will most likely be a multi-part series.
Let’s build a pantheon or two, folks.
Do They Exist?
- Cosmic forces replace deities: Light and darkness, law and chaos, nature and civilization. Clerics draw from these sources of power and write scripture and tenets based on what they believe the force represents. This can lead to a variety of different clerics across the setting interpreting “law” and “chaos” in different ways.
- A single, all-powerful deity exists that grants power to clerics of all types.
- A single, familial pantheon of gods and goddesses grace the world. Their relationships, good and bad, represent the different factions across your setting. The best-known example of this is the Greek pantheon.
- Two deities exist that are polar opposites of each other and constantly vie for power. Their timeless conflict extends across the material world as well as the inner and outer planes.
Where do They Live?
Think of the scenarios that could unfold from each other options, weigh them in your head, and decide on one. Don’t worry, though; rules can be broken, it’s D&D, and this is your world. Just because your private material states that gods never come to the Material Plane doesn’t mean Torm can’t formally be summoned during your campaign. What we’re creating here is a baseline, stuff to think about - material that should be kept in the back of your mind when you’re preparing for a session or playing one out. As the old saying goes, “Nothing is canon until it happens in-game.”
Divine Contact and Interference Frequency
Okay, now that we know whether or not gods exist and where they live, now let’s decide how often and how they interact with their followers. It’s okay to leave this step until later when we create a pantheon, but I like to lay out a general rule for all of my beings of godly might. Generally, it’s a good idea for gods to take a hands-off approach to their followers; if they didn’t, why don’t they solve all the problems the adventurers are dealing with themselves? Gods rarely interfere directly in mortal affairs in D&D settings, and I think that’s a good baseline. They bless clerics with divine power, create creatures of divine roots, and come to the rescue if the entire fate of the multiverse is at stake, but otherwise, they stay out of mortal affairs. In your world, though, this might be untrue; maybe good and evil gods constantly battle, using the Material Plane as their battlefield. They join their troops in war, leading them against their archenemies.
Take note that I said having deities rarely interact with mortals is a good baseline. This simply means that normal mortals don’t see much of the gods. This doesn’t mean that the cleric in your party can’t have visions from Mystra herself, or the vile drow psychopath tracking your group can’t receive assistance from the Spider Queen. Gods and goddesses make for great plot devices; they’re able to communicate grand messages to your group, and even summon them on a whim. They can also make fantastic villains, albeit for higher level campaigns. Adventurers are exceptional; they deal with extraordinary aspects of your world. This includes deities.
Take note that I said having deities rarely interact with mortals is a good baseline. This simply means that normal mortals don’t see much of the gods. This doesn’t mean that the cleric in your party can’t have visions from Mystra herself, or the vile drow psychopath tracking your group can’t receive assistance from the Spider Queen. Gods and goddesses make for great plot devices; they’re able to communicate grand messages to your group, and even summon them on a whim. They can also make fantastic villains, albeit for higher level campaigns. Adventurers are exceptional; they deal with extraordinary aspects of your world. This includes deities.
In Summary
- The status of gods in your world. Do they exist or not?
- The location of gods in your world. Where do they live?
- The day-to-day interactions between gods and their worshipers. How often, on average, do they interfere in mortal affairs?
And that’s it. A few sentences, some drama and action, and a little bit of lore thrown in. Do the same for your world.
Phew. This is a fantastic start. But we’re nowhere near complete- we haven’t even started to create an actual pantheon yet. It’s okay, though, because that’s where we’ll pick up next week. Get ready to make some incredibly powerful entities. It's good fun!
Until next time, farewell!
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