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D&D General Which Gods/Pantheons do you use in your D&D setting?

EzekielRaiden

Follower of the Way
It's not technically a "D&D" setting, as I run Dungeon World, but it's pretty much the same.

Thus far, there are three and a half distinct, moderately well-described religious traditions known to the players.
  1. The Safiqi Priesthood. They...don't really have a "name" for their religion, it's just "the faith" to them. It's monotheistic, drawing inspiration from the IRL traditions of Islam and Judaism. "The One" is a pre-gender being (canonically "They/Them"), claimed to be the omnipotent, omniscient, omnibenevolent creator-of-all-things, perfect and unitary but infinite and thus impossible for ordinary mortals to fully understand in analytic terms. As a result, They are worshipped through various "facets" or "aspects," doctrinally understood to be only one small part of the whole, but each contributing to the infinite Being. Examples include the Unknown Knower (facet of stealth, academics, mystery, secrets), the Soothing Flame (guidance, healing, mercy, charity), the Stalwart Soldier (defense, family, endurance, camaraderie), the Resolute Seeker (courage, zeal, overcoming evil, bringing light to dark places), and the most prominent/"first among equals" facet, the Great Architect (leadership/rulership, design, foresight, wisdom). All aspects are theoretically equal, but the Great Architect is often used as a proxy for the One in general.
  2. The Kahina, made up of Druids and Shaman. They revere the natural world and the spirit world, the cycle of life and death, the land which giveth life and taketh it away--not surprising for a group formed primarily by people interested in merely surviving in the arid/desert lands outside the (then-)Genie Rajah-controlled cities. Their power is greatly diminished from their heyday, long ago, but most of them really don't care that much. That doesn't mean they don't get political, they totally do (my Druids are far less disconnected from worldly affairs than most D&D versions), but they mostly just go with the flow. There are even quite a few urban Kahina who help local communities; the party has met a "discreet herbalist" shaman in one of the ritzy parts of the de facto regional capital, for instance.
  3. The "Celestial Bureaucracy." This is the dominant faith that holds sway far away in Yuxia, the Jade Home. In some senses, it's kind of a hybridization of the two above, albeit arising from unrelated stock. The August Jade Emperor is the leader of the Celestial Bureaucracy, and has many, many layers of underlings below. These are (loosely) analogous to the spirits revered by the Kahina, while the Emperor Himself is sufficiently analogous to the One that the Safiqi genuinely believe they're one and the same, just understood differently. (This religious symmetry has greatly helped smooth diplomatic relations between the two regions.) The fact that the "spirits" are part of the same order of nature, however, and somehow under the command or rulership of a leader, would definitely disquiet the most orthodox Kahina, while the fact that the August Jade Emperor is gendered and framed as merely sitting at the peak of a pyramid of functionaries does not sit well with the (currently not very powerful) orthodox faction of Safiqi priests.
As noted, I said "three and a half," because there's a debatably heretical branch of the Safiqi, the Raven-Shadows aka Zil al-Ghurab. The Zil view themselves as understanding the "true" faith, revering not any facet of the One, but Their shadow, the Sable Prince (gender-neutral term), and thus having a more "complete" understanding. They're also an assassin-cult that considers it sacred to be there at the moment someone (unexpectedly) dies; by their beliefs, you can only achieve true enlightenment when you see Death's Black Gate and get a glimpse of what lies behind it. This is not entirely wrong (it is an enlightening experience to see this), but naturally their beliefs have been questioned by the party.

Of course, they're...rather more personal now than the party originally expected, as one character (our Bard) has accidentally(?) fulfilled most of the prophecies regarding their prophesied destroyer-savior, the Lord of the Ravens. This has (in accordance with prophecy!) precipitated an all-out internecine war between the "Loyalists" (maintaining that the Bard is a false messiah, an outsider who will pervert and destroy their faith, led by the original head, the Grandmother of Shadows) and the "Rebels" (maintaining that the Bard is their true destroyer-savior, and thus build the faith stronger than ever), with a moderately large contingent of unaffiliated "Laypeople" who just want to keep practicing their basic rituals in peace. Muaz Rhozali's* Rebels were originally the smaller faction, but the Bard has taken multiple steps to bolster his claim (he wants to save them, and is on the cusp of finding a way to fulfill their doctrines without having them be murdererous assassins), which has caused some defections to the Rebel cause. If the Lay faction were to choose to support the Rebel cause as well, the Loyalists would be in a very difficult position--not unwinnable, but they would have to risk exposing this war-in-the-shadows in order to win, and the results definitely wouldn't be pretty.

Naturally, being a secretive murder-cult labelled a violent and dangerous heresy (all of which are...pretty much true!), the Raven-Shadows do not practice their faith publicly. They consider themselves still Safiqi, and just see other Safiqi as being sort of misguided, while the Safiqi see them as an active threat that must be eliminated posthaste. Or, rather, they did see them that way, but every time the Safiqi think they've wiped out the last Zil, new ones show up 3-8 generations later. The most recent conflict was very nearly successful, but the Zil managed to trick the Safiqi into killing just most of their forces (and all of their "leaders") while a tiny handful--possibly only one true, initiated person--escaped with documents and rituals to start again.

Incompletely understood traditions from other regions include some form of totemic worship in the Eastern Steppe and various much smaller religious traditions spread out across the Ten Thousand Isles of the Sapphire Sea that stretches between the Tarrakhuna (where the PCs are located) and Yuxia. The Jinnistani--at least the nobility of Jinnistan--seem to be agnostic or atheist, but not militant about it. They don't build temples with royal money, but they also don't stop people from worship either, so long as it's not dangerous. (Though they've never had a problem with Raven-Shadows; the cult's doctrines partly include protecting the mortal world from extraplanar influences, so they don't spread into the elemental otherworld where Jinnistan is located.)

*I give names to all my NPCs, but I remember this one extremely well because it sounds like an evil laugh. "Muaz...MUA-HA-HAZ!" He's a pretty decent guy though, despite being a high-ranking member of an assassin-cult. As is Cousin Rushdi, the gregarious dragonborn chef and "inhumer" who fills his apartment with poisonous plants.
 
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TwoSix

Dirty, realism-hating munchkin powergamer
If you do want to make setting up stuff relevant, I would suggest looking up the Matt Colville video on the topic... I'd like to be of more help but I haven't seen the video in years :(
I feel I've generally been better off keeping the setting very loose and letting the players drive what parts of the world they're interested in.

I also just don't find D&D-style henotheism that compelling. I like Eberron's take on fantasy religions much more.
 


EzekielRaiden

Follower of the Way
I feel I've generally been better off keeping the setting very loose and letting the players drive what parts of the world they're interested in.

I also just don't find D&D-style henotheism that compelling. I like Eberron's take on fantasy religions much more.
I think it can be compelling, but it has to be managed very carefully, and requires that at least one PC is particularly devout.

That is, Eberron's take on religion does foster much more realistic overall religious behavior, but it loses out on one key fantasy for certain players (such as myself): "You have done well, my good and faithful servant." Hearing that from a religious leader just isn't as powerful as hearing it straight from the deity's mouth, and never really will be.

The problem with D&D-style henotheism is that it's often (a) pretty lazy, just sort of "yeah gods exist, moving on," (b) rarely interactive, as the gods usually just pronounce commandments and then frick off to whatever heavenly distractions they preoccupy themselves with, and (c) rarely allowed to show any development or arc, which is so important for having religion actually matter to the characters.

It is, perhaps bluntly, a benevolent agnostic's view of what actually being a devout and practicing theist is like. It means well--but it fundamentally misunderstands many things. (I know that really it's probably an issue of trying to find a middle-ground hybrid between actual Christian practice and having multiple gods, but the implementation is pretty weak.) This is part of why I love the focused, specific pantheon of the World Axis, and how it is actually used to develop the world, not just existing as sort of nebulous sky-grandparents who dispense gifts, orders, or displeasure at seemingly random intervals.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I think it can be compelling, but it has to be managed very carefully, and requires that at least one PC is particularly devout.

That is, Eberron's take on religion does foster much more realistic overall religious behavior, but it loses out on one key fantasy for certain players (such as myself): "You have done well, my good and faithful servant." Hearing that from a religious leader just isn't as powerful as hearing it straight from the deity's mouth, and never really will be.
Yeah, I normally favor an Eberron-style (or honestly, Dragon Age style) approach where the gods are objects of faith and nobody in-universe has definitive proof of their existence. But, my aforementioned recently-renewed interest in Greek Mythology is reminding me why the idea of highly-present, interventionist gods is cool. And it’s making me realize that my dissatisfaction with D&D’s henotheism could be solved more easily, and probably more satisfactorily, by making the gods more present, not less. Having them directly interact with the PCs, and constantly meddle in their business.
 

Stormonu

Legend
For my old homebrew, the Old Gods are those from Legend & Lore (Babylonian, Egyptian, Hindu, Greek, Norse, etc.); those gods sleep and a new pantheon has arisen, who are composed of ascended mortals. There is some fear of the old gods awakening from the calls of the faithful - which has happened once in the past, and it was not good for the mortal races.

Characters can choose to worship the new or the old, though the new are more encouraged. Pantheons exist, though even pantheonists tend to favor one deity over all others.
-----
In another campaign (Dragons Must Die), the gods are dead, slain by the hosts of Hell. Only echoes of their power exist; the more that is used by clerics, the less that remains for the faithful to draw on in the future. Also, some devils pose as gods, granting abilities to mortal in return for obedience and eventual inductions into the ranks of Hell.
------
In yet another campaign (Legends of the Vaatii), the gods are ascended mortals who have moved on to other planes. The clerics of these deities tap into secret rituals these beings discovered and passed down to the faithful. There are 7 Vaatii who represent the non-evil alignments (and Lawful Evil), and two opposing powers that foster evil.
 

Yeah, I normally favor an Eberron-style (or honestly, Dragon Age style) approach where the gods are objects of faith and nobody in-universe has definitive proof of their existence. But, my aforementioned recently-renewed interest in Greek Mythology is reminding me why the idea of highly-present, interventionist gods is cool. And it’s making me realize that my dissatisfaction with D&D’s henotheism could be solved more easily, and probably more satisfactorily, by making the gods more present, not less. Having them directly interact with the PCs, and constantly meddle in their business.
I actually am not a huge fan of gods being a matter of faith in a fantasy setting. When talking about fantasy religions our impressions are greatly coloured by rather modern notions, and especially those related to Christianity. I don't think "having faith" really was a thing for many historical religions, it was not even really a thing for medieval Christians! These people lived in a world that was magical. (And by this I mean their understanding of the world.) Gods, power of rituals and prayers etc were not articles of faith for them, they were the facts of nature. So in that sense obviously existing gods that grant miracles if you perform the correct rituals is actually relatively historically accurate depiction of how the ancient people thought the world worked.
 

Distracted DM

Distracted DM
Supporter
I actually am not a huge fan of gods being a matter of faith in a fantasy setting. When talking about fantasy religions our impressions are greatly coloured by rather modern notions, and especially those related to Christianity. I don't think "having faith" really was a thing for many historical religions, it was not even really a thing for medieval Christians! These people lived in a world that was magical. (And by this I mean their understanding of the world.) Gods, power of rituals and prayers etc were not articles of faith for them, they were the facts of nature. So in that sense obviously existing gods that grant miracles if you perform the correct rituals is actually relatively historically accurate depiction of how the ancient people thought the world worked.
I just appreciate the variety of viewpoints on all this! Happy to see someone weighing in using a less modern perspective on religion.
 

Zardnaar

Legend
Yeah, I normally favor an Eberron-style (or honestly, Dragon Age style) approach where the gods are objects of faith and nobody in-universe has definitive proof of their existence. But, my aforementioned recently-renewed interest in Greek Mythology is reminding me why the idea of highly-present, interventionist gods is cool. And it’s making me realize that my dissatisfaction with D&D’s henotheism could be solved more easily, and probably more satisfactorily, by making the gods more present, not less. Having them directly interact with the PCs, and constantly meddle in their business.

I'm doing a Greek game and the players guide mentioned direct intervention is possible even for trivial things.

Eg hoplites get in formation. You fireball them Aries might actually turn up and smack you down.

Or if you insult Hera, Aphrodite, Zeus etc or even plunder a temple.

Be careful where the gods are concerned.
 


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