Constructed Religions


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RA! RA! RA! RA!

IMC (and I realize that this may be counter-productive to your intent of your thread), I have several pantheons and non-pantheons.

For pantheons, I've used Norse, Greek, and a homebrew pantheon. The homebrew pantheon consisted of the deification of all of the highest level characters from my oldest gaming group and was a testament to the "old days" when gaming was common and care-free.

In addition, I've gone with Druidism as the main religion (in a barbarian/new-world type campaign), Shamanism or Animism (everything has a spirit), and NO religion (clerical magic is just another flavour of wizardly magic).
 

My current campaign has a druidic nature religion (elvish) and a monotheistic faith shared by humans and dwarves, but split into two factions: one lawful (g/n/e), the other (l/n/c) good.

I have never let God(s) have an active role in my campaigns or even confirmed their existance other than that the spells work for the faithful.
 

I've posted a couple religions in my blog

The Matikoi are based on the Pythagoreans of ancient Greece and believe irrational numbers to be gods.

The Dissonant Chorus worship the Voice of Creation, believe that existence is a cursed chaos and hence life is suffering, and are renowned for their haunting hymns which can carry over an entire hillside.
 

We use real world religions of the time and place where the game is set (Byzantine Empire, North and East Africa, Syria, Persia, Greece, Middle East, about 800 AD).

Saves a lot of time and makes for extremely interesting scenarios.

But then again to me and my players real world religions are infinitely more interesting than any constructed religion I've ever seen.
 

I use a slightly tweaked Greco-Roman pantheon for my Roman-inspired Empire, with some additional Demons & Devils being worshipped by the darker side of society.

In the East, the Persian-inspired empire worships a monotheistic death god (an anti-zoaster, if you will).

In the far west, the mesoamerican-inspired Lizardfolk worship Draconic deities.

Dwarves were wiped out in a long war with the empire. I'm sure there are various religious relics lying around in their ruined citadels to be found.
 

Thanks for the replies.

A lot more people use packaged settings than I would have thought. Anyway, for a previous game I had a rather interesting take on beliefs. There were two separate religions. Generally, they were the good and evil. I usually have a different take on alignment and for that game the two religions were more "Self-serving" vs "help your brother".

The one religion had 5 deities and were called the "Quintepicureans." The five encompassed the "seven deadly sins" and were generally pretty nasty people. The worship of them wasn't just for the "evil" though, because a lot of people believe in that whole fire and brimstone hellfire sort of thing. They believed that the world would be a better place if everyone just took care of themselves and didn't look for handouts.

The other religion had three deities. I don't remember what their name was, but they were the quintessential good guys. They were very Christian-saint like and believed that if everyone would just help out everyone else, the world would be a better place.
 

In my campaign world, I have had a pantheon of nine deities. Originally, they were one for each alignment, but over time, the alignments have been removed (kind of) and they become patrons for portfolios. As such, I started referring to them as the "Great Wheel," in which the aspects of eight lead from one to the next, while the ninth acts as the hub of the wheel. All intelligent animals and beasts in the campaign world worship the nine, but typically with different motivations and aspects--as if they could be different religions altogether.

The All-Mother is the hub of the wheel, representing society, family, and life of the everyday. She keeps the balance, and keeps the wheel spinning. He symbols include the wheel, a tree, or a pregnant woman. She holds parts of all magic to her domain, especially anything Universal.

The Ever-Seeing Eye is the god of innovation, new ideas, and the mind. His symbol is an eye or the dawn, typically in a triangle or pyramid. He represents dawn, and is the creator before creation. Divination is his domain.

The Wild Father (sometimes the Grain Father) is the god of life, the wilds, agriculture, and abundance. He represents the morning when everything awakens and grows. His symbol is anything alive, usually a sprig of a wild plant or harvest. Conjuration is his domain.

The Ever-Vigilant Sentinel is the god of solidity, surety, and protection. His time is noon, when much is revealed, and we are at our most watchful. His symbol is stone, shield, the sun, and occasionally a lock. Abjuration is his domain.

The Beloved is the goddess of love, delight, freedom of emotion, and storms. Her time is the afternoon, as the day winds down, storms advance across the land, and celebration begins. Her symbol is a flower or anything of beauty, or a stormcloud. Transmutation is her domain.

The Nameless One is the god (goddess?) of lies, uncertainty, long shadows, and mystery. The One's time is dusk, when shadows are at their longest. The Nameless One would never be identified with any particular symbol. Illusion belongs to the Nameless One.

The Temptress is the dark twin of the Beloved. Her portfolio includes desire, certainty, captivity, and emotions that lead to servitude. Her time is the evening, when people give in to temptation. Her symbols include a black sphere, spider webs, and mushrooms. Enchantment is her domain.

The Warmonger is the god of battle, strength, and the stars. His time is midnight, when the stars lead the way for the most belligerent races. His symbols are any weapon, and the stars. Invocation is his domain, and fireballs are normally thought of as stars brought to earth.

Following War, of course, is Death. Its portfolio is the dead, the cold, and the long quiet stretch of time in the early morning before sunrise, when the world is at its quietest and coldest. Ice and anything dead are its symbols. Necromancy is its domain.
 

No one has symbols to share? (including me)

In my alt-earth setting it there are a good number of religions. They can be grouped as followed:

Holy Church (like Catholic Church) in places like Gallia and Albion
Pagan Pantheons (Norse, Greek, etc) in places like Norseland and Achea
Evil cultish for evil beings of all kinds
Non deistic for non-humans that don't follow human religion
----Dwarven brotherhood of war, Elven Order of Elemental Power, and so on.

Some info:

http://www.terra-viejo.net/SRD/Clerics.htm#Human

http://www.terra-viejo.net/World/Religions.htm

This has worked pretty well (probably better then it might read). But recently I have been playing around with the "single true pantheon" of neo pagan gods. Not that original, but I have been enjoying thinking about it.
 

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