D&D General Divine Power: Theros, Deities and Demigods, and the Power of Worship

Snarf Zagyg

Notorious Liquefactionist
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I truly enjoyed the recent, excellent review of the new Mythic Odysseys of Theros that can be found here. One particular quote stood out to me:

In Forgotten Realms, 5th Edition D&D's default setting, gods exist – they power clerics and paladins – but they've taken a step back. They aren't directly acting in the realms, or even indirectly for the most part. Theros is very different. The gods are involved in the world. They squabble with each other, using people and monsters as pawns. More importantly, the gods need followers. In Theros, belief and dreams can become real over time. The people of Theros have dreamed the gods into existence and their belief keeps them alive. They don't realize that – but the gods do and often resent it. That drives some of their behavior, quests, and schemes. So in Theros, more than any other plane, devotion from mortals provides the gods with their divine power.

This reminded me of the classic play in D&D, and more specifically, the delineation between Demigods, Lesser Gods, and Greater Gods.


A. OD&D.

When OD&D first came out, the Cleric was introduced as one of the three original classes (Fighting Man, Magic User, Cleric ... although in keeping with the naming convention, perhaps Deity Person would have been more appropriate?). Notably, they were presented primarily as being just a cross between the other two classes, with the introduction for them stating, "Clerics gain some of the advantages from both of the other two classes (Fighting-Men and Magic-Users) ...." The reminder of the supplement does not mention gods or deities.

Bonus Fun Fact: While AD&D went on to have the notorious elf/spirit/resurrection restriction, OD&D allows humans, dwarves and elves to be raised .... but not halflings.

The last OD&D supplement was Gods, Demi-Gods, & Heroes, by Robert Juntz and James Ward. Enjoyably, the introduction (by Tim Kask) stated "This volume is something else, also: our last attempt to reach the “Monty Hall” DM’s. Perhaps now some of the ‘giveaway’ campaigns will look as foolish as they truly are. This is our last attempt to delineate the absurdity of 40+ level characters." Luckily, this volume completely ended the Monty Ha(u)l campaign! ahem

While the supplement contained different mythologies that we would later see in Deities & Demigods, it did not divide the various deities, monsters and heroes into types; in addition, it rarely touches on the issue of worship. References to campaign clerics, or adventurers, "worshipping" or observing deities contained in this book are, at best, scattershot. For example, it is written that Bes might bestow a luck stone for great gambles, but without referring to clerics, worship, and it specifically states that it is with "no strings attached." The only reference to clerics, priests, or woshippers in the entire book are a few references under a few gods; Osiris (few priests, can be granted a wish), Kali (demands human sacrifice), Hephaestus (few worshippers, might get magic shield), Uller (worshippers get a permanent bonus to movement!!!!). Essentially, despite the warning at the front, the supplement functions more as an Monty Haul Monster Manual than as something useful for DMs. "If you stat something, it can die."

The general attitude regarding deities (this being the last supplement) is reflected in the general tenor of OD&D; character sheets of the time rarely, if ever, mentioned the deity of a character.


B. AD&D

The emphasis changed with AD&D. Suddenly, religion (in the D&D world) mattered. The famous "orange" character sheets from 1981 had an explicit space for religion and patron deity at the top of the character sheet- with the same prominence as class, level, alignment, and race.

Aside: Character sheets should still have wills.

The Player's Handbook explicitly discusses that the cleric is devoted to a deity (or deities), and can build a religious stronghold dedicated to the deity (or deities). It also states that the cleric must be the same alignment as the deity the cleric serves.

Notably, the 1e PHB ties in the spells that the Cleric receives to the worship of the deity. On page 40, it states that while 1st - 4th level spells are granted by the lesser servants of the cleric's deity, 5th level spells and higher are granted by the deity itself. It goes so far as to state that the cleric must supplicate the deity for the granting of these high level spells and can be judged accordingly.

This became more explicit with the publication of Deities & Demigods, by James Ward, in 1980. There is a fun little history here:

In the book, the delineation of spells become more clear; clerics gain 1st and 2nd level spells on their own (knowledge and faith). Then it changes up a little, depending on the "ranking" of the god. All other spells are gained through prayer.
Demigods: Grant 3rd-5th level spells directly, and the cleric cannot get higher level spells.
Lesser Gods: Grant 3rd-5th level spells through minions, grants 6th level spells directly, and cannot grant 7th level spells.
Great Gods: Grant 3rd-5th level spells through minions, and 6th and 7th level spells directly.

Suddenly, the hierarchy matters a great deal! But wait, what is this hierarchy? What does it mean?


C. I AM THE LIZARD KING! I CAN DO ANYTHING!

I am eliding the remainder to the cleric/deity section to get back to the original reason that I decided to make this quick dive into history; the review of Theros. If you wait long enough, everything comes around again. Which is why you will take my flannel shirts out of my cold, dead hands.

Anyway, the very last section of Deities & Demigods before the listing of pantheons is titled DIVINE ASCENSION. Who doesn't like the sound of that? In a nutshell, it details how a PC can be raised up to become a demi-god! And how does that happen? Well, one of the conditions is that the PC must accumulate a body of sincere worshipers. Moreover, it was already stated that "The source of a deity's godheads is in some way connected to his or her earthly worshipers, though in what manner the gods derive this power is a mystery totally beyond mortal (or immortal) comprehension. However, it is true that a god's power often increases or decreases as the number of his worshipers varies. Thus deities, and clerics as their agents, constantly try to increase the quantity and quality of their worshipers."

The combination of factors leads to the ineluctable conclusion, oft-seen in AD&D, that in a polytheistic campaign, you would have deities battling it out via proxies for worshipers, as worshipers (both in number and power) had some bearing on the deity's power, which is turn also had some bearing on the power of those that worshiped (in terms of both temporal power and the ability to cast spells).
 

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I was wondering if anyone can trace the first (non-Greyhawk) Dragon article on deities that might refer to power gained through worshipers.
 

There was a post on these forums recently that had a quote form Gygax (I believe it was in Dragon), where he stated that the assumption was that gods power was a based on relative and total worship. I will use Tiamat as an example:
  1. On Oerth, Tiamat would be a lesser goddess because she has 100,000 worshipers (making that number up)
  2. On Kyrnn, Tiamat would be a greater goddess becuase she has 1,000,000 worshipers (again making that up)
  3. On her home plane, Tiamat's power is based on the some total of all of her worshipers throughout the Multiverse.
 

I personnally added the fear the deity instils as a mean of acquiring power and not only worshipers. This way, evil deity would get ranked by the fear they inspire to the follower of an entire pantheon. It would also explain why such deity as Ades, Khali and Hel would help defend their panthers. Without fearful believers, they would simply wane out of existence.
 

There was a post on these forums recently that had a quote form Gygax (I believe it was in Dragon), where he stated that the assumption was that gods power was a based on relative and total worship. I will use Tiamat as an example:
  1. On Oerth, Tiamat would be a lesser goddess because she has 100,000 worshipers (making that number up)
  2. On Kyrnn, Tiamat would be a greater goddess becuase she has 1,000,000 worshipers (again making that up)
  3. On her home plane, Tiamat's power is based on the some total of all of her worshipers throughout the Multiverse.
@Snarf Zagyg , I found it. It was Dragon #97, Deities and their Faithful. Here is my post (with a quote) from the other thread: Deities and their Faithful
 

@Snarf Zagyg , I found it. It was Dragon #97, Deities and their Faithful. Here is my post (with a quote) from the other thread: Deities and their Faithful

Thank you! I didn't think to look that late .... great cover, May 1985. That was some late-period Gygax in terms of TSR/Dragon. :)

It's got all the Gygaxian hallmarks; alternate planes. Custom, bespoke system that doesn't seem to naturally fit in with anything else. References to classic literature. Purple prose. Hating on kobolds.

So good! But moving to the main thrust of the discussion, this goes along with the general tenor of the times; I don't think it is very exceptional to say that AD&D (1e) had a gestalt of "more worshipers is better and provides the deity their power" and that this was reflected in the game materials. I do think that this was the first iteration that separated out the Deities and Demigods vision (total worshipers) from this particular vision (worshiper per plane).

This is something I wanted to discuss, but I think someone else has a thread on it.
 

This has been codified in my main campaign setting since the 1980s, with expansion over time to include patrons and pact magic into the lore.

Divine beings are powerful, all by themselves, but the majority of their power comes from the souls of mortals. That soul power can be collected by harnessing the dead, or by collecting it from the living.

The living can give it freely, in worship, or contractually, via pacts.

Worship inherently is a gift. There is no promise exchanged and no universal force requiring anything to happen. It is done when a mortal believes that the being they worship, and what that being represents, are worth giving their life and soul to support. Gods often reward their most faithful with magic as a thank you, but there are no promises. Some of the most devout never receive anything from the Gods.

While warlocks are one example of pact magic, there are many others. Devils, in the service of Asmodeus, are the masters of pacts for souls. While the pacts tend to appear more on the evil side, they also appear in other (mostly) lawful situations - I have an organization similar to the Night's Watch where joining requires you to swear your life and soul to a Divine Being that is dedicated to stopping intrusions from the Far Realm, and the Fey (although quite chaotic) love contracts with mortals as a way to obtain power (but are far less likely to pay attention to the details than a Devil).
 

Thank you! I didn't think to look that late .... great cover, May 1985. That was some late-period Gygax in terms of TSR/Dragon. :)

It's got all the Gygaxian hallmarks; alternate planes. Custom, bespoke system that doesn't seem to naturally fit in with anything else. References to classic literature. Purple prose. Hating on kobolds.

So good! But moving to the main thrust of the discussion, this goes along with the general tenor of the times; I don't think it is very exceptional to say that AD&D (1e) had a gestalt of "more worshipers is better and provides the deity their power" and that this was reflected in the game materials. I do think that this was the first iteration that separated out the Deities and Demigods vision (total worshipers) from this particular vision (worshiper per plane).

This is something I wanted to discuss, but I think someone else has a thread on it.
There is always room for more discussion (or necro an old thread)
 

There is always room for more discussion (or necro an old thread)

Well, weirdly the point I was round-about-getting-to seems to have been started by someone else this morning; re: the manifold issues of having the power of a deity being related to the number of worshipers.

It certainly seems to make sense at first, in a self-contained campaign world; there are echoes of it from the beginning (re: the presence of Iuz in Greyhawk), but then it seems to lead to the following issues:

A. As a starting issue, given that we know of the existence of the deities, and that their power is linked to the number/alignmnent/power(?) of their worshipers, why don't we see a LOT more divine intervention. Sure, occasionally you get demigods like Iuz make a direct play, but you would think that we'd see a lot more meddling (a la Theros, apparently).

B. Following on that, how do you justify the number of deities that traditionally are considered greater gods but have very few worshipers, either because of their subject matter (Hi, I'm the God of Secrets, Don't Talk About Me) or because they are evil and require human sacrifice, etc.?

C. And this gets to the subject matter of the other thread; basically, how can a deity present itself as differently powered on different campaign worlds? What is the true (outer plane) power of the deity?

Going to (C) I instinctively understand the appeal of it; to use an example, a deity might be a greater god in one realm and a lesser god or not even worshiped in another realm. But I tend to think of that in terms of avatars that manifest within the plane, and not as relates to the deity itself.

But as someone noted, it's probably a lot of theorycrafting that doesn't matter for most campaigns.
 


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