D&D General Godless Settings

ColinChapman

Longtime RPG Freelancer/Designer
I'm curious, which settings, whether official (such as Dark Sun with its elemental clerics) or unofficial, are godless, in a literal sense? Either because divinities never existed, or they died/were killed, or left their creation, or were banished, or what have you. Note, a lack of actual deities does not necessarily mean a lack of faiths or religions.
 
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Eberron and Dark Sun are the prime examples. Ravenloft might count. Ravnica and Strixhaven if you count the M:tG crossovers.

Eberron still has religions that worship pantheons (mainly the Sovereign Host and Dark Six), but the existence of their gods is not confirmed. There are also atheistic/transtheistic religions like the Blood of Vol and Church of the Silver Flame. As you mentioned, Dark Sun doesn’t have gods like other settings do.
 

The world of the Banestorm has religions (and demons - obligatorily, because in GURPS if you cast a spell and roll mutant boxcars twice in a row, you get a demon) but, so far as I am aware, none of those religions' deities are specified to actually exist.
 



Eberron and Dark Sun are the prime examples. Ravenloft might count. Ravnica and Strixhaven if you count the M:tG crossovers.

Eberron still has religions that worship pantheons (mainly the Sovereign Host and Dark Six), but the existence of their gods is not confirmed. There are also atheistic/transtheistic religions like the Blood of Vol and Church of the Silver Flame. As you mentioned, Dark Sun doesn’t have gods like other settings do.

No Ravnica and Strixhaven don't count, Ravnica has Gods that get worshipped, although there are different religious beliefs, and no one knows anything about Strixhaven's God's or lack of God's because the setting is that undercooked.
 


My setting, Scavenger, is godless. Instead philospophical mysticisms based off cruelty, cause and effect, astrology, and other concepts are practiced via ritual, ceremony, and virtues. The underpinning idea of virtue or sacred in my setting is "helping the tribe survive and flourish" while sin is "something that sabotages you or another's ability to survive or flourish without virtuous reason." So, war can be virtuous, but something like genocide, or various crimes petty or large, can be sinful, leading to criminals often trying to frame their crimes as "for the greater good." Ancestors and culture heroes take the places of messiahs and saints; divination and supernatural ideas are thought of as natural processes, even if ill understood. This set up allows me to mimic anything traditional religions come with.

The three core mysticisms in Scavenger are some of the things Im most proud of as an artist in creating. I can dm you a copy if you'd like!
 

In the Koryo Hall of Adventures setting, the gods are missing or at least have broken off communication after a wizard caused a magical disaster hundreds of years ago. One of the main antagonist organizations, the Sect of Changjo, is dedicated to trying to bring them back through human sacrifice and abuse of magical artifacts.

Meanwhile, the shaman or mudang class is described as a "cleric without gods"--they get their powers through bonding with lesser spirits of the land.
 

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