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Let's make 5e specific setting, starting with a pantheon
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<blockquote data-quote="Tonguez" data-source="post: 9809900" data-attributes="member: 1125"><p>I no longer build pantheons for my homebrews, especially polytheistic ones. Instead, I focus on <strong>Religious Institutions</strong>, which function as the true “adventure engines” for PCs.</p><p></p><p></p><p>First, decide what type of religious structure exists in your world:</p><p><strong>Polytheist</strong> – Many gods. Your deity could be a village god, trade patron, nature or war god—one of thousands. There are many temples, small shrines, and roadside altars. The religion is highly tolerant of new gods.</p><p><strong>Henotheist</strong> – One divine “royal dynasty.” Your deity is a relative or aspect of this royal family of gods. There is a Royal Cult Temple and an elite priesthood; all clerics and sects owe fealty to the Royal Cult.</p><p><strong>Duotheist</strong> – Two cosmic forces. Your god is aligned with one side. The institution may take the form of a philosophical school or militant order, with seasonal rituals to maintain balance between the paired sects.</p><p><strong>Monotheist</strong> – One supreme being. Your deity is a saint, angel, or intermediary. The religion has a central hierarchy and elite priesthood, but is prone to schisms and heretical sects.</p><p><strong>Animist</strong> – The world is full of spirits of the land, rivers, storms, or ancestors. Your deity is a powerful spirit, immortal entity, or even a dragon. There may be no central structure or formal priesthood.</p><p></p><p></p><p>Once the institution is defined, players can create their own gods by choosing:</p><ul> <li data-xf-list-type="ul"><strong>1 Major Domain</strong> and <strong>2 Secondary Domains</strong></li> <li data-xf-list-type="ul"><strong>Name</strong> and Symbol/Description eg Gruumsh One-Eye, Father of Orcs</li> <li data-xf-list-type="ul">A statement of <strong>why the PC follows the god</strong> (tradition, family duty, personal vow, direct revelation, seeking power)</li> </ul><p></p><p>From there, the discussion expands (if required) to include:</p><ul> <li data-xf-list-type="ul">The PC god’s status in the religious institution and society (<em>major diety, minor, demigod, messenger, aspect, servant, exile, enemy</em>)</li> <li data-xf-list-type="ul">One core myth/backstory</li> <li data-xf-list-type="ul">PC devotions: morning prayer, ritual, offerings</li> <li data-xf-list-type="ul">Priestly roles/sacraments: healer, scholar, warrior, judge, oracle</li> <li data-xf-list-type="ul">Sacred sites and seasonal rites</li> <li data-xf-list-type="ul">Core Tenets</li> <li data-xf-list-type="ul">Common miracles (for channel divinity or divine intervention)</li> </ul><p></p><p>This approach allows me, as DM, to focus on the important elements: religious factions, heresies, and adventure hooks, while giving players freedom to shape the divine landscape.</p></blockquote><p></p>
[QUOTE="Tonguez, post: 9809900, member: 1125"] I no longer build pantheons for my homebrews, especially polytheistic ones. Instead, I focus on [B]Religious Institutions[/B], which function as the true “adventure engines” for PCs. First, decide what type of religious structure exists in your world: [B]Polytheist[/B] – Many gods. Your deity could be a village god, trade patron, nature or war god—one of thousands. There are many temples, small shrines, and roadside altars. The religion is highly tolerant of new gods. [B]Henotheist[/B] – One divine “royal dynasty.” Your deity is a relative or aspect of this royal family of gods. There is a Royal Cult Temple and an elite priesthood; all clerics and sects owe fealty to the Royal Cult. [B]Duotheist[/B] – Two cosmic forces. Your god is aligned with one side. The institution may take the form of a philosophical school or militant order, with seasonal rituals to maintain balance between the paired sects. [B]Monotheist[/B] – One supreme being. Your deity is a saint, angel, or intermediary. The religion has a central hierarchy and elite priesthood, but is prone to schisms and heretical sects. [B]Animist[/B] – The world is full of spirits of the land, rivers, storms, or ancestors. Your deity is a powerful spirit, immortal entity, or even a dragon. There may be no central structure or formal priesthood. Once the institution is defined, players can create their own gods by choosing: [LIST] [*][B]1 Major Domain[/B] and [B]2 Secondary Domains[/B] [*][B]Name[/B] and Symbol/Description eg Gruumsh One-Eye, Father of Orcs [*]A statement of [B]why the PC follows the god[/B] (tradition, family duty, personal vow, direct revelation, seeking power) [/LIST] From there, the discussion expands (if required) to include: [LIST] [*]The PC god’s status in the religious institution and society ([I]major diety, minor, demigod, messenger, aspect, servant, exile, enemy[/I]) [*]One core myth/backstory [*]PC devotions: morning prayer, ritual, offerings [*]Priestly roles/sacraments: healer, scholar, warrior, judge, oracle [*]Sacred sites and seasonal rites [*]Core Tenets [*]Common miracles (for channel divinity or divine intervention) [/LIST] This approach allows me, as DM, to focus on the important elements: religious factions, heresies, and adventure hooks, while giving players freedom to shape the divine landscape. [/QUOTE]
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