Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Life Without "the Gods" or Playing D&D without the DDG.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Unwise" data-source="post: 6638557" data-attributes="member: 98008"><p>Personally, I run a setting where all of the gods are dead, gone, banished or asleep. This is the best of both worlds. Clerics can still channel power off them, like vestiges. There is an awful lot of residual god-power floating around in the universe and it is fairly easily tapped into. Most people don't know that the gods are gone, after all, they see the priests cast spells.</p><p></p><p>The second upside of this is that I don't have to worry about the gods motivations, deus ex machina, power plays, and why they don't intervene. It effectively lets my campaign have religions, clerics and cults, but saves me the hassles of having the gods themselves.</p><p></p><p>Thirdly, because, for those in the know, the power of the gods is up for grabs, this leads heroes and villains to try and capture it for themselves. For instance, somebody might be a living saint, attempting to follow in the ways of The Ever Peaceful to tap into its power. Another might be the greatest questing knight in the land, and be effectively becoming an avatar of the goddess of valor. Villains on the other hand, try to pillage the power of the dead good gods, wake the evil sleeping ones and commit acts of horror in order to gain the residual power of the evil vestiges.</p><p></p><p>There are lots of places remaining that are 'strong in the darkside/lightside' like places where gods died, or famous last stands happened in the past. At these places, clerics can sometimes tap into the thoughts and feelings of their absent gods. This is a pale distortion though and not a sentience or a ghost.</p><p></p><p>This also leads to one of my favorite cults. The god of prophecy knew that he was going to die, so he wrote down a whole bunch of commands and prophecies to see his people through after his passing. The remaining cult know that he is dead, but it does not matter as he has set the path for them to follow. They go around doing things, often with no idea why, as the god did not deem it necessary to share that. They misinterpret a lot of stuff and do a lot of seemingly dumb stuff, that mostly ends up working out for the best.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6638557, member: 98008"] Personally, I run a setting where all of the gods are dead, gone, banished or asleep. This is the best of both worlds. Clerics can still channel power off them, like vestiges. There is an awful lot of residual god-power floating around in the universe and it is fairly easily tapped into. Most people don't know that the gods are gone, after all, they see the priests cast spells. The second upside of this is that I don't have to worry about the gods motivations, deus ex machina, power plays, and why they don't intervene. It effectively lets my campaign have religions, clerics and cults, but saves me the hassles of having the gods themselves. Thirdly, because, for those in the know, the power of the gods is up for grabs, this leads heroes and villains to try and capture it for themselves. For instance, somebody might be a living saint, attempting to follow in the ways of The Ever Peaceful to tap into its power. Another might be the greatest questing knight in the land, and be effectively becoming an avatar of the goddess of valor. Villains on the other hand, try to pillage the power of the dead good gods, wake the evil sleeping ones and commit acts of horror in order to gain the residual power of the evil vestiges. There are lots of places remaining that are 'strong in the darkside/lightside' like places where gods died, or famous last stands happened in the past. At these places, clerics can sometimes tap into the thoughts and feelings of their absent gods. This is a pale distortion though and not a sentience or a ghost. This also leads to one of my favorite cults. The god of prophecy knew that he was going to die, so he wrote down a whole bunch of commands and prophecies to see his people through after his passing. The remaining cult know that he is dead, but it does not matter as he has set the path for them to follow. They go around doing things, often with no idea why, as the god did not deem it necessary to share that. They misinterpret a lot of stuff and do a lot of seemingly dumb stuff, that mostly ends up working out for the best. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Life Without "the Gods" or Playing D&D without the DDG.
Top