Charlaquin
Goblin Queen (She/Her/Hers)
In the one place that hasn’t been corrupted by capitalism. Space!
My gods are like Immortals from Basic etc, less like cosmic forces and more like multitudes of ascended mortals scattered about the cosmos.I don't necessarily see gods as people that live in some physical space. That's how mortals may conceptualise them and that's even how they might manifest to the mortals if they wanted to make themselves more comprehensible, but that's not really what they are. They are cosmic forces that simply are part of the fabric of the reality.
Sure why not? I usually "don't worry until it happens" and typically leave deities largely mysterious and far from mortal standards. The example I often make at the table is that perhaps the goddess of war IS war, so she lives wherever a war is, and you can't just kill her unless you remove the idea of war from the universe. In addition deities may not be so separate from each other, where does a goddess of magic (Mystra) end and a god of spells (Azuth) begin?So I wanted to have my Pantheon live in places that the party could actually get to at various points in their journeys
In the one place that hasn’t been corrupted by capitalism. Space!
This is what I'm working on right now. I'm devising ways to get the party to NEED to go visit a god. There will be something they have to accomplish to prevent a calamity beyond the help of mortals. My friends and I played for years and never explored these aspects of the game...even including dragons to any degree. So I'm working on incorporating the grand and majestic aspects of D&D that they had never experienced.I typically play FR and have not thought about it. I like what @Crimson Longinus and @Bitbrain said about them being far away, but can communicate and send angels and such. My games have not had gods directly interfere since 2e and no PCs tried to go visit one since then as well.
I guess if a PC wanted to try and do something like this, I could come up with a plan where they live or likely a neutral place where an angel or deva would come.
My campaigns tend to end around 12th level. I would think that the gods are not needed below that but if the group wanted to play high level they would likely meet an aspect of some sort but not the actual god, more like a manifestation.This is what I'm working on right now. I'm devising ways to get the party to NEED to go visit a god. There will be something they have to accomplish to prevent a calamity beyond the help of mortals. My friends and I played for years and never explored these aspects of the game...even including dragons to any degree. So I'm working on incorporating the grand and majestic aspects of D&D that they had never experienced.
Yes, even at level 15+ the party would be no match for the gods I have. But I want them to feel the grandeur of where the gods live, and lift the veil of what true power feels like. I would use the gods more as an entity to connect with for a global catastrophic event as opposed to a direct conflict.My campaigns tend to end around 12th level. I would think that the gods are not needed below that but if the group wanted to play high level they would likely meet an aspect of some sort but not the actual god, more like a manifestation.
I actually had a game with an aspect of Auril in it that the PCs defeated. It was more a CR15 monster than having any god-like power though.
It seems that most people use "grand, cosmic force gods" as opposed to lots of "little" gods.