D&D General What do your gods actually do day to day?

Yaarel

He Mage
Heh, the gods are adventurers pursuing combat encounters, to advance in Cleric levels, so they can learn the Cleric spells that they themselves dont know, but seem to be granting to their worshipers.

The gods who already are high level Clerics are now busy trying to figure out who or what keeps on giving them Cleric spells.
 

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Auril - She spends her days in the guise of old woman in a warm little cabin, with a puffy owl as a companion. The chill wind and frost are her portfolio but she dislikes the darkness and hate overtakes her when her marrow is cold.

Azuth - He's afflicted with a type of dementia that occurs in only the most powerful wizards. He's made a demi-plane for himself as a prison. Prayer and veneration brings him out of this state, so he is glad for his few worshippers.

Bane - He basks in the carnage and glory of war whenever he can, completely inhabiting the physical form that's in the thick of some bloody battle. Bane is always on the field, somewhere.

Beshaba - She runs an orphanage in Thay.

Bhaal - He sleeps. His followers know not to invoke his name directly or rouse him because he's just as likely to end them as their desired targets.

Chauntea - She is a diffuse entity, simultaneously inhabiting thousands of farmers, farm animals, plants, insects, buildings, etc. in a over a stretch of land. She prefers this state to all others.

Cyric - He's made it a personal quest to enlighten the good gods about the irredeemable nature of humanity, and to poison their portfolios with doubt. He tries to engage them in elaborate bets over the moral character of specific mortals.

Deneir - Literally spends all his time reading. His only awareness of the larger world is what it communicated to him through the written word.

Eldath - Eldath inhabits a single caravan of migratory followers and has done so for centuries.

Gond - Gond, and his portfolio, was consumed by the last machine he constructed: his magnum opus. It's a great clock and orrery that actually drives time and celestial movements, not just reflect them. The other gods (the ones who know) don't know what to make of this because it means Gond's power might supersede their own and rival AO's. Only a few members of the Temple of Gond know they're actually worshipping a giant clock.

Helm - Helm has gone mute, and he rarely attempts to communicate. He inhabited the ideal of a perfect sentry to such a degree that most of the gods wonder what is underneath the armor. He is statue still unless he is forced into action.

Ilmater - Illmater isn't FR Jesus. His wounds are not allegories for sin and saviorhood - and he's not overly concerned about the fate of one's soul. He doesn't take upon himself the wounds of others. He simply wishes to ease the burden of physical and emotional pain from mortals. He doesn't believe it's necessary or character building, but he knowns it's ubiquitous. He wants to soothe and give people the means to heal and move on. He's constantly traveling as an avatar, seeking out areas of war and calamity. Of the gods he seems the most mortal.

Kelemvor - Kelemvor is secretly ashamed about his role as judge of the dead. Though has the portfolio, he doesn't think he possesses the wisdom or right to make such decisions. He has become a student of Oghma, Sune and Tyr, desperate for their counsel. Those who have seen him (and remember) say he uses a scroll and a scale as part of his accoutrements of judgement.

Lathander - Lathander is perhaps the most diffuse god during the day, present in the light and warmth of the sun, almost mindless. At night he exists in avatar form, usually residing in the secret 'bedroom' all temples of Lathander keep for him should the sleepy god visit.

Leira - Complete mystery.

Lliira - She's in love with a mortal innkeeper, had children, and is terrified of the other gods finding out.

Loviatar - She's found a way to break Illmater: she's going to bind her portfolio to his, destroying herself in the process. This is a worthy sacrifice in her mind but it requires a monumental war to draw away the attention of his guardian companions, Torm and Tyr. This idea consumes her nights.

Malar - He has assumed the guise or different beasts for so long that he's lost his former sapience. He lives as a beast would.

Mask - Mask has outdone himself with a celestial heist: and is very, very paranoid. He managed to collect that dust that remained from the destruction of Tablets of Fate and put it in a bag. Only Oghma knows his has it, and has warned him that the dust can be used to create a new world. As long as he promised to not use it, Oghma promised not to tell the other gods (any of them getting hold of it would be a very bad idea). So, naturally Mask needs to find a way to neutralize Oghma, put him to sleep. The only way he can do this is to steal Candlekeep. So that's been his plan for the the last century - find a way to steal an entire castle and all the knowledge within it.

Mielikki - She frolics, mostly, preferring to maintain an innocent, childlike outlook. She keeps her expansive 'god's mind' in a locket around her neck. It opens if she is angered.

Milil - He travels the world in the form of a young man, a muse for musicians and thespians, leaving a trail of jilted - but inspired - lovers in his wake.

Myrkul - So much of his portfolio has been lost to Cyric and Kelemvor that Myrkul feels spread very thin. Ironically, he desperately fears the oblivion that undeath promises as respite from, so he'll do anything to stay "alive". He's hiding, preferring the form of a cat or rat to communicate.

Mystra - Here's the thing. The Weave isn't magic itself, nor is it a metaphor for magic. It's a barrier - a layer of protection between the raw, magnificently dangerous storms of magic and the Prime Material (and the other planes, to varying degrees). Inherently magical beings and creatures have no need for the Weave and can access magic without it. Most mortals, however, need it. They'd go crazy or disintegrate without the The Weave as intermediary. Mystra spends all her time maintaining it. Literally weaving it. She has a loom.

Torm - Torm has has effectively intertwined his portfolio with Illmater's. He's his protector, companion and probably lover. He's always at his side, following him wherever his mercies take him. This is a revelation among the other gods, that portfolio's could be shared (and perhaps strengthened) so selflessly.

Oghma - You'd think he'd spend all his time in libraries. Nope. He prefers the avatar form of a child, constantly learning from that perspective. He travels with gangs of mortal kids, poking ant's nests, exploring caves, getting lost.

Savras - Savras is always diffuse. Those who claim to have seen an avatar of him are mistaken. He's more of a presence than a cohesive entity. He does, however, seem to like being around cheese makers.


...

Anyway...I've run out time. Maybe more later.
 
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jdrakeh

Front Range Warlock
In my homebrew, as far as mortals know, gods may or may not actually exist. Mortals do attribute things like natural disasters and magic to gods, though. Are they correct to do so? This is one of the setting's bigger mysteries.
 

Auril - She spends her days in the guise of old woman in a warm little cabin, with a puffy owl as a companion. The chill wind and frost are her portfolio but she dislikes the darkness and hate overtakes her when her marrow is cold.
....

Anyway...I've run out time. Maybe more later.
this was so good, I can't even :)
 

aco175

Legend
I like to view it as some sort of divine plate-tectonics, where the gods and their ethos slowly push and slide past each other doing their own thing. Sometimes they clash and violent action is needed. This is where the world spanning events take place. They are there, but most people do not pay them much attention since they do not directly interfere.
 

Mind of tempest

(he/him)advocate for 5e psionics
Heh, the gods are adventurers pursuing combat encounters, to advance in Cleric levels, so they can learn the Cleric spells that they themselves dont know, but seem to be granting to their worshipers.

The gods who already are high level Clerics are now busy trying to figure out who or what keeps on giving them Cleric spells.
how did you guess one of the backstories of one of my gods?
 

Vaalingrade

Legend
Gardening, raising a little godlet, being all kissy-face with the wife, brewing booze from the stuff in the garden, stuff humans would do if they didn't have to worry about the Death World the gods accidentally dropped them on.
 

EzekielRaiden

Follower of the Way
Unfortunately my usual go-to, my home Dungeon World game, doesn't have any identified gods in the bog standard sense. There are spirits (of elements, creatures, concepts, etc.) but those are definitely not "gods" by any means. The only deity-type figure is the One, often known as the Great Architect (the most prominent aspect by which the One is revered, as the "Great Architect" facet represents the creator/designer/guide of all of existence, and thus has a sort of primus inter pares status among the infinitely many facets of the One). But no one sees or hears the One except in personal visions and personal revelations. They aren't even usually depicted in artistic form (other than maybe as a featureless sphere or disk) because Their infinite perfection is too diverse to try to capture; all depictions are one of Their facets. The facets are not gods in themselves, and most beings who worship the One depict Them as a member of their own race.

As a result there's...not really much to say, because the One is frankly a bit too alien to really give a meaningful answer. Too abstract and too distant from mortal perspective to meaningfully discuss the "daily life" of.

There is another deity I've done some work on. Arkhos, the Woven Oath. A bit like Bahamut but with a more fortune and adventure focus, god of heroes and hope/luck and travel. Usually he spends his free time giving would-be heroes secret tests of character, teaching and guiding mortals with wisdom and examples, and enjoying the beautiful places and things that can be found in the mortal world. He's quite happy to just spend some time talking and laughing with mortals (in disguise, of course), putting his feet up and sharing a flagon of ale over a tale or two. Such small joys are the reason, the purpose, the anchor of the oaths and the adventures and the aspirations. To rise higher and yet never forget these joys, that is what Arkhos wishes all mortals to achieve.
 


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