Rod Staffwand
aka Ermlaspur Flormbator
Always custom-made. Always.
My original fantasy world had an extremely elaborate mythology to it. The gods and other associated beings were quite potent but were bound by complex laws, symbolism and superstitions. The "pantheon" consisted of 2 greater gods, 10+ lesser gods, 13 titans, the earth itself, and assorted other beings of great power. The behind the scenes interactions between all the elements were so baroque and complicated I vowed never to do anything like it again after the campaign ended.
In my last campaign world with gods in it, the gods were all dead (except for the BBEG one, naturally). Made things much simpler.
I tend to favor godless worlds nowadays. I've used all of the following to good effect:
1. No divine power source. Other casters get healing spells if needed for system balance.
2. Clerics of Light channel on the Positive Plane of Energy directly for their magic. Clerics of Darkness from the Negative Plane of Energy. No gods needed.
3. I did a short game in which the various 5E cleric orders (sun, storm, life, etc.) were merely highly specialized wizard orders. They gained their spells from their tomes of power, written in secret mystical languages that only they could understand, but there weren't any real mechanical changes.
My original fantasy world had an extremely elaborate mythology to it. The gods and other associated beings were quite potent but were bound by complex laws, symbolism and superstitions. The "pantheon" consisted of 2 greater gods, 10+ lesser gods, 13 titans, the earth itself, and assorted other beings of great power. The behind the scenes interactions between all the elements were so baroque and complicated I vowed never to do anything like it again after the campaign ended.
In my last campaign world with gods in it, the gods were all dead (except for the BBEG one, naturally). Made things much simpler.
I tend to favor godless worlds nowadays. I've used all of the following to good effect:
1. No divine power source. Other casters get healing spells if needed for system balance.
2. Clerics of Light channel on the Positive Plane of Energy directly for their magic. Clerics of Darkness from the Negative Plane of Energy. No gods needed.
3. I did a short game in which the various 5E cleric orders (sun, storm, life, etc.) were merely highly specialized wizard orders. They gained their spells from their tomes of power, written in secret mystical languages that only they could understand, but there weren't any real mechanical changes.