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Worlds of Design: How Powerful Are Your Gods?
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<blockquote data-quote="kigmatzomat" data-source="post: 9541896" data-attributes="member: 9254"><p>I've done a lot of versions.</p><p></p><p>God's that were so incredibly powerful they were prohibited from directly influencing mortal realms because their very presence would destroy it, with the gods of destruction constrained by the other gods vowing retribution.</p><p></p><p>Gods that were bonded to demiplanes that housed the souls of their worshippers, acted as a conduit to grant spells and would regenerate their powerful physical avatars. </p><p></p><p>Gods that were the semi-immortal embodiment of some concept. Near absolute influence over that concept, but with minimal power outside that concept. </p><p></p><p>The "pagan panoply" where there are familial hierarchies of immortals and near-immortals with geographic domains ranging from nymphs in stretches of rivers to the god of an ocean, with the most powerful residing in adjacent realms that have near-permanent portals mortals could enter. </p><p></p><p>Some find this pointless background world-building, but I consider it foundational as it materially changes the world.</p><p></p><p>In the panoply, these immortals are a constant risk. You never know which spring truly has a spirit made powerful by generations of devotions from the villagers and which is merely a place for season parties. And every so often a war might result in Thor squaring off with Prometheus.</p><p></p><p>The Embodiments could appear anywhere something significantly impacts their Domain. The Embodiment of Weavers might be heavily invested in a war that threatens the sheep with the best wool in all the world. This is well outside that Embodiment's purview so they might seek out mortal agents, promising rewards like Cloaks of Invisibility made of woven moonbeam (which is within that Embodiment's power).</p><p></p><p>The ultra-powerful gods can see the possible futures and the distant past but have issues with the present, unless one of their worshippers is present to act as a proxy. The evil gods teach their minions the fastest ways to gather power (usually evil sacrifices), while the good gods teach slower, non-evil methods and encourage community building, something evil is rarely good at.</p><p></p><p>And then the demi-planar gods are the "generic" d&d gods, who have worshippers praying up useful info, and likely have minions (celestials/infernals) using scrying and the like to monitor major events and entities in the mortal worlds. Their avatars can appear anywhere in the mortal realms and are typically Tier-4 strong, but they are just a fraction of the gods real power. Defeating one is just a temporary setback for the god, not a permanent loss.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9541896, member: 9254"] I've done a lot of versions. God's that were so incredibly powerful they were prohibited from directly influencing mortal realms because their very presence would destroy it, with the gods of destruction constrained by the other gods vowing retribution. Gods that were bonded to demiplanes that housed the souls of their worshippers, acted as a conduit to grant spells and would regenerate their powerful physical avatars. Gods that were the semi-immortal embodiment of some concept. Near absolute influence over that concept, but with minimal power outside that concept. The "pagan panoply" where there are familial hierarchies of immortals and near-immortals with geographic domains ranging from nymphs in stretches of rivers to the god of an ocean, with the most powerful residing in adjacent realms that have near-permanent portals mortals could enter. Some find this pointless background world-building, but I consider it foundational as it materially changes the world. In the panoply, these immortals are a constant risk. You never know which spring truly has a spirit made powerful by generations of devotions from the villagers and which is merely a place for season parties. And every so often a war might result in Thor squaring off with Prometheus. The Embodiments could appear anywhere something significantly impacts their Domain. The Embodiment of Weavers might be heavily invested in a war that threatens the sheep with the best wool in all the world. This is well outside that Embodiment's purview so they might seek out mortal agents, promising rewards like Cloaks of Invisibility made of woven moonbeam (which is within that Embodiment's power). The ultra-powerful gods can see the possible futures and the distant past but have issues with the present, unless one of their worshippers is present to act as a proxy. The evil gods teach their minions the fastest ways to gather power (usually evil sacrifices), while the good gods teach slower, non-evil methods and encourage community building, something evil is rarely good at. And then the demi-planar gods are the "generic" d&d gods, who have worshippers praying up useful info, and likely have minions (celestials/infernals) using scrying and the like to monitor major events and entities in the mortal worlds. Their avatars can appear anywhere in the mortal realms and are typically Tier-4 strong, but they are just a fraction of the gods real power. Defeating one is just a temporary setback for the god, not a permanent loss. [/QUOTE]
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