Gods in your Worlds?

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A lot of DMs often make their own homebrew worlds from the ground up, but what do you folks do when it comes to the gods in your homebrew worlds? Do you stick with the core group? Use the gods from a different campaign setting? Draw on inspiration from real life deities, or possibly create your own original pantheons?

Post up the figures of great power in your worlds, be they Gods of the Astral Sea, Spirits of Primal power, or Primordials from the Elemental Chaos

Akashian Pantheons

The Court of Heroes (Lawful Good Aligned Pantheon)

The Court of Heroes is a beneficial pantheon, acting on their idea of what the people of Akashia need to lead safe and prosperous lives. The Court is lead by The Emperor, and is seen as the inspiration for a modern king's court.  

The Emperor (Unaligned Deity/Domains: Earth, Protection, Strength)

A staunch and firm defender of his subjects, the Emperor is god of Protection. His might is legendary, and his mastery over the minerals in the earth allow him to craft arms and armor from the ground with but a thought. Ruling body of the Court of Heroes along side Empress, he is their wise and powerful leader, known to govern fairly and and act in the interests of his subjects as best he can. Emperor is sovereign of many kings and queens, who seek to rule their people with a firm but fair hand just as their great god above does.

Number: 4

Draconic Association: Mithral

Common Aspects: The Mighty King


♦Stand tall and firm in the face of danger. Protect that which you hold dear with your life.

♦Your world is your own to defend. Guard it with your life.

♦Each man's greater good may not always be the same. Have the strength to do what must be done for you and your own. 


The Empress (Unaligned Deity/Domains: Hope, Storm, Vengeance)

Empress is the queen to the Court of Heroes. A wise and fair lady, she offers hope for the future to those who have lost it. Seen as a firm hand, she is known for her fits of anger, personified in powerful storms that roll across the sky from time to time. She is considered the goddess of equal treatment, and personifies vengeance for past crimes.

Number: 3

Draconic Association: Adamantine

Common Aspect: The Lady of Lightning


♦Fear the storm, for it's wrath can be quick and merciless.

♦Do unto others as they do unto you.

♦Look to the horizon. The passing of the storm offers hope for a better tomorrow.  

The Magician (Good Aligned Deity/Domains: Arcana, Change, Freedom)

The hero of change and the prophet of choice. The Magician is one of the most prominent deities in the Court of Heroes, though possibly it's weakest member. Still, his message to the mortals is profound and hopeful: "the only true magick in the world is that which brings change." Nothing remains constant in the eyes of the Magician, and the more you fight against the advancement of life, no matter what direction it takes, the less fulfilling your life becomes. A saint of free will, Magician offers man the greatest gift of all; the ability to choose for oneself.

Number: 1

Draconic Association: Red

Common Aspect: The Red Wizard


♦Tomorrow is ever changing. Fear not the unknown, and welcome each new event with wonder and hope.

♦The choice is yours in life. The path that shapes your destiny is built by your own desires.

♦Magick is in all things. You need only wish it to allow it to help you shape the future to your whims.  

The High Priestess (Lawful Good Aligned Deity/Domains: Civilization, Life, Skill)

The mistress of Civilization and prospering. Called the Student Goddess, High Priestess governs the modern world, nurturing the growth of life and the learning of skills to advance people to the next stage of their potential. Cities are built with her blessing, and those that make advancements in sciences give their thanks to her for her gifts. High Priestess tries to nurture the growth in all things, and holds fresh life in highest regard.

Number: 2

Draconic Association: Steel

Common Aspect: Lady of the Scroll


♦Advance in all things. Growth of your people begins with the growth of yourself.

♦Give thanks for each skill you learn, and let not your talents go to waste.

♦Raise new life with care and knowledge. Tomorrow is only made possible by those who inherit the world next.  

The Heirophant (Lawful Good Aligned Deity/Domains: Knowledge, Skill, Moon)

A proud and noble god of Knowledge and Skill, Heirophant is a teacher of all things. He guides with his teachings and provides the skills to make use of his knowledge to their fullest. A deity of the Moon, he is seen to be watching over those he inspired with his knowledge at the end of every Lunar cycle, the full moon his stage to see how man has made use of his gifts.

Number: 5

Draconic Association: Orium

Common Aspect: The White Priest


♦Learn and teach. The door to tomorrow only opens to those with the key of knowledge.

♦Practice what you have learned and let not your skills grow dull.

♦Look to the moon for my guidance when lost. I shall show you the way.  

The Justice (Lawful Good Aligned Deity/Domains: Civilization, Justice, Tyranny)

The defender of order, law and civility. Justice is goddess of the structure and integrity of a world governed by truth and virtue. She stands against those that propagate chaos, and is resolute in her goals to teach all beings on the world the wonders of a safe and secure society governed by fair and equal laws. While some view her as a saint of all that is just and civil, others see her as a tyrant, trying to control and conform man to her whims.

Number: 8

Draconic Association: Bronze

Common Aspect: The Blind Paladin


♦Life prospers under order's watch. Defend law from the agents of chaos.

♦Justice is fair and impartial. The mightiest king is not exempt from the swift hand of the law.

♦Help all to see the virtue behind the law. No man or beast is above it's wisdom. 



The Six Muses (Good Aligned Pantheon)

This pantheon is unique among the others of Akashia, for it is comprised solely of goddesses. The Six Muses are ladies of inspiration, knowledge and balance. They govern aspects of the world that both enlighten and terrify in equal measure. While there is no true leader among them, many of them view The World, the oldest of them all, as their own source of inspiration.

The World (Good Aligned Deity/Domains: Creation, Life, Earth)

The World is the mother of life, sovereign of creation, and crafter of Akashia itself. It was she who engineered the birth of the planet, and it is she who still maintains it's care through careful planning, and firm discipline. Some say that The World's hands are what spins Akashia. Some say that The World in fact IS Akashia. Regardless, The World is the first and foremost among the gods credited for the planet's birth.  

Number: 21

Draconic Association: Blue

Common Aspect: Mother Earth


♦Nurture the life in all things, for all living things are connected.

♦Protect the world you live on, and it shall protect you.

♦The seeds of creation exists within all things. Plant them and let them grow.


The Sun (Good Aligned Deity/Domains: Hope, Love, Sun)

The Sun is the source of light, warmth, and life for the world of Akashia. She represents the day hours, when light envelops Akashia and provides its people with all they need to survive. The Sun is a daughter of The World, born from a need to cast life giving light across the surface of the planet she had crafted.  

Number: 19

Draconic Association: Gold

Common Aspect: The Girl with the Sunflower


♦Love the light, and give thanks for its warmth.  

♦Have faith in the light and it will protect you from the darkness.  

♦Never lose hope. It is darkest just before the dawn.  

The Moon (Unaligned Deity/Domains: Darkness, Knowledge, Moon)

Moon is one of the goddesses of the night sky. Where as Star represents the light in the darkness, Moon represents that which is unknown. She is a reflection of the light, and in that manner, often twists the way mortals perceive things. Much like Star, Moon is seen as an artistic spirit. Her visions both frighten and intrigue the mind to look at things in a new way. Abstract art is often accredited to Moon's visions. Moon's primary drive is the seeking and collection of knowledge. She is often viewed as a guardian of those things that the darkness hides, and uses the shadows to protect them from those that would abuse them.  

Number: 18

Draconic Association: Green

Common Aspect: The Alabaster Queen


♦Trust not what you see with your eyes, for appearances can be deceiving.  

♦Seek the truth from the darkness, and protect the truth with intrigue.  

♦Reflect on what you see and learn. Let your discoveries help to shape and change your views on all things.  

The Star (Good Aligned Deity/Domains: Darkness, Hope, Winter)

The Star is one of the goddesses of the night. She represents the celestial maps, offering her guiding beacons to help those find their way in the darkness. She is seen as an artistic spirit, often drawing pictures in the heavens with her lights, forming constellations in the night sky. She is responsible for overseeing the winter months, when the nights are the longest.  

Number: 17

Draconic Association: Silver

Common Aspect: The Maiden of White


♦Fear not the darkness, and seek the light within it.  

♦Look to me when you are lost. I shall guide you.  

♦Have faith in the stars. They will not betray you.  

The Temperance (Unaligned Deity/Domains: Creation, Destruction, Sea)

Temperance represents a need for balance in all things, great and small. She is the natural cycle of creation and destruction that goes hand in hand. The creation of a new town may give thanks to Temperance for her gift, while another with pray for Temperance's forgiveness when their home faces the threat of destruction. Temperance is also associated with the sea, for the waters of the world both nurture and give life to all things, yet slowly erode that same life over time with every crest of a wave.  

Number: 14

Draconic Association: Cobalt

Common Aspect: The Water Sprite


♦Hold creation in high esteem. It is the first step to that which is new.  

♦Destruction is a natural part of existence. That which falls does so to give way to the next existence.  

♦Change is the only constant. Respect the old and adopt the new with equal values.  

The Wheel of Fortune (Unaligned Deity/Domains: Arcana, Fate, Luck)

Called the Mistress of Luck, Fortune is the goddess of fates, and a keeper of magical lores. She oversees the future paths, and grants luck to a select few solely on a whim. Of all of the Goddesses that make up the Six Muses, she is the most fickle, giving and taking as she sees. While most of her fellow gods believe her to be too flighty in her duties, she is steadfast, and will do what must be done to bring about the "True Future". What that future entails is known only to her.  

Number: 10

Draconic Association: Purple

Common Aspect: The Ouroboros


♦Waste not the gifts given to you. To squander your luck is to deny yourself your own destiny.  

♦Use all that has been given to you. Even the smallest of benefits can be enough to turn the wheel in your favor.  

♦Respect the outcome of all endeavors. Fate can be changed, but not denied.




The Free Ones (Unaligned Pantheon)

The Free Ones are a group of deities that do not fall in line with any other Pantheon's goals at large, and instead pursue their own interests. While this makes them seem uncontrollable, and potentially dangerous, their intentions are usually with the best for their followers in mind. The Free Ones do not share a common ground between them, making this pantheon a group of individual gods acting of their own accord rather than as a unit. 


The Hermit (Unaligned Deity/Domains: Change, Sun, Wilderness)

Hermit is an elder deity that existed in the cosmos before Akashia was even created. Considered the oldest of all of the gods that dedicate themselves to the planet, Hermit took an interest in the flow of time on the mortals world and how it changes things. He brings change through the rising of the sun, and ensures that changes brought about by man doesn't disrupt the natural parts of the world by devoting and defending the wilderness outside of their influence. Hermit is mostly a watcher, dedicated to seeing events unfold.  

Number: 9

Draconic Association: Brown

Common Aspect: Father Time


The passing of time cannot be stopped. Observe each moment carefully, for it is the last it will ever occur.  

The sun rises only once each day. Show her the uniqueness of each second of your life.  

Protect the wild places, lest one day they take back what was once theirs. 


The Death (Unaligned Deity/Domains: Death, Fate, Strife)

The god of the end, and the protector of souls. Death ensures that all living things find their rest before their souls are reborn into the world again. He guides the souls to the Shadowfell, where they await their time to return to the land of the living once more. Death serves the ideal that all things must one day perish, and has dominion over this final fate that all living beings are tied to. He also has control over strife, bringing ruin and devastation to those people and places who have stepped beyond their boundaries.  

Number: 13

Draconic Association: Cobalt

Common Aspect: The Grim Reaper


Death comes for us all. It is only a matter of time.  

Do not fight the end. All things must pass through the veil to be reborn pure.  

Pain is part of the transition. Embrace it wholly.  

The Chariot (Good Aligned Deity/Domains: Freedom, Protection, War)

Of all the free ones, Chariot gives his interest to the growth and potential of mortals the most. He teaches them to live freely, away from the shackles of anything that would keep them down. He encourages fair government that grants people the right to choose for themselves, and encourages all people to protect their own rights and lives. Chariot is an embodiment of War, and represents the side that fights for freedom in a battle. At times, he will introduce himself on the battlefield to aid in those incapable of protecting their own freedom.  

Number: 7

Draconic Association: Grey

Common Aspect: The Soldier in Arms


Protect yourselves from the grasp of the tyrant.  

Only free men are truly alive.  

Salvation can only be found through battle. Do not fear the fight ahead.  

The Strength (Unaligned Deity/Domains: Destruction, Madness, Strength)

The wild and unconquerable Strength is the most unpredictable of the Free Ones. What Strength wants, he takes. What he doesn't want, he gives. What he hates, he destroys. What he loves, he creates. Strength represents a natural strength that all creatures have to do the very same, but at the same time, he represents such strength in a manner that has no discipline. His power affords him control over the domain of destruction, which he uses to crush those that oppose him soundly, but he also has domain over the sphere of madness, flying into fits of rage at a moments notice. Strength sees worship from both those who seek his power for good and evil, and answers almost indiscriminately at times.  

Number: 11

Draconic Association: Iron

Common Aspect: King Leo


Might is right.  

That which is weak is to be discarded.  

Fear not your own power. Only in drowning in it do you become free.  

The Lovers (Unaligned Deity/Domains: Love, Sea, Trickery)

The Lovers are a brother and sister, two gods that serve a single idea, to unite two individuals in romance. The Lovers are fickle, and often argue with one another on their goals, but somehow always seem to mend their ties and bring their gifts back to the world. They often use trickery to accomplish their goals, proving how unpredictable love can truly be. They also have domain over the sea, believing that the crest of every wave represents how the heart can pull one from one love to the next and back again.  

Number: 6

Draconic Association: Mercury

Common Aspect: The Object of Affection


Love unconditionally. All things have beauty to behold.  

Let your love be like the sea, and let each wave pull even more into your embrace.  

Let your love foster love in others. 




The Curses (Chaotic Evil Aligned Pantheon)

Gods of domination, destruction and corruption. The Curses are evil gods who, while not always working in collusion with one another, seek to pervert the world with their own ideals rather than to let the world run its course and guide it through their teachings. They often take a vested interest in the world, using their followers to spread their influence to the planet and beyond.  

The Devil (Evil Aligned Deity/Domains: Torment, Tyranny, War)

Some gods dream of their subjects flourishing and giving thanks to them for all they have. Devil, however, dreams of ruling all things in the cosmos with an iron fist. His ambitions caused him to spur an uprising against the other gods following the Dawn War, but his plans were defeated. Though he is now bound in a limbo that exists out of the reach of most creatures, Devil's influence still has hold with his children, the denizens of the Nine Hells, as well as his exarch Therion, the ruler of them all.  

Number: 15

Draconic Association: Mithral

Common Aspect: The Great Beast


Obey, or die.  

Spread my influence far and wide, so that I may one day be free.  

Punish the other gods and their followers for their impudence.

The Judgment (Chaotic Evil Aligned Deity/Domains: Death, Poison, Undeath)

The goddess Judgment was once a pure soul, but constant battles against the Primordials in the Dawn War corrupted her, physically and mentally. No one can say for certain what drove her to madness, but her focuses shifted to violence, poison, and the birth of undead abominations. She is convinced in her deranged mind that the world is still in grave danger, and the only way to save it is to condemn it to a dark husk of its former self. One can only guess what madness drives her actions now.  

Number: 20

Draconic Association: Black

Common Aspect: The Black Widow


The universe is dead. Hasten its realization of this fact.  

Bathe the world in my venom, that I may give it the sweet release it needs.  

Undeath is a state of transition to true purity. Welcome it as a caterpillar would its own cocoon.  

The Hanged Man (Evil Aligned Deity/Domains: Justice, Luck, Vengeance)

Born to the universe from a need to dispense justice, The Hanged Man was judge, jury and executioner. But his methods were cruel and sinister, and his guilt for the way he twisted law was non existent. As punishment, he was eventually tried himself by Justice, and imprisoned in the far reaches of the cosmos where no mortal creature had ever dared to look. The Hanged Man desires vengeance for what he feels was an injustice upon him, and continues to use his followers to do his work in his name, as well as search for the means to free him from his chains so that he may slay Justice with his own hands.  

Number: 12

Draconic Association: Brass

Common Aspect: The Desperado


Woe to the guilty. Dispense punishment to them as needed.  

Justice is a fickle element. Innocence is not always assured.  

Crush those that betray you and your laws without hesitation.  

The Fool (Chaotic Evil Aligned Deity/Domains: Madness, Trickery, Wilderness)

Few of the Curses practice evil for evils sake. The Fool, however, believes there is no greater reason to cause pain and suffering in the world than because it can be done. A deity of pure derangement, few understand what, if anything, drives The Fool on. Perhaps there is a method and meaning to his madness despite his known doctrine, or perhaps he is just as crazy as he makes himself out to be. Where he walks, chaos and destruction follows, and the madness he exudes poisons the minds of those he comes into contact with, driving them just as insane as he is.  

Number: 0

Draconic Association: Copper

Common Aspect: The Dark Vagabond


All things are fleeting. Destroy it all.

Release yourself to the chaos of your soul.

Let nothing control your actions. Be as free and fickle as the wind, and as rampant and destructive as the hurricane.  

The Tower (Chaotic Evil Aligned Deity/Domains: Storm, Strife, Torment)

The Tower was never given true form. Most believe he is not a true god in the most common sense of the word, but the result of the essences of a now forgotten god and a primordial merging into one. Regardless of what brought this being of pure strife into the cosmos, The Tower spreads fear and discontent wherever his influence reaches. Some believe he is using the terror he wreaks in the mortal realms to construct a genuine body for himself, but until the time that such theories are answered, none of the gods can protect the world from the unseen essence of this wicked entity.  

Number: 16

Draconic Association: White

Common Aspect: The Terrible Spire


♦Joy has no place in the world.

♦Become a storm, and crush all that stands before you.

♦Bring pain and suffering to the land in my name. Those that survive are the only worthy ones.

I'm still going through this, but I like that the gods are based on the Tarot Deck. I'm curious as to how that impacts your campaign world. I also like that the Emperor and Empress represent qualities like courage for person vision of good and eye-for-eye justice. It makes them different from the usual Lawful Good gods that oversee such things a lot of times.

The Magician as a god of free will is interesting - does he oppose prophecy/fate? If a king was destined to be crowned/killed, would he try to oppose the event from happening because it twists the events of mankind so their decisions mean little and less? (heh, I get pretty obsessive about Fate-breaking, recently wrote up a group dedicated to it!)

Interesting also that Judgement and the Tower are evil. How does that change the nature of your world?

I don't have a pantheon of gods or higher beings at the moment, but I do have an organization that wants to be like gods and create infinite universes.

The fact that they're based on the major arcana doesn't really impact the world too terribly different than any other pantheon could change another world. It does make the concept of tarot decks a more religious item though.

Fate in my world is more of a subjective sort than a definite sort. An outcome can change in an instant, but the result of that change cannot be denied. In this, there's not much reason for Magician to oppose the gods of fate, for it is within the scope of mortals to alter their own fates through their free will. I suppose it kinda makes Magician and Fortune/Death share a vested interest in the results of mortal decisions, though each in their own way.

Judgment's tarot meaning is about rebirth and resurrection in part. If that were to be perverted in nature, it makes for a perfect god of undeath. We've not had a real big run in with the dedicated of Judgment in the campaign, so the way it affects the world at large is still unknown, but she is the creator of the Driders, making the Drow of my world opposed to her.

Tower being evil is based on the interpretations that the card represents trouble and disillusionment, so not much of a change from a widely accepted norm there.

I like the idea of your "Architects of Infinity". Their efforts seem something that would go great in an aberration campaign ^_^
I like how you base your deities on the tarot deck. Reminds me of the Deck of Dragons and its Houses in the Malazan Book of the Fallen. Perhaps you can use a tarot deck in your world both as a means of divination and as a way to see how the various gods interact with each other at the moment. Similar to how the Deck of Dragons is used in the series.

For my world I have created original religions, only one is more or less finished. The others are not much more than a concept and a few notes. The finished one is based around a goddess of life and death, with inspiration from Indian religions, such as karma and reincarnation as well as various cults from ancient times. Mostly Ishtar/Innana from Mesopotamia.

I use the core gods, basically because of my inexperience at the beginning of the campaign and because it's easy. Next to that, you don't need to create channel divinity powers for each god.

I might introduce a new god or new gods somewhere later in the campaign, just because conflicts between gods are pretty sweet and epic. 
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I use the core gods, basically because of my inexperience at the beginning of the campaign and because it's easy. Next to that, you don't need to create channel divinity powers for each god.

I apply existing mechanical benefits that are linked with deities in existing settings with mine and just go from there. No need to over work yourself if you're only doing it for the fluff. The crunch exists to be used after all, and I trust it to be more balanced in design than my stuff is.
I have been DMing for many many years now and have always built homebrew worlds. My newest Homebrew world has been quite the undertaking. I have been trying to make it feel more organic in relation to things we know in the real world.

Different areas of my world are inhabited by diverse and varied peoples. The religions are varied and vast amongst my world. I have about 13 different regions of the world that are inhabited by different kingdoms and the like. Each of these areas have different governments, religions, and peoples.

Each religion is completely unique of another. I have some areas that believe in only animism, or are monotheistic, but the majority are polytheistic however there's a different pantheon of deities based on the theme and peoples of each the country. I have built about 8 different pantheons for each of the polytheistic regions. This let's me completely build each region and people completely separate of each other, which is more organic and in tune with the real world.

The deities of my world are mostly demigods, or minor gods who can only affect areas where their worshipers inhabit. So missionaries are common traveling around the world, however most cultures aren't happy when a missionary comes and tells them their gods are bad and their god is good.

My governments are similar, some are democratic, monarchies, oligarchies, magogracies, theocracies.

Just my example of the world I am homebrewing. Happy DMing.

When I use the deities from the books, I tend to mash them all together in whatever way fits best.  I'm running a campaign set in the Raining City of Strasa (a homebrew world developed right here on the Campaign and Adventure Workshop forum), which is considered holy to the followers of Kord.  It is also considered holy to the tribes of the northern plains, who also worship Kord, although, they know him as "Talos" (the god of Storms, Chaos, and Destruction from Forgotten Realms).  Sometimes, these barbarians travel south to Strasa on sacred journies.  They basically worship the same god, but they know him by different names, and they follow different aspects of his teachings.

In the setting I am currently developing, magic doesent work in the conventional sense. In order to channel the energy you have to use either one of two types of syphon: a rare mineral called vestimite or the will of a deity. If one chooses to go the way of the deity, the magic one casts must follow the ordinances of the deity one is pacted to.

In the region that the game takes place in there are two gods: Nondala, the god of nature, and Nefir, the god of civilization. The two gods are in a centuries old battle for dominance of the territory, which is reflected in the war of conquest that is being waged between the civilized lands and the neighboring wilds.

Neither god is necessarily good or evil, the campaign will be more political in orientation with an emphasis on differing ideals causing contention. 
I build a completely new set of gods for mine. my pantheon isn't entirely finished yet, and its complicated by the fact that almost the entire old pantheon is wiped out between the 4th and 6th ages. the 7th age is godless, and the 8th&9th ages lack a centralized pantheon and have scattered random deities.

In the beginning there are the  Dvalein (second-born, children of the titans) who form a single pantheon and rule the world. after the Demon war (sorry for referencing internal lore events that you have no clue what I'm talking about) Scarroth (brother of the overgod, leader of heavens armies) and his followers turned on their brethren and attempted to take over. they were cast down and became the evil pantheon. both sides tend to deal in absolutes and there are very few neutral gods. the good gods are actually good, overflowing with benevolence and all that, and the evil gods really are bad, and the forces both sides embody reflect that. there are a few gods that are super-powerful demons, or ascended mortals, or dragons, or other things rather than being the race of the Dvalein.

I'm working on fully fleshing out both pantheons. there's some interesting stuff, but its too much to write all at once. 

For my pantheon, I use all of the gods in D&D.  although I occasionally change them up a bit.  For instance, Vecna is a much more...personified god.  He is often scheming to overthrow the other gods, or at least to kill a few of the good ones.
St. Cuthbert also, has formed his own empire, and has sent down mandates to his clergy to destroy all evil.

I have changed the drow pantheon abit too, making Lolth and Vhaeraun uneasy allies that are constantly scheming to not only overthrow the elvish gods, but also each other.

I am a level 29 Necro-POSTER! "...And then the cheese came."
In 3e, which was the edition current when I built my campaign world, I left the demihuman pantheons intact.  Before I wrote my own pantheon, I had adapted most of the Forgotten Realms pantheon in the interim.  Due to the character choices of two payer in my then-current campaign, I had modeled a few of my deities after some of them.  I took 4e as an opportunity to change this, and advanced my timeline (iroically copying FR one more time to remove the FR influences in my pantheon), putting a divine cataclysm in the past to explain the change in pantheon.

But for the most part, I examined fantasy archetypes and belief systems to look to what gods I wanted to write.

For starters, a Sun god is present ini almost every setting.  The Sun is something that affects life, crops, time-telling, health, and is always viewed as a powerful celestial force, whether in real-world examples, or in fantasy ones.  So I created a Sun god.  To counter this sun god, I created his equal and opposite, a goddes of darkness.  With her I associated portfolio options to go with darkness, such as revenge, hatred, etc.  Shar from FR was somewhat of an influence, I'll admit.  My sun god is Adonathiel, and the Dark Goddess is Asharaska.  His name is angelic, and hers sounds like a name that could sound ominous and in a whispery voice.

War needs a deific embodiment, and for that I went to the name of my very first D&D character, who was a 2e preist of war.  Damacles.

Magic also needs a tender, so my deity of magic, Sacerai, came into being.

Nature deities, good and evil.  A deity who guards the wilderness against intrusion and destruction.  And a wild, chaotic evil embodiment of nature's fury.  Mensyannah and Ragashak, respectively.

A deity for paladins, ultimately gave birth to Teneryn, goddes of Truth, Justice, and Judgement.  As a writer, this god literally served for me, only the high ideal for paladins.

A death god, a horror of undeath.  The god worshipped by evil necromancers.  I didn't have to go far for a name. Thanatos, from Ancient Greek mythology.

Now 4e had it's own influences on me.  I have never before included core deities in my world.  but I liked the blurring of racial deity lines.  I had the racial pantheons so weakened in power that they became only exarchs under their patriarchs (with one exception), and included those deities as major powers (regardless of racial distinctions) in my pantheon.  Corellon, Moradin, Sehanine, Bahamut and Tiamat are all in my pantheon, virtually unchanged.  Some of my previous deities held portfolios that might have conficted with these deities, and I handled that by having most of them casualties of the disaster that rocked my campaign setting.

The last deity in my pantheon is Erathis.  I loved the idea of a deity who was simply "the goddess of civilization".  I created a new Erathis, however.  I needed her to have a place in my world, not simply be some interloper.  In my world, she is the daughter of Teneryn and Baldanar (a now-deceased deity of protection and guardians), she also absorbed the powers of two more domestic-portfolio-deities, the goddess of harvest/agriculture, and the goddess of wealth/trade.  Bahamut took over where her father used to rule, and she became goddess of civilization.

On a side note, to the OP:
I really like the Tarot idea, and combingin it with the dragons was an intersting twist.  I would have had the Fool as an Unaligned deity, since being Unaligned and without a path before him is what the Fool is about in the major arcana...but overall a very intersting idea.
I needed more evil gods, and had an idea for a corrupted Fool. Since it worked, I stuck with it ^_^;

I love your War god, by the way
I don't have gods. I have religions. I took out all the possibilities of a God doing something, that could seriously put a kink in the story telling, and the general actions of the players and the world.
It's also a sci-fi bent campaign. But this doesn't take out the ideas demons, angels, and the like; or the equivalent very powerful mortal that seems immortal. But there are no gods.
I was tired when I wrote that and I almost forgot one of my favorite evil deities in my campaign world.

Bridenal, the Evil (Lawfl Evil in 3e) god of Rulership, Fear, and Dominance.  He's the only evil deity who is openly worhipped in cities, being as he's very popular with the aristocracy and other political figures.  However, during the aforementioned cataclysm, Asmodeus, having killed a lesser deity and absorbing true divinity, challenged Bridenal, coveting his portfolio.  While the actual outcome of that conflict (that is, to say, who won) is unclear, is it known that one absorbed the other.  Bridenal's holy symbol (a black gauntlet crushing a crown) has changed, becoming a black fist before a ruby pentacle.  Some devil worshippers still offer obesiance to Asmodeus, though, and he answers those prayers as well.

The purpopse of this deity was for a visible source of evil and antagonism.  When I hand my players a list of deities in my campaign world, the other evil deities aren't mentioned, because wqorship of most of them is secret.  Bridenal, however, is visible, his worshippers clearly evil and ambitious.  They're obvious villains (or great red-herrings).
Oh, btw:
You used Cobalt and Mithril dragons twice.  Was that intentional?
I don't have gods. I have religions.

Ditto.  I typically use the regular pantheon for whatever game world I'm using, or the generic D&D pantheon if there isn't one, but the gods don't truly exist.  You'll never convince most people of that, though.
Another day, another three or four entries to my Ignore List.
Oh, btw:
You used Cobalt and Mithril dragons twice.  Was that intentional?

Yes, and no. Mithrals were, but Colbalts just seemed to fit that way. I only had Dragons enough for 20 of the 22 deities after all (not counting Catastrophic Dragons, but I lump them as Primordial allies).

It would be nice to get some Gem Dragons again.... (hint hint Wizards)
In the setting I tend to use the most (and keep returning to) gods are unrelated to those of the basic setting, but there are separate pantheons between the main cultures. What is most unique is that "god" is not a type of a creature (as it seems in D&D currently). "God" is your power level, it being above level 30.

Any being that crosses level 30, has power on the level of a small god, and is basically a deity, gaining ability to take domains he patrons and granting spells to people who worship him, and with that, the supernatural sense of his domain and worshippers. From this you'd expect there'd be ton of gods, but the world is very young, when compared to other settings. However, the gods are still very active and present in the life of mortals.

The primordials are thus practically non-existent - the chief elemental beings that might be classified as primordials otherwise, are merely "elemental gods". The most powerful of all beings (which would be called Primordials due to being older than everything else) are spirits of the world itself - the Earth Mother, the Sky Father and the Deep Lord. While still technically gods, they are so powerful and so distant, they don't really care for mortals and their prayers. Some still pray to the Sky Father (in hopes of keeping him away from embracing the Earth Mother again and thus crushing the world), some to the Earth Mother (to gain her blessings for crops and fertility) and some to the Deep Lord (so he doesn't throw their souls into hell when time comes), but they are largely indifferent towards the general populace. The major gods and most spirits are descended from those, but didn't war with them - because of the major three's distance, they never had to.
Check out my D&D-based play-by-post game, based on exploration and roleplaying. Agora
Im about to start a homebrew champaign and I will be using Eberron for my Gods. I have not told the players that the gods to not excist, but they don't. The church found out they didn't and kept it a secret, so they could find out if they followed the clues.

My players came from cre 4e and FR so they loved those gods, so to work them in, I made those gods mortals that live in the world. They were never gods or have any devine connection, they are more like celebrities that people in the world all know about.
So Erathis is a King and inventor, The Raven Queen is an old witch that lives in the North, who collects the souls of the dead. And Avandra is the worlds most famouse adventurer, now retired.
In the Nentir Vale, all injured creatures are required to wear a name tag!
That's an interesting way to break up structured Divinities while keeping them in. Which gods turned mortals will have an impacting presence on the game at large?

On my world there is a group of immortal heroes who serve as the defenders of the planet and act as deities for any relevant game mechanics.    Currently there are 7 of them.   Some of them were PCs at one point.   Before them were the Eladrin Druids who ruled from places of power.   They were overthrown by the archdukes of hell, who the current crop of immortals defeated after a 7000 rule of evil.  A long time ago my world was Earth and any deities from that time have ascended into the beyond.   This has happened numerous times since. 

My current campaign focuses on a new generation of immortals (half-brother and sister) based on Norse gods (Tyr and Sif) but the first set was more varied.

I don't do evil gods.  That's what demon lords etc are for.   Before I begin a campaign I select my end villian - Orcus, Cthulhu...and build a hierarchy of evil underneath them.

If a homebrew pantheon is something you really want to get into Gurps Religion is a great book.  The 3.5 Deities and Demigods is also decent. 

I don't work up new mechanics (channel divinity powers, feats, or domains).   Since I don't have that many deities, each one has a large set of available choices from the material for whatever game I'm running.   Works well enough, there's usually only one divine character going at a time so focus the work on that deity after the basic outline is created and it should work fine.  Then you can build on it for a later game/campaign.

I didn't have room for Primordials in my world, but the idea of the uber-powerful elementals was intruiging, especially as a kind of foe that unified ALL deities, regardless of alignment.

I introduced them, not as an ancient evil, but as a relatively recent threat.  Kind of like what FR did, but without the lame, transparent retcon (Oh, yes...the primordials are the gods' ancient enemies...we've just NEVER MENTIONED THAT BEFORE).  That was the aforementioned cataclysm that rocked my pantheon (and my cosmology, but the link in my sig goes into detail on that).  The primordials were created/summoned from another reality (by Tharizdun, but almost nobody-not even the other gods-knows that).  There was a great conflict, now called the Godswar.  500+years after that began, my campaign setting resumes.  That's the gist of my 3e-4e transition.

My world is inhabited by the e4 God pretty standard right
But what i enjoy is the fact that my Gods are not distant in the campian i have been running. So far the group has meet the Raven queen who set the hero's on there loftly quest (Kill an immortal lich capable of leveling a city). they have even taken pity on there followers, Marcus a Captain of the gaurd and Paladin of Bahumat saddy got his chestplate smashed and his ribs relocated But Bahumat granted him 1 min of life to avange his death in whince he became the Avatar of his god and kicked some serious booty (Saving the PCs) before ascenting to become part of the essance of Mount Celestia. ^.^

Do need a Vampire goddess :/ if anyone has a suggestions for a Homebrewed deity 
"Can i set the water on fire?" -Thorten Dwarf fighter Day 1
Each Nation/Area has seperate gods in my Homebrew, but the Ogypian (blatent rip off of egypt in my world) Gods are my favorite. It's a small pantheon, but they all have their own agenda.

The Children of Ra

Ra- the sun. who took earth into his harem of stars so that she might bear his children. god of agriculture and perseverance. Summer solstice is dedicated to him and people fast for the day and smoke opium to receive his visions for the next year.

Amun-Ra's youngest son, who tricked his father into gaining power over night, and escaped Ra's prison with his sisters help. god of shadow and secrets. lovers trysts, and anything done in the night. his temples are windowless and no candles may enter their doorways. his priests cut their tongues and are struck blind with a ritual. confession are given to these priest/esses  in order to cleanse sins. A priest of Amun may not venture into the warmth of Ra. eclipses mark his feastdays, so that people may honor him without Ra's wrath. he has the head of a raven and body of a man.

Bast- The goddess of the sea, trade and the great nhysh river. sailors often give tribute to her after a safe voyage and wear wedding rings to sea less she find the sailor attractive and claim him. remorseless and mysterious. spring sacrifices of lambs are given to her at the beginning of Basthag. (3 day festival) her form is that of an ibis' head and a pregnant woman's body

Beset- god of war and arms and protection. he takes only priestesses into his temples and they train to be his army and harem. the pharaoh is always accompanied by two besetan priestesses. he has no feast days but large parties in his honor are given after successful battles.  his form is that of a crocodile headed man.

Nephthys-goddess of love, passion and prostitution. She slept with her father in order to allow her brother amun to sneak out of his prision.  to serve nephthys is not shameful in Ogypia, but not all countries feel the same. her festival is the winter solstice and lasts a week. she demands no sacrifices but asks for wine to flow and people to pay her homage. her image is that of a woman's, with serpent eyes.

Lefu-god of death and afterlife, he judges the worthiness of a soul in death. he has ever stayed out of his families squabbling. he is not a dark or feared god. he is known to be patient and fair. His feast day is in the autumn where people beseech he give their dead loved ones messages and he is prayed to at  funerals. If he judges a soul worthy, it is allowed into Ra's palace. If the soul in unworthy they are doomed to relive their shames and mortal pains for all eternity.  His face is of a jackal.

*Captain of the Guard against Asshattery and Defender of Shenanigans within the House of Trolls* *High Priestess of the OTT* (confessions welcome. The internet will keep your secrets)
I'm working on a campaign where the gods are phonies. They actually come closer to the immortals from Mystara.
The closest thing to a god is the planet itself, Yrth. It's actually a machine that has created most of the races that populate the surface. When members of a race develop sentience they usually escape to the surface of Yrth.
The immortals are aware of this but they try to keep it a secret.
In my worlds basically any sufficiently powerful being can call himself a god. Most gods started out as adventurers and worked their way up. Some of these try to influence many planes at once but many just try to settle on one world and try to gather as many followers as they can there.

Also I don't actually use alignment as such. This means gods aren't good or evil, they just choose to associate themselves with certain values.
I just use the 3.5 core gods as the major religions, as it simplifies things for my players. However, they are just the Divines, the most widely worshipped godlike beings, which on the rare occasion they are killed, transfer their energy and power into someone they deem worthy to carry on their legacy. There are also Primordials (not to be confused with the ancient elementals), collosal beings which are native to the Prime Material Plane that ruled in days gone long past, the Ascended, who are mortals who using their own resources gained Divine Status rather than inheriting it, Transcendants, who are beings even more powerful than the divines, Outer Gods, which are Lovecraftian abominations from outside the great wheel, and finally, the Magister De Lacu - creator and auditor of reality (whose name means Dungeon Master in latin).
As I don't have a gaming group currently (damn you, geography), I'm working on developing my own campaign setting. I plan to design my own set of deities. FWIW, I'm using Pathfinder rules.

Here are the principles I'm working with so far:

  1. The gods are real, but, for reasons I haven't decided yet, either can't or don't intervene directly in the world. They count on their proxies, whether outsiders or mortal clerics, to work their will on the material plane.

  2. Clerics and inquisitors get their powers from their god. There are no godless clerics or inquisitors.

  3. Similarly, although they may respect and even worship gods that fit their ideals, druids, oracles, paladins, and rangers do not get their powers from the gods. Druids and rangers get their powers directly from nature, oracles' powers come from the concepts present in their mysteries, and paladins get their powers from purity and righteousness.

  4. There are no arch-outsiders that fall short of being gods. For example, the archdevils are a specific subgroup of lawful evil gods. Even the least of these archdevils is a lesser god, granting spells and domains to his devoted clerics and inquisitors.

That's about all I can think of right now. I think I'll spend the afternoon working on some ideas.
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