What is your pantheon?

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Or more accurately..who is in your pantheon?


I would like to hear about Gods, Titans, and other powerful beings you (being fellow DM's) have created and populated the cosmos with.  I'm currently writing another campaign and I'm considering developing my own unique pantheon to further flavor my own cosmos. 


I'd like to hear from other DM's what you've done, how you've used beings and the story/fantasy/mythos surrounding them to give your game a unique feel.


What has been effective and what should be avoided?  
...and in the ancient voice of a million squirrels the begotten chittered "You have set upon yourselves a great and noble task, dare you step further, what say you! What say you!"
Well, from the 'overview of the game world' perspective, there isn't one.  There are no gods, they do not exist and never have.

For what the majority of people actually think is the case, I just use the PHB pantheon because, well, I don't think that sort of thing is important enough to spend a lot of time on. If a player really wants to import a god from another setting, or create his own, I generally let him ... it's just as 'real' as the rest of them.
Another day, another three or four entries to my Ignore List.
Let the cleric make one up on the spot, or just leave it handwaved.  Usually it means something right out of the book, but sometimes a Pastafarian or The Sacred Order of Fred Rogers appears.
Yep, I just use the PHB pantheon when it matters. It didn't at all until a player started playing an Eladrin cleric. It still doesn't really matter, since everything the character says could still just be her beliefs. Corellon hasn't made an appearance or personal appeal and probably never will.

The players are about to encounter a Lolth cult, too, but again the goddess doesn't actually play a part.

The archfey are quite real though, and insofar as they are a pantheon, they exist. Again, I'm just using the stock players.

If I have to ask the GM for it, then I don't want it.



The Wheel of Wat




The Citadel Megadungeon: http://yellowdingosappendix.blogspot.com.au/2012/08/the-citadel-mega-dungeon-now-with-room.html
The Gods

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 (Greater 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
Tenets
♦Stand tall and firm in the face of danger. Protect that which you hold dear.
♦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 (Greater 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
Tenets
♦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 (Lesser 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
Tenets
♦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 (Lesser 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
Tenets
♦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 (Lesser 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
Tenets
♦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 (Lesser 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
Tenets
♦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 (Greater 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
Tenets
♦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 (Lesser 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
Tenets
♦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 (Lesser 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
Tenets
♦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 (Lesser 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
Tenets
♦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 (Lesser 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
Tenets
♦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 (Greater 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
Tenets
♦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 (Greater 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 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
Tenets
♦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 (Greater 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
Tenets
♦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 (Lesser 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
Tenets
♦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 (Greater 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
Tenets
♦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 (Lesser 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
Tenets
♦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 (Greater 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 carry out Devils will, and his exarch Therion rules over them all.

Number: 15
Draconic Association: Mithral
Common Aspect: The Great Beast
Tenets
♦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 (Greater 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
Tenets
♦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 (Greater 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
Tenets
♦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 (Lesser 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
Tenets
♦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 (Lesser 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
Tenets
♦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.


So yea, those guys. Might add the Primordials and Primal Spirits later...
I'd say if you like filling out your campaign with a rich background and culture, don't refrain from making gods. Of course, it usually doesn't make any difference in terms of combat or in-game rules but if your players enjoy a deeper immersion in your game world, then by all means create all the gods or other deities as you like. You don't have to make them all at once either to fill out your pantheon -- instead just make them as the story unfolds and when it's appropriately relevant to do so for your players. You can check out my campaign world's pantheon and origin stories here if you want a more detailed list of homebrewed deities: 

 [community.wizards.com/wiki/Aleen-gha/Cul...]
Our campaign actually has a pantheon of pantheons. The elves have 3 gods (Eladrin, Elf, Drow), the Halflings have two (Dawn and Dusk), the Gnomes have their family spirits, the dwarves have the 6 Sons of Moradin (legendary tribal leaders who lead the revolt against the giants). I think most all other races worship from a standard list of gods, most covering different aspects (weather, the sun, the earth, etc).

"Not only are you wrong, but I even created an Excel spreadsheet to show you how wrong you are." --James Wyatt, May 2006

Dilige, et quod vis fac

My purpose in considering creating a new pantheon is not for some mechanical effect.  We have been playing 3.5 and previous editions for more than a decade.  The fantasy could use some fresh story.  Granted this is only a sidebar to the game, but i suspect the effort could provide a new mythos and reinvigorate the mystery for my players.  We are considering a switch to pathfinder for very much the same reason.

...and in the ancient voice of a million squirrels the begotten chittered "You have set upon yourselves a great and noble task, dare you step further, what say you! What say you!"
My purpose in considering creating a new pantheon is not for some mechanical effect.  We have been playing 3.5 and previous editions for more than a decade.  The fantasy could use some fresh story.  Granted this is only a sidebar to the game, but i suspect the effort could provide a new mythos and reinvigorate the mystery for my players.  We are considering a switch to pathfinder for very much the same reason.



I suspect a better approach to invigorating your players would be to let them design this kind of stuff. To the extent the DM doesn't need to have this stuff beforehand to come up with an adventure, you could let divine heroes create the mythos themselves and build on it. Presumably, that'd be the person most invested in how the pantheon works and what it looks like. Use that impetus to your advantage and to your players' enjoyment.

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

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In my campaign setting - an archipeligo world called Brighne - every island has its own god (or gods). Thus there are too many to name.

However if there is one "greater god" it is The Ocean; but she is more like a platonic ideal or foklore character, similar to those appearing in Aboriginal Australian myths. In her stories other platonic ur-characters appear like The Fisherman and The Trader, usually to set out parables or sub-creation myths (trade is a major theme of the setting along with the sea, obviously).

Sailors honour The Ocean and perform superstitions to appease her, but it is considered bad luck to actually worship her and a sure way to end up shipwrecked.

Back to the gods of the islands: Players are free to make up their own god for their own island or worship the god of one of the major city islands. The form of worship varies - in many small islands the gods are primal spirits, or the ancestors of the indiginous peoples and the worship relfects that with shamans or witch-doctors. In some islands the spirits are more like vuduon loa.

The "central" city islands have gods as you would recognise them, with clergy and clerics and temples. This is mainly because those islands were the centre of empires which attempted to spread worship of their own particular god to other islands.

In this unusual setup then, clerics, other divine classes and primal spellcasters are considered "ambassadors" for both their island and their god (who stays with them as they travel even though they do not rule over other lands). In the same way many people who travel continue to worship the god of the island of origin, or worship them alongside the gods of their new home. The Gods it should be noted are fairly silent - they may give visions or signs to their devout followers but other than that they do not interfere in the mortal world.

In the settings largest bustling city is found The Cathedral of Countless Faces. This Cathedral is stuffed with thousands of little altars and shrines, with more being added all the time as people come from new islands. The clerics and priests there tend all the shrines, some worshipping them all while some worshipping the city's own god. Regardless they all help people new to the city to find the altar of their homeland or make one.

Interestingly one of my players decided that their cleric character would be the prophet of a new religion: The Land Undivided, a kind of male mirror to The Ocean whose power stretches over all dry land. A gestalt god perhaps? It is a mystery to us both so far. I look forward to finding out how his story unfolds.
Interestingly one of my players decided that their cleric character would be the prophet of a new religion: The Land Undivided, a kind of male mirror to The Ocean whose power stretches over all dry land. A gestalt god perhaps? It is a mystery to us both so far. I look forward to finding out how his story unfolds.



... And that's exactly why it's often better to let your players come up with their own stuff. It's entertaining for both the player and the DM to explore the new addition to the world.

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

In my campaign setting - an archipeligo world called Brighne - every island has its own god (or gods). Thus there are too many to name.

.....

Interestingly one of my players decided that their cleric character would be the prophet of a new religion: The Land Undivided, a kind of male mirror to The Ocean whose power stretches over all dry land. A gestalt god perhaps? It is a mystery to us both so far. I look forward to finding out how his story unfolds.



Awesome stuff, thanks for sharing

My "Default" pantheon is actually relatively incomplete, just because we haven't had to flesh it out more in game. I revise/rotate it every couple of years. This is strictly DM notes, so its not polished enough for players as a handout. If you have stuff to flesh out the main one, throw it out or PM me and let me know. We have been playing in this setting for a bit now, even though its unfinished, fleshing out as we go.


Show
The Planes
Material - people
Fey Kingdom - Ruled by a Fey Prince, and maybe a dark queen.
Minor Demi-planes - They exist, but not for very long relatively. Much smaller.
The Abyss- Devils (same thing as demons) live here
1
2

Religion
- Gods - Some reason they aren’t currently in the world right now. all have some method to bring them back. (Do X, stop Y, or what have you) This actively is known and inspires followers and churches to do stuff. Incorperate this thing into their backstory somehow. Don’t actually give power to their followers, but do promise something upon their return for the faithful usually. Priests can be of any class, and certain classes tend to follow different dieties.

- Athena - Just Battles, Righteous Causes, polar opposite and bitter rival to her sister Innan.


- Bram - Lord of the night. (really just dracula)


- Gaia - Earth, Nature


- Hades - Death, Ferries souls to the afterlife, protects from Demons attempting to steal souls. Dislikes undead, and anyone attempting to cheat death. Can return to the material plane once all undead and demons have been destroyed.


- Heimdal - The Watcher, Law, Equality


- Hera - Healing, Protection


- Inanna - Passion, and Battle - Daughter of Thor and Hera and sister to Athena. Polar opposite to Athena, and bitter rival.


- Loki- Magic, Trickery


- Midas - Wealth, Trade


- Nut - The Stars, Night


- Ra - The Sun, Day


- Thor - Weather, Strength, War


- Toho - Giant Monsters, Destruction (Cultists should basically be anarchists who summon godzillas to destroy cities) Can return once there are no more cities.


- Angels - Servants of the gods. Any god can and does have angels.


- Souls go to Valhalla when people die. Demons try to steal them.


- Gods existed long ago but for whatever reason don’t now. Trapped beyond time and space. Can return when X is done. Angels came down long ago and established churches to spread the word. Are now fairly rare.



Demons
- Demon Princes (Role in colmology, and descriptions) - always stealing souls, and Hades hates them. He tries to keep souls going where they should.  Demons power is directly based on number of souls they have, and they use up souls totally destroying that creatures essence. Essentially soul vampires.


- Gyrtgrax - Demonic prince of chaos. Even the other princes do their best to avoid him. The only way to kill it is to read its mind and know the method for that day. This is all it can think about and attempts to avoid that thing at all all costs.


- Azrael - Demonic King of Demons. Most powerful demon, generally rules demons and stuff. King of the abyss. Man in Black/cultured guy.


- Gorgototh - Volcanoes, and fire and stuff. See the band/LoTR for imagary


-(Vice, gambling mostly)


-(Seduction)


6



Great Old Ones


Great old ones are all exiled gods from a time before the current gods. All were jerks and got banished somehow. Cruel and mean. Want to return.




- Chaugnar Faugn appears as a horribly grotesque idol, made of an unknown element, combining the worst aspects of octopus, elephant, and human being. When Chaugnar Faugn hungers, it can move incredibly quickly for its size and use its lamprey-like "trunk" to drain the blood from any organism it encounters.


- Cthulhu


- Nyarlathotep - Egyptian trickster jerk
- Yig - Giant desert Snake with wings and arms.
-


-



Elder Dragons
Elder dragons are the highlander of each dragon type. Other dragons hunt them, but can’t beat them. Dragons dont work together. If a dragon does kill the highlander for its color, it becomes the new mccloud.

- Fire


- Lightning


- Cold


- Acid


- Aquatic


.

For a game I plan to run in the future, I plan to use a different one/the core one with a twist. This will probably just be for this one game and not be changed. This is ready to hand out to the players, and the basic religions are the PHB guys with expanded domains. 


Show

The Archons


Literally, they are good aligned angels who have taken up various causes depending on the exact angel. Hundreds of angels exist, but the primary ones are Kord, Pelor, Heironeous, St. Cuthbert, and Ehlonna. The Archons oppose a group that are known as “The Black Archons” which are beings devoted directly to evil, usually involving the undead somehow. The most popular Black Archons are Erythnul, Hextor, Nerull, and Vecna.


 


Most civilized beings follow an archon or multiple archons if they choose to follow a religion. The archons generally don’t demand worship but have been known to physically appear on the mortal world. They generally do not, as this is seen as an invitation for Dark Archons to appear. Arcopolis is an exception to the rule religiously led, the Archons don’t demand any specific national allegiance, even though many who follow them are sympathetic to the Arcosians.


 


Boccob


Favored Weapon is Quarterstaff. Favored Domains include: Magic, Trickery, Knowledge, Illusion, Mind, Rune, Spell,


 


Corellon Larethian


Favored Weapon is the longsword. Favored Domains include: Chaos, Good, Protection, War, Elf, Courage,


 


Ehlonna


Favored Weapon is the longbow. Favored Domains include: Animal, Good, Plant, Sun.


 


Erythnul


Favored weapon is the Morningstar. Favored Domains include: Chaos, Trickery, Evil, War, Wrath, Suffering, Hatred,


 


Fharlanghn


Favored Weapon is the quarterstaff. Favored Domains include: Luck, Protection, Travel, and Trade.


 


Garl Glittergold


Favored Weapon is the battleaxe. Favored Domains include: Good, Protection, Trickery, Gnome, Competition, and Charm.


 


Gruumsh


Favored Weapon is the Spear. Favored Domains include: Retribution, Orc, Chaos, Evil, Strength, and War.


 


Heironeous


Favored Weapon is the longsword. Favored Domains include: Good, Law, War, Courage, Glory, and Liberation.


 


Hextor


Favored Weapon is the flail. Favored Domains include: Destruction, Evil, Law, War, Tyranny, and Inquisition.


 


Kord


Favored Weapon is the greatsword . Favored Domains include: Chaos, Good, Luck, Strength, Competition, Glory,


 


Moradin


Favored Weapon is the warhammer . Favored Domains include: Dwarves, Earth, Good, Law, Protection, Cavern, Planning, and Metal.


 


Nerull


Favored Weapon is the scythe. Favored Domains include: Evil, Death, Trickery, Charm, Time, and Fate.


 


Obad-Hai


Favored Weapon is the quarterstaff. Favored Domains include: Air, Animal, Earth, Fire, Plant, and Water.


 


Olidammara


Favored Weapon is the rapier. Favored Domains include: Chaos, Luck, Trickery, Wealth, and Pride.


 


Pelor


Favored Weapon is the mace. Favored Domains include: Good, Healing, Strength, Pride, and Glory.


 


St. Cuthbert


Favored Weapon is the mace. Favored Domains include: Destruction, Law, Protection, Strength, Balance, Retribution, and Inquisition.


 


Vecna


Favored Weapon is the dagger. Favored Domains include: Evil, Knowledge, Magic, Inquisition, and Envy.


 


Wee Jas


Favored Weapon is the dagger. Favored Domains include: Death, Law, Magic, Time, and Pact.


 


Yondalla


Favored Weapon is the shortsword . Favored Domains include: Good, Law, Protection, Halfling, Family, and Community.


 


Dagon


An aquatic entity devoted to protecting aquatic and amphibious creatures that pay him tribute.  Usually tribute is paid in the form of drowning non-aquatic beings. For a long period was little more than a cult, but has grown in popularity in the past few decades.


 


Favored Weapon is the Net. Favored Domains include: Madness, Ocean, Scalykind, Water, and Suffering,


 


Morden


Typically cults to Morden operate in secret, as most of the rest of the world wants him continually banished.  The cults are devoted to restoring him to power, and bringing about his return. Using his trident, he was able to create a variety of the more monstrous creatures, the sentient ones of which still feel a strong loyalty towards him. If found out, a follower of Morden can expect to be put to death even in the most tolerant cities. 


 


Favored Weapons is the Trident. Favored Domains include: War, Evil, Death, Wrath, Tyranny, Undeath, Time, Pride, Planning, and Domination.


 


World Serpent


The religion teaches that the soul of the world is a giant serpent, and people who worship it become one with it when they die. Reincarnation is a big part of it, and they believe you return more and more snake like until you become one with the serpent. Occasional sacrifice of sentient beings is called for and the more civilized areas require volunteers.


 


Favored Weapon is the Whip. Favored Domains include: Balance, Scalykind, Renewal, and Purification.


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Currently in a complete homebrew world, so what we (my players and myself) have done is created a pantheon based on constellations (so the main gods are the 12 zodiac signs).  At this point, it's uncertain whether they do exist or if the worlds' inhabitants just worship them because they have no other choice.

Additionally, some major constellations with more of a darker tie into the original mythology serve as the evil dieties.  

My players and I have come to love it =). 
Currently in a complete homebrew world, so what we (my players and myself) have done is created a pantheon based on constellations (so the main gods are the 12 zodiac signs).  At this point, it's uncertain whether they do exist or if the worlds' inhabitants just worship them because they have no other choice.

Additionally, some major constellations with more of a darker tie into the original mythology serve as the evil dieties.  

My players and I have come to love it =). 



I like that. Sounds like it would tie in well with some warlock stuff too which touch on the stars.

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Thank you for the replies!


I have enjoyed reading these and look forward to going over them in greater detail when I get the chance. 


I'm considering building a rather exotic pantheon.  Something that stands in stark contrast with the standard D&D pantheon.  I have some reasons as to why, but I feel like building something totally foreign to my players for them to explore and expand upon.     
...and in the ancient voice of a million squirrels the begotten chittered "You have set upon yourselves a great and noble task, dare you step further, what say you! What say you!"
Thank you for the replies!


I have enjoyed reading these and look forward to going over them in greater detail when I get the chance. 


I'm considering building a rather exotic pantheon.  Something that stands in stark contrast with the standard D&D pantheon.  I have some reasons as to why, but I feel like building something totally foreign to my players for them to explore and expand upon.     



Before you begin, you should probably ask your players if they would be interested in exploring it.  Few things are more depressing for a DM than to create this 'cool thing' then discover that the players couldn't care less about it.
Another day, another three or four entries to my Ignore List.
Few things are more depressing for a DM than to create this 'cool thing' then discover that the players couldn't care less about it.

If you can't get any players to worship Some-Damn-Thing, annoy them with Church of Some-Damn-Thing NPCs.

My current campaign uses the Sumerian mythos (plus Marduk). So we have Enlil, Enki, Ninhursag,Ereshkigal, Belit-Sheri, Ishtar, Tammuz, Adad, and a lot more.

My next campaign will be loosely based on Zoroastrianism, so there will be Ahura Mazda and Ahriman.

For my playtest campaigns I use the Greyhawk mythoi in all its discombulated splendor.
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