Over the DM's Shoulder

Showing posts with label deities. Show all posts
Showing posts with label deities. Show all posts

Thursday, July 10, 2025

Profiles on the Warlock Pact Patrons in My Homebrew Setting

Until Of Gods and Dragons, the many campaigns I have run in my homebrew setting have never included a Warlock. This is in part because I ran 3.5, which does not have the class Warlock, for much of my DMing career before switching to 5E. And even then, I worked with small parties, and it just happened that no one ever selected Warlock. At the same time, I've only ever played D&D as a player once in 5E, and I played a rogue-cleric, so I also didn't have experience as a Warlock. As a result, I never thought much about Warlocks and especially not about the elder forces that empower them. But when the character Brokk appeared in my world, a monk-warlock cross-class character, I suddenly was faced with the question of the Warlock patrons. Brokk's player said he wanted Magoth to be Brokk's patron, a king of the underworld who had had a part in creating the war machine that birthed Brokk. I'll admit it: I had reservations about carving out a space for the literal devil in my homebrew setting. It felt tonally off. But Brokk's player was passionate about the idea, an adaptation of something in his own homebrew setting, so I ran with it. At the time of this writing, Brokk is beginning plans to confront Magoth, which will have sweeping consequences regardless of how it plays out, and I've realized that I badly need to explore the Warlock patrons in my world. 

I want to note that the Player's Handbook offers a few options here. I'm going to keep those and adapt them slightly to fit what's canon in my world, and I'm also going to create a few from scratch that would exist in my world. Specifically, the Player's Handbook names three "otherworldly patrons," namely The Archfey, The Fiend, and The Great Old One. I'll tackle these adaptations of what's in the Player's Handbook first, and then get into the patrons that I've created. These descriptions are for lore and worldbuilding purposes, but I am also going to include class abilities for each patron in case any of these get used in the future. So let's get started--here are the Warlock patrons of my homebrew setting.

The Archfae

In my world, the Faewyld is a confusing and haunting space where multiple dimensions exist at once. It takes mortals months or even years of time in the Faewyld to adjust to the disorientation. The Fae and other creatures who live in the Faewyld are typically extremely chaotic, but they generally tend toward good actions in the end. Extremely powerful Fae have a strong enough grasp of magic that they are able to grant power to those who are willing to serve them. Fae of this sort are typically elevated in some way in Fae society, be it through political leadership or achievement in magic, but sheer power is enough to grant a Fae access to being a patron. 

To become a Warlock with the Archfae, one must strike a deal. Fae are famous for negotiating and striking bargains, the conditions of which are not always clear upon making the deal. In Of Gods and Dragons, Aurora gained her access to her custom class by striking a deal with a Fae (perhaps an Archfae in secret?), and Aurora would not know until session twelve that the price of her powers was destroying the city she came from. It is not uncommon for an Archfae to select a humanoid to accomplish one large task and then leave them alone, seeking a new and specially qualified humanoid for their next big goal, but still supporting the old humanoid so long as they serve the Archfae's interests. 

Class Abilities:
Fae Bearing
Starting at 1st level, your character is inherently more charming like the Fae. All Persuasion checks made with a +2 modifier and can roll one Persuasion check with advantage per long rest. 
Dimension Step
Starting at 6th level, your character is able to step across dimensions as though in the Faewyld. You are able to disappear and then reappear within 100 feet as a free action, used once per long rest.
Defense Against Influence
Starting at 10th level, when someone is using a Persuasion or Diplomacy check against you, you can use a successful Wisdom saving throw (DC 14) to see past their words given your experience with Fae communication. You get advantage on saving throws against mind-affecting magic. 
Faewyld Tour
Starting at 14th level, you can send a creature to the Faewyld, where the unsettling shape of the world will terrorize them. Once per long rest, you can invoke this power against a creature, which must roll a Wisdom saving throw against your spell save DC. A failure means spending up to 10 minutes in the Faewyld or until the Warlock recalls the creature, whichever comes first; a success means being stunned for 1d6 rounds. 

Magoth, King of the Underworld

Far below the other dimensions lies a primordial area that defies imagination. Mortals on Izar talk about lakes of lava and endless fires, pain that cannot be escaped, psychological torment that goes forever. But Magoth's realm is more akin to deprivation. All is black. There is a feeling of constriction, of paralysis, of not quite getting enough air on each breath. But no other sensation is experienced by any in this lowest dimension--even Magoth himself is subject to the constant agony of his realm, prodding him to continue inflicting pain on those he has claimed--all former champions who disappointed Magoth. None in Magoth's realm have power except for him, and his power is enough to be a patron, but inadequate for him to escape his own punishment. 

To strike a deal with Magoth, one must forsake all that they have in the world and will ever have, promising to always wreak pain and suffering on the living. Magoth has made allowances for champions who have a single-minded hate of one group of people, but his favorite champions are those who have a blind hatred of all people. Because Magoth is considered an obscure and occult interest, fewer people are aware of him than other Warlock patrons, but Magoth has counteracted this by communicating directly with cultists, who have been able to spread word of the lowest dimension and its ruler. 

Class Abilities:
Consumption of Life
Starting at 1st level, can leech life directly from an enemy; your character can regain up to your Charisma modifier + your Warlock level when you reduce a creature to 0 hit points. 
Magoth's Hatred
Starting at 6th level, you can focus Magoth's hatred--on any attack, skill check, or saving throw, you can roll with advantage thanks to your channeled rage. You must declare the advantaged roll before rolling. Works once per long rest. 
Demonic Resistance
Starting at 10th level, you become inured to the pain of Magoth. Every long rest, you may choose a new damage type; you are resistant to this damage type until your next long rest. Magical weapons and silver weapons ignore this resistance. 
Time In Hell
Starting at 14th level, you can send a creature to Magoth's realm when you strike it and deal at least half of the roll's possible damage. The creature spends what seems like years in the constrictive nothingness, then reappears where it was at the end of its next turn. The creature must perform a Wisdom saving throw (your Warlock spell save DC) or take 12d10 psychic damage. 

The Ancient

Relatively little is known of what space looks like beyond Izar, but somewhere out there beyond the reach of telescopes and imagination are ancient beings suited for life in the unnourishing void of nothingness. Those who have made contact have described a wide variety of beings, ranging from incorporeal glowing entities to massive, lumbering, shapeless things to imperceptible combinations of senses that overwhelm the onlooker. The entities lack names or traditional communication as known by humanoids, but when contacted, some have been willing to lend some of their unknowable power to those who strike them as interesting. 

To enter a pact with an Ancient, one must first learn how to contact one, a feat requiring a great deal of arcane study; then, one must contact Ancient after Ancient until one strikes the Ancient's fancy; then they must discuss the powers to be shared and the conditions of one's power. This can take years or even decades. One of the greatest challenges is in learning to communicate with the Ancient, a task that can require considerable trial and error before introductions can even be made. 

Class Abilities:
Language of the Stars
Starting at 1st level, you can communicate telepathically with any creature within 30 feet of you after the ordeal of learning to communicate with an eldritch being. This power works with any creature who can speak at least one language. 
Turn the Tides
Starting at 6th level, you can see through the world as it is. When you are attacked, you can use your reaction to impose disadvantage on their attack. If they miss, you can attack on your next turn with advantage. 
Celestial Armor
Starting at 10th level, you are immune to any means of reading your mind after being fortified by your patron. You are also immune to psychic damage, reflecting any psychic damage back to the creature attacking you. 
Eldritch Bond
Starting at 14th level, you gain the ability to charm one humanoid which is incapacitated as your patron does. Your patron takes partial control of that humanoid, keeping them charmed until remove curse is cast or the ability is used again. You can telepathically communicate with the charmed humanoid as long as you are on the same plane of existence. 

Zxete, the Force of Change

While scientists and philosophers struggle to define the causes and effects of changes in all variety of contexts, what invariably must be agreed to exist is the change itself. But while changes have effects, the change itself is not the effect. This force--the change itself--is a living, sentient energy which brings more changes with it. The Force of Change, called by some Zxete, has an everchanging personality which is at turns spiteful or benevolent, subdued or manic, refined or base, all in constantly shifting ways both gradual and sudden. The Force of Change favors those most touched by its effects, those who have known great upheaval or growth in life. 

To enter a pact with Zxete, one must endure or cause tremendous change. Once one has survived the great change and mastered it, Zxete becomes willing to grant an audience to the potential champion. Zxete is only interested in champions who will both have a claim to Its power and further Its agenda. That agenda is not revealed to the champion, who Zxete will reveal the full agenda only as it comes to be. Zxete communicates in a manner that is equivalent to telepathy, but which uses change itself to form words that can be understood by humanoids. 

Class Abilities:
Altered Perception
Starting at 1st level, you can see the world for the changing processes that it is. You gain +2 to all Perception checks and can roll one Perception check with advantage per long rest. 
Cascading Effects
Starting at 6th level, once per day, you can see the effects of changes; roll a Charisma check (DC 14) to ascertain the major consequences of any action, identical to casting the spell Augury, with the exception that the timeframe affected is one day rather than thirty minutes. 
Zxete's Force
Starting at 10th level, you can redirect energy that is focused on changing you. If a creature makes an attack against you, you can negate the damage and focus it instead on another creature within 100 feet. Reroll the damage, adding 2d6. 
Forced Change
Starting at 14th level, you can impose massive change on a humanoid once per long rest. The humanoid gets a Wisdom saving throw at the Warlock's spell save DC. A success means nothing happens. A failure means the target will experience a massive change determined by rolling a d6:
1 - Race changes at random
2 - Age changes at random
3 - Appearance changes at random
4 - Equipment changes at random
5 - Personality changes at random
6 - Two of the above change at random; roll twice, ignore doubles of the same option, if 6 is rolled again then add another roll

Existence

Everything that exists--every star and planet and moon and sun in the cosmos; every living thing that ever has been, is, or will be; every idea, feeling, or spiritual sensation; simply everything that could be and is, real or imagined--has a trace of natural energy in it. Individually, the natural energy of say, a blade of grass or a story once told by a halfling 6,000 years ago, is not much, though it is undeniable. But all of that natural energy is connected, and together, it forms the strongest force in all of existence--existence itself. Existence, as a powerful conscious form of life, tends towards the good and ordered in things, and only chooses champions who will meaningfully advance the wellbeing of the universe. Existence, a term only chosen because the entity resists a name, is more interested in action than knowledge, though it is partially formed of all information. 

To enter a pact with the entity of all existence, one must be learn to recognize the natural energy in oneself and in all things, forming relationships with those energies until the combined energy of existence trusts them. The champion-to-be must propose a meeting, which existence accepts or denies based on whether it believes the champion-to-be will advance good and order. Existence then speaks to the champion-to-be, relating some of the truth of the universe, revealing information and experiences valuable to achieving shared goals. Once the champion has recovered from the unveiling of universal truths, existence grants its champion powers and returns them to life with a new understanding of the universe. 

Class Abilities:
Universal Connection
Starting at 1st level, you contain the wisdom of the things around you; all Wisdom-based skills get a +1 bonus. 
The Ebb and Flow of Life
Starting at 6th level, your connection to the world around you means that you an share life force with them. By focusing for one round, you can draw life force from the world around you; roll 2d8 hit points to harmlessly absorb life from the universe. Can be used once per long rest. 
The Whole Universe
Starting at 10th level, you can target the foes of existence's agenda more effectively. Existence itself bends reality to grant you +2 AC against chaotic or evil enemies, and advantage on attack rolls against chaotic evil enemies. 
The Fabric of Reality
Starting at 14th level, you can guide the forces of existence yourself. Once per long rest, you may grant advantage to any roll (including other creatures' rolls) and impose disadvantage on any roll (including other creatures' rolls). 

Dyzyq

Witches on Izar have a variety of routes to honing their craft: one can study and master the arcane arts, others are born into powers they refine, and still others strike a bargain to become Warlocks. Those who take the Warlock route usually choose Dyzyq as their patron. Unlike other Warlock patrons, Dyzyq accepts all who come to her for power; the catch is that she only empowers those who agree with her ideals, which tend to be neutral good with an occasional flair for the chaotic. Dyzyq draws her power from nature, and she teaches her champions to draw their power from nature too--alchemy is highly popular among Warlocks of Dyzyq. Dyzyq also demands that her champions practice a craft--after all, it is witchcraft, and most Warlocks of Dyzyq practice one practical skill like weaving or carving as well as one magical skill like divination or enchantment. Legend says that Dyzyq is herself an ascended witch, or perhaps the first witch, but no one is sure.

To enter a pact with Dyzyq, one must learn of her through study or by chance. Contacting her requires what amounts to a prayer asking for her guidance, at which point Dyzyq speaks to the champion-to-be, helping to reveal things about them that they did not know. Dyzyq bestows her power slowly; while other patrons give their power in steps, Dyzyq requires that her champions seek out and learn new secrets of magic and craft with her help, which she tends to bestow graciously. A champion's relationship with Dyzyq is more akin to a religious one than a traditional pact.

Class Abilities:
Skilled in the Craft
Starting at 1st level, you become more skilled in the crafts of witchcraft. Of the skills Arcana, Nature, and Medicine, choose one to get a +2 bonus and another one to get a +1 bonus. 
Cloak Against Magic
Starting at 6th level, you gain protection from natural magic. You gain a +2 bonus on all rolls against magic directed at you (spell saves, rolls to take partial damage, etc.), and an Arcana check of DC 14 allows you to redirect the spell if the first roll is successful.
Expert Casting
Starting at 10th level, you become more in tune with the natural magic of Dyzyq. Once per long rest, you can roll any spell-related roll (spell attacks, spell damage, dice-determined effects) with advantage; an Arcana check of DC 15 allows you to roll with double advantage. 
Crafted Spell
Starting at 14th level, your grasp of witchcraft allows you to empower your magic. Once per day, with a skill check of DC 15, either Arcana, Nature, or Medicine, you can cast any spell at one power level higher as though it were cast with a higher spell slot. You can cast your highest level spell with this ability and receive an effect outside of your ability. You cannot choose spells from a level you have not reached. This heightened spell gets any spellcasting roll (spell attacks, spell damage, dice-determined effects) to automatically achieve maximum score. 

Tuesday, May 30, 2023

Religious Beliefs by Culture in My Homebrew Setting

When I was first starting to seriously write on this site several years ago, I realized that a lot of the material I'd made for games could supply important illustrations of the kind of worldbuilding I talk about here. One of the first of my homebrew experiments to appear here was my guide to my variant of gods in D&D. In brief, the idea is that any significant event in the existence of a god causes a variation of them but defined by that event. In the guide, I explained what each deity and all of their iterations actually do. 

But like everything we do, it seems incomplete after we've grown and learned more about our craft. Now when I read that list, I think, "This is interesting, sure--but how does it affect the world? Is this something that just exists without affecting anything?" But a good GM is resourceful--it's possible to salvage almost anything with enough creativity. So today, we're going to look at the specific religious beliefs of the cultural groups in my homebrew D&D setting and how those beliefs impact day-to-day life. Let's get started. 


Daltoners: 

Beliefs: The vast majority of Daltoners believe in a version of Pelor the sun god which is unique to them. While other interpretations of Pelor depict him as kindly and paternal, helping support healing and growth for all. Daltoners, on the other hand, imagine Pelor as a ravenous, consuming figure who demands sacrifice or will refuse to rise again. These beliefs (collected in the Dalton Church of Pelor) are the binding force in Daltoner society--the Dalton Church of Pelor's rules are many and inviolable for its followers. Even their sayings invoke Pelor more often than not. [Note: This version of Pelor does not exist.]

There is a technical rule in Daltoner Pelor worship that Pelor can be one's only god, but because worship of Pelor is essentially mandatory, many Daltoners (especially younger generations) treat Pelor as a given and pick another to be their chosen god. The most popular include Fharlanghn--specifically his iteration Redrin, who supports Daltoner imperialism--as well as Hextor, whose political beliefs align with most Daltoners. Kord commands a good number of followers among Daltoners worship both Kord and the iteration Khorda, both for their immense strength and power. And a not negligible amount of Daltoner worship Nerull, the god of death--this is especially true of sailors, as Nerull's domain is the sea. 

Impact on Society: Daltoners tend to worship gods with demands. This is reflective of a broader belief that powerful beings are unwilling to help with getting something in return, itself a reflection of the power structure of Daltoner society. As a result, a great deal of work to please gods is performed--committed Daltoner worshippers of the Dalton Church of Pelor perform animal sacrifices daily, and less orthodox Daltoners still give large amounts of their resources to supporting their temples. And finally, because there is a belief that punishment is heavy and surely waiting, Daltoners tend to ignore immoral behavior as something that will be dealt with later by the appropriate authorities--this means that to most outsiders, Daltoner society looks chaotic and a complete free-for-all. 


Faninites: 

Beliefs: Faninites tend to have fairly diverse religious beliefs. Their introduction to the continent of Evanoch meant an introduction to the gods of the land, and many Faninites have enjoyed discovering the different powers that be. Perhaps the most dominant faith is following Fharlanghn--Faninites are still considered by many as newcomers to the continent, and the remembrance of travelling to arrive here (and having a safe journey despite the treacherous seas) remains an important origin story for Faninites. 

Other faiths are popular as well--Faninites culturally tend to goodness, community, and perseverance with an emphasis on nature, and this expresses itself through their most favored deities. In terms of nature, more reserved Faninites opt for Obad-Hai, the neutral god of nature; more outward Faninites tend to choose Ehlonna, the goddess of protection of the woodlands and nature in general. Both faiths allow Faninites to be close to nature as their ancestors have been, and Faninite clerics of these deities are known as some of the most devoted. More good- and healing-oriented Faninites choose Pelor, whose universal appeal as a kind-hearted healer makes him a stalwart for those who wish to help; especially devout Faninites choose Heironeous, whose strict code of good can be a challenge to the faint of heart. 

Impact on Society: Because so many Faninites are driven by positive values and deities who favor good, their societies tend to be very supportive and connected. It is observed in Evanoch that Faninite neighbors are often as close as Faninite parents and children are--this does, however, make for a community that is intimidating for outsiders, though this isn't to say that Faninites are unwelcoming to newcomers. It's simply a function of the intimidating nature of the close-knit communities they build. Outside of Faninite society, Faninites are generally perceived as being helpful, and it is not uncommon for a traveler in need to look for a Faninite for help. 


Dwarves:

Beliefs: Essentially every dwarf worships Moradin as a source of life and direct protector. Many dwarves (particularly hammer-wielding warriors and smiths) devote themselves to the iteration Moradon, but most of the population treats Moradin as a combination religious figure/cultural leader at the center of their lives. At the same time, dwarven religion not only approves of but encourages the worship of as many deities as the individual cares to. Most dwarves worship between two and four deities in addition to Moradin--culturally speaking, learning the other deities a dwarf worships is considered meaningfully getting to know them. 

In terms of other deities, selections can be diverse. It is said by some dwarves that choosing a strange or esoteric god is fashionable, but most dwarves agree that such a choice is a serious commitment and not a matter of style. Dwarves tend to simple and clear-cut ideas and practical solutions, and their deities tend to embody that. Some dwarves worship Kord, often the iteration Korrin, who bested Moradin in a wrestling match, because strength is a respected trait in dwarven society. Good-inclined dwarves worship Pelor or Heironeous to aid them in their fights to do good. And dwarves tend to appreciate the practical and no-nonsense approach of St. Cuthbert--despite the deity being a human, dwarves get along well with his directness. 

Impact on Society: One common thread between the deities commonly chosen by dwarves is that they are gods of duty. Each of these deities demands a strict code of behavior. It's worth noting, though, that living within all five of these deities' codes would not be impossible. Thus, an explanation emerges for the popularity of these gods from a practical perspective--these are the deities one could worship without conflicts. Practically speaking, because duty is so important, it is a commonly accepted excuse for a dwarf to explain that a religious task is involved--dwarves understand the demands of faith, and so they tend to be forgiving about such things. 


Orcs: 

Beliefs: Orcs' relationship with religion is very complicated, and outsiders tend to misunderstand it. Traditionally, orcs do not worship deities directly--instead, they strive to be spiritually close to nature while serving their clans, which often choose specific plants and animals to act as totem figures to connect to nature. When orcish society began to include newcomers and departures to larger society, a transformation in religion took place. The orcs discovered that the elves had been warring with them for millennia over religious conflicts that the orcs did not know about. Eager to learn about how religion impacted their interactions with other groups, orcs began to learn (and internalize) the outer world's religious ideas. 

When orcs discovered the gods as the rest of Evanoch knew them, many latched onto the official god of the orcs, Gruumsh. His eternal fight with Corellon Larethian, the god of the elves, struck a chord with many orcs, and his emphasis on protecting the orcish homeland resonated as well. But many orcs disapproved of Gruumsh's evil leanings and adopted gods with values closer to orcish clan values. This meant the popularity of both Kord (whose raw strength inspired many orcs and reminded them of clan hierarchy) and Pelor (whose ability to turn strength into good and healing was both spiritually and tactically valuable). Still, some orcs lacked contextual history and fell prey to more dangerous gods without cultural warnings in place. Many orcish warriors fueled their battle prowess with pacts with Erythnul, the god of slaughter, which earned orcs their early reputation as bloodthirsty. And others still gravitated towards Wee Jas, the dark goddess of magic and death--the practice among Wee Jas followers of connecting with otherworldly forces is very similar to the nature communing of orcs, and the common practice makes many orcs feel at home. 

Impact on Society: Orcish society scarcely looks the same as it did before religion arrived. Factions have begun to arise around religious lines, which has weakened the power of clans. This in turn has led to the creation of organized religion as a function of class in a way similar to the Daltoners' and dwarves' forms of religion. Further, the choice of an orc's deity has become something of a social symbol as well. Some orcs choose a deity based on which faction they want to join, which has led many churches and factions to demand regular religious attendance for several months before allowing an orc to join. There is a notable presence in the orcish world, particularly on the home island of Grob, of orcs who refuse to join the world of organized religion and try to keep the tradition of nature communing alive. 


Elves: 

Beliefs: Elves are unique among the groups in Evanoch in that they do not believe in having a primary chosen deity. Rather, elves believe that when the domain of a specific deity becomes involved in the elf's life, it is time to call upon that deity. No specific bond needs to be formed--it is simply a transactional act of service to that deity. Elves tend to keep personal altars in their homes, and these serve as the service site for all deities; at the same time, especially big requests of the gods usually result in an elf going to the specific temple of that deity. Elves consider it inappropriate to wear any religious symbol at any time unless the wearer is a religious official. 

Though elves invoke any god they feel appropriate, there are a handful who are the most commonly addressed. Corellon Larethian, god of the elves, is an important figure--when an elf is making a general request that does not fall under a specific deity, they will usually attribute it to Corellon Larethian as a protector of elves. Elves are very attached to the nature around them, and elven communities have traditionally relied on the health of that nature--to that end, Obad-Hai and Ehlonna are both invoked as ways to tend to and protect nature. Because elves see gods as masters of domains and not masters to be served, they also have less trepidation about invoking the more dangerous of the gods. Curious elves often ask Vecna, god of secrets, for information; elves seeking information on the dead and on magic appeal to Wee Jas. 

Impact on Society: Since elves don't have chosen deities, their interactions with the various gods are far more casual than other groups. Where some groups like Daltoners and dwarves are fanatical about showing respect to deities, elves speak plainly in prayer and treat gods as common people. This has led other groups to regard elves as haughty and selfish. And since this impression has become popular, and because interacting with dangerous deities is socially frowned-upon, elves tend to keep their religious work totally private whenever possible. This in turn has led many outsiders to speculate the elves are hiding something in terms of religion, further driving the elves to privacy. 


Half-elves:

Beliefs: From their elven parents, half-elves inherited a sense that all gods are available for worship; from their Faninite parents, half-elves learned to lean on their faith as a way to serve the community. As a result, half-elves tend to invoke gods based on what they can do to help their community. This means that half-elves have reinvented the way public shrines work--rather than being a communal but ultimately private spot, half-elven shrines are places to partake in shared worship as appropriate, something of a compromise between the private worship of elves and the mandatory public worship of Daltoners and dwarves. These shrines have designated spaces for public and private worship, and they are becoming popular across Evanoch in all manner of communities. 

Both elves and Faninites revere nature, so it's natural that half-elves would follow the god of nature, Obad-Hai. Half-elven followers of Obad-Hai are known for their efforts to keep Evanoch's nature healthy and in balance. But just as balance is in the domain of life, it is also the domain of death. Many half-elves have developed religious relationships with Nerull as a force that balances life and is a natural part of the cycle of life. As constant travelers and explorers, half-elves often pray to Fharlanghn, who grants safe passage and happy travels. And because half-elves are among the best creatives in the land, they also invoke the gods who represent artistic endeavors--visual artists call upon Corellon Larethian, and performers and writers work with Olidammara

Impact on Society: Half-elves are generally the most dominant social force on the continent of Evanoch--their clothing and music, for instance, are the most popular and inclusive around. Because of the popularity of half-elven innovation, their religious practices have also begun to catch on. Around Evanoch, public shrines have popped up; more and more people are adding situational prayers to other deities on top of their devotion to another main god; and the popularity of Fharlanghn and Olidammara have skyrocketed. All of these forces have loosened the boundaries between cultural approaches to religion, which has in turn led to a large-scale reworking of public faith communities to be more approachable and accepting of difference. This has meant a major boom of religious faith and activity in recent years. 


Gnomes: 

Beliefs: Gnomish faith practices are not centrally defined as standardized practices--rather, these descriptions represent an average of what gnomes tend to do. That said, most gnomes tend to pick two deities with one in a position of superiority to the other (some choose three in a similarly hierarchical system). The primary deity is the default go-to for matters of faith, and the secondary deity is considered a boost to the first when necessary (or a boost to the first two, if three). Gnomes are known for creating elaborate homes for their pets; they similar create elaborate altars which are hidden in plain sight in the home. For instance, a gnome might have a painting of a holy symbol of a deity next to a lamp whose frame is shaped as the secondary deity's holy symbol. 

Garl Glittergold is a common deity among gnomes--as the god of gnomes, and a particularly active one, Glittergold is a powerful deity to have on one's side. Glittergold, and particularly the iteration Loremin, a patron god of inventors, is the most commonly chosen deity among gnomes. Gnomes also appreciate practical goodness (their economic system is designed to eliminate income disparity and create public works, for instance), so gods like Pelor and St. Cuthbert, both of whom stand for common sense goodness and helping one's fellow gnome, are highly popular. And because gnomes are so often fixated on discovering hidden knowledge, they are known to pursue that knowledge via the gods--the hopeful and cautious approach Boccob, the detached god of magic and knowledge, and the desperate go to Vecna, the treacherous god of secrets. 

Impact on Society: When a gnome chooses deities, the choice is considered to be fairly unchangeable. Switching deities is seen as ruthless and sneaky, and the social toll of this is heavy. As a result, gnomes retain their gods unless in an absolute emergency and seek public religious officials in other deities' domains. This has led to a massive market for religious experts in less-common religions. In many of the bigger gnomish settlements, marketplaces have a special place set aside for itinerant priests and clerics who can administer to the masses. Many outsiders to the practice view this is commodifying religion and entirely inappropriate, but gnomes are quick to point out that everyone benefits from the practice. Some outsiders have adopted the traveling religious official business model outside of gnomish society, particularly with Daltoners and orcs. 


Halflings: 

Beliefs: Halflings have the least structured relationships with their deities of any of the groups in Evanoch. Halflings acknowledge that the gods have direct effects on their lives and the world around them, but they generally believe that the gods are too inscrutable to fully understand or bargain with. As a result, halflings tend to pray or invoke a god only when things are fairly desperate and there are no other practical options. This leads other groups to look at halflings as opportunistic and devoid of real faith, though the reality is more that the halflings simply respect the gods as being fully outside of their understanding to meddle with supernatural forces. 

When halflings do get involved with deities, they tend to do so for specific purposes. Yondalla, goddess of the halflings and the mother symbol of the pantheon, is a common deity for halflings to invoke when a general problem presents itself. Yondalla is commonly called upon for good luck, family happiness, and childrearing help, among other more general concerns. When halflings travel, they ask for help from Fharlanghn, notably the iteration Eramsin, who protects honest travelers and grants them excellent journeys. Halflings traditionally come from a dense rainforest system in the center of Evanoch, and they often invoke the gods Obad-Hai and Ehlonna to alternately preserve or protect the environment. Finally, halflings are not powerful beings, and their survival in dangerous situations often comes down to agility--for this reason, halflings who want safety often appeal to Olidammara for quick reflexes. 

Impact on Society: Halflings' detached relationship from deities seems to be no less powerful than other groups', which has led many observers to acknowledge that direct devotion does not necessarily mean much to the gods. As a result, a number of more open-minded Evanines have decided to embrace the halfling focus on practical reality. At the same time, halflings are essentially the only followers of Yondalla (aside from parents' prayers for serenity), which means that there are only a few true devotees of her faith. Due to this, seeing a cleric of Yondalla is especially rare, and it has become something of a sign of good luck to witness one of these clerics. Finally, halflings who assimilate into common society tend to obscure their religious beliefs by pretending to be more religiously committed than they are--"I worship Pelor" has become a common way for halflings to dismiss a conversation about religion. 


There you have it--a guide to the religious beliefs of each group in my homebrew setting. I was pleased to find that each of the nineteen deities had a place in one group or another's beliefs, which means I have a much clearer picture of how religious practice actually breaks down in my world. As always, exploring these ideas in detail has helped me to better understand my world as well as given me lots of jumping-off points for adding fun details in-game. Remember, literally any detail you worldbuild could be the cool detail that inspires your players to connect to the world or the cool detail that inspires you to create something incredible for your players. It all comes down to doing the work beforehand so that you can just be creative in the moment.