Over the DM's Shoulder

Wednesday, April 7, 2021

Homebrew: My Gods Variant

A good homebrew world doesn't just create a setting for your game; it also creates stories from the framework you've made. To that end, I like to fill my homebrew world with details that can carry the story in new and interesting directions. You can develop this kind of detail before your game starts, but you can also tie it in as you make it up. Using this method, I developed a unique system for my gods, and I'd like to share it here with some analysis of why it can be helpful. 

Years ago, when I was running Listen Check, my players came into contact with a god. They didn't like that god, and they wanted to kill him. Rather than disallow my players from killing a god, I decided on a variant: what if there were gods who were more mortal than gods traditionally are? I was running the D&D 3.5 deities (check out page 4 for the full list of 19 deities), and I wanted to provide an opportunity to have the players face off with a god in a way that wouldn't certainly kill them. So my variant rule was this: when important events happen in the lives of gods, a lesser version of that god is born. The god the players were dealing with was one of these godlike incarnations--a furious version of Gruumsh called Gramm. And because he was less than a true god, my players could conceivably kill him. In the end, one player used glyphs to strip Gramm of his godlike powers, and the party slew him. 

But creating these god incarnations wasn't just about killing a god. I developed a storyline where the gods all seemed bent on inhabiting the earth once more, and so each player's god became involved in the story, helping them to navigate the world with its complications. When one player met his god--not an incarnation of their god, but their actual god--the players were struck. "It's HIM him?" Truly, it was St. Cuthbert, speaking to a player character. And so the story involved the gods in turn, sometimes a lesser incarnation and sometimes their full-fledged selves. It made for interesting storytelling and roleplaying. I recommend some version of the gods like this for your world. Let's take a look at each god's incarnations: 

Boccob

No physical location, no additional incarnations. No motivations save to observe. I think of Boccob as a scientist: they created the gods, and the gods created everything else, and everything about this process is an experiment to Boccob. They choose not to interfere for fear of ruining the results of that experiment. I also stipulate that Boccob has run this experiment before, and the gameworld is only one of the many trials.



Corellon Larethian

Corellon Larethian resides on the small island of Lytor, off the east coast of the main Lathien island. His abode is an ancient Vivara tree, which he inhabits spiritually. He is concerned with protecting the elven homeland, which he primarily achieves by maintaining the difficulty of reaching the islands. 

  • After putting out Gruumsh’s eye, an incarnation of Corellon Larethian appeared in the Kraal Desert at the foot of the Kragg Mountains. This iteration, whose spirit name is Niskinit (bloodlust), seeks to trap and destroy the cowardly and those of unsure destiny who enter the desert or the mountains. 

  • Upon finishing the most perfect sculpture of a humanoid possible, an incarnation of Corellon Larethian appeared at Lake Unaron. This incarnation, whose spirit name is Griemin (expression), works with fledgling artists who have incredible potential as a mentor. 




Ehlonna

Ehlonna resides in the heart of the Liggen Forest, not far from the Eastweald. Her domain is all life within the woods, and she protects in particular the weak against the strong. Her home is the tallest tree in the forest, which has a hollow big enough to house the oversized unicorn. Ehlonna’s agenda of late is protecting forested lands from humanoid development. 

  • Upon defeating the great bullette that threatened to consume smaller animals in the woodlands, an incarnation of Ehlonna appeared. With the spirit name of Nierin (protector), this iteration seeks to do battle with powerful forces which target the weak. 

  • When Daltoner forces were defeated during their push into the Liggen Forest, an incarnation of Ehlonna appeared. This incarnation, named Rioden (shield), fights against efforts to imperialize wild lands. 




Erythnul

Erythnul lives in the heart of the Kraal Desert where few things can live. He lives in a small oasis with poisoned water. He stalks this area because the War of Kraal left a large collection of displaced souls here. He travels from time to time, trying to strike up massacres where possible, revelling in the loss of life of anyone he witnesses. 

  • Thanks to the waves of Daltoners who have arrived in Evanoch, an incarnation of Erythnul appeared in the Haenok Plains. This incarnation, spirit named Erythin (hatred), inspires aggressive humanoids to engage in slaughter. Known to drive people mad with his influence. 



Fharlanghn

Fharlanghn has no home, instead claiming the open road as his domain. When he stays at an inn, all people staying in the inn are blessed with safe travels. He seeks to protect innocents as they make their way through journeys physical and metaphysical. He is the god who blesses humanoids more often than any other god. 

  • Upon the end of an intense fight with the red dragon Charirtrix, an incarnation of Fharlanghn appeared at the mouth of the Dromlen River. This incarnation, whose spirit name is Eramsin (promise), seeks to provide for those who are true to their words and those whose travels are remarkable. 

  • The appearance of Faninites on Evanoch’s shores created a new iteration of Fharlanghn called Trinir (journey). This incarnation of Fharlanghn has watched over the peaceful Faninites and protected them from those who do not wish them a safe journey. Trinir takes on the form of a kindly old Faninite when encountering people. 

  • The appearance of Daltoners on Evanoch’s shores created a new incarnation of Fharlanghn called Redrin (destiny). This iteration sees Daltoners’ fate as inevitably claiming Evanoch for the Daltoners. Redrin facilitates the Daltoner’s pursuits to take over the continent. 





Garl Glittergold

Garl Glittergold resides near the center of the Liggen Forest and pays special attention to Vestry, the gnomish capital. He lives in a burrow magically concealed from the world. Glittergold tends to the needs of the gnomish people, blessing them with new ideas and a cooperative spirit. Glittergold is known amongst the gods for his willingness to interact with humanoids. 

  • After the creation of the printing press, Glittergold had a new incarnation called Loremin (ingenuity). This incarnation tends to budding inventors and offers inspiration for new devices. Loremin visits these inventors and offers advice which the inventors then forget the source of. 

  • When Vestry was at the height of development amongst the kingdoms, an incarnation appeared called Diureni (hierarchy). This incarnation views gnomes as the ultimate evolution of civilized society and advocates for the supremacy of gnomes. Unlike the other incarnations of Glittergold, Diureni will place violent means ahead of humanitarian work. 




Gruumsh

Gruumsh resides on the highest peak of the Groknog Mountains on Grob Island, looking out across his children’s homeland. His abode is an enormous and precariously balanced boulder atop the peak, which he inhabits spiritually. He is concerned with the destruction of invaders, particularly those of elven descent, and wants to see orcs who fulfill his ideas of orcishness succeed in their goals. 

  • Upon his creation of Lake Playbor and his affair with its lady, an incarnation of Gruumsh appeared at the south edge of the Kallett Mountains. This incarnation, whose spirit name is Gramm (fury), seeks to promote the orcish race and destroy all those who would oppose that goal. (Graam was killed by a trio of players in a campaign with the help of a dragon.)

  • When the orcs lost their 50,000th soldier in the War of Kraal, an incarnation of Gruumch appeared at the southern border of the Kraal Desert. This incarnation, called Grinit (vengeance), empowers any orc who is in conflict with an elf. He pledges eternal service to the orcish people in aim of striking back at the elves. 





Heironeous

Heironeous resides in a low stone building at the top of the highest peak of the Kallett Mountains, watching from on high to see the doings of justice in Evanoch. He weighs the greatest good for his possible actions and assists only those who will do the most good for the land. He spends some of his time surveilling and counteracting his twin brother, Hextor. 

  • At the beginning of the Magic War, a new incarnation of Heironeous appeared at Lake Chalba, the site of the first massacre of the war. This incarnation, named Hespion (reminder), tends to the pain of those who have lost people who stood for goodness. 

  • After a deadly fight between Heironeous and Hextor thousands of years previous, a new incarnation of Heironeous appeared on the Homin Peninsula. This incarnation, called Theiron (balance), is locked in permanent conflict with his twin brother’s incarnation Theirax (imbalance). 




Hextor

Hextor resides in a jagged, chaotic building atop the highest peak of the Kragg Mountains, watching the lands and his twin brother Heironeous on the Kalletts. He worships tyranny and seeks to institute it across the lands. He has the ears of the leaders of many of Evanoch’s greatest cities, pushing them to take for themselves and let the public suffer. He spends some of his time surveilling and counteracting his brother Heironeous. 

  • After a deadly fight between Heironeous and Hextor thousands of years previous, a new incarnation of Hextor appeared on the Homin Peninsula. This incarnation, called Theirax (imbalance), is locked in permanent conflict with his twin brother’s incarnation Theiron (balance).

  • During the War of Kraal, the forces of empire clashed in blood. Hextor presided gleefully over the proceedings. During the Battle of Delvar's Hold, a new incarnation of Hextor appeared, called Obtor (dominance). Obtor fueled both elven and orcish combatants on to the day of single greatest deaths in Evanoch's history. He remains to this day wandering the land and becoming entwined in violent political movements wherever he can.


Kord

Kord resides in a massive cave system in the Great Cliffs, where he crafts the powerful landscape to be more and more majestic each day. He tends to heroes of great strength and is a personal friend of several of Evanoch’s dragons. He aims to perfect the people of the land by empowering them to do what they are blessed to do well. 

  • After winning a wrestling match with Moradin, Kord developed a new incarnation. Called Korrin (perfection of form), this incarnation came to serve as something of a personal trainer to good heroes. Korrin adopts a mundane form as an aging adventurer and tends to the development of up-and-coming heroes. His previous students have been some of the most famous adventurers in Evanoch’s history. 

  • After a follower of Kord managed to lift the base of the Great Cliffs into the air, a new incarnation of Kord appeared. Called Khorda (raw power), this incarnation empowers people who seek to achieve the impossible. Khorda channels the energy of the gods directly into humanoids, allowing them to achieve their improbable goals. 




Moradin

Moradin resides in a stone-carved building magically hidden at the base of the Kallett Mountains near Underhar. He stands for dwarven well-being and is more private from the other gods than most. He appears in Underhar from time to time, benefitting the people of the city with blessings that honor the history of great dwarves.

  • After losing a wrestling match to Kord, a new incarnation of Moradin appeared. Named Thoradin (grace with loss), this incarnation accepts limitations and celebrates effort. This dwarven value is protected by Thoradin, who tends to the forward progress of the dwarven people despite setbacks. This incarnation tends to the Haenok Plains. 

  • After an ancient battle between an outfit of dwarves and a platoon of gnomish soldiers, which the plucky dwarves won despite being badly outnumbered, a new incarnation of Moradin appeared. Named Moradon (mighty), this incarnation empowers any dwarves wielding hammers; their hammers glow silver with holy light and deal extra damage to non-dwarves. 




Nerull

Nerull resides in the Marcon Sea area, claiming the lives of sailors and explorers who dare to investigate its treacherous waters. Nerull revels in accidental deaths like these, and they stack the odds against the unsuspecting victims. Nerull strays from this area to prey on travelers often, and most of the southwest corner of Evanoch is more dangerous for people than the rest of the land. 

  • After the War of Kraal, when thousands of soldiers’ corpses still littered the sands, Nerull developed a new incarnation. Named Nerinn (feast of plenty), this incarnation appears wherever there is ample dead and decays their bodies at an unholy rate. Nerinn favors those who bring death and leave their kills for Nerinn to consume. 




Obad-hai

Obad-hai resides everywhere in Evanoch at once, as a spiritual awareness that oversees all of nature. Obad-hai does not bless animals as Ehlonna does, but instead tends to the balance of nature. They are on good terms with Nerull, who returns the dead to the cycle of nature, and Ehlonna to a lesser extent, as Obad-hai also wants nature to stay untouched by humanoid meddling. 

  • When the kingdoms of Evanoch were abolished and travel through untamed lands became common, a new incarnation of Obad-hai appeared. Named Obad-bad (passerby), this incarnation works to dissuade entrepreneurs from targeting pristine lands. Also appearing across the continent, this incarnation uses divine magic to make natural areas appear less profitable to protect them. 




Olidammara

Olidammara resides in the Asherinisem Plains in a small hut hidden inside a clearing of trees. She tends to all who seek to act with grace, empowering sneaks and performers alike. Olidammara relies more on training than magic, but is more than able to bestow prowess with magical means as well. She travels far and wide, seeking those in need of her skills. 

  • Upon the victory of a daring hiding contest with Vecna, an incarnation of Olidammara appeared in the heart of Evanoch’s biggest city at the time (then Mishara). This incarnation, whose spirit name is Wiedgel (hidden), seeks to perfect the art of sneaking; she pursues this by training promising acrobats in cities across Evanoch. 

  • When Evanoch was solely inhabited by the gods, Olidammara planned to trick the other gods into transferring some of their powers to her. The other gods figured out her trick and chained Olidammara to a great stone as punishment. At this moment, a new incarnation appeared, named Wiedammara (skill overcomes challenge). Wiedammara seeks to help all of the continent’s struggling people who were punished for their cleverness. 




Pelor

Pelor takes on the identity of an old man who wanders the entire continent, healing and aiding those in need. He takes up residence wherever he can, which he views as wherever he is offered residence. He does not favor those of any race, but helps (and especially heals) those who are good, even if only in intention.

  • When Pelor was first born, he shone on the land all the time. The first time he set for the night, a new incarnation of Pelor was created: named Pelinn (last light), this new incarnation strove to make the day’s last light last longer. Pelinn is said to be behind the failing rays of sunset and the reaching rays of sunrise. He in particular serves farmers, who rely on his light for their livelihood. 

  • Millennia ago, Pelor and Nerull had a great fight, in which Pelor had used his holy light to resurrect a dead traveler Nerull planned to consume. A new incarnation appeared, called Relor (life-giving). This incarnation remains today a force for the sick and dying who need support to fight death close at hand. Relor watches mostly over the small towns of Evanoch--the forgotten people who need help the most. 

  • During the Magic War, one cleric of Pelor managed to tap into Pelor’s good graces and healed nearly 100 wounded soldiers at once. By granting this blessing, Pelor was born again as an incarnation named Pelorrim (light of life). This incarnation resides in the area around Lake Playbor where the battle had happened, and they endow healers with the magical resources they need to heal the wounded and sick. 

  • Note: Although Daltoners almost uniformly believe in a dark and sacrifice-requiring version of Pelor, no such incarnation exists. 




St. Cuthbert

St. Cuthbert resides near Lake Unaron in a simple wooden shack. He prefers to remain isolated from both humanoids and the other gods. His beginnings as a humanoid make him a stranger to the gods, and his godlike powers make him a stranger to the humanoids. When great injustices and violations of reasonable rules occur, St. Cuthbert reluctantly gets involved to right them. His approach is practical and he only uses magic sparingly. 

  • When St. Cuthbert got involved to serve in the Magic Wars as an advocate of regulated magic, an incarnation of him appeared called Pothbert (advocate). This incarnation resides in a hut along the Cuyahog River. He appears to moderate people who need help in working through difficult issues. 




Vecna

Vecna resides in an elaborate shrine at the base of the Kallett Mountains where they meet the Empira Sea; the shrine was built thousands of years ago by devoted followers. Vecna remains away from humanoids for the most part but is close with several of the gods (particularly Wee Jas and Olidammara). Vecna is driven to gather and dispense secrets, and spends most of her time spying on gods and important people. Vecna gets involved in humanoid affairs only sparingly, and then only to pursue her agenda by manipulating humanoids. 

  • When Vecna first discovered the secret to written language, a new incarnation appeared, named Vecnon (valuable secret). This incarnation bartered the secret of written language to each of the racial gods, who bestowed the secret to their peoples. Thus, any secrets which take form in written language are the domain of Vecnon, and many scholars pledge fealty to this incarnation for help with their studies. 

  • Millennia ago, Hextor, Erythnul, and Gruumsh plotted to take over the lands and make them a battleground. Vecna revealed this secret to the other gods, who were able to stymy the evil gods’ agenda. At this moment, an incarnation appeared, called Derna (momentous change). This incarnation is a more good-aligned version of Vecna, who uses chance to introduce discoveries of important secrets to people who can act on them. 




Wee Jas

Wee Jas resides in the depths of the Shorgon Forest in a small witch’s hut. She uses the tools of magic and death energy to tend to the most powerful forces in the mundane world. Largely, Wee Jas works to use magic and death to walk the line between balance and imbalance in the world, sometimes empowering already formidable people and sometimes granting blessings to beginners in the craft. Wee Jas rarely leaves her hut, instead appearing magically to people. Above all, she serves the will of magic users with a darker bent than average. 

  • Nerull and Wee Jas had an affair millennia ago, and though they did not bear a child, a new iteration of Wee Jas appeared called Wee Jan (last death). This incarnation is obsessed with the remnants of magic that are associated with the recently deceased; he travels the world, collecting this magical residue and using it to keep Nerull as powerful as possible. (Wee Jas and Nerull are currently on bad terms, but Wee Jan is still close with the god of death.)

  • When the Magic Wars began, a new incarnation of Wee Jas appeared. This incarnation, named Wen Jas (magic of existence), sought to keep magic freely usable. Wen Jas put all her energy into empowering magic users, and informed folks say that he efforts won the war for the magic users. This incarnation spends her time pushing magic users to the forefront of society, encouraging them to stand by magic rights. 

  • Hundreds of years ago, a meteorite fell from the sky and left a crater in the northern Haenok Plains. At its impact, a new incarnation of Wee Jas appeared, called Wen Jan (last magic). This incarnation discovered a great secret about the universe from the meteorite and has never shared it; she is waiting for the heroes who can act on this information. From her home at the impact site, she is tirelessly searching for those who can do something about this secret. 




Yondalla

Yondalla resides in the depth of the Heronal Forest, the homeland of the halflings, in a small house with a lush garden. She tends to halfling wellbeing, blessing the people of her land with simple pleasures. Yondalla is among the most active of the gods, working her magic with practically every halfling she meets. She uses her holy magic to bless even non-halflings who have pure good in their hearts. 

  • When halflings were newborn from Yondalla, a new incarnation of the god appeared. Named Yondal (mother), this incarnation tends to all mothers. Yondal ensures safe births and enough resources to safely raise children to maturity. Mothers across the land rely on her to bless their families, and she has been known to grant good health to babies with fortune in their futures. 

  • After the War of Kraal, Yondalla blessed both elves and orcs to have bountiful children to replace the dead. A new incarnation appeared called Spindalla (family’s bounty), and this incarnation tended to grieving war-torn families, both tending to the young and helping the mourning families. This incarnation lives in the northern Raolo Plains, where she now tends to the families touched by the Magic War. 

  • When it was discovered by Calies Tasselman that all of Evanoch’s races were linked by common ancestors, a new incarnation of Yondalla appeared. Named Yondara (family bond), this incarnation strives to join all the races in common pursuits. The youngest incarnation of a god, Yondara is still learning from Yondalla to work with the youngest generations of Evanines to strive together. She calls the Chalba Forest her home, but strays all across the continent in her aims. 



As you can see, there's a lot of variation between each god. I generally went for a few ideas about how to represent what the god is all about. Some gods have more incarnations: Yondalla, Wee Jas, Pelor, and Fharlanghn each have three incarnations (largely because they represent multiple big ideas about the people who would follow them and the gods' agendas). Other gods have only one: Obad-Hai, Nerull, and St. Cuthbert only have one incarnation, and this is because St. Cuthbert is relatively new to being a god, and because gods of things that don't change much like Obad-Hai and Nerull aren't likely to evolve much over time. But of course, if you create a similar roster of gods and incarnations, you should fill in the gaps that are most relevant to your story and your world. 

Most of the events that caused gods to spawn incarnations are major events in my world's history. You can develop a good history of your world with this guide to homebrew settings, and those events will be great inspiration for your development of gods. I invoke the great wars of Evanine history as well as conflicts between gods; these represent big enough moments to create new gods. Strive for big events with these, otherwise your incarnations won't be fueled by very much. 

You might interject that over millennia, there should be more gods running around. Surely, they would have come into some notable circumstances and created more incarnations, right? But remember that these incarnations can die more easily than gods can. There are likely dozens of incarnations which have been born and then died at the hands of other gods and adventurers alike. Perhaps you'd like to tell one of those stories; go for it! The only thing that matters with your god lore is that it stay consistent. 

Gods in my world are known by humanity and worshipped in the hope the gods will smile on them. I like my gods to be active; they treat the great humans (like adventurers) as puppets to complete their godly intentions. Gods in my world are schemers who use the limits of their powers to shape the world as they wish to see it. An appearance from a god may be an awe-inspiring moment of divine insight, or it may be a matter of routine like it was on Listen Check. Whatever the case, a setting with involved gods means lots of opportunities for big stories.

One last thing: if you want to make gods a bigger part of your game, I recommend directing players to pray with a d100. If they get a result you feel is appropriate, they are granted an audience with the god they are praying to. You can make it less likely to get a response if the character isn't a regular worshipper of that god. I generally say that an 85-100 equals a response, but tweak it in whatever direction makes the most sense for you. 

You can also check out descriptions of temples for each of these gods here. It can help you understand how common worship bears out in each faith. 

That's all for now. Good luck using your creativity to make gods a bigger part of your game. Coming soon: how to guide players through making an in-game business, courtesy rules for playing, and the most important thing to keep in mind when GMing. Until next time, happy gaming!


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