Over the DM's Shoulder

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. 





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