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Designing Divinities

The document discusses the conceptualization of divinities in fantasy roleplaying games, particularly focusing on their nature, interaction with mortals, and the implications for game masters. It presents five different natures of divinities: immortal, super-mortal, mortal, incorporeal, and omni-natured, encouraging game masters to elaborate on these concepts in their campaigns. Additionally, it provides plot suggestions and examples of divinities to inspire gameplay and enhance the understanding of divine interactions within the game world.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Topics covered

  • cultural perspectives,
  • divine intervention,
  • character motivations,
  • game balance,
  • divine conflicts,
  • divine powers,
  • mythical creatures,
  • divine hierarchy,
  • mythology,
  • character classes
0% found this document useful (0 votes)
62 views10 pages

Designing Divinities

The document discusses the conceptualization of divinities in fantasy roleplaying games, particularly focusing on their nature, interaction with mortals, and the implications for game masters. It presents five different natures of divinities: immortal, super-mortal, mortal, incorporeal, and omni-natured, encouraging game masters to elaborate on these concepts in their campaigns. Additionally, it provides plot suggestions and examples of divinities to inspire gameplay and enhance the understanding of divine interactions within the game world.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Topics covered

  • cultural perspectives,
  • divine intervention,
  • character motivations,
  • game balance,
  • divine conflicts,
  • divine powers,
  • mythical creatures,
  • divine hierarchy,
  • mythology,
  • character classes

Designing Divinities?

Deities & Demigods from the Ground Up


Deities & Demigods from the Ground Up
A Divine web enhancement
How do you conceptualize the divine? Is it Five different natures are
nonexistent, multifarious, or a unified whole? Is it presented below: immortal,
completely ‘other’ than the physical world, or is the super-mortal, mortal,
Credits
world a manifestation of it? Is the divine conscious, incorporeal, and omni- Web Development
or is it simply the ultimate fiat, like Dharma or natured. Divinities in a & Design: J. Lloyd
Brahman? How do worshippers interact with the campaign world might all be
divine, and what’s its relationship to reality as mortals of one nature, or might be This ANUBIUM game product contains no
Open Game Content. No portion of this work
see it? divided between two natures. may be reproduced in any form without written
With the advent of the d20 game system, the It might also be the case that permission.
DUNGEONS & DRAGONS, DUNGEON
nature of the divine is worth reconsidering. Herein their nature is something other MASTER, D&D, the d20 system logo, and the
are suggestions on developing and roleplaying than what is found here. As WIZARDS OF THE COAST logo are
divinities. Five natures for divinities are offered below, always, feel free to supplement registered trademarks owned by
Wizards of the Coast, Inc.,
with a small section on how to use them in an these suggestions with any a subsidiary of Hasbro, Inc.
ongoing campaign. Game masters are encouraged others.
This material is protected under the copyright
to elaborate on details such as celestial organizations, laws of the United States of America.
divine motivations, and implications about clergy as Any reproduction or unauthorized use of the
they ponder the type of divinities they want to use.
Immortals material or artwork contained herein is
prohibited without the express written
Several variations exist for this permission of ANUBIUM.
concept. For our purposes,
Divinity Revealed immortals are beings that are
This product is a work of science fiction. Any
similarity to actual people, organizations,
places, or events is surely coincidental.
In most fantasy campaigns, the divine nature free from natural death because
manifests itself through divinities. Unlike forces or of their intimate relationship ©2002 ANUBIUM.
All rights reserved.
ideas, divinities are conscious beings with impetus, with the divine nature. Mortals Made in the U.S.A.
motives, and desires. They plan and scheme, think succumb to the deterioration
and feel, and are the usual object of clerical worship. of their bodies, while the
At times, they’re capricious. Sometimes ‘Necessity’ bodies of immortals are unimpeded by age and free
or ‘Duty’ rules them. Yet, however they behave, from disease. Theoretically, their bodies function
they’re all divinities due to their (however tenuous) perfectly to sustain them for eternity. They’re more
connection with the divine nature. resilient, harder to harm, and able to sustain greater
‘Divine nature’ refers to a divinity’s essence, amounts of pain than mortals. This doesn’t mean
substance, quality, or energy that makes a divinity a that immortals are indestructible; they’re simply
divinity. Game masters wanting to flesh out their harder to kill than mortals. Impinging forces, such
campaign may explore this issue further. This article as falls, spells, and weapons, adversely affect them.
assumes that this distinctive essence is intrinsic to Short of a violent death, immortals are timeless.
both divinities and the reality in which the campaign In game terms, immortals’ enhanced ability scores
is set. Divine nature is the creative and dynamic and powers are a direct result of their connection
foundation for both the campaign world and its with the mortal world. Additional powers might
divinities, and thereby grants divinities, and include greater spell resistance, higher natural armor
sometimes mortals, their abilities. class, and supernaturally increased hit points.

Ruminations of Mordorandor the Arcanist


Legend says there is a place somewhere in the folds of the Multitude that offers a pure experience of the
Most Sacred. All the tales suggest that this place is at the center of all things, whatever this might mean.
This must be the reason Immortals spend their time in Otherworlds—the worlds beyond our own. These
Otherworlds must bestow more of the radiant power of divinity on those that live within them than our
own feeble world.

1
The ever-increasing bond of which are wild goose chases.
Logical Ends with the divine nature gives Immortals interact in a variety of ways when they
immortals a greater sense and encounter mortals. Some do so indirectly and
Game masters might wish to develop
appreciation for grand schemes inconspicuously, hiding their identity so as not to
some of the ideas in the Immortals
involving the direction, rouse awe or suspicion. Other immortals freely reveal
section—perhaps developing the
development, and purpose of themselves and care little for mortal reactions.
notion that the world of mortals Almost all immortals work through agents. Players
offers a weaker link to the divine reality as a whole. They typically
should have to deal with their agents a few times
nature. The result of this weaker link take it upon themselves to before meeting immortals directly. Perhaps it’s
might be that the world of mortals is instigate and incite cosmic longevity and timelessness that grant them an endless
a pale reflection of the divine nature events, whether this is under quantity of patience in their dealings with mortals,
whereas other worlds are more their own volition or under the or maybe they’re simply rude.
accurate manifestations of this power. prompting of some higher force
The world of mortals, being a weaker or sentience.
representation, would offer weaker
Devotees
support to the existence of mortals, There are certain benefits for those mortals that
explaining their finitude.
Roleplaying devote their full time to immortal interests. Clerics,
Continuing to develop this idea, Immortals typically dwell in druids, and monks offer the most obvious examples
Immortals traveling to the world of worlds outside the world of such rewards. They form the bulwark of an
mortals might be weakened by their inhabited by mortals. Many immortal’s interest in the world of mortals.
visit. They might find their powers reasons are given for this, However, divine rewards are not limited to these
diminished, or perhaps wholly perhaps the most important mortals alone. Simpletons and a faithful few may
inaccessible. Such a weakened being that other worlds tend to also benefit from intransigent devotion. Devotion to
connection might also result in their have a stronger connection with the divine nature bestows supernatural powers to
utter annihilation should they die in the divine nature, and anyone with a close mental and physical relationship
the world of mortals. Imagine the consequently bestow a greater with it.
violence done to immortals as a direct degree of access to it. In a similar fashion, followers of an immortal
assault on the bond that sustains Immortals spend much of their become closer to the divine nature by becoming
them—if the life force (hit points) time searching for an increasingly more in tune with an immortal’s will.
of immortals is sufficiently reduced, increasingly closer relationship This deeper relationship allows mortals to tap the
they are forever dead. with the divine nature. For this divine nature present in the bond between the
The opposite might then hold true reason, immortals are always worshipper and the one worshipped. In this kind of
for immortals dying in worlds beyond
traversing the many worlds, relationship, the immortal’s a mediator of the divine
this weaker realm. In other worlds, the
trying to locate places or items nature to mortals. Should the immortal sever the
increased bond with the divine nature
that grant greater access to the relationship with a mortal, the mortal’s prevented
might sustain them beyond death.
Allowing them to reform after a
divine nature. Many times, such from accessing the divine nature through that
generative period of time, and in places exist in the world of particular divinity. Further access must be achieved
effect, granting true immortality. mortals, in which case through someone or something else.
immortals are known to seek As was pointed out, clerics, druids, and monks
after them. represent the typical manifestations of mortal access
Whenever there’s cause for players to stumble to the divine. Yet, if we continue our line of
upon immortals (or vice versa), it’s nearly always a thought—that simpletons and non-clergy are able
consequence of the immortal’s search for this greater to tap into the divine—we discover one interesting
connection. That’s not to say that the encountered set of conclusions: conceivably, all powers designated
immortal will always be the one searching for a given as supernatural in the d20 game system, including
location or artifact. Many times, immortals are arcane spells and bardic music, could be viewed as
tangled up in complex situations that require them manifestations of the divine. This isn’t suggesting that
to prevent an item from falling into the hands of clerics might tap the divine nature (through their
another person or protect a given location from the divinities) to gain arcane spells, or other types of
corruption of another immortal’s ill will. Players with supernatural powers. It does suggest that game
connections to immortals find themselves caught in masters might explain supernatural class powers as
myriad plot twists, schemes, and treasure hunts, some manifestations of pious devotion, with the terms

2
arcane and divine suggesting different methods used found in the garden of Xiwang Mu.
in tapping the same divine nature. They live on the mystic island of Did You Know?
Penglai Shan, where rivers of
Example Plots youthfulness run abundant. The In the d20 game system, a force
immortals each have their individual (druid) or deity (cleric, ranger,
Below are some simple plot suggestions that might
powers, like Zhongli Quan and his paladin) grants divine spells and
introduce player characters to immortals. powers. This has not always
Heart of the Immortal. The prophecy of old says feather than can revive the dead, or
Han Xiangzi, whose lute can cause been the case in the history of
that when the blight comes, and the heart is the DUNGEONS & DRAGONS game.
surrendered, “the everlasting shall seek the hands of flowers to bloom. Known for their
Consider the AD&D module N1
the fleeting.” That time has come, as a pestilence insight and wisdom, each has
Cult of the Reptile God, for
overruns the realm. Dread knights riding under the obtained their everlasting nature
example. In that module, a naga
banner of the wicked king of the east subdue the through the discipline of Taoism.
named Explicitus Defilus is able
lands with the might of the Crystal Heart—a minor to grant 3rd-level clerical spells
artifact that gives unnatural life and resilience to its Super-Mortals to Gereth Primo, a man that
possessors. The Crystal Heart is said to be the heart Super-mortals are similar to believed the naga to be a deity,
of an Immortal, long dead. Yet, the Immortal isn’t though clearly she was not. This
immortals with one important
dead, and he seeks his heart with the aid of mortals, was an exception to the
difference—they eventually die
for according to the prophecy, only their fleeting, developing rules that 3rd-level
natural deaths. Like immortals, spells could only be “obtained
mortal hands may place the Crystal Heart into the super-mortals have a connection with
chest of the everlasting Immortal. through the aid of supernatural
the divine nature, but it doesn’t grant servants of the cleric’s deity”
Ties that Bind. Immortals have much in common them any special traits or powers.
with mortals, including love. Player characters find (1st Edition Dungeon Master’s
Instead, the divine nature is Guide, p. 38)—evidence that
themselves embroiled in a dispute between two something that they train and develop the rules were never a constraint
attractive immortals that desire the love of a particular (similar to the concept of the ki of on imagination. In the same
mortal. Each, unbeknownst to the other, enlists the monks). manner, there’s nothing limiting
aid of the player characters to woo and flatter the Active development of the divine gamemasters in their own
mortal. Of course, the immortals rain down threats nature improves the physical existence campaigns.
upon the player characters should they refuse to help of super-mortals, which is represented
them. Love makes a person do irrational things by exceptional ability scores. Super-
sometimes. Can the player characters deal with the mortals are thus fantastically strong, outstandingly
jealous tantrums and unpredictable emotions of quick, profoundly bright, tremendously awe-
immortal romantics? inspiring, enormously resilient, and capable of the
Sibling Rivalry. Two immortal siblings vie for a most impossible feats. In most respects, super-mortals
position within the pantheon of gods. The pantheon are considered perfect, or nearly flawless.
has decided that the first sibling to find a designated Average mortals approach the limits of finitude,
object in the world of mortals may gain rightful entry but they never experience it to the degree super-
into their ranks. The two siblings race to find the mortals do. Super-mortals may seem quite alien even
desired object. However, one of the siblings is cursed to other mortals, or, on the other hand, they may
to never lift an opposing hand toward the other. not seem so different at all.
Unable to struggle directly with the other sibling,
the cursed sibling beseeches the help of adventurers.
Together, mortal and immortal must seek the
Roleplaying
contested object and prevent the opposing sibling Super-mortals are native to the world of mortals, of
from gaining possession of it. course. It’s their place of origination and the focal
point of the divine nature. It’s here that super-mortals
best access the source that enhances their existence.
Example Divinities Enhancement is a continuous process for super-
The Eight Immortals of Chinese tradition are good mortals. They’re constantly attempting increasingly
historical models for immortals. These eight figures harder, faster, and more insightful feats that might
maintain their immortality by eating from the peach strengthen their all ready impressive natures. For this

3
reason, super-mortals are at every moment struggling, connected with the ever-consuming need for
resisting, or opposing the barriers that might restrict immortality—for life after death. Super-mortals hope
them from becoming better than they are at present. to achieve this by teaching a new generation of
It’s unusual to encounter a super-mortal that’s not mortals their ideas and beliefs. Then, tradition,
on some quest that would prove their capabilities. institutions, and artistic expressions continue the
It’s only in this way that they develop the divine legacy and memory of super-mortals long after they
nature within themselves. die. The passing on of the divinity’s teachings is a
Yet, super-mortals don’t have the benefit of form of immortality to which all super-mortals look
longevity that invites patience and insight. Nor do forward.
they tend toward the side of caution. Finitude visits Mortals follow super-mortals precisely for this
oblivion upon super-mortals at some point, but their reason. Developing the connection with the divine
extreme excellence insulates them from notions of is not easy—like any field of knowledge, there are
doom in the present. This sends them traipsing off techniques and insights to learn. Super-mortals
into exorbitant danger, unaware or unconcerned with provide the best teachers for developing the bond,
the risks. This is intensified by the fertile emotions so mortals are attracted to them. By writing down
still present in their hearts, driving them to care more the words of super-mortals, and by mimicking their
than most other kinds of divinities. actions, mortals attempt to find the best path to
The similarities between super-mortals and mortals enhancing their nature.
have a profound impact on the shape of their Bards, clerics, druids, monks, sorcerers, and wizards
relationships with each other. Super-mortals have are the best examples of self-enlightened mortals.
little qualms with involving themselves in what many Rangers and paladins find themselves developing the
might be called “mortal affairs,” for the simple fact bond over a longer period of time. Multi-classing to
that super-mortals are still mortals. Almost all super- these professions might represent a mortal’s successful
mortals are caught up in issues that any mortal figure development of the divine nature within. Super-
would find familiar: vengeance, politics, greed, love, mortals don’t discriminate when it comes to class; all
loyalty, and religion, just to name a few. Rarely do classes are welcomed as long as there’s a sincere effort
super-mortals understand themselves to be essentially to model the divinity’s behavior and carry the
different from their mortal companions. This leads teachings to others.
to a world where divinities are very active and often
present (which is easy when the divinities are from Example Plots
the world of mortals). They are leaders and Below are some simple plot suggestions that might
instigators—the movers and shakers—of events, introduce player characters to super-mortals.
regulating minor (less interesting) causes to less To Save a Town. A super-mortal arrives in a small
capable people. town to a throng of devotees and curious onlookers.
The next day the divinity is to dedicate a newly built
Devotees temple erected in his or her name. After a night’s
Rarely do super-mortals attract dedicated sleep, the super-mortal awakes to find everyone in
worshippers. If the nature of all mortals is inextricably the town gone—they have simply vanished—save for
bound with the divine, then how does prostrating a motley lot of adventurers (the PCs obviously). The
before super-mortals further this bond? The simple super-mortal and the PCs must team up to solve the
answer is that it doesn’t. Therefore, mortals tend to mystery of the vanishing town folk.
afford their super-mortal divinities great respect as Temptation Island. The pitch colored waves of the
they pursue their own connections with the divine. sea foam near the shore of a deserted island. The
This allows mortals the freedom to pursue self- PCs aren’t invited to come along, but when the vessel
development or self-enlightenment free from the they ride is taken over by an onboard super-mortal
constraints of dogmatic organizations, and it frees and his routine of companions, they’ve little choice.
the super-mortal from engaging in the less than Of course, the captors promise that they’ll give up
heroic responsibilities of sacerdocy. the ship once they reach the isle, but what would a
There are occasions when super-mortals encourage super-mortal want on a deserted isle? And why are
followers for brief periods. For super-mortals, this is all the other passengers speaking of some curse and

4
buried treasure? It looks as if this might be a race…. in order to fashion it into something other than what
A King’s Tourney. The King’s tourney is held every it is, mortals do not. Mortals use their knowledge of
year, allowing a host of freeman, gentlemen, and reality (or the divine nature) and the rules that govern
nobility a chance to earn the King’s favor, and a bit it to achieve the results they desire.
of his gold. When all has gathered, the arrival of a One kind of mortal divinity might achieve their
super-mortal places the tourney on hold. All is powers through advanced technology. This kind of
strange, as the super-mortal demands to contest in divinity would have a great command over
the tourney. What’s a king to do? The super-mortal technology, and might even seem weird or quite alien
is allowed to participate, but by decree of the just (and may well be alien—as in “from another planet”).
king, challengers may band together in teams to Their powers most often come from devices and
oppose the super-mortal in the contests. Are the PCs items, which others may or may not consider magical
up to contesting a super-mortal? items. Ignorant creatures might see a laser gun as a
wand. They may mistake mortals in fully integrated,
Example Divinities assault body armor for some other type of creature.
The hero Heracles (‘Hera’s glory’) from the Greco- From the point of view of the uneducated mortal,
Roman tradition is a fine example of a super-mortal. technological abilities are divine abilities.
Heracles is the offspring of Zeus and Alcmene, the Another kind of mortal divinity is one that develops
a great mental capacity and realizes its fullest potential
Theban queen. His half-human, half-god nature
as a mortal. Others that have yet to achieve such
grants him exceptional strength and endurance in status might consider such mortals divinities.
addition to his mortality. In his lifetime, Heracles What is this achieved status like? Imagine a
struggles a great deal with his stepmother Hera, who civilization of time traveling mortals that could
sends two venomous snakes against him while he is transcend the boundaries of space-time without the
but a babe. His most famous exploits—known as use of technology or without manipulating the
the twelve labors—occur when he’s enslaved to King fundamental laws of reality. This society might seem
Eurystheus of Tiryns. Among his feats are the killing like gods to the uninformed. They travel great
of the invincible lion Neaman, the slaughter of the distances in seconds, vanish and reappear at times
Hydra at Lerna, recovery of the golden apples, and that seem impossible, and escaping inevitable death.
the capture of Cerebus, guardian-dog of Hades, the These are but a few of the odd feats performed by
such ‘divinities.’
last of which gains him immortality.

Roleplaying
Mortals Mortals are fully aware of their powers and
Mortal divinities are, well, mortal. At times, cultural capabilities and might deal with uneducated people
perspectives skew the perception of other finite in various ways. Suffering from self-serving motives,
beings, making them out to be more than what they mortal divinities might manipulate the uneducated
are. This happens when mortals believe the awesome and relish the positions they hold in a society that
powers of other mortals are unfathomable and believes them to be more than mortal, or they might
unavailable to them. Some mortals usually have simply seek to inform the uneducated about science
insight into reality that other mortals do not, but and technology.
this does not come from some supernatural In either case, the technology that simulates divine
connection with a transcendent energy. It is mostly powers is guarded jealously. Precautions and rules
an understanding of the current structure of reality. are followed to lower the risk of accidents or
This understanding then allows mortals to unauthorized use. Rather than allow uneducated
manipulate it in ways never before conceived. Such mortals control of high-tech items, mortals might
mortals, to the ignorant, would indeed seem like seek to guard their secrets or train a select few in
gods. their use. Time has allowed for most mortal divinities
The difference between super-mortals and mortals to struggle through many moral and practical issues
are twofold. First, whereas super-mortals tap into the involved with their advances. Mortals that are
divine nature for their powers, mortals do not. suddenly introduced to such technology or self-
Second, whereas other divinities manipulate reality realization have no such luxury.

5
Another way to handle this is to assume mortal armor and carrying mystic rods with flashing with
divinities perpetuate the ignorance of the uniformed divine power, they arrived in search of the majestic
and grant them certain powers in accordance to some vision seen the night before. The situation grows
type of spell progression list. For instance, perhaps a stranger when the gods request guides to help lead
high-tech mortal divinity wants to exploit uniformed them into the mountains. Why would gods need
mortals. To do this, the mortal divinity interacts with guides?
mortals in ways that may seem mystical and Last Days of Solitude. Outside a small village lives
supernatural, e.g., the wizard in the Wizard of Oz. a quiet hermit. He has lived there for ages, and all
She might give a worshipper a “holy symbol” (a know him to be a loner, and possibly a dabbler in
communication badge) that allows communication the arcane arts. The trouble begins when demonic
with the divinity when the badge is touched. Imagine creatures (who are actually bug like aliens) crawl out
such a worshipper tapping her holy symbol, reciting of the surrounding countryside and begin raiding
a petition for help, and then watching in awe as a farms and homes. A messenger sent to village calls
beam of light from the heavens falls down upon her out for the hermit—it is he that the demons want.
wounded comrade, healing him. Such ‘powers’ might The hermit is revealed to be a fugitive, wrongly
easily follow any of the spell progression charts, and accused of course, and is willing to stave off the
technology or mental powers of a mortal divinity attacks. If someone is willing to help, he has
might simulate any spell—divine or arcane. ‘equipment’ that can aid in the endeavor.
None of this has even scratched the topic of Plague. A plague sweeps the land, this time more
inhuman mortals. Remember, not all advanced deadly than before. Whole cities are wiped out, and
mortals need be human (or fey); they might be the King is powerless to stop the devastation. All
extremely alien creatures. Their actions may seem a blame the Chaos Lords to the east for the plague, for
bit odd and their culture might lead to conflicts the plague has come from the east. But not all is
ranging from humorous to downright hostile. lost, for some tell of a goddess that has arrived from
the heavens not far from the PCs, and she is asking
Devotees for help against the plague. As well she should, for it
If given time, mortal divinities script and thoroughly was her genetic experiment that went horribly wrong.
plan their close encounters. Initial engagement is
sometimes a great shock to the uninformed, so mortal Example Divinity
divinities begin initiating the uneducated slowly. Hernán Cortés and the Spaniards might be a good
There is usually a non-threatening meeting first. example of mortal divinities. When they arrived in
These first meetings tend to result in the worship of what would become Mexico in 1519, Montezuma
mortal divinities by mortals, and possibly even devote II, king of the Aztec empire, wavered on how to react
loyalty, though such admiration and devotion will to the Spaniards. In the minds of the Aztec people,
grant them none of the divine powers. After these Cortés reminded them of Quetzalcoatl, a light-
first meetings, rapport is established wherein trust is skinned, bearded god prophesied to return from exile
emphasized. Only when mortals seem most relaxed some day. Montezuma decided to let the Spaniards
with whom they have befriended do mortal divinities into the capital city, only to have Cortés take the
reveal their true natures. Such a process may take city hostage. A bloody revolt ensued afterwards, but
months or even years. the technological Spaniards joined in alliance with
the enemies of the Aztecs and sealed the fate of the
Example Plots empire.
Below are some simple plot suggestions that might
introduce player characters to mortal divinities. Incorporeal
Wish Upon A Shooting Star. Deep within the Incorporeal divinities are conscious manifestations
mountain range lies something from the skies. All of the divine nature that are tied to a particular
had seen it descend in a blaze of fire and smoke, but location. Called ghosts, apparitions, and the like (it’s
no one was willing to locate it, that’s until the gods uncertain whether or not they conform to those
arrived the next day. Protected in gleaming silver creatures commonly told in folk stories), they are

6
more limited in scope than immortals, super-mortals, divinities “nature gods,” or the like. Many pre-
or mortals. The divine nature confines them to one technological cultures conceive of these divinities as
location and they usually cannot stray from that aspects of nature because the incorporeal divinities
location. The range of their movement might be large inhabit a particular environment. They’re comparable
or it might be a small patch of earth. The haunts to the incorporeal divinities described above except
vary, but they tend to be of great importance to the they aren’t prone to the psychological effects of eternal
incorporeal. Locations include forests, temples, cities, residency. They have always been less than mortal
coral reefs, grottos, and the like. Within these regions, and they need not deal with the nature of their limited
incorporeal divinities might be tied to a particular lives. Then again, having never been mortal,
spot, like an ancient, withered tree or an isolated lake. incorporeal divinities have a harder time interacting
Most of the time, they are diffused throughout the with such creatures. Incorporeal divinities might
region, capable of manifesting anywhere within it. think mortals insignificant and strange, and whereas
incorporeal divinities might know much about a
Roleplaying given locale, mortals might amaze them with tales
There are two kinds of incorporeal divinities that of other lands and other beings.
game masters might wish to use. One kind of When interacting with characters, incorporeal
incorporeal is the tormented remains of a mortal divinities might have a difficult time. An incorporeal
creature that died tragically. These creatures are might find it hard to speak without a corporeal body.
consciousnesses that are sustained by the divine These difficulties can be resolved if they possessed
nature. The other kind of incorporeal is generated the living when in need of communicating. Possession
directly from the divine nature. These incorporeal grants incorporeal divinities verbal and somatic
divinities never knew what it meant to be mortal modes of communication, but might also include
Incorporeal divinities that were once mortal tend the use of the abilities and knowledge of the creature
to be less knowledgeable about events, places, and possessed. This should not allow incorporeal divinities
persons. In life, they were severally limited in their to escape their haunts; their connection with the
scope of knowledge, and death has only extended divine nature keeps them from exiting the region.
that realm of knowledge to a particular area of the
world. This particular area of the world is typically, Devotees
but not always, the general area in which they roam. Worshipper and followers of incorporeal divinities
This knowledge grants incorporeal divinities explicit live close to the regions in which their gods roam.
awareness of factual information, such as the number Many might actually live in the region, setting up
of creatures inhabiting the area, the amount of rainfall altars and holy shrines for devotees, as long as holy
over the years, the position of every plant, and the edicts don’t restrict mortals from doing so. Many
location of manufactured, non- natural items. followers might even flock to these sites in hopes of
Whatever ‘fact’ exists about the area, incorporeal being possessed, or “god-touched” as it is called
divinities know it. sometimes.
The consequence of having once been mortal is Since incorporeal divinities are limited in their
the great torment that they experience as an range of movement, this means their worshippers
incorporeal. Generally, incorporeal divinities didn’t are generally limited in how far they might roam.
ask for such an existence and the years begin to wear Traveling too far away from the region of the divinity
on them. They might see their existence as might affect the supernatural powers bestowed by
imprisonment or punishment for some wrong, or the incorporeal and the sacred region. Characters
understand it as a curse set upon them. In any case, might see their supernatural powers decline in the
many are driven crazy by their confinement as their strength or numbers. Conversely, moving deeper into
finite consciousness wrestles with living in one the region of a divinity might enhance the abilities
location for all eternity. These unbalanced divinities of the mortal, granting increased strength or
are unpredictable and slightly unstable around numbers.
mortals, who remind them of their former existence. The fact that the supernatural powers of a follower
The other kind of incorporeal divinity is the are contingent on distance has lead many to search
generated spirit. Mortals sometimes call these out a remedy. One such remedy has been the

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collection of materials from deep within the Example Divinities
incorporeal divinities’ regions. Clerics and druids When Europeans wrongly thought that indigenous
usually form these materials into divine foci for use African religions had no creator god, they quickly
in spellcasting, while they might be used in a wizard’s termed the pantheistic cultures of the continent
ink when scribing spells, or in the construction of a animists. Animism is the belief that there are many
bard’s instrument. gods that live in the surrounding landforms.
Hundreds, if not thousands, of these nature gods
Example Plots exist, and social rituals are a means of communication
Below are some simple plot suggestions that might with them. The finitude of the divinities limits the
introduce player characters to incorporeal divinities. power of each, sometimes being as specific as
Recession. Living in the center of the woods is the providing honey for a nearby village, protecting
tree-god. In recent times, he has been seen speaking someone along a path, or causing blooms to grown
prophecy to his people on the edge of the woods. near a certain location.
People from all over would come to be god-touched,
and feel his presence. Such meetings now take place
farther inside the woods than they once did. Just three
Omni-Natured
days ago, the tree-god visited a sacred meadow, now Omni-natured divinities are unlimited in all respects,
it comes no farther than the blessed boulder. His whether in knowledge, power, or presence. These
clerics, not wanting to enrage him further, have divinities are the limitless divine nature with the gift
naturally asked the PCs to pay him a visit and ask of consciousness. They are free from the bonds of
what is wrong. finite existence, unbounded by all things. They are
Beware the Possessed Bearing Gifts. The town omnipresent because the divine nature permeates all
temple contains the shadow-god, who appears before of reality. Their pervasive presence grants them
clerics and followers commanding worship from all. omniscience about that reality. Omnipotence is theirs
It is known that the god cannot leave the temple, as as well, since they’re that which sustains everything.
he has existed for hundreds of years without ever
doing so. How then did he possess a follower and Roleplaying
leave the temple to visit horrors upon unsuspecting Sometimes, campaigns adopt omni-natured divinities
inhabitants? The clerics are trying to maintain some because game masters and players alike have a hard
semblance of order and integrity, so they need a band time respecting ‘limited’ divinities. Finite divinities
of adventures to find out what’s really going on. might be hard to take seriously if they’re simply
Two Spirits Aren’t Better Than One. It is known characters with more hit points, better saves, greater
that incorporeal divinities can’t leave the region to powers, and higher armor class.
which they’re bond. But what happens when the Yet, omni-divinities have a habit of destroying game
region to which they are bond is a person? This seems balance. Game mechanics exist to make everything
to have happened when a recently formed god ‘objective.’ Divinities that exist outside the framework
suddenly visited a hapless fellow. The god has haunted of the game thrusts divine play, specifically divine
this man now for over a few weeks, driving him crazy. intervention, outside the realm of objective game
What can a man do? Well, for starters, he has hunted play. This is fine for real world religions to assume,
down the PCs and asks them to rid him of his god! but it is hardly viable for a game that wishes to remain
consistent and balanced. It might seem that handling
such a divinity would be near impossible.

Historical Perspective
There have been several useful DRAGON articles on the development of divinities. Here’s a small list that also gives
insight into the early development of the Divine in the DUNGEONS AND DRAGONS game: Of the Gods (#29), The Nine
Hells I & II (#75, #76) Elemental Gods (#77), Clerics Must be Deity-Bound (#85), From the Sorcerer’s Scroll:
How Gods and Worshippers Fit in the AD&D Game (#97), So Many Gods, So Little Time (#140), When Gods Walk
the Earth (#144) The Goals of the Gods (#153).

8
The easiest answer to this dilemma is to assume Example Plots
that the divinity manifests only a limited portion of Free For All
Below are some simple plot Gamemasters might have a hard
itself at a time (the other portion of the divine nature suggestions that might introduce
continues to sustain reality). This limited time creating a polytheistic
player characters to omni-natured pantheon full of omni-natured
manifestation is called an avatar. The avatar system divinities. divinities. Consider the question,
assumes divinities are more than an avatar, but that Those Who See. On the way “If all divinities are omni-natured,
avatars are the way in which to describe the divine in to the capital city the PCs then how is it that they can all do
terms of the game rules. This allows for some experience a brilliant light that anything at any moment at any
semblance of objectiveness to the divine. leaves them blind. The words of time?” This is a good question, and
Using the avatar model, define the goals, powers, the divinity stick in their minds, three answers present themselves.
and aspirations of an omni-natured divinity by “Be kind to those that are kind The first answer is that game
creating an avatar version. For purposes of the d20 to you.” Unable to travel by masters might want to create a
game system, an avatar is simply a mortal-like themselves, they are guided by single deity that is omni-natured.
representation, complete with saving throws, attack kind strangers to the nearest This may or may not lead to
bonuses, ability scores, skills, etc. In essence, the town. They miraculously regain monotheism, but no matter what
avatar is a character. Once all this is done, determine their eyesight when they arrive the outcome, all clerics, no matter
the challenge rating of the avatar and compare it to and find that their helpers are their devotion, get their powers
the challenge desired. If it’s balanced, the divinity is chained slaves, badly treated. The from the ‘one true source.’ This
ready to be played; if it isn’t, then a little more work may prompt game masters to
words of the divinity are clear, ‘be
needs to be done. rearrange or dispense with clerical
kind to those that are kind to
Omni-natured divinities can assume any number Domains, but this isn’t necessarily
you.”
of finite avatars, and they can vary greatly from one the case. A deity of all things could
Making the Grade. Beyond the dispense different powers to
another. This helps prevent game masters from river lies the wilderness, barren of
simply allowing divinities to do anything at any persons with different perspectives
life. It’s said that the God lives in of the deity.
moment with little consideration for fairness and the wilderness; ready to test those The second answer is that game
balance. that should come looking for masters can create a polytheistic
him. To find the object of a quest, pantheon and explain the multiple
Devotees PCs must head into the unknown divinities as a manifestation of the
Omni-natured divinities retain all their power (and wilderness, into the home of the one divine nature. In effect, each
thus their nature) and grant portions of it to God. Here, they’re visited three deity is actually an avatar of the
worshippers when they so deem. Followers and times by three different avatars divine nature. Clerics differ in
worshippers don’t develop their inner virtue, nor do that test greed, pride, and loyalty. powers and abilities because they
they follow dictates or ideals to increase their Messiah. All worship the one each have a devotion to a different
supernatural abilities. They must petition the divine Goddess, who has given the aspect of the divine nature. This
nature, which may or may not grant the petition. people the laws of the land by might bring up some interesting
Most of the time, omni-natured divinities are which to live. Without it, there discussions around theodicy, but
impersonal and transcendent, unless of course they would be chaos. Now, in the game masters are free to deal with
appear as an avatar. backwaters of the realm, a woman this problem at their leisure.
Of course, the last answer is to
Since omni-natured divinities aren’t necessarily preaches the law against the law,
never develop a coherent structure
relying on mortals to right the wrongs of the world, threatening to erase the
to the divine realm, and never invite
like other kinds of divinities, they usually approach boundaries between king and serf
an occasion to explain it to players.
followers in order to test their faith or devotion. Tests and throw the realm into turmoil.
might include all manner of things, including quests, Many praise her, however, calling
temptations, and unexplained hardships. The reason her The-One-Sent and the Goddess here on earth.
for these tests is hidden most of the time, but it’s Can the PCs determine if she’s a rebel? Might she be
during these tests that mortals come into the presence the Goddess manifest on earth?
of the omni-natured divinity. In its presence, there is
usually interaction, wherein the divinity judges the Example Divinities
result of the test and then rewards or punishes the Though historians debate the significance of the
follower. development, it appears that monotheism might have

9
made a brief appearance within the midst of Egypt
before the formation of Judaism. Rising out of the Epilogue
pantheistic culture during the Eighteenth Dynasty Since the creation of fantasy roleplaying games,
of Egypt was Amenhotep IV. He came to power several different, and sometimes conflicting, thoughts
renouncing the supremacy of Amon-Re and his about the divine have developed. This isn’t surprising
powerful clergy. He claimed that the Aton was the since fantasy gaming began without much
one god. Amenhotep IV changed his name to background to explain these powers. Many simply
Akhenaton, moved the capital from Thebes (the assumed mortals worshipped gods, angels, demons,
center of Amon-Re worship) and built a new capital or devils, and left the rest up to game masters.
at On. There, Akhenaton worshipped while his With the advent of the d20 game system,
empire fell to pieces. possibilities are still fervent. This article means to
plant seeds that will sprout imaginative ideas, which
in turn might spawn entirely new ways to conceive
and play divinities.

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