Gods of Your World

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Few elements shape the feel and function of a fantasy world more profoundly than the nature of its gods and the role of faith. Are deities distant myths, active players in mortal affairs, or something stranger entirely? How does divinity manifest, and what does belief mean for the average person – and, crucially, for the adventurers? Defining the divine landscape is a core part of establishing your world’s Big Picture, directly influencing its tone, themes, the nature of supernatural power, and the viability of character concepts like Clerics and Paladins.

In Alacrity, where all supernatural abilities are channeled through the unified Magic skill system, the source and flavor of that power are defined by the setting and the character’s Narrative Anchor. For characters drawing power from faith, their relationship with the divine is that anchor. This section explores the spectrum of possibilities for divinity in your world, offering guidance on designing pantheons, religions, and integrating faith into your game mechanics.

How Present Are the Gods?

Not all fantasy worlds treat gods the same way. The level of divine presence and interaction dramatically alters the setting’s feel. Consider where your world falls on this spectrum:

1. Absent or Silent Gods

In these worlds, gods might be figures of myth and legend, long-dead entities from a prior age, philosophical concepts, or simply non-existent. Organized religion might still exist, perhaps venerating historical figures, ancestors, natural forces, or abstract ideals (like Justice or Knowledge), but direct divine intervention is unheard of or dismissed as superstition.

Implications for Magic: Divine Effects, as traditionally understood (miracles granted by a deity), likely don’t exist. Characters seeking such powers might need a different Narrative Anchor:

  • Faith as Power: Perhaps intense belief in an ideal (like Healing or Protection) allows access to the Magic skill and relevant Effects, drawn from inner conviction or collective belief.
  • Nature Worship: Druidic characters might draw power directly from nature spirits or the life force of the world.
  • Ancestor Veneration: Shamans or ritualists might gain Effects by communing with powerful ancestral spirits.
  • Subtle Magic: Any “divine-like” Effects might be re-flavored as subtle psychic phenomena, folk magic, or misunderstood natural processes.

Worldview: Societies might be more secular, focus on ancestor worship, or develop complex philosophical systems. Morality might be derived from societal codes or philosophical principles rather than divine decree. Temples might be historical monuments, community centers, or philosophical schools.

Tone: Often lends itself to Low Fantasy, Dark Fantasy, or settings exploring themes of existentialism, humanism, or the loss of faith.

2. Distant or Indirect Gods

This is a common approach in many fantasy settings. Gods demonstrably exist (or are widely believed to exist with credible evidence), possess significant power, and have defined portfolios, but they rarely intervene directly in the mortal world. Their influence is felt through:

  • Granted Power: They empower their faithful followers (Clerics, Paladins, etc.) who act as their agents. These characters access the Magic skill through their faith (their Narrative Anchor) and learn Effects appropriate to their deity’s domain. The power feels like it flows through the character, guided by faith, rather than being a direct bolt from the blue.
  • Omens and Signs: Gods might communicate subtly through dreams, visions, natural phenomena (a flight of birds, a sudden storm), or prophetic utterances, requiring interpretation (perhaps via Divine Lore or Insight checks).
  • Inspiration and Minor Miracles: Occasionally, intense prayer or acts of great faith might result in minor, unexplained boons or moments of improbable luck, reinforcing belief without overt displays of power.

Implications for Magic: The standard Alacrity magic system works perfectly here. Clerics and Paladins initiate the Magic skill via their faith and learn divine Effects (healing, smiting, protection) fueled by MP. The power feels real but mediated through the worshipper.

Worldview: Religion is likely a significant social and political force. Temples exist, priesthoods hold influence, and faith is a common aspect of daily life for many. Questions might arise about why the gods don’t intervene more directly, leading to theological debates or crises of faith.

Tone: Fits well with most standard fantasy tones, from Heroic Fantasy (where gods empower champions) to Low Fantasy (where divine power is real but perhaps subtle or costly).

3. Active and Interventionist Gods

In these worlds, the gods are major characters in the ongoing drama. They might walk the earth in mortal guises, speak directly to their followers, manifest powerful avatars, wage wars amongst themselves using mortal pawns, or frequently unleash unambiguous miracles or curses upon the world.

Implications for Magic: Divine power is potent and potentially dramatic. Effects granted to followers might be stronger, have lower MP costs, or recharge more easily (GM discretion). The GM might allow truly epic, world-altering Effects achievable through direct divine favor (perhaps requiring quests or great sacrifices beyond standard MP costs). The Magic skill still governs the channeling, but the source feels much closer and more responsive. Direct communication with a deity might grant knowledge or bypass the need for certain Lore checks.

Worldview: Religion is central and undeniable. Temples are likely centers of immense power, both spiritual and temporal. The actions of the gods directly shape history and daily life. Mortals might feel like pawns in divine games. Atheism might be seen as sheer lunacy or dangerous heresy.

Tone: Strongly leans towards High Fantasy, Mythic Fantasy, or Epic Fantasy. Adventures often involve direct service to a god, thwarting the plans of rival deities, or dealing with the fallout of divine conflicts. Player characters might even have divine heritage.

4. Antagonistic or Ambiguous Gods

Not all gods are benevolent forces for good. Some settings feature deities who are capricious, cruel, demanding, indifferent, alien, or whose morality is utterly incomprehensible to mortals. They might grant power, but often at a terrible price or for inscrutable purposes.

Implications for Magic: Divine Effects might come with drawbacks, risks of corruption, or demand unpleasant sacrifices (literal or ethical). Clerics might struggle with the morality of wielding their god’s power. Effects might be destructive, manipulative, or focused on control. The Narrative Anchor might involve appeasement or fear rather than devotion. Backlash (critical failures on Magic rolls) might have particularly thematic and nasty consequences.

Worldview: Faith might be driven by fear, pragmatism, or desperation rather than love or aspiration. Religions might be oppressive, secretive, or focused on placating dangerous entities. Hope might be scarce, and cynicism common. Temples could be places of dread or bloody sacrifice.

Tone: Excellently suited for Dark Fantasy, Grimdark, or Cosmic Horror settings. Explores themes of faith vs. pragmatism, the nature of evil, and the insignificance of mortals before uncaring or malevolent powers.

5. No Gods, Just Powerful Entities

Some settings replace traditional deities with other sources of immense power that might inspire worship or grant abilities. These could include:

  • Primal Spirits: Powerful nature spirits (of forests, mountains, seas), totemic animal spirits, or elemental lords. Druids and Shamans are the primary “divine” casters.
  • Cosmic Forces: Abstract principles like Order, Chaos, Life, Death, Light, or Darkness that individuals can tap into through philosophy, ritual, or innate connection.
  • Ascended Mortals / Ancient Beings: Powerful wizards, ancient dragons, eldritch entities from beyond the stars, or heroes of legend who achieved god-like status and can grant power.
  • Philosophical Ideals: Power drawn directly from devotion to a concept like Justice, Truth, Mercy, or Tyranny, fueled by the caster’s conviction.

Implications for Magic: The Magic skill and Effect system still function, but the Narrative Anchor and the flavor of the Effects change. A “Cleric” might be a “Veridian Keeper” drawing power from a forest spirit, learning Effects related to plants and beasts. A “Paladin” might be an “Agent of the Balance” drawing on cosmic forces of Order and Law.

Worldview: Depends heavily on the nature of the entities. Worship might be less centralized, more philosophical, or focused on specific locations or natural phenomena.

Tone: Can fit almost any tone depending on the nature of the powerful entities involved.

Choosing where your world sits on this spectrum is a foundational decision that informs all subsequent choices about religion and divine power.

Designing Pantheons: Who Are the Gods?

Once you know the level of divine presence, you can start defining who the gods (or god-like entities) are. This involves considering their number, structure, domains, relationships, and individual characteristics.

Number and Structure of the Pantheon

How many divine beings hold significant sway?

  • Monotheism: One all-powerful creator deity often forms the core. Consider the existence and role of lesser divine beings (angels, saints, prophets). Is the deity perceived as benevolent, judgmental, distant, or actively involved? This structure often leads to unified religious institutions but can also spawn heresies and schisms.
  • Duotheism: Two primary, often opposing, deities or fundamental forces (e.g., Good vs. Evil, Light vs. Dark, Order vs. Chaos, Life vs. Death) dominate the cosmology. Lesser powers often align with one side or the other. This structure naturally builds cosmic conflict into the setting.
  • Small Pantheon (e.g., 3-7 gods): A limited number of major deities, each likely holding broad and significant portfolios (e.g., Sky Father, Earth Mother, War God, Trickster). This approach is easier for the GM and players to manage and allows for deep exploration of each deity’s influence and mythology.
  • Large Pantheon (e.g., 12+ gods): Similar to historical polytheistic systems (Greek, Roman, Norse, Egyptian). Allows for highly specialized domains (God of Smiths, Goddess of Hearth, God of Crossroads) and complex, often dramatic, relationships between the deities. This can create a rich mythological tapestry but requires more development effort.
  • Animism/Spirit World: Instead of anthropomorphic gods, power resides in countless minor spirits tied to specific locations (rivers, mountains, groves), objects (ancestral swords, sacred stones), animals (totem spirits), or concepts (luck, hearth). Interaction is often local, involving appeasement, negotiation, or shamanic communion rather than centralized worship.

Domains and Portfolios

What aspects of existence do the gods govern or represent? Defining these helps clarify their influence and the likely powers of their followers. Common domains include: Sun, Moon, Stars, Sky, Sea, Earth, Underworld, Fire, Storms, Wind, Water, Plants, Animals, Life, Death, Healing, Disease, War, Peace, Justice, Law, Chaos, Trickery, Travel, Trade, Craftsmanship (specific types like Forge, Weaving), Knowledge, Magic, Secrets, Love, Beauty, Fertility, Strength, Protection, Darkness, Light, Fate, Time, Dreams, Madness.

Consider if domains are exclusive or if multiple deities share influence, perhaps leading to rivalry. A clear portfolio helps determine which Effects a cleric might learn (a Sea God’s follower learns water-based Effects, a Forge God’s follower learns Effects related to fire, metal, and creation).

Divine Relationships

How do the gods interact with each other?

  • Family Structures: Are they related by blood or marriage, like the Olympians, complete with alliances, rivalries, feuds, and complex dynamics?
  • Alliances and Enmities: Do gods form factions based on alignment, domain, or ancient pacts? Are there clear battle lines drawn in the heavens?
  • Indifference: Perhaps the gods operate largely independently within their own spheres, rarely interacting unless their domains directly overlap or clash.
  • Hierarchy: Is there a clear ruler or king/queen of the gods? Or is power more decentralized?

    The relationships between gods often influence mortal affairs, sparking wars between nations devoted to rival deities or driving quests based on divine favors and vendettas.

Alignment and Ethos

Beyond simple good/evil labels, what are the core values, personality traits, and motivations of your deities?

  • Personality: Is a god wise, wrathful, loving, jealous, capricious, stoic, jovial, melancholic? Giving gods distinct personalities makes them more memorable and relatable (or terrifying).
  • Values: What do they truly value? Order, freedom, strength, knowledge, compassion, beauty, destruction, suffering, balance?
  • Moral Complexity: Avoid making all “good” gods perfectly benevolent or all “evil” gods mustache-twirling villains (unless that fits your desired tone). A god of justice might be rigid and unforgiving. A goddess of love might be manipulative or fiercely jealous. A trickster god might occasionally perform acts of surprising kindness or insight. Nuance makes the pantheon more believable.

Creating Individual Gods

When detailing a specific deity for your world, consider these key elements:

  • Name: Something evocative, fitting the culture(s) that worship them.
  • Titles/Epithets: Descriptive names highlighting their roles (e.g., “The Storm Father,” “She Who Heals,” “The Silent Judge,” “Master of Whispers”).
  • Portfolio/Domains: Their primary areas of influence.
  • Symbols: The holy symbol(s) used by their followers (e.g., a lightning bolt, a balanced scale, a coiled serpent, an open hand).
  • Core Tenets/Commandments: What specific beliefs or actions do they expect from their followers? (e.g., “Protect the weak,” “Seek truth above all,” “Embrace change,” “Obey the law,” “Destroy the undead”). These tenets should guide the roleplaying of devout characters.
  • Typical Worshippers: Which groups in society are most likely to follow this god? (Soldiers, healers, merchants, farmers, scholars, sailors, criminals?)
  • Allies & Enemies: Which other deities or powerful entities do they work with or oppose?
  • Appearance/Manifestations: How are they typically depicted? How might they appear to mortals if they chose to manifest?

Starting Simple: You don’t need a fully fleshed-out pantheon with complex family trees before session one. Start by detailing the one or two gods most relevant to the player characters’ backgrounds or the initial adventure location. Introduce others as needed. Let the pantheon grow organically as the campaign progresses.

Religion and Worship in the World

How do mortals interact with the divine (or the lack thereof)? The nature of religious practice significantly impacts society, culture, and politics.

Organized Religion

Does faith manifest in large, hierarchical institutions with established traditions?

  • Temples & Shrines: Are they prominent public buildings, hidden sanctuaries, or simple roadside shrines? What activities occur there (worship, healing, learning, community gatherings)?
  • Priesthood/Clergy: Is there a formal structure (acolytes, priests, high priests, bishops)? What are their roles in society (spiritual guidance, healing, education, political advising, record-keeping)? What training do they receive? What is their social standing and influence?
  • Dogma & Sacred Texts: Are there written scriptures, oral traditions, established doctrines, and religious laws? How are these interpreted (literally, metaphorically)? Are there different sects with varying interpretations? How strictly are religious laws enforced?
  • Rituals & Festivals: What are the common forms of public and private worship? Daily prayers, weekly services, seasonal festivals, rites of passage (birth, marriage, death), pilgrimage traditions? These add flavor and potential adventure hooks.

Folk Religion & Animism

Often existing alongside or instead of organized faiths, these practices focus on local or less structured beliefs:

  • Local Spirits: Belief in spirits inhabiting specific natural features (rivers, mountains, ancient trees) or man-made locations (crossroads, hearths). Interaction often involves appeasement, offerings, or seeking specific favors related to the spirit’s domain.
  • Ancestor Worship: Reverence for deceased family members or community founders, seeking their guidance, protection, or blessings. May involve household shrines or communal burial sites.
  • Superstitions: Common beliefs and practices intended to ward off bad luck, attract good fortune, or interpret omens (e.g., lucky charms, specific taboos, reading patterns in nature). These might be widespread even among followers of organized religions.
  • Hedge Magic/Wise Folk: Individuals (often living on the fringes of society) who interact with local spirits, practice traditional folk remedies (Herbalism), perform divination, or offer charms and wards, operating outside established priesthoods. They might be respected, feared, or persecuted.

Cults

Secretive or marginalized groups often dedicated to unconventional or forbidden powers:

  • Forbidden Deities: Gods explicitly outlawed by dominant faiths (e.g., gods of darkness, chaos, destruction, forbidden knowledge).
  • Demonic/Aberrant Powers: Entities from other planes, eldritch horrors, or powerful undead who offer power in exchange for service or sacrifice.
  • Esoteric Principles: Groups focused on achieving enlightenment, forbidden power, or unnatural transformation through strange rituals, secret knowledge, or philosophical extremes.

    Cults often have hidden agendas, operate in secret societies, use deception or coercion to recruit members, and frequently serve as antagonists for adventurers. Their members might gain access to unique and dangerous Effects through their dark pacts or forbidden practices.

Atheism & Agnosticism

In a world where divine power might be demonstrably real (e.g., clerics performing miracles), how are those who don’t believe, actively doubt, or follow purely secular philosophies viewed?

  • Tolerance: Are they seen as eccentric but harmless?
  • Pity/Concern: Are they viewed as lost souls needing guidance or salvation?
  • Suspicion/Persecution: Are they considered dangerous heretics, potential allies of dark forces, or threats to the social order, especially in theocratic societies?

    The answer depends heavily on the setting’s tone and the power and tolerance level of the dominant faiths.

Divine Intervention and Miracles

How often and how directly do the gods (or other powerful entities) make their presence known beyond empowering their followers?

  • Frequency: Is divine intervention a common occurrence, shaping daily events? A rare, legendary event whispered about in stories? Or something that simply doesn’t happen anymore? This ties directly back to the “Spectrum of Divinity.”
  • Manifestation: How does intervention occur? Do gods send physical avatars or messengers (angels, divine beasts)? Do they speak through prophets or cause unnatural weather? Do they directly smite the wicked or bless the faithful with tangible miracles (healing plagues, causing crops to grow instantly)? Or is their influence limited to granting MP and Effects to their followers?
  • Requirements: What triggers divine intervention or earns divine favor? Unwavering faith and adherence to dogma? Performing great deeds aligned with the god’s portfolio? Costly sacrifices (material wealth, personal sacrifice, blood offerings)? Completion of specific holy quests? Simply being chosen by fate or divine whim? Understanding this helps define the relationship between mortals and the divine and can form the basis of major quests.

Integrating Gods into Alacrity Mechanics

Alacrity’s unified system handles divine power seamlessly:

  • Narrative Anchors: A character’s devotion to a specific god, pantheon, philosophy, or powerful entity serves as the justification for initiating the Magic skill (costing 20 XP). This anchor guides their character development and the types of Effects they are likely to discover and learn.
  • Divine Effects: Effects learned by faith-based characters (costing 5 XP each) should reflect their deity’s portfolio and tenets. A cleric of a Sun God learns Effects involving light, fire, healing, and truth. A druid communing with a Bear Spirit learns Effects related to strength, endurance, and natural claws/bite. A paladin sworn to an Oath of Vengeance might learn smiting Effects and those related to tracking or compulsion. The mechanics (MP cost, Magic skill roll) are the same, but the flavor, availability, and narrative justification are tied to the divine or supernatural source.
  • Skills: The Divine Lore skill allows characters to understand religious symbols, history, rituals, and identify divine influences. Lore (Specific Religion/Mythology) provides deeper knowledge. Persuasion can be used for preaching or theological debate, Performance for leading rites or singing hymns, and Insight for discerning spiritual sincerity, demonic influence, or interpreting omens.
  • Roleplaying Faith: Encourage players to consider how their character practices their faith or interacts with their power source. Do they perform daily rituals? Adhere to specific taboos or commandments? How do they handle moral dilemmas that conflict with their beliefs? The GM can use this roleplaying to introduce plot hooks, social challenges, or even narrative consequences for characters who stray too far from their path (perhaps making certain Effects harder to access until atonement is made, or drawing the attention of religious authorities).

Conclusion: Faith as a Foundation

Defining the gods, pantheons, and religious practices of your world is a vital part of worldbuilding. It establishes the cosmic order (or lack thereof), provides powerful motivations and conflicts, informs the nature of magic and supernatural power, and gives context and depth to characters who draw strength from faith or interact with religious institutions. By carefully considering the spectrum of divinity, designing believable (or terrifying) pantheons and modes of worship, and integrating these elements with Alacrity’s core mechanics, you can create a divine landscape that feels integral to your setting and provides fertile ground for compelling adventures. Whether gods are silent observers or active players on the world stage, their presence—or absence—will profoundly shape the stories you and your players tell together.

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