A crucial early stage in creating a fantasy roleplaying game setting is designing its religions. A religion’s role in the campaign setting work on two levels: the deities themselves and the followers.
The deities themselves may or may not be an active part of the story, depending on your preference.
The followers are often more interesting than the gods themselves because now the mortals enter the picture, and faith, heresy, sin, and redemption become part of your story.
This post is a follow-up on a previous post Writing Fantasy Religions with gaming in mind, and focus on the nuts and bolts of making religious deities, characters, villains and nonplayer characters work in your campaign setting. Continue reading “Religion For Roleplaying Games”