Planejammer Campaign Setting
Gods and Deities
The Divine Compact
A treaty between all the major pantheons with planar presence in the multiverse, the Divine Compact is a deeply involved document, but boils down to five major clauses.
No power may manifest an avatar above a certain level of strength upon the Prime Material Plane, nor may they manifest through any nonphysical means on that plane unless they dwell within the plane.
If any two powers or pantheons set at war with one another, no outsider power may interfere on either side of that war without the express approval of both primary combatants.
No power may directly slay the follower of another deity, nor instruct their own followers to do the same writ large upon the planes. (However, many darker deities exploit certain loopholes to get around this clause by ordering their followers only indirectly through intermediaries, or on a case by case basis for specific key individuals.)
Any power must allow the resurrection of their followers by the follower of another deity if given proper compensation by that deity.
No power may restrict the ability of another power to grant boons to their followers.
This treaty was signed at one of the first Godmoots, after it quickly became apparent that were powers to act unrestricted, they could easily wipe themselves out through direct attacks against one another’s followers. It applies to the members of all pantheons whose leaders are signatories, as well as any individual deities that have signed it. Most pantheon-free deities that have not signed it still abide by it in principle to avoid drawing the wrath of other deities, but only to a degree.
Any new pantheon making inroads upon the planes is invited to the next Godmoot and presented the opportunity to become a signatory; so far, all such have agreed.
Reference On Hallowed Ground, pp.41-42
Accessing the Powers in the Spheres
If the sphere is one known to the DM, or one which has its major powers already designated, then the Detect Powers spell will reveal if the priest’s deity, or deities related to the one involved (either members of the same pantheon or with similar attributes and portfolio) exist. Two different war gods from different fantasy campaigns are probably sufficiently similar to justify a “related” status. However, a god of smithing may have no parallel in a world without developed metalcraft. In that situation, a cleric devoted to the smithing god would not find a power to recharge his spells.
If the sphere is new to the DM (ie, the characters just discovered it), and he has no clear idea what lies within, then roll on the table below for a possible response to the spell:
Die Roll | Response
* 01-10 | Power is known in this sphere. The cleric can recharge spells normally.
* 11-50 | Power is unknown in sphere, but a related power exists. The cleric may regain spells normally after contacting clerics of the related deity.
* 51-90 | Power is unknown in the sphere. The cleric may not regain spells above second level until contact is restored with venerated power.
* 91-00 Power is unknown in sphere. There is a related power, but his relationship is not good with the cleric’s power (whether through lack of knowledge, some ancient insult – imagined or real – or some other mysterious reason). The cleric may not regain spells above second level until either contact is restored with his original power, or the cleric performs a great task for the new power.
While many powers will have similar portfolios and areas of interest (war, healing, agriculture, death, and so on), they are often at varying alignments. In one fantasy world a war god might be a positive figure, and therefore good and lawful. On another world, war might be regarded as a destructive force, and its deity is evil and chaotic.
There are a number of specialty faiths that exist only in space fantasy campaigns, including the Polygots, the Path & the Way, Ptah, and the Planar Churches. If there exists a space civilization of any sort in the crystal sphere, then these faiths will be represented somewhere in that system.
Bast – God of pleasure, protection, punishment of wrongdoers, and cats.
Besmara – Golarion’s pirate goddess.
Celestian The Star Wanderer – God of Wanderers and Wildspace.
Corellon Larethian whose titles include Creator of the Elves and the Protector, patron god of all fey.
Dukagsh – Founder of the Scro and their first god.
Erevan Ilesere – Elven god of mischief, change, rogues, changelings.
Ghaunadaur – God of Abominations, oozes, slimes, jellies, outcasts, ropers, rebels.
Great Mother – Goddess of beholders, magic, fertility, tyranny.
Guardian of the Dead Gods – Formerly the power known as Anubis, now neither mortal nor divine it guards the copses of fallen powers in the Astral.
Ilsensine – god of Mental Domination and Magic, and the patron deity of illithids.
Iuz – the Greyhawk demigod of Deceit, Evil, Oppression, Pain, and Wickedness. Unlike most Greyhawk deities, Iuz makes his home on Oerth.
Llolth – Demon Spider Goddess of the drow.
Morpheus – Endless Lord of The Dreaming.
Murlynd – Oeridian God of Magical Technology
Ptah The Opener of The Way – Aegyptian creator deity and God of Wildspace.
Sardior – Deity of Gem Dragons.
Sharess – Faerunian Goddess of Hedonism, Sensual fulfillment, Festhalls and Cats.
Thoon – perhaps a deity or some other entity, venerated by a specific group of mind flayers.
Vecna – Evil Oeridian God of Secrets, notable for forcing his way into the Sigil by finding a loophole in The Lady of Pain’s ban on deities.
Zagyg – Archmage of Greyhawk who used a God Trap to ascend.
The Unification Church