|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
Planar Adventures
/
Role of the Divine
Deific Realms
Source
Planar Adventures pg. 72
A divinity gains authority over a portion of a plane in one of two ways. The first is via simple conquest. Such conflicts may involve vast armies, clever traps, devious espionage, political subterfuge, or any combination thereof. Whatever form it takes, the resulting battles and confrontations are always the stuff of legend.
Conflict-based conquests are only rarely carried out by lawful or good divinities. The planes are vast, and for every realm currently ruled by a divinity, there are thousands, if not millions, more locations spread throughout the plane ripe for the picking. Thus, the most common method by which a divinity claims a realm on the planes is by challenging the plane itself. The divinity selects the realm it wishes to be its own, then exerts its will upon that realm and reshapes it to suit its needs. The more closely aligned a divinity is with the plane and the type of region it has chosen, the more quickly that territory transforms into a realm suited for rule.
While a demigod’s power within its realm is immense, a deity’s is nigh absolute. Yet even in deities’ realms, the concepts of free will and noninterference remain. Just as a divinity leaves its worshipers free to express their faith and set their own fates as they wish, it also does not oversee and police every facet of life in its realm. This means that non-worshipers, or even enemies of a faith, can travel through a deity’s planar realm without fear of immediate reprisal. A paladin among a group of adventurers on a mission into
Lamashtu’s
realm in the Abyss will likely feel unwelcome and meet strong resistance from that region’s denizens, but would not need to fear direct punishment from Lamashtu herself. Likewise, a devil-worshiping priest who infiltrates an enclave of azatas in
Cayden Cailean’s
realm in Elysium to chase down an escaped petitioner from the pits of Hell would not be immediately crushed by the offended god. Only in the most significant of incursions or when a divinity is directly called out or confronted will a deity or demigod take note—and even then, the most common response would be to send a powerful minion to handle the situation.