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Theros Homebrew Campaign

the Time of Change

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World and adventure being created for DnD 5e campaign.   "Dreams of Divinity Theros possesses a unique metaphysical property: things believed and dreamed here eventually become real. The collective unconscious of mortal people has the literal power of creation, though the process unfolds over the course of countless centuries. Thus, the gods of Theros and their servants were believed, dreamed, and narrated into existence, materializing and becoming fully real as a result of mortal belief in their power. As stories were told, sacrifices made, and devotion given over ages, the gods formed and gained lives just as real as the mortals who dreamed them into being.   Does that mean that the gods of Theros are less powerful or less divine than the gods of other worlds? Not at all. Once a dream or belief in Theros becomes reality, it is just as real as any other thing, and the gods have been real for a very long time. The people of Theros believe them to be divine, ageless, and all-powerful, and therefore they are.   A single individual can’t do anything to make the gods less real or change the nature of a god. Threatened with the wrath of Heliod, for example, a mortal can’t simply “disbelieve” the god out of existence or turn his wrath to kindness. It’s the collective unconscious of every sapient being on Theros that shapes reality, and changes to that reality occur on the scale of ages, not moments.   In practical terms, then, the gods of Theros are no less real, powerful, or important to Theros than the gods of other worlds are to those worlds. Notably, though, these gods have influence only over Theros and the two planes connected to it: Nyx, the starry realm of the gods, and the Underworld, eventual home of all die.   Gods and Devotion The central conflict in Theros is among gods, striving against each other over the devotion of mortals. Mortal devotion equates to divine power: when people fervently pray to a god, when they piously observe the god’s rites and sacrifices, and when they devoutly trust in the god’s divine might, the god becomes more powerful.   The competition for mortal devotion isn’t necessarily a zero-sum game. The people of Theros don’t believe in one particular god to the exclusion of others, and the most pious people pray to all the gods with equal fervor. But a deity’s goal is to increase the number of people who, when faced with peril, will call on that god for help. It’s that trust, that reliance, that faith that gives the gods their power, not merely ideas and concepts.   Mortal beings—heroes and monsters alike—often become unwitting pawns in the contests of the gods. Having a powerful champion is an indication of a god’s power—and can potentially increase the god’s own power. A champion who acts as an agent of a god among other people helps increase those people’s devotion to the god. And if a hero should happen to strike down the agents of a rival god along the way, all the better."