Clerics from other worlds retaining power / spreading their worship in Golarion


Lost Omens Campaign Setting General Discussion


Greetings, fellow travelers in Golarion. I have a question to ask you. How do you treat clerics from other worlds retaining their power in Golarion/proseltyzing their deity's creed, in order to spread their worship? Since Golarion has no overpower to speak for regulating the arrival/response to such deities (at least by current canon, another reason why I like Golarion), no metaphysical law exists to prevent such gods from spreading their power to potential worshipers. Also by canon, are the planar/universal barriers open to new realms created by such worship? Could the existing gods lose divine energy and their portfolio to invader gods?


Do you mean other worlds as in other planets or other worlds as in if a character from another campaign setting such as FR somehow ended up in Golarion?

Liberty's Edge

The Gods in Golarion are not powered by being worshipped...so a new deity, even one with an overlapping portfolio, would have no effect on the existing deities.

As for whether a Cleric from another world would retain his powers...I guess it would depend on whether their deity came through to Golarion with them. If they did, as Rovagug and possibly Zon-Kuthon clearly demonstrate, they'd be more than capable of empowering servants, but it's not clear if they could do so from another dimension entirely.


If the evil thrice headed phlegm god of slugs can start up a cult there is no reason someone like Lathander or St. Cuthbert couldn't do the same.
Don't forget there are other continents in Golarion as well. They might have different pantheons or additional deities then the more heavily published inner sea area.
Either way no ones going to kick in your door and tell you you're doing it wrong.


Deadmanwalking wrote:

The Gods in Golarion are not powered by being worshipped...so a new deity, even one with an overlapping portfolio, would have no effect on the existing deities.

As for whether a Cleric from another world would retain his powers...I guess it would depend on whether their deity came through to Golarion with them. If they did, as Rovagug and possibly Zon-Kuthon clearly demonstrate, they'd be more than capable of empowering servants, but it's not clear if they could do so from another dimension entirely.

How are the Golarion gods powered? What determines which gods are more or less powerful than others?

Paizo Employee Creative Director

The Great Beyond is vast. It contains the entire universe at its center in a relative pinpoint, after all. And I assume that universe contains not only Golarion's solar system, but every solar system from every game, every book, and every setting, down to and including Earth. After all, there's a couple of Earthly deities worshiped on Golarion, after all.

That means that in the Great Beyond, it's just as easy, in theory, for a deity to "hear prayers" on Golarion as it would on Earth, Oreth, Faerun, Vulcan, Mars, LB-426, Hyperion, or whatever. Time might separate some settings from others... but as long as space more or less works the same in a setting as it does in the real world... there's room in the universe for them.

So that means that, yes, a cleric who worships a deity from another world COULD worship that deity on Golarion, and would receive spells with no problem. The cleric would have no support structure, and would probably be branded something like a heretic or a crazy or something by most folks.

As for how the gods are "powered," that's not something we've described yet. And until we get to a point where we can stat up gods, we probably WON'T nail down how they're powered.

Liberty's Edge

How does Golarion handle overlapping portfoliios? Surely the people in Arcadia don't worship most of the inner sea deities but do have their own sun god I bet.


The question was twofold, so I didn't explain it well enough. The question refers to clerics coming from other planes, which James answered neatly (and I'm sure this has been asked before), and thanks for the answer. The second part was how other GMs treated such divine interlopers in their own campaigns, as well as a general response. I have my own ideas, but it's nice to see various takes on the subject.


stormcrow27 wrote:
The question was twofold, so I didn't explain it well enough. The question refers to clerics coming from other planes, which James answered neatly (and I'm sure this has been asked before), and thanks for the answer. The second part was how other GMs treated such divine interlopers in their own campaigns, as well as a general response. I have my own ideas, but it's nice to see various takes on the subject.

I don't really run an ongoing campaign so my answer would vary for story purposes, but if I did I would allow them to keep their powers. That way if the players went to another setting they could have their powers. A caster that can not cast does not sound like fun.

Grand Lodge

stormcrow27 wrote:

Greetings, fellow travelers in Golarion. I have a question to ask you. How do you treat clerics from other worlds retaining their power in Golarion/proseltyzing their deity's creed, in order to spread their worship? Since Golarion has no overpower to speak for regulating the arrival/response to such deities (at least by current canon, another reason why I like Golarion), no metaphysical law exists to prevent such gods from spreading their power to potential worshipers. Also by canon, are the planar/universal barriers open to new realms created by such worship? Could the existing gods lose divine energy and their portfolio to invader gods?

My choice of a default yet playable answer... Clerics from other worlds retain the spells they have prepared, but are treated as if their gods have died. In other words they can not prepare new spells until they've been accepted to the clergy of another diety, going through the usual process of changing gods. Now a cleric may decide to try to spread his faith on Golarian but is treated as above until a significant amount of worshippers is built.... and he survives the retaliation of the deity whose territory he's stepping on.

Scarab Sages

This is just an attempt to get your GM to accept The Divine Banjo, isn't it?


You could import some rules from earlier editions. For instance, in 1st edition 1st and 2nd level spells basically came from faith alone, no intermediates or the like were needed to grant them. You might also consider HOW the cleric of some unknown god got there in the first place. If he had some sort of open gate or portal, you might let him, in the wargame parlance, 'trace supply' to his deity through it, or at least trace a line of communication. A series of adventures and quests might be motivated to either convince or cause the manifestation of an avatar of said deity so that he can gain a foothold in this world, and thereby be able to grant spells to his clergy. Also, the B/E/C/M/I sets from old school D&D had an artifact type you could make that would grant spells for you---so that your faith wouldn't wither if you got imprisoned somewhere or wandered outside of your own universe.

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