mhacdebhandia
Explorer
(I have also posted this to the Wizards of the Coast fora.)
A while ago I was contemplating designing a campaign setting of my own. One of the central hooks I was building it around was that the gods were remote - similar to Eberron, which looks like it's going to be the setting I actually end up running in if I can get some of my friends together over the summer.
The reason for declaring the gods remote was simple: In a standard D&D campaign, the gods are real, personal beings. Of course, as the Athar would hasten to point out, they might not be all that they claim to be, but their existence is demonstrable.
The problem for me is this: as a scholar of religion, I miss the possibility of conflict within a religion. In a standard D&D campaign, the threats faced by religious institutions and beliefs come from the followers of other gods, by and large - worshippers of Heironeous fight the followers of Hextor, good-aligned faiths are menaced by cults of evil deities, demons, and devils, and so on. While this is all fertile grounds for tension within the setting, and even churches with similar outlooks may clash - in Greyhawk, for example, Pholtus and St. Cuthbert have many common interests, but also share a rivalry - what I'd like to see is room for the literal hundreds of sects within larger religions to flourish in my setting.
The problem is that, in a standard D&D world, divination spells can easily resolve doctrinal disagreements. Heresy can't exist in that situation - at least, not without a generous serve of hypocrisy on someone's part. It's impossible to generate the kind of passionate disputation and commitment to one's beliefs that has so coloured human religious history when your god can and will just tell you who is right.
I can, and probably will, end up using the remoteness of Eberron's deities to great effect in that game, including factional disagreements. However, there's another element I want to throw into the mix.
One of the things I most loved about my studies at university was learning about new religious movements. Neopaganism, various imports and adaptations and appropriations of foreign (to the country in which the new religious movement developed) beliefs, the New Age, the whole spectrum of creative religious speculation and belief.
One of the most common doctrines you find in many new religious movements and across the spectrum of "New Age" belief is that everything comes from the same source. More than simply the rather common belief that, for example, Jews and Christians and Muslims worship the same God, this newer idea is that all religions ultimately partake of a universal truth to one degree or another - that Buddhism's fundamental message is the same as Judaism's, that Hindus and Wiccans have a lot in common, spiritually speaking.
Without getting into the merit of that belief - especially since actually discussing it at length would be off-topic and against the code of conduct - I want to use a part of that in my setting, combined with the fact that clerics and other wielders of divine magic need not worship deities at all.
Thus we have the beginnings of a cosmology: remote deities, deities which may not exist as real beings at all, deities which may just be the embodiments of certain metaphysical principles of the universe created by mortal minds to make those principles more accessible. Deities which may or may not be organised into pantheons - deities whose membership in or importance within pantheons might be bitterly, even violently disputed by some among their clergy - deities whose various factions of clerics might have some very different ideas about how to deal with clerics who worship the abstract principles their gods stand for but not their gods themselves - deities with religions as complex and interesting as I can make them.
So, as an example of the sort of thing I will post to this thread as my inspiration and energy allow:
A while ago I was contemplating designing a campaign setting of my own. One of the central hooks I was building it around was that the gods were remote - similar to Eberron, which looks like it's going to be the setting I actually end up running in if I can get some of my friends together over the summer.
The reason for declaring the gods remote was simple: In a standard D&D campaign, the gods are real, personal beings. Of course, as the Athar would hasten to point out, they might not be all that they claim to be, but their existence is demonstrable.
The problem for me is this: as a scholar of religion, I miss the possibility of conflict within a religion. In a standard D&D campaign, the threats faced by religious institutions and beliefs come from the followers of other gods, by and large - worshippers of Heironeous fight the followers of Hextor, good-aligned faiths are menaced by cults of evil deities, demons, and devils, and so on. While this is all fertile grounds for tension within the setting, and even churches with similar outlooks may clash - in Greyhawk, for example, Pholtus and St. Cuthbert have many common interests, but also share a rivalry - what I'd like to see is room for the literal hundreds of sects within larger religions to flourish in my setting.
The problem is that, in a standard D&D world, divination spells can easily resolve doctrinal disagreements. Heresy can't exist in that situation - at least, not without a generous serve of hypocrisy on someone's part. It's impossible to generate the kind of passionate disputation and commitment to one's beliefs that has so coloured human religious history when your god can and will just tell you who is right.
I can, and probably will, end up using the remoteness of Eberron's deities to great effect in that game, including factional disagreements. However, there's another element I want to throw into the mix.
One of the things I most loved about my studies at university was learning about new religious movements. Neopaganism, various imports and adaptations and appropriations of foreign (to the country in which the new religious movement developed) beliefs, the New Age, the whole spectrum of creative religious speculation and belief.
One of the most common doctrines you find in many new religious movements and across the spectrum of "New Age" belief is that everything comes from the same source. More than simply the rather common belief that, for example, Jews and Christians and Muslims worship the same God, this newer idea is that all religions ultimately partake of a universal truth to one degree or another - that Buddhism's fundamental message is the same as Judaism's, that Hindus and Wiccans have a lot in common, spiritually speaking.
Without getting into the merit of that belief - especially since actually discussing it at length would be off-topic and against the code of conduct - I want to use a part of that in my setting, combined with the fact that clerics and other wielders of divine magic need not worship deities at all.
Thus we have the beginnings of a cosmology: remote deities, deities which may not exist as real beings at all, deities which may just be the embodiments of certain metaphysical principles of the universe created by mortal minds to make those principles more accessible. Deities which may or may not be organised into pantheons - deities whose membership in or importance within pantheons might be bitterly, even violently disputed by some among their clergy - deities whose various factions of clerics might have some very different ideas about how to deal with clerics who worship the abstract principles their gods stand for but not their gods themselves - deities with religions as complex and interesting as I can make them.
So, as an example of the sort of thing I will post to this thread as my inspiration and energy allow:
- The Earth Mother is believed by her clerics to be the goddess of nature and all living things, especially animals and plants.
- Some of her clerics believe that the soil and rock of the world is her actual body, with living things being her garments.
- Some of her clerics believe that mortal cities are a blight upon her realm.
- Some of her clerics believe that it's possible for mortals to build their cities in harmony with the natural world, and work to convince society at large to make this a priority.
- Some of her clerics are vicious opponents of further human encroachment upon the wilderness, even when they aren't part of the minority calling for a complete destruction of cities and a return to natural existence.
- Some druids worship the Earth Mother as a symbol of the abstract forces of nature they revere.
- Some druids deride the Earth Mother as an unnecessary and inappropriate anthropomorphisation of the forces of nature they revere.
- Some druids consider the Earth Mother's worship a blasphemy against the uncaring natural world.