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*Dungeons & Dragons
Are "evil gods" necessary? [THREAD NECRO]
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<blockquote data-quote="Minigiant" data-source="post: 9128747" data-attributes="member: 63508"><p>One of my settings has something similar. It like yours doesn't follow D&D defaults.</p><p></p><p>The top ranks one the Primordial Deities<strong>. </strong>These are the gods of the fundamental aspects of the world itself with an emphasis of aspects before life. They may have crafted the world or spring from the worlds creation. Therefore they have no real alignment and do not need Worshippers as they draw energy from these fundamentals aspects.</p><p></p><p>Next are the Titanic Deities who mostly have domains of things that occured once the world went into motion and life appeared. They have alignments but multiple ones as they encompass both the good and bad, order and chaos of their domain. Mother Earth is the Earth goddess dwarves see as their mother patron but she is also the CE goddess of Evil volcano and earthquake cults who pray for disaster in order to exploit the chaos and death. These gods are reliant on worshippers as the aspects of their domain are not fundamental. The sun can go out or be replaced. Magic can die. It is harder.</p><p></p><p>Then you have the Divines who are all racial or occupational patrons or have domains over things that come with intelligence. These are often the children of the two ranks above. This is where you see the straight aligned gods as they are more narrow in scope. The Mother Nature can bless your Duel or War but her sons are the good god of Duels and evil god of War (until they died). These are the spell granting type with the most casualties. When they die, they are often replaced by demigod children of gods and mortals, ascended monster, and ascended heroes/villains. They rely on worship the most as lack of it makes them vulnerable to godslayers and they cannot leech onto reality to stay powerful during ebbs and flows of their domain.</p><p></p><p><strong>What it all means</strong>.</p><p></p><p>The God of War has been replaced multiple times as during times of peace, he or she is ganked and replaced. So the God of War is considered Evil as he or she are incentivized to nudge nations into war to stay strong. </p><p></p><p><strong>How this affects the game (because it's pointless if it doesn't)</strong></p><p></p><p>The God of War's Church is always nudging people into violence while the cults of non-divine patrons and cults of fallen war gods attempt to assassinate his priests and set themselves up for his fall. Meaning the wilderness is <strong>full</strong> of random cult battles.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9128747, member: 63508"] One of my settings has something similar. It like yours doesn't follow D&D defaults. The top ranks one the Primordial Deities[B]. [/B]These are the gods of the fundamental aspects of the world itself with an emphasis of aspects before life. They may have crafted the world or spring from the worlds creation. Therefore they have no real alignment and do not need Worshippers as they draw energy from these fundamentals aspects. Next are the Titanic Deities who mostly have domains of things that occured once the world went into motion and life appeared. They have alignments but multiple ones as they encompass both the good and bad, order and chaos of their domain. Mother Earth is the Earth goddess dwarves see as their mother patron but she is also the CE goddess of Evil volcano and earthquake cults who pray for disaster in order to exploit the chaos and death. These gods are reliant on worshippers as the aspects of their domain are not fundamental. The sun can go out or be replaced. Magic can die. It is harder. Then you have the Divines who are all racial or occupational patrons or have domains over things that come with intelligence. These are often the children of the two ranks above. This is where you see the straight aligned gods as they are more narrow in scope. The Mother Nature can bless your Duel or War but her sons are the good god of Duels and evil god of War (until they died). These are the spell granting type with the most casualties. When they die, they are often replaced by demigod children of gods and mortals, ascended monster, and ascended heroes/villains. They rely on worship the most as lack of it makes them vulnerable to godslayers and they cannot leech onto reality to stay powerful during ebbs and flows of their domain. [B]What it all means[/B]. The God of War has been replaced multiple times as during times of peace, he or she is ganked and replaced. So the God of War is considered Evil as he or she are incentivized to nudge nations into war to stay strong. [B]How this affects the game (because it's pointless if it doesn't)[/B] The God of War's Church is always nudging people into violence while the cults of non-divine patrons and cults of fallen war gods attempt to assassinate his priests and set themselves up for his fall. Meaning the wilderness is [B]full[/B] of random cult battles. [/QUOTE]
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Are "evil gods" necessary? [THREAD NECRO]
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