Rolzup said:As I'm doing it....
There is a Church. Several, actually, but there's one that's particularly pervasive and powerful. And alliterative, apparently.
Clerics are not a part of this church, and in point of fact clerical magic (Theurgy) is considered blasphemous and heretical, grounds for immediate execution in some parts of the world. The Church does have associated spellcasters; largely wizards, some Duskblades, and suchlike...just devout believers, in most cases. Their god, Shar, does not speak directly to his worshippers, and does not grant them any kind of magic.
Clerics do exist, though. Each worships a single, unique god -- a "Dead God", forgotten by the rest of the world. THe cleric contacts this diety, and a soert of symbiotic relationship is established; the cleric sustains the god with his faith, the god rewards the cleric's faith with power. As his faith grows stronger, so does the power granted to him.
Informally, at least, I'm thinking that Shar does not grant spells and such because he is unable. So many worshippers, all with their own prayers and desires, most of them contradictory -- it's impossible to satisfy them all. Clerics, though, have the total attention of their god.... On the other hand, Shar can work Big Miracles when needed, things far beyond the powers of even the mightiest Dead God.
Healing magic, therefore, isn't particularly common. It's available to those willing to pay, and to risk excommunication, but it generally takes some searching. Any kind of resurrection is blasphemy of the highest order, not to mention illegal. Not to say that it doesn't happen, mind...just that if it does, it needs to be kept secret.
Still need to work out some of the details, but I'm pretty happy with it. Mechanically, there's no real change; it's all social and background stuff.
This is an interesting world, but why is Shar (or his church) so opposed to clerics of Dead Gods? Is there any reason that doesn't amount to, "I'm a selfish pig of a god who can't stand to see even the smallest scraps of faith go to someone else?"
This is compounded by the fact that so much clerical magic is obviously beneficial and helpful. Purifying food, healing the sick, curing disease, separating truth from lies.... These don't exactly seem like bad things, and I think folks might be a mite skeptical of any religion that says it is.
Now you can argue that real world religions have arbitrary restrictions, and I suppose you'd be right. I guess it's a question of where you want player sympathies engaged. If you want players to hate the Church of Shar, give 'em a harsh, "It's bad because it is, h'mkay!" philosophy. But if you want players to say, "Well heck, this seems like a reasonable point of view. I can see why they would feel that way," then give an explicit explanation of the damage that can be done if theurgy were practiced openly. (And don't wuss out with, "it damns their souls," either.)
I'll note that one interesting feature is that high level Church wizards are one of the only legitimate sources of healing. Not by casting spells directly, but high level wizards with Planar Binding (normal, lesser, greater) can conjure up celestial outsiders and bargin with them to use their powers to heal.
So how do druids fit in?