Cleric without a clergy

As a little spin on Hjorimir's suggestion, consider the show "Joan of Arcadia" and (as you have) the Crow movies.

In both cases, the main characters receive info from divine sources- in the former, its direct contact, which you already said you don't want. Still, it was handled excellently, so it might give you some ideas for down the road. God appeared to Joan by talking through the mouths of regular people around her.

In the Crow movies, though, the main character had a divine familiar of sorts, that gave him hints and clues "Lassie style." The crow in question would circle around or land on things of import to the main character, hinting, guiding, but never talking.

Similarly, a creature or creatures (a pair of creatures, a swarm, whatever) connected to the lost god in some way could hint at things important to the god. It doesn't even have to be the same creature. Perhaps its a species that is unusual to the area, so it stands out. Perhaps it gets noticed because of unusual markings- albinism, the god's holy symbol in its hide patterns. If birds are connected to the deity, perhaps the marker is that the bird in question sings a song that used to be used in the god's services. Bugs could swarm in unusual ways...especially if the bugs aren't known for swarming outside of mating season...like butterflies.
 

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Personally, I like the idea of scriptures. You don't have to have much to start with. Just enough to warrant 1st, maybe 2nd level spells (I like 4e, but the concepts flow better thinking in 1e-3e terms). As the character progresses, you can either tie the acquisition of higher level spells to finding more detailed scriptures, or just award them. I'd go with the former, but I could see where that wouldn't be for everyone.

The beautiful thing is that not all the scriptures have to agree. If you look at Earth, there were many variations on Christianity, early on. Some of those are near-diametrically opposed. Eventually, some guys got together and had to decide what was authentic/canon and what was heretical (really simlified explanation). It was only three centuries (IIRC, it's been a while) between Christ and the Bible being set. You're talking about 2.5 times that long -- just from the last time there was someone who cared.

Depending on how philosophic-mind your player is, you could have a lot of fun with the whole set up.

On the other hand, if your player just wants a badge of "something different", don't push it. IMC, druids are animists and it's expressly stated that they don't gain powers from gods. When a player wanted to play one my current campaign (which is expressly supposed to be filled with "final reveals" for my 20+ year setting), I told him, "You may want to think about where your higher level spells come from. Bargaining with rat spirits only goes so far. Powerful druids have always seemed to be at or near the center of almost every cataclysm or near cataclysm." At 15th level, he still really doesn't seem to care.
 


Here's a cool one I used a few years ago.

There was a PC who had a masterwork bladed weapon- you know, one with a blade forged katana style, with multiple folds of steel and carbon that created a pattern in the metal of the blade.

Only this PC was receiving oracular info through messages he read in the patterns in the metal. Sometimes, it was just a word or two..."Go right." or "Look out below." Other times, it was a name- the PC had to figure out whether it was a person place or thing.

Cooler still- nobody else saw anything but the same old unchanging patterns in the blade's steel. The messages were to him and him alone.
 


You can also have the PC come into contact with cults who claim to still worship this same God, but do so in many 'wrong' ways. Still, at the core, they retain some connection with the real deal, the PC just has to shift through their oral histories and ceremonies for those parts that ring true.

There may also be scriptures written in strange languages or codes. These have to be deciphered to learn more.

Obvious cool plots are the emerging of 'enemy' faiths. Cultists/clergy of other newfound gods may be thwarting the PC from uncovering the powers of his/her God while they themselves are trying to uncover the fundamentals of their own faith.
 

Thanks everyone for your input!

I will find and read the storyhour after moving back to North America (which is this Saturday). Time right now is scarce. This does look like it contains lots of cool idea to pick.

I like the idea of having cults that still exists that worship the character's deity in the wrong way. He could even join them initially, only to discover his mistake later on. Lots of roleplay opportunities? Check!

About Dragonlance, it's clear that my homebrew steals some concepts from them. The gods are gone, but they don't really intend to come back. The characters in my campaign will not be responsible for their comeback. So I don't know how it could help me (but my memory is somewhat fuzzy on it).

I think I have what I need. Thanks everyone. :)
 

You've already gotten lots of neat ideas from others that I'm not sure I can top. Your thread title reminded me of an old character I had back in 2E though. He was a cleric of Atheism. Unknown to him, he got his clerical powers and spells from a Trickster god who just loved watching the chaos that was created when he got in religious debates and said he didn't believe in any gods but could still do the same 'tricks' as the other clerics.

Anyway, I like the ideas presented above. My favorites are finding old scriptures as well as getting vague dreams that hint at things without spelling stuff out directly. Sounds like fun.
 

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