Dark Sun and the Religion skill

I think it is also a matter of the question where divine abilities come from. In 2e Athas the sorcerer-kings had some divine devices to grad clerics and other divine classes their powers. While reading the DS campaign setting I decided that I'd allow divine character classes in my game. Surely only a few character should take them, but they gain their by worshiping. And if there is "something", a faint remainder of a god or a sorcerer-king they'll get their divine powers. I don't care that much about domains, real existing gods and stuff. There might bem ore in the background than one knows. And the sorcerer-queen in gulg and the "self-made god" in Raam provide enough basis for some divine stuff.

And to all that the knowledge about undead adds up. I also plan on having some very ancient ruins that where build in the time when gods still existed. So characters can recognize the religious background and the purpose of the old symbols, just without determining the religion it belonged to.

So there should be enough purpose for the religion skill.
 

log in or register to remove this ad

I think it is also a matter of the question where divine abilities come from.

.....

So there should be enough purpose for the religion skill.

Indeed.

The Rule of 'It's my campaign, my story, so I do what I want' trumps 'But Dark Sun has no divine priests qq'
 

Pets & Sidekicks

Remove ads

Top