Diversity and Detail In Religions!

SHARK

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Greetings!

Diversity and Detail In Religions

It seems that many religions in the D&D game, or often as played in campaigns, often come across as flat and dull. Some put obvious passion and zeal into developing the various religions, and in those campaigns, the effort pays off with vibrant and distinctive religions and detailed philosophies. However, the D&D game and core-rule books do not necessarily provide great details on how to exactly go about doing this. Are such procedures difficult for many? What have you done to add not only detail to your religions, but also distinctions? For example:

In one area of my campaign world, I have a society of Minotaurs that have a Blood Cult of frenzied berserkers. They have several special chants that I have come up with for them; These Minotaurs have several particular rituals that they participate in throughout the year; I have developed a moon-light celebration that they perform in celebration of military victories—this great feats has a ritual speech, as well as a savage feats where prisoners are sacrificed and eaten after they are briefly dragged through a glowing bed of bright sizzling coals. The celebration is attended by great champions and warriors of the tribe, and the Minotaurs will gather in long lines and sing deep dirges to their gods in praise for their victories. The Minotaur priests wear robes of black and gold, and have rods inlaid with gold, and have a clawed fist at the tip. The Minotaur berserkers all have ritually blessed cloaks, and have distinctive bronze armor, and great helmets featuring a heavy face-mask, and great ridges that stretch out from the side of the helmet and reach to the crest. The Minotaurs have a core group of doctrines and teachings, many of which are taught to Minotaurs when they are young. Female Minotaurs are often musicians within the structure of this tribe’s religious organization, as well as being members of exclusive groups of Mystics.

It seems that many religions are a brief description of the deity, followed by the domains, and favorite weapons. That’s it. I think that religions can be detailed to far greater degrees, and add incredible levels of depth to one’s campaign.

What do you think?

Semper Fidelis,

SHARK
 

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Very true.

Creating a more detailed discription of religion is very usefull in increasing the atmosphere oin the game. But I think that you should do the following:

Ask the Player to participate in developing the cult from the characters POV. This will help the player in his game.

Make sure cults have different direction to them. A cleric can focus on an aspect of the god. Dont let dogma take over. It might be perfect for some religions to have very strict scriptures but some religigions would be smothered ( and players might be hindered in the game).

For several nice celtic/norse style religions try Herowars, storm gods. This book describes the Orlanthi pantheon in great detail including myth, rituals and pictograms. ( very nice for ideas, and a fun game system)
 

It comes down to structure. Who is the leaders, what power do they hold over the attitude of other clerics. In a way this an alignment and charisma issue as you can have a one step differance (have to think more on this).

Then you have policy/mission statement. What is the policy that the leader is following and how that will effect the clerics. Things to think about, could a policy command someone stay dead to improve the power of the religion?

Groups - if a leader is weak, I can see power groups forming. This sects would have their own policies.

Chain of command - Religons are orgainized. You have to think about how this is laid out.


Sorry, rambling this morning.
 

1. Hierarchy - What is the structure and chain of command (as mentioned above)

1a. What sects exist within the structure and what is their motivation. Are there any heretical cults?

2. Doctrine - What is Right behaviour, What is Wrong behaviour (according to the religion)

2a. Heresy: what alternatev Doctrine exist, how prevalent is it (does it constitute a sect or cult), what is the official position on the heresy (tolerance or inquisiton or holy war?)

3. Sacraments and Ordinances - What are the duties of the ordained Clergy (ordinances) and what are the powers (Sacraments) - including the power to cast spells and heal.

I have a master list of Sacraments and Ordinances which PCs can then choose from and elaborate ic. I tend to require that an Ordinance be 'matched to a given Sacrament'
So for instance a Cleric may have the duty to give alms to the poor (Charity) which allows them to perform the Sacrament of Purifying Food.
The ordinace of Prayer is linked to the power of Divine Authority (spells)

Such ordinances must be inacted ic for the power to be activated and if neglected the power will fail

4. What is the public view of the religion
 

A sample of a god from the Priesthood/Religion section of the Aquerra Player's Guide:

-----------------------------

The God: Ra is the head of his pantheon, and the sun god of known world of Aquerra (except to followers of the Red God of the West). He represents the light of goodness and the force of justice and order in the world, along with being the symbol of the responsible despot. Legends of his kind, yet firm, rule over the other gods of his pantheon are said to be an example to all rulers. It is also said that the kings of Herman Land and Neergaard rule with his divine blessing. Murals and statues of Ra depict him as a tall man with the head of a hawk, and a tall crown, occasionally riding his sun barge (Matet) across the sky. It is said he brings the barge into the Realm of Anubis each night, and brings back out at dawn. Dawn in a very holy time to followers of Ra.
The Church: The religion of Ra is perhaps the most firmly established throughout Aquerra. Temples of the sun god can be found in almost every large city, and in numerous smaller cities, towns and hamlets throughout known Aquerra. They tend to be rather large and ostentatious, with liberal use of gold, silver and platinum to decorate them.

The worship of Ra is common among nobility and common folk alike, however it is usually only the former that attends services every Ralem. The church is a guide for rulers and nobles, providing wisdom and advise on the ruling of people and the upholding of law.

The church is organized by a strict hierarchy determined by level and influence. Priests of Ra are expected to obey their superiors without question. The hierarchy of the church extends into the priesthood of Anhur and Thoth (see Relationship with Other Priesthoods below).

The Priesthood: The priests are often leader of their community in the role of advisors to lords, mayors and others. High level priests of Ra (called Matriarchs and Patriarchs and sometimes Sunfathers) are often advisors to kings, and other powerful political leaders, using their influence and wisdom to guide the power of sovereigns. In the past (as in the Sunra Kingdom of the Third Age) priests or paladins of Ra were kings themselves. Low level priests of Ra are most often travelers, adventuring and helping the general populace (and preaching the ways of Ra) by bringing justice and goodness. Mid-level priests are often charged with the care of temples or other holy places, or are sent on specific holy quests for the church. High level priests of Ra maintain the hierarchy, and are sent out to advise the rulers of the world.

Priests of Ra may marry, and both men and women shave their heads by fourth level. They tend to wear clothes and use equipment of the finest quality.

Races: Typically, only humans worship Ra. On occasion, mixed race humans can be found who worship them, but of these only half-elves are ever allowed in the priesthood (and then, only rarely).

Relationship With Other Priesthoods: The hierarchy extends to the priesthood of Anhur and Thoth as well. Militants of Anhur are charged to obey priests of Ra (of course, a low level priest of Ra will almost always defer to a high level Militant of Anhur). This is also the case for Librarians of Thoth. Thothians are the academic arm of this trinity, while Anhur’s followers are the military arm. Priests of Ra also work closely with Paladins of Horus, but the latter are not required to obey the former in all things.
The church of Ra is the sworn enemy of that of Set (God of Tyranny). The followers of the serpent god work to overthrow the power of Ra in both the divine and worldly aspects. Priests of Ra also seek to root out followers of Seker the Deceptive, and end their chaotic and destructive plots.

In general, all the other priesthoods of Ra’s Pantheon treat this church with the respect it deserves. At times, the priesthood of Ra comes into conflict with Friars of Nephthys for their methods and attitude, but never for their intentions. Also, in larger cities, churches of Ra and temples of Bast compete for a similar congregation.

As for priesthoods of gods of other pantheons, they seek to destroy the influence of any evil gods, and are suspicious of the growing following of gods of the north (see Gods of the Kalevala) in what are traditionally the lands of Ra’s followers. Among all the other gods, Ra’s priests hate the followers of the Red God of the West, finding them to be ignorant blasphemers who hide behind the law and seek to usurp Ra’s sovereignty.

Areas of Aquerra: Ra is worshiped in all the areas of central Aquerra (aka “the known world”), including: Kingdom of Herman Land, the Kingdom of Neergaard, Thricia, the United Kingdom of Superior Families and the Archduchy of Wallbrook. He is also worshiped in part in the human settlements of Derome-Delem and by some of the oppressed peoples of the Black Islands Barony.

Ra’s Holidays
--------------------------
Summer Solstice - 1st of Ter – Everywhere that Ra is worshipped no one works this day in celebration of the new fuel that has been added to the sun. Everyone drinks and feasts until sunset, and priests of Ra hold public ceremonies where gold is melted and cast into holy symbols. Every five years, on the Great Lawn of Fontenmere Abbey (in the Kingdom of Neergaard), The Anthem of the Sun is held on this day. From sunrise to sunset, priests and followers dance and new music is written each year for the event. Priests of various gods are often invited to take part, as well.

The Great Fast—28th of Syet to the 8th of Oche – Priests of Ra fast during this time (drinking only water, wine or juice) to mourn the coming of winter.

Ra’s Rising – 28th of Onk - On this day, Ra’s priests take a vow of silence, and begin a ceremony at midnight of that day that lasts until the first dawn of spring the next day.
 
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What I'd like to see is a book with cults and religions ideas around the gods.
I and the impresson that Deities and Demigods was boing to be something like that.
The player's Handbook of Kalamar give good idea with the Canon but is ther another book thet give good ideas for a religion?
 


SHARK said:
Greetings!

It seems that many religions are a brief description of the deity, followed by the domains, and favorite weapons. That’s it. I think that religions can be detailed to far greater degrees, and add incredible levels of depth to one’s campaign.

Well, I'd have to agree, and that's why we are publishing the Book of the Righteous in August. It's a 320 page hardback that fully details a fantasy pantheon and over 20 churches. Each church write-up features one or more myths about the god, dogma, organization, holy orders, holidays, and more. Look for previews of the book on the GR website in July and drop by our booth at GenCon when BoR debuts.
 

i think a staple part of more religions should be a pilgrimage of some sort, much as in many real world religions, this adds detail and life, as well as a good roleplaying opportunity and a storyline
 

Shark, have you read Lords Of Darkness? There are quite interesting religious rituals described there, that grant powers in exchange for XP and wealth, for example ability to use Shadow Walk for followers of Shar!
 

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