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Do you make your good gods worth worshipping?
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<blockquote data-quote="Chimera" data-source="post: 2174049" data-attributes="member: 2002"><p>The Good Gods are a lot nicer than the Evil Gods. This flows down through the clergy.</p><p></p><p>For example, the primary Good Human God is an "All-Father" type whose worship forms depend on the sect, which varies by culture. <em>Raise Dead</em> and higher resurrection type magics are readily available, if a bit expensive. He's moral, but not overly so, being primarily a war/security type god. In the current setting (assuming I was running a game at the moment, which I am not), he has two different sects of his worship in the same area. One is very organized, kinda like the Catholic Church without some of the moral baggage and the other is much less centralized, left-overs from a more nomadic cultural period.</p><p></p><p>The primary Evil Human God is the God of Strength and Fire. His sect in this region is kind of like a Darwinian version of the USSR and the KGB on steroids, without any pretense of being for the masses. They are highly regimented, spying on each other, enforcing order and absolutely dedicated to the ruthless rule of the church in regions where they dominate. There is no <em>Raise Dead</em> for followers of the Strong One. You get one life and if you don't use it right, too bad - it's going to be a harsh afterlife!</p><p></p><p>Beyond that, it very much depends on the god.</p><p></p><p>For example, the sect of the Goddess of Peace is extremely home and hearth oriented, pacifistic in outlook, dedicated to making everyday life more pleasant. <em>Raise Dead</em> is available to her Clergy, but there are few who can do it and they generally reserve it for the wealthier and high-profile members of their sect who suffer unfortunate accidents. Adventuring is highly anathema to the sect, so they will NOT raise Adventurers unless that person has done a lot of good for the church and takes a vow of pacifism upon being raised. (Which of course, they will check with the dead one and with the goddess before doing!)</p><p></p><p>The sects of the God of the Dead are more Funerary Cults than anything else. They're the undertakers, embalmers(sometimes), grave-diggers of the world. Sometimes their sects/cults get more extensive and get more worship, but not always. There is no <em>Raise Dead</em> for his followers, as he is reluctant to relinquish his grip on the dead once they have passed into his realm. For the more evil sects of his worship, there is a small chance that a high level follower may be able to return as an Undead.</p><p></p><p>Many more, but I think I've given enough examples to make it clear.</p></blockquote><p></p>
[QUOTE="Chimera, post: 2174049, member: 2002"] The Good Gods are a lot nicer than the Evil Gods. This flows down through the clergy. For example, the primary Good Human God is an "All-Father" type whose worship forms depend on the sect, which varies by culture. [i]Raise Dead[/i] and higher resurrection type magics are readily available, if a bit expensive. He's moral, but not overly so, being primarily a war/security type god. In the current setting (assuming I was running a game at the moment, which I am not), he has two different sects of his worship in the same area. One is very organized, kinda like the Catholic Church without some of the moral baggage and the other is much less centralized, left-overs from a more nomadic cultural period. The primary Evil Human God is the God of Strength and Fire. His sect in this region is kind of like a Darwinian version of the USSR and the KGB on steroids, without any pretense of being for the masses. They are highly regimented, spying on each other, enforcing order and absolutely dedicated to the ruthless rule of the church in regions where they dominate. There is no [i]Raise Dead[/i] for followers of the Strong One. You get one life and if you don't use it right, too bad - it's going to be a harsh afterlife! Beyond that, it very much depends on the god. For example, the sect of the Goddess of Peace is extremely home and hearth oriented, pacifistic in outlook, dedicated to making everyday life more pleasant. [i]Raise Dead[/i] is available to her Clergy, but there are few who can do it and they generally reserve it for the wealthier and high-profile members of their sect who suffer unfortunate accidents. Adventuring is highly anathema to the sect, so they will NOT raise Adventurers unless that person has done a lot of good for the church and takes a vow of pacifism upon being raised. (Which of course, they will check with the dead one and with the goddess before doing!) The sects of the God of the Dead are more Funerary Cults than anything else. They're the undertakers, embalmers(sometimes), grave-diggers of the world. Sometimes their sects/cults get more extensive and get more worship, but not always. There is no [i]Raise Dead[/i] for his followers, as he is reluctant to relinquish his grip on the dead once they have passed into his realm. For the more evil sects of his worship, there is a small chance that a high level follower may be able to return as an Undead. Many more, but I think I've given enough examples to make it clear. [/QUOTE]
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