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feeling dissatisfied - need some advice
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<blockquote data-quote="Cap'n Kobold" data-source="post: 6879551" data-attributes="member: 6802951"><p>A couple of things seem to spring out at me:</p><p></p><p>When you think about the gods in your setting, are you thinking "distant" like Eberron, where there is no proof or direct communication, but everyone still believes in them? Or that they plain don't exist?</p><p>Note that in Eberron there are still several <strong>non-god</strong> divine forces: The Blood of Vol channels the spark of power present in all living beings. The Silver Flame is a primordial force formed of sacrifice and guardianship that lends its power to those striving for the same goals. The Valenar elves worship and gain power from their ancestors, and the Aerenal elves call upon the gestalt entity of their undying rulers.</p><p></p><p>What are the beliefs of your Cleric and Paladin? Are they inextricably part of a god's worship? Which god? Does the Paladin even follow a god?</p><p></p><p>You seem to have a hangup about specific spells. In that you have decided they must be of divine nature and thus have no place in your setting. Are those specific spells an actual issue that couldn't be solved by just reflavouring or are you convinced that they are impossible to cast without actual gods in the setting?</p><p></p><p>Bear in mind that unlike previous editions, there is no divide between "arcane magic" and "divine magic". There is a single class whose default flavour is that they gain their powers through a god, but aside from a different spell list, there is no mechanical difference. In your setting, clerics could just be extra-dedicated Warlocks, or "White mages" that channel life force etc.</p><p></p><p>Regarding getting your party out of the town, a simple "I'm not getting the supplies I ordered from X. Could you go find out why please?" from their innkeeper friend or similar should be enough to sent them off to lands unknown. At level 6 they are transitioning from "heroes of the village" to "heroes of the nation" levels of threats. Send an NPC that they have already formed attachments to, or have them meet someone they will get to like to give them a reason to continue travelling.</p><p>Once they have solved all the problems in their little village, they should be looking further afield for opportunities anyway.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 6879551, member: 6802951"] A couple of things seem to spring out at me: When you think about the gods in your setting, are you thinking "distant" like Eberron, where there is no proof or direct communication, but everyone still believes in them? Or that they plain don't exist? Note that in Eberron there are still several [b]non-god[/b] divine forces: The Blood of Vol channels the spark of power present in all living beings. The Silver Flame is a primordial force formed of sacrifice and guardianship that lends its power to those striving for the same goals. The Valenar elves worship and gain power from their ancestors, and the Aerenal elves call upon the gestalt entity of their undying rulers. What are the beliefs of your Cleric and Paladin? Are they inextricably part of a god's worship? Which god? Does the Paladin even follow a god? You seem to have a hangup about specific spells. In that you have decided they must be of divine nature and thus have no place in your setting. Are those specific spells an actual issue that couldn't be solved by just reflavouring or are you convinced that they are impossible to cast without actual gods in the setting? Bear in mind that unlike previous editions, there is no divide between "arcane magic" and "divine magic". There is a single class whose default flavour is that they gain their powers through a god, but aside from a different spell list, there is no mechanical difference. In your setting, clerics could just be extra-dedicated Warlocks, or "White mages" that channel life force etc. Regarding getting your party out of the town, a simple "I'm not getting the supplies I ordered from X. Could you go find out why please?" from their innkeeper friend or similar should be enough to sent them off to lands unknown. At level 6 they are transitioning from "heroes of the village" to "heroes of the nation" levels of threats. Send an NPC that they have already formed attachments to, or have them meet someone they will get to like to give them a reason to continue travelling. Once they have solved all the problems in their little village, they should be looking further afield for opportunities anyway. [/QUOTE]
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