Finding religion in D&D (or the most ambitious/insane thing I've done as a DM)

Arravis

First Post
There is something I'd like to see happen in my campaign, but I'm not sure how to handle it. Additionally, I don't know how to make this short. My apologies, but I hope this will be worth it. *My players, stay out :p*

First off it's a Forgotten Realms campaign. The thing in question involves my wife's character, which has a rather odd background. Her character notion began as short stories that she had written about the previous Forgotten Realms campaign. Those stories were based many years later, involving the PC's of the original campaign and their children. When we started a new FR campaign, she couldn't think of a character that really interested her. She did mention one thing though: she would love to play one of the grown children of the previous campaign that she had written about. But, since the current campaign would take place in the "standard" time of FR, the character hadn't even been born yet... she didn't see how it would be possible. There was one way I mentioned, and it was bound to be interesting.

The character's name is Nydia, she was the daughter of my old character (a mulhorandi wizard who dabbled in chronomancy) and her own character (an amnish rogue). Nydia was a young sorceress who tried hard to impress her parents, especially her rather strict and dour father. She was developing a new spell in the hopes of impressing him. She was testing it out with her mother when the spell went awry. Nydia accidentally killed her mother.

No priestly or arcane magics could bring her mother back, she seemed vanished from existence itself. No soul seemed left, no trace of who she was. Nydia's father tried all he could, all the vast magics at his disposal to bring his wife back, but they failed. Finally, her father decided that chronomancy was the only way. He knew that the goddess of magic, Mystra, forbid and controlled it's use... but there are always darker powers that will help hide such things.

He spent months researching and looking for the spell, finally he found what he needed among the ancient ruins of a lost empire: a spell that would allow someone to travel back in time. He scribed the spell unto a scroll and began getting his affairs in order. He knew the risk he was taking in this venture.

When Nydia found out about her father's plan, she did not think it right that he should risk all to make up for her mistake. So she stole his scroll and cast the spell herself. She would go back in time to save her mother.

Something had gone wrong though, she had lost most of her sorcery, and she had gone too far back, many years before her mother's death. She was in the "current" realms time of course, and she was merely 1st level, perfect for the new campaign. :)

She's done all she can to hide from any clerics of Mystra and her temples. That was until a grave injury left Nydia comatose and the party took her to the nearest temple they found... a temple of Mystra.

The player was expecting Nydia to be killed, or at the very least rejected and denied help. But they let her in, they healed her, and she had a dream that the goddess herself visited her (I don't believe that the player has realized this though).

Quite some time after that incident she finds out about a chronomantic organization that might be able to help her achieve some of her goals. After contacting them, she finds out they are a group sanctioned by the goddess herself and seem to know quite a bit about her.

This is where the campaign is currently. This group of chronomancers can help her change time, to save her mother and to make things right. She knows that to join them means giving up much of her freedom, becoming one of them and sharing in their responsibilities given to them by Mystra. They will give her the power to change time though, to make things right...

A number of things happened that the player does not know to this day. In allowing a chronomancer in the campaign I knew I could be opening a massive bees nest of problems. I gave it much thought and came up with a system for it. I would follow the time-travel model used in the Dragonlance series.

Time is a river. An individual time traveling is nothing but a pebble thrown into in the river. A pebble cannot change the course of the river. One can travel in time, but not change major events. What happened to Nydia's mother was a major event. She is doomed to her fate, as is Nydia as well.

Also unknown to Nydia is that Mystra has direct knowledge of chronomancy magics she was wielding that fateful day she used her father's scroll. Nydia's accidental miscasting of the spell that brought her to the wrong time was no accident at all, it was the goddesses will. Time is a river, a pebble cannot change things... but sometimes people don't realize what things really happened to begin with.

It was Nydia herself who, without his knowledge, delivers the chronomancy spell to her father. It was Nydia herself who snatched her mother away a moment before the spell killed her. It was all done with the assistance of this group of chronomancers and Mystra herself.

Nydia joins them, forfeiting her own normal life to become one of them. For they are the only ones able to change time (though only in miniscule ways, in ways that do not change the river's course). So Nydia's mother does die, as far as this world is concerned, fate is satisfied and the skein of time is unchanged. But she is snatched away the very moment before her death, by Nydia the chronomancer, to another world with no connection to the realms. A world with no gods, a world separate from the rest of the multiverse.

This world is Athas, the world of Dark Sun. A campaign I had ran before the FR ones was set in a version of Athas and this plot has allowed me to connect the two campaigns. In that game, they have met Nydia's mother herself...

Anyway, now that all that is said and done, we get to the issue at hand. One of the things I wanted to explore with this plotline, in relation to this character, is that sometimes those we fear are our enemies can be our friends and that the gods can be kind and good. That's something that neither my wife nor her characters have much faith in.

I myself am an atheist, but I can understand faith. I can understand the comfort it gives and the spiritual wellbeing it can bring. My wife is a hard-core atheist; she has very negative feelings towards religion... as if it has harmed her personally. Religion to her, is the enemy. She thinks all of them are a waste of time. I think she is too harsh, dismissing too much. It has value, it does serve a good, and (for the most part) it does intend the best.

She plays her character much in line with her own beliefs... in the realms the "existence" of the gods can't be denied, but she sees them as selfish forces that merely use mortals for their own end. I'd like to see her consider some new ideas on it though. I don't expect her to find religion (nor would I want her to), but I think it would be good for her to explore the issue somewhat. To try to put yourself in their shoes, to try to understand. That was the single most ambitious thing in this plotline (and in my DM'ng career). I don't give it much hope of success though.

Anyway, for those who don't think this is an insane goal (and it may be), I'd like to hear some advice on how to handle it. I'd love to see her character at least respect Mystra. I'm not sure how to set the stage for such a thing. I know you can't force it, but you can try to bring the right things together and hope for the best. I'm not sure how to do that though and would love to hear some advice on it.

Thanks for reading this rather long post, I appreciate it very much.

-Arravis
 
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You are a very brave man.

I will admit that there are areas of my wife's phylosophy that I feel are limited. However only once have I gotten a 'new perspective dawning' from her. Most of the time when I try to 'make a point' while we are doing something else, she feels it is a 'trick'.

About the only 2 ways I can see to convince her that "power" is not always "corrupt" are...

1. Character gets to be Mystra for a day. (Does she then become corrupt when she becomes a goddess?)

2. Mystra must make a personal sacrifice for someone else's good. (Such as; by breaking the "rules of time" to help PC Mystra looses/surrenders control of chronomancers.)
 

I like both ideas... perhaps I can do both, combined into one event! Very nice MavrickWeirdo :). That does help.

And yeah, brave or stupid. Same thing I think, hehe. Thank you very much for reading the post btw, I know it was a bit long, but I wasn't sure how to shorten it without it being even more confusing.
 

Whoo. Quite a doozy.

The key for any sort of discussion of a touchy subject is to present it initially as something tangental to a subject that the person is comfortable with and interested in. Also, people tend to react defensively when their beliefs are challenged. If you think religion is bad, then having someone say, "Look, religion is good!" ain't gonna work.

What I think you need is a sympathetic character who is religious. Someone for whom the faith and religion is a given thing, something that makes his or her life better, but that so far he has not had a problem with. Then issues come up that are a bit of a religious quandry for the character. The key is to have the character be sympathetic and well-liked by your wife's PC before introducing any sort of strife into the person's life. Then, once the strife does show up, your wife's PC can handle it sort of second-hand.

Have you ever read A Prayer For Owen Meany? John Irving, I think was the author. It's a rather long novel about a boy John whose best friend Owen just seems to know that God exists, no doubt. John's mother dies, and he and Owen grow up. The Vietnam war is going on, and John dodges the draft while Owen enlists, thinking he has a destiny. All throughout the story, John never believes the same thing Owen does, but he still trusts Owen as a friend. At the end of the story, when Owen actually tries to fulfill his perceived destiny, John sees things that forces him to reconsider his beliefs.

He doesn't become a priest or anything, but it's a small, subtle shift in worldview. And that's about the best you can hope for.

By the way, is it religion itself, in the organized social form, or is it faith and spirituality she has a problem with? I know a fair number of lapsed Catholics who don't like the Church, but who still feel somewhat spiritual, and who respect the beliefs they used to hold. Sort of like how my brother used to love the Dallas Cowboys. Recently they've let him down a bit, but I'm pretty sure he wishes they were as impressive as they used to be, so that he'd be able to enjoy them again.
 


RangerWickett said:
By the way, is it religion itself, in the organized social form, or is it faith and spirituality she has a problem with? I know a fair number of lapsed Catholics who don't like the Church, but who still feel somewhat spiritual, and who respect the beliefs they used to hold. Sort of like how my brother used to love the Dallas Cowboys. Recently they've let him down a bit, but I'm pretty sure he wishes they were as impressive as they used to be, so that he'd be able to enjoy them again.

To quote a bumper sticker.

I have no problem with God, it's his fan club I can't stand.
 

First of all, let me say that you and your wife are creative a very rich and engaging story line.

Depending on how serious you want the Gods to be in your campaign, you could have the Gods directly interact with her, ala something you'd see on the Hercules/Xena. By making the Gods more human, she may find her character can relate to them and confront them directly with her issues.

Another concept is to make her a "local deity" - give her a Divine Rank and responsibility over a small town. I can't remember, but I think at least one FR deity has dominion and gains power from a specific city (Silverymoon, maybe)... if she really balks on the idea, tell her that without their divine figure, something sinister will happen to the town. See what happens after that...
 

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