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Gods and their temples in your games
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<blockquote data-quote="LostSoul" data-source="post: 6075217" data-attributes="member: 386"><p>Broke it down for ease of understanding.</p><p></p><p>1. Yes, though I'm not sure how that will play out yet.</p><p></p><p>2. Not generally. It's the clerics and the faithful that play the important roles. The gods are important in the outer spheres, though.</p><p></p><p>3. Kind of - divine magic comes from the cleric's faith and beliefs, not from the god. The gods set up their religions to get people to believe in specific ideals and then taught them magic that makes those ideals into reality. The gods don't really have anything to do with it. When your powers come directly from a distant source, that makes you a warlock.</p><p></p><p>4. There's strife between everyone at times. I wanted to make sure that each god, even the evil ones, had something to offer a community. Priests of Lolth make good lawyers, priests of Tiamat make good accountants. Even worship of Tharizdun can be rationalized - they're anarchists fighting against conformity and restrictive social rules.</p><p></p><p>5. No. There's no big organized religion because civilization collapsed. A local priest may collect tithes, but that'd be no different from a lord collecting taxes (or a bandit collecting tribute). Clerics and paladins have to perform services to the community, though, in order to get their spells back. What they must do depends on their beliefs.</p><p></p><p>6. Since gods don't give spells they can't hold them back. They don't have any direct connection to the characters (generally) so they can't get mad. Clerics and paladins have to stick to their own beliefs, though, and if they violate these then they are wracked with inner doubt and become less effective in general.</p><p></p><p>Other notes: </p><p></p><p>Since I play 4E, divine characters use Radiant powers a lot. What "Radiant" means depends on the god. We have seen a cleric of Tharizdun who shoots disintegration rays, a warlock whose pact with Baalezebul means her radiant powers deal with lies and/or flies, a cleric of Lolth who speaks lies and makes you believe them without question... probably some other stuff that I'm missing/forget.</p><p></p><p>I also have a few skills specific to divine characters. They can call on their faith to give them great strength, they can see their god's will manifest in the world (the cleric of Tharizdun sees madness as purple auras around people), and they can call on their devotion to enforce their specific worldview.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6075217, member: 386"] Broke it down for ease of understanding. 1. Yes, though I'm not sure how that will play out yet. 2. Not generally. It's the clerics and the faithful that play the important roles. The gods are important in the outer spheres, though. 3. Kind of - divine magic comes from the cleric's faith and beliefs, not from the god. The gods set up their religions to get people to believe in specific ideals and then taught them magic that makes those ideals into reality. The gods don't really have anything to do with it. When your powers come directly from a distant source, that makes you a warlock. 4. There's strife between everyone at times. I wanted to make sure that each god, even the evil ones, had something to offer a community. Priests of Lolth make good lawyers, priests of Tiamat make good accountants. Even worship of Tharizdun can be rationalized - they're anarchists fighting against conformity and restrictive social rules. 5. No. There's no big organized religion because civilization collapsed. A local priest may collect tithes, but that'd be no different from a lord collecting taxes (or a bandit collecting tribute). Clerics and paladins have to perform services to the community, though, in order to get their spells back. What they must do depends on their beliefs. 6. Since gods don't give spells they can't hold them back. They don't have any direct connection to the characters (generally) so they can't get mad. Clerics and paladins have to stick to their own beliefs, though, and if they violate these then they are wracked with inner doubt and become less effective in general. Other notes: Since I play 4E, divine characters use Radiant powers a lot. What "Radiant" means depends on the god. We have seen a cleric of Tharizdun who shoots disintegration rays, a warlock whose pact with Baalezebul means her radiant powers deal with lies and/or flies, a cleric of Lolth who speaks lies and makes you believe them without question... probably some other stuff that I'm missing/forget. I also have a few skills specific to divine characters. They can call on their faith to give them great strength, they can see their god's will manifest in the world (the cleric of Tharizdun sees madness as purple auras around people), and they can call on their devotion to enforce their specific worldview. [/QUOTE]
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