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How do your Gods get Power?
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<blockquote data-quote="WayneLigon" data-source="post: 1455760" data-attributes="member: 3649"><p>I've done it a number of different ways. </p><p> </p><p>The desert campaign has about ten gods, plus one upstart Power. the gods need nothing and no-one; they are eternal and primal beings with little care or concern about the world. Most 'worship' is trying to keep things from happening. Priests get powers from sacrifices to those powers; the god gets most of the energy, while the priest soaks up the 'leftovers' (yes, the occassional mad priests decides to try and create a way to take all that power and ascend to the realm of the gods. That never works out well. So far.). Suta, the upstart power, derives her power from the worship of subjects, tithes, sacrifices, etc.</p><p> </p><p>Another game I ran had no gods that didn't exist before they were created by humans. The world and the universe were created by physical law and chance, but when humans evolved, they also evolved with a psychic means of changing their environment. Gods and spirits were born out of that mutation; they are tremendous vortices of psionic energy that have a vague means of persisting. Gods are born, grow, flourish, shrink and eventually die depending on the changing face of the cultures and the people. It's possible to direct the efforts of tens of thousands of people and <em>create</em> a god; many cults have done this in the past. Created deities almost always have their own minds, though, and it rarely works out well. Gods have all the foibles of humans, just with vast amounts of power. </p><p> </p><p>The Greatwood game is mostly an animist universe; spirits live in everything, and some spirits can grow very powerful. Some of those are called gods. They are manifestations of places and events as well. There is no technical difference between a cleric and a druid in that world; clerics take two or more domains representing the spirits they serve, while druids tap into the more fundamental elemental and life spirits. There are four gods, through, that came from another plane and set up residence. They make all sorts of claims as to what they own or hold sway over, but really they're just big bullies that have managed to cow or convince the natural spirits of those 'spheres' to give them power.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 1455760, member: 3649"] I've done it a number of different ways. The desert campaign has about ten gods, plus one upstart Power. the gods need nothing and no-one; they are eternal and primal beings with little care or concern about the world. Most 'worship' is trying to keep things from happening. Priests get powers from sacrifices to those powers; the god gets most of the energy, while the priest soaks up the 'leftovers' (yes, the occassional mad priests decides to try and create a way to take all that power and ascend to the realm of the gods. That never works out well. So far.). Suta, the upstart power, derives her power from the worship of subjects, tithes, sacrifices, etc. Another game I ran had no gods that didn't exist before they were created by humans. The world and the universe were created by physical law and chance, but when humans evolved, they also evolved with a psychic means of changing their environment. Gods and spirits were born out of that mutation; they are tremendous vortices of psionic energy that have a vague means of persisting. Gods are born, grow, flourish, shrink and eventually die depending on the changing face of the cultures and the people. It's possible to direct the efforts of tens of thousands of people and [i]create[/i] a god; many cults have done this in the past. Created deities almost always have their own minds, though, and it rarely works out well. Gods have all the foibles of humans, just with vast amounts of power. The Greatwood game is mostly an animist universe; spirits live in everything, and some spirits can grow very powerful. Some of those are called gods. They are manifestations of places and events as well. There is no technical difference between a cleric and a druid in that world; clerics take two or more domains representing the spirits they serve, while druids tap into the more fundamental elemental and life spirits. There are four gods, through, that came from another plane and set up residence. They make all sorts of claims as to what they own or hold sway over, but really they're just big bullies that have managed to cow or convince the natural spirits of those 'spheres' to give them power. [/QUOTE]
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