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Importance of Religion in the Campain
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<blockquote data-quote="Samothdm" data-source="post: 2294881" data-attributes="member: 5473"><p>Religion is very important in my campaign, similar to most of the other posters to this thread. I have three dominant monotheistic religions in the campaign, and each think that they have the proper outlook on religion. Worshippers of one religion think that priests of the other two religions are getting their powers via devils/demons/what-have-you, and vice-versa. "Old world" style superstition, folk magic, and shamanism all play into this as well. It gets especially complicated when you take one of the main world religions and then add in regional/cultural/racial biases. That basically creates a whole new splinter group which is not recognized by the main faith. There are tons of those in the campaign. </p><p></p><p>Each religion has very specific rules about dealing with non-divine magic, and punishments for doing so (ranging from execution on one end of the extreme through to excommunication and then down to a simple slap on the wrist). That makes multi-class divine/arcane casters a rarity, but makes for excellent role-playing material as the character begins to wonder just exactly how he is able to use both types of magic when everything he's been taught by his church would indicate that it's impossible to do so. </p><p></p><p>That's been a major theme in my campaign since one of my players is playing a character just like this. He actually had a crisis of faith recently and lost his clerical powers for awhile because he was concentrating on his arcane sorcerer powers (taking more sorcerer levels) and it didn't occur to the player (despite constant prompting and hints from me) that doing so would have serious repercussions in his church and on his cleric powers. Now he has to hide his arcane powers from the church leadership, while at the same time he has recently been promoted within a secret society in his church (an Inquisition-type thing) with the express purpose of hunting down and killing all arcane casters. The catch is that his superiors don't know that the player can cast arcane spells, and of course the player doesn't necessarily want to kill all arcane casters he encounters. On the other hand, his superiors expect results.</p><p></p><p>So, yeah, it's very important in my campaign.</p></blockquote><p></p>
[QUOTE="Samothdm, post: 2294881, member: 5473"] Religion is very important in my campaign, similar to most of the other posters to this thread. I have three dominant monotheistic religions in the campaign, and each think that they have the proper outlook on religion. Worshippers of one religion think that priests of the other two religions are getting their powers via devils/demons/what-have-you, and vice-versa. "Old world" style superstition, folk magic, and shamanism all play into this as well. It gets especially complicated when you take one of the main world religions and then add in regional/cultural/racial biases. That basically creates a whole new splinter group which is not recognized by the main faith. There are tons of those in the campaign. Each religion has very specific rules about dealing with non-divine magic, and punishments for doing so (ranging from execution on one end of the extreme through to excommunication and then down to a simple slap on the wrist). That makes multi-class divine/arcane casters a rarity, but makes for excellent role-playing material as the character begins to wonder just exactly how he is able to use both types of magic when everything he's been taught by his church would indicate that it's impossible to do so. That's been a major theme in my campaign since one of my players is playing a character just like this. He actually had a crisis of faith recently and lost his clerical powers for awhile because he was concentrating on his arcane sorcerer powers (taking more sorcerer levels) and it didn't occur to the player (despite constant prompting and hints from me) that doing so would have serious repercussions in his church and on his cleric powers. Now he has to hide his arcane powers from the church leadership, while at the same time he has recently been promoted within a secret society in his church (an Inquisition-type thing) with the express purpose of hunting down and killing all arcane casters. The catch is that his superiors don't know that the player can cast arcane spells, and of course the player doesn't necessarily want to kill all arcane casters he encounters. On the other hand, his superiors expect results. So, yeah, it's very important in my campaign. [/QUOTE]
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