Xeviat
Hero
I'm finally getting back to running games in my home setting. The setting was originally created with fiction in mind, which I likely won't get around to finishing/publishing, but that's neither hear nor there. I've tweaked a number of the races/species/lineages to fit the setting (some available, some changed, etc.), but the magic classes are where I run into a little bit of trouble.
In my setting, the divinities are not grand all powerful beings ruling over concepts and cosmic forces. They're far more local. It is a more animistic setting, where a sword is magic because its spirit is powerful, gods are mostly gods of locations or ancestral spirits. But, while I'm comfortable restricting the choices of player races (since most are still available), I didn't want to restrict class choices or go through the trouble of making my own classes. So, I'm having a little trouble determining where each of the spellcasting classes fit into the world.
"God" is a name given to mostly benevolent spirits which people worship or offer veneration to receive their blessings or out of simple respect. "Demon" is a name given to more malevolent spirits which people worship or venerate in order to calm them or to redirect their wrath. "God" kind of implies good, "demon" doesn't always mean evil, and the two distinctions can shift over time. The Forest god could become more destructive and become known as a demon if angered. Additionally, even though "god" is a big title, it does not mean the spirit is all powerful. The god of a forest could be no more powerful than an advanced Awakened Tree, or a Giant Elk.
My initial intention was this:
Clerics are spellcasters who serve a particular deity.
Druids are spellcasters who make partnerships with the spirits of nature and are able to entreat their aid.
Sorcerers are spellcasters whose own spirit has magical power.
Wizards are spellcasters who learn how to manipulate the magical power present around them.
But, aside from a few of the bigger deities of the setting, if clerics were tied to a particular spirit it seems like they'd be tied down to a location, as a deity's interests wouldn't extend too far.
So, I'm struggling with where the line between clerics and druids should be in my animistic setting. And then that brings me to wondering where Warlocks fall in. Part of me wants to draw a line between Clerics and Warlocks as Clerics being the priests of gods and Warlocks being the servants of demons, but that doesn't work since the distinction between god and demon can be nebulous and subjective.
And then there's Bards.
Anyone have any advice?
In my setting, the divinities are not grand all powerful beings ruling over concepts and cosmic forces. They're far more local. It is a more animistic setting, where a sword is magic because its spirit is powerful, gods are mostly gods of locations or ancestral spirits. But, while I'm comfortable restricting the choices of player races (since most are still available), I didn't want to restrict class choices or go through the trouble of making my own classes. So, I'm having a little trouble determining where each of the spellcasting classes fit into the world.
"God" is a name given to mostly benevolent spirits which people worship or offer veneration to receive their blessings or out of simple respect. "Demon" is a name given to more malevolent spirits which people worship or venerate in order to calm them or to redirect their wrath. "God" kind of implies good, "demon" doesn't always mean evil, and the two distinctions can shift over time. The Forest god could become more destructive and become known as a demon if angered. Additionally, even though "god" is a big title, it does not mean the spirit is all powerful. The god of a forest could be no more powerful than an advanced Awakened Tree, or a Giant Elk.
My initial intention was this:
Clerics are spellcasters who serve a particular deity.
Druids are spellcasters who make partnerships with the spirits of nature and are able to entreat their aid.
Sorcerers are spellcasters whose own spirit has magical power.
Wizards are spellcasters who learn how to manipulate the magical power present around them.
But, aside from a few of the bigger deities of the setting, if clerics were tied to a particular spirit it seems like they'd be tied down to a location, as a deity's interests wouldn't extend too far.
So, I'm struggling with where the line between clerics and druids should be in my animistic setting. And then that brings me to wondering where Warlocks fall in. Part of me wants to draw a line between Clerics and Warlocks as Clerics being the priests of gods and Warlocks being the servants of demons, but that doesn't work since the distinction between god and demon can be nebulous and subjective.
And then there's Bards.
Anyone have any advice?