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Merchants of Hate (Playtesting Gnomeworks ruleset)
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<blockquote data-quote="Ghostknight" data-source="post: 1650275" data-attributes="member: 15338"><p>I am going to go for an element based deity system. Essentially there are five elements, Earth, Air, Water, Fire and Void. Each element attracts worshippers of each alignment, and each has different manifestations. Within each element, different manifestations carry different names, and sometimes the biggest enemy of a particular church is another manifestation of the same element (sometimes even of the same alignment of the same element but with a radically different interpretation.)</p><p></p><p>The domains available are generally dictated by the bias of the cleric although the following are forbidden for each element</p><p></p><p>Earth – Air, Death, Fire, Water, Magic</p><p>Fire – Earth, Air, Water, Luck, Magic</p><p>Water – Air, Earth, Fire, Sun, Magic</p><p>Air – Earth, Fire, Water, Trickery, Magic </p><p>Void – Earth, Air, Fire, Water, Evil, Good, Law, Chaos</p><p></p><p>The astute will notice that magic is the sole domain of the Void, while the void tries to avoid polarisation to the elements or Evil/Good, Law/Chaos. The other elemental deities try to restrict worshippers to them and do not grant spells from other deities. </p><p></p><p>The Earth deity sees the dead as bringing unwanted elements with them, as all y creatures eventually die it sees no need to hasten the process. For this reason many clerics of the earth deity take the healing domain, even evil ones, to try and slow the pollution of the earth.</p><p></p><p>The Fire deity is generally seen as one of creation and destruction and thus followed by many artificers and crafters. However, in the view of many the Fire god is too reliant on having the correct tools and thus cannot access the Luck domain.</p><p></p><p>The Water deity is often seen as being the hidden element bringing life. Water need not be visible to sustain life yet without it all die. The sun is believed to be a drinker of water, removing it from the surface and thus the Sun domain spells are forbidden.</p><p></p><p>The air deity is visible, nothing within him hidden, one can see through him and see that there are no tricks to be played. Due to this belief the Air deity attracts the largest percentage of “honourable” people of all alignments.</p><p></p><p>(The astute will note this is the same set-up in my Wprld of Darkness Game - nothing like plagiarizing yourself- it is also very flexible and allows for minimal set-up time when unprepared and you have to pull a cleric out of your hat - hey, we DMs are ALLOWED to appear all knowing - even when we aren't!)</p><p></p><p>So tm. within this framework create a church. ethos etc. You also get to do some of my work for me- please detail at least one friendly faction and one enemy faction (either within or outside of your own element). And yep- if you so desire it you do get factions linked to specific houses (although other members may be linked to other houses and thus you have anmosity within a single faction - church politics rival that of the merchant houses....)</p></blockquote><p></p>
[QUOTE="Ghostknight, post: 1650275, member: 15338"] I am going to go for an element based deity system. Essentially there are five elements, Earth, Air, Water, Fire and Void. Each element attracts worshippers of each alignment, and each has different manifestations. Within each element, different manifestations carry different names, and sometimes the biggest enemy of a particular church is another manifestation of the same element (sometimes even of the same alignment of the same element but with a radically different interpretation.) The domains available are generally dictated by the bias of the cleric although the following are forbidden for each element Earth – Air, Death, Fire, Water, Magic Fire – Earth, Air, Water, Luck, Magic Water – Air, Earth, Fire, Sun, Magic Air – Earth, Fire, Water, Trickery, Magic Void – Earth, Air, Fire, Water, Evil, Good, Law, Chaos The astute will notice that magic is the sole domain of the Void, while the void tries to avoid polarisation to the elements or Evil/Good, Law/Chaos. The other elemental deities try to restrict worshippers to them and do not grant spells from other deities. The Earth deity sees the dead as bringing unwanted elements with them, as all y creatures eventually die it sees no need to hasten the process. For this reason many clerics of the earth deity take the healing domain, even evil ones, to try and slow the pollution of the earth. The Fire deity is generally seen as one of creation and destruction and thus followed by many artificers and crafters. However, in the view of many the Fire god is too reliant on having the correct tools and thus cannot access the Luck domain. The Water deity is often seen as being the hidden element bringing life. Water need not be visible to sustain life yet without it all die. The sun is believed to be a drinker of water, removing it from the surface and thus the Sun domain spells are forbidden. The air deity is visible, nothing within him hidden, one can see through him and see that there are no tricks to be played. Due to this belief the Air deity attracts the largest percentage of “honourable” people of all alignments. (The astute will note this is the same set-up in my Wprld of Darkness Game - nothing like plagiarizing yourself- it is also very flexible and allows for minimal set-up time when unprepared and you have to pull a cleric out of your hat - hey, we DMs are ALLOWED to appear all knowing - even when we aren't!) So tm. within this framework create a church. ethos etc. You also get to do some of my work for me- please detail at least one friendly faction and one enemy faction (either within or outside of your own element). And yep- if you so desire it you do get factions linked to specific houses (although other members may be linked to other houses and thus you have anmosity within a single faction - church politics rival that of the merchant houses....) [/QUOTE]
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