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Monotheism in D&D
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<blockquote data-quote="Plane Sailing" data-source="post: 1962115" data-attributes="member: 114"><p>Firstly - please stay away from real-world religions guys. It nearly always ends in tears (or at least unproductive arguments which are against the rules of ENworld).</p><p></p><p>On the level of monotheism, I think there are several interesting ways of doing it, some of which are mentioned here. My own campaign is monotheistic - one god, but there are many different named sects (e.g. Asura the healing fire, Asura the fount of wisdom, Asura the compassionate warrior, Asura the righteous avenger). Each sect has its own domains. There are also banned, evil sects (Asura the black circle, Asura the fire of destruction, Asura the devourer of souls).</p><p></p><p>All gain their power from the same divine being. In this campaign the clerics have been noticing a change over the years - the highest spell levels always have to be requested. Once upon a time Asura would say 'NO' or 'YES', but then it became "if you will", and latterly "if you must" and some have been having dreams of their god increasingly bound by the prayers and requests of its followers...</p><p></p><p>Eberron has another take on the matter (which is perhaps more in keeping with the literal reading of clerics in the PHB!) and that is that divine spells are all a matter of faith anyway, the Eberron gods are remote and unknowable and clerics of any god can be of any alignment - it is their faith that provides the power. This can work for monotheistic settings too.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1962115, member: 114"] Firstly - please stay away from real-world religions guys. It nearly always ends in tears (or at least unproductive arguments which are against the rules of ENworld). On the level of monotheism, I think there are several interesting ways of doing it, some of which are mentioned here. My own campaign is monotheistic - one god, but there are many different named sects (e.g. Asura the healing fire, Asura the fount of wisdom, Asura the compassionate warrior, Asura the righteous avenger). Each sect has its own domains. There are also banned, evil sects (Asura the black circle, Asura the fire of destruction, Asura the devourer of souls). All gain their power from the same divine being. In this campaign the clerics have been noticing a change over the years - the highest spell levels always have to be requested. Once upon a time Asura would say 'NO' or 'YES', but then it became "if you will", and latterly "if you must" and some have been having dreams of their god increasingly bound by the prayers and requests of its followers... Eberron has another take on the matter (which is perhaps more in keeping with the literal reading of clerics in the PHB!) and that is that divine spells are all a matter of faith anyway, the Eberron gods are remote and unknowable and clerics of any god can be of any alignment - it is their faith that provides the power. This can work for monotheistic settings too. Cheers [/QUOTE]
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