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[On topic - NO FLAMES!] God & Satan
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<blockquote data-quote="Tyler Do'Urden" data-source="post: 327381" data-attributes="member: 4601"><p>Here's another possibility for you (the Gnostic option):</p><p></p><p>"God" isn't God at all- and "orthodox" Christians aren't really Christians at all- they're following the false teachings of the Demiurgos, the false god Ialdaboath (alternately IAO, YHWH, Choronzon, Prince of the Archons), who is keeping the world enslaved to his foul will. "Satan" is actually Christ- Christ was the serpent in the garden trying to liberate humanity from their ignorance, and he came again to show them the way and liberate them for good. Unfortunately, the true teachings of Christ were obscured when Ialdaboath sent his servant, "St. Paul", to falsly claim liberation and pervert the church to the Demiurge's end, thus ending Christ's revolution.</p><p></p><p>Until now.</p><p></p><p>The Templars have unearthed the ancient teachings of Christ- the true teachings of liberation from sin and death, and are now proceeding to pass them secretly through their order. But what will Rome think? What about the rest of Christiandom?</p><p></p><p>Magic in this sort of game would be tough to adjudicate. I might give the priests of the church some sort of pseudo-magical or miraculous ability (the "Swashbuckling Adventures" book has rules for this- the Inquisitor class and the Miracle Worker feat are perfectly suited to this). As for the Templars, I'd give them some sort of full-blown arcane and divine magic that they've derived from the teachings. I'd also take a look at the writeups for SA/7th Seas secret organization "Die Kreuzritter", which is heavily based on the Templars. There are also several books that would shed more light on such a scenario- "The Gnostic Gospels", "The Hiram Key", and "The Templars and the Assassins" are gold mines of ideas for D&D campaigns with such themes.</p></blockquote><p></p>
[QUOTE="Tyler Do'Urden, post: 327381, member: 4601"] Here's another possibility for you (the Gnostic option): "God" isn't God at all- and "orthodox" Christians aren't really Christians at all- they're following the false teachings of the Demiurgos, the false god Ialdaboath (alternately IAO, YHWH, Choronzon, Prince of the Archons), who is keeping the world enslaved to his foul will. "Satan" is actually Christ- Christ was the serpent in the garden trying to liberate humanity from their ignorance, and he came again to show them the way and liberate them for good. Unfortunately, the true teachings of Christ were obscured when Ialdaboath sent his servant, "St. Paul", to falsly claim liberation and pervert the church to the Demiurge's end, thus ending Christ's revolution. Until now. The Templars have unearthed the ancient teachings of Christ- the true teachings of liberation from sin and death, and are now proceeding to pass them secretly through their order. But what will Rome think? What about the rest of Christiandom? Magic in this sort of game would be tough to adjudicate. I might give the priests of the church some sort of pseudo-magical or miraculous ability (the "Swashbuckling Adventures" book has rules for this- the Inquisitor class and the Miracle Worker feat are perfectly suited to this). As for the Templars, I'd give them some sort of full-blown arcane and divine magic that they've derived from the teachings. I'd also take a look at the writeups for SA/7th Seas secret organization "Die Kreuzritter", which is heavily based on the Templars. There are also several books that would shed more light on such a scenario- "The Gnostic Gospels", "The Hiram Key", and "The Templars and the Assassins" are gold mines of ideas for D&D campaigns with such themes. [/QUOTE]
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