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Proposal: The Society of Sorrow
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<blockquote data-quote="Don Incognito" data-source="post: 4623035" data-attributes="member: 81448"><p>The naming convention extends to members of both schools.</p><p></p><p>Perhaps this is just echoes of 3.5e talking, but I still think of arcane and divine magic as wholly different kinds of magic. Arcane magic is obtained via years of study and practice, which eventually allows you to alter the world around you via various short cuts (spells). Divine magic must be granted to you by some higher power (whether it be a god, pantheon, devil, demon, nature spirit, or whatever). 4e warlocks throw a wrench in that system; they receive arcane power from a higher being by brokering various deals with them. In essence, warlocks use arcane magic in a divine magic sort of way.</p><p></p><p>The idea behind the Society was that they have taken this belief to the extreme; that ALL arcane or ritual magic is simply divine magic granted by the skull. Those who use such magic without paying respect to the skull are viewed as, say, a person who has had training as a cleric of some lawful good deity using that power to his own, chaotic evil ends. The PHB goes out of its way to say that once you've learned the tricks, divine magic isn't GRANTED anymore; it is simply another source of power that you can tap into. It is up to the followers of that specific deity to hunt down those who invoke its power yet do no venerate it.</p><p></p><p>As such, clerics and paladins probably wouldn't find too much to do in the Society. At the end of the day, the skull is an ARCANE power source, not a divine one. If you want to play a character that invokes the power of the skull in order to smite his foes, play a wizard or warlock.</p><p></p><p>Also, the intent was to make this more of a villainous organization for the campaign as a whole that my character just happens to have an affiliation with, the seed for multiple adventures that don't necessarily involve my character. Working other people's ideas into your own games is what makes Living Worlds really fun for me; next time you want your party to get attacked by some bandits, consider having them instead be confronted with a group of Sorrowsworn (not sure where I've heard that before, but I like the word for members), accusing the party's mage or cleric of stealing their god's power and immediatly attacking.</p><p></p><p>I simply didn't want to drop a whole group of evil cultists into the setting without first seeking approval from the community as a whole.</p></blockquote><p></p>
[QUOTE="Don Incognito, post: 4623035, member: 81448"] The naming convention extends to members of both schools. Perhaps this is just echoes of 3.5e talking, but I still think of arcane and divine magic as wholly different kinds of magic. Arcane magic is obtained via years of study and practice, which eventually allows you to alter the world around you via various short cuts (spells). Divine magic must be granted to you by some higher power (whether it be a god, pantheon, devil, demon, nature spirit, or whatever). 4e warlocks throw a wrench in that system; they receive arcane power from a higher being by brokering various deals with them. In essence, warlocks use arcane magic in a divine magic sort of way. The idea behind the Society was that they have taken this belief to the extreme; that ALL arcane or ritual magic is simply divine magic granted by the skull. Those who use such magic without paying respect to the skull are viewed as, say, a person who has had training as a cleric of some lawful good deity using that power to his own, chaotic evil ends. The PHB goes out of its way to say that once you've learned the tricks, divine magic isn't GRANTED anymore; it is simply another source of power that you can tap into. It is up to the followers of that specific deity to hunt down those who invoke its power yet do no venerate it. As such, clerics and paladins probably wouldn't find too much to do in the Society. At the end of the day, the skull is an ARCANE power source, not a divine one. If you want to play a character that invokes the power of the skull in order to smite his foes, play a wizard or warlock. Also, the intent was to make this more of a villainous organization for the campaign as a whole that my character just happens to have an affiliation with, the seed for multiple adventures that don't necessarily involve my character. Working other people's ideas into your own games is what makes Living Worlds really fun for me; next time you want your party to get attacked by some bandits, consider having them instead be confronted with a group of Sorrowsworn (not sure where I've heard that before, but I like the word for members), accusing the party's mage or cleric of stealing their god's power and immediatly attacking. I simply didn't want to drop a whole group of evil cultists into the setting without first seeking approval from the community as a whole. [/QUOTE]
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