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Religion in D&D: Your Take
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<blockquote data-quote="Staffan" data-source="post: 9405607" data-attributes="member: 907"><p>In the Forgotten Realms, the gods were cast down to Toril and made to take mortal avatars roughly a century ago (in the change from 1e to 2e). It was a whole thing. For long-lived species, this is living memory. High-level people can go to the outer planes (whatever they are this week) and in theory see the gods, and high-level clerics can contact their gods directly. In FR, it might be rational to take an Athar-style approach to gods ("They are just very powerful beings, but they are not fundamentally different from us and not deserving of worship."), but not outright denial of their existence.</p><p></p><p>For the main pantheon in Eberron, that is not true. They do not reside on the outer planes. Doctrine says they reside in the world itself – Kol Korran is present in every marketplace, and Boldrei in every home. Arawai guides the hunter's arrow, and Onatar the blacksmith's hammer. But they are not there in a concrete sense.</p><p></p><p>There's also the question of what drives plots. In FR, many of the big plots are god-driven, such as the Time of Troubles or the Spellplague. The plots of the old Baldur's Gate CRPGs revolve around the offspring of Bhaal, the dead god of assassins (I haven't played BG3 so I don't know to what extent they have to do with it there, but the holy symbol of Bhaal features in the marketing so I'm assuming it's still a thing). In Eberron, it is not so. Eberron has big plots where Aundair wants to retake the Eldeen Reaches, or where one of the monarchs is a secret vampire, or where ancient evils may try to break free when the Stars Are Right, and things like that.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9405607, member: 907"] In the Forgotten Realms, the gods were cast down to Toril and made to take mortal avatars roughly a century ago (in the change from 1e to 2e). It was a whole thing. For long-lived species, this is living memory. High-level people can go to the outer planes (whatever they are this week) and in theory see the gods, and high-level clerics can contact their gods directly. In FR, it might be rational to take an Athar-style approach to gods ("They are just very powerful beings, but they are not fundamentally different from us and not deserving of worship."), but not outright denial of their existence. For the main pantheon in Eberron, that is not true. They do not reside on the outer planes. Doctrine says they reside in the world itself – Kol Korran is present in every marketplace, and Boldrei in every home. Arawai guides the hunter's arrow, and Onatar the blacksmith's hammer. But they are not there in a concrete sense. There's also the question of what drives plots. In FR, many of the big plots are god-driven, such as the Time of Troubles or the Spellplague. The plots of the old Baldur's Gate CRPGs revolve around the offspring of Bhaal, the dead god of assassins (I haven't played BG3 so I don't know to what extent they have to do with it there, but the holy symbol of Bhaal features in the marketing so I'm assuming it's still a thing). In Eberron, it is not so. Eberron has big plots where Aundair wants to retake the Eldeen Reaches, or where one of the monarchs is a secret vampire, or where ancient evils may try to break free when the Stars Are Right, and things like that. [/QUOTE]
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