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Religion in D&D: Your Take
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<blockquote data-quote="Celebrim" data-source="post: 9406553" data-attributes="member: 4937"><p>Mine as well. </p><p></p><p>In my game the gods were the original inhabitants of the planet - called Korrel - and they originally just largely lived together as a family with petty drama but as a largely loving and functional family. They flirted, married, had affairs, broke up, reconciled, had kids, and did all the family things. They thought of each other as a group of friends might think of each other, accepting largely each other's personalities. </p><p></p><p>Then a murder happened and a schism happened, and a feud broke out that ended up killing a good number of the gods and wrecking the Earth. And suddenly that the gods had different personalities and wants was something they no longer found to be cute. Things had gotten real. And now those disputes that they used to laugh about are no longer funny, but serious (well, there are a few that might disagree and say the whole problem is everyone is so serious now, but that is itself a serious dispute). </p><p></p><p>To stop the war, the gods made a treaty with each other and abandoned the planet. As part of the terms of that treaty, they made mortals ostensibly for the purpose of repairing the now damaged planet. Because each god feared the mortals would be the agent of one of their enemies, they all agreed to have a hand in the creation and that the mortals would have the right to serve which ever god they wanted - the gods created 'free will'. The setting is in the aftermath of that divinely created freedom with the gods by treaty not making war on each other but vying to convince this thing that they created that they might not have fully understood when they created it to listen to them and conform the world into the image that they want it to conform to.</p><p></p><p>I know the terms of the treaty, but mortals (even clerics) generally do not. As a campaign level secret in the sense of I don't tell players this and it would require convincing a god to tell you this to discover it, whenever a god intervenes he is effectively giving credit to other deities that allow them to intervene. So if you are Lado the god of building things and you decide to miraculously intervene to protect something, that puts a "voucher" as it were out there that Balmut the god of breaking things can pick up and use to miraculously intervene to destroy something. So any time you work a miracle you are taking a risk, and playing the game is all about efficient use of your power. Everytime you bless something something else is probably going to be cursed or some enemy is going to be blessed.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9406553, member: 4937"] Mine as well. In my game the gods were the original inhabitants of the planet - called Korrel - and they originally just largely lived together as a family with petty drama but as a largely loving and functional family. They flirted, married, had affairs, broke up, reconciled, had kids, and did all the family things. They thought of each other as a group of friends might think of each other, accepting largely each other's personalities. Then a murder happened and a schism happened, and a feud broke out that ended up killing a good number of the gods and wrecking the Earth. And suddenly that the gods had different personalities and wants was something they no longer found to be cute. Things had gotten real. And now those disputes that they used to laugh about are no longer funny, but serious (well, there are a few that might disagree and say the whole problem is everyone is so serious now, but that is itself a serious dispute). To stop the war, the gods made a treaty with each other and abandoned the planet. As part of the terms of that treaty, they made mortals ostensibly for the purpose of repairing the now damaged planet. Because each god feared the mortals would be the agent of one of their enemies, they all agreed to have a hand in the creation and that the mortals would have the right to serve which ever god they wanted - the gods created 'free will'. The setting is in the aftermath of that divinely created freedom with the gods by treaty not making war on each other but vying to convince this thing that they created that they might not have fully understood when they created it to listen to them and conform the world into the image that they want it to conform to. I know the terms of the treaty, but mortals (even clerics) generally do not. As a campaign level secret in the sense of I don't tell players this and it would require convincing a god to tell you this to discover it, whenever a god intervenes he is effectively giving credit to other deities that allow them to intervene. So if you are Lado the god of building things and you decide to miraculously intervene to protect something, that puts a "voucher" as it were out there that Balmut the god of breaking things can pick up and use to miraculously intervene to destroy something. So any time you work a miracle you are taking a risk, and playing the game is all about efficient use of your power. Everytime you bless something something else is probably going to be cursed or some enemy is going to be blessed. [/QUOTE]
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