It's an idea almost as old as myth itself--the death of the divine. Yet, there's never really been a product for the fantasy RPG world entirely aimed at this one premise. What happens when a god dies?
Requiem for a God, from Monte Cook's Malhavoc Press takes this idea and runs with it for the
D&D community. It's the first of a series of "event books" aimed at introducing unique story arcs into a d20 fantasy game.
The book is impeccably designed (by the able, once-art-director-of-Dragon, Peter Whitley), and the text density suggests a book with many more pages (if it had been laid out by a less professional team). A great cover piece by (once-ICE-art-director) Kieran Yanner sets the mood, followed up capably by the ubiquitous work of Sam Wood. The interior art is black and white, but accents the pages nicely where it appears.
In sure Monte Cook fashion,
Requiem for a God analyzes the subject matter in the form of taking the many possibilities, picking a few (usually the most extreme), and presenting them in a concise way that ultimately reveals many alternatives and potential variants.
Requiem takes a look at all sorts of factors from how the god died to what happens to the departed god's spirit, what happens to the remains of a god, the ramifications upon the world (both material and metaphysical), and the consequences on social constructs. The best part about all of this information is that it doesn't tie you down to a single "right way" of handling god death.
Gods die for all sorts of reasons, whether they tire of life, fade due to obscurity, or are slain in conflict.
Requiem reminds us that the divinity leaves signs of its passing and each campaign can have a flavor all its own, from reincarnation (not unlike the rebirth of Dream in Neil Gaiman's
The Kindly Ones) to resurrection of a deity to undead gods. Further, that passing has all sorts of story value in which PCs can participate or oppose others. The heroes can also be caught up in the effects of a god's passing or seek parts of the being as valuable treasures.
When the holy being shuffles off the immortal coil (?), it has all sorts of implications.
Requiem for a God explores the effects on religion and society. The DM is enabled in creating the various reactions of lay worshippers, handling the priesthood, and dealing with the power vacuum created by the god's absence--including the problem of loss of clerical power and the reaction of other gods. Cook even explores the blending of religions, the loss of faith in all gods, and the formation of secret societies around the idea of divine mortality. While the two example societies in
Requiem for a God are not particularly inspired (they are obvious reactions to a god's demise), they serve as good examples. Like most of the first part of the book, these societies take opposing roles to show the realm of possibilities. They also serve as a solid point of reference from which the prestige classes in
Requiem are derived.
The prestige classes themselves are more colorful. The fallen-cleric Disaffected are particularly interesting, deriving power from the ambient divine energy in the universe. While this ability is tied to the energy released by slain deities, it can easily and painlessly be converted to a type of spell-user that taps some hidden force always present in the cosmos. The same is true for the other classes, each requiring some aspect of a dead god, but malleable enough to be reworked into a setting without such possibilities. Only the Harvester of Divinity is overpowered, with the base attack progression of a rogue, two good saving throws (Fortitude and Will), and extremely potent abilities.
What seems largely underpowered is the effects of the release of divine energy on the surroundings of a god's death. The list of suggested effects is solely based upon the domains of the god in question, not its alignment, relative power (though range can be based on this), or mode of death. The lack of an effect based on the deity's alignment is strange, but largely prevalent throughout the book--nothing created by the death of a god has anything to do (in game mechanics terms) with the alignment of that deity (besides absorbing three divinity sparks (see below for definition), which creates a divinely infused creature--a special creature template, with the alignment of the slain god). Arguably, alignment effects can be functions of the god's domains, but some alignment-specific effects are certainly warranted.
In Cook's vision, gods have different parts that can have differing effects on the world when the god is gone, which makes sense if the deity has a body and a spirit like mortals. The awesome power of a divine entity leaves an impression in the universe, like a small piece of the dead god's will and personality, called the demiurge and loosed divinity. The corpse of the dead being is valuable (godflesh), as are other remnants such as "godsblood" and the remains of the divine spirit called "divinity sparks".
Each of these items is related to the others in
Requiem for a God, and each has specific effects, but a little work can separate them. If your campaign doesn't allow for a corpus dei (the god's body), you can still use the demiurge and divinity sparks. The fact that some part of a god or another is related to spells, feats, or abilities in the book is also easily alterable with some flexible thinking. In fact, the ideas can be used in campaigns that have no gods at all. The spiritual and physical aspects can be applied to the deaths of powerful outsiders or even to the idea of ambient spiritual energy in the universe.
What's strange is that
Requiem suggests pieces of a god can be purchased (50 gp per pound of godflesh, 700 gp per ounce of godsblood, 55,000 for a divinity spark), yet the rules for such items try very hard to limit the efficacy of these potent items. Godsblood, for example, has very limited effects, can only work on a given creature in any significant way once every six months (via a drink), and results in severe, permanent poisoning if consumed too often. While it's always a good idea for systems to consider the game balance of objects they present, some things should be left under the sole purview of the DM, not controlled by overbearing rules. An example is the suggestion of a ritual that allows ascendancy to godhood, but it's described in such a way as to prevent any good character from trying and suggests that the ritual destroys vast areas of land, regardless of the alignment of the ascendant--"so it is generally in everyone's best interests to stop it from happening".
In the attitude of control, permanency isn't much of part of a divinity's passing either. The law of conservation of energy don't apply, for all things pass in this model of deific death, except the corpus dei itself (until it's used up). Everything else fades with time, which makes sense for the demiurge, but not necessarily loosed divinity or divinity sparks. The only effect that might remain for a considerable amount of time is a rip in space and time, called an energy well, that some god-deaths create. But even these are governed heavily by rules that make their use, arguably, too risky.
The lack of permanence and risk involved with the use of godly materials is appropriate to some ways of thinking, it makes some of the other mechanics in the book harder to consider for use in a game, because they too become impermanent or chancy. Many of the spells and feats require aspects of the divine remnants, and once those leftovers are gone, the use of those abilities is limited or impossible. This is especially problematic for a sorcerer.
Still, the feats and spells in
Requiem for a God are some of the best rules material in the book (the suggestions for altering your world upon the death of a god are equally good, but not really rules). As stated before, there's nothing stopping a crafty DM form using some of these abilities, like Overwhelming Presence (awe normal mortals), based on power taken from a dead outsider of considerable might. Others, like Bloodsight (allowing the detection of magical auras with a standard action) can have the requirement of some part of a dead god removed and replaced by something else, like race. So, even though the abilities and spells are aimed at the subject matter of
Requiem (and why shouldn't they be?), they have application across other avenues of thought.
Magic items in
Requiem for a God follow suit, for the most part, though some are more limited to use with the concepts found in the book. Baubles vary from the obvious (godsblood infused items or those crafted from godflesh) to specific artifacts (the fist of a dead forest god that grants great power over nature). Yet bothersome is the
divinity collector, which gathers and stores divine energy to be recycled into spells--vexing only because this device is required by a feat (Create Divinity Spark), which itself probably should have been a spell. This is a minor point.
A minor part of the book, the four monsters delineated in
Requiem are completely in the realm of "dead gods", but very nice additions to any campaign that features such huge happenings. The only one that seemed too odd was the divinity parasite, which is neither divine, nor a parasite, but feeds on the corpse and divine energy left by the passing of a god. The others, spectres of the divine, godflesh golem, and especially the divinely infused (template) seem right on the money.
Additionally, Cook was thoughtful enough to give some extra material, rounding
Requiem for a God into a thoughtful package. There's a checklist throughout
Requiem for issues brought up by the event and Monte's particular take on the aftermath. The only way for this idea to be better is for it to be inserted as a form in the back of the book, or made into one as a bonus PDF or web-enhancement. The book includes seven clearly labeled adventure plots, from low- to high-level, some with a bonus character attached. If one considers the characters and plots given in other sections, the book really has covered all angles, giving many jumping off points for adventure.
On this last point,
Requiem for a God covers divergent ideas (as stated either by pointing out extremes or through the inclusion of information that leads to other avenues of consideration and creativity. Despite any of its shortcomings, the book gives what it purports to offer and supports the creative thinking of DMs with other thought on the whole idea of the divine, death, and great changes in a campaign world. If you want to kill a god, and you need some help putting all the pieces together,
Requiem for a God is essential. Otherwise, it's a good book to have for some interesting suggestions and game-expanding possibilities.
This review was originally written for
Gaming Frontiers on 05/22/03.