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<blockquote data-quote="Haltherrion" data-source="post: 5396424" data-attributes="member: 18253"><p>I like that concept and my current campaign is built firmly on it. My inspiration is more directly from Greek and Celtic spirits (who co-existed with the gods) but I think it is in-line with what you propose.</p><p> </p><p>My spirits do manifest themselves rather than remain as an "off screen" presence but all divine classes in the game must attune to one or more spirits (it's a function of level) for their divine powers. Localities have patron spirits that they honor. Criminals are sacrificed to these patrons. Local festivals are centered around the spirits.</p><p> </p><p>The world does have gods but these are "little" gods, immortals who took on some of the trappings of god-hood in an earlier age when they became involved with the progression of souls. These gods do take a small number of people to their halls (like the Norse gods) but otherwise, have little interaction with mortals. It's the spirits that are in the day to day life of people.</p><p> </p><p>The game is mostly centered on humans and elves. There aren't any large groups of other humanoids in the world. The PCs have met many spirits in the game, some who will aid them given proper inducements, some who are very difficult to work with.</p><p> </p><p>Most recently they met a water spirit in an isolated vale that wants his valley cleansed of "unclean" forces. He offered a powerful magic sword to someone who would swear to undertake this task (which is quite massive and not really practical for the playes to do unless they spend many years here). A PC took the sword and was essentially geased to remain in the valley while the rest of the party could come and go. The player had to run an alt-PC while the group wasn't in the valley <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> although he has since managed to escape the grasp of the sword after a number of sessions.</p><p> </p><p>One of the bases the players used was created by a spirit and the main elvish city is built in 4 huge trees, each the home of a spirit.</p><p> </p><p>We play 4E so as a game mechanic, divine classes ignore the standard divine channeled powers and instead pick powers related to their spirits. The spirits also grant one-shot items related to their domains.</p><p> </p><p>Anyway, it's been a very fun setting so far and the spirits are a good part of it. I always try to avoid a monotheistic feel to my settings but this one in particular is crafted to look more like pre-Christian European settings. I'm pleased with how it has worked out.</p><p> </p><p>The nature of the gods and spirits is described <a href="http://affliction.wikidot.com/gods-and-spirits" target="_blank">here</a>. Specific spirits in the campaign region are <a href="http://affliction.wikidot.com/trionesse-spirits" target="_blank">here </a>although this is an incomplete list (there is a spirit on average every 20 square miles or so; I fill them in as needed.) This was written before we decided to make the campaign 4E but the different types of spirits and what they do are described in a <a href="http://affliction.wikidot.com/guide-to-spirits" target="_blank">guide</a>.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5396424, member: 18253"] I like that concept and my current campaign is built firmly on it. My inspiration is more directly from Greek and Celtic spirits (who co-existed with the gods) but I think it is in-line with what you propose. My spirits do manifest themselves rather than remain as an "off screen" presence but all divine classes in the game must attune to one or more spirits (it's a function of level) for their divine powers. Localities have patron spirits that they honor. Criminals are sacrificed to these patrons. Local festivals are centered around the spirits. The world does have gods but these are "little" gods, immortals who took on some of the trappings of god-hood in an earlier age when they became involved with the progression of souls. These gods do take a small number of people to their halls (like the Norse gods) but otherwise, have little interaction with mortals. It's the spirits that are in the day to day life of people. The game is mostly centered on humans and elves. There aren't any large groups of other humanoids in the world. The PCs have met many spirits in the game, some who will aid them given proper inducements, some who are very difficult to work with. Most recently they met a water spirit in an isolated vale that wants his valley cleansed of "unclean" forces. He offered a powerful magic sword to someone who would swear to undertake this task (which is quite massive and not really practical for the playes to do unless they spend many years here). A PC took the sword and was essentially geased to remain in the valley while the rest of the party could come and go. The player had to run an alt-PC while the group wasn't in the valley :) although he has since managed to escape the grasp of the sword after a number of sessions. One of the bases the players used was created by a spirit and the main elvish city is built in 4 huge trees, each the home of a spirit. We play 4E so as a game mechanic, divine classes ignore the standard divine channeled powers and instead pick powers related to their spirits. The spirits also grant one-shot items related to their domains. Anyway, it's been a very fun setting so far and the spirits are a good part of it. I always try to avoid a monotheistic feel to my settings but this one in particular is crafted to look more like pre-Christian European settings. I'm pleased with how it has worked out. The nature of the gods and spirits is described [URL="http://affliction.wikidot.com/gods-and-spirits"]here[/URL]. Specific spirits in the campaign region are [URL="http://affliction.wikidot.com/trionesse-spirits"]here [/URL]although this is an incomplete list (there is a spirit on average every 20 square miles or so; I fill them in as needed.) This was written before we decided to make the campaign 4E but the different types of spirits and what they do are described in a [URL="http://affliction.wikidot.com/guide-to-spirits"]guide[/URL]. [/QUOTE]
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