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General Tabletop Discussion
*Dungeons & Dragons
The Role and Purpose of Evil Gods
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<blockquote data-quote="Scott Christian" data-source="post: 8402289" data-attributes="member: 6901101"><p>I can share the examples for my campaign in hopes that it gives alternatives or at least some semblance of logic. </p><p></p><p>I have the traditional one god; a mixture of the Second Great Awakening and Transcendentalism. Basically, what you do while you are here matters for your soul.</p><p></p><p>Then the polytheistic old gods. The people who look to them are able to wrap their minds around the fact that these gods harbor a duality: death and birth, blessings and curses, ideals and flaws, nature and the supernatural, etc. They also help tie in the creature compendium. </p><p></p><p>Then the idolization of ancient heroes. Basically, a society that based their religion on the worship of their founding fathers, where each father represents a trait they are known for: strength, wisdom, and wit. Prayer beads and temples exist, and stories of their past heroics and/or plans are sermonized.</p><p></p><p>Then the supernatural. They believe that things are afoot in nature and superstition from rituals to prayers can be used to placate or draw nature's ire.</p><p></p><p>Then a group are agnostic, and some atheistic in their belief. </p><p></p><p>These really make up the five large areas of the campaign. Fairly easy to work into a setting, and hammer home the societal "group think," which adds quite a bit of flavor to the NPCs, architecture, visuals for daily life, and culture of a place. Of course, there are outliers of the religious societal norms, but they are outliers and presented as thus.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8402289, member: 6901101"] I can share the examples for my campaign in hopes that it gives alternatives or at least some semblance of logic. I have the traditional one god; a mixture of the Second Great Awakening and Transcendentalism. Basically, what you do while you are here matters for your soul. Then the polytheistic old gods. The people who look to them are able to wrap their minds around the fact that these gods harbor a duality: death and birth, blessings and curses, ideals and flaws, nature and the supernatural, etc. They also help tie in the creature compendium. Then the idolization of ancient heroes. Basically, a society that based their religion on the worship of their founding fathers, where each father represents a trait they are known for: strength, wisdom, and wit. Prayer beads and temples exist, and stories of their past heroics and/or plans are sermonized. Then the supernatural. They believe that things are afoot in nature and superstition from rituals to prayers can be used to placate or draw nature's ire. Then a group are agnostic, and some atheistic in their belief. These really make up the five large areas of the campaign. Fairly easy to work into a setting, and hammer home the societal "group think," which adds quite a bit of flavor to the NPCs, architecture, visuals for daily life, and culture of a place. Of course, there are outliers of the religious societal norms, but they are outliers and presented as thus. [/QUOTE]
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