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Theocracies, Priests, and Divine Might
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<blockquote data-quote="Storminator" data-source="post: 73528" data-attributes="member: 305"><p>I think heresies are great story lines, and should therefore be attempted in all games. </p><p></p><p>Here's a couple of possibilities: (1) An obscure temple has the priest's switch gods. The priests keep ruling in the name of the old god, collecting the tithes, healing the sick, etc. But the teachings change subtly, and the priests get spells from a new god. </p><p></p><p>(2) The god doesn't have direct conversations with priests in the gameworld (this is how my games work). The gods communicate thru dreams, visions, etc, and those communications are subject to interpretation. So different sects have different version of certain teaching and practices, and these sometimes diverge into radical difference. And how can you tell if the "bad luck" visited on a sect is the result of the deity's disfavor or another god's meddling?</p><p></p><p>IMC the different sects have different Domains. If you're a priest of Areon, you can be a Cleric (Domains Law and Good), a Defender (Domains Protection and Strength), an Exorcist (specially made Exorcist double Domain), or a Seer (Domains Knowledge and Healing, NPCs only). No mixing and matching Domains, and each Order has specific teachings. And not all of the things one Order considers taboo is offensive to another. FREX, the Clerics have decreed that mages are an affront to Areon and casting spells is a death sentence. Exorcists could care less. Ridding the world of undead is their only mission, and the Cleric's obsession with the disfunct mage guilds is a big waste of time. </p><p></p><p>The natural differences in the sects are perfectly prepared for heresies, both real and imagined.</p><p></p><p>Oh, yeah! SHARK's original point: Religion dominates every aspect of my game, which is essentially monotheistic (if you don't worship Areon you must be a devil worshipper! Heathen! Kill him!)</p><p></p><p>PS</p></blockquote><p></p>
[QUOTE="Storminator, post: 73528, member: 305"] I think heresies are great story lines, and should therefore be attempted in all games. Here's a couple of possibilities: (1) An obscure temple has the priest's switch gods. The priests keep ruling in the name of the old god, collecting the tithes, healing the sick, etc. But the teachings change subtly, and the priests get spells from a new god. (2) The god doesn't have direct conversations with priests in the gameworld (this is how my games work). The gods communicate thru dreams, visions, etc, and those communications are subject to interpretation. So different sects have different version of certain teaching and practices, and these sometimes diverge into radical difference. And how can you tell if the "bad luck" visited on a sect is the result of the deity's disfavor or another god's meddling? IMC the different sects have different Domains. If you're a priest of Areon, you can be a Cleric (Domains Law and Good), a Defender (Domains Protection and Strength), an Exorcist (specially made Exorcist double Domain), or a Seer (Domains Knowledge and Healing, NPCs only). No mixing and matching Domains, and each Order has specific teachings. And not all of the things one Order considers taboo is offensive to another. FREX, the Clerics have decreed that mages are an affront to Areon and casting spells is a death sentence. Exorcists could care less. Ridding the world of undead is their only mission, and the Cleric's obsession with the disfunct mage guilds is a big waste of time. The natural differences in the sects are perfectly prepared for heresies, both real and imagined. Oh, yeah! SHARK's original point: Religion dominates every aspect of my game, which is essentially monotheistic (if you don't worship Areon you must be a devil worshipper! Heathen! Kill him!) PS [/QUOTE]
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