"Thou shalt not.." Specifics

It hasn’t come up in game, but I have a Chaotic goddess in my campaign called Rhul.
While the goddess doesn’t really have commandments, her clergy have the following precepts:

1. Do not plan too carefully for the future, for Rhul will certainly place a fork in the road.
2. When a choice is before you, do not be swayed by wisdom, let Rhul decide.
3. Should the sky darken and rain drench you, be happy lest Rhul bring lightning upon you and take your life.
4. When you are convinced of an outcome, be warned, Rhul always intervenes at her whim, not yours.


Game ON!
Nyrfherdr
 

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Inconsequenti-AL said:
alsih2o
Vanpo the sailor. A divine cat on a never ending search for more humanoids to toy with. It's a really cool mental image... That's definitely a god my characters have been in need of!

Looks like my next campaign might be nautical, he just fits too well. I'm afraid I might have to assimilate him! :)

Are all the constellations worshiped, grant clerical magic and so forth?

Are you thinking of laying down commandments for this pantheon?

Not ALL. Some folks who are important or get noticed go on to be stars in the sky. They can, with sufficient effort, interfere in the "Real" world but usually don't.

All the "Natural" stars can. Comets are like demi-gods, the two moons and the sun grant like standard D+D gods. Simus, the head god, father of the gods, grants nothing, for he is Simus the uncaring. He records things, that's it.

I have some guidelines/demands of each god, but not commandments. Thinking I should is what started me thinking about this. :)
 

[Obvious Joke]From my campaign:

1. Thou Shalt not speak of Fight Club

2. Thou Shalt Not Speak of Fight Club

3. If thou opponent doest pass out or tap out, thy fight is over...

[/Obvious Joke]

Really, most of the gods in my campaign have fairly vague commandments, but that's more because they are 'small gods,' beings that rely on the faith of their followers, so they don't want to put too many rules that might scare away possible followers.

On the other hand, on a semi-religious note, a Samurai I played had a very specific thou shalt/thou shalt not code, whic worked for the character. I think that, for most campaigns, it's better to have an 'orthodox' religion that holds very strict commandments, and a 'revised; branch that has much more vague rules. With the exception of all but the most lawful or chaotic gods, I would think the commandments are more a matter of the followers then the god.
 

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