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we can trust the church, can't we?
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<blockquote data-quote="EricNoah" data-source="post: 3747320" data-attributes="member: 4"><p>My current homebrew features a major church called The Right Way, and its lawful adherents range from diabolical to saintly though they all profess to follow the Right Way. The Right Way's ultimate purpose is to prop up the "right" of the nobility to rule. It is also currently in cahoots with the only sanctioned wizard guild in the land, the Arcane Society. This guild has lists of restricted and forbidden spells, and offers bounties on scrolls or spellbooks with such if turned in to a guildhall. "Natural" spellcasters like sorcerers or psions are generally shunned, and often these natural casters have either a fiendish or undead mentor, or have a fiendish or draconic bloodline, making them something other than "normal". I also use a "cultist" NPC class as a pretty common evil NPC encounter -- it's basically a "sorcerer lite" class. </p><p></p><p>It's a fun bit of background for my homebrew but I'm not making too much of a big deal about it. It does add some flavor when the PCs find a forbidden spell -- do they try to learn it themselves or do they pass it along to the guild, the only legit place to buy magic items and get magical training?</p></blockquote><p></p>
[QUOTE="EricNoah, post: 3747320, member: 4"] My current homebrew features a major church called The Right Way, and its lawful adherents range from diabolical to saintly though they all profess to follow the Right Way. The Right Way's ultimate purpose is to prop up the "right" of the nobility to rule. It is also currently in cahoots with the only sanctioned wizard guild in the land, the Arcane Society. This guild has lists of restricted and forbidden spells, and offers bounties on scrolls or spellbooks with such if turned in to a guildhall. "Natural" spellcasters like sorcerers or psions are generally shunned, and often these natural casters have either a fiendish or undead mentor, or have a fiendish or draconic bloodline, making them something other than "normal". I also use a "cultist" NPC class as a pretty common evil NPC encounter -- it's basically a "sorcerer lite" class. It's a fun bit of background for my homebrew but I'm not making too much of a big deal about it. It does add some flavor when the PCs find a forbidden spell -- do they try to learn it themselves or do they pass it along to the guild, the only legit place to buy magic items and get magical training? [/QUOTE]
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