Huh. Didn't realize it's been so long since I posted.
Currently, we (by which I mean, 'me') are in the panicked drill-down phase, where I need to run a game in, oh, five days, so I need to assemble enough world to support the first game session. This means making sure every PC class and race has a place and role in the world. This means, especially, religion. And since religions are regional, I had to first come up with something for the general region of the first few games. That meant deciding, in broad strokes, what the Arithian area was like, then creating some gods which fit that culture. Oh, and since I don't know if the PC plans on being an Earthborn human or not, I needed to sketch out a few of the faiths which have evolved among the post-Crush Americans, and give them game stats.
Religion in D&D is a fairly mechanistic thing -- it tends to be mostly about what domains you get and any annoying restrictions on play you might have to endure in exchange for being a mobile first aid kit. Of course, I want it to be more than that, but first things first -- you can have a D&D faith with game stats but no substance, but not one with substance and no game stats.
I view the gods of a D&D world as the bored CEOs of truly huge corporations, and the clerics as relatively low-ranking employees. Spells are their paychecks. The CEO doesn't know the names of one one-thousandth of his employees, and certainly doesn't monitor their daily activities too much. So long as a cleric doesn't too drastically violate the workplace policies, he gets his spells every day, just like an office worker who barely does his job still collects his pay. Every so often, though, there's a surprise inspection. Further, the higher ranked an employee is, the better the odds that a senior VP of marketing (i.e, an archon or celestial or something) is keeping close tabs on him.
What this means is that, in actual play, it doesn't matter if the cleric of god 'a' uses a quick Cure Serious Wounds on a follower of god 'b'. That's like taking an extra-long coffee break. The CEO might object if he knew about it, but he doesn't, and no one is going to waste his time bringing it to his attention. Of course, using beneficial spells on out-and-out enemies of your god is a lot more like corporate espionage -- you might not get caught instantly, but, when you are, you will be summarily fired, and possibly turned into a leprous weasel.
(Paladins are on permanent probation. They're always being watched, and their manager is a be0tch who will write them up for every tiny violation...)
This post contains a lot of small essays I've been hacking together, and should not in any way be considered the exhaustive, or even semi-useful, list of religions and deities. I still need to define some more evil gods, add at least two more Earthborn faiths, and so on. But, hey, it's a beginning.
Earthborn Faiths
Following the Crush, the religions of Earth underwent many changes. The following discusses the perceptions and game mechanics, but offers no opinion on the validity of belief, either in terms of the fictional world or the real one. The observed facts are presented; theologians on the Shattered World draw their own conclusions as to what they mean.
United Church of Christ (Earthborn)
Following the Crush, the countless denominations of Christianity in America found themselves bereft of numbers and facing a profound theological crisis -- first, alien gods, and their followers, had appeared everywhere (and were wielding palpable power), and, second, the truly holy and devout suddenly found themselves able to do the same, seemingly without regard to the many distinctions and doctrinal disputes which had consumed the branches of the faith for so long.
Communication post-Crush was a nightmarish mix of still-surviving technologies and hand-delivered messages. Surviving leaders of major deominations spent several years exchanging letters, often with weeks or months between responses, slowly building a rickety ecumenical framework which they felt could keep Christianity from shattering into a thousand irrelevant and shrinking cults, and offer a basis for evangelism and outreach to the newcomers whose souls were at risk from their polytheistic faiths. The United Church of Christ built from the teachings of many faiths, and tried to adapt them to their new reality. A key doctrine of the United Church is that there is still only one true path to salvation, and that other gods are either Yahweh revealing himself in alien ways, or deceptions of Satan -- there is still tremendous debate over this, and the newly-formed Church is clearly heading for a major schism sometime in the future.
Followers of the United Church of Christ gain access to the following domains: Law, Healing, Protection, and Good. Clergy must be of any Good or Lawful Neutral alignment. Vows of Poverty are common but not required; neither are vows of chastity, though marriage is still a sacrament.
Unitarians (Earthborn)
Once a relatively small sect filled with tofu-eating granola heads, the Unitarians have found their belief system proven empirically -- or so they claim -- with the plethora of different gods who all seem real, at least in terms of the ability of their devout followers to cast spells in their name. The Unitarian basic philosophy of peace, love, and all that other tree hugging hippie crap remains unchanged, and the stresses of life post-Crush have actually strengthened the faith -- it now takes real guts and dedication to preach non-violence, forgiveness, and especially tolerance. The Unitarians are evangelical in a low-key way, and work to incorporate all they can learn of Arthian deities into their faith -- at least, those Arithian deities not dedicated to slaughter and mayhem. Of all Earthborn faiths, the Unitarians are most likely to accept humanoids, especially half-orcs and half-ogres, into their ranks, provided they manage to abide by the tenets of the faith. Many Arithians consider them to be insane or deluded, but elves, half-elves, and, halflings, find aspects of the faith appealing, especially since it doesn't require the abandonment of their own gods, holidays, and traditions. Unitarian 'churches' are a mix of church, school, and town hall, and they run charities and provide shelter for those in need. Their relationship with the United Church Of Christ varies from cordial companionship to borderline religious war, depending on the nature of the community and just where the local branch of the UCC fits on the scale from Hairy Thunderer to Cosmic Creampuff.
Unitarian clerics have access to the domains of Liberation, Healing, Protection, and Community.
The Verithanian Gods (Arithian)
The Verithanian gods were worshiped in Mantaros, Denethon, and Calval. They are mostly human-seeming beings, each with many traits and foibles. The Verithanian deities are very active, and their structures and relationships change over time. Myths tell of the rise and fall of various gods, and of the impact these internecine struggles have on the world. The Verithanian pantheon is the largest of the three major faiths of the Alliance Of Free Kingdoms, and contains many minor deities without large active priesthoods. Such lesser gods are remembered alongside the more powerful entities, or are called on by those whose immediate needs fall within their specialty.
As might befit the complex politics and changing alliances which defined the eastern nations of the Alliance, the gods are seen as the nobles of the High Kingdoms. Each god has his own province in those kingdoms, and all swear putative loyalty to Marridan, High King Of The High Kingdoms. The events of the Crush have led some to speculate that there has been a coup in the heavens, that after aeons of plotting, Borrabos has finally overthrown Marridan, and the world itself has trembled in response. Certainly, Borrabosian cultists have spread this tale among the ruined cities of the Shattered World.
Gods are defined as follows:
King or Queen -- Greater God
Duke or Duchess -- Intermediate God
Baron or Baroness -- Lesser God
Earl -- Demigod
Knight or Dame -- Quasi-Deity
A few of the Verithanian gods...
Marridan
Divine Rank: 20
Symbol: A gold crown crossed by two red swords
Home Plane: The Fortress
Alignment: Lawful Neutral
Portfolio: Law, Verithania, Rulership, Power, Justice, Command, Patriarchy
Worshippers: Nobles, the powerful, generals, judges
Cleric Alignment: Any lawful
Domains: Law, Leadership, Nobility, Pride, Glory, Strength
Favored Weapon: Warhammer
Description
Marridan appears as the essence of rulership -- a massive, red-haired, full bearded, and strongly muscled man, always garbed in fine raimant, either that of the highest nobility or ornate plate armor of the grandest make. He usually manifests as 30 feet in height. His weapon, Law's Might, appears in his hand as needed. His aura of command is such that anyone who sees him treats his every word as a suggestion with a Save DC of 50. Unlike many such gods, he never seeks to diminish or disguise himself. He would no more walk among his followers as a common man than he would gouge out his own eye.
Dogma
Command, duty, discipline. Marridan rules a fractious and quarrelsome kingdom of gods, all seeking power, and he maintains absolute fairness and order. In the mortal world, laws are to be obeyed, hierarchy is to be respected, and all things must happen in their due course. The greatest possible sin is treason and treachery. Remember your duties to those below you as well as those above. To fail to do right by your bondsmen is as wrong as failing to obey your liege.
Clergy And Temples
Clergy of Marridan usually serve as advisors to the nobility, and as judges and lawgivers in many communities. The most powerful clergy are often given noble rank, and this is not considered a conflict of interest. After the Crush, some of the lowest ranking of Marridan's clerics have become wandering justices, making a circuit of the holdfasts and offering to resolve conflicts or settle disputes. Some of the academically minded have begun to make a study of the laws of Earth, which they find, in general, to be ill defined and alien. A few Earthborn lawmakers, police, judges, and politicians have taken oaths of service to Marridan, as well.
Hallenia
Divine Rank:20
Symbol:A tree, surmounted by the sun
Home Plane: The Fortress
Alignment: Neutral Good
Portfolio: Nature, life, healing, rebirth, creation, weather
Worshippers: Druids, rangers, healers, midwives
Cleric Alignment: Any non-evil
Domains: Plant, Healing, Animal, Weather
Favored Weapon: Quarterstaff
Description
Hallenia, Queen of Nature, traditionally appears as a women clad in ever-growing plants, and wearing a grown of golden -- but still living -- leaves. She always appears with a dire animal of some sort, the exact type depending on her mood and her mission -- a wolf for when she is angry or seeks to tell her followers to fight, an owl for when she wishes to dispense wisdom, and so forth. Whenever she appears on the material world, life blossoms; areas where she has walked are incredibly fertile for years afterwards.
Dogma
Hallenia is the goddess of life, healing, nature, and rebirth, and she encourages her followers to create, nurture, and care for things -- nature, their homes, their families. She is seen as the wise protector of nature from excesses which would lead to the destruction of all; she sets limits and boundaries on relentless expansion, and blesses those who respect her. As befits a deity of the often-wartorn nations of the East, she does not preach pacifism or indiscriminate use of the gifts of healing; a dead orc is a boon to the natural order. Cruelty is forbidden, though, and compassion to any who might be worthy of it is a boon.
Clergy And Temples
Hallenia's clergy are usually found in farming villages and small towns, though there are temples in the large cities, too. Her temples are usually found in areas of wilderness otherwise surrounded by fields and orchids, a sign of tribute to nature itself, a sacrifice of some land to the wilderness. Many of her lay clergy are midwives, nurses, or other caregivers. Those who stand between the world of nature and the cities of man often worship her -- druids and rangers, in particular.
Gabriella, Duchess of War
Divine Rank: Intermediate God
Symbol: A sword and axe crossed, over a round shield.
Home Plane: The Fortress
Alignment: Lawful Neutral
Portfolio: War, battle, defense, victory
Worshippers: Soldiers, generals, guardsmen, paladins
Cleric Alignment: Any, but usually lawful
Domains: Law, War, Protection, Glory
Favored Weapon: Any
Description
Gabriella is the Verithanian Duchess of War, and she appears as a heavily armed and armored woman possessed of a fierce beauty. When she appears, it is always wearing the armor and wielding the weapons of the army to whom she shows herself, or the leader she has appeared to council.
Dogma
Gabriella is the Duchess of war, not violence or mayhem. She preaches directed and purposeful action, of battle for a cause, of sacrifice for glory. She disdains those who disobey orders or who engage in brutality for its own sake. She respects courage, but not foolhardiness. She is also considered an "Officer's Goddess", though most of the rank-and-file pay her homage as well.
Clergy And Temples
Most fortresses, barracks, and military schools maintain shrines or even full scale temples of Gabriella, and her clerics accompany troops into battle, healing or smiting as needed. Those too old or wounded to fight become teachers and advisors.
Post-Crush, many fighting men of Earth, especially national guardsmen, police, and remnants of the military, have begun to embrace her doctrines, though this is not widespread. A few surviving military units openly follow her, but on Holdfasts centered on old Guard bases or the like, there is more likely to be a carefully hidden shrine and some copies of Arithian holy writings, laboriously translated.
Sunday, December 2, 2007
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