Historically, the issue of religions in
fantasy gaming has always been somewhat controversial; the idea of
characters worshipping strange gods has attracted all manner of
attention over the years, though less so of late. (And sales decline
as a result; perhaps we should start trying to attract such
controversy again.) More to the point, I have always found religion
to be the hardest part of setting creation, hardest to be original.
What I have traditionally done in my games is divided into three
categories by alignment; 'Law' is essentially early Christianity with
some of the names filed off, 'Neutral' is nature worship and
Druidism, and 'Chaos' is a collection of semi-random cults.
That was my starting point here, but I
was determined to do a lot better than I had in the past. I briefly
considered using a real-world pantheon, but opted to take new ground,
and then decided that I would try and do something a little
different. Law, Neutral and Chaos would still be the starting point I
would use, but instead of using actual 'gods', I decided instead to
go with the concept of worshipping 'primal forces', my spin on
'element worship', perhaps. Instead of having a pantheon of deities
covering a different aspect of the world, there would be two
'elements' that would be engaged in constant battle for control.
Magic and Nature.
Magic is the Lawful side; it seeks
understanding, order, and logic in the universe. This heads down the
'magic as science' angle to some extent, but I think that works
fairly well in any case; after all, there are rules
for magic in the books, and it seems sensible enough that there are
forces that regulate them, deep in the primal nature of creation.
This also explains why clerics have spells, of course; clerics and
mages are two sides of the same coin, with arcane and divine magic in
this setting stemming from the same source. Wizards are more focused
on experimentation and research, going deep into the primal forces
and studying them for greater powers; Clerics on utility, on
harnessing these powers for good.
The
Neutral side remains Nature, exemplified by the Druids. They seek to
maintain the balance of life, and worship the cycles of eternity, the
ever-changing seasons, serving as the guadians of knowledge and
wisdom of the nature of life itself. Humanity is a part
of life, of course, and therefore they are not anti-civilisation as
such; they simply recognise that there is far more to the world than
just that, and that nature also must be protected and revered.
As for
Chaos? Well, there are Daemons in the rules for a reason, and each
has its cults and worshippers who seek to bring it into the world.
They are dependent on their worshippers, and are therefore created of
the fears, dreams of lusts of those who dare to conjure them, and the
more powerful their worshippers, the more powerful the daemon. Some
of them have influence on reality, breaking out of the hellish
dreamscape they rule, and some are even strong enough to walk the
world – and when that happens, devestation and death follows in
their wake.
As for
the other races? Well, Elves would follow the druidic code, almost
certainly, but their interpretations would be different enough to
amount to a religious schism; and their magical abilities would mean
that some 'heretics' would follow the worship of magic. Dwarves, I
think, are Elementalists – they believe in the power of the four
elements, Earth, Air, Fire and Water, and revere them in their own
way. Halflings have ancestor worship, celebrating great heroes, and
Gnomes are divided between the Elements and Magic. I'll break this
all down more accurately before play begins, but this is where my
starting point is for the present.
You sound like you have very set world type in mind
ReplyDeleteLaw, Neutral and Chaos are Very classic RPG ways of looking at things
Magic as lawful an interesting twist