Building Religion

Post/Author/DateTimePost
#1

Arryn

Feb 06, 2010 7:25:26
I'm putting together a new campaign world and I wanted to try something a little different for Religion. Of course nothing is completely original so anyone who's read Lois McMaster Bujold may recognize some of the structure here. Any suggestions for improvement?

THE CHURCH OF THE HOLY FAMILY


The majority of the people of Doman worship “The Holy Family” as a single entity. Individual orders exist for the five Gods but most Temples contain areas of worship for all of the Family. Prayers and offerings are made to individual Gods depending on a person’s needs. All of the Gods are Unaligned and Divine characters can worship any God no matter their alignment. Clerics and Invokers generally worship the Family as a whole while Avengers and Paladins usually belong to orders devoted to one God in particular. A Divine character who worships the Family as a whole can choose any Domain associated to any of the five Gods.

“THE FATHER”
DOMAINS: Civilization, Hope, Life, Sun
The creator and DIVINE ruler, “The Father” is the most powerful member of the Family. He is the bringer of light and the patron of Kings. He despises the Undead and the mockery they make of Life. Priests devoted to “The Father” often serve as advisors to leaders and, more often than not, run the major temples. Those who wish to follow his edicts must:
  • Strive to be an inspiration to others and lead by example.

  • Bring light to dark places and be ever watchful of those seek corruption.

  • Seek out and destroy the Undead and those who traffic with dark forces.

”THE EARTHMOTHER”
DOMAINS: Earth, Wilderness, Sea, Storm
Guardian of the PRIMAL wilderness, “The Earthmother” seeks harmony and balance with nature. She is the Goddess of the smallest creatures and the mightiest storms. Her priests have a tenuous relationship with Druids; both serve “The Earthmother” but the priests are more focused on how people interact with nature while the Druids relate more to the creatures and plants they feel charged with protecting. Her commands are simple:
  • Strive to find harmony in the wild places, do not take more from nature than you require.

  • Respect the predator and the prey, understand that while nature might seem savage, everything plays it’s part for the greater whole.

  • Treat those who seek to harm nature and the balance with the ferocity of a mother protecting it’s offspring.

”THE SON OF BATTLE”
DOMAINS: Destruction, Strength, War, Protection
The lord of MARTIAL prowess and glory, “The Son of Battle” revels in armed combat and sport. He represents the chaotic duality of war and prizes honor and wonton violence equally. Military orders dedicated to him exist all across Doman and the gladiators of Themul, the buccaneers of the Free Isles and soldiers everywhere pay “The Son” homage. He asks little of his followers:
  • Show strength and courage in the heat of battle, but know that death and destruction must come from war waged properly.

  • Keep your body in peak physical form, sloth and inaction are anathema to a strong spirit.

  • Face all challenges with vigor and tenacity, failure is never an option.

”THE DAUGHTER ARCANA”
DOMAINS: Arcana, Knowledge, Skill, Fate
The keeper of ARCANE secrets and mistress of fate, “The Daughter Arcana” embodies knowledge earned through study. She gave “The Gift” to Doman and is the author of “The Oracle.” Her priests tend to be scholars and librarians and most centers of learning are dedicated to her. Since the Order of the Magi was founded in her name the Church considers the Order to be a holy organization and as such, subject to their commands. For the most part the Magi ignore the Church and there isn’t much they can do about it. Her teachings are thus:
  • Understand that knowledge is power, always seek to accumulate it, but be ever watchful that it does not corrupt.

  • Seek out fresh ideas and new experiences, only by expanding one’s horizons and being open to the possible can one grow.

  • Know that there will always be those who seek to hoard knowledge, or stamp out innovation. Never let them succeed.

”THE BLACK SHEEP”
DOMAINS: Change, Freedom, Luck, Trickery
An enigmatic SHADOW, “The Black Sheep” forever seeks change. While not an evil deity, he is popular amongst those on the fringe of society who thrive on anarchy and lawlessness. He is also the patron of lost causes and the unwanted so many orphanages and asylums are run by orders of “The Sheep.” If he bothered with doctrine it would undoubtedly be something like this:
  • Question authority, even when someone appears to be doing the right thing, it doesn’t mean they are doing it for the right reasons.

  • Put yourself above no-one; arrogance and exclusivity may seem fun at the time, but has a tendency to come around and bite you on the ass.

  • The status quo is highly overrated and routines are for the unimaginative. Always strive to be your own person.

#2

rkemp

Feb 06, 2010 20:46:44

These are pretty good. I like the dichotomy of the Father and the Earthmother, with the Father representing civilization and the Earthmother representing nature. The others look good as well, though the Black Sheep could be used as an excuse to play someone who is Chaotic Stupid.

However, there are several things that I think are missing: a deity that manages death, a champion of justice, and an evil god. The evil god could be the dark brother of the Father, and could be a tyrant, or a manipulator, or even both.

As for the death god and the champion, you could combine the two into another child of the Father (who I think should be renamed the Sunfather) and the Earthmother to created a god who is the guardian of the living innocent, a shepherd of the dead innocent, and a destroyer of the guilty in all its forms.

#3

Arryn

Feb 06, 2010 22:30:45
Thanks for the feedback. Yeah, I went back and forth over whether to call him the Sunfather, I decided against it because it sounded too much like the Son of Battle, but I think you're right and I should probably revisit that idea. I agree that the Black Sheep could easily degrade into rediculousness, but I know my players. I expect one of them will play a character that worships the Sheep and I trust them to understand where I'm going with him.

I'm shying away from an Evil God, in fact all of the Gods are Unaligned because... well... I just don't think Gods care enough to worry about good or evil.  In my world it's the people who are evil, and in more than a few cases, the Church leaders. (Can you tell I'm not a spiritual person?)

I toyed with having a God of death, but I liked the synergy of each of the Gods representing a power source. (I have a Philosophy as well that covers PSIONICS.) You're right thought that there are a few things left out. I guess I could make the Sunfather the giver and taker of life, the Sun must go down as well as up. As for justice, again I just don't see them caring about stuff like that. (What can I say? I'm a cynic.)

You've given me good stuff to think about though, so thanks!