Roxxy
2012-02-12, 05:56 PM
In my homebrew campaign setting, I'm making some changes to how arcane and divine magic has historically interacted.
First off, the casting times listed for arcane magic in the rulebooks are due to recent innovations in the study of magic. Through most of history, the casting times for arcane spells were far longer. Divine spells, however, have always used the listed casting times.
Secondly, the deities cannot take away divine powers once they have been granted, even if they want to. Divine law forbids it, among other things such as divine intervention and speaking directly to a mortal. Divine powers can, however, be warped by the emotions present in one's soul. This means that, while a Paladin can never lose her powers no matter how evil she becomes, her powers can change to reflect her evilness, slowly turning her into an Anti-Paladin. The same applies to other divine casters. This does not mean that there are no penalties for violating the tenants of one's faith, it just means that they are not mechanical penalties. For example, though a fallen Paladin cannot lose her powers no matter what she does, other Paladins will most likely hear of her deeds at some point, and they will probably attempt to deal with her.
Third, arcane casters have historically not been very well favored at all. Arcane magic has been distrusted, and it's practitioners usually punished, often with execution. Only recently has it been acceptable to practice the arcane arts.
Fourth, the deities used to hand out divine powers to pretty much anyone who could promise to behave without crossing their fingers. This was do to major theological wars raging across the world. People were needed to fight them. With so many divine casters and so few arcane casters, this put the churches at the head of almost all governments and gave religion lot of power. Unfortunately, handing out divine power to so many people meant giving it to many individuals who wished to abuse it. There were far more fallen Paladins and corrupt Clerics than there were good intentioned ones. These powers couldn't be taken away, so the churches quickly became less than admirable institutions. Eventually the deities realized that handing out so much irrevocable power was a bad idea, and started being a lot more careful about who they gave such power to. As a result of this, the churches' power and influence plummeted once all the divine casters started dying from violence and natural causes. The ramifications of this massive drop in church power (as well as an arcane and technological renaissance/industrial revolution) are a big theme of the campaign setting.
Fifth, the increased casting time for arcane magic has never applied to elves. They've always used the times listed in the rulebooks. Only recently have other races caught up. Elves realized how much of a boon this was, and disguised arcane magic as divine magic, claimed it was from the deities, and used this "divine blessing" as an excuse to become the most powerful race in the world, ruling over all others except the dwarves (who were geographically isolated, skilled at defensive warfare, and suicidally stubborn to the point where it was more beneficial to let them rule themselves and establish trade partnerships with them than it was to conquer them). They also intentionally demonized and persecuted any arcane casters who were revealed in order to discourage others from studying arcane magic and becoming as good as elves, which would threaten their power, which is precisely what ended up happening after the church fell, so the elves had reason to be worried. The elves have now lost much of the power and influence they once had.
The fall of the churches happened about 150 years past, with the fall of the elves a couple decades after. Elves are about as long lived as any other race. There was originally a lot of hatred of the elves after their fall, but they are sort of like Germany after WW2. Yea, they did a lot of horrid things and people hated them for it, but it's been long enough since that most don't blame the elves or actively hate them (though there are still some residual feelings floating around that could flame up), especially since, aside from a few racist organizations, the elves have been actively trying to distance themselves from what they did.
I think these ideas for the campaign setting make sense, and I have some basic ideas for how they effect the world's culture, but I'd like to see it through other eyes. Do these points make sense? What questions do they bring up?
First off, the casting times listed for arcane magic in the rulebooks are due to recent innovations in the study of magic. Through most of history, the casting times for arcane spells were far longer. Divine spells, however, have always used the listed casting times.
Secondly, the deities cannot take away divine powers once they have been granted, even if they want to. Divine law forbids it, among other things such as divine intervention and speaking directly to a mortal. Divine powers can, however, be warped by the emotions present in one's soul. This means that, while a Paladin can never lose her powers no matter how evil she becomes, her powers can change to reflect her evilness, slowly turning her into an Anti-Paladin. The same applies to other divine casters. This does not mean that there are no penalties for violating the tenants of one's faith, it just means that they are not mechanical penalties. For example, though a fallen Paladin cannot lose her powers no matter what she does, other Paladins will most likely hear of her deeds at some point, and they will probably attempt to deal with her.
Third, arcane casters have historically not been very well favored at all. Arcane magic has been distrusted, and it's practitioners usually punished, often with execution. Only recently has it been acceptable to practice the arcane arts.
Fourth, the deities used to hand out divine powers to pretty much anyone who could promise to behave without crossing their fingers. This was do to major theological wars raging across the world. People were needed to fight them. With so many divine casters and so few arcane casters, this put the churches at the head of almost all governments and gave religion lot of power. Unfortunately, handing out divine power to so many people meant giving it to many individuals who wished to abuse it. There were far more fallen Paladins and corrupt Clerics than there were good intentioned ones. These powers couldn't be taken away, so the churches quickly became less than admirable institutions. Eventually the deities realized that handing out so much irrevocable power was a bad idea, and started being a lot more careful about who they gave such power to. As a result of this, the churches' power and influence plummeted once all the divine casters started dying from violence and natural causes. The ramifications of this massive drop in church power (as well as an arcane and technological renaissance/industrial revolution) are a big theme of the campaign setting.
Fifth, the increased casting time for arcane magic has never applied to elves. They've always used the times listed in the rulebooks. Only recently have other races caught up. Elves realized how much of a boon this was, and disguised arcane magic as divine magic, claimed it was from the deities, and used this "divine blessing" as an excuse to become the most powerful race in the world, ruling over all others except the dwarves (who were geographically isolated, skilled at defensive warfare, and suicidally stubborn to the point where it was more beneficial to let them rule themselves and establish trade partnerships with them than it was to conquer them). They also intentionally demonized and persecuted any arcane casters who were revealed in order to discourage others from studying arcane magic and becoming as good as elves, which would threaten their power, which is precisely what ended up happening after the church fell, so the elves had reason to be worried. The elves have now lost much of the power and influence they once had.
The fall of the churches happened about 150 years past, with the fall of the elves a couple decades after. Elves are about as long lived as any other race. There was originally a lot of hatred of the elves after their fall, but they are sort of like Germany after WW2. Yea, they did a lot of horrid things and people hated them for it, but it's been long enough since that most don't blame the elves or actively hate them (though there are still some residual feelings floating around that could flame up), especially since, aside from a few racist organizations, the elves have been actively trying to distance themselves from what they did.
I think these ideas for the campaign setting make sense, and I have some basic ideas for how they effect the world's culture, but I'd like to see it through other eyes. Do these points make sense? What questions do they bring up?