RukiTanuki
2008-09-16, 04:29 PM
A continuation of thought exercises for my 4e campaign setting.
One design conceit I chose early on was to ditch the pantheon of gods that is central to many campaign settings. Instead, one creator god crafted the world, then disappeared/was killed/etc. In the god's absence, the world flooded with divine power. The celestial ranks, missing their leader, retreated and awaited a sign of their creator's will.
The divine spark flowed through the world, creating streams that aligned with certain ideals. In time, those that committed themselves to those ideals found themselves able to tap into those streams of power. Even more impressive are those whose presence in the world altered the flows of power, causing power to flow to them and enabling them to do great things.
Shards of power exist everywhere, from many sources. Those who amass power find themselves drawn to more powerful causes. In time, the ripples caused by their presence extend beyond the world, and they answer a higher calling, taking part in the greater struggle of the cosmos.
The effects of all of this are clearly felt in the daily lives of the everyday folk. A religion exists to celebrate the Guiding Light of the creator, a figure local priests assure the congregation is "out there, watching." Even if the mightiest angel summoned by a legendary cleric can't confirm this belief, the people believe, and faith really can work miracles. Bad things still happen to good people, but under the right circumstances, the light's power makes itself known.
While popular among mankind, the Guiding Light is not the only religion. Nature worship is extremely popular, especially in rural communities. However, a third type of worship, originating with the demihuman races, has become popular. Cults of worship, centered around heroic legends of old, have offered guidance to those who seek a more specific path for their life. Government workers worship Erathis, who founded the first great human city. Mages pay their respects to Ioun, founder of the arcane library at the Tower of Sight, or Corellon, who turned magic into an art form. These legends started as ordinary people who went on to do extraordinary things, and they have not been forgotten.
Of course, not all are of benevolent mind and deed. Cults spring up around some of the greatest villains, worshiped by those who wish to leave their own mark on history. Magic can lead to contact with extraplaner entities, who offer dark secrets and even darker power. Even more disturbing: some of the ancient prime evils from the days of creation may still be around...
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The intent was to combine the removal of deities with 4e's themes of epic ascension, with the idea that people are still going to want to look to something bigger and more important than themselves. However, I'm hoping to flavor hero worship (in particular) and its effects on the world so it's not just "gods in masks."
Thoughts?
One design conceit I chose early on was to ditch the pantheon of gods that is central to many campaign settings. Instead, one creator god crafted the world, then disappeared/was killed/etc. In the god's absence, the world flooded with divine power. The celestial ranks, missing their leader, retreated and awaited a sign of their creator's will.
The divine spark flowed through the world, creating streams that aligned with certain ideals. In time, those that committed themselves to those ideals found themselves able to tap into those streams of power. Even more impressive are those whose presence in the world altered the flows of power, causing power to flow to them and enabling them to do great things.
Shards of power exist everywhere, from many sources. Those who amass power find themselves drawn to more powerful causes. In time, the ripples caused by their presence extend beyond the world, and they answer a higher calling, taking part in the greater struggle of the cosmos.
The effects of all of this are clearly felt in the daily lives of the everyday folk. A religion exists to celebrate the Guiding Light of the creator, a figure local priests assure the congregation is "out there, watching." Even if the mightiest angel summoned by a legendary cleric can't confirm this belief, the people believe, and faith really can work miracles. Bad things still happen to good people, but under the right circumstances, the light's power makes itself known.
While popular among mankind, the Guiding Light is not the only religion. Nature worship is extremely popular, especially in rural communities. However, a third type of worship, originating with the demihuman races, has become popular. Cults of worship, centered around heroic legends of old, have offered guidance to those who seek a more specific path for their life. Government workers worship Erathis, who founded the first great human city. Mages pay their respects to Ioun, founder of the arcane library at the Tower of Sight, or Corellon, who turned magic into an art form. These legends started as ordinary people who went on to do extraordinary things, and they have not been forgotten.
Of course, not all are of benevolent mind and deed. Cults spring up around some of the greatest villains, worshiped by those who wish to leave their own mark on history. Magic can lead to contact with extraplaner entities, who offer dark secrets and even darker power. Even more disturbing: some of the ancient prime evils from the days of creation may still be around...
---
The intent was to combine the removal of deities with 4e's themes of epic ascension, with the idea that people are still going to want to look to something bigger and more important than themselves. However, I'm hoping to flavor hero worship (in particular) and its effects on the world so it's not just "gods in masks."
Thoughts?