[crossfire] [Rebootworld] Priests and prayers and cults
Lalo Martins
lalo.martins at gmail.com
Wed Dec 24 15:04:59 CST 2008
Some thoughts on Rebootworld religion. This is mostly to set
priestly types further away from magic-users.
- Devotion and priestly magic will go by cult (religion) rather
than god. Some cults may have multiple gods, or none. Think
Devourers in 1.x.
- POSSIBLY (still thinking about it) conversion happens on a
different object, not the altar. So praying on the "wrong"
altar just means you get no benefits. (Except -- you'd lose
grace rather than gaining it.) This means altars "in the wild"
and in particular random maps won't allow you to convert to a
religion you'd otherwise not have access to and short-circuit a
quest :-)
- No prayerbooks. Prayers will be learned in the temple and
different for each cult. (Sometimes it will be the exact same
spell but with different name; same internal spell code but
different archetype.) The only spell off the top of my head I
see pretty much every cult having is Cult Monsters (which will
probably have a better name though). Maybe Word of Recall.
- Prayer names to be thematic, reflecting the mythology. This is
the place to make heavy use of individual gods.
- Some cults may be "specialized". For example... let's say...
Valkyrie, Sorig, Gaea and Ixy are all part of the Imperial
pantheon, so a priest of the Imperial cult can switch to the
cult of Sorig without punishment, other than becoming unable to
cast some prayers. Going back does incur a punishment, though.
Ideally, I think "branch" cult followers should be able to pray
at "parent" cult altars, but I don't know how hard that would
be coding-wise, and it's not a huge loss if they can't.
The idea here is that these cults wouldn't be available for
starting characters, but as you progress you can specialize
more and more, getting cooler perks. (Not only godly perks,
but also things like access to cult facilities.)
In story terms, your religion is still the same (Imperial), but
you've been induced into Sorig priesthood... compare with
general Olympian devotion in heroic Greece as opposed to being
ordained into, say, the Order of Apollo that ran things at
Delphi, or the temple of Palas-Athena in Athens.
- The Imperial Cult would be the social norm, and at least in
Scorn, there should be minor social drawbacks to being openly a
follower of anything else. Minor villages may be even more
conservative, or then again they may follow a different cult.
It will be a pretty standard polytheistic cult with 12 major
gods (nice number with a lot of significance) and innumerable
minor deities. Not every god has his/her own order, and not
every order is centred on a god, tho.
- Statues and frescos and shrines aplenty around the city...
- "Valrielism" is a somewhat old religion that never really
caught on but never really died. At times in the past it was
even majority, and there have been Valrielist kings. Based a
lot on Zoroastrianism and the cult of Ra, not so much
Christianity and Judaism, despite the angels. Like
Zoroastrianism and most Christian branches, it's superficially
monotheist but really, in essence, bitheist (by putting evil,
in this case Gorokh, below Valriel but above mortals).
Gorokh cultists are officially and publicly Valrielists, and in
game terms, the Gorokh cult is a branch of Valrielism.
Apart from that particular bizarre case, branches would focus
on light, summoning, enchanting, cold, and healing, off the top
of my head. (Not sure I want to keep the cold association
though. It strikes me as a solar cult. Angel = cold was
originally because demon = fire, I think, but maybe there's a
better way to do that.)
- I don't really think orcs, goblins, etc should have an
organized religion. I'd like at least one species to scoff at
gods in general. Others should be more shamanic or animistic.
What of poor Gnarg then? Well, he can get the Loki/Set seat on
the Imperial pantheon, focusing on his focus on poisons,
assassins, and treachery in general. Most people don't worship
him as such, just pray/sacrifice to appease him and keep him
out of your business.
- "Evil" cults should be really underground and hard to find.
The Cult of the Devourers, the Brotherhood of Gorokh, and the
Order of Gnarg start the list.
Devourers... I'm uncomfortable with there being such an easy
and cheap way to get all the undead benefits. Maybe you need
to be undead *before* you can join. Or maybe joining doesn't
make you undead, it's just... encouraged.
Gorokh I've written about above. Note that going on the
Zoroaster direction, this is really literally an evil cult; the
Valriel/Gorokh religion will have to have a clear and clean
definition of good and evil, and followers of Gorokh quite
simply believe in doing what they see as evil.
Gnargites are, of course, to be found between thieves and
assassins, and if there is such a thing as a guild of thieves
or a structure of organized crime, it will be strongly tied to
this cult, although probably with "religious tolerance" towards
the other "evil" cults.
This concept is a pretty good source of villains and quests.
- Elves and dwarves should have their distinct cultures and
religions, although of course many Elves and Dwarves are
tenth-generation Scornians or more, so they may have converted
to other religions.
I'd like to make dwarves monotheistic, just because I'm really
in love with the dwarven creation myth I wrote years ago.
Elves I'll leave for later... maybe someone will chip in while
I'm doing other stuff :-)
- More and more interesting options should be available as well.
Some shamanistic option sounds reasonable, native-American
style or Taoistic. Some form of ancestor worship/Shinto.
- No meta-fiction. No Builders, no legends that reflect the
history of the game itself. If you want to introduce homages,
like making Skud an ancient hero or, say, Peter M. a god, do so
in a way that fits the setting, the "believability" rule.
- Make the cult more present on character life. One thing could
be a reaction modifier depending on how "far" apart your cult
is to that of an NPC. This modifier could be made stronger by
an attribute (on the NPC's praying skill?), so that for
example, a stout Valrielist may decide to deny service to a
Mostrai follower.
But that requires not simply being in the cult, but showing
it. Maybe by wearing some kind of holy symbol/emblem. (So
that people can be Devourer cultists or Gorokhists in secret.)
It would be cool if there was some kind of reputation/gossip
system so that if your allegiances got out, soon everyone would
know it. But that's coding, and not top priority, so let's
shelve it for now.
best,
Lalo Martins
--
So many of our dreams at first seem impossible,
then they seem improbable, and then, when we
summon the will, they soon become inevitable.
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