Religion in Khaladine is defined with very real results. Clerics and Paladins have god-granted powers. In some cases clerics have been known to summon the gods' personal servants for great tasks, and in the rarest of cases, were able to garner answers directly from the gods themselves. Despite their curt nature, all those witnessing a god speaking through such an individual are hard- pressed to disbelieve such an event.
What to expect Clerics have the rules set by their god(dess) and their church. Most clerics keep in touch with one temple, moving about spreading their god's influences (which means different things depending on the church in question), but clerics with higher agendas or those whom have been assigned elsewhere tend to accomplish great tasks worthy of note in history itself. Most of the temples in Khaladine have a long standing history behind them, with smaller communities keeping their church as support in tough times, and larger temples having the huge support and reserves that is available in bigger settlements. Occasionally a roadside shrine will crop up somewhere, but usually this doesn't show up outside of isolated areas. Anything more frequently travelled usually ends up garnering a wandering cleric and followers to build it up to a proper church, with more development happening afterward. During the Demon War, however, most smaller shrines were destroyed and any settlements dependant on their support became ghosttowns.
Followers are pretty typical for any given god, though despite the rules set for those who follow them, the commoners never follow all of them all the time. This is what clerics do. In some cases where doing something may be considered a grave insult, like beating a child while worshipping Alaria, punishment may come from other followers in a creative variety. What you need to remember Having religion readily available can give a community two things: Leadership and support. Whether that's good or not depends on the clerics and whether or not they are even legitimate. Most commoners can't tell the difference from divine and arcane magic. A lot of regions do follow many gods, but some regions have sponsors or sponsor a particular church or religion. An order of a god or goddess becomes that much more powerful by having the ear of the local leader, and the leader himself has more control and power over the land due to the support of a large majority of people. There are exceptions in any given case, such as imposters and fakes. Sometimes religion is skewed in isolated regions (due mostly to communities shutting themselves up after wars and conflicts). It's a powerful force, but not all powerful. Keep in mind what you say about any one group though. Insulting something people hold dear is never a good idea. Unlike religion in our where and when, religion on Khalidine is not plagued with doubts. There is no question that the gods exist, because they do exist. It is a simple, unquestionable fact of every person's existence. Some may choose to not to follow a god, and others may choose to profess disbelief -- but the gods remain a proven fact in spite of that. Because of this, people have very real ideas of what to expect in the afterlife. Most people will shape their lives around the teachings of their chosen god. When choosing your PC's god of worship, it isn't a choice that should be made lightly. Each god has their own tenets (located on the related deity's own page) that they have set forth. True followers of a god are expected to live by those tenets. Notice that the preceding did not say "true believers" -- because nearly everybody on Khalidine is a true believer. (8) Discuss |