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Messages - Gwenfloor

#1
Quote from: Bill Volk@ DeeL: Sorry, haven't even heard of it. What's it like?

I just realized another inconvenient kink in making belief systems for D&D campaign settings: deities and such are usually indisputably real and active in the world, and divine magic in general makes a right old mess of things. I'm not going to rekindle the eternal debate over alignment, but even something as simple as detect alignment spells makes the nature of belief totally different.
Consider how D&D characters would react to new belief systems. The first thing a commoner is likely to ask about a religious or philosophical sect is how much they charge for healing :) And if the proponent of a new philosophy doesn't even have any power to show for it, who's going to take him seriously?

This reminds me of why I didn't like Robert Heinlein's "Stranger in a Strange Land." That book was supposed to be about peace and love, but it was really about might making right. The accidental moral of his story is "The correct philosophy is the one that gives you telekinetic powers."

Also, my favorite quote from one of my players:
[ic]"Catholic clerics can cast atonement, but they can't cast create water. What's the deal with that?"
"Must be some weird prestige class." [/ic]
I use the Iron Heroes d20 rules, in that either the Gods do not exist, or are so distant that the humans and worshipers determine the values of the religion more so than the deity.  Furthermore, not all clerics and shamans are spell casters; without the use of divine magic, belief takes a larger role.  You cannot simply commune with your deity in order to prove that what you are doing is appropriate conduct for your religion.
#2
Quote from: MadApe19I think that a problem with this is, especially if you're a fan/student of Plato's Republic, you know that it's hard for religions and belief systems not to have contradictions. That's because humans (and perhaps all but the most outsidery of outsiders, depending on how far you want to go) can't see and exemplify the ideals of a certain outlook.

That being said, to create realistic religion, it's easiest look atreal religion. I'm not talking general Christianity vs. Buddhism vs Muslim vs Shinto, etc. Look at everything. Try indigenous tribes of Africa, the peoples of North America, pre-Christian beliefs in Europe, and hell, look at a bunch of stuff that aren't exactly religions but rather are subdivisions of personal outlook. Combine stuff you like if it fits, and if it doesn't, modify it.

If you really want to try something "new", I suggest only creating one or two "new" belief systems and spend a lot of time looking at how a firm believer in such a system would react to various things. Questions of untruth, opposing opinions, thoughts about slight changes to the current system, etc. Look at how the system REALLY believes. Don't just look at what people believe, either. Look at how and what people do because of their beliefs.

Of course, some people do this subconsciously anyway.

I am also planning on introducing plenty of tribal spirits, small cults, and people that do not worship, but appease their deities.  I plan on making several diverse faiths and philosophies that the PCs can belong to, but not too many as to overwhelm them.
#3
I prefer to avoid the "evil cult" cliche.  I try to make the theologies and philosophies have a mixture of the good and bad parts, what they get right and what they get wrong.  For example, in the Inhejoy archipelago, there lived a great painter and warrior named Rakelton, who was born with only one arm.  He was a wise man, who taught the people to live in harmony, telling of the horrors of war and the virtues of love and peace.  Rakelton was a warrior, and he knew the tragedies of war better than anyone else.  The people in the Inhejoy region gathered together under one banner.  Rakelton brought succor to a wounded realm, and his teachings taught people many virtues important lessons, to avoid violence and try to act reasonably instead of letting your emotions take control of oneself.
Many generations later, several parents of the aristocracy wanted their progeny to be as glorious as Rakelton himself.  They ordered their newborn son's right arms cut off at birth, and they were to be taught the pursuits of fencing and artistry.  This has been practiced for so long that it has become a tradition, and whether the sons wanted to be one-armed warriors and painters was irrelevant, as to pursue another path was considered disrespectful to Rakelton and the Inhejoy culture.
#4
Does anyone have any recommendations on how to design believable religions and philosophies when making one's own campaign setting?  I made several up and designed their core tenets and history.  I was wondering if you guys could help.
I will show my work so far to give a hint of my style:

You may recognize several names from my Ausherland campaign setting.  As magic is neither arcane nor divine in my campaign, the deities and philosophies do not possess domains or alignment.

Ziotchism
Founded- 20 B.G.E
Number of members- Estimated 328,000 strong
Ziotchism is a philosophy that believes that enlightenment and happiness can be achieved by being in control of oneâ,¬,,¢s body, mind, and spirit.  Ziotchism discourages reliance and subservience to noble and religious groups, due to the belief that corrupt authorities tend to abuse their power.  Ziotchism also professes that science, literacy, and other academic pursuits should not be with-held from certain groups, as everyone has a right to knowledge, sometimes described as a right to the truth.  After Ziotch died, a scholar and friend of Ziotch named Ordin took up the mantle of spreading the philosophy.  Ordin added his own views and values to Ziotchism, claiming that they were the original words of Ziotch in order to enforce his world-view.  Such views included the discourage of alcohol, hallucinogens, and other drugs that could take away a personâ,¬,,¢s self-control, plus mandating avoidance of Elves, believing that the Fey are inherently tricksters, and their magic can fragment and damage humanâ,¬,,¢s self-control of oneself.

Rulidost
Founded- 378 B.G.E
Rulidost is the religion of the Rulidostian Humans.  The history of the religion is intertwined with the religion of the Rulidostians, and the religion worships Gyenod, a deity that is said to have laired deep in the earth.  Gyenod is said to have created the world out of the Nothing, a featureless void devoid of all life and meaning.  Gyenod desired to have meaning and existence, and created the world out of himself.  The earth is said to be his skin, the lakes, rivers, and oceans his blood.  Gyenodâ,¬,,¢s face is said to be located in the Kradei mountain range, the homeland of the Rulidostians.  The Rulidostians have a cultural taboo against mining, due to the belief that such acts are violating the skin of their God.  Rulidostians are not a nomadic group, but their people have traveled far and acquired cereal, crops, and books to take back to their homeland to bring the knowledge of far-away lands to their people.  Due to this, the city of Orgaruin possesses one of the most impressive libraries of Mulidor.  The Rulidostians migrate to Orgaruin when their native countries are engulfed by plague, famine, and wars in order to report the unfortunate events to Gyenod.  Orgaruin is located on the lips of Gyenod in order to hear their Creator speak.
The core tenets of Rulidost promote peace, love, and education, along with discouraging slavery and spreading their religion by the sword and spear, but due to human nature, the religion has been altered and interpreted differently by humans, which inevitably causes tension and violence.  While the Rulidostians shun open warfare, several aristocrats and generals have rationalized atrocities that what they are doing is right.
#5
Homebrews (Archived) / Lost Epoch of Ausherland
January 04, 2007, 01:51:56 PM
Ziotch was a scholar-slave, sort of like how the Romans had Greek slaves as teachers for their children in the real world.
This is just a brief start.  It may take a long time to finish my campaign setting, but I have to start somewhere.
#6
Homebrews (Archived) / Lost Epoch of Ausherland
January 04, 2007, 01:05:33 PM
Ausherland and the surrounding environs were of Renaissance in the Utopian age.  When Ziotch was in power, it reverted to Medieval.  I will use A.G.E. (after Golden Era) as a common calendar system.  The current timeline is 182 A.G.E.
Ziotch was born in 17 B.G.E. (Before Golden Era).  He remained in power for 50 years before he died of the bubonic plague, at age 67.
Viatria back then was a common trading partner, in the Chivalric age, partaking of technological and cultural learnings.  When nearby refugees fled toward Viatria in the C.E.(Chaos Era, 37-86 A.G.E.), Viatria could not supply all the refugees with food and shelter.  In an act of unnecessary cruelty, Viatria closed off its borders to other neighboring countries, slaying any who would enter, and making all refugees and foreigners into slaves.
Viatria was isolated for a long time, untouched by foreign concerns and wars.  Eventually, Viatria entered a "cultural" civil war, with scholars and intellectuals successfully rising to prominence against the stagnant and barbaric aspects of Viatria.  The country was filled with great philosophers and thinkers, not to mention a few magicians and would-be sorcerers.  Viatria slowly expanded its cultural and technological achievements to the nearby impoverished countries, reluctantly tolerated at first, but when the bread and gunpowder started flowing in, the Viatrian occupants where welcomed with open arms.  These nearby countries are now known as the Viatrian League.
The medieval and tribal countries were not so welcoming, due to xenophobia and superstitious fears against the advanced technology, however, and Viatrian merchants and ambassadors were either rebuked or slain.  Viatria became more aggressive, puzzled by how these people could be so ungrateful towards Viatria, with their promises of cultural and economic gain.
Several Viatrian generals slowly planned on passing on their cultural enlightenment to the more primitive realms by force.
Viatria is slowly but surely preparing for a large-scale invasion of western Mulidor.  Disreputable scholars became propagandists, instilling an "aggresive mercy" against the foreign barbarians, adamant on restoring the Golden Era to the realm, at any cost.
#7
Homebrews (Archived) / Campaign Setting Directory
January 03, 2007, 09:41:45 PM
Lost Epoch of Ausherland
by Gwenfloor
http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?23874
The Lost Epoch of Ausherland is a realm set in the continent of Mulidor.  The time period is set in the dark ages, its golden ages long past.  A tiny few civilizations have maintained their education and culture, but most lands were devastated by war, and had to restart from the ground up.
"The strong rule, the sly thrive, and if anything is not nailed down, pick it up."  This is the most common law of Mulidor.  Those few who desired to rebuild civilization by means of intellectualism and honor failed miserably, as the profit and plunder promised by a life of banditry and raiding appealed to the destitute masses, only a few like-minded islands amidst a sea of ignorance have the foresight to see that these desires are short-term desires, and if the cycle is not broken, then everyone is doomed to an endless cycle of death and misery.
#8
At middle to high levels, youu should adjust the monstrous encounters in order to compensate for the parties' lack of resources.  Other than that, it is a cool setting.
#9
Homebrews (Archived) / Lost Epoch of Ausherland
January 03, 2007, 08:55:12 PM
My homebrew campaign setting is named the Lost Epoch of Ausherland.

 Brief History

There lived a famous scholar who lived in a northern utopian country called Ausherland.  His name was Moralk.  The country was stricken by a devastating bubonic plague, and cults and religions arose for mortals to cope with their misery and sorrows, trying to find meaning in their lives.  Humans turned to drugs and hallucinogens in order to escape their pitiful existences, knowing that the numerous and infectious cults could not grant succor.
One day, a young slave boy called Ziotch escaped from his noble master and escaped to the University of Lared, the home and philosophical corner that Morralk inhabited.
Ziotch was first turned away by the University guards, but Moralk offered Ziotch into the institution, saying "That withholding knowledge from even the most humble slave, is in the realm of a propagandist, and not a teacher."
Ziotch was allowed a brief visit into Lared.  Moralk payed the tuition fee, as Ziotch was destitute.
"What brings you into these halls of learning, young child?" Moralk asked.
"We live in a world of fear and misery, clinging onto promises of salvation and threats of damnation by the most holy of churches and synagogues, giving us the delusion of control of our fates, but in reality, it seems that the deities are in control.  Pray tell me, why do we exist?  If we are to be the Gods' slaves, then why do we have thoughts of rebelliousness?  If the Gods are perfect, then why do they have emotions and desires as base as lust, ego, and wrath?  What is the purpose of mortals?"
"Child, your purpose in life is not determined by the nobles, not the church, not the Gods.  It is you who is in control, not some distant and ego maniacal Duke or Deity.  Keep these words in mind, and you will be in control of your Fate."
Ziotch kept these words to heart, and planned on bringing his ideals of freedom to the rest of the populace.  Unfortunately, his desire for freedom and reform transformed into tyranny of another sort.
Ziotch eagerly appealed to the masses like wildfire, proclaiming that without the commoners, without the slaves, peasants, and farmers, that the country would not be as glorious as it once was, and the nobles, churches, cults, and Gods would have no power if not for an oppressed majority to lord their wealth over.  He demanded that it was time to take what they rightfully deserve back into their hands: their freedom and dignity.  Ziotch  gained a large following, with the majority of the lower class enthusiastically supporting his cause with gusto.  A massive rebellion poured over the nobles and clergy, commoners demanding their respect and freedom, taking up arms if need be.
As Ziotch's followers killed the realm's Archduke, Ziotch became leader of the people, leader of Ausherland.
Ziotch realized that over the years, the population needs control, and that the lack of religion and an afterlife left many of the people frightened and sad, not wanting to lose their loved ones' forever to rampant disease, famine, and violence.  Ziotch realized that constriction of freedom and something to believe in was necessary to prevent anarchy.  With regret, Ziotch had to become the very person he hated for the welfare of the populace.
Ziotch formed his own philosophy, proclaiming that a Utopian heaven could only be found on Earth, but only with knowledge and foresight could one find their personal heaven.  He said that the golden days of Ausherland was the most wide-spread and prevalent personal heaven, and it would be countless eons before the land would regain such a golden age.  Thus, this philosophy was named the Lost Epoch of Ausherland.
Many superstitious rulers from rival countries, not to mention would-be prophets, glory-seekers, and just about anyone willing to blame their problems on someone else, plotted to capture Ziotch, wrongfully assuming that he held secret knowledge to paradise, only strengthened by Ziotch's partial success in repairing his country from the ground up.
Countless brutal and meaningless wars were fought across the continent bringing widespread sorrow and misery, as an uncountable number of factions and forces temporarily taken over Ausherland, intent on searching for the Lost Epoch of Ausherland.

 Rules:
The Lost Epoch of Ausherland uses the Iron Heroes variant rulebook, part of the d20 system, published by Sword & Sorcery.  Its homepage can be found here:
http://www.montecook.com/cgi-bin/page.cgi?iron-lore
My campaign allows all the standard Player's Handbook races, plus Goblins, Hobgoblins, Orcs, and Kobolds.
The campaign is set on the continent Mulidor, approximately the size of real-world Europe, but slightly smaller.
The campaign is very-low magic, with alchemy and science being indistinguishable from magic in more primitive countries.  The realm is mostly dark ages, with a few isolated realms possessing early to middle renaissance.  Here is a technological break-down:
Tribal:53%
Dark Ages/Early Medieval:32%
Medieval/Chivalric:12%
Renaissance:3%
A Renaissance domain, called Viatra, has come to relative power in the mid-east of Mulidor, conquering nearby countries, sometimes with diplomacy and political extortion, mostly by force.  All the Renaissance countries are located on the borders of Viatria, which were the first to be conquered, now known as the Viatrian League.  The region is called the Scholar's Plateau.  Rumors of Viatrian soldiers arrived in the hearts and minds of refugees from the east, telling tales of soldiers bearing strange powder that brings about flame and thunder, plus mysterious special troops possessing mystical powers and clad in dark purple robes and veils covering their faces, bringing about absolute anonymity.  These intimidating agents are known as "Eldritch Philosophers" by the refugees' tales.
Edit: I corrected the Dark Ages/Early Medieval to 32%. Otherwise, the figure would be 112%.
I also disallowed Elves and Gnomes as player races, as the Elves' haughtiness, arrogance, and magical achievements would isolate them to the point of extreme xenophobia from the human realms, and Gnomes, whose comical nature and adcanced magic-tech does not mesh well with the feel of the campaign.  Elves would be few and far in between, while I have not decided what to do with the Gnomes.