Post by David on Apr 12, 2006 13:18:54 GMT -5
So, I've always held that gods need to be worshipped in order to maintain their power. Call it the Maltheist in me. And several Dnd authors have used the same -- heck it's a major portion of Spell Jammer and Planescape.
Now, the difference is that I've tried to codify and qualify these traits -- I want more than just "cuz the DM said so" to be the reason that Uzelbleck can't grant high level spells. So I worked out a god-to-worshipper ratio that establishes how many followers must believe in the divinity of a power for it to have a given level of spiritual might.
This message is because I think I made an unrealistic goof in there and would like to use the following for a correction.
The worshippers must either be living followers or those who died within the faith. I was thinking, however, that as time passed, dead followers "decayed" at a rate of like one per year per category.
Using these ideas, it actually becomes possible to have greater gods in a pre-modern world (given that there are around 25+ deities per pantheon, at least six major pantheons for Oerik alone, and the population of the continent is about 12 million, it would still take at least 10 generations to reach sufficient support for a greater god).
[glow=yellow,2,300]What does this mean and why do I care?[/glow]
Well, most people won't care. For the clerics on Torsh it means that Ra GRANTS 3rd level spells now and is gearing up for 4th level spells. As a result Tea, Finn, and company are free to return to Oerth. Ishmopah is probably approaching 3rd level spells from Sekhmet in the near future too.
For plane- and world-hoppers, generating lower level clerical support has become MUCH easier. And small churchs can quickly support minor miracles.
Thoughts?
Now, the difference is that I've tried to codify and qualify these traits -- I want more than just "cuz the DM said so" to be the reason that Uzelbleck can't grant high level spells. So I worked out a god-to-worshipper ratio that establishes how many followers must believe in the divinity of a power for it to have a given level of spiritual might.
This message is because I think I made an unrealistic goof in there and would like to use the following for a correction.
Worshippers | Lvl of Spells | Power Level |
1 | 1st | none (delusion or minor, local spirit) |
10 | 2nd | none (minor spirit) |
100 | 3rd | lesser spirit, minor hero |
1000 | 4th | lesser spirit, great hero |
10,000 | 5th | greater spirit, demi-god |
100,000 | 6th | greatest spirit, lesser god |
1,000,000 | 7th | greater god |
The worshippers must either be living followers or those who died within the faith. I was thinking, however, that as time passed, dead followers "decayed" at a rate of like one per year per category.
Using these ideas, it actually becomes possible to have greater gods in a pre-modern world (given that there are around 25+ deities per pantheon, at least six major pantheons for Oerik alone, and the population of the continent is about 12 million, it would still take at least 10 generations to reach sufficient support for a greater god).
[glow=yellow,2,300]What does this mean and why do I care?[/glow]
Well, most people won't care. For the clerics on Torsh it means that Ra GRANTS 3rd level spells now and is gearing up for 4th level spells. As a result Tea, Finn, and company are free to return to Oerth. Ishmopah is probably approaching 3rd level spells from Sekhmet in the near future too.
For plane- and world-hoppers, generating lower level clerical support has become MUCH easier. And small churchs can quickly support minor miracles.
Thoughts?