As I have written about extensively, clerics, religious brothers, and all 'good guy human/semi-human/demi-human/etc.' NPCs/PCs in the Seward area are essentially Medieval Catholics. I vaguely mention that druids, Oriental Adventures PCs/NPCs, my guys from Arabialand, cultists, and humanoids aren't.
But what are they?
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
Showing posts with label Religion. Show all posts
Showing posts with label Religion. Show all posts
Saturday, September 14, 2019
Tuesday, May 31, 2016
Religion in the Streets: Worldbuilding and Realistic Religion
I know, I know - I spend too much time talking about how people are Doing It Wrong, but please remember - I am marinaded in the Old both from studying history for D&D for 80% of my life and as a Catholic theologian.
When people join my campaign they are often surprised by just how darn much religion there is. When I play other places I am shocked how little religion there is. I think there is something anyone doing any world building needs to really, really needs to understand and that is - the relative lack of public religion in contemporary America is, historically speaking, really freakin' weird.
"But, Rick!, " I hear you say, "In America religion is everywhere! You are obviously wrong."
Dream on, sucker. Let me show you some things.
Another objection is 'But RPGs are about worlds where Gods are real and have a direct impact on the world'. Well, guess what? Most religious people are certain God is real and has a direct impact on the world. In other worlds, throughout history and much of the contemporary world people are just as certain in God and such as any NPC in your game. We can make a better/richer/more realistic/more gripping fictional world by examining the Real World.
In real life through history religion is a rather big deal and very, very public. Although I will be focusing on Europe I will point to other places, too.
Let's start by talking about processions. Processions are religious events that involve religious leaders and followers doing what is essentially a parade in public. Here is an article about a good Friday procession from Brooklyn to Manhattan. Here is a video from a procession about a half century ago;
When people join my campaign they are often surprised by just how darn much religion there is. When I play other places I am shocked how little religion there is. I think there is something anyone doing any world building needs to really, really needs to understand and that is - the relative lack of public religion in contemporary America is, historically speaking, really freakin' weird.
"But, Rick!, " I hear you say, "In America religion is everywhere! You are obviously wrong."
Dream on, sucker. Let me show you some things.
Another objection is 'But RPGs are about worlds where Gods are real and have a direct impact on the world'. Well, guess what? Most religious people are certain God is real and has a direct impact on the world. In other worlds, throughout history and much of the contemporary world people are just as certain in God and such as any NPC in your game. We can make a better/richer/more realistic/more gripping fictional world by examining the Real World.
In real life through history religion is a rather big deal and very, very public. Although I will be focusing on Europe I will point to other places, too.
Let's start by talking about processions. Processions are religious events that involve religious leaders and followers doing what is essentially a parade in public. Here is an article about a good Friday procession from Brooklyn to Manhattan. Here is a video from a procession about a half century ago;
Tuesday, August 18, 2015
Law, Chaos, the UK, America, Teutonic Knights, Orcs, and Just What the Heck is Going On With 9th Level Fighters?!
This one is going to be weird, folks, so strap in.
The sons and I were talking about gaming (like we do every day) and about some of our other shared passions; history, the Church, and books. We were also talking about my main campaign and how I was always surprised that the handful of guys that made it to 9th level did not get 'all fortressy' but rather angled to take over existing positions within the game
And why, oh why, would people flock to follow you if, and only if, you did that hugely risky thing?! And not just guys with levels! 0-level men, their wives, their kids! Pilgrims might come and just - settle. I mean, what is going on?
For a while we speculated that the default D&D world is a lot like the America of the past - vast, largely unexplored, and daring people struck out to make their way.
[We had the discussion Sunday, I started writing this Monday, and I saw this in my google+ feed Tuesday. Small world!]
That might be part of it, sure, especially how followers appear and why random encounters sometimes stick around. But does the 'untouched wilderness' really apply to something so Dying Earth as D&D? As the great blog The Hill Cantons points out, based on the wilderness encounter charts the typical AD&D world is littered with ruins of past fortresses, cities, etc. all thrown down to ruin by war or time. And in a manner very similar to North America, D&D wilderness isn't 'untouched', it is full of intelligent being. Berzerkers, cavemen, orcs, hobgoblins, nomads, goblins, kobolds, etc., etc., etc. Heck, you leave patrolled demi-human areas and the 'wilds' are crawling with intelligent creatures. Sure, they're malevolent, but still!
Plus the AD&D world isn't modeled after 2015 North America or even 1975 Europe, is it? No, the 'place in time' of the real world that seems closest to the default assumptions of AD&D is somewhere between 770 AD and 820 AD; yes, yes, this is speculation, but I can talk about that in another post. Sure, there are anachronisms for that but that is my guess.
Now, modern Europe looks like this;
In 800 Europe looked like this;
Look at the differences! As I point out in my second most popular post ever, in the year 1000 AD the place that is now the Berlin Metropolitan Area, the 6th largest city in Europe, was uninhabited, howling wilderness. 780 AD is 400 years before the first Germans settled on the banks of the Spree!
In other words, at the time that seems most like AD&D's assumed setting in history Europe was cheek-by-jowl with howling wilderness and hostile forces.
This means that in the context of the setting and place well behind the curtain of AD&D (Charlemagne's Europe as described in the Matter of France) Europe looked a lot more like 1870's America than most people realize (Although Andy Bartlett did explicitly mention this in the article I linked above). In both places the average person who wanted a better life and who had the courage and resources (or just a lot of courage!) could, and did, set out into the wilderness and start a new life, Heck, that's where little towns like Leipzig and Berlin came from!
There is also the very mildly controversial topic of the Northern Crusades. In a very high level gloss not meant to dive into the complex, nuanced issues associated with the Northern Crusades, but only to illustrate how it relates to the point at hand over a century of mutual conflict between pagan peoples in North/Northeastern Europe with the Catholic nations to their West and Orthodox nations of their East, where peaceful missionary and diplomatic activity failed, led to a call for a Crusade and a subdual of the pagans by force in the belief that decisive victory would cause the interminable wars to end.
What followed was some pretty serious and organized expansion and battles from the West. Part of this was having some of the toughest fighters from the West build fortresses in the pagan areas, establish domains, and maintain the peace.
Sound familiar?
Heck, sometimes when there were no opportunities to set up in established areas tough, popular leaders would travel even beyond the pagan lands, set of a stronghold, 'subdue the wilderness', and attract people who wanted a better life who could count on the protection of this leader from bandits, etc.
That had better sound familiar!
So there is, interesting enough, at least one historical period where something vaguely like Name-level characters starting the 'domain game' did occur, which is pretty cool.
But I think there is a bit more meta going on, here. In Three Hearts and Three Lions (as well as other books, like Operation Chaos) the author speaks of Law and Chaos as being opposed to each other in a sort of ongoing struggle. But this concept of Anderson's (that seems to have also influenced Dickson in The Dragon and the George) is a lot more complex and nuanced than the shallow, never actually quantified, Law vs. Chaos of Moorcock. Anderson's Law and Chaos (as well as Dickson's Chance and History) are very much about Virtue/Civilization/Good (Law/History) against Amorality/Wilderness/Evil (Chaos/Chance).
This was explicitly stated in Three Hearts and Three Lions;
This sort of 'axis' is pretty clear in OD&D where you are Lawful (good) or Chaotic (bad) and it was very much a fantastical experience of fey vs. man.
But it is more complex and such in AD&D with both the Law/Chaos and Good/Evil axis and the Neutral section. But the core concept remains valid: when a party goes into the (wild, uncivilized) dungeon and destroys monsters the PCs are championing civilization against it's opposite, wildness; when a Lord goes into the wilderness, builds a stronghold, attracts followers, etc. he is championing civilization versus wildness, just on a different level.
And no, I am avoiding the term 'barbarism' for a reason; woad-painted warriors, nomadic tribesman, etc., can be forces for Law or Chaos, it depends upon if they build or destroy, if they are trustworthy or capricious as a people.
In my post on how I handle religion in my campaign I mention that the big divide between demi-humans and humanoids is if they are (in general) within the Church or outside of it. But the difference is also 'do those races build civilizations or destroy them?'. Sure, hobgoblins, orcs, etc. are organized, they have skills, etc. But they are wreckers, not creators. In my world they have no cities, they live in what they capture from demi-humans and humans; they have no trade, only plunder; they have slaves who often are worked to death; they have at best war chants but no music, enough writing to issue orders but no literature; etc. Where they go they push back civilization, scrubbing away cities and towns, fences and fields, and leaving behind only brambles, thickets, end desolate ruins.
So a fighter, wizard, or cleric going into the wilds, building a strong place, attracting followers, and all the rest is, in a very real way, pushing back darkness, ignorance, savagery, and evil. Where there were brambles and thickets he puts fields and orchards; where there was a bare hill he puts a cozy home; where there was darkness there are the lights of a village; where there was isolation and fear he puts friendship and hope.
No wonder those who want a better life follow.
So why do 9th level fighters spend all that money and take all that risk? Because they are fighting evil an a new, more important, way.
The sons and I were talking about gaming (like we do every day) and about some of our other shared passions; history, the Church, and books. We were also talking about my main campaign and how I was always surprised that the handful of guys that made it to 9th level did not get 'all fortressy' but rather angled to take over existing positions within the game
What I mean is the few characters to hit name level who could then establish a demense all finagled with NPC rulers to take over existing fiefdoms rather than build from scratch.Which is, naturally, fine. My oldest speculated that he, himself, might never build beyond the border because there were so many interesting places on the map already; Dwarf Hill, Wyvern Keep, Skull Mountain, the Vanishing Manor, the Tower of the Air, etc. But then we began speculating;
Why is the assumption that everyone from warriors to priests to mages will strike out into deep wilderness and hack out a corner for themselves?I mean, think about it; that is a tremendous amount of expense and risk. Why not do what people in my campaign did and just - get a promotion and retire rather than contend with plague, famine, and orc hordes?
And why, oh why, would people flock to follow you if, and only if, you did that hugely risky thing?! And not just guys with levels! 0-level men, their wives, their kids! Pilgrims might come and just - settle. I mean, what is going on?
For a while we speculated that the default D&D world is a lot like the America of the past - vast, largely unexplored, and daring people struck out to make their way.
[We had the discussion Sunday, I started writing this Monday, and I saw this in my google+ feed Tuesday. Small world!]
That might be part of it, sure, especially how followers appear and why random encounters sometimes stick around. But does the 'untouched wilderness' really apply to something so Dying Earth as D&D? As the great blog The Hill Cantons points out, based on the wilderness encounter charts the typical AD&D world is littered with ruins of past fortresses, cities, etc. all thrown down to ruin by war or time. And in a manner very similar to North America, D&D wilderness isn't 'untouched', it is full of intelligent being. Berzerkers, cavemen, orcs, hobgoblins, nomads, goblins, kobolds, etc., etc., etc. Heck, you leave patrolled demi-human areas and the 'wilds' are crawling with intelligent creatures. Sure, they're malevolent, but still!
Plus the AD&D world isn't modeled after 2015 North America or even 1975 Europe, is it? No, the 'place in time' of the real world that seems closest to the default assumptions of AD&D is somewhere between 770 AD and 820 AD; yes, yes, this is speculation, but I can talk about that in another post. Sure, there are anachronisms for that but that is my guess.
Now, modern Europe looks like this;
In 800 Europe looked like this;
Look at the differences! As I point out in my second most popular post ever, in the year 1000 AD the place that is now the Berlin Metropolitan Area, the 6th largest city in Europe, was uninhabited, howling wilderness. 780 AD is 400 years before the first Germans settled on the banks of the Spree!
In other words, at the time that seems most like AD&D's assumed setting in history Europe was cheek-by-jowl with howling wilderness and hostile forces.
This means that in the context of the setting and place well behind the curtain of AD&D (Charlemagne's Europe as described in the Matter of France) Europe looked a lot more like 1870's America than most people realize (Although Andy Bartlett did explicitly mention this in the article I linked above). In both places the average person who wanted a better life and who had the courage and resources (or just a lot of courage!) could, and did, set out into the wilderness and start a new life, Heck, that's where little towns like Leipzig and Berlin came from!
There is also the very mildly controversial topic of the Northern Crusades. In a very high level gloss not meant to dive into the complex, nuanced issues associated with the Northern Crusades, but only to illustrate how it relates to the point at hand over a century of mutual conflict between pagan peoples in North/Northeastern Europe with the Catholic nations to their West and Orthodox nations of their East, where peaceful missionary and diplomatic activity failed, led to a call for a Crusade and a subdual of the pagans by force in the belief that decisive victory would cause the interminable wars to end.
What followed was some pretty serious and organized expansion and battles from the West. Part of this was having some of the toughest fighters from the West build fortresses in the pagan areas, establish domains, and maintain the peace.
Sound familiar?
Heck, sometimes when there were no opportunities to set up in established areas tough, popular leaders would travel even beyond the pagan lands, set of a stronghold, 'subdue the wilderness', and attract people who wanted a better life who could count on the protection of this leader from bandits, etc.
That had better sound familiar!
So there is, interesting enough, at least one historical period where something vaguely like Name-level characters starting the 'domain game' did occur, which is pretty cool.
But I think there is a bit more meta going on, here. In Three Hearts and Three Lions (as well as other books, like Operation Chaos) the author speaks of Law and Chaos as being opposed to each other in a sort of ongoing struggle. But this concept of Anderson's (that seems to have also influenced Dickson in The Dragon and the George) is a lot more complex and nuanced than the shallow, never actually quantified, Law vs. Chaos of Moorcock. Anderson's Law and Chaos (as well as Dickson's Chance and History) are very much about Virtue/Civilization/Good (Law/History) against Amorality/Wilderness/Evil (Chaos/Chance).
This was explicitly stated in Three Hearts and Three Lions;
"Holger got the idea that a perpetual struggle went on between primeval forces of Law and Chaos. No, not forces exactly. Modes of existence? A terrestrial reflection of the spiritual conflict between heaven and hell? In any case, humans were the chief agents on earth of Law, though most of them were so only unconsciously and some, witches and warlocks and evildoers, had sold out to Chaos."It is also essentially stated that the Church is Law while Chaos is a tool of the Devil. The faerie and their uncaring capriciousness? Chaos, because they could not be trusted.
Despite the desire of contemporary people to think of the faerie/sidhe as fun-loving hippies in folklore they're are much, much more like the Weeping Angels - inhuman, utterly other creatures that if you were lucky will only cast you decades through time away from all you know and love.
This sort of 'axis' is pretty clear in OD&D where you are Lawful (good) or Chaotic (bad) and it was very much a fantastical experience of fey vs. man.
But it is more complex and such in AD&D with both the Law/Chaos and Good/Evil axis and the Neutral section. But the core concept remains valid: when a party goes into the (wild, uncivilized) dungeon and destroys monsters the PCs are championing civilization against it's opposite, wildness; when a Lord goes into the wilderness, builds a stronghold, attracts followers, etc. he is championing civilization versus wildness, just on a different level.
And no, I am avoiding the term 'barbarism' for a reason; woad-painted warriors, nomadic tribesman, etc., can be forces for Law or Chaos, it depends upon if they build or destroy, if they are trustworthy or capricious as a people.
In my post on how I handle religion in my campaign I mention that the big divide between demi-humans and humanoids is if they are (in general) within the Church or outside of it. But the difference is also 'do those races build civilizations or destroy them?'. Sure, hobgoblins, orcs, etc. are organized, they have skills, etc. But they are wreckers, not creators. In my world they have no cities, they live in what they capture from demi-humans and humans; they have no trade, only plunder; they have slaves who often are worked to death; they have at best war chants but no music, enough writing to issue orders but no literature; etc. Where they go they push back civilization, scrubbing away cities and towns, fences and fields, and leaving behind only brambles, thickets, end desolate ruins.
So a fighter, wizard, or cleric going into the wilds, building a strong place, attracting followers, and all the rest is, in a very real way, pushing back darkness, ignorance, savagery, and evil. Where there were brambles and thickets he puts fields and orchards; where there was a bare hill he puts a cozy home; where there was darkness there are the lights of a village; where there was isolation and fear he puts friendship and hope.
No wonder those who want a better life follow.
So why do 9th level fighters spend all that money and take all that risk? Because they are fighting evil an a new, more important, way.
Friday, August 7, 2015
Religion in My AD&D 1e Campaign
I have mentioned before that when I was a kid I read the legends of Charlemagne, the books of Vance, etc. from the age of about 7 on but only read Tolkien and the various stories of Arthur in my late teens, 6-8 years after starting my own AD&D 1e campaign. This means Bishop Turpin, Maugris, and Roland had a lot more impact on my campaign than Gandalf, Strider, or Merlin.
One of the things that has always been a part of my campaign in - the Church.
Out of habit, let's talk about me for a minute.
I was raised what is now called "unchurched". My parents took me to a church once or twice, and that was for weddings of cousins. While we had a lot of books about religion in the house, we had lots of books about everything else in the house, too. I grew up in what my mother called 'the buckle of the bible belt' and was surrounded by Protestant churches but only knew one Catholic and only knew she was Catholic because of the ashes on the forehead thing, as I called it then.
But if you are reading the Matter of France, Ivanhoe, etc., the Catholic Church is the very background of the plot. I didn't know very much about Catholicism in any way but everything from Ogier Danske to Holger Carlson (see what I did there?) told me the Church was critical.
So when I made my 1e campaign, which I call Seaward, it had - the Church.
As I got older I learned a great deal more about the real world Church and I developed the Church in my campaign more fully, although it was from the distance of non-religious books and fiction. When I 'rebooted' Seaward in the late '80's I introduced a pantheon of multiple good deities, the Bright Gods, and tried them out for a few months, but the players hated the idea. Later I used the Bright Gods again in 3e and, once more, my players (entirely different people) preferred the Church.
I also encountered a lot of other GMs, too. Bill had the Valar from LotRs, who are (of course) more akin to archangels than gods and explicitly report to a monotheistic deity. Lew Pulsipher, game theorist and atheist, had God. Singular. And the Church. Singular. Oddly similar to what I had done. As a matter of fact, a whole lot of the GMs I met between '78 and '88 just had "the Church", whatever it might be called,
And this makes a lot of sense for a lot of reasons!
First off, the real details of religion are, well, not that important since we are playing games. Thieves' Guilds, Assassins' Guilds, whatever organization Rangers belong to, Druidic circles, Monk's groups - they are all rather vague and up to the GM and, well, why paint yourself into a corner? Leave it vague until you have to make a ruling, write that down, move on, right?
Second, old school 1e AD&D is very, very, obviously based on European history and folklore. And you cannot separate European history and folklore from Catholicism. Well, you could but it seems really odd and why would you?
Third, the book smostly tell us there is a church based on the Church.
Yeah, they do.
Paladins. I mean, the word essentially means 'Catholic knight'.
Cleric level titles.
Art like this:
One of the things that has always been a part of my campaign in - the Church.
Out of habit, let's talk about me for a minute.
I was raised what is now called "unchurched". My parents took me to a church once or twice, and that was for weddings of cousins. While we had a lot of books about religion in the house, we had lots of books about everything else in the house, too. I grew up in what my mother called 'the buckle of the bible belt' and was surrounded by Protestant churches but only knew one Catholic and only knew she was Catholic because of the ashes on the forehead thing, as I called it then.
But if you are reading the Matter of France, Ivanhoe, etc., the Catholic Church is the very background of the plot. I didn't know very much about Catholicism in any way but everything from Ogier Danske to Holger Carlson (see what I did there?) told me the Church was critical.
So when I made my 1e campaign, which I call Seaward, it had - the Church.
As I got older I learned a great deal more about the real world Church and I developed the Church in my campaign more fully, although it was from the distance of non-religious books and fiction. When I 'rebooted' Seaward in the late '80's I introduced a pantheon of multiple good deities, the Bright Gods, and tried them out for a few months, but the players hated the idea. Later I used the Bright Gods again in 3e and, once more, my players (entirely different people) preferred the Church.
I also encountered a lot of other GMs, too. Bill had the Valar from LotRs, who are (of course) more akin to archangels than gods and explicitly report to a monotheistic deity. Lew Pulsipher, game theorist and atheist, had God. Singular. And the Church. Singular. Oddly similar to what I had done. As a matter of fact, a whole lot of the GMs I met between '78 and '88 just had "the Church", whatever it might be called,
And this makes a lot of sense for a lot of reasons!
First off, the real details of religion are, well, not that important since we are playing games. Thieves' Guilds, Assassins' Guilds, whatever organization Rangers belong to, Druidic circles, Monk's groups - they are all rather vague and up to the GM and, well, why paint yourself into a corner? Leave it vague until you have to make a ruling, write that down, move on, right?
Second, old school 1e AD&D is very, very, obviously based on European history and folklore. And you cannot separate European history and folklore from Catholicism. Well, you could but it seems really odd and why would you?
Third, the book smostly tell us there is a church based on the Church.
Yeah, they do.
Paladins. I mean, the word essentially means 'Catholic knight'.
Cleric level titles.
Art like this:
See the cleric? He's wearing the tabard of a Militant Holy Order, like the Knights of St. John or the Templars.
BTW, that image is the first thing I saw the first time I flipped open a PHB and I will never forget that moment.
Holy Water. And fonts.
Spell names.
I mean, I can obviously go on and on, but the fact remains that the rather religious, observant Protestant Mr. Gygax had the Catholic Church firmly in mind while he was typing.
Another aside: EGG was seemingly so Protestant that he did not celebrate Christmas as it was not in the bible. I have not confirmed this as true on my own, but if he had no problem with a faux Catholic Church trappings in his game why would you?
So there is this sort of vague Hollywood version of the Catholic Church floating around as part of the foundation of AD&D and I, like many others, sorta' dropped that into our own campaigns. Yes, things changed over time. After the various Gods of the Demi-Humans, Gods of the Suloise, Greyhawk/Forgotten Realms stuff, not to mention the Deities and Demigods release, there were all sorts of pantheons floating around. Many people tacked on things, or they were dragged in during character creation, and in general by the time 3e assumed pantheons, so did most players.
But I didn't.
A few things happened between 1985 and today that caused me to really cement the Church in my campaign.
Let's talk about me some more.
First, I joined the army and became an intelligence type focused on the Middle East, so I ended up studying Islam a great deal as an academic subject.
Then, after I got out, I majored in the Middle Eastern Studies and, because of my background, ended up studying Judaism academically to better understand the region.
Finally, I transferred to a Catholic university and took the mandatory theology class. Within a year I had: Converted to Catholicism, and; changed my major to Catholic Theology.
So as a Catholic theologian is might not surprise you that my campaign has the Church. But remember! It always did!
I can hear you now,
"OK, sheesh, thanks for the bio! Can we get on to religion in your campaign, please?"
Sure!
From the point of view of the rulesyou can use the Church to explain some otherwise - puzzling - things about D&D;
1) Demi-humans vs. Humanoids: Some non-human creatures that resembles people are called demi-humans. All the rest are called humanoids. In my campaign demi-humans are those races that are mostly part of or allied with the Church.
2) Shamans vs. Clerics: Why do demi-humans get to be (NPC) clerics but humanoids are the lower-powered shamans? In the Church or out of it.
3) The Nine Alignment System: As I have mentioned previously, having read Three Hearts and Three Lions as well as the tales of Charlemagne's Paladins the AD&D alignment system was never confusing to me. And, naturally, this is because both are about the Church, in very interesting ways.
4) How must Paladins act?: Related to the above, when you understand where paladins come from grasping their required outlooks and action are rather simple.
Another aside: Lew Pulsipher and his wife "get" paladins like almost no one else I have ever met.
From the point of view of world building at the 30,000 ft view the Church allows me to do a few more things, too;
1) Binding the Human/Demi-human races together culturally: Why the heck are races as wildly different as elves, dwarves, and humans chummy? Because they share a religion! Sure, this doesn't prevent political strife, misunderstandings, personal animosity, etc. but when a human peasant can receive Last Rites from a dwarven priest or an elven Religious Brother (an NPC class from my campaign) can Baptize a dwarven infant this binds these races together in a very real way that reflects the Real World.
2) Explaining a lot more about racial alignments in the Monster Manual, Part One: No, orcs are not 'inherently evil'. Then why does the MM list them as 'Lawful Evil" - they're devil worshipers! Culturally, orcs belong to a number of devil-worshiping cults (thus, the clan names/banners) which is why they tend to hate each other in the absence of an outside threat. Same with goblins, etc. Gnolls? Demon worshipers. This also explains the much more limited powers of shamans.
3) Explaining a lot more about racial alignments in the Monster Manual, Part Two: No, dwarves are not 'inherently good', they are listed as Lawful Good because the Church is widespread and they practice a traditional form of religion. Elves are Chaotic Good, you say? Schism! Think Catholic and Orthodox - the elves had a falling out with the top levels of Church hierarchy and, while still "valid" they do not follow the authority of the Church is all things. This is also a handy way of explaining why dwarves and elves get along, are Good, yet are leery of each other; doctrinal clashes. Oh, not to the level of warfare, but there is a bit of uncomfortable difference.
And world building at a 'closer level' lets me plug in a few more things,
1) An ecclesial language: The Church in my campaign uses an otherwise 'dead' language as it's own, internal, tongue. I also have an arcane tongue used by mages. The ecclesial language is used in church records, birth and death registries, on old tombs, etc. Learning it also allows pretty broad communication with clerics and scholars, too.
2) Lots of background color for the campaign: By now the players know that their characters will know that they can always seek help in a church at 3 am. Yes, really. Because of Lauds, the prayers said about 3 am every morning by clerics, paladins, and religious brothers who are not sick or otherwise constrained. The Divine Office (a series of prayers throughout the day), religious festivals, etc. in the background add a lot to the campaign feeling 'real'. See a guy in robes that has been tonsured? Well, he''s a low-level cleric or religious brother!
3) Cool items: Aspergillums, scapulars, zuchettos, birettas, biers, catafalques, umbraculum, thuribles, navicula, etc., etc., etc. All Real World things and all ready to be found in treasure hoards or rescued from thieves.
4) Cool Imagery: You can use stuff we recognize from the Real World to inject a solid impact onto the players.
I have no idea how many times i've seen this sued for bad guys;
So why not this for a different impact?
And we all know how useful Latin Chanting is!
At a very 'hits them in day to day play' level I have a few mechanics introduced into the campaign based upon religion.
1) Religious Brothers and Sisters: I covered the reasons I added NPC-only classes into my game in a long series of posts that talks about them in particular a bit here. Details are here. These are religious monks, parish priests, nuns, etc. They are not capable of competing with Clerics, but they do have unique spells. 9 times out of 10 the village priest is a Religious Brother.
2) Restrictions on Divine Magic: Unless you 'opt out' at character creation any non-Druid is assumed to have been born a member of the Church (i.e., had the proper Ceremony spell cast on them by a Religious Brother). If someone has NOT been joined to the Church the following Cleric spells will not work on them;
Bless
Protection from Evil
Chant
Prayer
Protection from Evil, 10' radius
Atonement
Raise Dead*
Restoration*
Resurrection*
*a cleric can cast Commune and seek permission for these spells to work
Similar spells from Shamans, Druids, etc. will not work on people that are not part of that particular religion/cult, either.
3) Ecclesial Penalties: The party is on an adventure and meets a patrol; the patrol, thinking they are a groups of bandits that have been raiding outlying farms, orders them to throw down their weapons and come with them so the local baron can determine if they are guilty. The party, on a timetable to recover a vast treasure, refuses. The patrol attacks and the party fights back. The fighting is desperate enough that magic-user casts Monster Summoning IV and brings forth...
Shadows.
The undead shadows kill 3 of the guardsmen, transforming them into shadows, too. The surviving members of the patrol flee and the party goes on to the dungeon, grabs a vast fortune, and heads back to the city.
Just another random encounter?
No. The surviving guardsmen tell the local baron what happened. The baron sends out strong patrols (the party dodges them) and asks questions about the strangers. After a week or so he knows the names of the party members.
The local parishes request help as people begin to vanish from the local villages. A cleric, paladin, and their henchmen find and destroy the shadows that were left behind by the summoned monsters, as well as the new shadows they have created. They report this to the baron, who tells the local bishop.
"So?" say the players, "We're 12th-14th level. What is a 9th level cleric going to do to us? Besides, we're in a completely different kingdom, now!"
This is what that bishop is going to do
Or, within the game mechanics, the bishop used divinations to confirm the identities of the party as well as their guilt, then cast the ceremony Excommunication; now the party cannot benefit from the spells listed above, nor receive the benefits of any Cure spells from the Church. Clerics, etc., that are excommunicated can memorize no spell except Atonement, if they are high enough level for it. And until the party members receive the Atonement spell the effects are permanent.
This sort of thing tends to catch the attention of players.
4) Cosmology: The Church speaks openly that it came from missionaries from 'another world' who spread the faith thousands of years ago and that the Pope of the game world is just 'the local leader' and that he reports back to Pope of the central Church.
When Spelljammer came out I was delighted for a number of reasons, not the least of which was the image of Dominicans on a little ship in the Phlogiston saying the Liturgy of the Hours as they approached a crystal sphere.
5) Saints and Relics: The local Church has local Saints, too. Like St. Thorn, missionary to the elves, or St. Aeldreda, the maiden saint of the dwarves. This is a short trip from saintly relics, holy wells, etc.
Overall the response from players, religious or otherwise, has been very positive. An atheist I played with for years was maybe the biggest fan. We had some talks about it [before I was religious, mind you] and we realized that in movies when there is some great evil or cosmic horror, or Satan coming, or whatever the heroes go to the Catholic Church. He argued it is because the imagery and hierarchy of the Catholic Church is so big, so well-known, so old, and so stable that everyone knows enough about it to be able to not need exposition about who they are and what they are doing.
I can't argue with that.
Heck, that's why I used it 35+ years ago and, arguably, why Gary did, too.
So, there it is. The tip of the iceberg of religion in my AD&D 1e campaign.
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