In any fantasy campaign one of the driving elements that a GM can use is religion. The power of religion tops that of nationality in what it can bring about in way of action and in some cases atrocity. The same is true in reality as well but I am not going to be stepping up on the soapbox today. For their to be a religion there is usually a god connected with it. There are godless religions but they are much more rare.
The GODS book by AEG, released in 2002, offers the GM information on deities for races that are not part of the core races in the D20 system. There are a total of sixteen races covered in the book. Many of these will fall into the realm of monsters. This may not be helpful in allowing players new options but it will serve to provide the GM information on their adversaries.
The book packs quite a bit in its 160 pages. The same information is not provided for each of the races detailed in the book because in some races it may not be relevant such as there not being an organized religion among that race. The book contains enough in the way of illustrations to be helpful but not overwhelming. Overall the quality of the art is well done.
The chapters which are broken down by race will begin with a discussion of the deity or deities connected with that group. There will then be information on how the deity is worshiped and the goals of their followers. Being a D20 book there will be the standard mixture of new prestige classes, feats and spells along with new domains. There are also a large number of new magic items that are detailed some crossing into the realm of artifact or relic in power.
The races, as mentioned earlier, contain a good mix with the majority seeing to be what would be considered monsters. There is a mix though and even some of what would be considered monsters may be something that the DM might allow as a player character race. The information from this book might even be enough to serve the GM to allow them. The list includes some races that already have enough information provided elsewhere but it provides new options. The races that have information provided in the book are below:
Barbarian Tribes
Bugbears
Dark Elves
Deep Dwarves
Giants
Gnolls
Goblins
Hobgoblins
Impossible Things (Abominations)
Kobolds
Lizardfolk
Minotaurs
Ogres
Orcs
Sylvan Forces
Trolls
The final portions of the book are chapters on the importance of religion in the game and concerns about role-playing of religions. The book features a nice set of summary tables as well. There is a listing of all the various deities described in the book. This table will include their holy symbol and weapon as well as their alignment. The last section will be a summary of all the new domains and the spells in each.
As I put forth earlier on the strongest storyline elements a GM can use is religion. If the campaign goes beyond a series of hex or dungeon crawls geared toward personal wealth and power there will have to something that drives the campaign along. The two major options will be politics and religion and I find that the latter is more polarizing in most cases. This book will help the GM come up with new adversaries to assist in this and might even offer up new found allies for the players to draw from.
From the back of the book:
This is a Guide to the Heavens
This sourcebook contains the gods of dark elves, orcs, minotaurs, trolls, and even monstrous aberrations that have no religion. 16 different races are detailed within, providing DMs and players with information and rules about the divinity of their adversaries. Each chapter details a separate race, with enough information to fuel an entire campaign or just a few evenings of gaming.
The Righteous Shall Prevail!
*16 races
*19 prestige classes
*30 spell
*Over 60 magic items
*Complete backgrounds on over a dozen religions
*25 gods
*34 domains
*16 temple maps
*25 relics
*Complete NPC priests for each race
Spell:
Observe Customs
Level: Cantrip
Range: None
Duration: Eight Hours
Ares of Effect: Caster
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user will find themselves with the knowledge on the social mores of a particular culture. They will know the proper way to behave in a given situation.
The caster must select a target creature to base this knowledge off of. The knowledge will be based on what the core culture believes to be normal and not what the target might want to do or would even normally do. The knowledge will be enough to make sure that they do not do something that would be considered insulting to those from that culture.
The spell will prevent them from committing a social faux pas but will not prevent them from being insulting in what they are saying. The caster will know when it is ok to speak and whom they can address but they can still insult others based on politics, religion etc. They will need to still role play interactions but this will prevent them from speaking out of order or using the wrong fork at the feast. The can still say something dumb or insulting.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
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1 comment:
Observe Customs is quite useful. But you had best choose your target carefully, if you get a foreigner like yourself you may not be any better off.
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