Religions

Every adventurer can choose a faith—or none at all—with a few exceptions:

  • Clerics, who must be devoted to a deity,
  • Dragons who don't believe, and
  • Psions who have no need for gods.

Religious affiliation offers advantages, but devotion is personal. Some follow a god for benefits, others for true faith. Legends say the gods now act less directly, empowering clerics and emissaries instead. This has strengthened the bond between deity and worshiper in recent years.

Divine Magick

Divine magick requires an individual to work magick through the aid of a deity. It is granted by a deity and functions much like a natural ability. Divine magick does not require arduous study to obtain; however, it does require dedicated worship of a deity. While worship is easy to accomplish, meeting the strict standards and conforming to the rigorous codes prescribed by a god is not. For this reason, many worshipers fail to gain even one divine magick spell. Both clergy and non-clergy must show their devotion to their chosen deity by donating a portion of their money or goods to their temple. Doing so earns favors and allows one to call on divine assistance. This assistance is not always granted, but becomes more reliable as you become more worthy in the deity's eyes. A poor follower who donates a higher percentage of their worldly goods than a wealthy follower who donates but a pittance may earn more standing. When you have accumulated enough favors, you may be visited by the deity, who may (nothing is guaranteed where the gods are concerned) bestow another gift. At the very least, you will feel a warm glow from your deity, signifying their pleasure with you.

Two Important Uses of Favors

First, if you are killed in the world, your deity may see your plight and spare you the cost, expense, and danger of resurrection through the House of the Dead (whose motto is "Over 1 million preserved!" followed by "Pay us!") or other means. While this will cost some of your stored favors, it may well be worth it. The House of the Dead will attempt to charge you a fee, and if you don't have the funds at the time of death, they will start confiscating your belongings until their fee (or more) is recovered. Your god will always step in if you have enough favors stored up. (More details about the effects of death and DEPARTing can be found in the Time and Death section of this manual.)

Another use for favors is exchanging them for a boon from your temple's clergy. This boon can include full healing, curing of poison, and even resurrection of fallen comrades if you're of adequate devotion level. Be careful not to let your current favors fall to nothing, because then the deity will not heed your call. Followers of a deity can also call on their god for direct assistance for themselves (or others) in times of dire need. If the deity responds, you will see their symbol appear near you. If the favor is granted, you will see the effects immediately. This type of divine intervention is very expensive in favors and should not be relied upon for day-to-day situations. However, characters have been known to escape the most dangerous situations through their deity's aid.

The Temples

Temples are places of sanctuary for all classes. Clerics train at their deity’s temple and must donate above their regular tithe to receive training. Any class can donate for favors or RENOUNCE a deity to devote to another. Renunciation should be done with care; some gods do not take abandonment lightly. If you did not DEDICATE on arrival, you can dedicate later by going to a temple altar and using DEDICATE.

The Seven Deities

Elindale • Goddess of Nature, including animals and the elements. Wildlife, vegetation, weather, and the seasons all fall within her realm of power.

Odarous • God of Honor, Courage, and Duty. Odarous embodies the principles of valor, chivalry, and unwavering loyalty. His followers uphold strict codes of conduct and defend the weak.

Rinanni • Goddess of Knowledge, Beauty, and Wisdom. Rinanni values learning, peace, and the pursuit of understanding. Her followers seek knowledge and maintain discerning minds.

Sa • God of Magick and the Arcane. Sa is the patron of magical arts and the arcane mysteries. Secians and those with magical gifts often follow Sa's path.

Set • God of the Underprivileged and Adaptation. Set watches over the downtrodden, the ignored, thieves, and those who have none. He represents creativity, freedom, and survival.

Taath • God of the Void and Pain. Taath embodies negation, denial, and the mysteries of suffering. His worship involves complex rituals and is favored by Arachnians.

Unknown • God of Mystery and the Unseen. Unknown represents that which cannot be known or predicted. His followers embrace uncertainty and seek truth in shadows.

Alignment in Dragon's Gate Reborn

Before we begin, one thing should be made very clear: The three available alignments do not compare to Good, Neutral, and Evil in any traditional fashion. Those kinds of moral judgments are very personal in nature and vary widely from person to person. Also consider that we have many races in play, so what might be considered "good" to an Arachnian may be considered "evil" to a Psycian, and vice versa. In actual role-play, each alignment will likely cross back and forth across the morality boundary as situations change, without invalidating the alignment selection.

Alignment and Role-Play

Your alignment choice represents assumptions about how your character views the world and performs everyday tasks. Let's discuss the outlook of each alignment in turn:

Order (World View: Tradition, Discipline, and Hierarchy)

An Orderly person tends to have a strict set of rules they live by, and once established in a particular way of doing things, will always attempt to resist change—unless, of course, it is hazardous to their health. These people tend to be organized, trustworthy, and keep their word. They usually have a high regard for life, both their own and others', and will try to help if they can (unless it interferes with their own survival or is punishment for a rule violation). They are very respectful of authority, law, self-discipline, and honor. Justice is also prized, but only within strict rules of conduct. Some have been known to ruthlessly slay those who do not follow their beliefs or inadvertently break a rule. Being good workers and organizers, these folks work well in highly structured groups, especially when doing repetitive tasks. Although limited creativity is accepted, they tend to fall back on old beliefs before considering a new approach.

Chaos (World View: Freedom, Change, and Individuality)

Chaotic folks tend to be those "rebels" who have little respect for laws, authority, or those who would try to impose restrictions. Many are happy-go-lucky people who take one day at a time and tend to be very self-motivated in their actions. They tend to be loners but will work with a group if they think it will be profitable or will serve some other desired purpose (assuming they have free will to interpret how they wish to involve themselves). They tend to be very creative, always coming up with new ways to do old things. Most chaotics wish to see change happen immediately. The more miscreant types may lie, cheat, and steal for their own profit (or if they feel it necessary), but this isn't true of all chaotics. They tend to value life and freedom (especially their own) but may not help someone without some ulterior motive (even less likely if it may endanger them in the process). Most would not give a second thought to killing someone who attempted to restrict their freedoms.

Entropy (World View: Balance, Cycles, and Natural Order)

Those who follow entropy desire a perfect balance of order and chaos in their environment. They tend to stay aloof and distant, often engaged in study or other enlightening pursuits, unless threatened or angered. They tend to be "thinkers" rather than "doers," but do make good leaders since they are skilled at decision-making. In general, these people are respectful of authority, laws, and rules, but only if they agree with the tenets involved and they aren't overly restrictive. They aren't very warlike but have been known to fight (and die) to "keep the peace" when necessary. Followers of entropy are not afraid of death, knowing that it is part of the natural way of things, and assured that their passing makes way for a new life in the world, thus promoting the continuance of the cycles of renewal and growth. Being unafraid of death, they do not hold any special value in life and will use any force they deem appropriate to meet an end, including genocide if they feel there is no alternative. However, they value freedom of choice and will often try to reach a settlement before passing judgment on taking the life of another.

Alignment and Worship

Alignment also relates to the relationships between characters and their deities. Deities tend to look for followers who maintain similar belief structures as themselves, and vice versa. It is not unheard of for a deity to have followers of varying alignments, but the bond is usually closer with those most similar.

Gods of Order

Gods of Order tend to be gods of law, discipline, and knowledge. Many of their followers are Mages or other sage-like types with a foundation of structured learning. They have also been known to launch holy wars to spread the dominion of their gods. Worship of these deities usually requires formal religious observation and rituals. Sacrifices and tithing are often required as well.

Gods of Chaos

Gods of Chaos tend to be gods of destruction and creation. They often attract followers who wish to bring about great change and those who seek great power or riches. Worship of these gods does not follow any established form; usually the form of worship is up to the follower. Sacrificing slain enemies and tithing a portion of income are commonly practiced in one form or another.

Gods of Entropy

Gods of Entropy tend to be gods of nurturing, nature, and balance. Their followers tend to be those who believe in the natural flow of things. "What will be, will be" is often heard of them. Their worship usually consists of renewing lost resources (like maintaining forests or libraries, farming, childbearing, etc.), occasional rituals, and following the natural order of things. Tithing and sacrifices are usually not emphasized, except when necessitated by special need or war. Followers of these gods are usually expected to make some kind of lasting contribution to their environment, typically in the form of something that lasts beyond their lifetime.