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==Chosen Deity==
==Chosen Deity==


One of the few items given to your character upon creation is the Arelith Book of Deities, an item in your character's inventory allowing you to choose for them a patron deity for whom to serve.  The benefits of having a deity are detailed in [[Divine intervention|this article about Divine Interventions]].
One of the few items given to your character upon creation is the Arelith Book of Deities, an item in your character's inventory allowing you to choose for them a patron deity for whom to serve.  


All spell casters on Arelith are required to have patron Deity to cast higher level spells, including Arcane casters.
Non-religious characters can worship any deity.


Druids and Rangers ((of 4th level and above)) are required to select a nature-aspect deity.


'''Note:''' On Arelith, '''all worshippers have to follow the restrictions posed in Forgotten Realms D&D on Clerics' Alignments'''. That means that characters of all classes who wants to follow a God have to conform to "clerical alignments".  
Clerics, Paladins, and Blackguards must be one of the cleric alignments of that deity. Cleric alignments usually include those alignments one step away from the deity's alignment. In addition, these classes can only select non-specified race deities or deities that belong to the character's race. Half-orcs can worship deities of both orc and human pantheons. Half-elves can worship deities of both human and elf pantheons.


For example:
Notable exceptions: Paladins can select [[Sune]] or [[Corellon_Larethian|Corellon Larethian]] as their patron deity.
:Bane allows only clerics of LE or NE alignments in Forgotten Realms.
:Still a rogue or barbarian of different alignment (like CE or LN) could select Bane for patron deity and worship him in Forgotten Realms.
:The same is not possible mechanically on Arelith. On Arelith even rogue would have to be LE or NE to select him from Book of Deities.




Generally, Clerics' Alignments are one step from Gods' alignment, but there are some exceptions and some Arelith modifications compared to [[D&D]].
The subcategories found here [[:Category:Deities | list of all Arelith Gods]] will allow you to see all Deities available to character of certain alignment.  


For example: [[Akadi]] (NN) accepts more followers on Arelith: NG, LN, N, CN, NE.
===Domains===


It is recommended for clerics to choose domains listed with their Deity or those that are close to their dogma. The selection of domains is not mechanically enforced in any way. Use your better judgment and common sense.


The subcategories found above [[:Category:Deities | list of all Arelith Gods]] will allow you to see all Deities available to character of certain alignment.
===Aspects===


===Domains===
Each deity has a single aspect. The aspect determines what actions/behaviors a character can perform to raise their piety and the benefit.
 
{| border=1 cellspacing=0 cellpadding=8
|- bgcolor="#999999" |
  ! Aspect Name
  ! Action
  ! Benefit
|-
  | War and Destruction
  | Killing things
  | God raise
|- bgcolor="#cccccc" |
  | Hearth and Home
  | Healing. Using healing kits will not raise your character's piety.
  | God raise
|-
  | Knowledge and Invention
  | Crafting
  | Failed crafting attempt succeeds.
|- bgcolor="#cccccc" |
  | Trickery and Deceit
  | Using -disguise
  | Pass a failed disguise check
|-
  | Nature
  | Tending to bushes/mushrooms. Clerics, rangers, and druids only.
  | God raise
|- bgcolor="#cccccc" |
  | Magic
  | Spellcasting
  | Failed enchantment auto succeeds
|}
 
===Future Updates===
 
Deities are to get more than one aspect.
 
Rangers are to no longer be restricted to nature aspect deities. However when worshiping a non-nature deity, they will lose access to spells that are not on the cleric's spell list, such as magic fang and camouflage.
 
Each aspect is to get a set of items that can be sacrificed at twice their value.
 
Portable idols.
 
==Piety==
 
Each character maintains and manages his/her own piety. Piety drops by 0.1% every IG hour.
 
===Raising Piety===
 
1) Performing actions depending on the character's deity's aspect, see the table above.
 
2) Sacrificing gold at an altar.
 
3) Praying at an altar. Twice as fast if the altar has been consecrated to a deity of the same race or aspect of yours. Three times as fast if the altar is consecrated to a deity of the same race AND aspect. Four times as fast if the altar is consecrated to the same deity as the character's.
 
4) Cleric-led ceremonies. Performed at an altar. Faster then praying alone. A cleric goes up at the accumulated rate of his flock + his own rate.


It is recommended for clerics to choose domains listed with their Deity or those that are close to their dogma. The selection of domains is not mechanically enforced in any way. Use your better judgment and common sense.
===Using Piety===


===Power and Presence===
1) Consecrating altars - cost 20% piety. Clerics only.


'''Presence''' is a value you can directly affect by sacrificing gold at an altar. This is used to calculate how much power you can have, and how often your deity-abilities work. This number gradually decreases over time. If presence hits 0%, power will also instantly be set to 0% as well.
2) Desecrating altars - cost 5% piety. Clerics only. Altars must be desecrated before being consecrated again.


Presence decreases constantly over time.
3) Spells: Circle 7 Cleric/Druid spells cost 1% piety. Circle 8 Cleric/Druid spells cost 2% piety. Circle 9 Cleric/Druid spells cost 3% piety.


4) Feats: Divine Might and Divine shield cost 1% piety.


'''Power''' is used to calculate how much 'juice' your deity has left. To get any of the deity benefits the deity's power must be higher than it costs to use the ability. Spells greater than level 6, god-raises, and *prays* all sap a deity's power. Power 'refills' at a rate of (presence/10) per hour, rounded down.
5) There is a piety cost when the benefits of your aspect activate.


Power decreases when used (higher level spells, *prays*, God raises, etc.).
6) Clerics can use *prays* to rain down divine wrath upon their victims.


==Available Deities==
==Available Deities==

Revision as of 17:58, 3 July 2011


Chosen Deity

One of the few items given to your character upon creation is the Arelith Book of Deities, an item in your character's inventory allowing you to choose for them a patron deity for whom to serve.

Non-religious characters can worship any deity.

Druids and Rangers ((of 4th level and above)) are required to select a nature-aspect deity.

Clerics, Paladins, and Blackguards must be one of the cleric alignments of that deity. Cleric alignments usually include those alignments one step away from the deity's alignment. In addition, these classes can only select non-specified race deities or deities that belong to the character's race. Half-orcs can worship deities of both orc and human pantheons. Half-elves can worship deities of both human and elf pantheons.

Notable exceptions: Paladins can select Sune or Corellon Larethian as their patron deity.


The subcategories found here list of all Arelith Gods will allow you to see all Deities available to character of certain alignment.

Domains

It is recommended for clerics to choose domains listed with their Deity or those that are close to their dogma. The selection of domains is not mechanically enforced in any way. Use your better judgment and common sense.

Aspects

Each deity has a single aspect. The aspect determines what actions/behaviors a character can perform to raise their piety and the benefit.

Aspect Name Action Benefit
War and Destruction Killing things God raise
Hearth and Home Healing. Using healing kits will not raise your character's piety. God raise
Knowledge and Invention Crafting Failed crafting attempt succeeds.
Trickery and Deceit Using -disguise Pass a failed disguise check
Nature Tending to bushes/mushrooms. Clerics, rangers, and druids only. God raise
Magic Spellcasting Failed enchantment auto succeeds

Future Updates

Deities are to get more than one aspect.

Rangers are to no longer be restricted to nature aspect deities. However when worshiping a non-nature deity, they will lose access to spells that are not on the cleric's spell list, such as magic fang and camouflage.

Each aspect is to get a set of items that can be sacrificed at twice their value.

Portable idols.

Piety

Each character maintains and manages his/her own piety. Piety drops by 0.1% every IG hour.

Raising Piety

1) Performing actions depending on the character's deity's aspect, see the table above.

2) Sacrificing gold at an altar.

3) Praying at an altar. Twice as fast if the altar has been consecrated to a deity of the same race or aspect of yours. Three times as fast if the altar is consecrated to a deity of the same race AND aspect. Four times as fast if the altar is consecrated to the same deity as the character's.

4) Cleric-led ceremonies. Performed at an altar. Faster then praying alone. A cleric goes up at the accumulated rate of his flock + his own rate.

Using Piety

1) Consecrating altars - cost 20% piety. Clerics only.

2) Desecrating altars - cost 5% piety. Clerics only. Altars must be desecrated before being consecrated again.

3) Spells: Circle 7 Cleric/Druid spells cost 1% piety. Circle 8 Cleric/Druid spells cost 2% piety. Circle 9 Cleric/Druid spells cost 3% piety.

4) Feats: Divine Might and Divine shield cost 1% piety.

5) There is a piety cost when the benefits of your aspect activate.

6) Clerics can use *prays* to rain down divine wrath upon their victims.

Available Deities

Arelith Gods are listed on this page.

Guidelines:

  • If your god isn't listed, choose a substitute.
  • If your god is listed, choose them. No substitutes.

Though - you're allowed to respect multiple gods. You can RP being a faithful Oghmyte while serving Mystra so long as you also RP serving Mystra at least as much.


Tips for selecting substitute deity Here are few things to consider when selecting substitute deity to mechanically represent god that character worships: Look for deity that:

  • Same or similar alignment (for example from Deities breakdown by alignment)
  • Same or similar allowed alignment for their clerics and worshipers
  • Same or similar allowed domains
  • Same or similar dogma
  • Superiors of worshiped god (for example: head of racial pantheon)


Following links below lead to lists of mechanically supported Gods on Arelith server that are listed the same way as in game Book of Deities.

Major deities
Intermediate deities
Lesser deities
Demigods

Stolen from Book of Deities and updated on Wed Apr 16 2008.


(Details about all Gods can be currently found from forums or Forgotten Realms' Wikia)

Deities breakdown by alignment

Main article: Deities breakdown by alignment (of mechanically supported Gods)

If you are looking for a supported God to mechanically represent your role-played God, then this small list could help you. Deities breakdown by alignment table includes Deities sorted by their alignments. Please note, that same alignment of God doesn't mean that they would support clerics and worshipers of the same alignment.

To see all Deities available to character of certain alignment, click on the subcategories for each alignment listed here.

Player-created deities

Main article: Player-created deities

Player-created deities are supported entirely through roleplaying, inspired by characters within the Arelith world. They are not mechanically supported by the Deity system at this time, and are not considered "canon" Forgotten Realms deities. Yet you can encounter characters on Arelith that worship them.


Other Deities

There are other Gods in Forgotten Realms that are not selectable mechanically on Arelith, but whose worship can be roleplayed. For details see explanation on start of list with Forgotten Realms Deities.


External links

Note that many resources on internet can be from D&D 4th edition or AD&D. Not all information from them would be valid on Arelith! (Including the information from links below that date to year 1372 DR and after.)