DragonQuestCathedral Archive Posts 91-120
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91
From: green_skies_at_night <green_skies_at_night@y...>
Date: Thu Aug 21, 2003 5:41am
Subject: Re: Any Feedback?
 
 
Just a suggestion. It seems to me there are several different threads
and not all of us even know where to look for them, let alone have a
clue they even exist. Maybe this was a private discussion? Seems to
me that it might be better if everyone tries to meet in the same
place, or something. Be nice to get everyone in one room, so to
speak. I just found this thread this morning (and quite by accident).

Nightwing
 
92
From: dbarrass_2000 <david.barrass@e...>
Date: Thu Aug 21, 2003 9:12am
Subject: Re: Any Feedback?
 
 
This isn't a private discussion, feel free to comment.

Your point about the dilution of effort into many threads is a valid
one and it was pointed out when this thread began DQ-rules was
probalby the best place for it. but here we are. I am intending to
post the next version in DQ-rules to get a wider audience, but its
been a nice focused frendly group to get the creation started

David

> Just a suggestion. It seems to me there are several different
threads
> and not all of us even know where to look for them, let alone have
a
> clue they even exist. Maybe this was a private discussion? Seems to
> me that it might be better if everyone tries to meet in the same
> place, or something. Be nice to get everyone in one room, so to
> speak. I just found this thread this morning (and quite by
accident).
>
> Nightwing
 
93
From: Richard <demon_star2002@y...>
Date: Thu Aug 21, 2003 1:25pm
Subject: Re: Any Feedback?
 
 
Pretty much what David said. Basically, I started this group because,
in the entire life of the DQ Rules group, no one had even come close
to the subject we discuss here. And, while this group started out with
a fair amount of activity, the second I disagreed with a couple of
members about rules philosophy all communication ceased except for
David and myself.

The both of us have been practically begging for feedback and got
none. Even I had to drop out for a while, but I'm back in a limited
capacity.
So, Dave- I'll have something for you in the next couple of days.
Nightwing- you owe it to yourself to read his religion rules. Their
pretty terrific, imho.
We're both looking forward to your input.


--- In DragonQuestCathedral@yahoogroups.com, "green_skies_at_night"
<green_skies_at_night@y...> wrote:
> Just a suggestion. It seems to me there are several different threads
> and not all of us even know where to look for them, let alone have a
> clue they even exist. Maybe this was a private discussion? Seems to
> me that it might be better if everyone tries to meet in the same
> place, or something. Be nice to get everyone in one room, so to
> speak. I just found this thread this morning (and quite by accident).
>
> Nightwing
 
94
From: tmckelvey77089 <tmckelvey77089@y...>
Date: Thu Aug 21, 2003 2:32pm
Subject: Re: Any Feedback?
 
 
I'm new to the group. Just saw some traffic over at the DQN group
and followed it here. I think the religion document is the best
treatment I've seen so far. I'd like to compare it to J. Kehane's
version when he posts it, since his is somewhat based on the original
SSI-DQ docs.

Other than a few grammar/typos yours looks great.

I'm curious, what was the rules philosophy disagreement about anyway?

Spectre




--- In DragonQuestCathedral@yahoogroups.com, "Richard"
<demon_star2002@y...> wrote:
> Pretty much what David said. Basically, I started this group
because,
> in the entire life of the DQ Rules group, no one had even come close
> to the subject we discuss here. And, while this group started out
with
> a fair amount of activity, the second I disagreed with a couple of
> members about rules philosophy all communication ceased except for
> David and myself.
>
> The both of us have been practically begging for feedback and got
> none. Even I had to drop out for a while, but I'm back in a limited
> capacity.
> So, Dave- I'll have something for you in the next couple of days.
> Nightwing- you owe it to yourself to read his religion rules. Their
> pretty terrific, imho.
> We're both looking forward to your input.
>
>
> --- In DragonQuestCathedral@yahoogroups.com, "green_skies_at_night"
> <green_skies_at_night@y...> wrote:
> > Just a suggestion. It seems to me there are several different
threads
> > and not all of us even know where to look for them, let alone
have a
> > clue they even exist. Maybe this was a private discussion? Seems
to
> > me that it might be better if everyone tries to meet in the same
> > place, or something. Be nice to get everyone in one room, so to
> > speak. I just found this thread this morning (and quite by
accident).
> >
> > Nightwing
 
95
From: Martin Gallo <martimer@m...>
Date: Thu Aug 21, 2003 3:23pm
Subject: Re: Any Feedback?
 
 
For what it is worth, I would like to comment. I have not had
sufficient time to peruse the materials to make a valid or useful
comment.

I do like the idea of adding religion of some sort to DQ. I have
toyed with the idea in the past but have not had a chance to game DQ
so have not implemented it.

Marty
--


"If you haven't got your health, at least you have something to talk about."

"They say that everything happens for a reason. I am just tired of
that reason being to make me unhappy or embarrassed."

"You can't make a baby in a month using nine women! But it sounds
like it would be fun to try."
 
96
From: John Rauchert <john.rauchert@s...>
Date: Thu Aug 21, 2003 3:23pm
Subject: Re: Any Feedback?
 
 
I know that I did disagree on some aspects of the system as presented
but the main reason I stopped my input was that I have been under a
time crunch at work lately (worms and virus are not helping my after
work job much either).

I did not feel I had time to add constructively or substantially to
the work, so I did not contribute.

JohnR

--- In DragonQuestCathedral@yahoogroups.com, "tmckelvey77089"
<tmckelvey77089@y...> wrote:

>
> I'm curious, what was the rules philosophy disagreement about
anyway?
>
> Spectre
>
 
97
From: green_skies_at_night <green_skies_at_night@y...>
Date: Thu Aug 21, 2003 6:02pm
Subject: Red Dragon Inn on Yahoo!
 
 
Visit Red Dragon Inn:1 (a chat room for DragonQuest) on yahoo.
 
98
From: dbarrass_2000 <david.barrass@e...>
Date: Fri Aug 22, 2003 1:38am
Subject: Re: Any Feedback?
 
 
> I'm new to the group. Just saw some traffic over at the DQN group
> and followed it here. I think the religion document is the best
> treatment I've seen so far. I'd like to compare it to J. Kehane's
> version when he posts it, since his is somewhat based on the
original
> SSI-DQ docs.

Yes, me too. I particularly interested in a miracle system as the
way I'm doing it is a bit of a cop-out

> Other than a few grammar/typos yours looks great.

My mother was an English teacher, my spelling and grammer were a
source of dispare to her :--). I'd be interested in any, even the
most trivial, corrections

> I'm curious, what was the rules philosophy disagreement about
anyway?

My own recolection wss that there was a good-natured and mature
discussion about the use of a piety stat. We eventually decided
against it, interesting that JK's system includes (if I read his post
correctly) 2 :--)

David
 
99
From: john_kahane <jkahane@c...>
Date: Fri Aug 22, 2003 8:20am
Subject: Hello, All :)
 
 
Hullo, folks,

Well, I've just joined this mailing list after having learned
about it only a day or two ago. It's a treat to be here, but I wish
I had known about this list back when I first started working on the
Priest skill and material to cover religion in my own DQ campaign
some 18+ years ago.

In any event, it's nice to be here, and I'll be commenting on a
couple of posts from the archives here, until I catch up with the
mail. :)

JohnK
 
100
From: john_kahane <jkahane@c...>
Date: Fri Aug 22, 2003 8:28am
Subject: Re: Spells in Religion
 
 
Hullo, David,

--- In DragonQuestCathedral@yahoogroups.com, "dbarrass_2000"
<david.barrass@e...> wrote:

> Richard - why do you object to spells in religion?

Probably for some of the same reasons that I do. :) Basically,
the DQ material on religion that I have heard about and seen (granted
this was many years ago) was always meant to keep religion and magic
separate from one another. I don't remember where I've seen it in
the various editions of the game, but there were a couple of places
where this is hinted at.

> I have always assumed that his was how magical religions worked
> This is from hints:-
>
> In Thieves World already posted:-
> "...it is suggested that these priests be granted quasi-clerical
> abilities (as in pagan and early Catholic legend). These rely
heavily
> on ritual-- in both senses of the word-- and personal magic, which
is
> intended to directly affect an individual (the Healer skill [55]
and
> curses [84.3 et seq.] are good examples of this). Presumably,
spells
> which are scaled-down versions of the liege god's special powers
are
> part of the priest's repertoire".
> Spells are explicitly mentioned.

Granted this is true, but remember the material in the Thieves'
World boxed set was meant to only apply if running in that particular
game world. This is the same material that allows one to create
Mages with more than one College to begin with, something that seems
to be in direct contradiction with the way the Colleges were set up
in the main game. This may, of course, be pure speculation, but it
is certainly my interpretation of the Thieves' World boxed set
material.

> The Earth Magics college has two forms Pacific (as in peaceful not
> the ocean) and druidic. Although the connection with the druid's
> religion is not explicitly mentioned it is surely what the
designers
> had in mind.

> The College of Black magics itself is clearly based on Witchcraft �
> believed to incorporate elements of Anglo-Saxon (and maybe a bit of
> Celtic) pagan cults This college also contains many features I
would
> expect a religion to have (eg blessings and curses).

Actually, I would beg to differ with you here slightly. Black
Magic certainly has some elements of the darker sides of witchcraft,
notably the Crowley elements to it, but it is in no way
representative of witchcraft as a whole. It certainly has a literary
basis with the dark arts, but I suspect many practicing witches and
warlocks from the 1980s would have objected to the connection to what
they do on the basis of this College.

> Most of the magic users in legend are described as Priest(esses)
and
> they seem to cast things that would be best modelled as spells.

Agreed, but there is a difference between a Priest of one of the
pagan religions and a Priest of the Christian faith. Arthurian
legend is a good example of this. However, more to the point, one
could argue that a true Priest or Priestess receives their abilities
from a Divine source, whereas magic stems from the mana that
surrounds us all. Miracles don't and should not reduce Fatigue in
game terms. That makes them different from magic entirely. Imnsho.
:)

Just my 2 cf, of course. :)

JohnK
 
101
From: john_kahane <jkahane@c...>
Date: Fri Aug 22, 2003 8:34am
Subject: Re: The Golden Rule(s)
 
 
Hullo, David,

--- In DragonQuestCathedral@yahoogroups.com, "dbarrass_2000"
<david.barrass@e...> wrote:

> All of this prompted me to try to find the reference that started
me
> off on DQ religion 20ish years ago, and found it in the first page
of
> the magic section. As this appears in the rule book (2nd and 3rd
> editions) this must be a very important clue to what the designers
> were thinking about religion
>
> 2nd SPI edition, Section 25. last part. (Page 30)
>
> Consecrated Ground: Any ground that has been consecrated to the
> service of the "Powers of Light" as defined by the GM is
consecrated
> ground and affects the abilities of all characters to resist magic.
> There is no College specifically dedicated to the Powers of Light,
> because it is assumed that they are nonmagical in nature and are,
in
> effect, opposed to magic. Most temples and monasteries and some
> graveyards will be consecrated ground. Barrows, pagan temples
(those
> in which magic forms part of the ritual) and the dwellings of
magical
> beings can never be consecrated ground.

Thanks for finding the reference here, for me, David. That was
one of the ones that I was thinking of in terms of the whole magic
vs. non-magic debate about Priests.

> We can get several things from this (ordered from concrete to
> speculation)
> 1) There are two forms of religion a) Powers of
> light "nonmagical in nature and are, in effect, opposed to magic."
> And b) "Barrows, pagan temples (those in which magic forms part of
> the ritual)"

I would agree with this, most definitely. :)

> 2) Pagan religion involves the use of magic

Agreed. :)

> 3) Pagan religion involves ritual. Spells and talents are not
> mentioned, either for or against, and the section does not rule out
> the spell and talent use as part of the religious rituals

No, it does not. But there is a clear indication here that the
pagan temples and elements of magic mentioned above owe a clear
allegiance of sorts to the Powers of Darkness, i.e., the DQ Demons,
and that would suggest more of a connection to magic. The Powers of
Light are clearly meant to be the deities/gods/goddesses/etc. within
this framework.

> 4) The use of the word pagan to describe magical religions is
> interesting; this implies that the opposite, Powers of Light, non-
> pagan did the designers have Christianity in mind when hey wrote
this?

Very likely. You gotta remember when this game was written. :)

> 5) The implied separation of magical beings from the Powers of
> Light. Is this religion for the non inherently magical races such
as
> humans?

Beats me...but it makes for interesting speculation, doesn't it?
I suspect the priestess associated with (a form of) witchcraft would
be more what was in mind for the pagan temples and that aspect of
this, but there is no real way to know.

And where do you fit shamanism into the equation? <g>

JohnK
 
102
From: dbarrass_2000 <david.barrass@e...>
Date: Fri Aug 22, 2003 9:56am
Subject: Re: Spells in Religion
 
 
> Probably for some of the same reasons that I do. :) Basically,
> the DQ material on religion that I have heard about and seen
(granted
> this was many years ago) was always meant to keep religion and
magic
> separate from one another. I don't remember where I've seen it in
> the various editions of the game, but there were a couple of places
> where this is hinted at.

I partly agree, I would split it into two forms of religion "pagan" -
magical in nature and PoL - separated from magic

> > I have always assumed that his was how magical religions worked
> > This is from hints:-
> >
> > In Thieves World already posted:-
> > "...it is suggested that these priests be granted quasi-clerical
> > abilities (as in pagan and early Catholic legend). These rely
> heavily
> > on ritual-- in both senses of the word-- and personal magic,
which
> is
> > intended to directly affect an individual (the Healer skill [55]
> and
> > curses [84.3 et seq.] are good examples of this). Presumably,
> spells
> > which are scaled-down versions of the liege god's special powers
> are
> > part of the priest's repertoire".
> > Spells are explicitly mentioned.
>
> Granted this is true, but remember the material in the Thieves'
> World boxed set was meant to only apply if running in that
particular
> game world. This is the same material that allows one to create
> Mages with more than one College to begin with, something that
seems
> to be in direct contradiction with the way the Colleges were set up
> in the main game. This may, of course, be pure speculation, but it
> is certainly my interpretation of the Thieves' World boxed set
> material.

That is a good point

> > The Earth Magics college has two forms Pacific (as in peaceful
not
> > the ocean) and druidic. Although the connection with the druid's
> > religion is not explicitly mentioned it is surely what the
> designers
> > had in mind.
>
> > The College of Black magics itself is clearly based on
Witchcraft �
> > believed to incorporate elements of Anglo-Saxon (and maybe a bit
of
> > Celtic) pagan cults This college also contains many features I
> would
> > expect a religion to have (eg blessings and curses).
>
> Actually, I would beg to differ with you here slightly. Black
> Magic certainly has some elements of the darker sides of
witchcraft,
> notably the Crowley elements to it, but it is in no way
> representative of witchcraft as a whole. It certainly has a
literary
> basis with the dark arts, but I suspect many practicing witches and
> warlocks from the 1980s would have objected to the connection to
what
> they do on the basis of this College.

possibly true of today's witches. I've done research of the medieval
and Renacence witchcraft and its seem smilar to the colege of Black
magics to me. Yes they have focused on the nastier side to make it
interesting for a role-playing system

> > Most of the magic users in legend are described as Priest(esses)
> and
> > they seem to cast things that would be best modelled as spells.
>
> Agreed, but there is a difference between a Priest of one of the
> pagan religions and a Priest of the Christian faith. Arthurian
> legend is a good example of this. However, more to the point, one
> could argue that a true Priest or Priestess receives their
abilities
> from a Divine source, whereas magic stems from the mana that
> surrounds us all. Miracles don't and should not reduce Fatigue in
> game terms. That makes them different from magic entirely.
Imnsho.
> :)

Yes - see my point on two forms of religion. I realise that miracles
for a PoL religion (eg christianity) should be different (although
one could argue that a 1 Ft cost is requied as sacrifice to the diety
for useing some of his power, or to open a channel to the diety to
tap power) But for PoL miracles I would love to get away from
spells, but the time taken to draw up a list of rules for this or
Miracle list was more time than I have. Perhaps your rules are the
answer to my prayers

Thanks for your post

David
 
103
From: dbarrass_2000 <david.barrass@e...>
Date: Fri Aug 22, 2003 10:08am
Subject: Re: The Golden Rule(s)
 
 
Ok we agree on a lot of basics

> No, it does not. But there is a clear indication here that the
> pagan temples and elements of magic mentioned above owe a clear
> allegiance of sorts to the Powers of Darkness, i.e., the DQ Demons,
> and that would suggest more of a connection to magic. The Powers
of
> Light are clearly meant to be the deities/gods/goddesses/etc.
within
> this framework.

Agreed

> > 4) The use of the word pagan to describe magical religions is
> > interesting; this implies that the opposite, Powers of Light, non-
> > pagan did the designers have Christianity in mind when hey wrote
> this?
>
> Very likely. You gotta remember when this game was written. :)
>
> > 5) The implied separation of magical beings from the Powers of
> > Light. Is this religion for the non inherently magical races
such
> as
> > humans?
>
> Beats me...but it makes for interesting speculation, doesn't
it?
> I suspect the priestess associated with (a form of) witchcraft
would
> be more what was in mind for the pagan temples and that aspect of
> this, but there is no real way to know.

Agreed - I see it as two forms of religion

> And where do you fit shamanism into the equation? <g>

See my spritis and religion document in the files section, this has
Shamans in. They, in my system, are mages interacting with spirits
in this and other dimensions. This document includes rules for
making and interacting with spirits and what types of spirts there
are. The cheif ones a shaman deals with are spirits of animals and
the dead, either undead or ancestors. (PS a new draft is almost ready
so if any one has comments you want to include in the new draft get
them to me soon)

Please read the spritis and religion document. I think, and hope,
that we're not that far apart in the basics of our systems, although
we may have diverged from that point :--)

I'd love to see your system, perhaps they could be harmonised?

In anticipation of your next post

David
 
104
From: John M. Kahane <johnk-thinkpad@c...>
Date: Fri Aug 22, 2003 10:32am
Subject: JohnK's Priest Skill (Long)
 
 
Hullo, folks,

Well, I figured that the time has come to post the skill up
to the two lists, and figured that this mailing list would be the
best place to do so. Bear several things in mind. First of all,
this skill has been something that I've been working on...well, let's
just say for a long time. It is based on the article on Priest
skill that was being written for the DQ system way back when the
Religion supplement was well and truly in the works, and has been
done up on the basis of the memory of the material (plus some of the
notes that I did take on the formulae that were being used for
certain parts of the skill). Secondly, it makes the assumption, as
did that original material, that magic and religion were not
considered all that "mutually inclusive", and thus reflects
this...but I still think that it works when dealing with pagan
religions, and I have added a reference to my own version of this
(under section 166.6) that the Colleges of Shamanism, Witchcraft
(which has undergone some revision the last little while to fit
better with some of the precepts of ARCANE WISDOM), and others that
can be taken within the context of the pagan issues should be
permitted if the GM allows. Thirdly, the concept of Miracles is one
that will drive player and GMs who use this version of the Priest
skill somewhat nuts. This is because, when it comes right down to
it, the Miracles and other material on the deities and their areas of
influence and the like were going to be in a separate, large-ish
chapter of their own. Alas and alack, and all that... :( Finally,
the Devoutness secondary characteristic is described in a separate
article that I wrote which was published in the DQN a way back, and
that was the characteristic that was going to be used for the
purposes of devotion, belief, and all.

Take this for what you will, and I expect to see all manner of
debate and the like on this skill. So, fire away... :) Personal
comments can be addressed to me at this e-mail, or my more normal one
of jkahane@c.... :)

Also, please note the copyright on this...yes, that's how long
it's taken me to finish this "project" up. Now, all I have to do is
the Dreamweaver skill. :)


166. PRIEST

In any religion, there are those individuals who maintain the
knowledge and perform the rituals associated with worship of the
gods.
Occasionally, such individuals may call on their gods for blessings,
to borrow powers, or even perform miracles. The Priest skill
provides
a measure of the character's standing within his chosen Priesthood as
well as his ability to call on the deity of his choice.
This skill is unlike any others, however, in that many abilities
are ultimately left open to the GamesMaster. It is actually to
provide a general framework within which the player and GM can
define the actual potential for being a priest for particular
religions and deities. The player and GM need to work together to
provide some of the details of defining the framework of the
religion: What God? What is its domain? What are its powers?
What does it expect of its followers? What other gods may oppose
it? It is then the GM's responsibility to play the part of the
gods and decide when a character has fulfilled the requirements set
upon him by his deity. Because of this, the GM needs to keep track
of a rating for the bond between the god and the Priest. This
rating, called Devoutness, ranges from 0 to around 100, and will
vary as described in the section of DragonQuest Additional Rules,
section 3.11.
Priests are powerful figures in the world of DragonQuest. Not
only
do they command control of power derived from the power of their god,
but they may occasionally call upon the power of the gods to come to
their aid. They can sanctify an area to protect those within it from
the Powers of Darkness (or Powers of Light, depending), and can
satisfy the souls of the dead to ensure a restful and peaceful death.
The importance of the Priests in the world derives from their
secret knowledge of the proper rituals to placate the gods, and
make them happy. Normal people rely on the priests to protect them
from those elements outside the realms of magic: plagues, famines,
bad luck, and a host of other miscellaneous maladies. The priests
are also responsible for the dead, providing them with safe passage
into the afterlife (whatever that afterlife may be, dependent on
the religion), as well as safe entrance to children into this
world.
There is a price to pay for all this: not all may become priests,
and those that do walk a straight and narrow path, with many pitfalls
and temptations that may lead them astray. They must be willing to
follow orders and instructions from their gods, and sometimes
clerical
superiors, without question or hesitation. Those that fall from
grace
may never again enter the priesthood, and may even be hunted down by
their more pious brethren. But to those that join the priesthood,
the
choice is not one they regret.

[166.1] A character who wishes to take the priest skill must meet the
minimum requirement in certain Characteristics.
A character who wishes to take the priest skill must meet certain
minimums in characteristics related to the ability. A priest must
have a Willpower of at least 18 and a Devoutness of at least 25.
If the character's Willpower or Devoutness are below the minimum
values needed, the character expends one-quarter extra the
Experience Points necessary to progress Ranks. If the character's
Willpower is 24 or better, the character only expends
three-quarters the Experience Points to progress Ranks. If the
character has a Devoutness of greater than 60, the character
expends three-quarters the Experience Points to progress Ranks.
These modifiers are cumulative.

[166.2] A priest does not need to achieve Rank with any additional
languages, but certain priestly functions require extra language
Ranks.
While a priest is not required to have any extra language skills,
it is suggested that the priest be familiar with the Spoken form of
the Religious Common language at Rank 8, and the written form of the
Religious Common language at Rank 7.
In addition, it is suggested that for a priest to rise above Rank
5, he must speak and read/write an extra two languages of his choice
(preferably related to the area in which he serves), and that to rise
above Rank 8, the priest must speak and read/write an additional two
languages of his choice.

[166.3] As a priest progresses through the ranks of the priesthood,
he
has a Knowledge Rank that increases through time and effort.
Each priest has a Knowledge Rank, abbreviated KR, that he gains
when he enters the priesthood, and which rises over the course of
time. A priest's Knowledge Rank is equal to one-half his Priest
skill
Rank, rounded down.
While Devoutness (DV) represents the extent to which a priest
believes in his deity, Knowledge Rank (KR) reflects the extent to
which the priest is familiar with the rituals, behaviours, knowledge,
and other aspects of worship of the deity in question. In addition,
Knowledge Rank is used to determine certain abilities of the priest,
and is also used to incite Miracles, create holy (or unholy) objects
and items, and to enable the priest to live his life in a monastic
fashion. Each of the uses of Knowledge Rank (KR) is detailed below
in
the appropriate sections.
It should be noted that while Knowledge Rank begins at a value
equal to one-half the Priest's Rank, rounded down, it rises and falls
independently of the Priest Rank once the character enters play.
There are various circumstances and situations that raise and
increase
Knowledge Rank. Note that it can never be increased through the use
of Experience Points.
If the priest does not meet the standards set forth for the
worship
of the deity in question (see below, Section 166.15, but this can
include regular prayers, vows, acts of worship or devotion,
sacrifice,
etc.), the Knowledge Rank of the priest is reduced by one for each
week that he does not obey these standards. If the priest does
something or performs an act which is particularly beneficial to the
deity, either performing an act for the deity or advancing the state
of the deity's worship, increase the Knowledge Rank by one point. If
the priest does something that goes against the creed or beliefs of
the deity in question, reduce the Knowledge Rank by 1 to 3 points,
and
reduce the character's Devoutness by at least 1 to 5 points. The
Knowledge Rank of the priest is also reduced by one for each
successful use of the priest of an ability which draws on the deity's
power.
If the priest character's Knowledge Rank is reduced below zero
(0),
the deity in question should punish the priest in some fashion. This
may simply take the form of reducing the character's Priest Rank, or
it may take the form of a Minor or Major Curse. If the deity's wrath
is truly terrible, it could result in the deity smiting the character
from existence.
Note that the priest cannot raise his Knowledge Rank if the
character's Priest Rank is not equal to or exceeds the character's
desired KR value.

[166.4] A priest must choose a specific deity whom he worships, and
receives bonuses to perform skills related to the deity's area of
influence.
A priest must choose one of the gods or goddesses (hereafter
called
deities) to worship, as noted under the Devoutness (DV)
characteristic. A character who chooses to be a priest may not
worship more than one deity, and thus may not have multiple
Devoutness
ratings.
The character receives a bonus to their uses of any abilities or
skills that are directly related to the area of influence of the
deity. The bonus to skills is equal to +(2 per Priest Rank)%. If
the
priest does not have the skill in question, this will not give the
priest Rank in the skill, but will increase their success chances.
Furthermore, weapons and weapon categories receive a bonus of +1 per
Priest Rank)% to the appropriate Strike Chances.

[166.5] Priests are typically addressed by titles, according to their
Rank.
As a priest character progresses through the ranks of their
priesthood, they are accorded certain titles to accompany their rank.
These titles are reflected according to the Rank the priest has
achieved as noted below:

Rank 0-2: Initiate, Novice
Rank 3-4: Acolyte, Brother, Sister
Rank 4-7: Priest, Father, Mother, Deacon
Rank 8: High Priest, High Priestess, Your Worship, Bishop
Rank 10: Arch Priest, Arch Priestess, Pope, etc.

[166.6] A priest may not become an Adept of any of the Colleges of
Magic, with the exception of White Magics or Black Magics.
A priest may not become an Adept or Mage of any of the Colleges of
Magic except for being a White Mage or a Black Mage. In order to
qualify for the taking of a College of Magic, the character must
still
meet the requirements of the College in terms of Magical Aptitude
(MA)
and any other requirements as deemed necessary by the GM.
In the event that the priest chooses to be an Adept of the College
of White Magics or Black Magics, the character derives a bonus to
their abilities to cast spells from the College under their deity's
influence. The Priest may add (Priest Rank x 2)% to their Cast
Chances with spells from the appropriate College.

[166.7] When a priest achieves Rank 2, the character must determine
their Calling within the ranks of the priesthood.
As a general rule, the Calling of a priest character should be
determined in association with their particular skills. For example,
an archivist would need to be fluent in reading/writing several
languages, as well as having the Scribe Skill (see Section 169). An
administrator would have the Steward Skill (see Section 170). In
some
religious orders, the position of Healer would possibly be
appropriate. Some religions may have prophets and seers, for whom
Astrologer Skill would be appropriate. Priesthoods, notably monastic
orders, often require the use of various craft skills (see Craftsman
Skill, section 156) or domestic skills (for example, cooking,
carpentry, sewing, and gardening). Orators and those who are
preachers would place an emphasis on speaking skills along with
perhaps some Troubador or Courtesan Skills, since part of their tasks
are to obtain converts. Such Callings are, of course, dependent on
the nature of the particular religion of which the priest is a part.
The GamesMaster and the player must agree on the particular skills
needed for the character's Calling, and Rank in the Priest skill can
never exceed rank in those skills by more than 2.

[166.8] Once a priest achieves Rank 4, he may begin to lead certain
traditional ceremonies.
Once the priest character achieves Rank 4, 6, and again at 8, he
may begin to lead certain traditional ceremonies. The ceremonies
that
can be led are to be determined by the player and the GamesMaster
together, based upon the tenets and beliefs of each individual
religion. Some guidelines are provided below.
The Rank 4 ceremonies should include those which are private,
frequent, and that have a low impact on the followers of the faith,
and which may also be somewhat tedious (and this is why the higher
Ranked priests delegate them).
Rank 6 ceremonies should be those which are higher profile, public
rituals. These will typically involve hundreds of followers,
occasionally high-ranking members of society who would take offense
at
being forced to mingle with lower Rank priests, and the like.
Rank 8 ceremonies are those rituals that are vital to the
religion.
Rank 10 ceremonies are those which, for whatever reason or tenet,
can only be performed by the High Priest or leading religious leader
of the religion in question.
In all cases noted above, the Base Chance for the priest to lead a
private ceremony is equal to [20 + (WPx2) + (KRx3) + (� Priest
Rank)]%.

[166.9] Once a priest achieves Rank 6, he may begin to lead
traditional public ceremonies.
Once the priest character achieves Rank 6, he may begin to lead
certain traditional public ceremonies. The ceremonies that can be
led
are to be determined by the player and the GamesMaster together,
based
on the tenets and beliefs of each individual religion. Some
guidelines are provided below.
The priest character cannot, however, lead ceremonies which are
traditionally left to particular ranks of the priesthood. For
instance, some religions have ceremonies which can only be performed
by the High Priest of Priestess of the priesthood. The nature of any
such ceremonies is dependent on the nature of the deity to whom the
ceremony is dedicated, and should be determined by the GM. Note that
having a comprehensive list of ceremonies is not needed or even
advised. It is quite acceptable that, in a given situation, the
player may ask the GM, "It seems like there should be an applicable
ceremony for my Priest." (This gives the player a chance to really
stick it to the GM. Conversely, it gives the GM a chance to really
make the player character work for their deity and their religion.)
In all cases noted above, the Base Chance for the priest to lead a
public ceremony is equal to [30 + (WPx2) + (KRx3) + (Priest Rank)]%.

[166.10] A priest may attempt to convert other characters and being
to
become followers of their patron deity.
While the majority of individuals have a very strong religious
stance and set of beliefs, one of the true strengths of priests is
their ability to convert others to their religion and to the worship
of their deity. This is not, however, a simple task.
A priest can attempt to convert a number of beings equal to his
[(Priest Rank x 2) + (KR)] at any one time. The attempt to convert a
character or a congregation to another deity's worship takes at least
2 hours (-2 minutes per Rank). The Base Chance of converting a
character to the worship of the priest's deity is equal to [(Priest
Rank x 2) + (KRx3) + (WP of Priest - WP of target) + (Troubador or
Courtesan Rank/2)]%. The GM may add any other modifiers that she
sees
fit, although language might be one of the deciding factors in this
whole endeavour.

[166.11] A priest may bless or curse characters and beings as he sees
fit, but has certain strictures to doing so.
A priest is capable of blessing or cursing individuals and groups
in such fashions as the GamesMaster deems suitable for the deity in
question. Note that the blessing or curse in question can take any
form desired by the priest. Examples might include, "May the God of
War give you righteous bravery to strike at your foes" (which might
result in a bonus to the target's Willpower or Military Scientist
Skill), or "May you be blinded by your greed" (which might result in
the target character going blind, or perhaps being cursed to go blind
when he sees something that he desires). Note that characters
blessed
or cursed by a priest do not receive a Magical Resistance roll to the
effect in question. The only thing which may moderate or mitigate
the
target character's being affected by the blessing or curse is their
Devoutness, and which deities they worship. This moderation of the
severity of the blessing or curse is left as an exercise to the
GamesMaster and her players.
As a general rule, the blessed or cursed being will receive a
bonus
or penalty of (Priest Rank x 2)% to whatever set of circumstances are
affected by the blessing or curse in question. The GamesMaster may
rule that a blessing or curse is not appropriate because of the
manner
in which it is phrased or due to the nature of the deity the
character
worships. Furthermore, each blessing or curse the priest lays on a
target reduces his Knowledge Rank (KR) by 1 point.

[166.12] A priest may call upon his deity for divine inspiration and
guidance.
There are times when a priest will find himself at a loss for
direction in his life, and at these times, the priest may turn to
their deity for guidance. Through some combination of ritual,
prayer,
and sacrifice, the priest may attempt to receive the deity's
attention
in the hopes of Divine Inspiration.
The Base Chance for a priest to receive successful Divine
Inspiration is equal to [(KRx4) + DV)]%. Such an attempt will
require
24 hours (-2 hours per Priest Rank). The GamesMaster should note
that
divine inspiration is often circumspect or even cryptic, and quite
often open to interpretation. Deities tend to have little patience
when those they share their Divine Wisdom with are so obtuse as to
miss its meaning (that is, Divine Inspiration should not be
meaningless, but it can be obscure or subtle).

[166.13] When a priest has great need, he may be able to call upon
his
deity for a Miracle.
A priest may only call upon their deity to perform a Miracle in a
time of great need. This has to be judged by the GM, as Miracles are
not handed out frivolously, and they are not without cost. In
addition, prayers of this sort are not always answered; a typical
response to such questions is usually, "My child, in this may your
faith be tested." The chart below provides some modifiers that will
affect the chance of a Miracle occurring. This being said, the GM
should note that this chart is only a reference, and not a hard and
fast rule.
The Base Chance of a priest receiving a Miracle is 1%. The priest
character may add � his Devoutness (DV) and his Knowledge Rank (KR)
to
this chance of success. A priest attempting a miracle should roll
percentile dice; this die roll may be altered by the following
modifiers:

Situation Modifier

Miracle attempted in this area in the past year -2
Miracle attempted in this area in the past six
months -5
Miracle attempted by this person in the past
year +2
Miracle attempted by this person in the past
six months -2
Area is a high mana area -(Mana x 3)
Area is a Place of Power -4
Area is Magic consecrated ground -10
Area is consecrated to other deity -5
Area is consecrated to own deity +5
High Holy Day of the Power supplicated -5
In a temple devoted to the deity supplicated +5
Supplicant has demonic ties (deals with Demons
often, travels with a Black Magician or
Greater Summoner, has been granted a boon
by a demon, etc.) -15
Supplicant has not been faithful -10
Supplicant has prayed in the last hour +1
Per week the supplicant spends in meditation +2
Supplicant has a selfless request +2
Supplicant has a selfish request -5
For every Rank in Priest Skill +1
Supplicant is on a holy Geas -5
Supplicant is under attack -3

Note that the request for a Miracle is not one that is open to
further discussion. There are no deals or negotiating that take
place
- either the deity grants the Miracle, or doesn't. An unmodified
result of "01" will always succeed. If a "100" or greater is rolled,
something other than the intended deity is contacted; it is up to the
GM to determine the results of this (a demon may appear as if called
by the Call Master Spell (Black Magics, G-14, pg. 62), or perhaps a
rival deity hears and grants a boon to the supplicant's enemies,
etc.).
Assume deities to be masters of all forms of abilities and the
like
that duplicate Magic within their own sphere of influence, and they
are Rank 60 in all Skills. They could cast a spell, heal those in
need, grant divine power to shoot lightning from the supplicant's
head, or do whatever else the GM feels is appropriate to the
situation
at hand and the deity in question. Resistance rolls to the effects
of
abilities used by deities (such as duplicating magical effects) may
either not be allowed at all (for example, in the case where the God
of Winds uses the winds for some feat or effect, or the God of
Thieves
wishes to hide something) or can be made with a -20 penalty (in such
a
case where the GM determines that the deity does something that is
equivalent to a spell with an MA of around 300, about Rank 50 with
the
"spell," and casts for triple or quadruple effect). Perhaps an
avatar
is summoned, with incredulous characteristics (in the 30s or so) and
obscenely high Ranks (Giant Club at Rank 16, for example).
It is important to bear in mind that, unlike other fantasy
roleplaying games where Miracles are commonplace and such terms as
"clerics" are used, Miracles in the DragonQuest RPG are meant to make
people stand in awe, to be awestruck by the effects of the Miracle in
question. While Miracles are not bound by specific rules - the GM
has
complete control over these - they do follow certain forms. For
example, a character who falls off a 150-foot cliff and prays for a
Miracle, lands hard and walks away from it. This is not a Miracle in
the Priest rules offered here; the character landing, and breaking
their bones, and surviving the fall is the Miracle in this case. The
nature of Miracles are left up to the discretion of the GamesMaster,
and the GM should apply a positive or negative modifier to the
Success
Chance, depending on how she feels the Miracle in question "fits"
with
what is being offered here.
It should also be noted that a successful use of the Priest skill
to invoke a Miracle only results in the deity taking a favourable
interest in the immediate concerns of the supplicant; this means that
the deity may require some sort of service or favour from the
supplicant, at the GM's discretion.

[166.14] A priest is able to create or imbue the essence of his deity
into items or objects, and thus create divine items.
A priest is capable, with the aid of his deity, of creating
objects
that are imbued with the spirit or essence of the deity in question.
The items thus created are often referred to as Holy or Unholy items
and objects. A priest could imbue an object with the essence of his
deity, such that it could be a weapon that is effective against
specific forces or targets, to imbue water with the ability to strike
down the Undead or some force aligned opposite to the deity in
question (thus, an Earth deity's priest can create an object that can
do extra damage or protect against the forces of Air), or can even
repel the Undead. Note that the priest does not create the item
itself, but imbues an item with a holiness or unholiness that he
invokes into the item on behalf of his deity.
When a priest attempts to create such a holy or unholy item, the
priest has a Base Chance equal to [(MDx2) + (KRx4)]%. The priest
requires 24 hours (-1 hour per Priest Rank) to create such an item,
although complex items and the like may take longer at the GM's
discretion. The item is treated as having an ability equal to �
(Priest KR) for whatever purpose the item was intended, although a
special success is treated as giving it the full KR, and a grievous
success is treated as giving it the ability at (KR x 1.5). Thus, a
Rank 4 Priest with Knowledge Rank (KR) at 8 who attempts to create
holy water that will damage Undead, will do +4 damage to the Lesser
Undead and +4 damage to the Greater Undead. A sword that is designed
to function against Air-based beings created by a Priest with
Knowledge Rank (KR) 8 would inflict +4 damage to creatures or
entities
of Air.

[166.15] A priest must adhere to a set of guidelines regarding his
behaviour as it pertains to his deity and his religion.
All priests must pray every day to their deity for a period of no
less than � (Knowledge Rank + 1) hours. This time can be broken up
into periods throughout the day, although most religions have set
times when prayers and devotions are conducted. If the priest fails
to do so, see the notes in section 166.3 on Knowledge Ranks. In
addition, the priest will lose all abilities and powers granted by
the
Priest skill, and suffer a penalty of -10% to all Base Chances that
involve the use of their priestly abilities, due to the lack of
divine
support they normally receive when using these abilities.
Priests must also adhere to a strict set of rules that all priests
of their religion must follow; some examples might include chastity
(no sex), celibacy (no marriage), no meat, must never draw blood,
must
pray facing east, must never cut hair, must go bald, must not kill
specific creatures sacred to the deity, cannot speak, must tithe
wealth to the religion followed (usually some 10%), cannot learn
specific skills (such as Assassins in the case of the followers of
Justice, or perhaps Navigator in the case of devotees of Earth,
although they would be permitted Orienteering skill), must not use
metallic objects, cannot refuse certain requests, cannot lie, etc.
The GamesMaster should devise a set of restrictions for each
character
wishing to learn the Priest skill, based on the specific deity they
choose to worship. Failure to comply with these strictures results
in
the same penalty as if the priest had failed to pray; however, in
these cases, the priest will suffer the penalties for at least a
number of days equal to his (Devoutness - Priest Rank), possibly
longer, depending on the nature of the transgression and the will of
the deity.
Blatant actions against the strictures of the deity may result in
a
loss of Rank in Priest skill and/or Knowledge Rank or even a geas.

[166.16] A priest of a given religion must usually engage in monastic
behaviour for part of a given period of time, usually in years.
As a general rule, priestly orders are somewhat monastic- or
sisterhood- oriented in their nature, and require the priest to take
a
monastic pilgrimage to strengthen their faith, maintain their belief
in the priest's deity, and to rededicate themselves to the deity in
question. However, not all religious orders are monastic or require
this. This should be decided by the GamesMaster and the player,
depending on the nature of the deity and religion in question.
A priest of a monastic order is usually required to spend up to
[30
+ (Priest Rank x 2) + KR] days in a monastic setting, worshipping
their deity and re-dedicating themselves to the deity in question
once
every (KR - 1) years. Some priests spend even more time on these
retreats, simply because they are so spiritually fulfilling.
If a priest fails to spend the amount of necessary time in a
monastic environment, his spiritual beliefs gradually give way to a
more worldly set of values, and the priest loses 5 Ranks in Priest
skill and a corresponding drop of 3 Knowledge Ranks. When the priest
does decide to fulfill his monastic retreat obligations, the priest
must spend an extra (Priest Rank + KR)2 weeks in the monastic worship
and solitude.

[166.17] The social position and status of the priest character has
certain advantages and disadvantages.
A priest is generally revered and respected by the people in the
area in which they live and work (although not always by the
nobility)
within their own culture. In those cases where the GamesMaster feels
it is appropriate, the priest may receive a bonus of (Rankx2)% to his
reaction rolls. Conversely, in cases where the priest is most
unwelcome (for example, a priest of the deity of Justice who is
arbitrating in the Thieves' Guildhall), the priest suffers a penalty
of (Rankx2)% to his reaction rolls. In some cases, the reaction roll
is to be altered even if the priest's identity is a secret - the
priest simply carries an aura of the divine which affects those
around
him.

[166.18] A priest may be called upon by their patron deity to perform
a quest or other similar service.
The deities do not tend to just give their blessings and a portion
of their power to their priests and servants, and usually expect some
service in return. Once per season, the GamesMaster should roll to
determine if the priest's deity calls upon him to perform a service.
The chance of this happening is equal to the character's (Priest
Rank)%. It can be assumed that the deity of the character in
question
has at least Rank (D10+50) with the equivalent of the Geas ability.
If the character is contacted, and even attempts to resist the
service
or geas of the deity (in a manner deemed suitable by the GM, of
course), he will lose all his Ranks with Priest skill (with that
deity, at least). Quests handed down in this fashion are not
necessarily dangerous, but could be tests of faith. The higher the
Rank of the priest, the more likely the geas or quest is to be of a
somewhat perilous nature.

[166.19] A priest must pay [150 + (Rank x 200)] Silver Pennies per
year for the necessary supplies and tools needed for the basic
religious rituals and the like each year.
As a general rule, this would include ceremonial garb, books and
scrolls, minor artifacts (for example, crucifix, staves, amulets,
symbols of the deity), incense and the like.
If the priest fails to pay this yearly cost, the character's Rank
with the skill is reduced by two Ranks below the actual Rank he has
with the skill. If the character does not pay the fees for two
consecutive years, his Priest Rank is permanently reduced by one.
Note the reduction in Priest Rank automatically causes a reduction of
1 to 3 points in Knowledge Rank (KR) that the priest may have.

-----
Copyright (c) 1983, 1984, 1986, 1991, 1992, 2001 John M. Kahane

... Diamond (n.): A lump of coal that made good under pressure.

JohnK
from the Lap of OS/2
johnk-thinkpad@c...
http://www.comnet.ca/~jkahane
 
105
From: green_skies_at_night <green_skies_at_night@y...>
Date: Fri Aug 22, 2003 9:58pm
Subject: Spirits and Religion
 
 
In looking over the Spirits and Religion document, I'd like to
congratulate David Barrass on his hard work and thoughtful
presentation. Having said that, I was wondering what the thought was
behind Cleric types not being able to use mana, instead deriving
power from a god, who in turn derives his power from his believers.
Why is mana anathema to priests? It seems to me, there might be some
colleges which practice white magicks, with the blessing of the Lords
of Light or Light Powers. Should the practice of miracles and the
rituals of the religious be any different, than say, the black mage,
who is a kind of priest (albiet serving the Dark Powers) in his own
right? Philosophically, I have my own take on the subject, but I'd be
interested to hear from the group. Does this system allow for one
Creator, for it seems geared toward entire pantheons of dieties (much
in the greco-romano tradition)? The various planes of existence seem
clear to me as well. The original DQ system owns its beginnings
primarly to two sources of fiction, those being the writings of
Ursula Le Guin, and J.R.R Tolkien. Neither of these bodies of work
has the same flavor as that presented in David's document, though one
must also consider the European mythos, which was another influence
on the game system. So, Paganism brings us to druids, the spirits of
leaf, river, and vine, as well as burgeoning Christianity (which, I
for one, will never use in a campaign!). I'm just throwing this out
there in the hope that others may respond in kind. Overall, nice
work David!
 
106
From: dbarrass_2000 <david.barrass@e...>
Date: Sat Aug 23, 2003 7:44am
Subject: Re: Spirits and Religion
 
 
> In looking over the Spirits and Religion document, I'd like to
> congratulate David Barrass on his hard work and thoughtful
> presentation. Having said that, I was wondering what the thought
was
> behind Cleric types not being able to use mana, instead deriving
> power from a god, who in turn derives his power from his believers.
> Why is mana anathema to priests?


This was based on the DQ book - check out the section on consecrated
ground, first page of the magic section.


>It seems to me, there might be some
> colleges which practice white magicks, with the blessing of the
Lords
> of Light or Light Powers. Should the practice of miracles and the
> rituals of the religious be any different, than say, the black
mage,
> who is a kind of priest (albiet serving the Dark Powers) in his own
> right? Philosophically, I have my own take on the subject, but I'd
be
> interested to hear from the group. Does this system allow for one
> Creator, for it seems geared toward entire pantheons of dieties
(much
> in the greco-romano tradition)? The various planes of existence
seem
> clear to me as well. The original DQ system owns its beginnings
> primarly to two sources of fiction, those being the writings of
> Ursula Le Guin, and J.R.R Tolkien. Neither of these bodies of work
> has the same flavor as that presented in David's document, though
one
> must also consider the European mythos, which was another influence
> on the game system. So, Paganism brings us to druids, the spirits
of
> leaf, river, and vine, as well as burgeoning Christianity (which, I
> for one, will never use in a campaign!). I'm just throwing this out
> there in the hope that others may respond in kind. Overall, nice
> work David!

Thanks

I see paganism as serving many gods, many of whom will see themselves
as on the same side as the Powers of Light. Just because they're
pagan doesn't make them evil. However, as I read the book, it does
not make them the same as the Powers of Light. Hence the two forms
of religion Pagan priest and Powers of Light Cleric

I see it that the PoL have found another way, possibly for higher
motives or to ultimatly remove magic and so cut out the competition
of Pagan gods - two of many senarios that could explain this

David
 
107
From: dbarrass_2000 <david.barrass@e...>
Date: Sat Aug 23, 2003 7:50am
Subject: Re: JohnK's Priest Skill (Long)
 
 
Got it printed ( big Thanks for posting it) - give me a couple of
days to look over it

David
 
108
From: green_skies_at_night <green_skies_at_night@y...>
Date: Sat Aug 23, 2003 10:35am
Subject: Re: Spirits and Religion
 
 
Thanks for clearing that up, David. :)
 
109
From: tmckelvey77089 <tmckelvey77089@y...>
Date: Sat Aug 23, 2003 0:25pm
Subject: Re: JohnK's Priest Skill (Long)
 
 
John,

I'm having trouble finding your article on the Devoutness
characteristic. Would you repost it here?

Thanks,
Ted McKelvey
 
110
From: tmckelvey77089 <tmckelvey77089@y...>
Date: Sat Aug 23, 2003 0:25pm
Subject: Re: JohnK's Priest Skill (Long)
 
 
John,

I'm having trouble finding your article on the Devoutness
characteristic. Would you repost it here?

Thanks,
Ted McKelvey
 
111
From: green_skies_at_night <green_skies_at_night@y...>
Date: Sat Aug 23, 2003 4:15pm
Subject: A Wicked Wizard Punished
 
 
One day a wizard told a man whom he knew that, if any one were to
climb a certain mountain-peak and jump off on to the belt of clouds
below, he would be able to ride about on them as on a horse, and see
the whole world. Trusting in this, the man did as the wizard had told
him, and in very truth was enabled to ride about on the clouds. He
visited the whole world in this fashion, and brought back a map which
he had drawn of the whole world both of men and of gods. On arriving
back at the mountain-peak in Aino-land, he stepped off the cloud on
to the mountain, and, descending to the valley, told the wizard how
successful and delightful the journey had been, and thanked him for
the opportunity kindly granted him of seeing sights so numerous and
so strange.

The wizard was overcome with astonishment. For what he had told
the other man was a lie, a wicked lie invented with the sole
intention of causing his death; for he hated him. Nevertheless,
seeing that what he had simply meant for an idle tale was apparently
an actual fact, he decided to see the world himself in this easy
fashion. So, ascending the mountain-peak, and seeing a belt of clouds
a short way below, he jumped off on to it, but was instantly dashed
to pieces in the valley below.

That night the god of the mountain appeared to the good man in a
dream, and said: "The wizard has met with the death which his fraud
and folly deserve. You I kept from hurt, because you are a good man.
So when, obedient to the wizard's advice, you leapt off on to the
cloud, I bore you up, and showed you the world in order to make you a
wiser man. Let all men learn from this how wickedness leads to
condign punishment!"
 
112
From: John Rauchert <john.rauchert@s...>
Date: Sat Aug 23, 2003 6:48pm
Subject: RE: Re: JohnK's Priest Skill (Long)
 
 
 JohnK's original article on Devoutness can be found at the DragonQuest Newsletter Archive.  It appeared in Volume 2 Number 5 May 1995

http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv2n5.htm

-----Original Message-----
From: tmckelvey77089
To:
Sent: 23/08/03 12:25 PM
Subject: [DragonQuestCathedral] Re: JohnK's Priest Skill (Long)

John,

I'm having trouble finding your article on the Devoutness
characteristic.  Would you repost it here?

Thanks,
Ted McKelvey

 

113
From: John M. Kahane <jkahane@c...>
Date: Sun Aug 24, 2003 7:43am
Subject: Re: Re: Spells in Religion
 
 
Hullo, David,

On Fri, 22 Aug 2003 15:56:09 -0000, dbarrass_2000 wrote:

>> Probably for some of the same reasons that I do. :) Basically,
>> the DQ material on religion that I have heard about and seen
>>(granted this was many years ago) was always meant to keep
>>religion and magic separate from one another. I don't remember
>>where I've seen it in the various editions of the game, but there
>>were a couple of places where this is hinted at.
>
>I partly agree, I would split it into two forms of religion "pagan" -
>magical in nature and PoL - separated from magic

Frankly, I don't think that there is a need to split it into pagan
and PoL, to be honest. The Priest skill, if handled right and worked
with by a GM and player who both have a good grasp of what they're
doing, should be able to use the same skill to do this. Besides, in
most pagan religions one tends to have shamans, witches, and the like,
rather than priests, so...

>> > I have always assumed that his was how magical religions worked
>> > This is from hints:-
>> > In Thieves World already posted:-
>> > "...it is suggested that these priests be granted quasi-clerical
>> > abilities (as in pagan and early Catholic legend). These rely
>> >heavily on ritual-- in both senses of the word-- and personal
>> >magic, which is intended to directly affect an individual (the
>> >Healer skill [55] and curses [84.3 et seq.] are good examples
>> >of this). Presumably, spells which are scaled-down versions
>> >of the liege god's special powers are part of the priest's
>> >repertoire".
>> > Spells are explicitly mentioned.
>>
>> Granted this is true, but remember the material in the Thieves'
>> World boxed set was meant to only apply if running in that
>>particular game world. This is the same material that allows one
>>to create Mages with more than one College to begin with,
>>something that seems to be in direct contradiction with the way
>>the Colleges were set up in the main game. This may, of course,
>>be pure speculation, but it is certainly my interpretation of the
>>Thieves' World boxed set material.
>
>That is a good point

What bugs me about this is that most people just assume that the
Thieves' World material is canon for the DRAGONQUEST game system, and
not specific rules for the Thieves' World environment.

>> > The College of Black magics itself is clearly based on
>> >Witchcraft � believed to incorporate elements of Anglo-Saxon
>> >(and maybe a bit of Celtic) pagan cults This college also
>> >contains many features I would expect a religion to have
>> >(eg blessings and curses).
>>
>> Actually, I would beg to differ with you here slightly. Black
>> Magic certainly has some elements of the darker sides of
>>witchcraft, notably the Crowley elements to it, but it is in no way
>> representative of witchcraft as a whole. It certainly has a
>>literary basis with the dark arts, but I suspect many practicing
>>witches and warlocks from the 1980s would have objected to
>>the connection to what they do on the basis of this College.
>
>possibly true of today's witches. I've done research of the
>medieval snd Renacence witchcraft and its seem smilar to the
>colege of Black magics to me. Yes they have focused on the
>nastier side to make it interesting for a role-playing system

Ah, but remember this was the 1980s, the period when D&D was being
accused as contributing to the murder and the like by kids who were
playing the game, and when witchcraft was considered an evil, and its
real life wiccan practicioners were all in hiding and the like. The
game's focus was similar to that, and hence the College of Black Magics
was very much a menace within the context of the game and the game
world. Frankly, I wouldn't use a Black Mage to simulate a witch or
warlock or whatever, not the way the first two editions set them up.
Of course, one doesn't have that worry with the 3rd Edition. :)

>> > Most of the magic users in legend are described as Priest(esses)
>> > and they seem to cast things that would be best modelled as
>> >spells.
>>
>> Agreed, but there is a difference between a Priest of one of the
>> pagan religions and a Priest of the Christian faith. Arthurian
>> legend is a good example of this. However, more to the point, one
>> could argue that a true Priest or Priestess receives their
>>abilities from a Divine source, whereas magic stems from the mana
>>that surrounds us all. Miracles don't and should not reduce Fatigue
>>in game terms. That makes them different from magic entirely.
>Imnsho. :)
>
>Yes - see my point on two forms of religion. I realise that miracles
>for a PoL religion (eg christianity) should be different (although
>one could argue that a 1 Ft cost is requied as sacrifice to the diety
>for useing some of his power, or to open a channel to the diety to
>tap power) But for PoL miracles I would love to get away from
>spells, but the time taken to draw up a list of rules for this or
>Miracle list was more time than I have. Perhaps your rules are the
>answer to my prayers

I guess you need to tell me whether the Priest skill that I've
just presented addresses that question at all. :) Of course, like I
said, I suspect people will either hate what I've done for the skill or
like it.

....."Wait, you can smell Crichton in all of this?" - Aeryn "Yes. His odour
is even stronger than yours." - D'Argo "I don't have an odour." - Aeryn (FS; TOBM)

JohnK
e-mail: jkahane@c...
web page: http://www.comnet.ca/~jkahane
 
114
From: John M. Kahane <johnk-thinkpad@c...>
Date: Sun Aug 24, 2003 2:15pm
Subject: Re: Re: JohnK's Priest Skill (Long)
 
 
Hullo, Ted,

On Sat, 23 Aug 2003 18:25:01 -0000, tmckelvey77089 wrote:

>I'm having trouble finding your article on the Devoutness
>characteristic. Would you repost it here?

Sure thing, not a problem... The excerpt from my Additional
Rules material on Devoutness follows:

----------------------------------

[3.11] Devoutness is a measure of the extent to which the character
honestly believes in a specific deity or in a group of deities.

The Devoutness (DV) characteristic is one that is the most
flexible and difficult of all to characterize due to the nature of
the matter of religion. Devoutness represents the honest belief of a
character in a deity and/or a group of deities (commonly called a
pantheon).
The world around the characters possesses much in the way of
history and ancient lore, and religion is a part of this world.
While a charac ter may choose not to have a belief in any form of
deities or gods, it is likely that the character's personality is one
that gives a respect to a certain type of deity or to a specific
deity. The character's Devoutness represents the extent to which the
character places faith in the gods of the game world and campaign,
and could have long term effects. Each character will deter- mine
her own DV value, based on personal beliefs and aspects of the
character's personality.
Thus, a farmer might not be overly religious, but he will have a
healthy respect for the goddess of agriculture and may offer small
things at an altar to the goddess after a good harvest or may appeal
in her name during a hard day in the fields. The character would
have a DV of perhaps 1 or 2. A thief who is highly superstitious, on
the other hand, might choose to have a strong worship of the god of
thieves, possibly due to the influ- ence of the Thieves' Guild or
because of personal belief. This character would give a certain sum
of money every month at the temple of the god, and might perform
certain rituals at various times or just before committing an act of
thievery. This character would have a DV of perhaps 3, 4, or even as
high as 5.

[5.9] The character begins with a Devoutness that is determined by
the character's religious intent.

The player character determines her Devoutness based on the extent
to which she wishes to worship the deities. Devoutness ranges from 0
(almost non-belief) to 100 (a total religious fervour), and there is
also the realm of "A" which stands for atheism. The character must
choose a Rank for their Devoutness at the time they create the
character.
It is important to note that a character can choose to worship
more than one god or goddess. If a char- acter chooses to worship a
second deity, she cannot have a Devoutness higher than (DV1-1), and
if the character chooses to worship a third deity, she cannot have a
Devoutness higher than (DV2-3), where the DV with subscript refers to
the previous DV value. No character may choose to worship more than
three deities, but a Devoutness Rank can be chosen with an entire
pantheon (which would be highly unusual to say the least).

----------------------------------

Hope this material is what you were looking for.

... If hot air rises, why aren't Ottawa and Washington in orbit?

JohnK
from the Lap of OS/2
johnk-thinkpad@c...
http://www.comnet.ca/~jkahane
 
115
From: dbarrass_2000 <david.barrass@e...>
Date: Mon Aug 25, 2003 2:27am
Subject: Re: Spells in Religion
 
 
<snip as this thread is getting too long>

> Frankly, I don't think that there is a need to split it into
pagan
> and PoL, to be honest. The Priest skill, if handled right and
worked
> with by a GM and player who both have a good grasp of what they're
> doing, should be able to use the same skill to do this. Besides,
in
> most pagan religions one tends to have shamans, witches, and the
like,
> rather than priests, so...

The split into two is based on the DQ book, where concecrated ground:-

"Barrows, pagan temples (those in which magic forms part of the
ritual) <snip> can never be consecrated ground."

I would much rather have had one skill, but I felt this precluded it

The Pagan religions of Greece, Rome, Egypt all had priests and
preistesses presiding over a complex religion. Do you classifiy
these as a PoL (or PoD) or pagan religion?

<snip again>

> >That is a good point
>
> What bugs me about this is that most people just assume that
the
> Thieves' World material is canon for the DRAGONQUEST game system,
and
> not specific rules for the Thieves' World environment.

true, but it was writen by DQ people for DQ so it must give some
clues to what they were thinking. Just how much is the question.

<snip>

> >possibly true of today's witches. I've done research of the
> >medieval snd Renacence witchcraft and its seem smilar to the
> >colege of Black magics to me. Yes they have focused on the
> >nastier side to make it interesting for a role-playing system
>
> Ah, but remember this was the 1980s, the period when D&D was
being
> accused as contributing to the murder and the like by kids who were
> playing the game, and when witchcraft was considered an evil, and
its
> real life wiccan practicioners were all in hiding and the like. The
> game's focus was similar to that, and hence the College of Black
Magics
> was very much a menace within the context of the game and the game
> world. Frankly, I wouldn't use a Black Mage to simulate a witch or
> warlock or whatever, not the way the first two editions set them
up.
> Of course, one doesn't have that worry with the 3rd Edition. :)

sadly not :--(

From where I work I can see the village where 200 witches were burnt
in 1590. They were, apparently, inspired by the Devil to throw a cat
into the sea to summon a storm in an attempt to kill the King. The
new protestant religion growing up in Scotland at the time would
consider the College of Black Magics a terrifying justification of
their acts, I belive - and I fully accept your right to dissagree -
that this type of witchcraft was the basis of the College. Sadly
there is no way of knowing now :--( Quite possibly it was both
influences. The degree of scollarship that went into the original DQ
is one of the things I love about it.

<snip>

> >Yes - see my point on two forms of religion. I realise that
miracles
> >for a PoL religion (eg christianity) should be different (although
> >one could argue that a 1 Ft cost is requied as sacrifice to the
diety
> >for useing some of his power, or to open a channel to the diety to
> >tap power) But for PoL miracles I would love to get away from
> >spells, but the time taken to draw up a list of rules for this or
> >Miracle list was more time than I have. Perhaps your rules are
the
> >answer to my prayers
>
> I guess you need to tell me whether the Priest skill that I've
> just presented addresses that question at all. :) Of course, like I
> said, I suspect people will either hate what I've done for the
skill or
> like it.

I have read it and it looks promicing but I have some questions that
I'll ask in another post :--)

This is one of the things I like and dispare about DQ. The lack of
cannonic rules makes life frustrating when you need a quick answer to
deal with a situation. But its also liberating, feel there's a gap
in the rules? Make your own, who's to stop you? As long as your
group is happy to play the're not going to have the headache of
transfering their characters to someone else's game world.
You, like me and others, are making our ideas available to DQ world
to the benfit of all. That has to be a good thing, and your record
of contribution is one that I would be proud to have.

David
 
116
From: Bruce Probst <bprobst@n...>
Date: Mon Aug 25, 2003 2:28am
Subject: Re: Re: Spells in Religion
 
 
On Sun, 24 Aug 2003 09:43:07 -0400, "John M. Kahane" <jkahane@c...>
wrote:

>Besides, in
>most pagan religions one tends to have shamans, witches, and the like,
>rather than priests, so...

This is a bit of an over-simplification. "Pagan" generally means
"non-Christian", so this isn't really true. Lots of "pagan" religions had
perfectly structured priesthoods, they just weren't (or aren't) *Christian*
priests.

I think the distinction should really be between "structured" religions and
"non-structured" ones. In a "structured" religion being a priest is pretty
much all you do. In a "non-structured" religion being a priest is something
you do in addition to whatever else you normally do.

You can break it down even further ... in some "non-structured" religion you
have "part-time priests", in others they don't even have that -- the
religious worship is something that you do as an individual, and you have no
"flock" to care for or guide.

Any religious "rules" ought to be able to cope with one extreme as well as
the other.

----------------------------------------------------------------
Bruce Probst bprobst@n... ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Rock and roll Martian."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
 
117
From: dbarrass_2000 <david.barrass@e...>
Date: Mon Aug 25, 2003 4:35am
Subject: Re: Spells in Religion
 
 
--- In DragonQuestCathedral@yahoogroups.com, Bruce Probst
<bprobst@n...> wrote:

> I think the distinction should really be between "structured"
religions and
> "non-structured" ones. In a "structured" religion being a priest
is pretty
> much all you do. In a "non-structured" religion being a priest is
something
> you do in addition to whatever else you normally do.
>
> You can break it down even further ... in some "non-structured"
religion you
> have "part-time priests", in others they don't even have that -- the
> religious worship is something that you do as an individual, and
you have no
> "flock" to care for or guide.
>
> Any religious "rules" ought to be able to cope with one extreme as
well as
> the other.

The part time priest I think is covered by the fact that it is a
skill rather than a character class.

Your point about the individual relationship with your diety without
the intermediary of a priest is a good one. However, even here there
there are spiritual leaders able to provide guidence and
interpretation. Such a person would be a Lay reader in presbeterian
protestant religions, and I beleive that a Rabi or imam fullfill
similar roles, if some one knows better please correct me.

Perhaps there is an arguement for a rank 0 priest being the state
most worshippers acheive in the personal relationship religions -
I'll have to think of the implications. In my draft rules, which I
will post hopefully later this week, I've changed the PoL priest
rules to include priest, monk and <Layman>, the latter for this
purpose, but there's always that can be done
To stimulate debate I'll included this rule change in this post:

[110.1] point 3 added
Laymen do not proceed into the highest reaches of the clergy, and so
do not have the power of the other two, but similarly do not have
some of the restrictions. They generally are spiritual guiders in
small communities not large enough to justify a priest, or in
religions that do not hold with interactions with the powers via
priests, encouraging a more personal communication with the Powers

added to [110.17]
A Layman does not gain any of the abilities in sections [110.18] to
[110.20] (nor can he collect followers), but he does keep and can
improve the abilities gained before rank 3.

In the pagan religions I've added a bit to cope with non-structured
religions. I'm not sure if its the best way to do it, I've toyed
with the possibillity of some religions having priests of a pantheon
rather than an individual Diety, but not sure what the best way to do
it is.

[106.10] In certain primitive religions a priest may officiate in for
more than one Facet of a God or even more than one God.
This is dependant on the pantheon and generally only occurs in
primitive societies that do not have the centres of population to
allow the priests to specialise. If a priest wishes to become a
priest for more than one god or facet of a god the following
restrictions apply:
1. The priest must meet all requirements to be the Facet's or
God's priest
2. The gods must be of the same pantheon
3. The gods must not be opposed
4. The priest must spend at least one hour in Purification (Q-8)
or [32.2] in between officiating in ritual for the different gods or
using a talent or spell or ritual of different deities.
5. The priest has separate ranks for each of his deities,
essentially they are separate skills
6. The experience point cost for improve religious talents,
spells and rituals is separate. Therefore these must be ranked
individually for each god and the experience points spent to gain
these spent individually. For example ranks gained in Payer for one
god will not make gaining ranks in Payer for another god cheaper.
7. The priest may collect followers, but the limit for all
followers of all religions is still his WP. The priest collects
followers for his god individually. So, for example a priest may
have 4 followers for one deity and 3 for another to a total of his WP.
8. The rules of individual Gods and facets may prohibit this
The priest has a reduced obligation to contact the deity. At
least one contact with any deity must be made as [106.7] and the
contacts must be shared between the deities, but one contact of some
form must be made at a minimum of once per month per god. The God
will require that its festivals are observed. Failure to comply will
result in the penalties of [106.7] to all religious success chances
irrespective of deity. The same contact rules apply to retaining
followers
All other restrictions and powers of priests remain unchanged


David (really enjoying this news group - I must do some work some
time)
 
118
From: John M. Kahane <jkahane@c...>
Date: Mon Aug 25, 2003 7:13am
Subject: Re: Re: JohnK's Priest Skill (Long)
 
 
Hullo, David,

On Sat, 23 Aug 2003 13:50:26 -0000, dbarrass_2000 wrote:

>Got it printed ( big Thanks for posting it) - give me a couple of
>days to look over it

Oh, I didn't expect people to start commenting on it right away,
simply because it is so large and there's a lot of material in it. I
don't know what most of the folks around here are going to think of it,
to be honest, but we'll see when the fallout and the comments on the
material start coming in.

Oh, and I've posted up the relevant excerpts from my Additional
Rules material on Devoutness, for those who want it, since it's
relevant to the Priest skill.

.....Education is a poor substitute for cognition.

JohnK
e-mail: jkahane@c...
web page: http://www.comnet.ca/~jkahane
 
119
From: John M. Kahane <jkahane@c...>
Date: Mon Aug 25, 2003 7:04am
Subject: Re: Re: The Golden Rule(s)
 
 
Hullo, David,

On Fri, 22 Aug 2003 16:08:32 -0000, dbarrass_2000 wrote:

>Ok we agree on a lot of basics

So it would seem. :)

>> No, it does not. But there is a clear indication here that the
>> pagan temples and elements of magic mentioned above owe
>>a clear allegiance of sorts to the Powers of Darkness, i.e., the
>>DQ Demons, and that would suggest more of a connection
>>to magic. The Powers of Light are clearly meant to be the
>>deities/gods/goddesses/etc. within this framework.
>
>Agreed

And yet while this seems to be so obvious and clear from the
material presented in the game, it's amazing how many players and folks
who run the game don't see this. Sometimes this is the sort of thing
that can really drive a GM or player crazy, but I guess when it comes
down to it, there aren't a lot of GMs who actually use religion or
think religion through in roleplaying games. And because of the
manner in which religion has been portrayed in rpgs in the past, there
is a stereotypical attitude of how to bring it into one's rpg and all.

>> Beats me...but it makes for interesting speculation, doesn't
>>it? I suspect the priestess associated with (a form of)
>>witchcraft would be more what was in mind for the pagan
>>temples and that aspect of this, but there is no real way to
>>know.
>
>Agreed - I see it as two forms of religion

While one can argue that it is two forms of religion, I think
that it can be seen as two aspects of the same way in which religions
are dealt with. Besides, most people don't associate paganism with
religion per se.

>> And where do you fit shamanism into the equation? <g>
>
>See my spritis and religion document in the files section, this has
>Shamans in. They, in my system, are mages interacting with spirits
>in this and other dimensions.

Yes, I've seen the article in question, and you've defined the
Shamans and their form of magic quite nicely. I have something of a
variant on the College of Shamanism, which is the last College I intend
to bring into the game for a while (giving a total of 24 Colleges of
Magic).

I'm looking forward to seeing the new draft of the material, btw.
:)

.....The world is a beautiful book, for those who can read it.

JohnK
e-mail: jkahane@c...
web page: http://www.comnet.ca/~jkahane
 
120
From: John M. Kahane <jkahane@c...>
Date: Mon Aug 25, 2003 7:10am
Subject: Re: Spirits and Religion
 
 
Hullo, Green_Skies,

On Sat, 23 Aug 2003 03:58:02 -0000, green_skies_at_night wrote:

>In looking over the Spirits and Religion document, I'd like to
>congratulate David Barrass on his hard work and thoughtful
>presentation. Having said that, I was wondering what the
>thought was behind Cleric types not being able to use mana,
>instead deriving power from a god, who in turn derives his
>power from his believers. Why is mana anathema to priests?

I would assume that this is based on some of the material to be
found in the DQ rules, notably the material on consecrated ground, and
some other reference and the like found in various sections of the
magic section. David would have to answer you on that.

>The original DQ system owns its beginnings primarly to two
>sources of fiction, those being the writings of Ursula Le Guin,
>and J.R.R Tolkien.

Actually, the DQ system has its beginnings in a whole bunch of
fantasy fiction and literature, of which Le Guin and JRRT are only a
pair. The game also has been influenced by other writers, historical
material, and largely by folklore and mythology.

....."She is a Leviathan. It's is the single defensive manoeuver she is
capable of." - D'Argo (FS; Pr)

JohnK
e-mail: jkahane@c...
web page: http://www.comnet.ca/~jkahane
 
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