@@ -10,31 +12,54 @@ While anyone is free to give offerings to any of the gods, most people have a pr
Others follow no god but have a code of some type, guiding their actions.
These codes are not formal beliefs, written as law and discussed at meetings but rather a set of aspirations which some have.
The \gls{gm} decides how much \gls{xp} to give out for any given task -- each path has a number of suggestions but the list should be understood as open-ended and entirely at the whim of the \gls{gm}.
\iftoggle{verbose}{
Each god has a holy day marking its favourite time of year.
During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
Some codes give a reward for donating or gaining gold.
Only the highest reward counts, so someone cannot gain 1\gls{xp} for donating a gold piece to a temple, and then gain 10 more for donating 100 \gls{gp} -- the highest sum takes precedence.
The gods are most popular with humans and gnolls. Most dwarven settlements have a temple of some kind but it is not something all dwarves take much interest in except during odd times when they want to pay for a blessing. Gnomes' interactions with the gods mainly consists in chronicling legends about them and debating the nature of divinity, but not actively worshipping them. Elves, it is said, do not have the humility to worship anything.
The gods presented here are the most important -- they are the ones featured in the larger tales and who have the most prominent holy days. There are, however, many more. Each region or individual tribe has its own little god. Players are encouraged to create their own.
Each god has a holy day marking its favourite time of year.
During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
Those without a dedicated deity often dedicate themselves to some informal code instead.
The codes might be thought of as attitudes or philosophies for life.
Followers of similar codes may well get along together but they will not recognise each other as members of a similar organisation.
Those with a code as their primary motivator may also sacrifice to gods or even occasionally worship and donate to temples, but their ultimate aims lie with themselves.
It is said those who do not fully dedicate themselves to any god must wander the afterlife without aid or guidance -- such spirits always provide the most bizarre and contradictory accounts of death and can prove difficult to summon with Necromancy.
}{}
Those with a personal code can never walk the Path of Divinity.
\end{multicols}
\section{Gods}
\section{Rulings}
\begin{multicols}{2}
\noindent
Some generic gods and codes follow, to be modified and slotted into other campaigns.
The \gls{gm} decides how much \gls{xp} to give out for any given task -- each path has a number of suggestions but the list should be understood as open-ended and entirely at the whim of the \gls{gm}.
Each god has a holy day marking its favourite time of year.
During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
Players can only gain each reward once per session, and only for the greatest reward of any type,
\iftoggle{verbose}{%
so a follower of \gls{deathgod} can receive 5 \glspl{xp} for \glspl{hp} only once per session, and would not also gain 1 \gls{xp} for losing a single \gls{hp}.
The gods are most popular with humans and gnolls. Most dwarven settlements have a temple of some kind but it is not something all dwarves take much interest in except during odd times when they want to pay for a blessing. Gnomes' interactions with the gods mainly consists in chronicling legends about them and debating the nature of divinity, but not actively worshipping them. Elves, it is said, do not have the humility to worship anything.
Some codes give a reward for donating or gaining gold.
Only the highest reward counts, so someone cannot gain 1\gls{xp} for donating a gold piece to a temple, and then gain 10 more for donating 100 \glspl{gp} -- the highest sum takes precedence.
}{%
whether that means losing \glspl{hp} or donating \glspl{gp} to a temple.
}
The gods presented here are the most important -- they are the ones featured in the larger tales and who have the most prominent holy days. There are, however, many more. Each region or individual tribe has its own little god. Players are encouraged to create their own.
Players receive \glspl{xp} only at the end of a session, and only for achievements they remember -- the \gls{gm} bears no responsibility for note-taking.
Each god has a holy day marking its favourite time of year.
During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others.
The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents.
\end{multicols}
\section{The Codes}
\begin{multicols}{2}
\subsection[\Glsentrytext{joygod} -- Goddess of Joy]{\Glsentrytext{joygod}}
\index{Gods!\Glsentrytext{joygod}}
...
...
@@ -361,22 +386,6 @@ If the people who are being used as mana stones are given spells then they can a
\end{xpchart}
\end{multicols}
\section{Codes}
\index{Codes of Belief}
\begin{multicols}{2}
\noindent
Those without a dedicated deity often dedicate themselves to some informal code instead.
The codes might be thought of as attitudes or philosophies for life.
Followers of similar codes may well get along together but they will not recognise each other as members of a similar organisation.
Those with a code as their primary motivator may also sacrifice to gods or even occasionally worship and donate to temples, but their ultimate aims lie with themselves.
It is said those who do not fully dedicate themselves to any god must wander the afterlife without aid or guidance -- such spirits always provide the most bizarre and contradictory accounts of death and can prove difficult to summon with Necromancy.
Those with a personal code can never walk the Path of Divinity.