Here’s a new idea for religion, stemming out from a different thread.
This overhaul focuses on the relationship between the player and their gods. In return for fulfilling and respecting Oaths, a player is rewarded with Blessings from their gods.
The key change is that Zeals are generated within the player — a sort of ‘worship currency’ used for transactions between the player and their god. Shrines are still used to perform Sacrifices — by offering up certain items, or unconscious thralls (or players) to gain zeal.
Blessings are purchased at a shrine for a certain zeal cost. Each blessing provides a buff to the player, which lasts for several hours of online play, and persists through death. All blessings have a duration of effect, or provide a certain item which can be used by the priest to trigger an instant effect.
Curses are applied to the player when they displease their god. They are also applied when a player converts to a new religion.
In this design, not all players are expected to become max-level in their religion. Only those who pay close attention to their religious requirements will be able to summon Avatars. Most of these religions have heavy burdens to fulfill religious mastery. These are often opposite to what would be most expedient to survival.
Only those fanatic few who reach the top echelon of religious mastery will have the ability to summon their Avatar.
Mitra, the Benevolent God
Known in the lore as a gentle god, Mitra resembles the highest arc of the progression from old and terrible gods, to new and benevolent ones. Contrasting to the battle-gods of the north, Mitra expressly forbids blood sacrifice. Simplicity. Dignity. Beauty.
Mitra is designed here as a ‘PvE’ god.
Oaths
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“Thou shalt not kill.” Mitran priests are forbidden from killing other players, as well as human NPCs. While it is hard at times for a Mitran priest to live in the Exiles Lands, some priests find success living among others. Lose zeal and be cursed when you kill any human.
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Bountiful Harvest. Earn zeal from planting and harvesting from farming plots.
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Craftsmen. Earn zeal from crafting decorative items.
Blessings
- Good Harvest. Extra resources gained from rocks, trees, and bushes.
Yog, Lord of Empty Abodes
The “lord of empty abodes” is perhaps the most fearsome and terrible god. Yog-worshippers prey on the weak.
Yog is designed here as a ‘ganking’ god.
Oaths
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Cherished Flesh. Yog worshippers are forbidden from damaging the meat before it may be eaten. Lose zeal from damaging humans using bladed weapons, such as axes, swords, spears, javelins, and bows.
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Partaking in the Flesh. Yog worshippers must eat purified flesh about once every in-game week (while they are online), or lose zeal.
Blessings
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Purified. Gain strength and vitality for a short while (2 days) after Partaking in the Flesh.
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Bat-demon transformation. Turn into a bat-demon, capable of flying.
Sacrifices
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Exiled Flesh. Sacrifice a player for a great amount of zeal, plus many purified flesh.
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Flesh Sacrifice. Sacrifice a human NPC for some zeal, plus some purified flesh.
Crom, the Grim God
It is said that those who pray for Crom’s blessings are unworthy of them, and those who are worthy have no need for them. Nevertheless, Crom is known to cast dooms and death down upon the world. He despises weaklings most of all — the strong are less likely to raise his ire.
Crom is designed here as a ‘skirmish’ god.
Oaths
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Worthy Opponent. Gain zeal upon killing enemies of equal or higher level than you.
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Riddle of Steel. Gain zeal for crafting steel weapons and armor.
Blessings
- “Or to hell with you!” Gain a large strength and vitality buff, but only while you are outnumbered by nearby players.
Ymir, God of the North
The father of Frost Giants, and the lord of war. The battling clans of the far north worship Ymir, who calls them to feast and to fight.
Ymir is designed here as a ‘clan warfare’ god.
Oaths
- Crumbling Empires. Ymir is pleased when you destroy another clan’s structures.
Blessings
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Frost & Fury. Gain an aura which buffs the strength of your allies, while also warming them.
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Feasting Hall. Gain an aura which regenerates the health of your allies upon each enemy death.
Sacrifices
- Smoking Heart Upon the Board. Sacrifice a smoking heart to earn zeal. Hearts are ‘smoking’ when they are freshly harvested. They become regular hearts after a duration of 5 minutes.
Derkheto, God of Lust
A god of decadence and seduction. Priests of Derketo thrive on bounty and plenty.
Derkheto is designed here as a ‘settlement’ god.
Oaths
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Pleasing Hands. Gain zeal from crafting healing items.
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Decadence. Gain zeal from crafting high-regeneration foods.
Blessings
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Alluring Presence. Human NPCs will not attack you.
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Decadent Recruitment. Use on a Human NPC to convert them to a followed thrall.
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Dance. Using the dance emote will trigger the same effect as a dancer thrall — regenerating health of nearby players, and reducing their corruption.
Jhebbal Sag, God of Beasts
Jhebbal Sag is designed here as a ‘hunting’ god.
Oaths
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Circle of Life. Gain zeal for killing adult animals. The bigger the game, the more zeal.
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Measured Hunter. Lose zeal for killing baby animals.
Blessings
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Beastkin. Animals such as hyenas, wolves, rhinos, and elephants will not attack you, unless in self-defense.
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Hunt Leader. Use on a predator (hyena, wolf, etc.) to cause them to follow you, hunting for prey.
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Night vision. See in the dark.
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Were-hyena transformation. Turn into a were-hyena, capable of climbing extreme heights, and even over spiked walls.
Sacrifices
- Raw Meat. Sacrifice large quantities of raw meat to gain zeal.
Bel, God of Thieves
The god of thieves provides legitimacy for acts of thievery, by blessing otherwise nefarious deeds. Most thieves at least pay lip service to Bel, although only master thieves may gain his true respect and blessings.
Bel is designed here as a ‘thief’ god.
Oaths
- Thieves’ Code. Zeal is lost when a priest of Bel purchases or sells an item to a merchant.
Blessings
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Skeleton Key. Used to unlock one chest or door that belongs to another clan.
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Shadows. Become transparent or invisible for a short duration. Ends upon attacking.
Sacrifices
- Coinage. Sacrifice coins to Bel to gain zeal.
Set, the Serpent God
Oaths
- Sacred Snakes. Lose zeal for killing snakes.
Blessings
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Snake Arrows. Shoot a bow without equipping arrows to shoot Snake Arrows instead.
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Poison Mastery. For a duration, harvest twice as much poison from animals.
Sacrifices
- Virgin Sacrifice. Sacrifice a player who has not been sacrificed in the past week. Their time played over the last week determines the amount of zeal gained.
Hope you find these ideas interesting and exciting. I’d love for religion to play a bigger part in the game, and even branch into some of the ‘sorcery’ aspects.
I used the gods information at https://hyboria.xoth.net/gods/gods.htm to gain some extra insight into the gods. Highly recommend that source!