Prime_Evil
Emperor Mongoose
I've been thinking about possible ways of expanding the Piety skill from Blood Magic to simulate ancient attitudes to religion. I've been re-reading Walter Burkert's work on ancient Greek religion and was inspired by the Homeric ideas about impiety and divine wrath. I was wondering if a house rule like the one described below might be viable:
Piety and Sanctity
“The literature of religious experience abounds in references to the pains and terrors overwhelming those who have come, too suddenly, face to face with some manifestation of the mysterium tremendum. In theological language, this fear is due to the in-compatibility between man's egotism and the divine purity, between man's self-aggravated separateness and the infinity of God.”
- Aldous Huxley, The Doors of Perception
Adventurers may need to roll against Piety rather than Persistence or Resilience to resist certain manifestations of divine power, such as exposure to locations or objects that are numinous with the presence of the divine. Contact with such sacred things should be taken lightly, even by the mightiest hero. Indeed, merely touching the holy relics of a cult or entering the innermost sanctuary of a temple can have terrible consequences for the impious.
The GM may assign a Sanctity rating between 10 and 100 (or higher) to places or items, reflecting how sacred they are to a specific cult. Whenever an Adventurer comes into contact with a numinous item or place, its Sanctity can be then matched against the Piety of the character in an opposed test. If the character wins the opposed test, he suffers no consequences from contact with the divine presence (beyond a vague sense of awe). However, if the Adventurer loses the contest he suffers a penalty appropriate to the degree of Sanctity – the Condition table on p79 of the Legend rulebook may be used for inspiration.
Example: A character who touches the sacrificial altar of an enemy cult may be afflicted with leprosy (or a similar curse) unless they their own god protects them. Because the altar is the focus of the temple, it is assigned a Sanctity of 70 by the GM. The Adventurer must make an opposed roll between their Piety and the sanctity of the altar to avoid being cursed by the enemy deity. Note that the Adventurer cannot resist the power of the hostile god using his own Persistence or Resilience as mere mortals cannot oppose the wrath of the gods – the only defence that he has against the divine curse is the protection of his own goddess.
Adventurers may need to make Piety rolls to avoid consequences from exposure to manifestations of their own god's power as well as those of hostile cults – even the strongest mortals can be overwhelmed by the awesome presence of the divine in certain circumstances.
Example: During an important religious ceremony, a god appears before his gathered worshippers as a pillar of flame. All who witness this miracle must make a Piety roll or be struck blind by the sight. Even those who are not blinded will feel a sense of overwhelming dread in the presence of their god – albeit a very minor manifestation.
Characters might also need to make a Piety roll to gain any benefits from items holding sacred power. For example, an injured character who touches the relics of a cult hero (such as the bones of a medieval saint) might be miraculously healed of their wounds if they win an opposed test between their piety and the Sanctity of the relic.
“The Holy Thing is here again
Among us, brother, fast thou too and pray,
And tell thy brother knights to fast and pray,
That so perchance the vision may be seen
By thee and those, and all the world be healed.”
- Alfred Lord Tennyson
Piety and Sanctity
“The literature of religious experience abounds in references to the pains and terrors overwhelming those who have come, too suddenly, face to face with some manifestation of the mysterium tremendum. In theological language, this fear is due to the in-compatibility between man's egotism and the divine purity, between man's self-aggravated separateness and the infinity of God.”
- Aldous Huxley, The Doors of Perception
Adventurers may need to roll against Piety rather than Persistence or Resilience to resist certain manifestations of divine power, such as exposure to locations or objects that are numinous with the presence of the divine. Contact with such sacred things should be taken lightly, even by the mightiest hero. Indeed, merely touching the holy relics of a cult or entering the innermost sanctuary of a temple can have terrible consequences for the impious.
The GM may assign a Sanctity rating between 10 and 100 (or higher) to places or items, reflecting how sacred they are to a specific cult. Whenever an Adventurer comes into contact with a numinous item or place, its Sanctity can be then matched against the Piety of the character in an opposed test. If the character wins the opposed test, he suffers no consequences from contact with the divine presence (beyond a vague sense of awe). However, if the Adventurer loses the contest he suffers a penalty appropriate to the degree of Sanctity – the Condition table on p79 of the Legend rulebook may be used for inspiration.
Example: A character who touches the sacrificial altar of an enemy cult may be afflicted with leprosy (or a similar curse) unless they their own god protects them. Because the altar is the focus of the temple, it is assigned a Sanctity of 70 by the GM. The Adventurer must make an opposed roll between their Piety and the sanctity of the altar to avoid being cursed by the enemy deity. Note that the Adventurer cannot resist the power of the hostile god using his own Persistence or Resilience as mere mortals cannot oppose the wrath of the gods – the only defence that he has against the divine curse is the protection of his own goddess.
Adventurers may need to make Piety rolls to avoid consequences from exposure to manifestations of their own god's power as well as those of hostile cults – even the strongest mortals can be overwhelmed by the awesome presence of the divine in certain circumstances.
Example: During an important religious ceremony, a god appears before his gathered worshippers as a pillar of flame. All who witness this miracle must make a Piety roll or be struck blind by the sight. Even those who are not blinded will feel a sense of overwhelming dread in the presence of their god – albeit a very minor manifestation.
Characters might also need to make a Piety roll to gain any benefits from items holding sacred power. For example, an injured character who touches the relics of a cult hero (such as the bones of a medieval saint) might be miraculously healed of their wounds if they win an opposed test between their piety and the Sanctity of the relic.
“The Holy Thing is here again
Among us, brother, fast thou too and pray,
And tell thy brother knights to fast and pray,
That so perchance the vision may be seen
By thee and those, and all the world be healed.”
- Alfred Lord Tennyson