by Attas » Thu May 31, 2018 4:26 am
Bumping because it was mentioned during the devstream.
I think it would be nice if religions developped from quest givers. Quest givers would then be considered as minor local "spirits" - the more quests you and others do to the giver, the stronger it gets. And then there will be a point in which the giver will be so strong that it becomes a demigod, center of a new religion. The new religion (probably named after the quest giver himself) will ask some different kinds of quests, both expanding the religion (converting other quest givers in the region) and giving buffs to the faithful.
Religions would work a bit like villages and kingdoms, with an authority that goes up for every quest completed and drains everyday according to the size of the religion. This authority would not only keep the religion the size it is, but it would also give some minor buffs to the followers of the religion. I would prefer the authority to be hidden from everyone and the management of the buffs to be done entirely by AI and randomness, in order to prevent an official church controlling the gods. If you want to have priests that study your religion, good, but you won't have any formal control over it. There should be probably something related to the mystic credo but I haven't really thought about it.
By the way, factions having a private religion should be something to be avoided. Hopefully the upkeep of quests per day will make people actually leave the holy sites open for visitation, so that even if the faction dies - or all its members get inactive - it still lives.
One side effect of religions based on some quest trees would be that, as religions get big and bring more players, the holy sites will become an important location, making it possible for several local capitals in which a high flux of people is expected. Those holy sites will probably get a market, events and it really could improve the social aspect of the game.
Killing people from the same religion as yours gives a hit to the religion authority. This is made to prevent troll factions to develop a religion and control its holy site just to kill its pilgrims.
If the main quest giver is destroyed, then the authority of the religion gets a huge hit. Someone who was a believer and had the mystic credo will then be able to ressurect the main quest giver in the body of another quest giver of the same religion.
Overall a bit more nature-oriented than the other ideas from this thread, keeping a distance to realms and not encouraging holy wars - to be honest, I don't really see a reason why one character would follow two religions at the same time, considering how polytheism (and conflicting gods) is an old thing.