Erik_the_Blue wrote:@EveryTimeV:
Defeating a god might be impossible for an individual, but anything should be possible given a sufficient number of sufficiently powerful people. If the devs decide to have gods play an active role in the world, giving players the ability to go against certain/all gods would give more flavor to witches, inquisitors, and holy crusades. This is to say nothing of players becoming Beowulf-like heroes.
Having things the player cannot do because the game says so is something that goes against the nature of a sandbox game. So, a patch of land on which players cannot perform certain actions without the game itself releasing "holy retribution" is not in-line with the game's many sandbox features. Now, if there were a way to remove this quality from the patch of land, such as by defeating its protector, or perhaps by the creator not paying a regular maintenance cost, then it starts to feel sandbox-y again.
Perhaps building an altar that has an area effect, and the altar being more powerful based on the amount of tribute* given, for instance an altar with a very low amount of offered goods to a deity would only spawn a rabbit to guard the area, and that area being small. But a very high tribute to the altar would be able to summon terrible beasties or inflict very significant status effects upon the invaders of the domain.
As the amount of paid tribute to your deity goes up so does the upkeep of that level of tribute perhaps, or it could simply be a one time level system where when you reach certain milestones you'd just have a troll/giant guarding the area which you are happy with.
* The tribute in question could be anything specific to your deities fancy, corpses, objects, minerals or plain old fashioned large quantities of coin.
I will steal all of the RuneStones in the land, if your stone has gone missing in the night then I'm already hauling it.