Religion
Religion is the intricate manifestation of reverence and ceremonial practices directed toward either a single deity or a pantheon of gods, where individuals and communities commit themselves to fulfilling the desires and mandates of these supreme entities. Because the gods are real, religion in the game setting cannot be a matter of credibility. Instead, "religion" hinges on the readiness of independent, conscious persons to sacrifice their needs, wants and indeed their very lives, for the sake of more powerful beings. Every thinking being is faced with this stark choice: dedication to a religious cause or self-determination.
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Religion in the game world serves as a foundation for culture, social values and the moral compass of different societies and races. The game classes cleric and paladin are greatly influenced by the presence and respect for religion, as these characters must choose a religion for themselves. In their case, it can be stated plainly that they have chosen the "cause."
For others, it's impossible to entirely discount the presence of gods and demi-gods. These beings have such power that even the unwilling can easily be drawn into their manipulations and interventions in world affairs. In addition, temples, shrines and holy sites abound. These locations often serve as centers of community life, hubs of information and sources of magical or divine power, as well as a means by which adventures may restore the lives or vitality of their fellows. Religion is an integral part of the setting; it offers opportunities for adventures and sets boundaries that even the most resistant of players must often observe.
Power
The ability of divine beings to perform magnificent feats of power and influence derives from worship, with respect to both the number of adherents they have and the power of their commitment. As a god's importance throughout the Prime Material grows, channelled through ritual, totemism and the activity of priests, the greater becomes that god's power to intervene in human affairs. It's forever in the god's interest to establish their grip upon a host of believers — as the more intense and fervent becomes each follower's faith, and as the number of followers increases, so too does the power of the god increase.
Within the Planescape Universe, the many jealous gods that exist are forever competing and vying to increase their power through actively participating in, influencing or guiding Earthly affairs, to suit themselves and gain power. The more powerful gods resist attempts by lesser gods. Some gods join together in pantheons, which are then worshipped by polytheistic followers, as a way of sharing power.
On Earth, the most powerful god is that who sits at the head of the Judeo-Christian and Islamic religions — who, nevertheless, has failed to unite the believers of these faiths. The most powerful polytheistic group are the Hindu deities. Gods who once held enormous power, such as the Sumerian or Norse pantheons, have dwindled away into mythology. And everywhere there are hundreds of furtive, less-than-powerful gods who barely have more powers than common devils, demons or angels ... yet who have believers, and are always at work to gather more.
Religious Philosopy
Before becoming a cleric, an individual serves as a novitiate, undergoing a formal education that imparts doctrine, ritual and the capacity to memorise prayers. This training forms the foundation of the cleric's spellcasting, enabling the use of divine magic upon reaching 1st level.
Once ordained, clerics are not expected by the gods to maintain rigid moral perfection. So long as they do not rise in violence against fellow believers, nor desecrate the articles, shrines or tenets of their faith, the gods remain largely indifferent to the cleric's personal vices. Corruption, selfishness, cruelty or pride may incur the ire of other clerics or church officials, but divine powers are not revoked for such behaviour alone.
However, those who transgress through direct desecration or by physically attacking members of their own faith will face divine censure. In such cases, the cleric's connection to the divine is suspended; the character loses access to clerical spells and class abilities, functioning in all respects as a fighter. This suspension represents a divine trial. If the gods judge the cleric's actions as justified, atonement is granted. If not, the cleric is excommunicated.
An excommunicated cleric may seek to join another religion, though this path is limited by the doctrinal knowledge they previously embraced. Once a god has been truly known, it cannot be unlearned. A character who worshipped a monotheistic god could not convert between Abrahamic faiths (Judaism, Christianity, Islam), as these all worship the same god, from whom the character has been excommunicated. They could turn to philosophical belief such as Buddhism, Zoroastrianism or polytheism. It must be understood that most polytheistic demi-gods are known by more than one name, regardless of the local religion — Zeus, Odin and Ra, for example, are the same demi-god. If the character had earned the enmity of such a demi-god, then meny religious avenues would be closed.
On the other hand, should a character willingly choose to change their religion, not enmity having been gained and where no atonement is required, it's only a matter of whether or not members of the new faith will accept the character's intentions as sincere. If so, the character would again be granted spellcasting abilities (though there may be a waiting period). Returning to the fold after such dalliances is possible by virtue of the "prodigal son" — but it is highly unlikely. Barring a powerful redemptive event, the gods are rarely so forgiving.
If atonement is granted, it will take one of two forms. First, the wrong must be materially restored — shrines rebuilt, relics replaced, sacrilege undone. Second, the cleric must redress harm done to a fellow believer or sect, typically through a year of service. Only once both conditions are fulfilled may divine favour return.
For paladins who have begun casting clerical spells, these same rules apply. Should they fail to honour their obligations, they too may lose access to divine magic.