Hello everyone!
We've been discussing this topic for months, the DMs and Admins, and we have come together to a conclusion that we are going to change our approach in regards to the roleplay of Divine-Spellcasting Classes, which includes: Clerics, Rangers, Favoured Souls, Druids, Spirit Shamans, Paladins, Blackguards, Shadow Adepts, Divine Seekers, Darkfire Disciples, Hierophants, Storm Lords and other deity-specific PRCs.
In over 10 years of this server, the matter of divine roleplay has been mostly left with a hands-off approach. If it were ever involved, and barring some extreme cases, gods were mostly used to drive plots around. They and their servants were also used to reward player characters with which players have done significant investments into roleplay around the server's setting.
With the coming of the Time of Troubles and the Era of Upheaval, we have decided that this will be gradually changing.
The goal of the DM Team and Administration is to put more emphasis on the roleplay aspects of the world, characters and gods. The deities of Forgotten Realms have been identified to be, most often, the target of godmodding. Literally. This was commonly accepted as a fact by past DM Teams and Administrations for various reasons.
As such, since the Time of Troubles, the DM Team will put more focus on the roleplay of alignments of divine-spellcasting classes and the respective dogmas of their deities. We want to stress that it does not mean we will be policing people's roleplay and punishing the players. It means, however, that if a character that's a divine spellcaster intentionally fails to uphold the deity's beliefs, goals and dogma, they will face the appropriate consequences.
What can be expected of that? Gods being Gods, they handle such matters however they want. However, to make it easy and cooperative with players, we intend to put a very simple rule in the place. When your divine-spellcasting character is noted as "Astray"- meaning that they are not upholding the goals or ideals of a particular deity, they will receive a warning from their deity about it. If actions which caused such a warning are continued or, let's assume, worsen, then they will be denoted as "False"- meaning, your character is a sinner against the faith and the divine powers shall be taken away from them.
Now, if you became False, what does one do with it? There are several ways to go about it:
- Atonement - A common practice that many priests, paladins and even blackguards have to undergo in their life at least once. Mortals aren't perfect beings, but nobody is beneath a deity's attention if they show regret and wish to atone for their misdeed against their divine creed. There are times when a cleric has approved of evil due to personal feelings, or a Paladin has broken an oath for a perceived "Greater Good", forgetting that the path to hell is paved with good intentions. No matter the reason, a character can always attempt to be redeemed, make up for the wrongs committed against their god and make sure that how they have sinned does not happen again.
- Change Deity - Paladins turning Blackguards, Clerics of Tyr becoming Priests of Bane, a druid of Talos turning to Mielikki- it happens in the Realms. Deities which fight against one another also fight for the souls of each other's worshippers. Corruption and Redemption are just as often used a tool as taking the life of your enemy. If your character had become false- perhaps it is due to the character becoming disgruntled with the deity's promoted way of life? Perhaps they had different expectations when they first joined the church? Perhaps they have found a deity whose followers have been very convincing and making a good case for their god. Whatever the case- changing a deity for the more appropriate one is possible, but requires appropriate roleplay of being ordained into the faith as an acolyte before becoming a full member.
- Forsaking the Divine Path - Being a priest is not for everyone. Being a paladin is not for everyone. The same is with druids, blackguards and rangers. Each of these lives requires you to be zealous and put faith first. The nature of a simple person is to take shortcuts whenever it is feasible and makes life easier. Priests, paladins, druids and rangers don't believe in such. They believe in living their lives as their patron gods profess and teach. Due to the active intervention in mortal lives, the gods of Faerun are very real, very active and very opinionated. They demand the same from the followers they grant their spells. There's little ground for very subjective takes of particular worship or faith ideologies unless the deity specifically allows it, like in the example of Lathander and several heresies that consider him Amaunator-to-be-reborn. Being a divine follower, as such, comes with rules, oaths and expectations that are over the heads of most people. Perhaps your character has decided they're, in the end, not made for such a profession. Perhaps they have the faith but lack the convictions to go through with the harder paths- paths that save souls as opposed to the shortcuts. For whatever your character's reasoning may be for abandoning being a divine spellcaster altogether- it'll need a rebuild of the character into a non-divine-backed class.
Since Time of Troubles' coming, our goal is to be less lenient to characters that compromise the ideals of their faith for the sake of their own personal goals or feelings. To be a divine follower one has to be a person of faith first and foremost. To be a zealous believer in the cause of their god, vigilant against the corruption of their enemies and trust in your deity- that their path is Right and that their patron either means the best for you and your people or offers you power unimaginable for your ruthless adherence to the dogma, portfolio and teachings. Both rises and falls are rewarded in their own way, with roleplay and perhaps even more.
Don't be afraid of your priest, paladin or blackguard committing a sin against their god, for everyone makes mistakes and one may use it as an opportunity to deepen the connection with their god or, indeed, sever it completely after disagreements.
There are multiple ways to roleplay a follower of any faith, as none except the most lawful of gods (and even those tend to have different sects with varying dogmatic focuses) profess only a singular way of worship. So long as your character adheres to the core beliefs of the faith and its demands, it's safe to say that your character won't have much of any problem. In case of any doubts, don't hesitate to approach the DM Team for any information, lore help or our opinion of a course of actions your divine spellcasting character wants to take and which you don't know if it'll be OK with your patron.