Playthings of Mad Gods

GLOG Class: The Prophet

Clerics are organized believers in an organized God, keeping the world in order. The Prophets come before them - they move fast and break things, changing the world around them until burning out, leaving the empty place for clergy to take. They are in symbiosis with Newborn Gods, who either die as they die, or ascend to full Godhood with their success.

The Prophet:

Direct Line

You can talk to a Newborn God, and They can talk to you. It happens in your dreams, when you look into the water, when you take drugs, meditate, even dance is enough to bring it out. Anything that changes your state of consciousness works. They make demands of you, impossible things, like the breaking of ancient chains and building new cities in the desert. In return, They make impossible promises - and They make them true. For each demand you get, They grant you a Miracle - an impossible thing you can do, related to the demand. If they want you to feed all the hungry people in a city, they grant you the ability to multiply food, if they want you to strike down a ruler, they grant you the ability to call up a plague. Negotiate the specifics with your God themselves. If you use the powers given to you against your God's Will, the people and things you hold dearest will suffer.

Virus Out of Words

When you make Miracles in the name of a God, the message quickly spreads. After each miracle you make, the number of your followers doubles. When it is 400 or more, the local authorities start to oppose you. When it is 1600 or more the local authorities submit, but the regional oppose you. An analogous process happens when you reach 25600 followers with regional and imperial authorities. With 409600 people behind your back, no empire can resist your growing power. The followers do not exactly follow you - they follow your God and your Words. They will create a Doctrine based around what you say and do, and it is not under your control what it will become. They will start to organize as the group gets larger, trying to codify your God's worship. After you die, they will remain.

The New Law

In the name of your God, you pronounce the New Law. Create a set of rules, in accordance to your God's Will - in areas with a significant number of your followers (at least 5% of population) those who follow them gain a +1 modifier to all their tests, while those who break them gain a -1 penalty, as providence gives to those who invite it, and takes from those who cast it away.

Dreams

Now, new things join the visions that show the will of your God. They show you the future, in cut up little pieces and metaphors. The visions are always accurate, even if they may be misleading. In short, your God (the GM) should give you hints of what will happen, perhaps rolling it in advance. This is especially true in the case of things that will be of danger to you.

The First Temple

Your followers build a Temple to your God, in which you may sanctify the first Priests, who will become Clerics. In this place your God resides, doing their miracles for many of those who go there. It is treated as holy ground, and you are aware of anything that happens to it. If it is destroyed, your followers will rebuild it. They always will, as long as they remain.

Final Sacrifice

Your God gives you one final command: "DIE". You do not have to do it yet, but it is clear that it is what has to be done. Maybe with the torches or nails of your enemies, or maybe with a pyre you build yourself, you will leave this world. With your sacrifice, name one miracle, greater in scope than anything you have performed before, and one characteristic. The miracle will spread throughout the world, changing it forever. Your God will come to possess the characteristic, as you join Them where they reside. Any religion you have created will now be assured to survive the upcoming millenium.

Sidenote

This was written during the 02:00 hour in a rush of mad inspiration. Please, have mercy on me. Also, the prophet is deliberately easy to kill.