Quote:
Originally Posted by Chortles Snort|eS
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i've never seen what that god looked like until now
pretty dumb
a lot of eq lore was entirely skippable lets face it
and if not, such gems like this should be
not everything was great about eQ
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Not all powerful beings are supposed to match the expectations of mortals. Sometimes it's the one you least suspect--the man behind the curtain, the mule in Asimov's The Foundation, Keyser Soze, Yoda, etc.
Someone else argued that Brell shouldn't be a Paladin god, but he fits the race/class perfectly imo. Dwarves mine and smith steel from below. The identity of the classic holy knight has more or less been associated with a sword and suit of armor, both of which wouldn't exist with out miners and blacksmiths. Devotion to their god would, even on a superstitious level, reflect whether and to what extent believers would hit paydirt. In this case, the sword wouldn't
descend from the heavens into a field or emerge from a fabled pond or stand out from exposed stone. Instead, the unrefined materials would be hauled from the depths then, in keeping with tradition, heirlooms would be crafted to resemble relics and eventually become relics of their own. Smithing would be considered a monastic ritual/ceremonial rite. Weapons and armor would not only be fashioned to protect their bodies, but to exalt their creator in preparation of meeting him should they die in battle, thus adding religious significance to the upkeep of their uniforms, beyond the usual discipline/attention to detail shown in military life. And in every war the crusaders would be emboldened wielding the manifestations of their faith, themselves having acted as their god had in creating them, unearthing potential in the compacted darkness. So it makes sense that the race would have significantly better cultural armor than others.
Others have said that Tunare shouldn't be a deity available to Paladins because nature has aspects that are unforgiving and amoral, but that observation ignores the rl lore most are familiar with--the archangel barring entry into the garden of Eden with a flaming 2h sword. Uriel, the equivalent of an Aasimar Oath of Vengeance Paladin.
Also, some rl mythological/religious figures are considered to be evil and good within any two denominations just based on interpretation of original texts. (See:
Abaddon, better known from DotA2.) This sort of ambiguity makes for better lore imo, but it can also create balancing issues in games like these.
If anything, more deities could have been made available across racial divides, if not initially than through high level quests allowing players to renounce their god and convert to a different belief or abandon faith altogether, forever altering faction alignments. Certain
NPCs were shown to have accomplished as much.
As for expanding race/class combinations? Seeing a halfling paladin once or twice hasn't been an immersion killer, similar to botb titles, but that may be due to the rarity of both. Thankfully halfling/gnome masks are ultra-rare, making the effect not much different from seeing guides in post-Velious gear or in the form of NPC races. It's an earned reward that adds flavor to interactions and RP potential for those who deviate from min/max norms.