CR3R-FDP

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The strength of the gods' power that they can exert on Raxia is directly proportional to the number of followers they have. Therefore, in regions where there are few followers of a particular god, the priesthood of that god also weakens. Conversely, in regions where a god is worshipped by the general masses, the priesthood is quite powerful. However, the exact relationship between the number of followers a god has in a region and their power has not been fully determined.

What is known is that temples, monuments, and even old totems dedicated to a god will increase their influence, as well the number of believers in that particular region. It is assumed that the spiritual power that was poured into these physical vessels, combined with the power of prayer from followers, that allow a god to retain their power in a given area. Priests performing miracles in areas will also create believers in that particular god, giving rise to a sect of that god in the area, allowing other priests to perform more powerful miracles, etc. A Holy Seal, a physical affirmation of the god's blessing upon a priest, is required in order to perform Priest spells.

Ancient Gods

The most venerable of the gods, such as Lyphos and Tidan, are well-known anywhere on Raxia, with a large number of followers. Because of this, their power will not decrease anywhere in Raxia. At the same time, though, these ancient gods cannot devote as much time and effort to each individual priest, and so it is unlikely that calling on them will give a direct revelation to one of their priests.

Major and Minor Gods

Major gods, such as Zaiya and Lu Lode, are well known throughout the entirety of a continent, and will retain power in that area. However, when traveling to a far away area, whether by land or by sea, the sphere of influence those gods have diminishes, and it will be unlikely that inhabitants of the new region have heard of these distant gods.

Minor gods, such as Luferia, aren't even as lucky as that. Being gods that have recently ascended to godhood, they have not established a base of followers too far from their own region. When moving away from that region, priests of this god will find it harder to call upon their god in times of need.

Priest spells of major gods will cost an additional +1 MP when traveling outside of the continent of their god's influence. However, Priest spells of minor gods increases their costs by +2 MP when traveling out of the region of their god's influence. This increase in MP consumption does not change depending upon exactly how far away the Priest travels.

For example, the minor god Lills is worshipped in the Zalts region, but is rarely worshipped in the Agia region in the north and the Liezen region in the south. Thus, Priests of Lills have their spells' MP costs increased by +2 when adventuring outside of the Zalts region.

However, the god Zaiya is known throughout the entirety of the Terastier continent, but is only starting to make a foothold in the continent of Razeldawn to the north. While in Terastier, Zaiyan Priests cast spells as normal, but when adventuring in Razeldawn, their Priest spells cost an additional +1 MP to cast.

Increasing a God's Area of Influence

A Priest can consecrate ground in the name of their god in order to bring MP costs back into line. By spending 1,000G and 3 days, the Priest can consecrate a 1km patch of land in the name of their god, allowing them to cast their spells without any extra MP consumption.

Additionally, if a Priest can perform missionary services and convert even 1/200th of a city's population (i.e. 10 people out of a city of 2,000) to their god, they can ignore the increased MP consumption while adventuring within that city. These people can already be following a god of their own, or be non-religious. So long as they know the existence of a god, are respectful of that god, and attend temple services at least once a week, that person can be considered a believer. However, despite how much they may respect the gods, Tabbits and Runefolk can never be considered a believer.

Aid from a Minor God

While minor gods cannot exert influence over much more than a small area, they are able to appear to mortals much more often than older gods. Occasionally, they will appear directly as a divine being, or will disguise themselves in mortal form in order to contact the PCs. Either way, the GM may not only use the god as a means to offer up information and use a Priest character as an oracle, but can also use the god as a patron for the PCs' adventuring party, hiring the players to help the god out where they cannot hold influence.

Apotheosis

Adventurers trying to reach 15th level will eventually become aware of a path to becoming a god. Through a number of adventures, the players must have overcome events that threatened the entirety of Raxia, or maybe have even fought against a god indirectly. In doing so, they have become touched by the will of the gods.

Adventurers who reach 15th level have attained the maximum of human growth, and are quite rare in Raxia. Only by taking a step towards the divine, whether by being sponsored by a god, or overthrowing one with violence, can a character advance beyond 15th level. It is said that one takes the first step on becoming a god by grasping the First Sword, Lumiere, after reaching the height of their progress. There are also stories of those who had been particularly blessed by the gods and were allowed to touch Lumiere before even reaching 15th level, though the truth of the matter remains a mystery.