This is a repost from the suggestion thread. I have a few ideas about what use could be made of the new Reformation mechanics.
Some of the ingame religions would be fitting to be reformable in a standard way; I'm mainly thinking about the Old Gods, Animist, All-Maker and Dragon Cult faiths, maybe even the Islander, Green Pact and Hist faiths. The mechanic could also be applied to the Pyandoneaic faith once Orgnum is dead, making it reformable if ever a new powerful Maormer King arises. Maybe it could also be worked into the Emperor Ascendant and Death of the Tribunal event chains. If it's feasable, it would be cool if the mechanic were used to allow the creation of more established Daedric Cults, as in creating a priestly leadership if you're a Cultist whom happens to have a large Kingdom or Empire.
Another idea would be that, if that's even possible, when reforming certain faiths, you'd have doctrines allowing you to add or remove Daedra, Aedra or other Et'Ada and Divine entities from its pantheon, as in of which ones you may be the follower of. For example, after the Fall of the Tribunal, the Almsivi faith could be made reformable, then, once a ruler is powerful enough to do so, he could reform it into the Reclamations faith and, for the doctrines specifically available to that faith, in addition to the standard ones, he would have doctrine options of different groups of divines that could go along those lines: House of Troubles (would add the worship of Mehrunes Dagon, Sheogorath, Molag Bal and Malacath) and House of Reclamations (would add the worship of Azura, Mephala and Boethiah), or only Dunmer Houses (which would include both).
For the generic pantheon doctrines, they could group their gods by theme, so something along the lines of: Human Heroes, Elven Heroes, Beastfolk Heroes, Destructive Gods (Molag Bal and Merhunes Dagon), Dark Gods (Mephala, Malacath and Nocturnal), Gods of Light (Azura and Meridia), Gods of the Mind (Hermaeus Mora, Vaermina and Sheogorath/Jyggalag), Gods of Decay (Namira and Peryite), Fickle Gods (Clavicus Vile and Sanguine), War-Like Gods (Hircine and Boethiah), Wise Gods (Julianos, Dibella and Zenithar), Steadfast Gods (Akatosh, Mara and Stendarr), Nature Gods (Kynareth and Arkay), Chaos Gods (Sithis and Padomay), Ordered Gods (Anu and Auriel), Primordial Spirits (Magnus and Lorkhan) and Animistic Spirits.
For the other faith-specific doctrines, they could be like that to allow for unique divine combos:
- Old Gods: Old Daedra (worship of the Daedra from the original Old Gods faith) and Old Aedra (Worship of the Aedra from the original Old Gods faith)
- Animist: Spirits of Old (Animistic spirits + some unique for them)
- All-Maker: All-Maker (as that God is unique to them, though similar to Anu)
- Dragon Cult: Forces of Nature ( Animistic spirits + Dragon, Alduin and Akatosh)
- Islander: Deep Gods (Their unique gods which I forget the names of)
- Pyandoneaic: Orgnum's Descendants (Saint Orgnum)
It would also be nice if we could have three doctrine slots instead of two in the mod, to allow for more variety, since it has a lot of religions. If it's worrisome that there might be too many doctrines, some of the vanilla doctrines could be subsumed in the pantheon ones. For example the Animistic doctrine could be integrated in the Animistic Spirits doctrine along with the worship of those spirits, the Daring doctrine could go with War-like Gods (Hircine and Boethiah), Bloodthirsty Gods could be included in Destructive Gods (Molag Bal and Merhunes Dagon) and Ancestor Worship could be subsumed by Elven Heroes, Beastfolk Heroes and Human Heroes.
I didn't expect I'd have that long of a suggestion but I just wrote and it kept on spilling out. Apologies if I wasted your time with that diatribe. Thank you for reading and keep on the good work, I love it!