As presaged by Cameron last week, we're going to take a quick minute to talk about the Devotional Domain today!
As I'm sure some of you recall from back in the day, the Devotional Domain was originally envisioned as being the same in structure as the other Domains, but would have different powers specific to the pantheon that a Hero's patron belonged to - that is, Egyptian, Greek, Hindu, or Norse Heroes would all have different powers, although the Domain itself would look the same otherwise for each of them. However, over time and lots of development, we started to come to the conclusion that the Devotional powers were different enough, in both mechanical effects and spiritual purpose, that they needed to deviate from the way that normal Domains work.
So we redesigned the Devotionals, and they're now unique in structure. Here's a quick sketch of what one of them looks like - future Greek Heroes, you're getting a sneak preview of some stuff because Greek is the one I have close to hand! (Don't judge the art department, they haven't made the good version of this yet so you're just getting mine.)
As you can see, things have definitely changed from the original ironclad three-lane plan! (Actually, these changes happened quite a while ago, but we didn't get to share them with you before now.)
Some things have stayed the same: there are still three distinct kinds of powers (Divinity, Ritual, and Theology), with each providing different ways for a character to relate themself to their Divine Patron's pantheon and religion. What's changed is that they are now more interrelated, with more chances for Heroes to travel between them if they want to, and more flexibility when it comes to wanting to diversify their Devotional powers. Since they are not rolled for anything (that is, you'll never make a Devotional + Ritual roll, or anything similar), they also don't follow the same everything-same-dots structure - technically, you don't need to keep track of them with dots at all, just know where you are in the tree.
We also made the decision to slightly prioritize the Divinity track. Since the Heroes are becoming more divine as they grow in power, and possibly becoming gods themselves if they make it far enough, Divinity is the central column that each Devotional set is built around, with a few more powers than on the other two tracks and a mandatory beginning there for each Hero (although they can leave it for Theology or Ritual pretty quickly if they want to).
The different tracks of the Devotional Domain have also been mechanically tweaked to be more complementary; although Heroes don't need to have all three of them, the more they have in each area, the more effective their Devotional powers will be overall. In general, the Divinity powers involve special skills and abilities that Heroes not working for this pantheon don't have access to, while the Ritual powers often buttress or increase the effectiveness of the Divinity powers, and Theology powers provide increased or more flexible resource options for using both Devotional and other Blessings. You may also notice that there are no "extra" nodes, the way there are in other Domains; the Devotionals, since they're so personal to the Hero, are about only the concept that they represent, and don't add any bonuses to the general game mechanics.
For those wondering how you get Devotional powers, there are two ways to do so! Heroes automatically gain Devotional powers as they grow in power, so over the course of their lifetime they'll get up to ten nodes for free just for being their badass selves. But if they want to get more Devotionally awesome more quickly, they can also buy nodes with Renown (although Devotional nodes are in fact the most expensive thing you can get with Renown, so save and spend wisely!).
The test games have so far enjoyed working with the effects of their Devotional Blessings; in particular, the Greek Heroes among them have enjoyed stunning success at some things and stunning failure at others, as is the hallmark of Greek myth, and the Egyptian Heroes have unsettled but ultimately helped their fellows with their spells, scrolls, and ability to transfer power. The Norse and Hindu Heroes' mechanics are a little more slow to gain steam, so they haven't done much yet, but they have very big results when they do, so we're looking forward to seeing them cut loose when the moment comes.