Don't call me evil god

Chapter 469: Divine magic limited to certain races

When Brandon said this, the other four were stunned.

An unimagined path!

Not to mention, they really hadn't thought about this before.

As the Church of Knowledge has been steadily preaching in the Ceylon region, new believers are constantly being blessed at an efficiency of 50 people per week.

As for the number of pan-believers of the great "God of Knowledge, Norwin"?

To be conservative, there must be at least 80% in the Ceylon region.

A large number of ordinary people, even if they are not in the top 50 in the contribution value ranking, will not affect their daily prayers in the morning and before going to bed, and they will also add the name of the God of Knowledge, Norwin.

Although doing so has almost no "benefits" for them.

Unlike believers who have truly been blessed by Norwin, they can use this to gain destiny points and learn the magic, divine arts or combat skills they want to master.

But this does not prevent them from thanking a god for the changes they have brought to their lives.

Therefore, the Church of Knowledge is not short of new believers at all.

Thousands of people are waiting in line outside, trying to get Norwen's blessing.

In this case, how to convince the dwarves of Stone Castle to believe in Norwen.

Let alone other things.

How do they get contribution points?

Most dwarves are used to life in Stone Castle.

The largest range of their activities is basically the Spirit Wing Wetland.

Taking the underground train to the capital Starosh is already a long journey for the dwarves.

You can't let them run to Ceylon Territory and work like other ordinary people there, or let them go to the Dark Forest to kill monsters.

Another reason why Pete and others subconsciously ignored the possibility of missionary work before was: the dwarves' beliefs were very single.

Dwarves are not like fickle humans.

Humans have a variety of beliefs, dozens or hundreds of gods, and believe in everything. It mainly depends on which god can protect themselves better, and humans will tend to believe in that god.

The dwarves of the entire Stone Castle only believe in three gods in total.

The God of Lava, the God of Casting, and the God of Wine.

Tros, the God of Lava, did not grant any magic that could be used directly, but his divine power blessed the dwarves with a strong body, allowing them to be fearless of fire, withstand high temperatures, and resist magic, which is also the dwarves' reliance on living in the stone fortress for a long time.

Gunnir, the God of Casting, and Diu'sso, the God of Wine, correspond to the two things that the dwarves love most.

Ironmaking and drinking.

That's where the problem lies.

How to persuade the dwarves to convert or believe in the God of Knowledge, Nowen?

Before this, Pete and his team had never considered persuading the dwarves to convert.

That would be asking for trouble.

These stubborn muscular guys would not convert for nothing.

If they really wanted to convert, they would have converted to believe in powerful gods such as the God of Radiance or the Goddess of Magic.

Over the years, the dwarves' beliefs have not changed, and they have always been the same old three things.

What reason can be used to make the dwarves change the traditions passed down by their ancestors?

But after talking with Yanhu Brackett and Brandon asking questions, Pete suddenly realized something:

For dwarves, they value family very much.

Yanhu, a dwarf who has been away from his family for four generations, is still full of respect and admiration when he mentions the Freeman family that his great-grandfather left.

Even though he has become accustomed to living with the surname "Brickett".

It does not prevent him from looking forward to returning to the Freeman family.

If you want to find your surname back and return to the embrace of your family, the prerequisite is to pass the test.

For example, whether you can get the blessing of a specific casting magic from the casting god Gunnir is the test standard for many large families among the dwarves.

Mastering and successfully performing the corresponding magic is considered to meet the standard, which is regarded as the manifestation of the successful inheritance of the dwarf's "bloodline" power.

The Freeman family's cold spirit craft corresponds to a casting magic that does not even have a name.

During the forging process, this divine art must be used to bless the cold essence to successfully add it to the raw materials, so that the forged weapons and equipment will always be cold throughout the body. Whether attacking or being attacked by the enemy, there will be a strong frost that affects the enemy.

The cold will slow down the enemy's actions, and when the breath accumulates to a certain level, it will also trigger a cold explosion.

Weaker enemies may be frozen into an ice sculpture for a short time by this explosion.

This kind of weapons and equipment blessed by the dwarves' unique divine art has enabled them to occupy a monopoly in the forging industry since ancient times.

This is their true heritage.

These special casting divine arts are like the blessing of Tros, the god of lava.

Only dwarves have successfully received the blessing.

No other race of life has ever been blessed by Tros, the god of lava, and no other race has mastered these special casting divine arts.

Even the believers of Norwen are included.

The seekers of knowledge who believed in Norwen and the God of Casting, such as the quarter-half-dwarf Maren, had tried to pray to Norwen, hoping to obtain the knowledge and blessings of the casting magic that belonged only to the dwarves.

Norwen did get all the knowledge related to the magic.

As a result, the first piece of information at the beginning of the knowledge made Norwen unable to hold back.

"Effective only for mortal races: dwarves."

Nowen simply sent all the knowledge along with this message to Maren.

After all, the believers' destiny points have been spent, and Nowen is not a profiteer who takes money and does nothing.

After learning the situation, Maren gave up.

The magic that only pure-blooded dwarves can use has nothing to do with knowledge, and even less to do with hard work.

...

Pet smacked his lips.

"One man's honey is another man's poison."

It is completely useless to human believers. They waste their destiny points in vain, and the magic that they can't use after learning is completely different for dwarves!

They are useful, and very useful!

If they can master the corresponding magic, it means that they can return to their former family!

"However, we spend a lot of effort to preach to the dwarves, and it seems... there is no special benefit?" Gale hesitated.

Dwarves are notoriously stubborn and don't know how to adapt.

Preaching to them, persuading them to go far away to Ceylon, and accumulating contribution points with great effort, what can you get after this series of processes?

Apart from the gratitude of the other party and a small amount of destiny points and legendary experience share of the new believers, there is almost no other gain.

Gale feels that there is no motivation to promote the missionary work.

In comparison, he is more motivated to track down the mysterious clan card and the black-robed man associated with it.

After all, the reward for this matter is real.

The believers have no motivation and are unwilling to work hard to preach to these guys.

The ordinary people in the Ceylon area have not finished preaching and are waiting in line.

Norwen said:

"Preach! Must preach!"

"Lack of motivation, right? Now you have it!"

Because Norwen made a huge discovery after the believers arrived at the stone fort!

...

The fifth update is presented, thank you for your monthly votes and recommendation votes.

Thanks to the book friend 20241008201344852 for the 100 starting coins reward. I wish you will become rich every day and live forever.

Currently owed: 15 chapters

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