I think we all know the stereotypical image of the white-European-looking Jesus, and not of a first-century Palestinian Jew. I don't think most Westerners would like worshiping a scruffy-looking Arab so it's fair to say he's been whitewashed mostly by the Italians who painted pictures of him.
So it goes without saying that a person could dream about
anything, and call it Jesus because of brainwashing?
AFAIK, there's no way to distinguish between telepathy from Jesus vs. Satan posing as Jesus. I don't even think telepathic dreams have been seriously studied yet. A sleep study using electrode caps while collecting details from those who've been communicated with by who they're claiming as Jesus may help us determine which Jesus dreams are legitimately from Jesus and which ones are from Satan or the army of darkness trying to fool us. For example, if Jesus tells Jim to burn down his church and eat his room-mates, we can probably safely assume that was not Jesus but a mind-raping imposter. If there's a difference in stimulation, it may help us reliably determine what Jesus wants us to do, barring listening to drainage pipes after asking the gurgling/whispering noise to identify itself for indisputable confirmation.
Alternately, it would be helpful if Jesus issued keys so we could verify his telepathic messages. By not doing so, I sometimes wonder if Jesus disapproves of crypto-tech. As an aside, I have a folder full of game mechanics which came in a dream and are so ambitious, I'd need to study for over a decade to implement them. I'm not sure if Jesus communicated them to me, but one I'm particularly fond of was a schematic for "Nice Onion Guys."
*ahem*
Jesus' "Nice Onion Guys"
*Full city-level zoom-in for each tile. (think DF)
*Region-level, ~200 tiles. (also DF)
*"Paradox"-level, with different countries shown, apparently tile-less.
Onion guys are human less their heads, which are blood-less vidalia onions, and
their hands, which are green growths capable of rapidly shooting out from
their body and going into other onions to do a terribly gory "drill" attack.
They always go for the heart. NOGs never use "third-party" armor and weapons.
Nice onion guys never get anything for free, but give freely. They don't get
things for free because they insist on giving value for value received. This
makes up the game's economy and also permits a kind of in-game "nice" slavery.
Nice onion guys always want more land to grow themselves in. This justifies the
combat system. NOG is real-time. The player initially plays as a baron, commanding
one tile in the region.
NOG is magic and goofy in the city and region level. This is juxtaposed with an
ultra-serious-seeming "Paradox"-level game, played on a real-world map where proper
countries (with extra-authoritarian names) exist, and only "misery" is shown
(wars, death counts, combat progression, government control over regions),
which is absent from the city- and regional-level views where it's always
"fun" and creative.
In both single-player and multi-player NOG (hotseat MP?!), you can progress from
being a baron to controlling multiple regional tiles. When you command more tiles
than any other regional PC or NPC, you become a duke and can push expeditionary
forces out into other regional tiles. As duke, you must secede from your
current kingdom (always involves combat, with the duke usually at a disadvantage)
to progress in the game.
As king, it is impossible to ever see the city or regional tile views, but all
stats are made up entirely from that real data which must be managed by PC or
NPC barons and dukes. Kings manage war, bonus management (water, sunlight,
other growing conditions), slave trade, disaster mitigation and relief,
and international treaties.
In the city level, there are resources you'll need... wood, stone, clay... to
build houses, store food, alert systems (to "wake up" all NOGs when combat is
imminent), and for other such buildings which increase gathering and improve
NOG combat readiness. Otherwise, the only currency is NOGs and their sprouts.
Combat is sort-of sharded. The map converts from a pixelated-looking thing to
a very high-saturation and colorful "HD" map where you control your NOGs. NOG
combat is primarily a morale-managing affair and doesn't take long due to how
terrible NOG combat is. Combat plays a bit like hide-and-seek, where you want
to catch enemy brigades off-guard with your own so you can "shoot" your growths
out before the enemy can react. The map ends when one person's military surrenders
or dies out.