Religious Developments are different from most other developments – they represent the physical presence of a deity in the land, and they should be used to spread word of the deity and advance their goals withing their community. They aren’t intended to be an easy way to develop a general income to help benefit the PC’s everyday interests.
Like other developments, religious buildings come with the staff required to run them, however, there are conditions attached to the more significant buildings that can create and sell magic items. The priests who are responsible for these establishments will insist that the PC does make a commitment to the deity involved, and that any income earned is used in a way that the deity will approve of. The PC should either be a priest of the deity OR they should have an entourage member who is.
Unlike many other businesses, producing magic items is very level and class dependent. For example a CL1 Adept can Scribe Scrolls, that are only usable by other divinecasters. By CL3, they are able to Craft Wondrous items, and Brew Potions (Yes, I know there are exceptions), but they have a limited number of spells available. By CL5, Crafting Wands is a possibility, and they have more spells available to them. The majority of these casters (in my world) will be Adepts with a limited number of spells.
I like to keep PCs as the stars of the game - for me the PCs should be among the richest and most successful people in their field, and that means there are very few NPC Casters beyond L5 - and they will be Senior Entourage Members or significant NPCs that the DM controls. Which means there are some demographic restrictions as well.
Religious developments must have a religious focus, and any income they generate should be used to develop something that the deity values. Shrines, and other religious developments, dedicated to the same deity are obviously acceptable, but so are economic or social developments that support the deity's Areas of Concern. The Deity Preferences further down the page lists Areas of Concern, Worshippers or Domains, all of which might be used to represents the deity’s interests.
Clerics of different deities will cooperate, so long as their Deities are not in real opposition to each other. For example, a Pharasmin Canon may well conduct the technical aspects of a burial, while a Cleric of Erastil speaks the eulogy and comforts the family members. Or a Cleric of Sarenrae might accompany one of her parishioners when they visit a temple of Abadar to arrange a loan.
Classification | Name | Cost | Special | Economy | Loyalty | Stability |
---|---|---|---|---|---|---|
religious | Shrine * | 0.5 | 0 | 0 | 1 | 0 |
Religious | Great Shrine * | 1 | 0 | 0 | 1 | 1 |
Religious | Graveyard * | 1 | 0 | 0 | 1 | 1 |
Developments below this line are only available to PCs or Entourage Members who are Divine Casters. | ||||||
Religious | Holy House | 2 | 1 | 0 | 1 | 1 |
Religious | Holy Grove | 2 | 1 | 0 | 1 | 1 |
Developments below this line are only available to PCs or Entourage Members capable of casting L2 Divine Spells. | ||||||
Religious | Friary | 3.5 | 2 | 0 | 2 | 1 |
Religious | Chapel | 3.5 | 2 | 0 | 2 | 1 |
Developments below this line are only available to PCs or Entourage Members capable of casting L3 Divine Spells. | ||||||
Religious | Priory {★★★} | 5.5 | 3 | 0 | 2 | 2 |
Religious | Temple {★★★} | 6 | 3 | 0 | 3 | 2 |
Developments below this line are only available to PCs or Entourage Members capable of casting L4 Divine Spells. | ||||||
Religious | Abbey {★★★★} | 8 | 4 | 0 | 3 | 3 |
Religious | Minster {★★★★} | 8.5 | 4 | 0 | 4 | 3 |
Cathedrals only available to PCs capable of casting the spell Hallow | ||||||
Religious | Cathedral {★★★★★} | 11 | 5 | 0 | 4 | 4 |
Many religious buildings have a group of Collegiate Adepts who 'live in' to serve and maintain the building. Collegiate Adepts have the ability to perform rituals that enhance the Caster level of their lead priest - ie the PC Cleric who 'owns' the temple. When casting spells, using scroll and performing other similar tasks, the PC cleric gains the following bonus caster levels so long as they are in their own church and take an hour to prepare. This does not grant any 'extra' spells, just better benefits and a better chance to use higher level scrolls (etc).
* A Shrine or Great Shrine may be added to any non-religious building as an 'upgrade'. A graveyard can be added to any other religious building (except a shrine or great shrine) as an 'upgrade'. This does not take up an extra development slot but remember the size of the building might increase.
Not all faiths provide the same services to their followers. Some like large public buildings - others prefer smaller or more private buildings. Remember that these are general preferences and every faith will have building that fall outside this pattern.
This is brief guidance that defines the norm in Midmarch and the surrounding area., and is generally followed by NPCs. However, if (for example) you are a priest of Erastil and you want to build a Cathedral or even a military base - go for it :) Some of the deities listed as specialist or insular, in the lists below, have other roles in different parts of the world.
Community Deities - have a strong Community Focus/Role, abd prefer Chapels > Temple > Minster > Cathedral.
Insular - Deities without a strong Community Focus prefer Holy Houses > Priory > Abbey. Cathedrals are rare.
Specialist - Specialist deities probably don't have large religious houses, but they may well have shrines attached to other buildings.
Where ever - Some just don't care!!
Deity/Style | Preference | Notes | Main Interests | Worshippers | Domains |
---|---|---|---|---|---|
Abadar – Community | Temples, Minsters and Cathedrals. | Often found in Cities and Towns along trade routes. | Cities, Law, Merchants, Wealth | Architects, aristocrats, bankers, judges, lawmakers, lawyers, merchants | Earth, Nobility, Protection, Travel |
Asmodeus – Community | Temples, Minsters and Cathedrals | Tyranny, Slavery, Pride, Contracts | Slavers, bureaucrats, tyrants | Fire, Law, Magic, Trickery | |
Calistria – Specialist | any | Often incorporates prostitution or erotic performers | Lust, Revenge, Trickery | Elves, hedonists, performers, scorned lovers, thieves | Charm, Knowledge, Luck, Trickery |
Cayden Cailean – Specialist | Shrines or Holy houses | Often act as Beer Halls or Taverns. | Freedom, Ale, Wine, Bravery | Brewers, vintners, barkeeps, innkeepers, good adventurers | Charm, Strength, Travel† |
Desna – Specialist | Roadside shrines | Dreams, Luck, Stars, Travelers | Travelers, astronomers, gamblers, Varisians, musicians | Chaos, Good, Liberation, Luck, Travel | |
Erastil – Community | Any. | Mainly found in rural of wilderness areas. | Family, Farming, Hunting, Trade | Farmers, hunters, tradesmen | Animal, Community, Plant |
Gorum – Insular | Monastic buildings | with fortifications. | Strength, Battle, Weapons | Soldiers, mercenaries, brigands, bloodthirsty savages; half-orcs, barbarians | Destruction, Glory, Strength, War |
Gozreh – Where ever | Any | Normally wilderness or rural | Nature, Weather, The sea | Druids, sailors, woodsmen, farmers | Air, Animal, Plant, Water, Weather |
Iomedae – Insular | Monastic Buildings | often associated with sword schools and barracks. | Honor, Justice, Rulership, Valor | Paladins, knights, warriors | Glory, Sun, War |
Irori – Insular / Specialist | Monastic Buildings or Copper Schools / Libraries | often equipped with a reading rooms and a Gymnasium. Note | History, Knowledge, Self-perfection | Monks; dwarves; mystics; ascetics; hermits; historians; martial artists; scholars | Healing, Knowledge, Rune, Strength |
Nethys – Specialist | Normally shrines | Often attached to Magical Lab or wizards guild | Magic | Wizards, Mystic Theurges | Destruction, Knowledge, Magic, Protection, Rune |
Pharasma – Insular | Monastic | Mostly grave yards or Monastic buildings. | Birth, Death, Fate, Prophecy, Rebirth | ||
Midwives, pregnant women, morticians | Death, Healing, Knowledge, Repose, Water | ||||
Sarenrae – Specialist | Shrine or Holy House | Often attached to Herbalist, Apothecary or Hospital | Sun , Redemption , Honesty , Healing | Healers, farmers, redeemed evil-doers | Fire, Glory, Healing, Sun |
Shelyn – Specialist | Generally shrines in Galleries, Craft shops, Theatres, Bardic Colleges etc. | Cost twice as much as normal because they must be incredibly beautiful. | Art, beauty, love, music | Artists, poets, lovers | Air, Charm, Luck, Protection |
Torag – Specialist Community, (Dwarves) | Monastic Buildings | Often with a forge or smith attached. | Forge, protection, strategy | Dwarves, Crafters | Artifice, Earth, Good, Law, Protection |
The Green | Shrines, Holy Groves | Often in the wilderness | Nature |
See Residential Classifications for a description of the ★ rating system.
See Residential Classifications for a description of the ★ rating system.
Where two different accommodation ratings are shown, the majority of the churchmen get the lower rating. Only a few rooms, reserved for the head of establishment are at the higher rating. Junior churchmen fill any servant roles. A bishop could well have have a residential Mansion or Noble Estate, provided by the church. A primate probably has a small palace, while a Prince Bishop could well have a large palace or a castle. Homes provided by the church will always include a chapel or temple of some sort.