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Religious properties

These descriptions cover the base product you get when you use The Stronghold or Business rules in my games. You can change the fluff to suit the deity, but the core descriptions stay – as do the staff and teams allocated to a building. However, you can always spend money to improve things. Prices on Request. Clerics of different deities will co-operate, 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.


Religious Developments
ClassificationNameCost BPEconomyLoyaltyStabilityMinorMediumMajorDefence
ReligiousShrine *0.50100000
ReligiousGreat Shrine10110000
ReligiousGraveyard *10110000
ReligiousHoly House 30111000
ReligiousHoly Grove 30111000
ReligiousChapel 3.50211000
ReligiousPriory {★★★} 6.50221100
ReligiousTemple {★★★}70321100
ReligiousAbbey {★★★★}80331100
ReligiousMinster {★★★★} 8.50431100
ReligiousCathedral {★★★★★}120441110

Most religious buildings have a group of Collegiate Adepts who live in, 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.

  • +1 - Holy House, Chapel
  • +2 - Priory, Temple
  • +3 - Abbey, Minster
  • +4 - Cathedral

* A 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' 0 but remember the size might increase.

Management Process

During each Kingdom Turn go through the following process to ascertain and document your income and expenditure.

Income Phase

This is how many BP you generate from buildings and developments in your stronghold.

  • +1BP for every 2 points of economy on buildings owned by the organisation.
  • +1BP for every building owned by the organisation that produces Minor Magical Items
  • +1BP for every building owned by the organisation that produces Medium Magical Items
  • +1BP for every building owned by the organisation that produces Major Magical Items

Acts of DM: Sometimes Kingdom Event Rolls, or other similar things, will affect income. Particularly good weather might mean that trade is boosted across the land, while a flood or famine might mean extra costs for everyone. It might just be one area, or it might be the whole region …

Development Fund and Treasury

To calculate how much you have to spend on new developments subtract the Consumption from Income + Treasury. Treasury is just BPs you own that haven't been spent yet.
Development Fund = (Income + Treasury) - Consumption

Events Phase.

This is when you change things, if you want to. Once everything is settled up for the turn, you know your BP balance for the next turn, so now you can do any or all of the following.

  • Build something

Any BP that you have left over can be kept in your 'treasury' for next time.

Deity Preferences

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 :)

Community Deities - have a strong Community Focus/Role, prefer Chapels > Cathedrals.
Insular - Deities without a strong Community Focus prefer Holy Houses > Abbey.
Specialist - Specialist deities probably have shrines attached to other buildings.
Where ever - Some just don't care!!

Notes are based on the way that Clerics have developed in The Stolen Lands game. However, they may have different roles in different games / societies / cultures

  • Abadar – Community - Prefers Temples, Minsters and Cathedrals. Note
  • Asmodeus – Community - Prefers Temples, Minsters and Cathedrals
  • Calistria – Specialist - Houses of Pleasure with a shrine as an upgrade.
  • Cayden Cailean – Specialist - Beer Halls with a shrine as an upgrade.
  • Desna – Specialist - Roadside shrines
  • Erastil – Community - Country Chapels are best – although sometimes a temple is required in a town. Or a Wilderness Grove. Note .
  • Gorum – Insular - Monastic buildings with fortifications.
  • Gozreh – Where ever - Doesn’t mind where he is worshipped Chapels, Temples, Monasteries or a Wilderness Grove.
  • Iomedae – Insular - Monastic Buildings - often associated with sword schools and barracks. Note
  • Irori – Insular - - Monastic Buildings often equipped with a reading rooms and a Gymnasium.
  • Nethys – Specialist - Magical Lab or wizards guild with a shrine as an upgrade.
  • Pharasma – Insular - Graveyards and their associated buildings. Most have shrines or Monastic buildings, with the occasional Cathedral. Note
  • Sarenrae – Specialist - Herbalist, Apothecary or Hospital with shrine or Holy House attached. Note
  • Shelyn – Specialist - Religious buildings dedicated to Shelyn cost twice as much as normal because they must be incredibly beautiful. So generally shrines in Galleries, Craft shops, Theatres, Bardic Colleges etc.
  • Torag – Specialist - Forge or Master Smith with a shrine as an upgrade for small installations. Note


See Residential Classifications for a description of the ★ rating system.

  • Shrine – A small nod to a deity. It normally consists of a small statue, painting or something similar that represents the deity. For Desna it could be a painting or carved butterfly, for Pharasma it might be a spiral – the precise form will vary but so long as it is representative and has been dedicated to the deity, it is a shrine. A shrine that is not in a larger religious building could be tended by a multi-classed Acolyte (Adept1/Expert2?) who can provide very limited spell support. Shrines may be found in villages, as roadside shrines or in non-religious buildings. Depending on the location, the shrine's caretaker will be provided with ★ or ★★ accommodation. Don't take this as absolute
  • Great Shrine - Larger than a normal shrine, a great shrine something that is significant to a deity . It might be a statue with a few huts, a specific room in a large church, or something else that represents the deity's philosophies. Great shrines may be found in Towns, villages or as a roadside shrine. Great Shrines may also be found in Wilderness Areas, built under the Single Site Hamlets rules. Depending on the location, the great shrine's caretaker will be provided with ★ or ★★ accommodation. Most great shrines are tended by an Adept2. Possibly multi classed, possible a chaplain in training.
  • Graveyard - A place to bury the dead, which includes a shrine (probably to Pharasma). It is supported by a Cannon grave digger (Adept2/Commoner1) who conducts simple burials. Graves are often blessed by higher level clerics when they visit. In real terms, Graveyards are generally great Shrines dedicated to Pharasma, or some orther deity associated with death and funerals.
  • Holy House – a Holy House is a great shrine or graveyard with housing attached for a a small group of clergymen. It may be found serving a local community, or managing an outlying responsibility for a Priory or temple. A Monastic House is managed by a sub-prior (often an Adept 3) who is supported by a Canon, Acolytes and Novices. A monastic house is generally ★★ accommodation.
  • Holy Grove - Wilderness or Hinterland only, as a Single Site Hamlet. See the Hamlets Page. This is a refuge in the wild where a nature priest can enjoy shelter and practice their religion. Holy Groves serve primarily as places of worship, but they also act as a community centre and retreat in times of need. While called a Holy Grove, it could take one of many forms - a grove of trees, a stone circle, a natural amphitheatre, a pool or a cave. This counts as a ★★ residential property.
  • Chapel – The first proper place of worship, a chapel offers a large room, complete with a shrine dedicated to the deity and is tended by a Chaplain who leads simple prayer services and can conduct simple ceremonies such as Namings, Marriages and Funerals. Many Villages have a Chapel as their primary place of Worship. However, Chapels are also found in other contexts, and may be constructed as part of larger religious buildings, or aristocratic homes. Many aristocratic homes, military establishments and schools have a chapel for private worship. A Village Chaplain is normally a Cleric3 , while a Temple Chaplain is liable to be a L3 Adept and assisted by a couple of acolytes. Most chaplains are provided with ★★ accommodation.
  • Priory – a small Monastery, containing a chapel, dedicated to a deity and their faith. It is led by a prior (generally a L5 priest) who is supported by a sub-prior and a resident body of Cannons and Acolytes - perhaps a dozen (or more) people all together. A priory provides ★★/★★★ accommodation for its residents.
  • Temple – A temple is the first religious building that has a proper Altar and can conduct full versions of ceremonies. It normally has a L5 Cleric as its priest, who is assisted by a Chaplain, Canons and Acolytes. There is probably a house, that provides ★★/★★★ accommodation, nearby to house them all.
  • Abbey - A large monastery led by an Abbot who is overall head of the priories and monastic houses (dedicated to the same deity) in the region. It is a prestigious building with a good sized private temple and accommodation for a large community of monastics. The Abbot will be supported by both a Prior and a Sub-Prior. An Abbey provides ★★/★★★★ accommodation for its residents.
  • Minster – A very large Temple that is probably run by a High Priest who is most likely a 7th level Cleric – it may well have a two or three chapels dedicated to different ‘saints’ as well as the main altar. There will be a good number of Chaplains, Cannons and Acolytes. The Minster will have a small cloister garden with a house for the High-Priest as well as a town house or two to accommodate the rest of the staff. A minster provides ★★/★★★★ accommodation for its residents.
  • Cathedral – A Cathedral is a massive temple, with a good number of chapels for private prayer and meetings, it is the base for a Bishop. The Bishop will have a mansion in the Cathedrals Cloister – and there will be a number of town houses to accommodate the rest of the cathedral’s roster of priests, chaplains and canons. A bishop is head of his faith in the region and may be selected from the Abbots or High-Priests across the region. A Cathedral provides ★★/★★★★ accommodation for its residents.


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.

pathfinder/campaign_systems2/busorgs/religiouorganisations.txt · Last modified: 2020/11/13 13:46 by johnb