stolen_land:campaign_systems_kingdombuilding:busorgs:religious:start
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| - | ====== Religious Developments ====== | ||
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| - | ===== Overview ===== | ||
| - | 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. | ||
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| - | Like other developments, | ||
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| - | ==== Level Limits ==== | ||
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| - | Unlike many other businesses, producing magic items is very level and class dependent. | ||
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| - | 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|(Cohorts, | ||
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| - | ===== Focus ===== | ||
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| - | Religious developments must have a religious focus, and any income they generate should be used to develop something that the deity values. | ||
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| - | [[religiousfocus|You can see the rationale on this page.]] | ||
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| - | ===== Religious Cooperation ===== | ||
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| - | Clerics of different deities will cooperate, so long as their Deities are not in real opposition to each other. | ||
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| - | ===== Buildings ===== | ||
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| - | ^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 // | ||
| - | |Religious|Cathedral {★★★★★}|11|5|0|4|4| | ||
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| - | ===== Staff and Bonuses ===== | ||
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| - | Many religious buildings have a group of [[pathfinder: | ||
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| - | * +1 - Holy House, Holy Grove, Friary, Chapel | ||
| - | * +2 - Priory, Temple | ||
| - | * +3 - Abbey, Minster | ||
| - | * +4 - Cathedral | ||
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| - | * A Shrine or Great Shrine may be added to any non-religious building as an ' | ||
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| - | ===== Deity Preferences ===== | ||
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| - | Not all faiths provide the same services to their followers. | ||
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| - | **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.** | ||
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| - | [[..: | ||
| - | Insular - Deities ++without a strong | ||
| - | 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!! | ||
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| - | ^Deity/ | ||
| - | |Abadar – Community |Temples, Minsters and Cathedrals. |Often found in Cities and Towns along trade routes.|Cities, | ||
| - | |Asmodeus – Community |Temples, Minsters and Cathedrals| |Tyranny, Slavery, Pride, Contracts |Slavers, bureaucrats, | ||
| - | |Calistria – Specialist |any|Often incorporates prostitution or erotic performers |Lust, Revenge, Trickery|Elves, | ||
| - | |Cayden Cailean – Specialist |Shrines or Holy houses |Often act as Beer Halls or Taverns.|Freedom, | ||
| - | |Desna – Specialist |Roadside shrines| |Dreams, Luck, Stars, Travelers|Travelers, | ||
| - | |Erastil – Community |Any.|Mainly found in rural of wilderness areas.|Family, | ||
| - | |Gorum – Insular |Monastic buildings |with fortifications.|Strength, | ||
| - | |Gozreh – Where ever |Any|Normally wilderness or rural|Nature, | ||
| - | |Iomedae – Insular |Monastic Buildings | often associated with sword schools and barracks. |Honor, Justice, Rulership, Valor|Paladins, | ||
| - | |Irori – Insular / Specialist |Monastic Buildings or Copper Schools / Libraries|often equipped with a reading rooms and a Gymnasium. Note |History, Knowledge, Self-perfection|Monks; | ||
| - | |Nethys – Specialist |Normally shrines |Often attached to Magical Lab or wizards guild |Magic|Wizards, | ||
| - | |Pharasma – Insular |Monastic |Mostly grave yards or Monastic buildings. ||Birth, Death, Fate, Prophecy, Rebirth| | ||
| - | ||Midwives, pregnant women, morticians|Death, | ||
| - | |Sarenrae – Specialist |Shrine or Holy House |Often attached to Herbalist, Apothecary or Hospital|Sun , Redemption , Honesty , Healing|Healers, | ||
| - | |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, | ||
| - | |Torag – Specialist Community, (Dwarves)| Monastic Buildings |Often with a forge or smith attached.|Forge, | ||
| - | |The Green|Shrines, | ||
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| - | ===== Descriptions ===== | ||
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| - | See [[pathfinder: | ||
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| - | * **Shrine** – A small nod to a deity. | ||
| - | * **Great Shrine** - Larger than a normal shrine, a great shrine something that is ++significant to a deity|(for Pharasma it is a grave yard, for Cayden it might be a bar, for Erastil a small meeting hall)++. It might be a statue with a few huts, a specific room in a large church, or something else that represents the deity' | ||
| - | * **Graveyard** - A place to bury the dead, which includes a shrine (probably to Pharasma). | ||
| - | * | ||
| - | * // | ||
| - | * | ||
| - | * **Holy House** – a Holy House is a great shrine or graveyard | ||
| - | * **Holy Grove** - Holy Groves are only found in wilderness or hinterland areas, and are always 'away from' centres of civilisation. | ||
| - | * **Friary** - Halfway between a Holy House and Priory, a Friary serves as a home to a community of seven or eight clergymen. | ||
| - | * **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. | ||
| - | * | ||
| - | * // | ||
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| - | * **Priory** – a small Monastery, containing a chapel, dedicated to a deity and their faith. | ||
| - | * **Temple** – A temple is the first religious building that has a proper Altar and can conduct full versions of ceremonies. | ||
| - | * **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. | ||
| - | * **Minster** – A very large Temple that is probably run by a High Priest who is most likely a senior Cleric – it may well have a two or three chapels dedicated to different ‘saints’ as well as the main altar. | ||
| - | * | ||
| - | * // | ||
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| - | * **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. | ||
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| - | ===== Notes ===== | ||
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| - | See [[pathfinder: | ||
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| - | Where two different accommodation ratings are shown, the majority of the churchmen get the lower rating. | ||
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| - | ------- | ||
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stolen_land/campaign_systems_kingdombuilding/busorgs/religious/start.1787643899.txt.gz · Last modified: by johnb
