Saturday, August 15, 2020

Generating and Advancing a Church

Churches are primarily a method for players to acquire healing and restorative services that may otherwise be beyond their ability. They may also be a place for players to hire low-level clerics as henchmen. However, churches may also be a place for players to spend treasure in return for perks, and strengthen players' relationship to their town. This is not only an immediate benefit for players, but also serves as a "gold sink" and a place for players to spend their treasure.

What follows is mere suggestion. The core mechanic is to attract more powerful clerics to lead churches by donating gold. Cleric scrolls, holy orders, and artefacts are options to "flesh out" advancement of religious institutions.

Consider the following table:

Click to enlarge.

Level is merely an abstraction for the Referee. A typical town will have a church in the range of level 3-5. Level 6 churches will probably be reserved for the capitals of major cities, and a level 7 church may well be the seat of religious power in an entire county.

Title is a suggestion and may be ignored, as any title is an acceptable way to refer to such religious institutions (e.g. in this article I will use "Church" as a generic term.)

Donations is the value in GP which players must give freely to the church (i.e. NOT in exchange for goods and services) before a leader is attracted (qv.) - these values, unlike XP, are NOT cumulative! E.g. if players donate 12,000gp to turn a Temple into a Church, they will need another 25,000gp in donations to turn that Church into a Basilica, NOT 13,000gp!

A leader is an NPC cleric who will be attracted within 2d4 months of reaching the minimum donations value to attain the next level. He will bring with him any cleric scrolls, holy orders, and artefacts as commensurate with level (qv.)

Any given institution will have cleric scrolls with cleric spells on them. These scrolls are not for sale and are prized relics, not for use.

Holy orders are troops (0-level militiamen) that can be raised in defense of the church. One in ten troops will be a cleric two levels lower than the current leader.

Artefact attracted is a yearly chance for a magic item (weapon, armor, or otherwise holy relic) to be recovered or sent to the church. This item is stored in a church's reliquary, which is usually heavily guarded. Use this same percentage chance to check and see if a leader has an artefact with him when he is first attracted to the church. Like scrolls, these artefacts will rarely be given willingly, even for exorbitant sums of money.

Churches will have half of their donations in wealth as cash (or expensive plates, gems, gold-trimmed robes and mitres, baculi, & c.); the other half will be put into improving the facilities, e.g. stained-glass windows, organs, bell towers, statues, & c.

A church of significant standing may also house a mausoleum for the noble families of the town or city.

The leader of the church will perform clerical spells for a price. The following chart is a suggestion as to the spells available, frequency, and price. Note that spells are cumulative, i.e. a Vicar will also offer level-1 spells such as Cure Light Wounds.

Click to enlarge.

EXAMPLE:

The town of Fresh Water has a small cobblestone temple to St. Katharine, overseen by the Vicar, Edmond. A party of adventurers donates 12,000gp to the church. The referee rolls 2d4 and finds that it will take 4 months for a new leader to be attracted. In the meantime, the temple to St. Katharine installs stained glass windows and purchases an organ, worth a total of 6,000gp. After 4 months, the Curate Theodore arrives in Fresh Water to preach at the newly renovated Church of St. Katharine. He has with him a retinue of 12 men, one of whom is an acolyte, and three Holy Pages (cleric scrolls). The referee checks to see if Theodore has brought a holy artefact with him, but finds that he does not. The referee checks to see if the Church of St. Katharine attracts a holy artefact this year, and also finds that it does not.

After a few more months of adventuring, the players have donated an additional 25,000gp to the Church of St. Katharine, and the referee again rolls 2d4 and finds that an Elder will come to the Church in a mere 2 months! When the Elder Dominicus arrives, masons are hard at work adding an entire new wing to what has now come to be known as the Basilica of Holy Katharine. Dominicus brings with him an additional six scrolls and a retinue of 50 men, 5 of whom are acolytes. Dominicus is a powerful cleric and can not only Bless and Cure Light Wounds as can Edmond and Theodore, but also Cure Diseases and Remove Curses, although he will only perform these services monthly, and for a hefty fee of 10,000gp per cast. Again, the referee determines that Dominicus has not brought an artefact with him; however, the referee does determine that the Basilica of St. Katharine does attract an artefact this year. He rolls a d12 and finds that it will come in 5 months and notes as such on his calendar. Five months later, an epopt arrives bearing a +1 mace (+3 against undead) in a jeweled case - the legendary mace of Roche, thought to be lost in a crusade 200 years ago.

No comments:

Post a Comment

A Treatise on Traps

 This post is available in video form on my YouTube channel (opens in a new window).       Click to enlarge     Here is a simple 3d6 table t...