Difference between revisions of "Shrine"

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[[File:Shrine.jpg|right|560px|thumb]]
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'''Shrines''' are revered, sacred spaces dedicated to figures like [[Gods (sage study)|deities]], [[Demi-gods (sage study)|demi-gods]], ancestors, [[Heroism (sage study)|heroes]], [[Martyrdom (sage ability)|martyrs]], [[Sainthood (sage ability)|saints]] or other respected entities, serving as focal points for veneration and [[Religion|worship]].  
 
'''Shrines''' are revered, sacred spaces dedicated to figures like [[Gods (sage study)|deities]], [[Demi-gods (sage study)|demi-gods]], ancestors, [[Heroism (sage study)|heroes]], [[Martyrdom (sage ability)|martyrs]], [[Sainthood (sage ability)|saints]] or other respected entities, serving as focal points for veneration and [[Religion|worship]].  
 
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While shrines can take various forms, they primarily manifest in two types: "isolated" shrines, often found in natural settings and believed to hold significant power, and "wayside" shrines, situated along roadsides or within local neighborhoods. [[High Temple|High temples]] and [[Cathedral|cathedrals]] often incorporate areas within the church structure, called "stations," that act as a third kind of shrine.
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While shrines can take various forms, they primarily manifest in two types: "secluded" shrines, often found in natural settings and believed to hold significant power, and "wayside" shrines, situated along roadsides or within local neighborhoods. [[High Temple|High temples]] and [[Cathedral|cathedrals]] often incorporate areas within the church structure, called "stations," that act as a third kind of shrine.
  
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Most shrines lean towards [[Cleric (class)|clerical]] traditions, but there are those distinctly rooted in druidic practices. [[Ranger (class)|Rangers]] often frequent [[Druid (class)|druidic]] shrines, while [[Paladin (class)|paladins]] typically seek out those of clerical lineage.
  
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== Presence ==
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In Europe, the prominence of shrines began to wane in the 14th century, though this historical trend is ignored for the sake of the game world.
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Here, gods are real, and the acts of praying and making sacrifices at shrines produce visible outcomes. As a result, the significance of shrines has endured into the 17th century, and they remain ubiquitous.  The same is true in nearly all the rest of the world, particularly the Orient, where shrines may be built in the yards of common landholders.
  
While the importance of shrines began to fall out of favour in Europe in the 14th century, this cannot represent matters in the game world.  Because gods actually exist, and because the practice of praying and sacrificing to a shrine has tangible effects, shrines have maintained their importance into the 17th century and continue to exist everywhere.
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The responsibility lies with the dungeon master to determine the nature and locations of these shrines in the game world.  It's advantageous if some are closely associated with the character's affiliation.  Such places then resonate as anchors for the player's relationship with the game world, guiding players to establish roots or make plans to return frequently.
  
The majority of shrines are [[Cleric (class)|clerical]], but some are specifically [[Druid (class)|druidical]].  [[Ranger (class)|Rangers]] may take advantage of druidical shrines, while [[Paladin (class)|paladins]] may take advantage of those with a clerical origin.
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== Secluded Shrines ==
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Shrines nestled in natural environments are quite rare.  These have a unique ability to amplify the faith and potency of clerical magic. Devotees whose beliefs align with a particular shrine experience enhanced power when casting spells near itAfter dedicating 15 minutes to prayer at a given shrine, a cleric may find that they're able to cast at 1 or 2 [[Experience Level|experience levels]] higher than normal, when within 60 ft. of that shrine.  This empowerment doesn't grant access to new spells; but it does make a spell more effective.
  
== Isolated Shrines ==
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This is especially valuable for divination spells, or when a cleric seeks a haven to escape from foes.  The inherent sanctity of these isolated holy shrines makes them invaluableOnce discovered, though often hard to reach, a cleric may repeatedly visit these places to harness the profound energy they bestow.
Shrines that are [[Find Sacred Place (sage ability)|found within natural surroundings]] possess an unusual capacity to strengthen the faith and practical strength of clerical magic.  Those whose beliefs conform with the shrine gain two [[Experience Level|experience levels]] when casting magic within 60 ft. of the shrine's presence, after a 15 minute period of prayer.  The shrine confers no new spells upon the cleric; only those spells the cleric was already able to cast are affected.
 
 
 
Therefore, with regards to spells of divination, or should a cleric seek sanctuary from enemies, especially holy isolated shrines serve a great purposeThey can be difficult to locate, and difficult to reach ... but once known, a cleric can return again and again to the place to advantage the great power offered there.
 
  
 
== Wayside Shrines ==
 
== Wayside Shrines ==
These are easily found and well known to locals, who are happy to provide directions. Taking the shape of decorated poles or pillars, high crosses, altars sheltered by a small roof, cairns, runestones, small fenced-in yards surrounding a gravesite or icon, these shrines may even be tiny houses with doors and room enough for one personDifferent forms take precedence in their own part of the world, and according to their faith.
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Wayside shrines are familiar sights for locals, who often know their locations by heart and are eager to share directions with seekers. These shrines can manifest as adorned poles or pillars, towering crosses, altar niches with petite roofs, cairns, engraved runestones, fenced-off gravesites or even diminutive chapels just spacious enough for a solitary individualEach form is prevalent in specific regions and resonates with the corresponding local beliefs.
  
Anyone whose belief conforms to a wayside shrine, cleric or lay person, may benefit from the shrine's influenceAny community larger than a [[Hamlet|hamlet]] with two [[Hammer (symbol)|hammers]] will have such a shrineThe individual need only say a brief prayer, requiring no more time than a [[Combat Round|combat round]], to gain a practical benefit from the shrine.
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Regardless of one's importance within his or her faith, those whose convictions align with a wayward shrine can harness its benefitsThese shrines are commonplace in any [[Settlements|settlement]] larger than a [[Hamlet|hamlet]], marked with two [[Hammer (symbol)|hammers]].  To tap into the shrine's power, a brief prayer, lasting roughly the span of a [[Combat Round|combat round]], is all that's needed.
  
This effect is to grant a +2% bonus to the character's experience gained within the next 48 hours, as well as a one-time +1 bonus that can be assigned to any roll during that 48-hour period.  Thus the player can choose to apply the bonus to a [[Saving Throws|saving throw]], an [[Roll to Hit|attack roll]], the amount of [[Damage (hit points)|damage]] done, an [[Ability Checks|ability check]] and so onThis benefit is lost once it's used, but can be restored by returning to the shrine and repeating the appropriate prayer.
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By doing so, the devotee receives a 2% boost for any [[Experience (X.P.)|experience]] accrued over the subsequent 48 hours.  Additionally, the petitioner is granted as a one-time +1 bonus, which may be applied to any single roll during this time frame, be it a [[Saving Throws|saving throw]], [[Roll to Hit|attack]], [[Damage (hit points)|damage]] calculation, [[Ability Checks|ability check]] or other dice roll, of the player's choiceOnce this boon is used, it cannot be reacquired the same day; but the next, or any time thereafter, the character may again revisit the shrine and enjoy its benefits.
  
== Reverence ==
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=== Stations ===
[[Religion|Religious leaders]] tend to respect the shrines of other gods and persons, as open [[Desecration|desecration]] threatens the local peaceThat said, periods of religious war do occur in which iconoclasm against shrines is committed on a wide scaleSuch times are difficult for every person, as the destruction of these shrines tends to increase the general bad luck experienced by the populace, as we might suppose.
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These function similarly to wayside shrines, except that they provide two +1 bonuses and a 3% boost to experienceHowever, one must be a member of the congregation, or given, for some other reason, preferential treatment to access a stationIt cannot be obtained by an individual just passing by.
  
It's up to the DM to decide what sort of shrines occur whereIt's beneficial to occasionally locate shrines that specifically connect with the player character's chosen religion, as a touchpoint for determining where a player might settle.
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== Reverence and Desecration ==
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Respect for religious sanctity is a prevailing norm amongst spiritual leaders, who not only honour these shrines of their own religion, but fear to desecrate the shrines of others.  It does happen, but desecrating such holy sites can jeopardize local harmony and peace.  Many turbulent periods of violence and war originated with the iconoclasm of shrines.  In such times, a collective misfortune seems to subvert the shrines themselves, so that they fail to give support to those who might otherwise expect it.  It's as if the desecration of any one shrine threatens to end all.
  
  
 
See also,<br>
 
See also,<br>
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[[Find Sacred Place (sage ability)]]<br>
 
[[Invest Shrine (sage ability)]]<br>
 
[[Invest Shrine (sage ability)]]<br>
 
[[The Adventure]]
 
[[The Adventure]]
  
[[Category: Facilities]]
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[[Category: Facilities]][[Category: Reviewed]]

Latest revision as of 23:10, 24 February 2024

Shrine b.jpg

Shrines are revered, sacred spaces dedicated to figures like deities, demi-gods, ancestors, heroes, martyrs, saints or other respected entities, serving as focal points for veneration and worship.

While shrines can take various forms, they primarily manifest in two types: "secluded" shrines, often found in natural settings and believed to hold significant power, and "wayside" shrines, situated along roadsides or within local neighborhoods. High temples and cathedrals often incorporate areas within the church structure, called "stations," that act as a third kind of shrine.

Most shrines lean towards clerical traditions, but there are those distinctly rooted in druidic practices. Rangers often frequent druidic shrines, while paladins typically seek out those of clerical lineage.

Presence

In Europe, the prominence of shrines began to wane in the 14th century, though this historical trend is ignored for the sake of the game world. Here, gods are real, and the acts of praying and making sacrifices at shrines produce visible outcomes. As a result, the significance of shrines has endured into the 17th century, and they remain ubiquitous. The same is true in nearly all the rest of the world, particularly the Orient, where shrines may be built in the yards of common landholders.

The responsibility lies with the dungeon master to determine the nature and locations of these shrines in the game world. It's advantageous if some are closely associated with the character's affiliation. Such places then resonate as anchors for the player's relationship with the game world, guiding players to establish roots or make plans to return frequently.

Secluded Shrines

Shrines nestled in natural environments are quite rare. These have a unique ability to amplify the faith and potency of clerical magic. Devotees whose beliefs align with a particular shrine experience enhanced power when casting spells near it. After dedicating 15 minutes to prayer at a given shrine, a cleric may find that they're able to cast at 1 or 2 experience levels higher than normal, when within 60 ft. of that shrine. This empowerment doesn't grant access to new spells; but it does make a spell more effective.

This is especially valuable for divination spells, or when a cleric seeks a haven to escape from foes. The inherent sanctity of these isolated holy shrines makes them invaluable. Once discovered, though often hard to reach, a cleric may repeatedly visit these places to harness the profound energy they bestow.

Wayside Shrines

Wayside shrines are familiar sights for locals, who often know their locations by heart and are eager to share directions with seekers. These shrines can manifest as adorned poles or pillars, towering crosses, altar niches with petite roofs, cairns, engraved runestones, fenced-off gravesites or even diminutive chapels just spacious enough for a solitary individual. Each form is prevalent in specific regions and resonates with the corresponding local beliefs.

Regardless of one's importance within his or her faith, those whose convictions align with a wayward shrine can harness its benefits. These shrines are commonplace in any settlement larger than a hamlet, marked with two hammers. To tap into the shrine's power, a brief prayer, lasting roughly the span of a combat round, is all that's needed.

By doing so, the devotee receives a 2% boost for any experience accrued over the subsequent 48 hours. Additionally, the petitioner is granted as a one-time +1 bonus, which may be applied to any single roll during this time frame, be it a saving throw, attack, damage calculation, ability check or other dice roll, of the player's choice. Once this boon is used, it cannot be reacquired the same day; but the next, or any time thereafter, the character may again revisit the shrine and enjoy its benefits.

Stations

These function similarly to wayside shrines, except that they provide two +1 bonuses and a 3% boost to experience. However, one must be a member of the congregation, or given, for some other reason, preferential treatment to access a station. It cannot be obtained by an individual just passing by.

Reverence and Desecration

Respect for religious sanctity is a prevailing norm amongst spiritual leaders, who not only honour these shrines of their own religion, but fear to desecrate the shrines of others. It does happen, but desecrating such holy sites can jeopardize local harmony and peace. Many turbulent periods of violence and war originated with the iconoclasm of shrines. In such times, a collective misfortune seems to subvert the shrines themselves, so that they fail to give support to those who might otherwise expect it. It's as if the desecration of any one shrine threatens to end all.


See also,
Find Sacred Place (sage ability)
Invest Shrine (sage ability)
The Adventure