Difference between revisions of "Shrine"
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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: "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. | + | 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. Rangers often frequent druidic shrines, while paladins typically seek out those of clerical lineage. | ||
== Presence == | == Presence == |
Revision as of 20:18, 17 October 2023
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.
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
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 person. Different forms take precedence in their own part of the world, and according to their faith.
Anyone whose belief conforms to a wayside shrine, cleric or lay person, may benefit from the shrine's influence. Any community larger than a hamlet with two hammers will have such a shrine. The individual need only say a brief prayer, requiring no more time than a combat round, to gain a practical benefit from the shrine.
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 throw, an attack roll, the amount of damage done, an ability check and so on. This benefit is lost once it's used, but can be restored by returning to the shrine and repeating the appropriate prayer.
Reverence
Religious leaders tend to respect the shrines of other gods and persons, as open desecration threatens the local peace. That said, periods of religious war do occur in which iconoclasm against shrines is committed on a wide scale. Such 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.
It's up to the DM to decide what sort of shrines occur where. It'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.
See also,
Invest Shrine (sage ability)
The Adventure