Shrine

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Shrine with the relics of Princess Yevfrosinya of Suzdal.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: "isolated" 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.

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.


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.

The majority of shrines are clerical, but some are specifically druidical. Rangers may take advantage of druidical shrines, while paladins may take advantage of those with a clerical origin.

Isolated Shrines

Shrines that are 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 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 purpose. They 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

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