Religious Developments.

This section covers two different Role Playing options.   The first recognises that some PCs, as they get to higher levels,  will want  some sort of shrine in their house, and it reflects the trend of medieval strongholds to have a small chapel as part of their structure.  However, some characters are priests (or primarily priests) and might want to build themselves a Monastery as the core of their holdings.

Packages

Packages are prepared groups of rooms, that cover all the bases for you.  You just need to spend the Credits and you get them.  Packages are made up of rooms, which are all listed separately on the Rooms page.  You can build and upgrade using rooms if you want to.  Note that any descriptions given below are advisory, you can re-flavour any description to suit your own RP vision - within the spirit of the package.  (ie a shrine can’t suddenly look like a cathedral).

Every development in this section, counts as a permanent shrine/altar when using Consecrate or similar spells.

Shrines

Shrines are the first couple of rungs on the ladder of religious development, they can be added as part of any building, or be a standalone place of worship.  Shrines are expensive, when compared to other rooms, because they are lavishly decorated with pictures and items representative of the deity.  This might mean: carved wall panels; murals; pictures; stained-glass windows; statues; commemorative plaques - just about anything that celebrates or espouses the deity.

Shrine -  Cost 5 Credits - A small room (10x10) decorated with images and statuary suitable for the deity revered, along with a bedroom and office for an Acolyte (Adept-1) to maintain and manage the shrine.  Shrines are for personal prayer and contemplation, rather than for group worship, although they may be used in small groups of two or three.  The Acolyte uses the office as a work room and may be used to scribe scrolls and may be able to act as a secretary for you.

Large Shrine - Cost 10 Credits - Twice the size of a standard shrine, this large room (15x15) now holds a few seats or pews for the congregation, and is managed by a Senior Acolyte (Adept-2). A large shrine can hold about a dozen people at a time, and the Acolyte is might lead prayer meetings or read from the scriptures, but they cannot conduct any formal services (except in an emergency).  The large shrine comes with a larger bedroom for the Senior Acolyte and a library (rather than an office).

Chapels

Chapels are a step up from shrines, they have a small altar and are managed by a Chaplain, who can conduct minor religious services.  The smaller chapels might be incorporated into the fabric of a building, although they are most commonly used as part of religious community buildings, such as Monasteries, Abbeys, Minsters and Cathedrals.

Note:  These standard descriptions can be changed to suit your deity -  so long as you stay within the spirit of the rules.

A Small Chapel - cost 20 Credits - consists of a Large Shrine and an Altar (20x20) It two bedrooms (Chaplain & Acolyte), a library and an office (which acts as a vestry).  It has a lectern for readings and lessons, and seating for six clerics near the altar.  There are pews for up to 16 worshippers.

A Chapel  - cost 25 Credits - incorporates consists of a Shrine, Large Shrine and Altar (20x25).  It three bedrooms (Chaplain & 2xAcolyte), a library and an office (which acts as a vestry).  It has a lectern for readings and lessons, and seating for six clerics near the altar.  There are pews for up to 24 worshippers.

A Large Chapel - cost 30 Credits -  consists of two Large Shrines and an Altar (20x30), It three bedrooms (Chaplain, Snr Acolyte & Acolyte), a comprehensive library and an office (which acts as a vestry).  It has a lectern for readings and lessons, and seating for six clerics near the altar.  There are pews for up to 32 worshippers.

The Chaplain (Adept-3) is permitted to carry out simple naming, marriage and funeral ceremonies, as well as prayer meetings and general services.

Religious Communities.

Ready made homes for Divine casters -  start at the bottom and upgrade!

Religious Communities represent a group of religious people living together.  They might be priests, monks, nuns, or laity and will all be at different levels of accomplishment.  The communities listed below are intended as homes for PCs who are Divine Casters as their primary class. There is always one room (or apartment) that has better furnishings than the rest of the holding, and the owner can always all extra furnishings to make their apartment more luxurious.  Larger holdings normally have some sort of vocational work associated with them, which can be configured to suit the deities interests and portfolio.  There is a list of vocational upgrades at the end of this section -  BUT you can come up with something completely different, if you want (so long as it is at an equivalent level).

Not all members of your community are priests (Adepts) most will be commoners, although there could be a few experts or warriors as well. Experts and Warriors are most closely associated with the vocational areas.  Commoners, Experts and Warriors sit in the pews set in the body of the chapel, seats close to the Altar are reserved for priests (Divine casters).

A Holy House - Cost 20 credits -  consists of a large shrine with accommodation for about 6 people.  It is primarily about living a ‘Holy Life’, although I might be used as a Chantry House, a Memorial House, or for any other small (purely religious) function.

A Monastery - Cost 35 Credits - consists of a small Chapel, with accommodation for about people.  While living the ‘Holy Life’ is important, residents at a monastery also have a vocation area (5cr) to help celebrate their deity.  It might be brewing (Cayden), Smithing (Torag), research and education  (Irori) - or just about anything else that suits your deity.

A Priory - Cost 55 Credits - is the big step-up.  It has a chapel and accommodation for about twenty people.  The vocational workspace doubles (10cr) and could double the facility for one vocation, or two smaller areas for different vocations.  Whatever suits your deity.

An Abbey - Cost 80 credits - is pretty much top of the line for Religious Communities.  It has a large chapel, accommodation for twenty-five (or so) people and an expanded vocational area (15cr) - and a comfortable apartment for the PC who owns it.   From here on in, it is free form upgrades, using packages, rooms or enhancements as you see fit.  There is no reason why you can’t develop a palatial abbey suitable for a noble of the highest order.



Vocational Developments

Even religious communities have to make a living somehow - choose something that suits your faith.  The lists below are common examples, but feel free to come up with something mre appropriate.

Vocational DevelopmentsCostbedLivingStorageWork shopLibraryMagic Workshop Cost-3otherNotes
0
Craft Workshop51 11 Brewery, Forge, etc
Hospital Ward54 Nursing, healing
Magic Workshop5 11 Any
Research Facility51 1 Irori?
School51 ClassroomIrori?
Graveyard51 GraveyardPharasma?
House Guards53 Guard PostIomedae?
Basic Fortification106 Guard Post & ArmoryIomedae?




Church Hierarchy

This is a system that I use occasionally -  the system in your house / church / faith could be completely different.  I don’t use these religious titles in the same way as the Christian churches - although church use of these ranks has changed over the years, and there are broad similarities.  NOTE:  This mainly applies to NPCs - although there are some elements that I use for PCs as well.  Druids follow the same sort of pattern, although they may well have different ranks and positions.

It is a Fluff / RP thing as much as anything and does not suit every faith -  be inventive and come up with something different that suits your faith.

Acolytes  -  Acolytes are a cross between apprentices and junior clergy who Assist in services, but aren’t allowed to manage them.  NPC acolytes are L1 or L2 Adepts who have Knowledge (Religion) of 5 or 6.  They can look after shrines and lead prayer meetings, but they aren’t allowed to tun formal services or ceremonies, except in emergencies.

Minor Orders - Chaplains or Canons are adepts who can’t cast consecrate, but have Knowledge (Religion) +10, and they understand their faith well.  They can hold minor services, simple naming ceremonies, acceptance into the faith, weddings and funerals.  Technically,  the outcomes of Minor ceremonies should be confirmed by a priest in  Higher Orders, at some point, but most rural areas get along fine without that. Chaplains tend to serve in a private capacity, while canons serve in religious houses.  (There are differences between the two, if you use my Adept Archetypes).

Major Orders - For most faiths, a priest is considered to have attained the major  order as soon as they can cast the Consecrate spell, and services and ceremonies can be ‘upgraded’ to the full version.  What does that mean?  For me, it adds formality and the outcomes never need confirming by anyone else.  (Note:  If you use RAW Adepts they will never achieve Major Order status, if you use my Archetypes, Adepts can attain Major Order Status at Level 5)

Bishops - Bishops need to be able to cast the Hallow spell, which effectively limits it to Clerics and Druids (L7), Oracles (L8) and Inquisitors (L9).