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In the city my party is operating out of, the party's cleric has become the most powerful priest in his church and, by the time they get back to the city again, the most powerful cleric in the city!

Now I'd like to do something neat for this player to let him know that he's the top dog. I want to avoid something as easy and trivial as "Oh, High Priest we need you to cast X for we cannot".

The city they are in is a trading hub and it grew up around a wizard's tower (which has grown into an academy). The city's attitude is pretty open to other religions and races, so long as you're not causing trouble.

I've considered having the cleric mediate an argument between rival churches/organizations, getting pulled into local politics ... somehow, or have him oversee some sort religious ceremony. However, beyond just these basic ideas I haven't been able find something that strikes me as appropriate. The cleric is a cleric of Fharlanghn if that helps.

So help me my fellow players, what could I do to give the cleric some time in the spot light?
 

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The ppl want to build a church to Fharlanghn in order to keep the high level cleric in their city. They talk to him with utmost respect, maybe even find an obscure fact about Fharlanghn and make a festival for it? "Today we celebrate the day Fharlanghn ....blah blah... Player_Name, our fellow citizen and great hero, will read some prayers and talk to us about Fharlanghn now". Maybe even offer him a house?

Being a cleric of Fharlanghn complicates the things, because they are supposed to travel. But being offered all that is enough spotlight, even if he won't accept anything at the end :P
 

Design a magical Holy Symbol that can be used only by the highest level cleric in the city - it might grant +2 to Turn Checks or a couple bonus spells, or some other feature appropriate for a Cleric of Fharlanghn.
When the city's High Cleric is suddenly shunned by the deity blessed symbol (undead attack, very sick/cursed High Wizard, etc), the search is on for the next successor - your cleric.
Shrouded by divine magic, Fharlanghn himself (who makes his home on Oerth and often travels about) comes into town on a wagon to watch how his priests handle the situation. He shields the entire city from scrying magics, so only physical means of finding out the highest level cleric will work, which means...

CLERIC TOURNAMENT

Design a course of appropriate challenges, the last of which can only be finished by your cleric (don't let him know that, of course!). Maybe he has to cast Miracle at the end, and Fharlanghn suddenly glows with divine light to grant it - in person - in front of everyone.

Your Cleric wins, he gains possession of the Blessed Holy Symbol, and Fharlanghn grants him a minor boon (+2 Divine to a stat, additional hit points, a permanent bonus spell slot of a high level, or some other such bonus you see fit).

I'm sure your Cleric will feel that he has been in the spotlight.
 

How about the appearance of an avatar of the god himself? Dieites and Demigods states, in part, "Fharlanghn makes little use of avatars, preferring to wonder the world himself, though he occasionally sends an avatar to assist a traveller in need or accompany a great explorer beginning an epic journey."
Have him be greeted and praised for the work he's already done, and then grant him the beginning of an epic quest of some kind.

Nothing grants a Cleric spotlight like a visit from his or her deity.
 

In the city my party is operating out of, the party's cleric has become the most powerful priest in his church and, by the time they get back to the city again, the most powerful cleric in the city!

I've considered having the cleric mediate an argument between rival churches/organizations, getting pulled into local politics ... somehow, or have him oversee some sort religious ceremony. However, beyond just these basic ideas I haven't been able find something that strikes me as appropriate. The cleric is a cleric of Fharlanghn if that helps.

So help me my fellow players, what could I do to give the cleric some time in the spot light?

The Local Stage:

You are The Man of the Church. You are the mirror that reflects what goes on in the Church and there will be those who wish to brighten, or darken, or shatter the view of the Church. Your first month is establishing a staff, cleaning out anything you may find, learning of the local level's machinations beyond your previous knowledge, developing ties to associated Churches... And then getting yourself into a spot where you're not having to deal with this. The Pope was a major political player throughout history, but you are the holder of a Sovereign state of worshippers of varying degrees across the entire world.

Just because you are the most powerful Cleric in the city doesn't mean there are not Churches that are stronger. Fhar's worshippers are journeyers, folk that take to the roads and ride the horizons. You hold a pretty decent sway over caravaners, sailors, scouts, teamsters, and anyone ready to make a great journey. Expect a lot of blessings of ships, carts, and feet to be placed before you... Delegation is key, but you should make a tour of goodwill.

The Nation Stage:

There are probably more important individuals within the Church hierarchy that will come for you over the period. If you have a Cathedral (which is odd, most of Fhar's Churches are small chaplet affairs for blessings) expect there to be a large amount of people coming over the next few months. Wandering priests and laity of the Church, sworn defenders of the Caravans, etc. will seek you out. There is a very, very good possibility that one of the people who comes to give a report is Fhar Himself, though you may also find that, if it is Spring, a fair-haired wanderer will come to see this great man of its lover's people


The World/Planar Stage:

The biggest thing is that just because you are the highest Priest in the Church... You're not the most powerful priest by guarantee. There's a great concept that I remember laughing about on the radio of the Great Brief presidents, dictators, kings and elders receive upon their entry into the world. Essentially the true power behind the group sits down, explains "Yes, we need you... Here's all the things you need to know..."

And that's why great leaders go grey within a couple of years of assuming the head :).

You may be taken to Journey's End, the great comeritous oasis retreat of the Wanderer. Fhar basically has a Fiddler's Green as his demense, and it is a nice place to converse and enjoy the simple pleasures of the Wanderer.

The emissaries of Celestian, Lydia, Olidimmara, etc. may come with gifts and warnings. The Wanderer's retinue and allies fight a lot of different things, and Fhar himself is at war with the Cagewrights (dependent on the outcome of Shackled City if it was run), along with any who seek to remove freedom for their laity. There are always secret fights in the depths of any clergy... Perhaps some Wanderers exist only to protect from those things from Beyond the Horizon.

Oh, and Fhar's gameboard is planar. You're one of many 'great clerics', a thousand thousand possible leaders in a religion that expands across the planes. You could be caught up in international, interplanar, and intrachurch conflicts.

The Problems/Benefits of Being Pope:

You're basically the Pope of Fhar for this plane. You have plenty of problems... but the perks are solid. You have a Church that, while not horribly ornate, has a thousand hidden roads to walk and knowledge all over the world. Your trusted clergy number in the thousands throughout hundreds of cities in the plane, and they know ALOT of things.

____

That's basic. All the rest depends on how Fhar is used in your campaign... But that's the basics of how I see the job of rising up to the top spot would come out for him :).

Slainte,

-Loonook.
 

Maybe a request, a short dungeon, a few floors, which has been sealed beneath the wizards tower.

The wizards made a mistake forming a pact with some demons, and now request the churches number one to help them clear it.

The reward gives chances for all players to do something fun, gives a bit of spice to your city, and the reward for sending away the apropriate level demon (Or devil) at the bottom could lead to all the players gaining one or two nifty arcane/divine/artifact items.

_____
[MENTION=1861]Loonook[/MENTION] sorry I cant exp you, but that whole post was a really good explanation in very simple brief words about how church hierarchy in D&D and how to apply it; never thought of it quite like that before, thanks
 

Loonook sorry I cant exp you, but that whole post was a really good explanation in very simple brief words about how church hierarchy in D&D and how to apply it; never thought of it quite like that before, thanks

It is what I do :). I do like your idea with the Wizard and a bad pact... As a Wandering Deity whose followers become Crossroads Ghosts it wouldn't be a stretch that there may be Crossroads Demons running about offering deals to those who are about...

Crossroads-Demon-demons-of-supernatural-5488913-200-200.jpg


And Fhar also always had a feeling of Papa Legba to me anyways. As a lwa Legba would offer knowledge at the Crossroads, and a lot of his followers were said to be upset by the concept of a Crossroads dealer... Could be the same with Fhar's clergy protecting the Crossroads from such things.

Slainte,

-Loonook.
 

The Problems/Benefits of Being Pope:

You're basically the Pope of Fhar for this plane. You have plenty of problems... but the perks are solid. You have a Church that, while not horribly ornate, has a thousand hidden roads to walk and knowledge all over the world. Your trusted clergy number in the thousands throughout hundreds of cities in the plane, and they know ALOT of things.

Also, you get a fantastic hat.
 


Power is an attitude, not a bunch of loot or money. A powerful person expects to be listened to, catered to, and obeyed. A powerful cleric is not going to wait around for things to happen, he's going to make them happen.
 

Into the Woods

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