Seven Principles of Dynamic Temples

SHARK

First Post
Seven Principles of Dynamic Temples!

Greetings!

Temples are very important in most any campaign. However, their importance and significance is often overlooked by DM's and players alike. Oftentimes in many campaigns, temples seem to fall into merely a routine, bland *Healing Station*--where the players routinely go when they need to be healed or cured of some ailment; they pay whatever gold they need to pay, smile and thank the generic robed and smiling priest or priestess--and they move on. The silliouette of the temple fades quickly into the background as the player characters mount up and ride off.

I suppose that's ok, at least sometimes. I admit--there have been times where I have caught myself seeing the party treat temples like that in my own campaigns, and I have moved through the routine exchange with hardly a blink. *I* have sometimes fallen back on treating temples as such generic, bland little boxes that it hardly seems surprising that player characters would do the same thing.

However--I have also made efforts to make temples something more, something dynamic and interesting in the campaign. In my best efforts, I am happy to say that the temples have transformed the local campaign milieu in many interesting, and dynamic ways; not just for the player characters--as important as they are--but also in important and interesting ways for various NPC's to interact with, which in turn makes them more dynamic and interesting, through leading and experiencing more richer lives, through experience of the temple. That, in turn, has a ripple-effect on the player characters, as they become involved with characters involved or inspired by the dynamic temple, and the player characters see the temple as something more interesting, intriguing, and enjoyable than they previously imagined.

That's where the best payoff is, as the DM. The dynamic temple takes on a sort of life of its own, and has interesting, and ongoing effects and importance to everyone around it--whether they are player characters, or NPC's.

In history, the ancient Greek Temple at Delphi--was very important to the entire Mediterranean World. The Temple of Delphi had the famous Oracle of Delphi, where people from around the world came to consult. They of course had to make a long, difficult pilgrimage, and had to pay the priests as Delphi to consult the Oracle there. Once payment was made, the Oracle would speak to them on the matter they consulted her with. Kings, generals, merchants, common people--people from all and every walk of life came to consult the Oracle at Delphi.

Famous Greek temples along the Anatolian coast were famous, and wealthy, for entire *centuries*. Various Pagan temples throughout the Mediterranean World provided gloriously many wondrous benefits and gifts to multitudes of people, also for centuries--What caused this great fame? I thought about my knowledge of the ancient and medieval worlds, and wrote a few things down as I thought about temples in the campaign. Why were pagan temples in Antiquity so dynamic? Occasionally, some monasteries during the Middle Ages also created some sense of dynamism, though not nearly on the same scale as the pagan temples had during the ages of Antiquity. I came up with seven main principles, as noted below, for what made temples in the ancient world so dynamic;

Seven Principles of Dynamic Temples

(1) Majestic Architecture and Beautiful Art: The beauty and majesty of their architecture and art was stunning, even in ancient times, and it was always a place to see, and be seen. People from all over took great pride in their people's skill and devotion, as well as the divine blessing and inspiration to the artists and craftsmen to make such a majestic temple to begin with. Some techniques were pioneered in the creation and inspiration for just *one* such great temple. Hundreds--even thousands--of highly talented craftsmen, smiths, sculptors, artists, engineers, architects--all worked together for *years*--sometimes even *decades* to create just one, unique, majestic, special temple in honor of some particular god or goddess. Indeed, in several different unique temples, whole breakthroughs in engineering, architecture and artistic styles were made because of the work done in the process of solving engineering, architectural, and artistic problems and challenges during the particular project to make the temple a reality.

(2) Wisdom and Skills: The wisdom and skills that the priests and priestesses possessed served the local communities well--in addition to traveling visitors and pilgrims from distant, foreign lands. The priests and priestesses were often talented as oracles, advisors, counselors, physicians, exorcists, alchemists, mathematicians, scholars, philosophers, midwives--among many other important skills, and functions.

(3) Social, Academic, Artistic Sponsorship: Temples in the ancient and medieval world also acted as sources of help for people in need--whether they were starving and needed medical attention, or counseling, social help, solving disputes, etc, the priests and priestesses often provided a large range of social and economic help along these lines. Temples often sponsored particular scholars, lawyers, inventors, craftsmen, or artists, with both resources to work on and compete projects, but also social and educational sponsorship, sending them and paying for them to receive additional academic and professional training.

(4) Special Mystical Properties: Some temples in the ancient world--as well as the medieval world--were also famous for having trees, pools, waters, etc. that were mystically important. They were more than mystically important, however, for they were also practically important, in that it was believed that such locations and resources increased healing, aided people in all kinds of soothing pleasure and help from ailments, as well as providing blessings in social relationships, finding true love, visions, allowing their children to be successfully born and to survive, foretelling the future, and so on.

(5) Spiritual Relationship: The importance of the spiritual relationship between the individual person, the family, the society, and the gods was relatively meaningful and always significant to the majority of people within the society. Prayer and mediation, sacrifice, various rituals, and having priests and priestesses cast various spells to help people were always important and meaningful to most people throughout society.

(6) Providing Space and Freedom: The ancient Pagan temples of Greece and the Mediterranean World, especially famous with temples in Alexandria, Egypt, as well as around the Mediteranean, were famous for providing space and freedom--space to live without being judged, or forced to conform; and freedom to think, feel, and be different--to imagine anything and everything in different ways. These temples often served as focus points and clearing houses of freedom and ideas, as scholars, philosophers, and thinkers from all walks of life, from different religions and philosophies and races all came and gathered together to live, and discuss, and think, and be. Much of this kind of open-mindedness, tolerance and respect would be lost for over a thousand years with the rise and dominance of Christianity.

(7) Professional Sponsorship: Many temples in the ancient and medieval worlds also sponsored specialist craftsmen, and markets, selling religious and ritual items, as well as working on products not only for the sale and use of the temple itself, but also to visiting worshippers and traveling merchants. There were some ritual items that could only be found by visiting certain merchants that worked from shops within the walls or compound of a ancient temple or medieval monastery. Certain specialised artists and craftsmen lived and worked from workshops within the temple or monastery, and people would travel for days, sometimes weeks or even months, to reach such a temple or monastery that had such specialist craftsmen and merchants.

Thusly inspired, I embraced some new ideas--from the ancient world--to make my own temples in the campaign more interesting, dynamic, and important--to both player characters, and NPC's alike.


Semper Fidelis,

SHARK
 

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Good reads from you lately SHARK.

It's important to note here that the temples you speak of are much grander than the typical local parish. Your average small town probably won't have one of the scope your post describes. However, any city should have at least one noteworthy temple.

I think I'll save this thread for later perusal. Always nice to have this kind of inspiration on-hand.
 

Greetings!

Here is an example of a relatively modest temple that is located in a small, but prosperous border town in a frontier province of a large empire. The temple is gradually growing in wealth, influence, and capabilities and resources. The environment is easily workable for any group of adventurers from level 1-12, and the temple readily becomes a much more dynamic and interesting place that involves the player characters in numerous plots, goals, friendships, romances, rivalries, exploration, and socialization and roleplaying, as well as trade and politics. The temple is much more than the typical bland "aid station" that most players virtually forget about and ignore--and many DM's often forget about as well.

Town of Khamanar

The Sarmek Mountains rise like a giant wall to the north of the town of Khamanar. The Sarmek Mountains are vast, and have snow-capped peaks shrouded in mists throughout the year. The Sarmek Mountains--and the rugged forests that cloak the mountains' lower slopes--are home to numerous monsters, from ogres and hobgoblins, to lamia, harpies, manticores and chimera. The Hassari River flows from distant, northern springs down the great mountains, through the dark forests, to the town of Khamanar. The Hassari River continues on it's journey, through the town area, and gradually turning to the south-east, before joining the huge Paraju River, which flows through the upper reaches of the Malshar Forest. The Malshar Forest is a frontier territory of the ancient Kingdom of Besharnu.

The Royal Highway marches from the ancient city of Nemsharzu many weeks journey to the west, through the Hajan Desert, and the Galshan Mountains, before finally reaching the town of Khamanar. The Royal Highway continues from Khamanar to the south, where eventually the Royal Highway reaches the gates of the Fortress of Harzak. Khamanar is a small, prosperous town on the frontier of the Royal Province of Shen-Marnesh.

Dominant Religion: The Shanari Pantheon; of the Shanari Pantheon, Asherah, Bal-Khajan, Shamash-Haddan are the most prominent patrons of the town. However, there are a few shrines to other gods that some people in the town revere, though there are only three temples in the town, all of which are to the dominant three Shanari gods. Of these three temples, the Temple to Asherah is the largest.

Culture:

The Shanari culture is the dominant culture, and comprises the largest population of humans. However, there are several other cultures and races that live with the Shanari in the town. There are some half-ogres that live in Khamanar, and recently, several dozen families of Lion-men have arrived. Many of the lion-men have warriors serving as a mercenary company to the Lord of Khamanar.

The Shanari: The Shanari are humans; The Shanari come from an ancient, highly advanced and sophisticated culture that live in huge, fortified cities, and rule over a vast, powerful empire. Shanari have dark brown eyes, often almond-shaped; Olive-Tan, Golden-Tan, White-Olive skin, and dark-brown, black, or raven-black hair. Shanari women typically wear their hair very long, usually past her shoulders, and often to her lower-back or waistline.

The Varnu: The Varnu are humans; The Varnu come from the ancient lands to the south-east; from the Kingdom of Besharnu, and beyond the Malshar Forest, where there are many kingdoms. The Varnu come from a wide variety of tribes, scattered through many regions, and belonging to different kingdoms; some tribes and kingdoms are primitive, barbaric, and live in vast jungle-forests and mountain valleys, while others are very advanced and sophisticated, and live in large, walled and fortified cities with broad trade networks, and large, powerful armies. Many Varnu traders and merchants travel beyond their tribal borders searching for new opportunities. Wandering mercenaries, adventurers, or refugees from disasters, plagues, warfare, or political turmoil often immigrate elsewhere, seeking new places to live. Some Varnu families and others have come to settle in Khamanar.

Varnu have dark brown eyes, often almond-shaped; Dark, Mahogany-brown skin,--though some have a light brown, or cinnamon-brown skin; and black hair. The Varnu women usually wear their hair long and straight, commonly growing their hair to their waistline; occasionally, they grow their hair past their waistline, to their hips, thighs, or knees in length.

The Jhangshan: The Jhangshan are humans; The Jhangshan are originally a nomadic, barbarian people that wander the great steppelands to the north, traveling, fighting, and trading amongst their own tribes, of which there are many, often competing or at war with each other. Occasionally, Jhangshan that are orphaned, or come from starving, crushed or defeated tribes wander from their tribal lands in search of new homes or opportunities, as some have come and settled in Khamanar.

Jhangshan have dark brown eyes, with an epicanthic fold/slanted; Ivory-Yellow, Golden-Yellow, Dark-Yellow skin, as well as Light-Tan, Golden-Tan, and Dark-Tan skin. Jhangshan have raven-black hair. Both males and females wear their hair long, usually past the shoulderblades, or the middle of the back. Jhangshan women usually wear their hair to their shoulderblades, or to their lower backs or waistlines.

Economy: Khamanar has developed a growing and prosperous economy from trade, especially granite, and other fine stone from the Sarmek Mountains, as well as several silver mines that have been developed. The last several years have seen a growth in trade with at least some of the Jhangshan tribes in the north, which they periodically send several caravans of merchants bringing various goods, weapons, animals, and slaves to the markets in Khamanar. The Jhangshan trade caravans usually stay in the town for 6-12 weeks, before heading back into their homelands to the north. The Hassari River is gradually opening up some new trade opportunities with the wild tribes of Varnu barbarians in the Malshar Forest, as well as a more distant, civilized town of Rhuganesh, in the Kingdom of Besharnu. To the south, the Fortress of Harzak has a powerful garrison of several thousand soldiers, most of whom spend their monthly pay entirely in the town of Khamanar.

The Goddess Asherah
Greater Goddess
Alignment: Chaotic Good
Goddess of Love, Passion, Knowledge, the Sun, Animals, and Hunting.
Domains: Knowledge, Healing, Animal, Good, Sun, and Fire

Temple of Asherah
The Temple of Asherah is the largest temple in Khamanar. Having said that, however, the temple of Asherah at Khamanar is a modest temple when compared to others in the empire. The Temple of Asherah has a white stone-walled compound surrounding a large section of land. The temple has a broad, semi-circular stairway leading from the courtyard to the front doors of the temple, as is standard for temples of Asherah. The temple has 12, 20'-ft. high marble pillars flanking each side of the temple, each side of the temple featuring a nicely-appointed outside gallery and patio, with numerous sculpted planters, hanging plants, and finely-made statues of mythical creatures, and female and male divine servants of the ancient goddess.

The front doors--12'-ft. high doors; finely-carved oak doors faced in silver and ivory, flanked by statues of great lions, and several rows of decorative planters. The front doors open up into a large, 60'-ft. domed, circular chamber. In the center of the large, circular chamber, is a beautiful statue depicting the great goddess, Asherah herself, standing at the edge of a shimmering pool. The statue is marble, and finely-carved, and beautifully painted. The statue is 18'-ft. tall. The great dome overhead also has a moveable section of slats, where a large circular opening can be made in the domed roof, allowing the sunlight to flood the chamber below during daytime--or bright, shimmering moonlight during the night or evening.

The back of the temple opens up to several beautifully-manicured gardens, with several fountains, and shaded sitting areas. There are several buildings here, from dormitories, to a school, as well as a well-stocked kitchen, storage areas, and further out, a large orphanage and boarding school. Along the distant northern wall of the temple compound, are several well-equipped worshops, and more storage and work areas, as well as a stable, a barn, and a corral. Further to the eastern part of the temple compound, are the temple's kennels, where they breed and raise a magnificent breed of large hunting dog, the Draman Breed.

The rest of the Temple of Asherah is fairly standard--they are modest, and do not have the wealth yet to afford many great art works, or other wonders. While the Temple of Asherah here in Khamanar is still of modest means, they pursue their mission of serving their community with enthusiasm, compassion, and wisdom.

The Temple of Asherah
The Temple of Asherah at Khamanar is led by a mid-level priestess, who leads a staff of several hundred additional priestesses and priests, with 100 soldiers serving as guardians of the temple. Most of the priestesses of Asherah are generally 6th level or lower, as are the soldiers defending the temple. The temple, besides having 500 priestesses and 40 priests, also has several hundred young adult and adolescent males and females serving as Initiates.

Many of the Priestesses of Asherah must serve as Temple Prostitutes, each serving the community for approximately 8 hours per day. The Priestesses have various assigned shifts, with most schedules being organized with four days of work, followed by three days off. The Temple leadership coordinates the work schedules so that at any given time, day or night--there are approximately 150 priestesses working as Temple Prostitutes.

The Temple of Asherah operates the town's largest--and only--orphanage and boarding school. The Temple of Asherah helps raise all the children born at the temple--usually there are somewhat over one hundred children born every year to the priestesses of the temple. The priestesses of Asherah also adopt any children born out in the town that are orphans, or otherwise without family members able to raise and care for them. Any, and all children that are homeless, and hungry and struggling, are welcome at the Temple of Asherah.

The Temple of Asherah operates a general school, and an Academy of Art and Philosophy. Children are educated throughout their lives in the commune-existence of the temple, and formally educated at the General School until they are adolescents, whereupon they are then enrolled in the Academy of Art and Philosophy, where they are educated for six years. Once an adolescent completes the Academy of Art and Philosophy, they serve the temple as Initiates for 4 years. The Initiates then, upon finishing the last of their education and training, either leave the temple to pursue their own interests, or they become priestesses of Asherah, priests, or Temple Guardians.

Temple Priestesses are highly skilled in many forms of art, whether it is musicianship, singing, dancing, painting, story-telling, or various performing arts. Temple Priestesses are highly educated, literate, and often fluent in several languages. Temple priestesses are also skilled public speakers, charming, friendly, gracious, and cheerful. Temple priestesses often run workshops and day-schools where other children from the community are taught to read and write, as well as basic mathematics, arts, crafts, animal lore, hunting, musicianship, and athletics.

The Temple of Asherah operates a large clinic and infirmary that serves people in need, from surgeries and operations, to various medicines, herbal remedies, and magical healing and cures. The Temple of Asherah usually has a large stock of pouches of different kinds of herbal preparations for sale; there are healing concoctions, aphrodisiacs, resistance pouches, soothing remedies, among others. The temple also makes a small selection of healing potions available for sale, as well as the occasional scroll with some useful spells inscribed into it.

The temple has a reputation for being especially effective in brewing potions, oils, creams, other juices and concoctions that aid and assist people seeking to feel exhiliration, minor healing, soothing of their spirits, increased physical energy and vigor, and overall well-being. One of their more famous products is the "Asherah's Peach"--a wondrous fruit, approximately the size of a grapefruit, that has pale pinkish/orange colored fruit, with a smooth, white skin that must be peeled. "Asherah's Peach" is a delicious fruit, that the priestesses raise in orchards on the temple grounds, where the orchards are maintained in several special gardens.

"Asherah's Peach"
Moderate addiction factor
The whole fruit must be eaten to enjoy any effect. Once fully consumed, the fruit provides the character with a Healing Effect that heals 2d8 Hit Points immediately, and doubles the character's healing rate for the next 24 hours.
The fruit also provides the character with a +2 Sacred Bonus to attack rolls, saving throws, and skill checks for the duration of 4 hours. "Asherah's Peach" is also soothing to minor aches and pains, muscle soreness, and helps the body to be more flexible, supple, and vigorous. The fruits provide an exhilirating, euphoric feeling that lasts for approximately four hours, before gradually wearing off. "Asherah's Peach" also acts as a powerful aphrodisiac for either gender, and greatly increases physical performance and endurance, and heightens the persons' feelings and sensations.

The Orchard has been blessed by Asherah, and provides the fruits grown their with the amazing and unusual properties. The temple sells baskets of 4 fruits for fairly reasonable prices, and demand remains high and steady for the amazing fruits.

The Temple of Asherah creates and sells several different kinds of products, as noted in the table below.

Asherah Temple Products
01-10% Horse-Head Rod
11-15% Healing Ointment
16-25% Herbal Pouch
26-35% Enchanted Incense
36-40% Glowing Oil: Enchanted Oil that is warm, and glows when applied. It cures infections, and heals 2d8 Hit Points per 1-pint dose, applied topically.
41-50% Book of Joyous Physical Worship: (Book discussing various kinds of physical exercises, and meditations along with each activity)
51-60% Book of Spiritual Meditations: (Book of prayers, chants, poems, and meditations)
61-70% Asherah's Nectar: These potions act as a Potion of Heroism, plus a Fire Shield Effect. Duration is 1 hour.
71-75% Asherah's Milk: These potions heal the character by 6d8 Hit Points; in addition, the potion provides the character with a +4 bonus to Str, Dex, and Con; The duration is 1 hour. The healing burst is usable by the drinker as desired, any time during the 1 hour duration.
76-80% Exuberant Tea: Invigorates and refreshes; allows the imbiber--if they drink a whole 1-pint serving; to operate normally on only 4 hours of sleep, for the duration of three days. The Exuberant Tea effects will only work once per four weeks, however, the drinker will still feel refreshed and invigorated
81-95% Asherah's Peach
96-00% Amulet of Wondrous Zeal

Horse-Head Rod of Meditation and Massage:
This 3'-ft. long rod is crafted of white metal, and is wrapped in black, spongy-material that is waterproof, and permanent. At 3'-ft long, and approximately 3 1/2 inches in diameter, the rod weighs between 1 and 5-lbs. As desired by the owner, the rod can change weight; as well as length, from 6''-long, to maximum length of 3'-ft. The rod can thus stretch and move, as it animates upon merely a mental thought--to move about the body, stretching, growing, reaching the lower back, between the shoulders, lower legs, wherever. Each end of the rod is fashioned into that of a horse's head, with life-like eyes. At will, the Horse-Head rod grows warm to the touch, and vibrates at various desired speeds and strengths; The wielder can, also with a thought, have the rod change it's temperature, from the following temperatures;

Horse-Head Rod Temperatures
Soothing
Warm
Very Warm
Hot

The horse heads can make small nibbles and bites, at whatever desired strength, for the purposes of muscle-relaxation, massage, and so on. (The Horse-Head Rod is not a specific weapon however. If used as a weapon, it functions the same as a simple light mace.) The Horse-Head Rod is a popular item for many people, young and old, male or female; helping them to massage themselves or others, soothing tired, sore, aching bodies, and bringing new feelings of warmth, joy, exhiliration, and well-being.

Amulet of Wondrous Zeal
These silvery amulets have a sunburst of gold on one side, and a silvery moon inlaid with pearl on the opposite side. These amulets provide several effects; The Amulet of Wondrous Zeal provides a +2 Sacred Bonus to (two) randomly-determined stat abilities; these change with any new owner; In addition, the wielder gains a +6 Sacred Bonus to (six) different skills; these skills must be Knowledge, Perform, or Craft skills.

The Temple of Asherah participates with the community at large during any and all major seasonal celebrations, and the Temple of Asherah organizes an especially fun and enjoyable celebration during the Spring and Summer. The Temple priestesses organize a Cleansing and Exorcism ceremony every week; as well as specialized prayer and meditation ceremonies three times a week. There is a worship ceremony performed at the temple at dawn, midday, sunset, and evening each and every day. Each worship ceremony features a brief sermon lasting approximately 20 minutes; a group massage lasting 20 minutes; food and drink offered for 20 minutes; and a period of vigorous group exercise and meditation lasting for approximately an hour. The temple also holds various kinds of classes and workshops throughout the week, each lasting approximately two-four hours, depending on the nature of the class or workshop. Most of these classes and workshops have reasonable fees for participants, or are sometimes free.

Each month, the Temple of Asherah has an workshop called "Sacred Harmony: Mind, Body and Spirit" where members and clergy of other religions are invited, as well as normal temple members, for a three day workshop exploring these themes, having classes, teaching and learning, and having round-table discussions, as well as sharing various rituals and stories with each other. These monthly "Harmony" workshops are also used to try and plan and coordinate various community projects that are larger than one temple can manage or hope to achieve, as well as problem solving, and working on creating policies and programs that help people in a variety of ways.

The Temple of Asherah funded the building of the town's theater, which can seat 2,000 people. The theater has an enclosed theater, as well as an adjoining amphitheater, in addition to workshops, storage rooms, and several offices. The priestesses of Asherah have formed their own dance-troupe that performs twice a week at the town theater, and once a week at the fortress.

The Temple of Asherah also supplies three taverns in the town with all of their baked goods; the temple has over a dozen priestesses that have become outstanding cooks and bakers, becoming especially skilled with pastries, glazes, jellies and compotes. The Asherah priestesses have a particular recipe for pastries that includes several oblong pastries, stuffed with bananas and vanilla cream, and drizzled with powdered sugar, chocolate, whipped cream, and chopped peanuts.

The Temple of Asherah has also helped Bal-Haddad open up his own tobacco shop, named "The River Tower"; where besides offering fine tobacco, Bal-Haddad offers fine pastries made at the temple, as well as several varieties of imported apple and blackberry ciders.

The Temple of Asherah has recently invited several Troupe's of Entertainers, as well as more than a dozen wizards from around the region to live here at the temple grounds to work on projects and experiment together. Within recent months, three different troupe's of 12-15 professional entertainers have arrived, and have been entertaining the town on three different evenings, performing at the town's theater.

Some 16 wizards, 12 craftsmen, 10 scholars and philosophers, and 8 priests have arrived and begun living at the temple, and working on various projects, and holding discussion groups. The temple has gained their support for several projects that the temple desires, as well as developing their own private projects, and sharing knowledge and lore with each other.

The Temple of Asherah
Seven Principles of Dynamic Temples
(1) Majestic Architecture and Beautiful Art
(2) Wisdom and Skills
(3) Social, Academic, Artistic Sponsorship
(4) Special Mystical Properties
(5) Spiritual Relationship
(6) Providing Space and Freedom
(7) Professional Sponsorship
 

Hi Shark!

Great post as ever.

For me, religion in D&D is the most underdeveloped thing because a new religion sets up a barrier to new players yet is probably the single most important element in a rich campaign. I find that the only way to use religion effectively is to introduce it slowly, after all, even medieval Christians did not understand some of the central tenets of their faith, especially if they were poor and illiterate, so the PCs can find things out about a world's religions is an organic fashion.

I have hinged whole plots off of religion.

For example, in a Ptolus based campaign I created two factions of the Christian-like church clone of Lothian. Lothian is a Jesus like figure and is more of a demi-god than a strict deity. The background to the world of Ptolus (Praemal) is that it was created solely as a trap for the Galchutt; the dark gods of the Multiverse by the Overgod Praemus. Once something comes into the the world of Praemal, it can never leave, even summoned creatures can never escape. I extended this to include souls so that exists a cycle of birth and rebirth as a cycle of time repeats the endless struggle between the free peoples and the Galchutt.

So my two factions of Lothianites were based off of the idea that one faction believes in the divine right of Praemus to do what he did and use them as bait whereas the other faction believes that Praemus himself became a Dark God by using the souls of all the intelligent races of Praemus as bait to catch the Galchutt.

So the point of the game became to decide which faction was correct and to either choose to protect or to destroy the "Arch of Time"; the physical representation of the magical structure that holds the world of Praemal together.

This lead to many interesting and morally ambigious sessions where the party were forced to ponder the riddle of whether to destroy the world to release all the souls in it to be re-born on new worlds, far from the evil of the Galchutt or to keep these monsters locked away on Praemal but also doom all the souls on that world to an endless cycle of suffering and despair.
 



Temples, bland? What are you talking about? Temples are full of excitement in D&D! There are acolytes you have to sneak past, fanatical cultists, animated statuary, evil high priests who can pull your heart out of your chest, nubile princesses to rescue from gruesome sacrifice, demonic beings summoned from far planes...

...oh, wait. You mean temples that are on the PCs' side. Huh. Don't have too many of those in my campaigns. My players are lucky to find a tiny wilderness shrine with one old half-blind priest who can utter some cryptic wisdom before expiring.
 
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...oh, wait. You mean temples that are on the PCs' side. Huh. Don't have too many of those in my campaigns. My players are lucky to find a tiny wilderness shrine with one old half-blind priest who can utter some cryptic wisdom before expiring.

Greetings!

*LOL*:) Nice! Just the player's luck, heh?

"Wait! What'd the old priest say? What'dya mean, you didn't hear him right?"

"He said something about...well, he's dead now."

"Ahhhh...Damn. (Stares down at the old dead priest)...these old priests never say anything very useful, do they?."

Semper Fidelis,

SHARK
 

Hey SHARK.

That's a great temple. It really does have a life of its own. And fills all roles that a community needs from it's church/temple/monastery. Including classics like Temple Prostitutes. I can see that any children born out this prostitution would be referred to as 'Children of Asherah' and be brought up in the Temple with the orphans.

Again, a very nice read.
 

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