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View Full Version : The Holy Alliance, Affiliation Peach :)



PetterTomBos
2011-10-27, 02:59 PM
Once upon a time there was chaotic madness, the churches fought like secular noblemen. We have learned since then.
Gregarius whiteblood, spokesperson of the Holy Alliance

http://cdn.obsidianportal.com/images/138183/Pelor.png

Before there was a strong king to keep the nobles in line, before the universities started upon in the cities, before the Xoorvintal dragons stopped killing us for sports, there was the gathering of faiths. The good Religions, and most Neutral as well, unified under one banner, as to give their worshippers more power. Today this manifests in every city, as most worshippers are welcomed in the temple. If the city can only afford one temple it will be dedicated to their patron deity, but at least one altar is cept clean to cater to the desire of different clergymen. The market of potions is kept under strict control of the church. Every member church is an affilition of it's own, but share these basic traits. In return, the benefits can be reaped in any sufficiently large city.

Scope of influence: 13 (Kingdom and vassal states)

Every church in the alliance should have roughly these traits and benefits along with their own. Their scope >= 13.

Affiliation score modifiers:

{table=head] Criterion | Modifier
Divine Lvl. (Clr/Pal etc) | +1 Per lvl. |
Goes trough notable duty for church | +1(Easy) +2(Medium) +3(Hard)|
Gives Tithe (10% of income) | +3 (may be more, depending upon income) |
| |
Evil Alignment| -5|
Turning down a mission from someone with a rank 10+ higher than you| -1|
[/table]

An easy mission may contain fights you can handle (EL<Lvl.) and/or riddles and challenges the DM knows multiple ways to solve. A medium mission involves fights with EL=Lvl. , and/or stuff the DM may know one way to solve. Pretty much anything goes for hard, a fight EL>Lvl or riddles he has no idea how you should solve. Really hard missions can be two or more missions combined


Benefits and Duties:

{table=head] Affiliation Score | Benefit
5+ | Warm welcome in the temple, HP-healing for you and your allies upon entering. (Excessive use may lead to a -1 to affiliation score)|

10+ | Raise dead will be cast on your body, payment upon casting is expected (-5 to score if you don't pay). Ability damage healed on you. |

15+ | You may gain the service of a divine caster of your lvl. for free (no exp. cost, you supply the components) once per month. He will off course not travel anywhere. |
15+ | You are expected to help out with requests of service, like the above, or other things like skill checks. |

20+ |You are a highly respected clergyman, and will be treated as in the nobility for most purposes.|
20+ |Whenever you are in the temple you may use their library. +2 on Knowledge(Religion) and you may try again old checks. In a large city or larger this goes up to +4 on Religion, and +2 history.

25 + | |

30+ | If the church havent heard from you in a while, they will try to communicate with you with misc. magical means. If you are dead they will cast a True Resurrection.

[/table]


The church of Moraldin

Fluff

Score modifiers.

{table=head] Criterion | Modifier
Divine Lvl. (Clr/Pal etc) | +1 Per lvl. |
Any class with full BAB| +1/2 Per lvl. |
Any Craft skill| +1/5 ranks. Only one skill|
Being a dwarf | +1|
Goes trough notable duty for church | +1(Easy) +2(Medium) +3(Hard)|
Gives Tithe (10% of income) | +3 (may be more, depending upon income) |
| |
Evil Alignment| -5|
Turning down a mission from someone with a rank 10+ higher than you| -1|
[/table]

An easy mission may contain fights you can handle (EL<Lvl.) and/or riddles and challenges the DM knows multiple ways to solve. A medium mission involves fights with EL=Lvl. , and/or stuff the DM may know one way to solve. Pretty much anything goes for hard, a fight EL>Lvl or riddles he has no idea how you should solve. Really hard missions can be two or more missions combined



Benefits and Duties:

{table=head] Affiliation Score | Benefit
5+ | Warm welcome in the temple, HP-healing for you and your allies upon entering. (Excessive use may lead to a -1 to affiliation score)|

10+ | Raise dead will be cast on your body, payment upon casting is expected (-5 to score if you don't pay). Ability damage healed on you. |
10+ | +2 to any craft skill|

15+ | You may gain the service of a divine caster of your lvl. for free (no exp. cost, you supply the components) once per month. He will of course not travel anywhere. |
15+ | You are expected to help out with requests of service, like the above, or with skill checks or stuff. |

20+ |You are a highly respected clergyman, and will be treated as in the nobility for most purposes.|
20+ |Whenever you are in the temple you may use their library. +2 on Knowledge(Religion) and you may try again old checks. In a large city or larger this goes up to +4 on Religion, and +2 history.

25 + | |

30+ | If the church havent heard from you in a while, they will try to communicate with you with misc. magical means. If you are dead they will cast a True Resurrection.
[/table]



Please post your ideas and thoughts :) Any help appreciated!

PetterTomBos
2011-10-28, 06:43 AM
Added some benefits