Greetings!
The group recently conquered some land from an enemy tribe--the Havnu--and conquered the fortified village of Baedwich. There is the Medlu River which flows from the Draathu Mountains to the north-west, and travels south and then south-eastwards past the village of Baedwich. In a cluster of forested hills known as the Ghythnar Hills, also to the north-west, the Hayleb River flows from the upper reaches of the Ghythnar Hills, flowing southwards, before joining with the Medlu River. Up in the Ghythnar Hills, near where the Hayleb River flows, is a beautiful, forested promontory that overlooks the woodlands and rolling farm country near the village of Baedwich below. Varwulf, a Cleric of the Danevar religion, and a member of the group, has joined with Margeba, a Danevar Witch, in making plans to establish a sacred grove at the promontory, and also establish a stone monolith shrine thing there to their Pagan religion, as well as sacred pool.
Varwulf and Margeba anticipate that there will be many Danevar people moving into Baedwich and the surrounding area to settle, and having such a holy and sacred site to worship their Pagan deities and hold mystical ceremonies will be fortuitous and edifying to the whole community of the faithful, and glorifying to the gods.
What powers or effects should the sacred grove possess? What powers or effects should the Pagan stone monolith thing have, and the sacred pool?
Semper Fidelis,
SHARK
Ideas (using Pathfinder 1E rules, convert as needed):
Consecrate, hallow, or protection from evil (the area itself should impose penalties upon evil outsiders or undead).
Various curative or beneficial abilities, but only for adherents of the faith (touching the stone monolith or drinking from the sacred pool could grant effects like cure, restoration, remove curse/break enchantment, or other effects).
Meditating at the foot of the menhir might give an appropriate priest access to commune to contact their deity for insight and advice.
Quote from: Ghostmaker on November 10, 2020, 08:50:16 AM
Ideas (using Pathfinder 1E rules, convert as needed):
Consecrate, hallow, or protection from evil (the area itself should impose penalties upon evil outsiders or undead).
Various curative or beneficial abilities, but only for adherents of the faith (touching the stone monolith or drinking from the sacred pool could grant effects like cure, restoration, remove curse/break enchantment, or other effects).
Meditating at the foot of the menhir might give an appropriate priest access to commune to contact their deity for insight and advice.
Greetings!
Very interesting, Ghostmaker! Love the suggestions!
MENHIR! That's what I couldn't remember!
Semper Fidelis,
SHARK
Is not a Menhir phallic in nature? A sure indication of fertility and strength related beliefs.
Quote from: SHARK on November 10, 2020, 01:28:37 PM
Greetings!
Very interesting, Ghostmaker! Love the suggestions!
MENHIR! That's what I couldn't remember!
Semper Fidelis,
SHARK
What's funny is that I swear you used the word but going back, it's not there. I guess my brain filled it in.
Quote from: Greentongue on November 10, 2020, 01:38:17 PM
Is not a Menhir phallic in nature? A sure indication of fertility and strength related beliefs.
True. There's a couple key aspects to this I think should be applied:
Those not of the faith (but possessing comparable ethics and alignment) can gain some, but not all benefits. This acts as a kind of theological sales pitch -- convert to the faith, gain the full deal.
Those of the faith should gain more benefits, but at the price of having to expend resources for the faith (and possibly the locale specifically). Let's say one fine day Shark's adventurers discover a mob of very cranky undead, led by an equally cranky necromancer, are bearing down on the sacred grove. The adherents to the faith are going to feel obligated to help defend it barring some truly extraordinary circumstances.
That being said, adding aspects of fertility and strength, one could state that touching the menhir grants the effects of a lesser restoration, banishing fatigue and exhaustion. And a couple that consummates their relationship or marriage in the grove, on a high holy day of the faith, might be blessed with an easy birth and a child of good vigor (and depending on the deities in question, said child might even be an aasimar).
Quote from: Ghostmaker on November 10, 2020, 04:20:20 PM
Quote from: SHARK on November 10, 2020, 01:28:37 PM
Greetings!
Very interesting, Ghostmaker! Love the suggestions!
MENHIR! That's what I couldn't remember!
Semper Fidelis,
SHARK
What's funny is that I swear you used the word but going back, it's not there. I guess my brain filled it in.
Quote from: Greentongue on November 10, 2020, 01:38:17 PM
Is not a Menhir phallic in nature? A sure indication of fertility and strength related beliefs.
True. There's a couple key aspects to this I think should be applied:
Those not of the faith (but possessing comparable ethics and alignment) can gain some, but not all benefits. This acts as a kind of theological sales pitch -- convert to the faith, gain the full deal.
Those of the faith should gain more benefits, but at the price of having to expend resources for the faith (and possibly the locale specifically). Let's say one fine day Shark's adventurers discover a mob of very cranky undead, led by an equally cranky necromancer, are bearing down on the sacred grove. The adherents to the faith are going to feel obligated to help defend it barring some truly extraordinary circumstances.
That being said, adding aspects of fertility and strength, one could state that touching the menhir grants the effects of a lesser restoration, banishing fatigue and exhaustion. And a couple that consummates their relationship or marriage in the grove, on a high holy day of the faith, might be blessed with an easy birth and a child of good vigor (and depending on the deities in question, said child might even be an aasimar).
Greetings!
Very cool, Ghostmaker! I like those ideas! Hmmm...a potential "Baby Boom" of Aasimars!! *Laughing*
Semper Fidelis,
SHARK
It ties in with an idea I had regarding where aasimars originate from; that it doesn't ALWAYS stem from doing the horizontal bop with a good-aligned celestial. Exposure to certain energies might do it.
Quote from: Ghostmaker on November 11, 2020, 07:47:19 AM
It ties in with an idea I had regarding where aasimars originate from; that it doesn't ALWAYS stem from doing the horizontal bop with a good-aligned celestial. Exposure to certain energies might do it.
Greetings!
Yes, an excellent observation, too. Such a mystical location could benefit worshippers very much in having blessed births! Then there's the added impetus of worshippers making pilgrimages to such a location to hopefully gain the blessings of the gods during favoured times, special rituals and the like. The location can grow to have a meaningful and interesting impact in the campaign area!
Semper Fidelis,
SHARK
Quote from: SHARK on November 09, 2020, 08:38:57 PM
What powers or effects should the sacred grove possess? What powers or effects should the Pagan stone monolith thing have, and the sacred pool?
Whatever you roll up.
Use a magic item generator and just apply it to the grove, chunk of stone or whatever. If you get something that doesn't make sense, then figure it out. "A +3 vorpal menhir? Errr.... maybe sharpening your sword on that stone makes it +3 vorpal for the next blow that hits, then it's back to normal, until you come back to sharpen it again."
https://www.kassoon.com/dnd/magic-item-generator/
https://donjon.bin.sh/d20/magic/
http://siteofmanything.com/generators/items/random_magic_item_generator.html
https://slyflourish.com/random_mundane_magic_item_generator.html
The dice are always right.
Quote from: Kyle Aaron on November 14, 2020, 02:30:40 AM
Whatever you roll up.
Use a magic item generator and just apply it to the grove, chunk of stone or whatever. If you get something that doesn't make sense, then figure it out. "A +3 vorpal menhir? Errr.... maybe sharpening your sword on that stone makes it +3 vorpal for the next blow that hits, then it's back to normal, until you come back to sharpen it again."
https://www.kassoon.com/dnd/magic-item-generator/
https://donjon.bin.sh/d20/magic/
http://siteofmanything.com/generators/items/random_magic_item_generator.html
https://slyflourish.com/random_mundane_magic_item_generator.html
The dice are always right.
Eh, randomization has its benefits, but I find it's better to establish a framework first. It would be pretty inappropriate for a sacred site to grant such a bonus if it's dedicated to a deity over peace and healing.
(I still have dreams about Ballista Bolts of Healing.)
Quote from: Ghostmaker on November 16, 2020, 08:43:55 AM
(I still have dreams about Ballista Bolts of Healing.)
Star Wars brings us the "Stimpack Dart Gun" and the even more ludicrous "Bacta Grenade" for those medic-types that want ranged healing.
Quote from: Kyle Aaron on November 14, 2020, 02:30:40 AM
Quote from: SHARK on November 09, 2020, 08:38:57 PM
What powers or effects should the sacred grove possess? What powers or effects should the Pagan stone monolith thing have, and the sacred pool?
Whatever you roll up.
Use a magic item generator and just apply it to the grove, chunk of stone or whatever. If you get something that doesn't make sense, then figure it out. "A +3 vorpal menhir? Errr.... maybe sharpening your sword on that stone makes it +3 vorpal for the next blow that hits, then it's back to normal, until you come back to sharpen it again."
https://www.kassoon.com/dnd/magic-item-generator/
https://donjon.bin.sh/d20/magic/
http://siteofmanything.com/generators/items/random_magic_item_generator.html
https://slyflourish.com/random_mundane_magic_item_generator.html
The dice are always right.
Greetings!
Random tables are always welcome! I love random tables. Using them not only allows for different potential crazy effects, but also embraces huge variety for different locations of the same type having different powers. Great stuff.
It's also cool because there are more than one sacred pool and such in the region, so them having different weird properties is very cool. It also supports different kinds of NPC's, different goals and motivations, and adventures, too. Different pilgrims traveling to the different sacred sites to gain different kinds of blessings and so on. That can also lead into some distinct social and political issues as well.
Semper Fidelis,
SHARK
Quote from: Ghostmaker on November 16, 2020, 08:43:55 AM
Quote from: Kyle Aaron on November 14, 2020, 02:30:40 AM
Whatever you roll up.
Use a magic item generator and just apply it to the grove, chunk of stone or whatever. If you get something that doesn't make sense, then figure it out. "A +3 vorpal menhir? Errr.... maybe sharpening your sword on that stone makes it +3 vorpal for the next blow that hits, then it's back to normal, until you come back to sharpen it again."
https://www.kassoon.com/dnd/magic-item-generator/
https://donjon.bin.sh/d20/magic/
http://siteofmanything.com/generators/items/random_magic_item_generator.html
https://slyflourish.com/random_mundane_magic_item_generator.html
The dice are always right.
Eh, randomization has its benefits, but I find it's better to establish a framework first. It would be pretty inappropriate for a sacred site to grant such a bonus if it's dedicated to a deity over peace and healing.
(I still have dreams about Ballista Bolts of Healing.)
Infidels and heretics should have a random curse applied in a random way - and unknowable at first. (I always loved to surprise players that way!)
Think of generating a pox then a place for that pox to appear! A subject/predicate D100 list is applicable in this situation, btw! ;D
Maybe the divinely appointed May Queen (Perhaps a devious faerie in disguise) of this grove can bless male suitors with a way of delaying aging for the next 2d100+20 years but only if the suitor never marries or sleeps with another woman.
Quote from: consolcwby on December 16, 2020, 12:13:58 AM
Quote from: Ghostmaker on November 16, 2020, 08:43:55 AM
Quote from: Kyle Aaron on November 14, 2020, 02:30:40 AM
Whatever you roll up.
Use a magic item generator and just apply it to the grove, chunk of stone or whatever. If you get something that doesn't make sense, then figure it out. "A +3 vorpal menhir? Errr.... maybe sharpening your sword on that stone makes it +3 vorpal for the next blow that hits, then it's back to normal, until you come back to sharpen it again."
https://www.kassoon.com/dnd/magic-item-generator/
https://donjon.bin.sh/d20/magic/
http://siteofmanything.com/generators/items/random_magic_item_generator.html
https://slyflourish.com/random_mundane_magic_item_generator.html
The dice are always right.
Eh, randomization has its benefits, but I find it's better to establish a framework first. It would be pretty inappropriate for a sacred site to grant such a bonus if it's dedicated to a deity over peace and healing.
(I still have dreams about Ballista Bolts of Healing.)
Infidels and heretics should have a random curse applied in a random way - and unknowable at first. (I always loved to surprise players that way!)
Think of generating a pox then a place for that pox to appear! A subject/predicate D100 list is applicable in this situation, btw! ;D
Not initially, but break some taboo or act in a manner unbecoming a visitor (or gods forbid, a worshipper) and I have no problems with the deific curse landing on someone like a ton of bricks.
Shout in a shrine dedicated to peace and quiet? Oops, you're silenced for a day. Steal a sacred cup? Enjoy the geas to collect alms with it until it's full and bring it back to the grove.