Wednesday, May 2, 2018

The Alphabet of Outer Beings - T is also for Temples

Just as towers are the archetypal homes and workplaces of wizards, so to are Temples the typical residence and powerbase for Clerics. When it comes to Outer Beings a Deity is far more likely to influence the design, construction, and content of a temple than a Patron is for a wizard's tower. Temples come in many shapes and sizes, all influenced by the population of faithful in the area and the dictates of the deity to whom they are erected to honor. The following tables can help fill in the blanks if you need a temple on the fly, or if you are planning a location ahead of time.

Table Tem1: Location of Temple (roll 1d8 (if needed))
  1. The temple is located in a village of less than 100 people. 
  2. The temple is located in a small hamlet of 100-500 people.
  3. The temple is located in a moderately sized town of 500-1000 people.
  4. The temple is located in a city of greater than 1000 people. 
  5. The temple is located within a castle or other fortification.
  6. The temple is located within a dungeon, cave, or mine.
  7. The temple is located on an remote island.
  8. The temple is located deep within an unexplored forrest.
Table Tem2: Protection (roll 1d6)
  1. The temple is unprotected beyond the capabilities of the priests and any local faithful.
  2. Guards - The temple has guards, often in the form of janissaries, paladins, or zealots.
  3. Undead - The  temple is protected by some form of undead. For the temples of chaotic gods these are often scores of zombies or animate skeletons. The temples of lawful gods are guarded by the spirits of the faithful, often fallen members of a martial priesthood. 
  4. Divine Warding - Divine wards and blessings prevent unwanted visitors from entering the area until they are destroyed. 
  5. The location of the temple is hidden behind traps that are designed to be tests of faith for those who seek entrance. 
  6. Champions - The temple is protected by champions who are aligned to the deities goals. These are usually powerful supernatural creatures like Sphinxes, Dragons, and the like. 
Table Tem3: Notable magical features (roll 1d6)
  1. The temple is home to a genuine relic of the deity. (see R is for Relics
  2. Only divine magic will work within the temple.
  3. The temple has been blessed and is truly a holy place. Divine magic is easier to cast and more effective within the temple and its grounds.
  4. The temple is no longer sacred ground. For some reason the temple has lost the favor of the deity and it is harder to channel their magic and such magic is less powerful. 
  5. The temple's fate is closely watched by the deity. If it is threatened beyond what its protectors can rebuff the deity is willing to send an Avatar to aid the defenders.
  6. A well spring is located on the temple grounds, 75% chance of being within the temple itself. For lawful gods this acts as a healing spring restoring those who drink from it. For neutral gods the waters of the spring have anti-magic properties and can remove curses and other magical effects. For chaotic gods the spring's waters have effects that vary seemingly at will and can encompass any magical effect (Judge's discretion); the temple priests likely have ways of determining the current chaotic effect (60% chance). 
Table Tem4: Notable mundane features (roll 1d8)
  1. The temple houses a notably sized library of religious texts.
  2. The temple was built over a natural gas vent that feeds an eternal flame.
  3. The temple has a large catacomb beneath where many non-sainted individuals are buried. 
  4. The temple has an exceptionally tall tower, or overall large construction, marking it as the tallest/largest structure in the region.
  5. The temple is quite modest from the outside, but the inside is heavily embellished in precious metals, leaded/tinted glass, and fine sculpture.
  6. The temple is staffed only by a single sex of clerics, monks/nuns, etc.
  7. The temple is located adjacent to farms and the monks produce a highly sought food item (beer, cider, jams, hams, etc.)
  8. The temple is not fully enclosed, designed as an open air space. 50% chance of having a roof supported by columns, otherwise entirely open to the elements. 
Table Tem5: Weird Stuff (roll 1d6)
  1. The temple was once a temple to another deity, 80% chance that significant architectural features remain. 
  2. The temple is built atop a high bluff such that the ascent is a labor of thousands of steps, or a climb up rope ladders, or rock wall. 
  3. The temple appears to be in a constant state of expansion/construction.
  4. The temple is in ruins but services are still held.
  5. The locals avoid the temple and refuse to even acknowledge it to outsiders. 
  6. The surrounding countryside and town have been carefully constructed such that the temple resides in the exact center of the area and that surrounding places of note lay out the deity's holy symbol if viewed from above.