TEMPLE DISTRICT PLAYBOOK
GENERAL SET UP
- One central major temple
- A scattering of smaller temples organized by some principle (power, region, aspects)
- A divine mega-complex building with multiple shrines and worship locations
- A market of faiths with buskers calling out for their gods
- A divine bureaucratic hive where priest-servitors manage petitions
- A long avenue with shrines arranged in size and spectacle based on worship and donations.
- Entryways to underground grottoes
- A place of war where priests, retired avatars, and fallen gods engage in behind the scenes warfare for authority and power
- Fresh temples built on the ruins of older gods and faiths
- Courts of religious judgement and authority
- Industrial workhouses for the business of prayer transmission and rebirth
- Darkened streets and hidden doorways allowing worshipers to enter suspect temples to make bargains out of general sight.
What bounds the area? Aside from signage, what tells you that you’ve entered the temple district?
How does the city’s populace respond to those who don’t have a faith?
What’s the gift or sacrifice the city’s best known for?
Though it could vary from faith to faith, what do people commonly believe about how people become servants of the gods?
What’s the tension between a temple or the temple district as a whole and the masters of the city?
Worn down Shining
Disorganized Precisely Arranged
Multicultural Close Minded
Layered Scrubbed Clean
- Clouds of mana hovering over the street
- Fallen divines begging for worship or coin
- Fresh-faced temple acolytes seeking out the faithful
- Guards routing unlicensed prayer givers from the public thoroughfares
- Heretical graffiti
- Ink-stained copyists on a lunch break
- Inspectors of Faith measuring doorways
- Monk toughs getting ready for a rumble
- Religious tracts of signs abandoned in the streets
- Servants with umbrellas, masks, perfumes, or the like to keep patrons from violating strictures
- Workers repainting religious iconography
- Acrid purifying liquids
- Cooked rice
- Decaying honored corpses
- Flower bouquets
- Fresh paint
- Pungent Incense
- Rancid Oils
- Salty tears
- Sweaty vigil keepers
- Calls to prayer
- Doctrinal arguments
- Interrupted Chanting
- Lost tongues
- Perpetual drumming
- Slamming Doors
- Tolling bells
- Unearthly voices
- Unending weeping
- Charity House
- Coffin Maker
- Conversion Specialists
- Incense Shop
- Mandala Artisans
- Paladin Recruitment Stations
- Pawn Shop Specializing in Religious Trinkets
- Soul Assayer
- Tailor for Ceremonial Attire
- Tutors for Basic Rituals
Abragadra, Charity Keeper: Knows the various charities, alms houses, and philanthropic organizations-- who donates, what they do, how reputable they are.
Castanna, Paradoxist: Tutors those who wish to join faiths with esoteric doctrines, converts advice into properly obscure forms, and helps translate prophecies and koans.
Diasxun, Exorcist Consultant: Specialist in handling the removal of manifestations infernal, divine, or otherwise.
Muzendra, Temple Bouncer: Politely clears out agitators, loafers, and heretics who overstay their welcome in various houses of worship.
Nobukason, Religious Apothecary: Prepares unguents, oils, incense, and other materials following the necessary ancient methods for purity.
Twincent, Gilder: Specializes in the restoration and re-lustering of religious implements and prized objects.
FEATURES (pick one)
This applies to all of the temples/faiths/etc in the neighborhood
Militant: Temples here share a desire for action and sense that they have to battle against evils in the world. Gain +1 or an extra pick when you attempt to gain allies to aid you in a fight against a foe who would be in opposition to the faith’s tenets. On a miss you draw suspicions and religious ire from the faiths.
Many Libraries: All of the temples here pride themselves on knowledge--oral tradition, written recordings, divine inspiration. Gain +1 or an extra pick when you go there to seek knowledge. On a miss you lose hours if not days swallowed by the adherents desire to dive into minutiae.
Vital: The city gives weight to those with dedication and faith. When you make a show of worshiping or donating, gain a +1 Forward on interactions with cityfolk at any level.
Sanctuary: The city has a strong tradition of respecting the sanctity of religious spaces. If you need to lie low or evade a foe, you can always go here. If you successfully convince a temple to grant you sanctuary, it will be inviolable by but those who want to go to war with the citizenry.
When you go to consult on religious doctrine,...
When you try to hire someone for a religious ceremony,...
When you go to offer prayers,...
GENERAL SET UP
- A grand fortress fastness where the rulers hold court and remain rarely seen otherwise.
- A labyrinthine series of departments, agencies, and bureaus built to insulate rulers from petitions which might cause them worry or unrest.
- A decaying castle held by the last remnants of the old order, surrounded by younger offices actually handling affairs of the city.
- Walled estates of the noble lines of the city, playing at diplomacy and charity to gain an edge over their rivals.
- The mansions of kleptocratic merchant lords who hold livelihoods in their grip.
- Workshops of senior guilders who work in tandem with neighborhood burghers and protectors.
- Houses and holdings of a group of elites possessing the power to consult and petition the true supernatural masters of the city.
- A spectacle of art and architecture, but merely the playground of the wealthy, with true power lying else.
- A menagerie of grand architecture, statuary, and arboretums which serves as a gathering point equally for the inspired and the powerful.
- Closed door financial institutions which have drawn a web of those who hope to benefit from proximity to wealth and power.
- Twin towers constructed families who claim power from blood and those who claim power from wealth, linked in an ongoing struggle for control.
- Buildings and homes in a state of flux following the exile of the old order and instatement of a new controlling elite.
- Just the old wealthy who’ve learned to keep their heads down, quietly patronizing artists and institutions to prevent the outbreak of a revolution.
- A glistening central court where the overlord holds sway, surrounded by estates they require nobles to occupy a portion of each year.
How does the populace feel about the wealthy? The nobility? Those truly in control?
How does the Gold District exert power over the rest of the city?
What spectacular piece of architecture draws visitors from all quarters?
What ceremony or festival happens here each year?
What method of displaying wealth is considered gauche or tacky?
Varied in Form Singular in Style
- A gardener emerging from a thorny bush, their face painfully scratched.
- Accidental release of a flock of pet birds.
- An unintelligible piece of sculpture which changes form over the course of the day.
- Guards shadowing new comers in the least subtle way possible.
- Household staff working to scrub away defacements.
- Laborers constructing a scaffolding around a seemingly intact building.
- Noble seemingly unaware of the knife wound in their side.
- Packs of the animal declared under the protection of the rulers of the city.
- Parent berating a child for their manners.
- Passerbys gasping at someone’s scandalously out of fashion attire.
- Several quiet gentlepersons surely not casing a location
- Two coach drivers arguing over the right of way.
- Wizard artisan making the final touches on outdoor decorations for an event.
- Burnt Sugar
- Cut Grass
- Scented Candles
- Silver polish
- Succulent Roasting
- Cart Wheels
- Clipping of shears
- Cork popping
- Enraged Instructions
- Formal Recitations
- Glass Breaking
- Irregular hammering
- Murmured pleas
- Polite Coughing
- Sizzle of oil
- Sloshing of water
- Abandoned Household of Legend
- Astrologer’s Tower
- Coachdriver’s Crossroads
- Chamber of the Dissolute Diplomats
- Discreetly Concealed Laundry
- Dueling Academy
- Finishing School
- Foreign Petitioner’s Hostel
- Grand Garden (with reflecting pool and villa)
- House of Paper, Pens, and Bindings
- Musical Conservatory
- Ornate Familial Shrine
- Pillar of Protestations
- Street Pickers’ Catacombs
- Vintner’s House
Davridin, Encyclopedist of Painting: Commissioned paintings often serve as a record of history, literature, and treaties and it falls to this one to know where all paintings of import are displayed (or stored away).
Ganmarith, Ceaseless Partier: Beloved for temper and antics, they’re often bribed to attend social functions to give them a spark.
Last Arose, Sing Song Tutor: A certain lilt and rhythm of speech has come into fashion for public pronouncements and speeches, but it requires careful training.
Shintari, Lucky Wanderer: Marked by some kind of prophecy or blessing, they’re allowed to wander freely throughout the district, in and out of galleries, bedrooms, and wine cellars.
Wenquin, Security Consultant: It takes someone who has robbed the wealthy to protect them from other predators.
Zemlaka, Exterminator of Discretion: No one wants an infestation of any kind to disturb them, even in the ridding of it. And, of course, such matters shouldn’t be talked about openly.
FEATURES (pick one)
Patronage: It is always easy to find someone to support a particularly novel, adventuresome, or unusual project. When you do so, lay out your extravagant claims and what support you seek. Afterwards, the GM will begin a clock for your Patron, with one of the following results 1-2 Constant imposition of advice and direction, 3-4 Early demands for completion for completion regardless of circumstances, 5 Demands for someone insanely unqualified but valued by them to be part of what you’re working on, 6 Bizarre legal action.
Entitled: The masters of the city make a small profit by selling titles, each with modest status (especially elsewhere) and smallish privileges (right to the first basket of peaches from any orchard, right of first refusal on any hippogriff slaying, etc).
Long Daggers: Every family has a network of rivals. When you go here to find information on a highly placed adversary, take +1 Forward or an extra pick.
Aggrandismo: The PCs can always sell their stories to the nobility. If they do so, in exchange for coin, they give up the right to claim those tales as their own deeds. The money’s good, but hearing their adventures told as another’s victories may rankle.
When you trace someone’s lineage...
When you work around the bureaucracy and find someone with real authority...
When you make a grand entrance at a ball...
Age of Ravens: Community Character