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dangerousdungeons:chapter11

CHAPTER XI: Religion


THE SAYINGS OF KIB

(Sender of Life in all the Worlds)

Kib said: “I am Kib. I am none other than Kib.”

Kib is Kib. Kib is he and no other. Believe!

Kib said: “When Time was early, when Time was very early indeed-there was only

Mana-Yood-Sushai.

Mana-Yood-Sushai was before the beginning of the gods, and shall be after their going.”

And Kib said: “After the going of the gods there will be no small worlds nor big.”

Kib said: “It will be lonely for Mana-Yood-Sushai.”

Because this is written, believe! For is it not written, or are you greater than Kib?

Kib is Kib.

- Lord Dunsany

The Gods of Pegana

Deities and Demigods

Temples

Weird Cults and Heretical Sects

DEITIES & DEMIGODS


NOTE: The GM should exercise discretion when using results from these tables, rejecting any illogical results after due consideration (e.g. A Chaotic Evil god of justice that requires the head of an innocent for his birthday festival).

Type of Deity Deity's Power (roll once)
1d6 TYPE 1d10 POWER DOMAIN(S) ARTIFACTS MYTHS
1-2 God 1-4 Lesser 1 0-1 1
3-4 Goddess 5-7 Minor 1d2 1d2 1d2
5 Demigod 8-9 Major 1d3 1d2 1d3
6 Saint/Hero 10 Major 1d4 1d3 1d4
Diety's Relation to Pantheon
1D8 RELATION
1 Husband/Wife of God/Goddess
2 Child of God/Goddess
3 Illegitimate Child of God/Goddess
4 Sibling of God/Goddess
5 Lover/Consort of God/Goddess
6 Offspring of God/Goddess & Mortal
7 Outsider/Rogue
8 Mortal Raised to Deity Status
Deity's Alignment(s)
1d20 ALIGNMENT(S) 1d20 ALIGNMENT(S)
1 Lawful Good 11 Chaotic Evil
2 Lawful Neutral 12 All Chaotic
3 Lawful Evil 13 All Good
4 All Lawful 14 All Evil
5 Neutral Good 15 Lawful Neutral / Lawful Good
6 True Neutral 16 Neutral Good / True Neutral
7 Neutral Evil 17 Chaotic Good / Chaotic Neutral
8 All Neutral 18 Lawful Neutral / Lawful Evil
9 Chaotic Good 19 True Neutral / Neutral Evil
10 Chaotic Neutral 20 Chaotic Neutral / Chaotic Evil
Deity's Following
d% STATUS PRIESTHOOD
01-10 Forgotten / Dead Deity None
11-15 Very Small Cult 1d10
16-25 Small Local Cult 3d10
26-35 Small Regional Religion 10d10
36-50 Medium Local Religion 6d10
51-65 Medium Regional Relgion 2d10 x 10
66-80 Large Local Relgion 10d10
81-95 Large Regional Relgion 1d4 x 100
96-98 Major Religion 10d10 x 100
99-00 Extra-Planar Cult Variable
Deity's Relationship with Worshippers (roll once per column)
1d10 PATRONAGE INVOLVEMENT ALLIES ENEMIES
1-2 No preferences Obsessive Worshippers & Deity Only None
3-4 Male or Female Very Concerned 1 Allied race / group / deity 1 deity
5 Nonhuman Race Concerned 2 Allied races / groups / deities 1 Enemy race / group / deity
6 Demi-human Race Mildly Concerned 3 Allied races / groups /deities 2 Enemy races / groups / deities
7-8 Humans Uninterested 4-6 Allied races / groups /deities 1d4+2 Enemy races / groups / deities
9-10 Social/Professional
Group
Oblivious 7 or more allied races / groups / deities All non-believers
Deity's Appearance (roll Form and Age and then sub-tables if necessary)
1d8 FORM AGE ANIMAL MONSTROUS NON-CORPOREAL
1 Biped (as worshippers) Infant Snake * Dragon * Gaseous Cloud
2 Mixed: Biped + Animal Child Spider * Demon * Pillar of Smoke/Fire
3 Mixed: Biped + Monstrous Young Lizard * Devil * Orb of Light / Dark
4 Animal Youthful Insect * Undead * Ball Lightning
5 Monstrous Adult Canine * Giant * Radiation
6 Non-corporeal Mature Feline * Nonhuman * Illusory Phantasm
7 Giant (as worshippers) Old Fish * 1d3 headed + roll again Beam/Ray of Light
8 Elemental* Blob/Mass Ancient Rodent * 1d12 headed + roll again Invisible
* Roll on the appropriate sub-table in Random Monsters by Type (Chapter V) to determine the exact type
Deity Domains
d00 Domain d00 Domain d00 Domain
1 Agriculture 34 Illusion 67 Suffering
2 Air 35 Intoxication 68 Sun
3 Alchemy 36 Judgement 69 Thievery
4 Animals 37 Kingship 70 Time
5 Beauty 38 Knowledge 71 Trade
6 Building 39 Lakes/Rivers 72 Travel
7 Caves 40 Law 73 Tyranny
8 Chaos 41 Light 74 Undead
9 Childbirth 42 Longevity 75 Underworld
10 City 43 Luck 76 War
11 Community 44 Lust 77 Water
12 Crafts 45 Madness 78 Weapons
13 Creation 46 Magic 79 Witchcraft
14 Darkness 47 Mercy 80 Youth
15 Death 48 Metal-working 81-90 Roll again
16 Deception / Trickery 49 Mind 91-98 Roll again TWICE
17 Dreams 50 Mining 99-00 GM's Choice
18 Earth 51 Monsters
19 Evil 52 Moon
20 Famine / Disease 53 Murder
21 Fire 54 Music / Poetry
22 Fishing 55 Oracles
23 Forests 56 Pestilence / Plague
24 Good 57 Plants
25 Growth 58 Protection
26 Harvest 59 Purity
27 Healing 60 Revenge
28 Herding 61 Sagecraft
29 Hill/Mountains 62 Sky
30 Honesty 63 Sobriety
31 Hospitality 64 Stars
32 Hunger 65 Storms
33 Hunting 66 Strength
Important Myths & Traditions
1d20 MYTH
1 The deity slew (1-2) a terrible beast (3-4) another deity (5-6) many mortals
2 The deity created a race of (1-3) intelligent mortals (4-6) monsters
3 The deity disappeared and (1-3) eventually returned (4-6) never returned
4 The deity (1-3) completed a great quest (4-6) sent a mortal on a great quest
5 The deity created an important (1-2) artifact (3-4) city (5-6) part of the Prime Material Plane
6 The deity (1-3) died (4-6) was murdered and returned from the dead
7 The deity fathered/mothered (1-3) a demigod (4-5) a lesser deity (6) a minor deity
8 The deity fought a war with another deity / group of deities and (1-3) won (4-6) lost
9 The deity (1-3) usurped (4-5) inherited (6) lost their position of power
10 The deity inspires (1-2) humor (3-4) folk tales (5) fanaticism (6) respect
11 The deity is famed for their (1-2) oratorical (3-4) mental (5-6) sexual prowess
12 The deity is reviled for (1-2) treachery (3-4) bringing ill-fortune (5-6) unknown reasons
13 The deity (1-2) never (3) rarely (4-5) occasionally (6) often vistis the Prime Material Plane
14 The deity is of (1) unkown origin (2-3) an immortal (4-5) a deified mortal (6) an Outer God
15 The deity is (1) draconian (2-3) strict (4-5) permissive (6) unattentive towards their followers
16 The deity married (1) a mortal (2-3) a demigod (4-5) a deity (6) a monster
17 The deity esteems (1) non-violence (2) piety (3) poverty (4) heroism (5) violence (6) obediance
18 The deity takes (1) an obsessive (2) a great (3-4) a normal (5) little interest in the Prime Material Plane
19 The deity is the subject of (1-2) an epic (3-4) curses (5-6) apocryphal legends
20 The deity (1-2) is imprisoned for millenia (3-5) is restricted to their home plane (6) is dead/non-existant

TEMPLES


Temple Building (Roll once per column)
1d10 SHAPE LAYOUT CONDITION MATERIAL PURPOSE FEATURES
1 Domed
Square
1-story Under
Construction
Soft
Stone
Hermitage 1d3
2 Pyramidal 2-Story Brand
New
Wood /
Timber
Normal
Temple
1d2
3 Oval 3-story Slightly
Aged
Sod Hospital /
Clinic
1d2-1
4 Rectangular (1d6+3 stories) Worn Earthen /
Adobe
Monastery 1d3-1
5 Obelisk
/ Tower
1 underground Aged Clay /
Brick
Militant
Barracks
1d2-1
6 Round 1-story +1 underground Ancient Soft
Metal
Fortified
Temple
1d2-1
7 Square 2 underground Crumbling Hard
Stone
Shrine 1d2
8 Hemispheric 3 underground + 1-story Partially
Ruined
Hard
Metal
Cathedral /
High Temple
1d4
9 Geodesic
Domed
3 underground Ruined Leather /
Skins
Pilgrims'
Hostel
1d2-1
10 Rhomboidal 3 underground + 1-story Foundations
Only
Quartz /
Crystal
Mortuary /
Ossuary
1d3-1
Temple Special Features (roll once for type, and again, if needed, for particulars)
1d10 TYPE WELL ARTIFACT RELIC IDOL WRITINGS MYTHIC
PLACE
1 Well Curing Sword Skull Charms Creation Triumph
2 Artifact Transmutation Helm Leg Bone Magnetic Deity's Battles Birth
3 Avatar Sacrificial Shield Hand Animated Deity's Birth Ascension
4 Relic Commune Staff Heart Anti-magic Deity's Life Return
5 Mythic Place Raise Dead Ring Brain Sacrificial First Priest Revelation
6 Writings Healing Mace Mummy Random Spells Divine Magic Defeat
7 Idol Holy Water Scroll Ashes Gate / Portal History Marriage
8 Tomb Remove Curse Armour Eye Sentient Morality/Law Saint
9 Servant Cursed Holy Symbol Foot Heal / Cure Crafts First Temple
10 Festival Grants Wishes Rod Tooth Raise Dead Mystery Death
NOTES:
Well: Includes sacred springs, caves or grottoes. May be open to the laity (60%), available only to clerics (30%) or accessible only to clerics or high priests or on special occasions (10%).
Artifact/Relic: Item may be kept permanent displayed (60%), revealed only on special occasions (30%), or kept permanently locked away (10%). (c.f. Chapter VII Artifacts & Relics)
Avatar: Includes a living avatar of the deity (20%) or an individual believed to be a reincarnation of the deity (80%). Typically lives on the premises year-round, revealing themselves only during special occasions or on holy days.
Idol: Includes sacred icons, frescoes, or tapestries. Usually (80%) mounted in a publicly visible spot but special functions are typically available only to clerics or high-priests on special occasions or holy days.
Writings: Includes sacred books, scrolls, tablets or inscriptions. May be kept permanent displayed (20%), revealed only on special occasions or holy days (40%), or kept permanently locked away (40%).
Mythic Place: May be open to the laity (60%), available only to clerics (30%) or accessible only to clerics or high priests or on special occasions (10%).
Tomb: Includes sarcophagi of revered saints or clerics or catacombs containing the bones of the faithful.
Servant: A corporeal servant of the deity, including saints, magical creatures such as a deva, demon, devil or another living being sacred to the religion such as an animal or plant.
Festival: Temple is the site of a regularly held sacred festival that attracts pilgrims.
Temple Treasury
1d10 CONTENTS
1 (1d4) x 100gp
2 (2d6) x 100gp
3 (1d10 + 10) x 100gp
4 (1d4) x 1,000gp
5 (2d3) x 1,000gp
6 (2d10) x 1,000gp
7 (2d6 x 10) x 1,000gp
8 (2d6 +15) x 1,000gp
9 (3d6 + 20) x 1,000gp
10 (1d4+1) x 10,000gp
Local Lay-followers
1d6 HAMLET VILLAGE TOWN CITY
1 1d4 + 1 3d6 2d10 + 10 1d10 + 20
2 1d6 + 2 2d6 + 8 1d100 + 10 (1d4x10) + 50
3 2d4 + 2 3d6 + 10 3d6 + 40 1d100 +100
4 2d6 + 3 2d6 + 20 (1d6 x 10) +30 (2d6 x 10) +150
5 3d6 + 2 3d6 + 25 (1d4 + 1) x 10) +30 (3d6 x 10) +200
6 2d6 + 10 (1d4 + 1) x 10 1d100 + 50 (1d4 + 1) x 100
Temple Priesthood
1d6 LEADER 2d8 HIGH PRIEST(S) PRIEST(S)
1 High Priest 2 4th - level ( 1d4 ) x 1st - 3rd levels
2 High Priest 3 5th - level ( 2d4 ) x 1st - 4th levels
3 High Priest 4 6th - level ( 2d6+4 ) x 1st - 4th levels
4 High Priest 5 7th - level ( 2d6 ) 1st - 5th levels
5 Dual Leadership 6 8th - level ( 2d10+6 ) x 1st - 2nd - 7th levels
6 Triumvirate 7 9th - level ( 3d10 ) x 1st - 6th levels
8 10th - level ( 2d6 ) x 3rd - 6th levels
9 11th - level ( 2d10 + 20) x 1st - 6th levels
10 12th - level ( 3d6 + 25 ) x 2nd - 7th levels
11 13th - level ( 3d10 + 30) x 1st - 8th levels
12 14th - level ( 5d8 + 20 ) 1st - 8th levels
13 15th - level ( 2d10 + 40 ) x 2nd - 11th levels
14 16th - level ( 2d10 + 50 ) x 2nd - 11th levels
15 17th - level ( 1d10 + 10 ) 4th - 9th levels
16 18th - level ( 3d10 + 75 ) 4th - 15th levels
Temple Guards / Paladins
1d6 # APPEARING
1 ( 1d4 ) 1st level
2 ( 1d6 ) 1st level
3 ( 1d4 ) 1st - 4th levels
4 ( 1d6 ) 1st - 4th levels
5 ( 2d4 ) 1st - 5th levels
6 ( 2d6 ) 1st - 8th levels
Wilderness Temples / Shrines
1d20 SITE
1 Dense Forest
2 Meadow
3 Cairn
4 Cliff-top
5 Sea Coast
6 Hidden Valley
7 Underground
8 Marsh
9 Mountaintop
10 Riverbank
11 Ruins
12 Island
13 Volcano
14 Desert Oasis
15 Sacred Grove
16 Gorge
17 Underwater
18 Plains
19 Crater
20 Floating in the Sky
Temple Ritual Devices & Protective Measures (roll once per column)
1d20 DEVICE DIVINE CURSE ON DEFILER(S) PROTECTION(S)
1 Chime Primary ability reduced by 2 Priests
2 Weapon Associated animals / elements associated at odds with defiler Mercenaries
3 Idol Pursuit by other members of the religion Magical Detection
4 Medallion Magic item loses abilities Dogs
5 Incense Quest to attack another religion / cult Lions
6 Robe / Vestment Earthquake destroys temple while defiler is inside Serpent
7 Wine Wracked with pain, -4 to-hit, no spell casting possible High Walls
8 Brazier Sex change Moat
9 Tapestry Muteness Traps
10 Fresco Blindness Tricks
11 Gong Lose 5 points Charisma Undead
12 Book / Scroll Skin slowly changes color Animated Furniture
13 Fire Diseased / poisoned Walls of Fire
14 Skull -2 to all Saving Throws Briars / Thorns
15 Blood 12th - level Assassin hired by the temple Militia
16 Jewelry 10% chance/ round of becoming catatonic for 1d12 rounds Nearby Castle
17 Music Vision slightly blurred, -1 to-hit, cannot detect secret doors Illusions
18 Candles Pair of devil's horns grow out of defiler's head Monsters
19 Goblet Attacked once per day by random creature Demons / Devils / Angels
20 Altar Impotency Powerful Monster
Divine Curse Duration
1d6 DURATION
1 4-24 hours
2 1d10 days
3 1d8 weeks
4 1d6 months
5 1d4 years
6 Permanent
Ceremonial Times (1d6 ceremonial 'events'. Roll separately for each)
1d20 FREQUENCY TIME(S) ATTENDEES
1-2 Once daily Dawn, Dusk, Midnight or Noon Cleric(s)
3-5 Twice dail Dawn and Dusk Cleric(s), Laymen
6-7 Twice daily Noon and Midnight Cleric(s), Laymen
8 Thrice daily Dawn, Noon and Dusk Cleric(s)
9-10 Thrice daily Dusk, Midnight and Dawn Lvl 6+ clerics
11-12 Thrice daily Midnight, Dawn and Noon Level 6+ clerics, Laymen
13 Thrice daily Noon, Dusk and Midnight Clerics, Laymen
14-15 Four times daily Dusk, Midnight, Dawn and Noon All cleric(s), Paladins
16-18 Once weekly GM should randomly determine the day of the week All cleric(s), laymen
19-20 Once monthly GM should randomly determine the day of the month All cleric(s), laymen
Special Ceremonies (Roll 1d3 times for major deities, once for others)
1d20 CEREMONY
1 Full Moon
2 Equinoxes
3 Years End/Beginning
4 1d8 High Holy Days
5 Eclipses
6 Spring Fertility Rites
7 Month of Fasting and Prayer
8 Saints' Day
9 Day of the Dead
10 Rites of Initiation / Adulthood
11 Devil's Day
12 New Moon
13 Fall Harvest Rites
14 Summer Bacchanalia
15 Deity's Day of Birth
16 Deity's Day of Death
17 Day of Deity's Victory Against Enemies / Enlightenment / Deification
18 Celebration of the Creation of the World
19 Astrological Conjunction
20 Foundation Day of the Cult
Sacrifices
1d20 SACRIFICIAL ITEM SACRIFICIAL VICTIM
1 Burnt Incense Human
2 Copper Pieces Half-Elven
3 Silver Pieces Halfling
4 Electrum Pieces Elf
5 Gold Pieces Dwarf
6 Platinum Pieces Gnome
7 Small Gems (<100gp) Orc
8 Large Gems (>100gp) Goblin / Hobgoblin
9 Jewelry & Artworks Troll
10 Magic Items Ogre / Bugbear
11 Large Animal (Sheep, Cow) Lizard Man / Batrachian / Locathah
12 Small Animal (Snake, Chicken) Fae
13 Fruits and Vegetables Non-intelligent monster (HD3+)
14 Books and Scrolls Merman / Triton
15 Victim's Blood Demon
16 Victim's Heart Devil
17 Victim's Head Spellcaster
18 Special Victim's Blood Opposing cleric or paladin
19 Special Victim's Heart Any creature of opposing alignment
20 Special Victim's Head Any creature of the same alignment
Special Sacrificial Victims
1d10 VICTIM TYPE
1 Young
2 Elderly
3 Adult Man
4 Adult Woman
5 A Virgin
6 A Noble
7 Of a certain lineage or ethnicity
8 With a certain physical trait
9 A Criminal
10 An Innocent
Holy / Unholy Symbols
1d20 SYMBOLIC FORM
1 Mineral
2 Precious metal (Bronze, Gold, Silver, Platinum)
3 Gemstone
4 Wood
5 Inscription
6 Icon / Portrait
7 Light Source
8 Talisman / Amulet
9 Headgear / Helmet
10 Shield
11 Phylactery
12 Tattoo / Scar / Brand
13 Ritual Body Paint
14 Complex Finger Gesture(s)
15 Rosary / Beads
16 Weapon
17 Rod / Wand / Sceptre
18 Ring
19 Mirror
20 Open flame

WEIRD CULTS & HERETICAL SECTS


DIRECTIONS: Determine the cult's alignment. Roll for the cult's Focus and again for Activity. This determines what the cult's goals are and how public they are going about achieving them. Then, check the local reaction to the cult. Next, roll on the Cult Membership table to determine how many cultists there are, how many and what kind of leader(s) they have.

Cult Focus & Activity
1d20 FOCUS 1d10 PUBLIC ACTIVITY
1 Necromancy 1 Inactive / Disbanded
2 Demonology 2-3 Underground / Unknown
3 Diabolism 4-5 Secretive / Little Known
4 Minor Theological Issues 6-7 Known
5 Fomenting (Un)Holy War 8-9 Well-Known
6 Resisting (Un)Holy War 10 Vocal / Open
7 Racism
8 Apocalyptic 1d10 LOCAL REACTION
9 Fleecing Rich Devotees 1-2 Fear / Hatred
10 Deluded Opportunists 3-4 Distrust
11 Ancient Revivalists 5-7 Indifference
12 Utopian 8-9 Favorable
13 Eremites 10 Beloved
14 Hedonists
15 Athiests
16 Nihilists
17 Alien / Astral Travellers
18 Time Travellers
19 Inimical Mythos
20 Deposed Royalists
Cult Membership
1d10 # of MEMBERS 1d20 LEADER TYPE(S)
1-3 Tiny (0-10) 1 Cleric
4-5 Small (10-20) 2 Magic-User
6-8 Moderate (20-100) 3 Illusionist
9 Large (100-1000) 4 Sage
10 Very Large (1000+) 5 Barbarian
6 Thief
1d10 # of LEADERS 7 Assassin
1-2 1 8 Druid
3-5 1d6 9 Witch
6-8 2d4 10 Fighter
9-10 3d6 11 Paladin
12 Anti-Paladin
13 Warlock
14 Charlatan (0-lvl)
15 Hermit
16 Kung Fu Monk
17 Inquisitor
18 Non-human
19 Demi-human
20 Extraplanar creature
dangerousdungeons/chapter11.txt · Last modified: 2019/05/29 20:16 by robertfreemanday

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