Temples
Not every settlement is large enough to have it's own temple. Small villages may have to make do with a public shrine instead. Residents requiring the religious services of a cleric or priest have to travel to the nearest temple. In larger towns and cities you can find multiple temples, even worshiping different gods.
The primary function of temples is the provide for the religious needs of the populous: worship, weddings, funerals and blessing new-borns. Depending on deity, they may engage in charitable acts such as providing food, clothing, shelter and healing to the needy.
You can find more information on the all the different religions and gods in Part I: Player's Guide
Adventurer Services
Temples provide important services for adventurers. These services are not free, but the money charged is only to cover the temple's expenses. The quantity and quality of available services is dependant on the size of the temple.
The available services and spells are on the each temple's information page.
Holy Water
Temples can provide Holy Water to adventurers who want to fight the undead. Evil aligned temples (Xor, Vastra and Kalis) do not provide Holy Water.
One bottle costs 25 gp. Temples have 1d4 + NOC bottles in stock each day.
You can find the Holy Water item under Adventuring Gear in the SRD.
Spellcasting
You can ask a clerics at the temple to cast spells for you. Healing spells are usual, but devotees may know other cleric spells. See the devotees list in the temple for available spells and slots.
The cost of 4 gp is multiplied by spell level. Any consumed components must be provided. Cantrips are generally free.
Who's Welcome?
To work out which characters are welcome in each temple, it's important to understand the relationships between the different orders. This is covered in detail in Part I: Player's Guide.
Religion Coexistence Table
F represents friendly religions, O represents opposed.
Caspio | Gaia | Kalis | Marlon | Solina | Solos | Vastra | Xor | |
---|---|---|---|---|---|---|---|---|
Caspio | - | F | F | O | ||||
Gaia | F | - | O | |||||
Kalis | - | O | F | |||||
Marlon | F | - | F | O | ||||
Solina | O | F | - | F | ||||
Solos | O | F | - | F | ||||
Vastra | F | O | - | F | ||||
Xor | O | F | F | - |
A character's relationship with the church falls in to one of these categories.
Close
This covers clerics and paladins of the temple's religion and followers with a existing connection with this specific temple.
Characters that are close to the temple can receive temple services discounted or free. However, the temple still has to cover the cost of components. This may be a burden if they are small or poor. Those taking advantage of a temple's generosity may find themselves dropped in to the below category.
Faithful
This covers followers of the temple's religion, or clerics and paladins of friendly religions.
The faithful represent the bulk of visitors to any given temple. They are usually locals, but visiting faithful are also welcomed.
Ally
This covers followers of friendly religions.
If a character has need of a temple but aren't near one of their own, they can visit a friendly temple. Allies are treated as equally well as the faithful. But temples naturally have to look after their own congregation first. When rolling for number of services available, half the result.
Outsider
This covers followers of all other non-opposed religions and those of no specific faith.
As a last resort, a character can try a temple that at least doesn't hate them. If they have urgent need, most temples are willing to heal outsiders. But usually not much more.
Heretic
This covers all followers of opposed religions, especially clerics and paladins.
It is unwise to visit a temple where you are considered a heretic. Any character doing so will anger the occupants, who will likely summon the local guards.