The priest, the warlock, and the druid all share something in common. They do not get their power through knowledge and study alone, but through access to a higher power. A deity, extraplanar being, or force of nature. The telepathic Wild Men of Ix, for instance, worship Bale, the ever-raging tempest maelstrom that lies in the ocean northwest of Tenebris. Sages claim the maelstrom is a hole between worlds, but the Ixian stormspeaker shamans call Bale their god. They pray to it... and their prayers are answered with druidic spells and incantations.
Divine spellcasters have little use for a tower or a keep, but they do build temples. Some are mighty churches, some are underground shrines to their dark god, and some are simple pools of crystal water surrounded by green trees and blessed by rays of sunlight.
Though temples come in many forms, they all share the same basic function: They grant the supplicant a direct line to the object of their worship. The supernatural entity they call on grants them rewards in exchange for faithful service, including access to battle magic and temporary aid of a servitor, depending on the character’s concordance.
CONCORDANCE
The measure of how pleased your deity is with you is called your concordance. If your deity is pleased enough to reward you, then you are “in concordance” with your deity. If they are not pleased, then you are out of concordance. Typically, there is no way to know whether you’re in or out before you petition your deity. Your current concordance is known only to your GM, though you can keep track of your good deeds in case they need to be reminded. It’s typically a number from 1 to 100, but you can go above and below that range, even into the negatives.
Of course, the GM can ask you to keep a running tally. So when your character petitions their deity, the GM asks, “Okay, what have you done for your god since the last time you called upon them?” The GM is always free to agree or disagree and can add their own bonuses and penalties. Only the GM knows what the gods’ real attitudes are, numbers be damned.
Gaining and Losing Concordance
As you adventure, certain actions can make you gain or lose concordance. Mostly, these are known to your character. Your character knows if they convince an enemy priest to give up their life of evil and join you (very difficult, but long-lasting positive benefits) or kill an enemy cultist (pretty easy, but no lasting consequences) that you are furthering your deity’s goals and will be rewarded. Failing to act when you have the opportunity will also make you lose concordance. The gods consider it your responsibility to know right from wrong. If you are tricked by an enemy into doing their bidding, the gods are just as angry at you as they would be if you helped the enemy willingly. They don’t pay very close attention and don’t have time to evaluate the subtleties of situational ethics. Examples:
| Circumstance |
Change |
| Petitioning you Deity |
-15 |
| Desecrating an Enemy Altar |
+10 |
| Thwarted an Enemy Priest |
+5 |
| Converted a Follower |
+5 |
| Converted an Enemy Priest |
+15 |
| Thwarted an Enemy Minion |
+1 |
| Consecrated an Altar |
+10 |
| Left an Enemy Altar Intact |
-15 |
| Failed to Uphold the Tenets of the Deity |
-5 |
| Aided an Enemy Priest |
-10 |
PETITIONING YOUR DEITY
As an action, you can petition your deity for aid. The GM rolls percentile dice and adds your current concordance and your current level. If you have a temple, you gain an extra +30 to your roll. You may receive aid, be ignored, or be punished for your repeated badgering. Unless you’ve been busting your ass (or have a temple), there’s a good chance you’ll be cursed just for being annoying.
Because the gods do not like being pestered, petitioning your deity, regardless of the outcome, gives you a penalty to your concordance. This penalty will accumulate as you petition again and again. Track your penalty from petitioning separately. Taking an extended rest at your temple, if you have one, clears any penalties you’ve accumulated from petitioning.
The Servitors Chart
If your concordance result grants you a servitor, determine which servitor arrives by choosing one from the column you rolled. The servitor you choose must be within your character or deity’s purview and be approved by the GM. No matter how pious your lawful good paladin is, your god will not grant you a demon, devil, or undead and probably nothing from Arcadia or Primordius. The character who summoned the servitor is informally referred to as the “summoner” or the “petitioner” or more formally “the concordant.” The latter term is what the servitors usually use.
| Roll |
Result |
Penalty |
| 01 - 20 |
Cursed! For the next
minute, whenever you make
an attack roll or a saving
throw, you must roll a d4
and subtract the number
rolled from the result of
your attack roll or saving
throw. |
-20 |
| 21 - 65 |
Ignored. Things could have
been worse. |
-15 |
| 66 - 75 |
Blessed. For the next
minute, if you make an
attack roll or a saving
throw, you may roll a
d4 and add the number
rolled to the result of
your attack roll or saving
throw. |
-10 |
| 76 - 84 |
Type I Servitor |
-10 |
| 85 - 94 |
Type II Servitor |
-10 |
| 95 - 104 |
Type III Servitor |
-15 |
| 105 - 109 |
Type IV Servitor |
-20 |
| 110 - 114 |
Type V Servitor |
-25 |
| 115+ |
Type VI Servitor |
-30 |
| Source |
Type I |
Type II |
Type III |
Type IV |
Type V |
Type VI |
| The Court of Arcadia (Fey) |
Mantis Knight |
Orchid Count |
Monarchon |
Oleander Dragon |
Ash Marshall |
Sidereal Vizier |
| The Celestial Court (Celestial) |
Princip |
Authority |
Virtue |
Dominion |
Throne |
Seraph |
| The Elemental Templars (Elementals) |
Fire Mote |
Source of Earth |
Pillar of Water |
Knight of Air |
Storm Magistrate |
High Templar of Dust |
| The Court of All Flesh (Aberrations) |
Baron Malgas |
Korsoth Vastikan |
The Queen of Bones |
Lord Rall |
Uursovk |
Maladar Dictum |
| The Inexorables (Constructs) |
Space |
Death |
Change |
Fate |
Time |
Nature |
| Court of the Deep (Fiends) |
Lesser Marilith |
Vrock |
Oni |
Herzou |
Glaberzu |
Lesser Balor |
| Court of the Seven Cities (Fiends) |
Hate Devil |
Stone Devil |
Steel Devil |
Lore Devil |
Fang Devil |
Eye Devil |
| Court of Decay (Undead) |
Wraith |
2 Wights |
2 Ghasts, 3 Ghouls |
1 Ghost, 2 Ghasts |
1 Wraith, 2 Ghasts |
1 Ghost, 2 Wights |
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