Hallowed Ground: Idea for module churches / holy sites.

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cowboy
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Hallowed Ground: Idea for module churches / holy sites.

Post by cowboy »

Basically; introducing a PnP inspired concept.

Hallowed sites repel / prevent undead/ outsiders from entering, or being created in them - unless they are of that religion / alignment.

Effectively a variable tag that can be added to areas.

Could see the idea being expanded to like a cleric epic magic -command and may having unhallowing.

the whole idea is maybe to make zones of exclusion to ward off trailed enemies into certain frontier zones or to make an element of strategy ie; 'dont raid the temple of bane without unhallowing it first or your devas will be banished.' or "the Heartwood Grove sends away the fiends of Benwick.'
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three wolf moon
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Re: Hallowed Ground: Idea for module churches / holy sites.

Post by three wolf moon »

I really love this idea and it'd really give clerics a feeling of holy power. It also has the potential to bring more strategy and interaction to the table.
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garrbear758
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Re: Hallowed Ground: Idea for module churches / holy sites.

Post by garrbear758 »

I really like this idea. I would love to see it expanded on a bit mechanically and defined better (and balanced of course). It might be something I could tie in with the eventual domain update (I swear I'm getting to it eventually), assuming we get a good plan worked out I can bring to the admins for approval.
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Kalopsia
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Re: Hallowed Ground: Idea for module churches / holy sites.

Post by Kalopsia »

While I really like this in theory, I'd be worried about it being used like the Benwick arch and/or Mythal, essentially "outing" some of our award races like Rakshasa or Vampire without meaningful roleplay.
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cowboy
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Re: Hallowed Ground: Idea for module churches / holy sites.

Post by cowboy »

I think if it was just module properties for specific areas it'd be more controlled then and something for those characters to be mindful of.

(and also for some like rakhsasa they are native outsiders so I am not sure if it would affect them. Tieflings, aasimar, and the like would absolutely be safe from stuff like this. An imp however...)
If lawyers are disbarred and clergymen are defrocked, shouldn't it follow that cowboys would be deranged?
three wolf moon
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Re: Hallowed Ground: Idea for module churches / holy sites.

Post by three wolf moon »

Kalopsia wrote: Sat Apr 18, 2020 1:23 pm While I really like this in theory, I'd be worried about it being used like the Benwick arch and/or Mythal, essentially "outing" some of our award races like Rakshasa or Vampire without meaningful roleplay.
Personally I think this is fine. If you're playing a rak or vampire part of the fun should be the work you have to do to remain secret. I used to play a tiefling who could not enter holy areas (it's an old tiefling trait from a chart in Planescape) and it was honestly fun roleplaying that disadvantage. Being at a roleplay disadvantage for what race you've chosen is a good thing. I'm not sure what roleplay you're counting as "meaningful", the roleplay interaction is between your character and the holy zone; the existence of it is something you have to account for and roleplay around. If some people you're with are going into a church and you're an outsider/undead, make up some excuse for not going in and your friends too will have the chance to go "Hmmm..." That's roleplay.

I really, really don't see it as an issue. It's not the same as the Benwick arch at all.
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