What sorts of services do temples typically offer adventurers during a campaign? I imagine many offer some kind of healing services, but I'm trying to flesh out the various temples in my world and want to be prepared if my players come expecting to be able to buy goods or services. Are there any resources that might point me towards what a temple might provide?
General services likely would include the healing you provided. Additionally, temples likely have a clergy house - a dormitory where the priests spend the night. A faithful of the temple’s god could likely find lodging and simple fare for the night, or a sufficiently pious party who is aligned to a god allied with the temple’s patron might be able to obtain lodging through doing chores (cleaning, cooking, etc.). There also would be all the regular services modern temples provide - religious services, consecration of the dead, marriage rites, and providing information about their faith to the interested.
Temples are also areas of scholarship, particularly scholarship related to their god. A knowledge domain temple might have a library attached to it as well as be involved in the production of books. A forge domain temple could have a smith.
I would take the few basic temple elements listed above, then add a few elements related to the domain of the deity worshiped at the temple. You would also want to adjust based on the wealth of the temple - a city temple is going to offer more powerful services and a greater number of domain-specific services than a poor temple in the middle of a small town.
What a temple provides might be based on the needs of the town/city that it's in, and the deity or perhaps deities that the temple is dedicated to. You might expect a temple in agrarian areas to be better suited to blessings of crops and livestock and healing some austere disease or illness. Wilderness areas may be more inclined towards the hunt, herbalism, survival requirements and artisan crafts. They may also be better suited to healing monstrous wounds and curing rare disease like Lycanthropy. A temple in a metropolis might cater to the massess, the homeless, the poor, an orphanage, a work house and could be somewhat bureaucratic in its offering of aid.
You might envision all temples to be a place to research topics of theology, lore, myth and legend. Maybe some minor mention of a clensing ritual for someone bitten by a Loup Garou or the burial rites of different cultures. Spellcasting services mentioned in the PHB would likely be available at all temples, but to gain access to higher level spellcasting services, one might have to travel to a larger temple, or provide some boon to the temple or town that it services.
Domains might differ depending on the current state of international affairs and relations. One might not expect a War Domain temple to be very prominent in a centrally located agrarian based town/city. If there were a neighboring country that frequently threatens invasion or threatening rhetoric and massing of forces on borders, you might see a War Domain temple nearby, but not likely a Nature Domain temple.
The entire religious system can also be altered by the allowances of the State/Nation. Some might not allow open practice of certain (or any) religions, some might allow the freedom to practice as one pleases. This will alter the number, type and abilites of your temples.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
The first question you have to answer is how common are people with cleric levels in your world. If they are rare, and the temple is staffed with, basically, someone who has the alcolyte background, but no class levels, they might offer food and shelter, healing potions are a possibility, and a non-magical blessing, (and as others have mentioned, some domian specific services) but not much more. If someone has level 1 spells, I could see things like holy water or a casting of ceremony. If leveled clerics are common, then the sky is the limit, in terms of healing, restoration, remove curse, etc. But again, that will depend. For example, larger, more prestigious churches would likely tend to have higher level casters who might offer more advanced services, but they’ll probably also have more political entanglements the characters will need to navigate.
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What sorts of services do temples typically offer adventurers during a campaign? I imagine many offer some kind of healing services, but I'm trying to flesh out the various temples in my world and want to be prepared if my players come expecting to be able to buy goods or services. Are there any resources that might point me towards what a temple might provide?
General services likely would include the healing you provided. Additionally, temples likely have a clergy house - a dormitory where the priests spend the night. A faithful of the temple’s god could likely find lodging and simple fare for the night, or a sufficiently pious party who is aligned to a god allied with the temple’s patron might be able to obtain lodging through doing chores (cleaning, cooking, etc.). There also would be all the regular services modern temples provide - religious services, consecration of the dead, marriage rites, and providing information about their faith to the interested.
Temples are also areas of scholarship, particularly scholarship related to their god. A knowledge domain temple might have a library attached to it as well as be involved in the production of books. A forge domain temple could have a smith.
I would take the few basic temple elements listed above, then add a few elements related to the domain of the deity worshiped at the temple. You would also want to adjust based on the wealth of the temple - a city temple is going to offer more powerful services and a greater number of domain-specific services than a poor temple in the middle of a small town.
What a temple provides might be based on the needs of the town/city that it's in, and the deity or perhaps deities that the temple is dedicated to. You might expect a temple in agrarian areas to be better suited to blessings of crops and livestock and healing some austere disease or illness. Wilderness areas may be more inclined towards the hunt, herbalism, survival requirements and artisan crafts. They may also be better suited to healing monstrous wounds and curing rare disease like Lycanthropy. A temple in a metropolis might cater to the massess, the homeless, the poor, an orphanage, a work house and could be somewhat bureaucratic in its offering of aid.
You might envision all temples to be a place to research topics of theology, lore, myth and legend. Maybe some minor mention of a clensing ritual for someone bitten by a Loup Garou or the burial rites of different cultures. Spellcasting services mentioned in the PHB would likely be available at all temples, but to gain access to higher level spellcasting services, one might have to travel to a larger temple, or provide some boon to the temple or town that it services.
Domains might differ depending on the current state of international affairs and relations. One might not expect a War Domain temple to be very prominent in a centrally located agrarian based town/city. If there were a neighboring country that frequently threatens invasion or threatening rhetoric and massing of forces on borders, you might see a War Domain temple nearby, but not likely a Nature Domain temple.
The entire religious system can also be altered by the allowances of the State/Nation. Some might not allow open practice of certain (or any) religions, some might allow the freedom to practice as one pleases. This will alter the number, type and abilites of your temples.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
The first question you have to answer is how common are people with cleric levels in your world. If they are rare, and the temple is staffed with, basically, someone who has the alcolyte background, but no class levels, they might offer food and shelter, healing potions are a possibility, and a non-magical blessing, (and as others have mentioned, some domian specific services) but not much more. If someone has level 1 spells, I could see things like holy water or a casting of ceremony.
If leveled clerics are common, then the sky is the limit, in terms of healing, restoration, remove curse, etc. But again, that will depend. For example, larger, more prestigious churches would likely tend to have higher level casters who might offer more advanced services, but they’ll probably also have more political entanglements the characters will need to navigate.