Hey folks. I have been worldbuilding to support my current campaign where the players live on the frontiers of the civilized world to put them close to "the action." Later in the story, I am going to offer the party the chance to visit an area very close to one player's birthplace. This will involve a journey of some 400 miles, which we'll probably mostly handwave away, but we'll see.
My home kingdom is divided into five Duchies and one area that is like a Duchy, but it is the Duchy of the King so it isn't called a Duchy, it is The Original Province. So consider it like six Duchies. The feudal government has a state church that is focused on agriculture because this is necessary for everyone to survive. It seems appropriate that each Duchy might have a monastery. Other than a desire to be either secluded or on the opposite end located a comfortable distance from the seat of power so that a trip there might be fairly easy, what things should I consider when I choose where to locate my monasteries?
I already plan to have them supply well known wines and one or two other commodities. But I'll figure that out later as well. One idea I am considering is that each Monastery will have a Teleportation Circle, and they are considered too dangerous to be located in the important cities. Each Monastery is likely to have their own order of paladins for securing the Circle and the area around the Monastery.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Make each monastery different. You don’t have six monasteries scattered among provinces and not make each one unique in some respect.
Maybe assign a role to each monastery, or a specialty. For example, the monasteries might each have control over a different department of civilization (agriculture, crafting, education, etc.) or different schools of magic, or even different elements if you like. Have fun with displaying how each monastery’s specialty plays into how they’re isolated, where they’re built, and their architecture.
I don't know why or how, but my brain just latched onto the idea of a monastery that's a ship. A ship of a good size could provide places for different monastic activities and practices.
That slaps my brain with a whole lot of questions about such a monastic order. What are their tenets? How did the order begin? How do they practice and honor their beliefs? ...and what about a completely different answer to all of those questions for a completely different monastic order but still located on a large ship? ...or a fleet?!
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Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
Each monastery could represent a different expression of the faith. Like the different branches of many world religions, where there are some core tenets that are the same, but other aspects, from parts of their theology to architecture to style of worship could change from one to the other. You could even go with one or two of them having beliefs the others consider borderline heretical, to set up a potential religious civil war.
Maybe one should be built on a holy site, where the god appeared, or someone performed a miracle. A more militant one could be on a strategic location, like a high elevation, or the edge of the country facing their ancient enemies.
One could be at the burial site of a great saint, or martyr, or teacher.
And one isn’t a physical building because that group believes they need to remain close to the land, so there’s just a flat patch of dirt where they hold services, always barefoot to be in contact with the ground. And they all sleep outside with no bedroll between them and the earth. Though that might work better as an itinerant preacher than a formal monastery.
You could create a set of Monasteries that are subject to a Head Monastary, with each Monastary specializing in Woodwork, Blacksmithing, Scribing, etc. This could let you have the Monatraries have Rarity Goods that are considered fine or fancy and used by the upper class. The Head Monastery could then be the hub where these goods are sold, and where new Monks are trained in each, then told to choose one to become an expert in.
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Remember that teleportation circles are doors into your secure area. One slip with the target destination runes and the door is wide open to any wizard who wants in. Forever.
If its possible make any teleportation circle only big enough for one person. Or make it some kind of timed to open closed room.
The sending stone idea is a good one. The sending spell is even better, then you do not have to time it when someone is using the stones. You just have to know the target person.
My monk resides on a ship monastery called The Shimmering Mirage. Works great both as a story hook and as an actual vessel for travel (where/when applicable).
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In the five Duchies there is an Arch Bishop located near the "back edge" (the safe side away from the wilderness) of the duchy. The Arch bishop is the head official of the state church, and the church is responsible for the census.
In developing the Monasteries, I believe I will have them located on the other end of the Duchy, near the wilderness and the "threat" to order and civilization. Each monastery will have a portal for teleporting and one of their tasks will be to protect the portal. The monastery will be built like a fortress of stone on defensible ground.
Each Duchy has a leading general called a Marshal. The Marshal is responsible for defending the frontiers of the nation focusing on his specific duchy's borders. The Duke is responsible for providing an army for the Marshal. The Marshal will often have the monastery figure well in his plans being a forward fortress. The Church is the owner of the monastery but they understand the Marshal is protecting them so there is an uneasy level of cooperation.
I will have to think about how the monastery will figure into the political overlay of the kingdom. The head of the monastery is largely insulated from the usual politics. But his cooperation and endorsement would be very welcome among the lesser nobility that seek to climb the ladder of success. And to some extent, the order of Paladins sworn to protect and defend the portal are in effect the Abbot's little army.
Even the Arch Bishop doesn't enjoy a free army to command. He has to pay for his like any other Marquis or Count would. The Arch Bishop holds the title of Earl, which is equal (sort of) to a Count or Marquis, but the title of Earl does not have hereditary privileges. The heir to the title of Earl is the next Arch Bishop, not the son of the Arch Bishop. Some very wealthy merchants purchase the title of Earl from the King. They receive no land, just the title and the privileges that come with being a "titled noble." These wealthy men must pay each year to maintain their title.
I think I will add a granary to each monastery so it is a place of safekeeping for the wider community. And because of this, a nice town will grow up around the monastery. And the town will be governed by a Grand Baron so there is some potential for political intrigue around the monastery. Grand barons in my lore and figurehead husbands of important noble princesses that were not married off for political reasons. Their families, wishing their daughters to continue to enjoy a good lifestyle, secure a special town for their son-in-law to govern and then when they are married he becomes a Grand Baron of such-and-such town. Unfortunately for their children, the Grand Baron title also doesn't convey to their heirs. But they are 'the Grand baron's Children" and are therefore noble by birth. But their parents still have to work the system to help them get placed in a respectable position.
I'm still looking for ideas to help with the Monasteries. Thanks.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
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Hey folks. I have been worldbuilding to support my current campaign where the players live on the frontiers of the civilized world to put them close to "the action." Later in the story, I am going to offer the party the chance to visit an area very close to one player's birthplace. This will involve a journey of some 400 miles, which we'll probably mostly handwave away, but we'll see.
My home kingdom is divided into five Duchies and one area that is like a Duchy, but it is the Duchy of the King so it isn't called a Duchy, it is The Original Province. So consider it like six Duchies. The feudal government has a state church that is focused on agriculture because this is necessary for everyone to survive. It seems appropriate that each Duchy might have a monastery. Other than a desire to be either secluded or on the opposite end located a comfortable distance from the seat of power so that a trip there might be fairly easy, what things should I consider when I choose where to locate my monasteries?
I already plan to have them supply well known wines and one or two other commodities. But I'll figure that out later as well. One idea I am considering is that each Monastery will have a Teleportation Circle, and they are considered too dangerous to be located in the important cities. Each Monastery is likely to have their own order of paladins for securing the Circle and the area around the Monastery.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Make each monastery different. You don’t have six monasteries scattered among provinces and not make each one unique in some respect.
Maybe assign a role to each monastery, or a specialty. For example, the monasteries might each have control over a different department of civilization (agriculture, crafting, education, etc.) or different schools of magic, or even different elements if you like. Have fun with displaying how each monastery’s specialty plays into how they’re isolated, where they’re built, and their architecture.
Good luck!
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It might be a bit too neferious for your needs but you are welcome to use this one if you like:
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/86478-the-monastery-of-nagin-ata
I don't know why or how, but my brain just latched onto the idea of a monastery that's a ship. A ship of a good size could provide places for different monastic activities and practices.
That slaps my brain with a whole lot of questions about such a monastic order. What are their tenets? How did the order begin? How do they practice and honor their beliefs? ...and what about a completely different answer to all of those questions for a completely different monastic order but still located on a large ship? ...or a fleet?!
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
You could have each Monastery be a communication hub and give each a Sending Stone.
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Each monastery could represent a different expression of the faith. Like the different branches of many world religions, where there are some core tenets that are the same, but other aspects, from parts of their theology to architecture to style of worship could change from one to the other.
You could even go with one or two of them having beliefs the others consider borderline heretical, to set up a potential religious civil war.
Maybe one should be built on a holy site, where the god appeared, or someone performed a miracle.
A more militant one could be on a strategic location, like a high elevation, or the edge of the country facing their ancient enemies.
One could be at the burial site of a great saint, or martyr, or teacher.
And one isn’t a physical building because that group believes they need to remain close to the land, so there’s just a flat patch of dirt where they hold services, always barefoot to be in contact with the ground. And they all sleep outside with no bedroll between them and the earth. Though that might work better as an itinerant preacher than a formal monastery.
You could create a set of Monasteries that are subject to a Head Monastary, with each Monastary specializing in Woodwork, Blacksmithing, Scribing, etc. This could let you have the Monatraries have Rarity Goods that are considered fine or fancy and used by the upper class. The Head Monastery could then be the hub where these goods are sold, and where new Monks are trained in each, then told to choose one to become an expert in.
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Remember that teleportation circles are doors into your secure area. One slip with the target destination runes and the door is wide open to any wizard who wants in. Forever.
If its possible make any teleportation circle only big enough for one person. Or make it some kind of timed to open closed room.
The sending stone idea is a good one. The sending spell is even better, then you do not have to time it when someone is using the stones. You just have to know the target person.
My monk resides on a ship monastery called The Shimmering Mirage. Works great both as a story hook and as an actual vessel for travel (where/when applicable).
Shoe hoarder 👠 Beer enthusiast 🍺 Whisky connisseur 🥃 Awkwardly Swedish 🇸🇪 Gamer 👾 Feminist 💕 Taken 💍 🏳️🌈🏳️⚧️
In the five Duchies there is an Arch Bishop located near the "back edge" (the safe side away from the wilderness) of the duchy. The Arch bishop is the head official of the state church, and the church is responsible for the census.
In developing the Monasteries, I believe I will have them located on the other end of the Duchy, near the wilderness and the "threat" to order and civilization. Each monastery will have a portal for teleporting and one of their tasks will be to protect the portal. The monastery will be built like a fortress of stone on defensible ground.
Each Duchy has a leading general called a Marshal. The Marshal is responsible for defending the frontiers of the nation focusing on his specific duchy's borders. The Duke is responsible for providing an army for the Marshal. The Marshal will often have the monastery figure well in his plans being a forward fortress. The Church is the owner of the monastery but they understand the Marshal is protecting them so there is an uneasy level of cooperation.
I will have to think about how the monastery will figure into the political overlay of the kingdom. The head of the monastery is largely insulated from the usual politics. But his cooperation and endorsement would be very welcome among the lesser nobility that seek to climb the ladder of success. And to some extent, the order of Paladins sworn to protect and defend the portal are in effect the Abbot's little army.
Even the Arch Bishop doesn't enjoy a free army to command. He has to pay for his like any other Marquis or Count would. The Arch Bishop holds the title of Earl, which is equal (sort of) to a Count or Marquis, but the title of Earl does not have hereditary privileges. The heir to the title of Earl is the next Arch Bishop, not the son of the Arch Bishop. Some very wealthy merchants purchase the title of Earl from the King. They receive no land, just the title and the privileges that come with being a "titled noble." These wealthy men must pay each year to maintain their title.
I think I will add a granary to each monastery so it is a place of safekeeping for the wider community. And because of this, a nice town will grow up around the monastery. And the town will be governed by a Grand Baron so there is some potential for political intrigue around the monastery. Grand barons in my lore and figurehead husbands of important noble princesses that were not married off for political reasons. Their families, wishing their daughters to continue to enjoy a good lifestyle, secure a special town for their son-in-law to govern and then when they are married he becomes a Grand Baron of such-and-such town. Unfortunately for their children, the Grand Baron title also doesn't convey to their heirs. But they are 'the Grand baron's Children" and are therefore noble by birth. But their parents still have to work the system to help them get placed in a respectable position.
I'm still looking for ideas to help with the Monasteries. Thanks.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt