Andy quoth:
Ok, thinking more about chapel of the saint. The standard is fine as a 'generic' chapel, but lacks any personification for the saint. I figured that increasing the cost and adding a mainly fluff power would make sense.
Cost: Increase to 20 GB. No maint increase. DDC 12.
Requirements: Chapel's gotta have soul. You need to tie the Saint to the effect and your church with a cool description.
Benefits: As normal chapel but 1 of:
Academy. Bonus to one training action per season within the province. (I don't know how the normal action works, but this sounds thematic - a centre for contemplation / a famed training ground, etc).
DM Jon
This shouldn't be a chapel at all, but an academy with the same cost and equal abilites as the halls of learning.
F.ex. It could give a +4 bonus to training actions and knowledge: Military. In addition it could supply a training action to all aa's training at the academy. The aa's may not do adventure or travel the turn they're training at the academy (unless it is in order to travel to the academy). And the action still goes against their character action limit - however this structure conceptually allows aa's to train twice each turn.
Andy
Hall of learning seemed OTT for the idea I was aiming at - Maybe just +1 or 2 to the train action? Or one AA only per season as their action? The idea was that some saints would be noted for their wisdom and experience.
Centre of order. The monks/clergy are famously frugal and orderly, and the structure can try and administrate the selected type of maintenance (chosen via initial fluff) once per season. (basically the clergy act as an AA for the purposes of ply trade:administrate once per season).
DM Jon
Conceptually possible. But to have a structure do what aa's normally do, seems somehow wrong to me. Why not just build six of them and spare your domain the trouble of admins permanently? No, I think this should stay with the aa's.
Andy
hmm, I'd struggle to find 6 saints to cover the areas in any particular temple, the idea was to reflect a legendary saint noted in one of the relevant areas - their chapel then acts as a centre for like minded people. In practice an AA attempting to administrate and the structure should be identical unless you have a special aa. Thinking about it administration isn't very heroic - I'd figured this one would be for temples of avani/sera as it didn't fit the martial faiths, but maybe it doesn't work thematically for them either...
Diplomacy. +2 bonus to one diplomacy action in the province per season. (weaker than small palace, but no increase in maint)
DM Jon
I can see why a good looking palace would gain you a bonus to diplomacy, but why should a shrine? Remember, no magic.
Andy
Some saints are militant, some are diplomatic - so a shrine to a saint of Nesirie might be dedicated to a peace maker, a shrine to Haelyn recognise a great lawmaker, the idea was that the staff attracted to the shrine, the library, etc within, have a body of knowledge, follow certain interests and teachings, etc which is then reflected by a bonus in the specific diplomatic area.
Inspired. +2 to hire help once per season for someone with similar skills/whatever as the patron (i.e. a patron of arts inspires artists).
DM Jon
I like it. Though it's probably more appropriate to have it cost the same as a standard shrine.
Andy
well it's a bonus above the usual, so some extra cost seemed appropriate, I didn't want to get bogged down playing with costs when I didn't know if they worked or not so just stuck with +10 Gb for each.
Magnificent. Once per year +4 to a local agitate action not +2 (must be same season as bless cast). (This one might be too good, although it is 1/year only)
DM Jon
No annual bonuses.
Andy
rats, it would be overpowered if it was more often...
War I. Allied units in the province are inspired to gain +1 defense. Up to 1 unit per temple holding level can benefit.
DM Jon
Boosting defense is a magical effect. +1 to morale perhaps possible - IF the army first goes and bow their heads at the shrine, seeking the blessings of the saint. Or something like that.
[colour=blue] sure, I just had the idea that a martial saint might make people fight harder, to me its mostly a fluff outgrowth.[/color]
War II. Allied units in the province are inspired to gain +1 offense. Up to 1 unit per temple holding level can benefit.
See above.
War III. One garrisoned unit can be trained in the province per season as a free action. (Is it too good with a garrisoned unit? The cost saving isn't much for units that benefit from training i.e. unskilled ones).
DM Jon
Again, no magical effects. This sounds more like a military camp of some sort, i.e. not a shrine.
Well, as the Aegis some of my shrines will be military camps, as they will be dedicated to priests of war - many if not most Haelyn / Cuireacen saints will be military heroes of some sort. Having people train 'in the saints name' seemed to fit. As the action is free with a war action it didn't sound too bad - maybe a bonus to train unit success would fit better than cutting the cost/removing the court action cost.
War IV. One unit can be mustered in the province per season as a free action (i.e. as if the domain was at war).
DM Jon
Sounds good, the warrior saint inspires people to train more etc.
that was the idea - the same thinking as war III but reflecting in a slightly different mechanic.
Watchful. +2 to espionage actions within the same/neighbouring province once per season.
DM Jon
Don't know about this one, it's interesting though. The effect should probably only work within one province. And maybe reduce the cost to a standard shrine. But what would cause the effect?
Andy
I was trying to think about other gods - Eloele and Sera may not have many military saints, but they will have some damned cunning ones...