Holy Rolling
So, how do you determine when enough is enough and when the too much line has been crossed?
While one possible answer could be communication, I suggest we look to architecture. (Don’t worry; we’ll get back to communication in a bit.) We can draw some nice parallels to the very edifices of faith that you may opt to “build” in your world.
The All Important Foundation
All buildings have a foundation upon which the structure rests. The foundation could be natural or man made or, in some cases, a combination of the two. The need for the foundation is very simple: without it, the building falls. So too will your efforts to include religion fall without a foundation.
Simply put, the foundation for any fictional religion is the story behind it. This can exist in printed sourcebooks, the collective experience of the gaming group, or solely in the mind of the GM. Nonetheless, it MUST exist somewhere. Next month’s column will speak more about creating religions.
The Façade or What People See
In architecture, the façade of the building is the main exterior “face” of the building. Typically, this is what people “see” when they think about a building. If I say “the Louvre” or “Buckingham Palace” or “The White House” then people immediately know what I am talking about. Further, they can “see” it. This often famous face is the façade.
So, what does a façade have to do with religion? When speaking of the religious façade I am referring to the face that is presented to outsiders. It is the widely known information and/or general impression of the faith. Typically this is right at, or a little less than, most setting books get into when a religion or deity is discussed. Generally, you would include the name of the deity or religion – whichever is more well known, the most common symbol associated with the faith, and the basic interests of the deity/religion. You might also include the general attitudes of the faithful.
Here’s an example I pulled together for your enjoyment:
Members of The Church of the Wood (aka Bridgit’s Chosen) tend to live in or very near the forest. They worship the goddess Bridgit and live simple lives. Mostly friendly, they tend to help an honest traveler pass through their lands without incident.
Notice how the information is just enough that a rough and tumble group of adventurers could interact with a few of the faithful while chasing orcs through the King’s Wood and not need any additional information. This keeps the amount of book-keeping to a minimum but leaves the door open to expand a bit more as needed. In fact, some of your players will want to know more about the faith if merely given this little tidbit.
The Atrium
The term atrium in architecture has changed meanings over time. Modern atria are often large, open, indoor spaces while the ancient varieties were often exterior courtyards that led to the entrance. Either way, the atrium can be thought of as a transition from the outside to the inside. From a mechanics perspective, this can represent the amount of knowledge gained from study or a successful check based on religion. From an in-world perspective, it represents the transition from simply passing by the church every day to walking inside and chatting with those in attendance.
Correspondingly, the amount of information needed is a little greater but still very manageable. All of the information from the façade would be needed here as well. You should also add basic beliefs including any prominent prohibitions or requirements as well as information on local ecclesiastical authorities – assuming the faith has any. Prominent local figures of the faith (leaders or not) should also be created as named NPC’s.
Continuing our example:
Bridgit’s Chosen, as they prefer to be called, are a group who revere the natural world as it represents Bridgit’s blessings upon her faithful. They strive to live in harmony with nature since all – plants, trees, animals and folk – are Bridgit’s children. They do not have any prohibitions against eating meat as all of Bridgit’s children are part of a greater whole; however, they prohibit needless or wanton killing. Services are simple: they are held in a clearing in the forest and are nearly devoid of liturgy and ceremony. Services are led by a pregnant woman who represents Bridgit in her effort to bring forth life. There is no particular day for worship.
Rebecca (NPC), a young, brown haired woman greets the adventurers as the current leader of worship and points them to a seldom used path that will take them closer to the orcs, who, incidentally, happen to be defiling the goddess’ forest.
The Prayer Hall or Nave
The interior of most modern buildings of worship is a large open space that is used for prayers and/or religious ceremonies. These spaces can be ornate or sparse, devoid of furnishings or filled with the trappings of the faith. Likewise, this level of detail for a religion leaves the door nearly completely open. Most groups and campaigns will stick to either the religious façade or enter the atrium but few groups will need this level of detail with one possible exception.
Those holy folk in the gaming group (be they priests, paladins, clerics, etc.) will need to know more than the basics. Who is in charge of whom? What is the proper way to address a superior? What are the various minutia of everyday belief? This level of detail can be incredibly trying for a GM to invent on her own. This is where the level of detail for things like the color and cut of priestly robes would be found. It includes set prayers (or prayer patterns) and rituals. It would also include all of the minor prohibitions or requirements and which, if any, are optional but encouraged. If there are various sects or divisions within the main faith, here is where you would find those divisions and their sources.
Continuing our example:
Bridgit’s Chosen, don’t have a lot of organization to begin with so much of this level of detail may go unused. However, the pregnant woman who leads the services is referred to as Bridgit during the brief ceremony. The focus of worship is an outpouring of thanks for their blessings. The woman standing in for Bridgit then makes promises on behalf of the divine for the people.
The Chosen only have a few minor prohibitions. They will not cut living trees for wood nor will they eat any meat that has been killed by another. They are required to say a prayer of thanks over any kill and drain the blood back into the forest before harvesting the meat.
A few members of this sect argue for meat to be forsaken, and, while they are tolerated, they do not rise to the level of a different branch of belief. (But what might happen a century from now?)
The Altar
This final level is one that most of your players will never see. It in some ways loops back around to the foundation. It contains the meta-plot points (if any) that the deity in question is pursuing. While not needed, if the GM knows what the deity’s agenda is, she can easily give seemingly odd instructions to the holy folk of your gaming group. Can you say instant plot hook? Just don’t abuse this option.
Final Thoughts
All religions should have a façade and the most common ones should have an atrium. Those where the villain worships and those where your holy folk worship should at least have an outline of the prayer hall/nave. Also, your players may well be willing to help flesh them out as needed.
Finally, let’s revisit communication. While neither a façade nor the atrium level of detail should bother your players, occasionally check with them before or after a session to make sure that you haven’t crossed the line despite your best efforts.
Now, go out there and build some faith into your campaign.
Next month: advice on cooking up your own religions.

