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Dolmenwood Factions #11: The Pluritine Church

St Francis beneath a Tree, Praying, Rembrandt van Rijn, 1657

A lone friar praying at one of the Shrines in Dolmenwood.

The Pluritine Church is another powerful force in Dolmenwood. Driven by dogmatic views, they’re attempting to tame the forest and its mysteries. Let’s explore how they plan to achieve this.

📌 This series explores the Dolmenwood Factions and how to utilize them with a Faction Turn Framework!

  1. The Nag-Lord
  2. The Cold Prince
  3. The Drune
  4. House Brackenwold
  5. House Guillefer
  6. House Harrowmoor
  7. House Hogwarsh
  8. House Mulbreck
  9. House Nodlock
  10. The Hag
  11. The Pluritine Church
  12. House Malbleat
  13. House Murkin
  14. House Ramius
  15. The Witches
  16. Ygraine Mordlin

Goals

The Church’s primary goal is the dominance of their faith1. Restoring the lost Shrines is an effort to tame the wilds of Dolmenwood and suppress the weirdness and mysteries lurking there. This restoration not only opens up passageways and increase travel but also aims to make the forest more mundane2. The rebuilding of the Abbey of St Clewyd is the Church’s crown jewel—a symbol of their triumph over other faiths and a step toward solidifying their power3. Though these goals won’t eliminate the Nag-Lord or the Drune, they will significantly weaken their influence, drawing more pilgrims to Dolmenwood, leading to more settlements, and gradually taming the forest.

The final challenge is stamping out heathens: the Drune, the Witches, the Nag-Lord’s cults, and fairy influences. This reflects the Churchs current stance under Bishop Sanguine4 and Sanctus Primus5, though internal strife could shift the Church toward more tolerance6.

✱ Info

Faction goals follow the Landmark, Hidden, Secret principle to determine what information outsiders have.

| đŸ” → Landmark | 🙈 → Hidden | 🙊 → Secret |





Resources

Although declining in Dolmenwood, the Church remains a powerful force with political influence and access to external help. Its alliance with House Brackenwold strengthens its position.






Actions

These missions reflect the Church’s broader goals and can help kickstart their expansion. Rotate missions to reflect the objectives of different clerical orders, which may not always align directly with Church goals but reflect power struggles within the hierarchy.

✱ Info

For more details on Missions and Tasks, see Faction Turns. Remember, only three active actions should be maintained at any time.

| 📔 → Mission | 📝 → Task | đŸ•”ïž → Agent |


Friar Merric Goodbarrel

A stout, cheerful elderly man with a friendly face and a perpetual smile. He wears simple friar's robes, often rolled up to his elbows, ready to work. A childhood friend of Bishop Sanguine (DCB p69), they joined the Church at the same time, though their paths diverged.


Sister Evelyne Thorne

A strong, determined woman in her late twenties, with messy short hair and robes marked by the symbol of St Signis. Calloused hands and streaks of dirt from her hands-on approach mark her hard work. She serves Commander Ablewright (DCB p70) while stationed at Castle Brackenwold, where she also secretly relays correspondence between the Commander and Duchess Ophelia (DCB p59).


Brother Aldric Varron

A man in his early forties with a rugged face and calm expression. Wears the simple but immaculate robes of the Order of St Faxis. Though he respects Sanctus Primus (DCB p71), he is wary of Church politics and focuses solely on the Order's mission.


Further Thoughts

Restoring Shrines can be done one by one or simultaneously. A slower approach—starting with Shrines near populated areas—often feels more natural. Restoration involves more than repairing Shrines; promotion, infrastructure, and attracting pilgrims are essential. This could lead to new abbeys, churches, and settlements, potentially developing outside of Faction Turns. Over time, as the areas become more settled, encounters might become less supernatural, replaced with more mundane threats like bandits.

Restoring the Abbey of St Clewyd is a long-term goal but could fail if expeditions are lost. Players can influence the outcome by exploring the crypts themselves, but so can other factions, especially the Nag-Lord. Player involvement could benefit both sides.

The Order of St Faxis is focused on rooting out heresy, which could lead to conflict with other factions. The Church has an advantage with the Duke’s support, but retaliation is possible. A confrontation with the Drune could escalate quickly, especially if the Church discovers and topples a Nodal Stone or Summerstone11, unintentionally aiding the Cold Prince. Establishing a presence in the High Wold could also bring Lord Malbleat’s necromantic dabblings under scrutiny12. If these practices become public, the Order would work to condemn House Malbleat, potentially aligning with the Order of St Signis to deal with the growing threat.

Internal struggles within the Church could also be represented in Faction Turns. For instance, Abbot Hargle may oppose Sanctus Primus’s harsh methods, trying to steer the Church in a more tolerant direction. Players could also influence these conflicts if they involve themselves in Church politics.

Remember, the Order of St Sedge will also pursue missions against the Nag-Lord as they establish themselves near Prigwort13.

Potential Alliances

The Church is already allied with House Brackenwold, but they have potential to forge new alliances:

Example

Faction Turn Example - The Pluritine Church

The Church had a rough start in my campaign, struggling to get their plans off the ground, which allowed other factions to act first. However, a few successful actions have kept them in play. My players came across the Shrine of St Wort and restored it on their own but never informed the Church. As a result, the mission is still active, but they gained progress. The Church still needs to locate the Shrine, but they won’t have to restore it once they do.

Conclusion

The Pluritine Church is a versatile faction—benevolent at times but often driven by fear and dogma. They oppose the Nag-Lord, bringing law to Dolmenwood, though neither side is purely good or evil.

It would be fascinating to see the Church undergo an internal struggle, becoming more tolerant, or to watch them escalate conflicts to the point of facilitating the Cold Prince’s return. Will they ever acknowledge their role in that? And how would a partially more domesticated Dolmenwood look?


This concludes our look at the Pluritine Church. Next time, we return to the High Wold to examine House Malbleat.


References
  1. Pluritine Church: Disappearing Shrines and Ebbing Power—DCB p66

  2. History of the Shrines: A Shrine in Every Village—DCB p22

  3. Epilogue: The Chaos Rift Closed—TRAoSC p52

  4. Bishop Jospher Sanguine: Desires—DCB p69

  5. Pluritine Church: Sanctus Primus—Commander of the Order of St Faxis—DCB p71

  6. Pluritine Church: Abbot Nedwynne Hargle—DCB p69

  7. Members and Organisation: Clerical Orders—DCB p68

  8. Pluritine Church: Military Might—DCB p66

  9. Pluritine Church: Miracles and Magic—DCB p66

  10. Faction Relationships: Pluritine Church—DCB p79

  11. Campaign Themes: Against the Drune—DCB p91

  12. Lord Gryphius Malbleat: Possessions—DCB p64

  13. Hex 1106: Prigwort and the Swinney Tower—DCB p313

  14. Hilda Harrowmoor—Commander of the Order of St Sedge: Family—DCB p70

  15. 850 Years Ago: Triple Compact Banishes the Cold Prince—DCB p17

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