Dolmenwood Factions #11: The Pluritine Church
The Pluritine Church is another powerful force in Dolmenwood. Driven by dogmatic views, theyâre attempting to tame the forest and its mysteries. Letâs explore how they plan to achieve this.
đ This series explores the Dolmenwood Factions and how to utilize them with a Faction Turn Framework!
Goals
The Churchâs 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 Churchâs crown jewelâa symbol of their triumph over other faiths and a step toward solidifying their power3. Though these goals wonât 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-Lordâs 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.
â± Info
Faction goals follow the Landmark, Hidden, Secret principle to determine what information outsiders have.- đ” Locate and Restore the Shrines: Claim the forest and spread the faith.
- Restore shrines across Dolmenwood.
- Attract pilgrims to the region.
- Strengthen the faith of locals and beyond.
- đ Rebuild the Abbey of St Clewyd: A symbol of the Churchâs dominance.
- Recapture the plateau.
- Cleanse the crypts and close the Chaos Rift.
- Restore the Abbey to its former glory.
- đ Stamp out the Drune and the Witches: And every other heretical source.
- Expand the Order of St Faxis across Dolmenwood.
- Expose Witches in high society and make examples of them.
- Locate and destroy Drune strongholds.
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.
- Clerical Orders7: Specialized in different areas.
- Defend church lands (St Sedge).
- Root out heretics (St Faxis).
- Combat supernatural forces (St Signis).
- Military Might8: Can call reinforcements when needed.
- Engage enemies of the Church.
- Takes time and effort to mobilize.
- Reserved for dire situations.
- Miracles of the One True God9: Perform divine rituals.
- Channel divine power through elaborate rituals.
- Strengthen believers' faith.
- Convert non-believers.
- Alliance with House Brackenwold10: Mutual benefits and goals.
- Secure the Dukeâs support for Church matters.
- Suppress emerging sects and upstart religions.
- Share knowledge and collaborate.
Actions
These missions reflect the Churchâs 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.
â± Info
For more details on Missions and Tasks, see Faction Turns. Remember, only three active actions should be maintained at any time.- đ Restore the Shrine of St Wort near the Woodcutters' Encampment:
- đ”ïž Friar Merric Goodbarrel
- đ Investigate rumors of the Shrineâs location.
- đ Find and restore the Shrine.
- đ Promote the Shrine and create pathways to it.
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.
- Demeanour (Lawful): Endlessly positive and down-to-earth, always offering encouragement.
- Speech: Light and cheerful, with folksy sayings and humorous anecdotes. Woldish, Old Woldish, Liturgic.
- Desires: To restore shrines. To instill a sense of hope and faith in others.
- đ Prepare an expedition to the Abbey of St Clewyd:
- đ”ïž Sister Evelyne Thorne
- đ Collect tithe from Dolmenwoodâs churches to fund the expedition.
- đ Recruit believers and enlist aid.
- đ Gather supplies and set a departure date.
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).
- Demeanour (Lawful): Tough, resourceful, and practical, taking on heavy responsibilities with a fierce dedication.
- Speech: Honest, sharp, and authoritative, but tinged with weariness. Woldish, Liturgic.
- Desires: To ensure the expeditionâs success and the safety of those involved. Yearns for stability and a life free of constant struggle.
- đ Establish an outpost for the Order of St Faxis in the High Wold:
- đ”ïž Brother Aldric Varron
- đ Enlist soldiers for the Order.
- đ Travel to Lankshorn with a delegation.
- đ Set up an outpost and begin investigations.
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.
- Demeanour (Neutral): Disciplined, calculating, and focused, appearing distant and reserved.
- Speech: Calm and persuasive, using logic and subtle pressure to achieve his goals. Woldish, Liturgic.
- Desires: To bring forbidden magic users to justice. To spread the influence of St Faxis.
Further Thoughts
Restoring Shrines can be done one by one or simultaneously. A slower approachâstarting with Shrines near populated areasâoften 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 Dukeâs 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 Malbleatâs 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 Primusâs 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:
- House Harrowmoor: Given the Nag-Lordâs threat and with the commander of the Order of St Sedge being Lady Harrowmoorâs younger sister14, an official alliance seems highly likely.
- House Hogwarsh: The Church could support the Baronâs efforts to make High-Hankle a cultural center, commissioning new artworks and designs for Churches and Shrines.
- Triple Compact: If the Cold Prince threatens Dolmenwood again, the Church may seek to revive this ancient pactâprovided they havenât burned too many bridges with the Drune15.
Example
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 wonât have to restore it once they do.
Conclusion
The Pluritine Church is a versatile factionâbenevolent 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 Princeâs 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
Pluritine Church: Disappearing Shrines and Ebbing PowerâDCB p66↩
History of the Shrines: A Shrine in Every VillageâDCB p22↩
Epilogue: The Chaos Rift ClosedâTRAoSC p52↩
Bishop Jospher Sanguine: DesiresâDCB p69↩
Pluritine Church: Sanctus PrimusâCommander of the Order of St FaxisâDCB p71↩
Pluritine Church: Abbot Nedwynne HargleâDCB p69↩
Members and Organisation: Clerical OrdersâDCB p68↩
Pluritine Church: Military MightâDCB p66↩
Pluritine Church: Miracles and MagicâDCB p66↩
Faction Relationships: Pluritine ChurchâDCB p79↩
Campaign Themes: Against the DruneâDCB p91↩
Lord Gryphius Malbleat: PossessionsâDCB p64↩
Hex 1106: Prigwort and the Swinney TowerâDCB p313↩
Hilda HarrowmoorâCommander of the Order of St Sedge: FamilyâDCB p70↩
850 Years Ago: Triple Compact Banishes the Cold PrinceâDCB p17↩