In one of my 5E games, what I call my CHurch Campaign because it is made up of people I met attending the local Unitarian Universalist Church, there were no active gods at the beginning of the campaign and thus no clerics. No one wanted to play a cleric so I stole an idea I had used in my Work 5E game, that the gods were killed or defeated in a long past war with Hell, putting the two campaigns in the same setting. In the setting druids get their power directly from the land and paladins from their ideals, but there are no gods to empower clerics..A scant handful of gods do remain but they are primarily local small gods, like gods of a specific islandor mountain who only have a single cleric. Thus clerics in this setting are incredibly rare; most people have never met one and resurrection is completely unknown. I tend to prefer a sort of pulpy low magic in my D&D where spellcasters are uncommon, so this works well for me.
After about a year and a half of the Church Campaign they found a badly wounded god that a very misguided cult and some fire elementals were trying to revive with human sacrifice. This god was the Reborn Flame, a god of the hearth but its fire elemental servants wanted to revive it as a god of fiery vengeance to fight back against the forces of Hell and they did a lot of terrible things towards this end. The PCs put a stop to this and convinced the fire elementals to let the Reborn Flame become its old self and got permission from the local ruler for it to dwell in the nearby City of Bataas, a place of many hearths for it to draw power from. Batas got a huge increase in its health and peacefulness and clerics became possible again, plus some new subclasses opened up for the pcs. I’ll post those later. The return of the Reborn Flame gave the players some other benefits and reawakened the ancient practice of hospitality in the County of Bataas.
With the Reborn Flame possessing a physical form, it has gained enough power to spread its influence across the region around Bataas. Being surrounded by so many homes, hearths, and people, it quickly grew to the point of empowering long held folk customs with actual magical power. Now accepting hospitality from a host is not just a social gesture; it has actual magical power to it.
For freeing the Reborn Flame all the pcs gained the following blessing:
Campfire’s Blessing
Whenever you rest near a flame your time is very restful and refreshing, the firelight charging you with thoughts of home and safety.
- If you are able to light a fire during a short rest, such as a camp or cook fire, you add your proficiency bonus to any hit dice used during that short rest.
- If you are able to light a fire during a long rest, you gain temporary hit points equal to the highest Wisdom bonus in the group plus your proficiency bonus at the end of the rest.
Hearths
With the return of the Reborn Flame even the most mundane fireplace or cookfire now has magical power. Any room that a humanoid or beast has slept, eaten, or cooked within in the last 24 hours and has a campfire, brazier, fireplace, stove, actual hearth, etc. is considered a hearth. Multiple rooms may be hearths within the same structure; if the majority of the rooms in building are hearths, and no great misdeeds (murder, arson, etc.)have ocurred in the building, the entire building may be considered a hearth.
The bounds of a campsite may also be a hearth if they meet the requirement that they have a campfire and a meal has been prepared on it, in which case the reach of the bright light portion of the campfire light establishes the bounds of the hearth.
Certain subclasses, feats, and magic items may interact with hearths.
Hearths have levels based on the length of time the hearth has been in use:
- A single meal
- 24 hours
- 1 week
- 1 month
- 1 year
- 5 years
- 25 years
- 100+ years
Effects of Hearth Levels:
- You can use abilities requiring a Hearth and the roles of hospitality apply within the Hearth.
- You get Advantage on Death saves made in the Hearth.
- When you take a short rest inside the Hearth, roll hit dice twice and take the better result.
- You gain advantage on saving throws against disease and poison made in the Hearth.
- Undead cannot enter the Hearth unless invited.
- Fiends cannot enter the Hearth unless invited.
- Fey cannot enter the Hearth unless invited.
- Remove an additional level of exhaustion after a long rest in the Hearth.
Any horrendous deed in the Hearth, such as murder, betrayal, arson, etc., will reduce it by one level and the Hearth’s age is now considered to be the minimum for that level. So if you have a fifty year old Hearth, i.e. level 7, and someone is murdered in it it becomes level 6 and is considered five years old for advancing in level again; it will take 20 years to return to level 7. Multiple misdeeds will lower the level for each misdeed.
A Hearth that is level 5 or greater and then abandoned will remain a Hearth for time equal to how long it was inhabited. So if a house is inhabited for five years, it remains a level 6 Hearth hearth for another five. Great misdeeds, such as murder, will end this status immediately if it is uninhabited.
Hospitality
The folk of Bataas have long held to the practice of offering hospitality to guests going back to the Vortlanders who settled the land centuries ago. With the Reborn Flame’s resurgent power these traditions have gained renewed power.
A person may offer hospitality to another by inviting them into a hearth they own or have some control of and specifically saying they offer hospitality. The guest may refuse without any penalty except those associated with the social interaction, i.e. being rude. You may only accept or offer hospitality when you are free from all mental influences such as charm person, suggestion, dominate, etc. Deceit, such as disguising yourself to fool an enemy into offering you hospitality, is allowed.
Once the guest accepts hospitality, a bond is formed between the host and all guests. This bond lasts until the next sunset or sunrise, whichever comes first, at which point hospitality may be offered again. Also it ends if someone commits an act that breaks hospitality. These acts break hospitality if committed among any who have offered or accepted hospitality (guests and host, guest and guest, etc) and include:
- Insults
- Theft or Destruction of Property
- Assault/Murder
- Poisoning
- Arson
- Refusing edible food, safe water, and a clean, safe place to sleep to guests.
Some classes, feats, and magic items may interact with hospitality or allow you to activate abilities when someone breaks hospitality.
Within Bataas proper, breaking hospitality results in the offender receiving a Bestow Curse spell (the host gets to choose the effect) and a magical mark on their spirit that makes any who see them know they are a breaker of hospitality. Both may be removed via the Remove Curse spell, but given the dearth of clerics good luck finding one. The duration of both effects depends on the power of the heath.
- Until the target completes a short rest
- Until sunrise or sunset, whichever comes first
- Until the target completes a long rest
- 24 hours
- 1 week
- 1 month
- 1 year
- Permanent until removed.
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