(TODO: images from Google doc)
(From Strongholds & Followers)
From Eric:
These are optional abilities and mechanics but open to any player at any level. If you build a Temple stronghold, it will enhance these abilities but that stronghold type is not required.
The measure of how pleased your deity is with you is called your concordance. If your deity is pleased enough to reward you, then you are “in concordance with your deity”. If they are not pleased, then you are out of concordance. Typically, there is no way to know whether you're in or out before you petition your deity.
Your current concordance is known only to your GM though you can keep track of your good deeds in case they need to be reminded. It's typically a number from 1 to 100, but you can go above and below that range even into the negatives.
Of course, the GM can ask you to keep a running tally So when your character petitions their deity, the GM asks, “Okay, what have you done for your god since the last time you called upon them?” The GM is always free to agree or disagree and can add their own bonuses and penalties. Only the GM knows what the gods' real attitudes are, numbers be damned.
As you adventure, certain actions can make you gain or lose concordance. Mostly, these are known to your character. Your character knows if they convince an enemy priest to give up their life of evil and join you (very difficult, but long-lasting positive benefits) or kill an enemy cultist (pretty easy, but no lasting consequences) that you are furthering your deity's goals and will be rewarded. Failing to act when you have the opportunity will also make you lose concordance.
The gods consider it your responsibility to know right from wrong. If you are tricked by an enemy into doing their bidding, the gods are just as angry at you as they would be if you helped the enemy willingly. They don't pay very close attention and don't have time to evaluate the subtleties of situational ethics.
Here are some examples of deeds that would add to or subtract from your current concordance.
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As an action, you can petition your deity for aid. The GM rolls percentile dice and adds your current concordance and your current level. If you have a temple, you gain an extra +30 to your roll.
You may receive aid, be ignored, or be punished for your repeated badgering. Unless you've been busting your ass (or have a temple), there's a good chance you'll be cursed just for being annoying.
Because the gods do not like being pestered, petitioning your deity, regardless of the outcome, gives you a penalty to your concordance. This penalty will accumulate as you petition again and again. Track your penalty from petitioning separately. Taking an extended rest at your temple, if you have one, clears any penalties you've accumulated from petitioning.
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If your concordance result grants you a servitor, determine which servitor arrives by choosing one from the column you rolled.
[ED: I have custom charts and will tell you which one shows up based on the roll and other factors...]
The servitor you choose must be within your character or deity's purview and be approved by the GM. No matter how pious your lawful good paladin is, your god will not grant you a demon, devil, or undead and probably nothing from Arcadia [ED: Fey] or Primordius [ED: Elemental planes].
The character who summoned the servitor is informally referred to as the “summoner” or the “petitioner” or more formally “the concordant.” The latter term is what the servitors usually use.
The summoned creature is referred to as a servitor. It arrives ready to fight and die, perhaps resentfully, for the concordant. Regardless of its attitude, a servitor only remains on the same plane as the concordant for 4 rounds plus 1 round per level of your stronghold, returning to their home dimension forthwith. Servitors who are killed in the Mundane World [ED: Prime Material Plane] leave their bodies behind, and their essence returns to their home plane to reform there.
Servitors often bring word from the power the concordant serves, informing them of unknown dangers or otherwise making cryptic pronouncements. Feel free to imbue the servitor with personality and give them the chance, during combat, to interact with the heroes.