Renown and Piety

Characters advance in an organization by gaining Renown, known as Piety in religious Organizations. As the character advances his organization’s (or deity’s) cause, he gains one or two Renown (or Piety) points representing his increase in status in the organization/faith.

On joining an organization, a character starts at 1 Renown/Piety. Members at this level are usually considered apprentices or novices until the gain renown.

At 3 Renown, most organizations consider the character “part of the team”, albeit a junior member. In general, and 3 Renown, the organization has finished teaching a signature skill (or specialization) to the character.

At 10 Renown, a character usually is considered a full member of the organization. The organization usually trains the character in one of their signature abilities that only members of that organization can perform.

At 25 Renown, the character has surpassed normal member ship and is usually considered a master in the organization. He gains the advanced abilities that the organization teaches and often has the ability to assign tasks to lower-ranked members.

At 50 Renown, the character is one of the leaders of the organization and can direct the organization as a whole.

Piety works in almost the same way, but it measures a character’s adherence to their faith’s values and growth. Special abilities gained by increasing one’s Piety are often bestowed by the deity and many are mystical in nature, such as the Touch of Ilmater, which removes fear and hopelessness from an individual.

An individual does not have to be a cleric or paladin to earn Piety. They just have to adhere to the strictures of the deity’s church.

Piety differs from Renown in other ways. A person could have a high renown in a slaver’s organization while secretly working to expose and betray that organization, but if you are gaining Piety in the Church of Bane and begin “going soft”, even if your fellow adherents don’t know, you will begin losing Piety (unless you have a way of shielding yourself from Bane’s oversight). It’s hard to fool the Gods.

Further, all clerics have access to the First Level ritual spell, Detect Piety (see below)

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The following spell is added to the Cleric and Paladin Spell Lists.

Detect Piety

2nd-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, DF
Duration: Concentration, up to 10 minutes

For the duration, you may examine a creature you see within 30 feet of you. If the target has gained piety with your deity, you know if the creature is pious (has a piety score).

Typically, a cleric or paladin may cast this ritual to determine if a stranger is a member of the church, those claiming greater titles often have to show that they have been blessed with the gifts (special or signature abilities) of the deity.

There are ways to fool the spell. The illusion Nystul’s Magic Aura can be used to mask a target’s piety, bestowing a false aura or negating a true aura. In addition, rumors are that clerics of Mask, Leira and other deities of falsehoods and illusions grant the spell False Piety.

Renown and Piety

Tales of the Bloodstone Lands Autumnfyr