Olympus by Night
Kingdoms and Sanctums
A sanctum is a deities sanctuary, his personal abode, carved from elsewhere and built to the deities liking and often image. Each sanctum must be built in a manner appropriate to the deity in question- A Spider God may build a sanctum from webs, a mammoth Avatar may build his home from elephant bones, etc. Mechanically this means your home must reflect your nature, personality, and purviews.
- To build a sanctum you must anchor it to a Kingdom. See Below.
- Entrances/Exits- Sanctums are always closed spaces, and even if they appear to possess frontiers, an explorer will eventually find trees too thick to pass, an adamant wall or the like. Each Sanctum has 2 entrance/exits. 1 which leads to the mortal world, and one that leads to the anchoring kingdom. The entrance in the mortal world is called the Touchstone, traditionally its a door, though it could be a stature, or even a small object like a cup or
- Petitioners- Sanctums attract residents. Usually these are the spirits of animals and humans who do not quite realize they are dead and stay with a god that matches their lifestyle or situation until they are ready to pass on. Sometimes petitioners are living people, a soldier lost on a battlefield may find himself a resident of Ares Sanctum for decades before reappearing in the mortal world. Petitioners are not members of your retinue, though they do have a semi-instinctive idea of who the most important people in the local sanctum are. Think of them mostly as background or even window dressing for sanctums.
- Sanctums can modify purviews positively and negatively. Each dot of sanctum increases the number of modified purviews by one. A two dot sanctum may be strongly Fire and Sky- granting a bonus to these purviews, or weakly Water and Earth granting a penalty. This bonus/penalty is equal to the owning gods permanent legend in instant successes. (ie using fire in a place strongly Fire nets bonus instant successes, while using earth in a place weakly earth nets a penalty.)
- Perception: Your character gains a bonus to his awareness score while in his sanctum equal to his dots of sanctum. (If he has Minion he also gains bonus from them while in his sanctum.)
X No sanctum. Some gods who travel much in their duties, or who have no patience for labor or who, due to their natures, must create sanctums by particularly laborious or unpleasant means, simply go without. These gods often live with their relatives, their king, or simply move from friend to friend staying as a guest for a few years in different places.
1- A small sanctum, about the size of an american suburban home or large apartment. Comfortable by mortal standards, but incredibly poor by the standards of gods. Your sanctum may have an outside area (an area around the sanctum, whether a courtyard or a thick forest surrounding a mansion, a small beach, graveyard, etc.) roughly the size of an acre or city blocks.
2- A larger sanctum, with no more than five large rooms. Sumptuous by mortal standards, and the bare minimum most gods are able to tolerate for long-term living. If you have an outside area it is now about a half dozen acres or city blocks.
3- A very large sanctum, the size of a villa—approximately 25 rooms. Very few gods ever bother to build sanctums rated above three dots. The outside area expands, it is now perhaps the size of a large city or county.
4- A huge sanctum, with more than 100 rooms or numerous separate structures. Outside area expands, its now the size of a county or state park… perhaps even a state or small country like the British isles.
5- A massive sanctum, the size of a large town or small city. Either a single colossal edifice or dozens of separate structures of two- or three-dot size and at least five of four-dot size, plus a sprawling “outdoors” that is at least the size of Texas and more probably the size of Alaska or even Canada,
For example: Ophelia is the god Hermes (Messengers, Communication, Thieves, Orphans) and her purviews are Fire and Psychopomp.
Example one) Ophelia’s home is a small house/gas station/trailer park/diner town, along an endless straight road in the middle of a dessert. Her Petitioners are drivers who died in traffic accidents and day after day they drift in and out of this town over and over again not realizing they’re stopping at the same small town in an endless loop. Ophelia keeps an eye on them until they’re ready to pass on.
Example Two) Ophelia’s home is a city filled with abandoned lots, empty buildings, and such. Her Petitioners are urban youth (13-25), gangsters, skaters, etc who endlessly hang about the city engaging in graffiti, skateboard contests, and just hanging about until they’re ready to pass on. Ophelia’s personal home functions as an orphanage for many of these lost boys and girls.
Kingdoms-There are three Kingdoms among the Greek Gods.
Zeus and the Kingdom of Olympus.
Hades and the Kingdom of Dis.
Poseidon and the Kingdom of Atlantis.
Instead of the Sanctum background Zeus, Hades, and Poseidon have the Kingdom Background. It functions exactly as Sanctum with the following modifications.
1)Anchor points. Greek Gods must anchor their Sanctums to a Kingdom which requires permission of the King. This permission can be revoked though a wise king is… cautious with this power. A god who frequently gets bumped from a kingdom will likely take up with your rivals.
2)Location- Zeus’s Sanctum is at the Pinnacle of Mount Olympus. It can never be anywhere else. Hades and Poseidon are likewise bound to the Hellpit and Atlantis.
3)Mortal World- As a King increases his dots of kingdom its mortal analogue grows in size/cultural influence.
4)Real estate- As the number of anchor points grow, so does their distance from the Kings hall… which gods don’t like. Each of your anchor points is numbered 1-?, with higher numbers being further away. You can rearrange this order at anytime though most gods will be agitated at the move unless there is a compelling reason.
5)Hera- If Hera anchors her sanctum to your grounds it doubles the total number of Anchor points you can have.
6) As your dots in Kingdom increase the number of gods that can anchor to your kingdom increases.
Divine Sanctums often function with other Backgrounds.
Living with others: Sometimes married deities, or even friends, wish to live together. If one has no dots of sanctum they are simply a guest of the owner. If one partner has less dots, they simply form a small sanctum on the grounds of the larger. In this small area the terrain and sanctum purviews can be drastically different from the larger Sanctum. If the two have equal dots then the two sanctums are simply neighbors with an open border.
Divine Bond: If you have 1 rank in divine bond, you and your partner may merge sanctums, allowing for a larger sanctum than would normally be allowed, and allowing both to gain all the benefits of sanctum. So long as both gods have the same number of dots, treat the total sanctum rating as 1 higher. This is the only way to get a 6 dot sanctum.
Retinue: Your retinue gain increased living space and support structures as your sanctum increases in size.
Retainer: Retainers always gain a separate area on the sanctum grounds of their own. (Though their area uses the main sanctum’s purview preferences.)
1 dot- If you have a sanctum your Retainer gain a small room at no cost to you. The equivalent of living in the attic/basement/or garage.
2 dots- your retainers room grows, turning into a fair sized apartment.
3 dots- Your retainer’s apartment transforms into a sizeable suburban home with several rooms, likely somewhere on the grounds. Many retainers plant their homes at the entrance of their master’s sanctum so they can greet/repel any guests who arrive on their masters behalf.
4 dots- Your retainer’s home becomes more impressive, it is now likely a tower, impressive burrow, the hallowed stump of an ancient tree, etc. In the mortal world it would certainly be a local landmark.
5 dots- Your retainer’s home advances from being a local landmark to a world wonder, something akin to a statue of liberty or great pyramid.