Dungeon Room Index: Shrines
(Sorry this one took a little longer than expected! I got images scanned and ready and realized I'd missed some of the coloring.)
Shrines. I'm using this term as a catch-all for any kind of chapel or temple. Holy places. Places of worship and veneration.
Here are the rooms:
Shrines
Unlike armories, shrines are almost anti-utilitarian; not to say that they don't fill a function (we're not doing the classic archeologist bit: "we don't know what it's for; it must be religious!"), just that they are wide open to including features for mostly aesthetic reasons, and that's always fun. (They are, of course, also a great place for flavor.)
Focal points
The first rule of a shrine is a focal point. It exists to divert attention and reverence to something. Here are some common examples I used:
- Altar. This implies some sort of ritual was performed here.
- Statue. A simple memorandum, probably an important individual or entity.
- Relic. An actual object of great significance is here (in other words, loot).
- Lectern. Like in a chapel. Sermons were given here.
- Coffin. An actual person is entombed here. Much like the relic but with more undead possibilities.
- Fire. For ritual burning, or perhaps a focal point for ritual dancing.
- Plant. Something very rare or unusual, though it doesn't have to be. Probably doesn't work if your shrine is underground... (Fungi aren't plants; though you could put a special mushroom at the center of a shrine, too!)
- Egg. Intact, or maybe just the shell is left... what came out of it, and where is it now?
- Pool. Fresh and fed by a constant stream; dried up; moldy; stagnant and poisonous; water, or something else entirely like acid. Perhaps this was used for ritual cleansing of some form.
- Pit. I don't know, maybe they ritually tossed people in. Maybe a dark being rose from the depths to receive worship. Where does it lead?
- Well. Like the pit, but with more water.
- Crystal. It probably glows. Maybe it speaks. Maybe it's just a chunk of semi-transparent rock.
- Portal. Like the pit, maybe something powerful once emerged from it. Maybe once a priesthood deems a practitioner worthy they were allowed to enter, never to be seen again. Where does the portal lead? Is it ruined or still functional?
- Pillar. Of course! Why not? I imagine a particularly thick pillar engraved with important words or images. A "pillar" would technically hold up a roof, but that's not strictly necessary. It could be monolith of some kind as well.
Of course, depending on your dungeon building ethos, you might think this is a very backwards way of going about it: surely we should start with an idea of who built this shrine and then decide how to represent their worship? Do what works for you. I've found that taste can vary pretty wildly on this point.
Other features
Rapid fire, shrines are a great place for:
- Pillars. (Is it a meme yet?)
- Reliefs, murals, etc.
- Pews. For sitting and listening.
- Raised or lowered sections. Either this shrine is auditorium style to allow visitors/participants the best view of its focal point, or it's more like a pyramid, elevating the object of veneration symbolically.
- Open space. For more active ritual participation.
- Terraces/balconies/"mezzanines". (Fun word, eh?) Perhaps for ease of partitioning viewers from participants.
- (Traps.) Not very much of a visual feature on your map, to be sure, but I don't want to neglect pointing out that if a shrine holds something sacred to someone, it may warrant special protections.
Room Notes
Water powers from fountains east and west, down the tiers to swirl--as if in a drain--around the altar at the center. A single black vase with a tall, narrow neck rests on the altar. ...Ya I don't know, it's all about the layout with this one.
A pair of fountain's flank a statue of a towering figure, shrouded in a many-eyed cloak. One fountain is water sweet, the other is certain death.
At the head of this chamber is a tall statue of an exceptionally beautiful person; the statue was apparently once dressed in a filmy sort of robe--made to scale!--which has mostly rotted away. Water dribbles from fountains on either side and flows out the south of the chamber.
(I confess, my own instinct whenever there's water is to put something gross and threatening in it. Algea or pond scum or slimy, slippery things. But sometimes water is just water, too.)
This expansive hall rises to the cross-legged statue of the Enlightened One at it's center. Pillars flecked with remains of golden paint spread like rays of light from the statue. A huge, cracked basin in their lap is filled by the steady drip of their tears, said to grant wisdom to all who drink them. The excess water flows across the profane ground in all directions, from the raised dais to the channels below.
A stone pavilion is suspended in the air by four bridges, one now collapsed. Another ornate box on a pedestal. (I guess in my mind, a "relic" is always in a special box in a pavilion...) Below is either many more floors of a tall tower, like this one; or, perhaps a wide open pillared chamber. On the east and west are ornate staircases leading down, on the north and south are raised terraces where worshippers were seated to pay their respects.
Almost an amphitheater, this chapel is an expansive chamber with excellent acoustics, where hymns were sung under the watchful eyes of Saints, engraved around the room. The Twins, pre-eminent among them, loom behind the lectern, passing judgement on the words that were spoken here.
The body of a mythical, celestial creature is entombed at the top of a high dais. Four towering statues of the Titans hold the high ceiling aloft, keeping their silent vigil over the tomb. Maybe when the tomb is disturbed they shake the dust from their limbs to intervene.
In the middle of this room is the Great Flame, a representation of the animating force of the universe. The room is tiered, rising gradually to the Flame. Only after proving themselves worthy in the eyes of the community were worshippers allowed to ascend ever closer to the Inner Circle.
A tree has stood in this sanctuary for centuries. Status of winged creatures spread their feathers as if in flight to perch on its ancient branches. Perhaps the tree is of a rare and unusual variety, or perhaps it is common, but obviously incredibly old. Or perhaps the tree is rotted, petrified, or inexplicably shattered and scorched as if struck by lightning.
A large fire pit of long dead coals bears the remains of a great, pale egg. Something has hatched. Where is it now?
A tiered descent is punctuated by a deep pit--at least the bottom is not visible--spanning the width of the chamber. The protrusions look like a bridge, yet they don't appear to have ever joined in the middle. Perhaps observances here involved passing something significant over the pit, or demonstrating bravery by jumping the gap.
I imagine worshippers entering the outer hall, bearing candles, and walking for miles around the central chamber in prayer. Those in the outer circuit walk clockwise, those in the inner circuit walk counter-clockwise. Each time they pass one of the cardinal entries to the central chamber, they observe the reflections of their light in a huge, intricately and flawlessly cut crystal, divining meaning from the illumination of it's many facets.
At the head of this chamber is a portal of rippling grey mist, softly illuminating the room, like reflections off of water. It becomes gradually more agitated as living beings approach it.
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