Social ramifications of charitable activities in Runelords


Rise of the Runelords


I'd like to ask a question to my fellow GMs (and the fine employees at Paizo for that matter!) on a rather... delightful and unexpected thing happening in my game. To wit: what are the social and political ramifications for decent-sized charitable efforts by the characters?

To wit: when splitting up treasure, one of the players (who ironically enough is RPing a somewhat greedy character) has been having a partial share of the treasure that's found be used for charitable purposes. (He calls it "Averta's Cut" - Averta being a minor deity in my game, the Goddess of Travellers that the party cleric worships.)

Currently, over 400 gold have been put to this charitable use. The group is about to donate another 600 gold. And it's only going to grow further.

So I'm curious as to what social and political ramifications people can consider for what will likely be thousands of gold being put to work in a small church and dedicated for charitable purposes. And what possible adventure hooks could be drawn with these donations as well?

(One thing I do know is happening is that Habe's Sanitarium is likely funded for the foreseen future - the priestess had called in to have her church watching over it, so I figure this will help fund it for the foreseen future. I'm curious as to other possible effects, however, and the wider repercussions.)


Bonus Virtue points.


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1) A good rep. Have people occasionally recognize them as the charitable souls who helped dear old Aunt Nelly make her pilgrimage to Holy Site X, and thank them profusely. Everybody likes getting thanked.

2) Freeloaders. Have somebody approach the party with a heart-rending tale of woe, begging for assistance in the form of cold, hard cash. If the party goes along, be sure to have the con artist thank them profusely (see #1!) and then vanish. If you intend this as a plot hook, make sure that the con artist promises some kind of publicly viewable outcome, so that the party will eventually KNOW that they've been duped. That could lead them to track down the miscreant, a nice little side quest.

3) The name of any PC who has participated in this charitable giving should NOT appear on any of the lists of greedy people scheduled for assassination.

4) Averta could show her pleasure at the PCs actions. Deities don't usually get involved directly in the affairs of mortals in Golarion, but there are a number of minor ways she could make her approval known, such as:

- If they sleep in Foxglove Manor, Averta (or one of her favored minions) might appear in their nightmares as an ally, granting a +2 bonus on the Will save to avoid WIS damage.

- If they become lost on the way to Turtleback Ferry (or anywhere, really), a sudden gust of wind on a still afternoon might cause autumn leaves to arrange themselves in an arrow pointing the correct direction.

- She might give occasional hints. For example, take the assault of the stone giants on Sandpoint at the beginning of book 4. Pick a PC who has been especially charitable and hand him/her a notecard bearing something along the lines of "You dream of Averta. She is looking out over a darkened landscape -- the lands around Sandpoint. Looking down you see large forms moving through the dark. She turns to you and says: 'They're coming. They're coming SOON. You must rise and fight!"' Essentially, you're handing them the advantages spelled out if one of the PCs happens to be up at dawn and spots them.

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