ob4 weddings & a funeral

Just some tinkering right now. No coming of age rites yet but I suspect it enables a juvenile to become a 1st level character.

Weddings
Human weddings are typically performed in temples. A temple ceremony raises lifestyle by +1, but includes the services of a priest to officiate the wedding. If eloping or if risking the wrath of the Immortal Lords, you need someone to perform the ritual (even with Beginner’s Luck).

Performing a wedding is an ob 1 Ritualist test. The couple may help with Ritualist or assist with an appropriate wise. Success means the couple is successfully married. Failure results in a twist or condition.

The prayer “Mudra of the Lords of Fate” is sometimes invoked by priests after vows are exchanged. This requires an ob 5 resources test, paid in advance to avoid embarrassing moments during the ceremony.

Once the ceremony is completed, the couple may pray at the shrine (+1 to lifestyle)—this gives them each a roll on the shrine events table. If an item worth 2D or greater is sacrificed, the couple gains +1 to the roll. The priest may lead them in prayers (+1 to lifestyle), giving them another +1 to their roll (maximum bonus of +2).

Guests
The more guests you invite to your wedding, the greater the cost. You may choose not to invite certain people—but those left out may feel snubbed!

Family: +1 lifestyle
Friend: +1 lifestyle
Mentor: +1 lifestyle
Enemy: +1 lifestyle
Others: +1 lifestyle per Circles point you wish to invite, up to your Circles rating

Total up the lifestyle cost—this adds to your lifestyle cost (so far) but also determines the guestlist. The greater the guestlist, the greater the number of people invited to your party and the more spacious the accommodations will have to be—but more guests means more gifts!

Venue
Every party needs a location. The venue determines how many guests you can host once you’ve invited them. It also raises the couple’s lifestyle by what it normally costs to stay there. Each of your guests is expected to pay their own way, unless you cover their expenses (willingly or unwillingly) and they may recover from conditions as normal. Hiring musicians adds +1 to the lifestyle cost but increases the maximum guestlist by 1.

Venue Max. Guestlist
Home 2
Flophouse 3
Tavern 5
Inn 7
Hotel 9

Guests may make use of the facilities as described in the Accommodations section of the basic rules. PC guests are expected to bring gifts. NPC gifts are covered in by the following section.

NPC Gifts
After the party, you may roll on the Gear and/or Treasure and Valuables loot tables one or more times depending on the size of your Guestlist.

Guestlist Gifts
0 None, sorry!
1 Cash (-1 to the roll)
2 Cash
3 Cash (+1 to the roll)
4 Treasure and Valuables x1
5 Gear x1, Treasure and Valuables x1
6 Gear x1, Treasure and Valuables x2
7 Gear x2, Treasure and Valuables x2
8 Gear x2, Treasure and Valuables x3
9 Gear x3, Treasure and Valuables x3
10 Gear x3, Treasure and Valuables x4

The Aftermath
The wedding couple may increase both their Resource and Circles by 1 but gain Exhausted or Afraid. They may not make recovery tests. Wedding guests may recover as per their Accommodations but receive either Angry or Exhausted.

Splitting the Costs
Weddings are expensive and the costs are usually covered by a single person (or that person’s family). You may also agree to split the lifestyle costs, making large weddings much easier to manage.

Funerals
Funeral rites are typically performed in temples, though the actual disposal of the body is done via burial (+2 lifestyle for a plot) or cremation (+1 lifestyle). A temple funeral raises lifestyle by +1, but includes the services of a priest to perform the rites. Anyone can say a few words over a deceased body to give it peace, even with Beginner’s Luck, but without consecration, the deceased’s spirit might not find its way to its eternal rest and dire consequences could arise.

Performing a funeral is an ob 3 Ritualist test. Elegiasts may help with Ritualist or assist with an appropriate wise. Success means the deceased is laid to rest. Failure results in a twist or condition.

Once the funeral is completed, the next of kin may pray at the shrine (+1 to lifestyle)—this gives them each a roll on the shrine events table. If an item worth 2D or greater is sacrificed, the mourners gain +1 to the roll. The priest may lead them in prayers (+1 to lifestyle), giving them another +1 to their roll (maximum bonus of +2).

Burial is an ob 1 Laborer test but the deceased may rise if the rites were performed incorrectly. The temple supplies diggers as part of its services. Cremation is a safer and less expensive alternative but requires an ob 2 Laborer test and cannot be done in inclement weather. Mummification requires supplies from an Alchemist and a Weaver and is an ob 5 Ritualist test but preserves the remains.

The Graveyard
New town feature.

Graveyards house the bodies of the dead. The larger the town, the grander the graveyard. Religious bastions and dwarven halls tend to house their dead indoors in stone mausoleums/vaults. There are no graveyards in the Elflands but there may be prayer gardens which serve a similar purpose.

Visiting the graveyard to visit lost friends, family members, mentors and acquaintances is free. Small gifts (1D of cash or ob1 resource test) may be brought here or purchased by vendors to leave in remembrance of the dead. Such a gesture allows a free test to recover from afraid or angry if character knew the deceased in life. An ob 1 ritualist test may be performed at a funeral shrine to pray for the souls of the dead. This adds +1 to lifestyle, just like praying at the temple shrine. The praying character may roll on the shrine events table, adding +1 for the correct prayer and/or +1 for a sacrifice.

Of course, this is all during daylight. Graveyards are shunned during the night due to superstitions and possible illicit activities that take advantage of the darkness and isolation.