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Cults of G.. - Index of - Free

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Runes: Dragon, Light, Mastery.<br />

Type: Sun, Ruler.<br />

Pantheon: Solar, Draconic.<br />

Worshippers: Draconic traitors, power seekers, solar<br />

mystics.<br />

Worshipper’s Duties: Uphold the true Emperor,<br />

investigate the Draconic Mysteries, awaken your<br />

dragon.<br />

Initiate Membership<br />

Requirements: Standard. Candidate must know Auld<br />

Wyrmish at 25% or more.<br />

Special Notes: Many <strong>of</strong> the cult members once belonged<br />

to various Yelmic cults and retain any divine spells.<br />

Cult Skills: Athletics, Dodge, Influence, Language (Auld<br />

Wyrmish), Lore (Sun Dragon Theology), 1H Sword.<br />

Cult Spells: Dragon Breath, Second Sight, Thunder’s<br />

Voice.<br />

Common Divine Magic: Consecrate, Dismiss Magic,<br />

Excommunicate, Extension, Find (Draconic Being).<br />

Special Divine Magic: Command (Salamander), Dismiss<br />

Solar Magic.<br />

Acolyte Membership<br />

Requirements: Standard plus the candidate have<br />

Language (Auld Wyrmish) at 75%.<br />

Divine Magic: Become Wyrm, Manifest Limbs,<br />

Radiate.<br />

Sun Dragon<br />

(Runelord) Membership<br />

Requirements: Sun Dragons must have 90% or more<br />

in 1H Sword and Language (Auld Wyrmish), plus 90%<br />

or more in any three <strong>of</strong> the following skills: Athletics,<br />

Dodge, Influence, Lore (Draconic), Perception, Stealth<br />

and any other Weapon skill.<br />

Special Note: Sun Dragons check for Divine Intervention<br />

on a 1D10 rather than 1D100. A Dragon Lord donates<br />

90% <strong>of</strong> his time and income to the cult.<br />

Divine Magic: Draconic Transformation.<br />

Special Benefits<br />

Initiates gain a +10% bonus to any Influence test involving<br />

draconic creatures. Acolytes can speak with reptiles.<br />

Associated <strong>Cults</strong>:<br />

Elmal: Provides Sunbright.<br />

Yelm: Provides Fight Disease.<br />

Triolina<br />

Mother <strong>of</strong> the Sea<br />

Triolina is the Sea Mother, Giver <strong>of</strong> Life and the Great<br />

Ancestress. She mingled her waters with many others and<br />

her children are the naiads and tritons who are progenitors<br />

<strong>of</strong> the mermen tribes. All sea creatures, be they monster,<br />

animal or plant, can trace their ancestry to her or one <strong>of</strong><br />

her children. The three most powerful <strong>of</strong> these children<br />

are Mirintha, Mother <strong>of</strong> the merfolk, Tholiana, Mother <strong>of</strong><br />

sea animals and Murthdrya, mother <strong>of</strong> sea plants.<br />

All sea creatures owe their existence to Triolina in some<br />

fashion and she is worshipped by almost all intelligent<br />

sea creatures as a contrast to Magasta’s grim dominion.<br />

Her followers are expected to be nurturing and protecting<br />

the health <strong>of</strong> Mother Ocean. Temples to Triolina are all<br />

sizes, scattered throughout the ocean from the sunlight<br />

shallows to the nightmare deeps. Merfolk do not depict<br />

their deities but Waertagi portray her as a two-tailed fishwoman.<br />

Her shrines teach Command (Undine).<br />

Runes: Fertility, Water.<br />

Type: Sea.<br />

Pantheon: Mermen.<br />

Worshippers: Merfolk, intelligent sea creatures, oceanic<br />

shapeshifters.<br />

Worshipper’s Duty: Protect and nurture the school or<br />

pod, revel in being many-in-one, oppose stagnation.<br />

Initiate Membership<br />

Requirements: Standard. The candidate must be an<br />

intelligent sea-dweller. automatically accepted if either<br />

<strong>of</strong> the candidate’s parents were initiates.<br />

55<br />

Divine <strong>Cults</strong>

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