Cults of G.. - Index of - Free
Cults of G.. - Index of - Free
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>