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Cult of the Volcano God

Page history last edited by Oliver 9 years, 9 months ago

The Volcano spirit is unlike his brothers in that he exists not as one spirit, manifested into one avatar at once, but many avatars that are part of one greater spirit. An aspect of it slumbers in each volcano, drifting through sleep and communicating with his followers via dreams. Periodically an aspect will awaken and thrash about wildly as it does so, causing the volcano it inhabits to erupt.  The dwarves have long known how to pacify local volcano aspects with worship and sacrifice, keeping them awake enough to use and commune with but asleep enough to be safe to be near. They have learnt many secrets of forge craft, magic and fire from communion with the sleeping volcanoes.

 

Ser Florus was recruited by the Volcano cult when she visited Khazad Murdannen. It appears the Dwarves of the cult are not terribly picky about keeping the cult in their own race. From Florus's observations, it is clear that the Volcano Cult are not the majority religion amongst the Dwarves who largely follow an ancestor based faith. Instead the Volcano cult are considered outsiders and "weirdos" who nonetheless enjoy a kind of protected high status amongst the Dwarven leadership for their ability to pacify angry volcanoes, not to mention the potent battle magic they have on occasion displayed. The Volcano cult practice some potent magical smithing techniques, part of their bond with the earth and consider the act of blacksmithing to be holy communion with their deity.

 

 

Rank 1 - The Proving

This rank is about the initiate proving their devotion and dedication to the teachings of the volcano spirit. Candidates are first expected to work for a season lifting, carrying and working as an assistant to more senior cult members. This work is very menial, dull and physically demanding and does not relent, lasting from dawn til dusk. This work is meant to prove the initiates dedication and submission to the teachings, any candidate too proud or slothful will drop out before the season is done. Assuming the priests are satisfied with the initiates performance, the priests begin a second season of instruction, teaching the initiate the lore of volcano spirit and the traditions of their order. Finally, the initiate goes before the great magma chamber, beseeches the spirit’s aid and ritually marks his face with a red hot poker, heated in the spirits lava. As the initiate passes out from the pain, the spirit blasts into their mind, giving them a brief touch with a vaster and far mightier soul. The spirit leaves some knowledge behind, the ability to craft items of Quality.

 

Initiates Items of Quality

Target 15

 

Script: +8

+1 contribute large offerings of “treasure” to the spirit

+1 initiate spends a season performing the most menial tasks in the forges for other blacksmiths

+3 Mystagogue spends a season training the initiate in cult lore

+3 Minor Ordeal (Gain flaw: Disfigured)

 

Mystagogue needs pre + cult lore = 7

 

 

 

Rank 2 - The Reconciliation

After humiliating work for other blacksmiths and the pain and trauma of physically branding oneself, many initiates consider this rank a reprieve, where their earlier sacrifice is redeeming in learning very potent enchantment magics.

The initiate spends two seasons, first opening an item and then enchanting an effect into it that tests his skills (i.e. must be of a level close to the PCs max lab total but still able to be invested in a single season). The mystagogue then tutors the initiate for a season in cult lore focused around the process of enchantment, using the recently enchanted item as an example.  This powerful item is then brought before the great spirit and the mystagogue commands the initiate to throw it into the magma chamber. If the initiate complies, the magma level swells and bursts forth and once again the initiate touches the mind of the volcano spirit. Learning the mystery of the Verditius elder runes.

 

Initiates Verditius Elder runes

Target 12 (15, -3 for previous ordeal)

 

Script: +7

+4 Initiate enchants a greater enchanted item spending 2 seasons, 1 to open it and 1 to enchant an effect in it. This effect must be of as high a level effect as the initiate can enchant. This item is then thrown into the magma chamber.

+3 Mystagogue spends a season training the initiate in cult lore

 

Mystagogue needs pre + cult lore = 5

 

 

 

Rank 3 - The Strengthening

At this rank the initiate is strengthened, tempered and hardened. His skills as a blacksmith are tested as are his skills as a warrior. The initiate is sent to a remote abandoned volcano temple, to arrive at the first day of the ascension of the planet Mars. Once there they must work in solitude for a season, crafting weapons, armour and metal items of all kinds. During this season, they must take a week to craft a master piece weapon for their own use. This is a 12+ difficulty roll. They must then take this weapon and travel to another volcano temple and clear out the monstrous inhabitants using only the weapon. Once it has been cleaned out, they must clean the temple and repair the damaged altar.  At the end of this quest the initiate must have skills (below) at a certain level. Upon repairing the altar and laying their masterwork weapon upon it, the volcano spirit once again touches their mind and knowledge of smithing is left imprinted.

 

Initiates Reforge enchanted items, Affinity: Craft - Blacksmith, Puissant: Craft - Blacksmith (initiated as a major virtue)

Target 19 (21, -2 for previous ordeal)

 

Script: +10

+1 forge many different weapons, armours and metal items and then throw them in the magma chamber

+3 Travel to a remote forge hidden in a cave deep within a volcano for the first day of the ascension of Mars and there work in isolation for a season

+2 Craft: Blacksmith at 4, one melee weapon ability at 4, philosophiae at 3

+1 Initiate must create a master piece weapon at the forge (difficulty of 12+) taking at least a week on its construction.

+3 The initiate must find a lost temple of the volcano spirit, clean out the monstrous inhabitants (with the weapon he created) that currently defile it and repair the altar.

 

Mystagogue needs pre + cult lore = 9

 

 

 

 

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