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Cult of the Great Ocean Spirit

Page history last edited by Oliver 10 years, 8 months ago

The Great Ocean Spirit is the sentient manifestation of the ocean that lies to the west of the old empire. Usually a dark and stormy sea, the spirit reflects this with its capricious and dangerous personality.

 

The Great Ocean Spirit was worshipped as a kind of god by the Kaelbrach Elves who saw no incompatibility between their normal religion and worshipping a powerful earth bound spirit. In return for this worship, the spirit gifted its priests with magical power and knowledge.  The spirit however could be dangerous and unpredictable. Priests occasionally died during the dangerous rites of worship and eventually it was a poorly thought out request for aid that led to the destruction of Dragmos at the spirits hands.

 

Since that time, the spirit has been without the worship of the elves or any other land born species. Although it is worshipped by various aquatic races it considers land dwelling worshippers as special and somewhat interesting. Indeed, it can barely comprehend the rationale of land dwelling creatures, so intimately tied to the ocean as it is (indeed, it pretty much IS the ocean).

 

Gendo was the first to offer his service to the Great Ocean Spirit and through his mediation, the spirit has been happy to provide all the bounty of the ocean to the fishermen of Dragmos. Gendo in turn has taught the fishermen to sacrifice (general a tenth of their catch) and pay homage to the Ocean Spirit. Gendo has also found himself becoming a consumate sailor and very at home on the water, more of the spirits gifts.

 

 

Rank 1 - Tide

The great ocean spirit first teaches the cyclic pattern of the waves and tides. The ocean is a constantly shifting medium, always in change, yet eternal and formed of endless cycles, continuous while ever changing. As tribute and to assuage the spirits pride, large amounts of treasure, gold, gems, art and so on, must be sailed out to sea until the land is only just visible and then dumped overboard. The spirit then guides the boat to a small island where the initiate is tutored in cult lore for a season while being supplied with food and fresh water by local sea creatures including undines and mermaids. The teachings of the spirit are chaotic and unfocused and trying to absorb them leads to their randomness being linked to the initiate’s magic. They gain the flaw Twilight prone. Understanding of the spirits teachings begins when the initiate can link their magic to the tides, bringing them out of twilight and regaining some control over their magic along with increased power during what would be high tide. (the cyclic nature of the tides means that between 12 midnight and 12 noon, the PC has the bonus.

 

 

Initiates Cyclic Magic

Target 15

 

Script: +13

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

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

+9 Ordeal (Gain flaw: Twilight prone)

 

Mystagogue needs pre + cult lore = 2

 

 

Rank 2 - Current

The spirit demands frequent visits to various small coves, naturals harbours, islands and sandbars across the course of a season to pay tribute at a series of small shrines. Time spent travelling is accompanied by meditation on the currents, winds, waves and swells of the ocean. At the end of the season, the initiate must drop into the water an item they have opened and enchanted. This is a serious commitment of time and vis and the ocean spirit responds with a brief period of contact with its mind, blasting the initiate with a massive overload of knowledge which rapidly fades but forever afterwards making him seem at one with the ocean, capable of recognising its moods, foibles and behaviours as if it were an old friend. This time spent sailing cannot be done without sufficient boat handling and swimming skills

 

 

Initiates Ways of the Ocean

Target 12 (21 - 9 from 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 overboard and lost.

+1 Initiate spends a season sailing around, tending to small shrines to the ocean spirit.

+1 Profession: Sailor at 2, Swim ability at 2

 

Mystagogue needs pre + cult lore = 6

 

 

 

 

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