Back in October I talked about how Deific personalities are memorable parts of a setting. In Terra Incognita, we have so far left the specifics of the deities largely unexplored, though I plan to gradually rectify that as the players become more invested in the setting. So, I present the following "cults" or pantheons of deities in Terra Incoginta. This post will only include the two most powerful, the self-serving Brotherhood and the benevolent Triad.
The Triad (or The Great Church)
Alignment: Good / Lawful
Colors: Pink, Crimson, White, Royal Blue, and Silver
Deity(s): Haphast, Melodia, and Sajus
Dogma: Charity, Nobility, and Order
Church Symbol: Inverted Triangle
Worshipers: Nobles, Knights, and Peasants
The largest and most open cult, the Triad represents an alliance of three benevolent deities. Concentrated in human lands, worship of the Triad is often the state or official religion. The faithful are from all walks of life, from peasantry to nobility. The Triad promotes peaceful and lawful society, with charity and protection for the poor or weak.
The chief deity of the Triad is Melodia, or simply “the Goddess.” She is seen as a motherly queen, who fiercely protects the faithful from evil. Haphast is the god of selflessness and sacrifice, and he cares most strongly for the destitute or infirm. Sajus is a masculine god of Wisdom, and he is the special patron of rulers, judges, and engineers.
The cult is rigidly organized, with an ascending hierarchy of Priests, Bishops, and Archbishops - all the way to the Hierarch herself. Priests are assigned to Churches in hamlets and villages. Bishops are found in Cathedrals serving large townships and cities. Archbishops reside exclusively in the courts of nobles or royalty.
Joining the Triad is accomplished through several weeks of study and a special induction service. Once a member, initiates are expected to support the Church’s ministry through donations or service. Typically, this amounts to 10% of yearly income or 1 day of services monthly. The benefits of membership include education, healing, and daily or weekly services.
As it is a large and diverse organization, the Triad supports several sub-factions and sects. These include the Knights of the Rose (defenders of pilgrims and roads), the Monks of the Chalice (healers and scholars), and the Sajustines (engineers and aristocracy).
Above all the Triad opposes the demon-god of corruption, which they call the Adversary. Wizardly or Elvish Magic is also frowned upon, as it is seen as a wild and corrupting force. A special arm of the Church known as the Immaculates investigates Magic Users for signs of demonology or heresy.
The Brotherhood
Alignment: Evil
Colors: Black, Rust, Grey, Teal, and Violet
Deity(s): Gorgos, Pa-Kur, Szass’mal, and Xafax
Dogma: Deception, Greed, and Might
Symbol: Flaming Eyes
Worshipers: Corrupt Rulers, Criminals, and Soldiers
The Brotherhood is a secretive and political cult, organized more like a spy-network than a religious organization. The Brotherhood swells its ranks through clandestine recruitment and the lure of power and wealth. The aims of the cult are to further the agendas of its members, and to profit from illegal activity wherever possible.
The Brotherhood venerates four competing deities, appealing to and appeasing each as necessary. Gorgos is the god of tyranny and slavery, and his faithful seek worldly power. The grim Pa-Kur is the god of war and warfare - soldiers pray to him on the eve of battle. Szass’mal is the god of deception, schemes, and murder, and many invoke his name during black acts. Xafax is the ravenous hunger of death, and his servants trade their souls for knowledge of death and undeath.
The foundation of the cult is the Cell, which might be composed of only a few individuals. On moonless nights, multiple cells gather in hidden temples called Black Lodges. Each lodge is guided by an anonymous member of the Cabal, the secret ruling council of the cult. The Cabal is rumored to be comprised of very powerful individuals; rulers, nobles, and corrupted church officials.
Joining the Brotherhood is a dangerous and difficult undertaking. To preserve the sanctity of their organization, potential members must first be nominated by existing members, and then survive the “Ordeal.” Each Ordeal is different, but it commonly involves sacrifice, pain, and tests of loyalty. Initiates who survive, are expected to provide one year of service before gaining full membership. Benefits of membership include the cult’s sizable information network, money, protection, and magical services.
Each deity within the cult maintains its own elite organization: The Gorgani serve Gorgos as spies, infiltrating courts and merchant organizations. Pa-Kur’s Slayers are fearsome mercenaries, who assist other cult members for a price. The Serpent’s Fangs are skilled assassins and fallen priests, dedicated to Szass’mal. The Necromancers of Xafax are known simply as the Wicked, and are scholars and sages. Membership in such an elite organization requires years of dedicated service to the Brotherhood.
The Brotherhood has many enemies, but none more so than the small but dedicated cults of Eihart, god of justice, and Fulnocht, lord of light. Another constant threat is internal in-fighting, which has devastated the cult in the past. Despite setbacks, the Brotherhood continues to cater to mankind's darkest impulses.
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