The Cult of the Sea Prince


Agenda

The Cult of the Sea Prince seeks to spread the tendrils of the demon Dagon across the seas and seaports of Tysaan.

 

Structure

The cult is a decentralized organization with only loose ties and command structure globally, but fairly strong regional structure. As such, regional divisions compete for resources and the visions continually broadcast from Dagon's Darkened Depths.

 

Note: Members of the cult that have not reached the Second Circle do not believe they serve an evil organization or godhead. They believe the Prince of the Emerald Seas to be a benevolent sea spirit that grants bountiful catches to fishermen and safe journies to sailors. In fact, many fishermen and sailors carry a charm in the shape of the Prince, a merman with long beard and golden crown.

 

Symbol

 

The cult operates under two symbols: the aforementioned merman charm and a symbol of an octopus devouring an orb (the planet of Tysaan). The charm grants all that carry it boons with regard to sea travel and knowledge of the sea, however, extended possession of the charm causes ill effects. The holy symbol allows Dagon's priests to receive manic visions from their demon god and acts as a channel for Dagon's power on Tysaan.

 

Allegiances

The Cult of the Sea Prince enters into various allegiances, though rarely under their true guise. Typically the cult will infiltrate areas where sea spirits are worshipped, such as sailing vessels and port towns, and begin preaching the benevolence of the Prince of the Emerald Sea, making alliances with more powerful religions in the area, and converting local power players, such as watchmen, city managers and the like.

 

The true cult of Dagon enters into no known affiliations with other evil organizations or religions.

 

Overview

 

The demon Dagon, also known as the Sleeping Leviathan and the Prince of the Deep, once had no connection to the material plane, however, in the Dark Morning of Tysaan's distant past, the sorcerers of the giant queen, Kyzan, opened a rift into the multiverse that unbeknowest to them, ended at the Darkened Depths, Dagon's home. The demon, ever a creature of guile, convinced the giants that his power could make all their dreams come true. Some believe that Dagon may be responsible for Kyzan's rise to power, her betrayal of the giants' goddess, and her eventual fall. The demon served the giants throughout this tumultuous time, and as their empire fell, he managed to keep the conduit into Tysaan open. After many ages of subterfuge, eventually a true religion formed up around the demon, elevating this power in the multiverse accordingly.

 

The cult is lead by a single High Priest, Acheas Benivolan. In past incarnations, the High Priest has resided in decadent Pel, though the Benivolan lives in the Deresh port city of Seven Points. Though his reach and power is great, the High Priest is constantly rooting out ambitious underlings who seek to take the religion in different directions, usually to simply enrich themselves. The Dreams of the Master, a pamphlet penned by Benivolan and distributed to his most trusted regional leaders, describes the short term goals of the religion.

 

...From the Darkened Depths, the Master has called us to raise his True Servants, those that will bring upon this world destruction of our enemies and elevation of the devoted.

 

The True Servants are believed to be demons in the service of Dagon who will come to Tysaan and prepare for the arrival of their Master. None in the cult (or out of it) know why the demon-god seeks to control a single, seemingly insignificant world, though many speculate that this is but a power play in the infernal machinations of demon politics.

 

Hooks and Plots

 

Characters may encounter the cult in almost any settled area near the sea or other large body of water. Typically, the cult's novices preach the Emerald Sea doctrine of peace and cooperation in the poorer sections of port towns, handing out Prince of the Emerald Seas charms to those that they deem worthy.

 

Those under the sway of the cult are typically in low to mid level positions in seaport city governments and often call on adventurers to complete some seemingly benevolent task. Typically the official that initiates the mission actually believes he or she is serving a benevolent if secret power. Such bureaucrats are led to believe that the corruption they hate is being subverted by the Prince of the Emerald Seas through their actions.

 

Knowledge Check

 

The characters have numerous ways to find out information about the cult, though many of its true aims (indeed its existance) are closely guarded secrets. Once the characters have encountered some of the cult's adherents and artifacts, additional information can be gleaned.

 

General Knowledge

 

Knowledge (religion, gods, etc)

  • The Prince of the Emerald Seas appears to be a religion of convenience. It's adherents typically use local mythos of sea spirits and minor gods to teach a slightly different doctrine.
  • (raise) While preaching peace and cooperation, as well as the benevolence of the sea, the church has an inordinate amount of violent encounters.
  • (raise2) Many of the symbology, doctrine, and rituals seem to have dual meanings, as if the church serves someone other than the Prince of the Emerald Seas.
  • (raise3) The entire 'religion' is a sham, and in fact, has an evil purpose, as noted by the actions and doctrines of its higher echelon leaders.

 

Streetwise

  • The Prince of the Emerald Seas protects sailors, fishermen and those that support both. Those that say a little prayer to him receive good luck!
  • (raise) The charm that the Emerald Seas priests hand out has magical powers, allowing sailors to weather storms, fishermen to find the best catches and navigators to find the right bearing.
  • (raise2) The charm's visions cloud other things. Anything not related to the sea seems far off and unimportant.
  • (raise3) Anyone that holds a charm more than a few months goes bleedin' insane.

 

Members

 

Due to the dual nature of the cult, some below the Second Circle level have no idea that they indeed serve the demon god of the deep.

 

Cultists

Cultists of Dagon generally believe that they are serving a benevolent sea spirit called the Prince of the Emerald Seas. Though its priests preach cooperation and peace, they identify those among their flock to give special dispensation to. These cultists are used to carry out missions that might seem to be counter to the Emerald Seas doctrine. Typically these are wharf toughs, thieves and other unsavory types found in the seedier areas of a port town, and need little prodding to do violence.


Adherent to Dagon

An Adherent to Dagon typically comes from the ranks of the general cult, but also may spring from a First Circle Priest. An Adherent is said to be chosen directly by Dagon, and receives visions from the demon. These visions, while hollowing out the mind, solidify their devotion to the true god behind the curtain. Adherents receive special powers, but may still not know that they directly serve a demon. Many believe that the Prince of the Emerald Seas has chosen them, and as their intelligence begins to drain into madness, they have little problem with the paradoxes between the horrors they are led to commit and the doctrine that they have been taught.


First Circle Priest

First Circle Priests still believe that they serve a benevolent power, though they may be asked to perform actions that are counter to the doctrine they preach to the lesser beings. First Circle priests may also become Adherents, though they typically retain the belief that they serve the Emerald Seas. The conversion from First to Second Circle completely sinks the priest into the mad sea of the demon god.


Second Circle Priest

Second Circle Priests of Dagon are the first true believers in the madness and power of their demon god. They practice an elaborate subterfuge on their parishoners and lesser priests, thinly maintaining the veil between reality and fantasy. Second Circle priests are also known for their ambition and typically spend most of their time conspiring to undermine their leaders so that they can ascend to the Final Circle.


Final Circle Priest

The Final Circle in Dagon's plan only has room for a few. Final Circle priests are vile, mad creatures that act as direct conduits of Dagon's will on Tysaan. Many die long before they're served out their usefulness, but in their madness, they believe that they are important to Dagon's ultimate plans.


High Priest

The High Priest is simply a Final Circle priest that has managed to survive the mental and physical ravages of the Final Circle priesthood. Those few that do survive attain the High Priest position by guile and direct violence, though there is officially only one High Priest of Dagon. The High Priest sets the telestial direction of the religion, herding fish, as it were, toward Dagon's ultimate purpose, which is invasion and subjugation of Tysaan.

 

Artifacts

 

Token of the Emerald Seas

This token is imbued with the power of the demon Dagon, though ostensibly, it is an artifact of the Prince of the Emerald Sea. The token is a stylized merman with a long beard and crown done in bronze or silver. The bearer of the token receives a +1 to all skills and attribute tests in which the sea is a major component (such as Knowledge, Boating, Tracking, Survival, etc). After one month's time, the bearer begins to have odd dreams that hover just outside memory. At this time, the bearer receives a -1 to all skills and attribute tests that do not involve the sea (including Fighting, Shooting, Throwing, etc). After six months, the bearer receives a -1 penalty to all Smarts tests (in addition to the previous penalty) that do not involve the sea. Once the madness begins to take hold, the Token becomes a cursed item that the bearer will not willingly relinquish, believing that the token is the only thing between the bearer and utter destruction from the forces of nature. At this point, Second Circle priests typically identify bearers as full-fledged cultists, and Dagon itself may convert the bearer into an Adherent.

 

Holy Symbol of Dagon

The Holy Symbol of Dagon is a circular amulet, typically made of silver or bronze (in rare cases gold) depicting an octupi devouring a sphere. The bearer of the holy symbol receives a -1 to all Smarts trait tests that do not involve the sea, and a +1 to all trait tests that do involve the sea. Additionally, the bearer can receive visions from the demon god Dagon, typically in the form of cryptic messages concerning the demon's will for the bearer (which are left up to the GM to devise). Priests of Dagon cannot cast Miracle Powers without possession of their holy symbol.

 

Edges

 

Lesser Priest of Dagon (Professional Edge; Novice, Spirit d8, Faith d6)

Arcane Skill: Faith (Spirit)

Starting Power Points: 10

Starting Powers: 3

Spell List:

Special Abilities:

Reverie - A Lesser Priest of Dagon can enter a kind of fugue state in which he or she makes contact with the True Servants of Dagon. This reverie lasts for a full minute, and afterwards, the priest must succeed on a Faith check. Success indicates that the priest maintains a slightly delusional state in which he sees the forces of the Prince of the Deep moving in a kind of ethereal dance, affecting actions all around the priest, granting him or her a +1 to Parry, Fighting and Shooting. On a failed Faith roll, the priest has similar delusional visions, however, they are of the forces of Dagon being thwarted at every turn. The priest is unable to function, maintaining a shrieking delusional state for the entire duration. The state lasts for 1 hour and consumes 3 Power Points. On a Faith raise, the state lasts for 2 hours. On a Faith snake-eyes, the shrieking delusional state is permanent until cured (essentially Shaken permanently).


Second Circle Priest of Dagon (Seasoned, Spirit d8, Faith d8, special requirements)

Requirements: To become a Second Circle Priest of Dagon, the priest must survive the Tortures of the Deep. When the adherent is ready to take the trials (which is determined only by Dagon), he or she is granted the Kiss of the Prince power for the entirity of the trials. The priest must then enter the sea, seeking and following the visions of the demon god to accomplish some task. This task typically involves unearthing some artifact and either retrieving it (if necessary to the demon's plans) or destroying it, though the task may also include conversion of aquatic races, assassination of some rival, or the like. For the duration of the trials, the priest is in a delusional state which he or she must maintain by succeeding at a Faith check once per day. Failure indicates that Dagon has found him or her unworthy and the priest loses the Kiss of the Prince power, as well as all access to the powers granted by Dagon. This may or may not kill the priest, depending on the situation. Once successful, the priest is accepted into the Second Circle and sent on a long term mission, which usually includes establishing the religion in some port or other town, but may also include rooting out unfaithful or ineffective members of the religion.

Benefits: The Second Circle Priest of Dagon receives the Soul of the Sea special ability which grants the priest a permanent Kiss of the Prince power, allowing him or her to move and breathe underwater as if the priest were an aquatic creature. The power only functions in fresh seawater. The priest's physiology begins to change permanently, as well. Though the Kiss power fades when the priest leaves fresh seawater, certain changes remain, such as slit gills, webbed toes or fingers, or patches of scaly skin. While these changes have no direct game-rule effect, they are clues about the priest's true nature to those in the know, granting a +1 to Notice to any priest with at least a d4 in Faith.

Hindrances: The Second Circle Priest of Dagon loses one die of Smarts once the conversion is complete. If this loss would drop the priest's Smarts below d4, his or her Smarts score stays the same, but the priest gains the Delusional (Major) hindrance.


Adherent of Dagon (Spirit d6, Seasoned, special requirements)

Requirements Adherents of Dagon are picked from the pool of cultists and First Circle priests that show promise and ability. Adherents are picked directly by Dagon and receive a Spirit check at -2 to avoid the conversion if they are unwilling. Those that succeed the check are expelled from the cult and ruthlessly hunted down. Those that fail, or willingly give themselves to conversion, may still not know at they serve the demon god, Dagon, though they do know that they do not serve a benevolent power.

Benefits:

Miracles: When a person gives themselves to the Prince of the Deep, they gain one die of Knowledge (Dagon) and Faith, as if they had the Arcane Background (Miracles). Once per day, the adherent can cast one of the following powers. The power costs 3 power points (the adherent essentially gets 3 power points per day), and regardless of the spell description, the power lasts for 3 rounds (if it has a duration).

Powers: Retribution (Smite -- weapon takes on an illusionary form relevant to the sea), Touch of the Master (Healing), Benevolent Hand (Deflection), Deep Armor (Armor - chitin trapping), Kiss of the Prince (Environmental Protection with gill and webbed digit trapping -- swim at land pace). When an adherent makes the transition to a Priest of Dagon, they lose this innate spellcasting ability, though they retain the loss of Smarts and gains in skills.

Voice of the Master: Upon conversion, the adherent receives visions that cryptically communicate the will of Dagon. These visions are left up to the GM. Additionally, the Adherent gains a +1 Charisma when dealing with others in the cult, including those in the higher echelons. Typically, Dagon uses his adherents as a pressure valve in his telestial realm, delivering prophecies, rooting out the unfaithful, and keeping tabs on other organizations that may oppose his coming reign.

Hindrances Upon conversion, the Adherent loses one die of Smarts. If the loss of Smarts would drop the Adherent below d4, he or she keeps a Smarts of d4, but receives the hindrance Delusion (Minor).


Minions of the Emerald Sea (Spirit d6, worshipper of the Prince of the Emerald Sea)

As a worshipper of the Emerald Prince (Dagon), adherents receive a +1 to Guts, Spirit and Vigor checks when they can see a priest of their faith. If the priest flees or is killed, they lose this bonus.


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