|Commissioned from Scrap Princess|
Sunday, November 15, 2020
Sunday, November 8, 2020
It's GLOGvember now, get off my case. Part one is here. Also technically counts for GLOG WEEK, no matter what Oblidisideryptch says.
Day 8 - Mystery
Travelers in the Hive Cities would be remiss to think the dry-eyed people of that land have no religions. They have many, all hidden from the view of outsiders.
These Mystery Cults share some traits - baroque social orders, complex rituals, and an effect. Unlike the other religions of the world, the Mystery Cults work, contacting something out there that helps them.
1d4 Mystery Cults of the Hive Cities
The Mystery Cults use the format of A Distant Chime's Shrines and Saints.
Patron of the desperate and the dying. Saves those who deserve it. Those uninitiated call to him frantically, to help themselves. Those of his Cult save their prayers for others.
Shrine: A pair of scales, one side filled with water.
Cult: Largely composed of judges and other agents of the state, although they will accept anyone. Aspirants are locked in a room in pairs, then abandoned. If they cooperate to escape, they are accepted. If they attempt to save themselves, they are abandoned.
R: 100' T: 25' radius D: [sum] minutes
Clouds form in the sky, flooding an area with enough water to survive for [dice] days if collected. If 2 or more dice are used, you may also strike the area with [dice] bolts of lightning, each doing 1d8 damage.
1. Save the dying, no matter their allegiance.
2. Eat and drink only when necessary.
3. Be just in all your decisions.
Hopes only to be free.
Shrine: A string knotted with feathers, tied to the highest point accessible.
Cult: Cousin Birdcatcher's worship is favored by those who want change. While many join as a symbol, assassins and rebels often leave prayers to Cousin Birdwatcher for more direct reasons. Initiation is simple - climb to the nearest shrine, and take it. The rest of the cult will try to stop you.
R: 0 T: self D: until landing
Shoots you [sum]*2 feet into the air. You fall at 1 foot per minute until you land. You can still act while falling.
1. Support the shrine with one feather each day.
2. Lead everyone deserving into the cult.
3. Always have an open route between you and the sky.
Killed the first dragon, freeing the Hive Cities.
Shrine: There are no shrines, only totems - tiny sculptures of a dragon's skull, which only work if broken.
Cult: Hunters and their families make up most of the cult. There is no initiation - the cult will come to you if they feel you deserve entrance. This tends to lead to nepotism and other unfair influences.
R: Touch T: one projectile D: instant
Bless an arrow or stone with Father's sight. The next attack with the projectile gains [dice] damage and always hits. The attack can accomplish impossible feats, like curving around corners.
1. Never hurt that which could not hurt you.
2. Never hurt something, then leave it alive.
3. Be the last to eat from what you kill.
Took the sun from Brother Bricklayer after he dropped it, burning the world.
Shrine: A piece of glass, pulled from the desert after the storms end.
Cult: Hide in plain sight. 3 people walk past, each wearing discs of hammered metal on your forehead. If you ask what they are, they respond "Oh, you're so clueless!", then walk further.
R: 0 T: Self D: [dice] hours
Project an orb of light, as bright as a torch, from your hand.
1. Shun fire and its glow.
2. At dawn, bow to the sun in public.
3. Expose secrets, except those that would cause harm.
Commissioned from Scrap Princess excited screeching I've been posting about Sunless Horizon for about a year, and after finally gettin...