Cult of Asura

Voltumna

Mongoose
Vincent, I have been thinking on this, but I thought I'd just come out and ask you, imposing on your swift pen and great disposition, could you elaborate or give some advise for the mysteries of the Asuran religion?

Thanks,
 
Here is a beginning framework you can use to start with. I am deep in researching Africa right now, so I am a bit removed from my religious research I did for Faith & Fervour, so I likely forgot a few things.

Perhaps the rest of the board can suggest additions, deletions, or changes, as this is a very rough draft composed in just a few minutes.

I don't remember what is a holy number for the faith, so I just picked a stereotypical seven Mysteries. Anyway, this could be a decent starting point.

Mysteries of Asura
All initiation ceremonies involve the imbibing of Soma (see Faith & Fervour, p. 84). Education in the Mysteries is provided by Ashramas (hostels) located deep in the forests of Vendhya.

The First Mystery: Those who learn this mystery (at least 3 ranks in Knowledge (mystery: Asura)) are considered active in the Asuran religion and are eligible to receive the benefits of worship for Asura, including the benefits of faith and atonement. The initiate is taught the Grand Illusion of Life, the essence of Evil, and (in Aquilonia, not Vendhya) the need for Secrecy. The initiate agrees to never lie, as lying contributes to the overall illusion of life. The initiate gains a +1 competence bonus to Craft (pigment). The initiates are taught to handle serpents, a symbol of ancient knowledge; the initiate gains a +1 bonus to Handle Animal.

The Second Mystery: Those who learn this mystery (at least 6 ranks in Knowledge (mystery: Asura)) are trained to know that sound conveys the idea of an object. Through introspection and spiritual growth, these initiates are taught to listen; Initiates of the Second Mystery and above add a competence bonus to Listen and all Perform skills involving music or sound equal to his mystery rank – 4. Knowledge (mystery: Asura), Listen, and Perform become class skills if they were not already.

The Third Mystery: Those who learn this mystery (at least 9 ranks in Knowledge (mystery: Asura)) learn to hear unexpressed sound, the sound of thinking. Initiates of the Fourth Mystery and beyond add a competence bonus to Sense Motive and Diplomacy equal to his mystery rank – 7.

The Fourth Mystery: Those who learn this mystery (at least 12 ranks in Knowledge (mystery: Asura)) are taught to recognize colour and form within sound; the initiate gains an additional +2 bonus to Sense Motive (in addition to the bonuses already earned in the last Mystery) when trying to understand someone speaking in a foreign language. If the Initiate of the Fourth Mystery becomes Ordained, he learns the Liturgy of Asura and is an Adhvaryu priest.

The Fifth Mystery: Those who learn this mystery (at least 15 ranks in Knowledge (mystery: Asura)) have become so adept at listening that they can potentially understand what an animal is wanting; he may apply his full Sense Motive against all creatures of any type in order to understand them. If Ordained, the priest is an Udgatar and may say the Hymns of Asura in the presence of a Hotar priest, and he is in charge of the Chants of Asura, saying them only in Lotus Ceremonies presided by an Arthovan priest.

The Sixth Mystery: Those who learn this mystery (at least 18 ranks in Knowledge (mystery: Asura)) The initiate can hear Transcendent Sound, wherein there is no distinction between object and sound, and an object's sound contains everything about the object. If the initiate makes a Knowledge is Power check (DC 18) after hearing a sound (via successful Listen check) then he recognizes the sound, and he suffers no penalty for blindness, darkness, etc. in regards to that thing. If the initiate can hear a thing, and recognize it for what it is, then he can see a thing, even if walls are in the way. If Ordained, the priest is a Hotar priest and presides over sacrifices and the Hymns of Asura.

The Seventh Mystery: Those who learn this mystery (at least 21 ranks in Knowledge (mystery: Asura)) are taught to transcend the ultimate lie and see through the illusions of Life. Likewise, he can "see" lies perfectly through sound. In addition, he may hear the Transcendent Sounds of things that are not moving. He can essentially perform echolocation and can "see" everything, regardless of darkness if he makes a Listen check (DC 20). If Ordained, the Priest is an Arthavan, and may learn the Summonings style. He may publicly perform fire rituals, lotus rituals and sorcery.

Some whisper tales that those who move beyond this Mystery can create Transcendent sound – and can create any object whose sound they learn to imitate. Of course, these are mere tales, right?
 
Here are some priests I created for Faith & Fervour; unfortunately they do not follow the above system (since I created the above system a few minutes ago).

If someone wants to modify them (or the above system) and repost them, that is fine.

Ordained Vendhyan Priests
Adhvaryu Priest Medium Vendhyan Scholar 4; Hit Dice: 4d6 (14 hit points); Initiative: +2 (+1 Dex, +1 Ref); Speed: 30 ft.; Dodge Defence: 12 (+1 level, +1 Dex); Parry Defence: 10 (+1 level, -1 Str); BAB/Grapple: +3/+2; Attack: Kukri +2 melee or alchemical weapon +4 ranged; Damage: Kukri 1d6-1/ x3/ AP 1; Space/Reach: 5 ft (1)/5 ft (1); Special Attacks: Sorcery; Special Qualities: Vendhyan traits, illiteracy, new sorcery style x3, scholar, lay priest background, base power points, knowledge is power, +1 power point, advanced spells x2, bonus spell; Saves: Fort +1, Ref +2, Will +10 (+9 vs. Hypnotism; +13 vs. Corruption); Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 15; Skills: Bluff +3, Concentration +7, Craft (herbalism) +9, Craft (pigments) +9, Diplomacy +8, Gather Information +3, Heal +9, Knowledge (arcana) +9, Knowledge (religion) +9, Knowledge (history) +10, Knowledge (nobility) +6, Perform (chant) +9, Perform (ritual) +9, Sense Motive +11; Feats: Ritual Sacrifice, Priest; Code of Honour: Civilised; Reputation: 6 (any); Leadership: – ; Allegiances: Asura, Hotar Priest, Devi; Base Power Points: 7 (base 4, +2 Wis, +1 bonus; 14 maximum); Magical Attack: +4 (+2 level, +2 Cha); Sorcery Styles: Counterspells, Oriental Magic, Divination; Spells Known: Astrological prediction, calm of the adept, darting serpent, incantation of Amalric's witchman, psychometry, warding; Corruption: 0; Insanity: None; Possessions: Kukri, loin cloth, dhoti, lotus blacksmoke, lotus greensmoke

Udgatar Priest Medium Vendhyan Scholar 6; Hit Dice: 6d6 (21 hit points); Initiative: +3 (+1 Dex, +2 Ref); Speed: 30 ft.; Dodge Defence: 13 (+2 level, +1 Dex); Parry Defence: 11 (+2 level, -1 Str); BAB/Grapple: +4/+3; Attack: Kukri +3 melee or alchemical weapon +5 ranged; Damage: Kukri 1d6-1/ x3/ AP 1; Space/Reach: 5 ft (1)/5 ft (1); Special Attacks: Sorcery; Special Qualities: Vendhyan traits, illiteracy, new sorcery style x3, scholar, lay priest background, base power points, knowledge is power, +2 power point, advanced spells x4, bonus spell, increased maximum power points (triple); Saves: Fort +2, Ref +3, Will +13 (+12 vs. Hypnotism; +16 vs. Corruption); Abilities: Str 9, Dex 13, Con 11, Int 15, Wis 15, Cha 16; Skills: Bluff +4, Concentration +9, Craft (herbalism) +11, Craft (pigments) +9, Diplomacy +11, Gather Information +4, Heal +11, Knowledge (arcana) +11, Knowledge (religion) +11, Knowledge (history) +12, Knowledge (nobility) +6, Perform (chant) +14, Perform (ritual) +14, Sense Motive +13; Feats: Iron Will, Performer, Priest, Ritual Sacrifice; Code of Honour: Civilised; Reputation: 6 (any); Leadership: – ; Allegiances: Asura, Hotar Priest, Devi; Base Power Points: 8 (base 4, +2 Wis, +2 bonus; 24 maximum); Magical Attack: +6 (+3 level, +3 Cha); Sorcery Styles: Counterspells, Oriental Magic, Divination; Spells Known: Astrological prediction, calm of the adept, darting serpent, incantation of Amalric's witchman, mind-reading, psychometry, visions, warding; Corruption: 0; Insanity: None; Possessions: Kukri, loin cloth, dhoti, lotus blacksmoke, lotus greensmoke

Hotar Priest Medium Vendhyan Scholar 8; Hit Dice: 8d6 (28 hit points); Initiative: +3 (+1 Dex, +2 Ref); Speed: 30 ft.; Dodge Defence: 14 (+3 level, +1 Dex); Parry Defence: 12 (+3 level, -1 Str); BAB/Grapple: +6/+5; Attack: Kukri +5 melee or alchemical weapon +7 ranged; Full Attack: Kukri +5/+0 melee or alchemical weapon +7 ranged; Damage: Kukri 1d6-1/ x3/ AP 1; Space/Reach: 5 ft (1)/5 ft (1); Special Attacks: Sorcery; Special Qualities: Vendhyan traits, illiteracy, new sorcery style x4, scholar, lay priest background, base power points, knowledge is power, +2 power point, advanced spells x6, bonus spell x2, increased maximum power points (triple); Saves: Fort +2, Ref +3, Will +15 (+14 vs. Hypnotism; +18 vs. Corruption); Abilities: Str 9, Dex 13, Con 11, Int 15, Wis 16, Cha 16; Skills: Bluff +4, Concentration +10, Craft (herbalism) +12, Craft (pigments) +9, Diplomacy +12, Gather Information +4, Heal +13, Listen +8, Knowledge (arcana) +13, Knowledge (religion) +13, Knowledge (history) +14, Knowledge (nobility) +6, Perform (chant) +16, Perform (ritual) +16, Sense Motive +15; Feats: Iron Will, Performer, Priest, Ritual Sacrifice; Code of Honour: Civilised; Reputation: 13 (any); Leadership: – ; Allegiances: Asura, Temple, Devi; Base Power Points: 9 (base 4, +3 Wis, +2 bonus; 27 maximum); Magical Attack: +7 (+4 level, +3 Cha); Sorcery Styles: Counterspells, Oriental Magic, Divination, Prestidigitation; Spells Known: Astrological prediction, burst barrier, calm of the adept, conjuring, darting serpent, dream of wisdom, incantation of Amalric's witchman, mind-reading, psychometry, visions, warding, warrior trance; Corruption: 0; Insanity: None; Possessions: Kukri, loin cloth, dhoti, lotus blacksmoke, lotus greensmoke

Atharvan Priest Medium Vendhyan Scholar 12; Hit Dice: 10d6+10+2 (47 hit points); Initiative: +6 (+2 Dex, +4 Ref); Speed: 30 ft.; Dodge Defence: 16 (+4 level, +2 Dex); Parry Defence: 14 (+4 level, +0 Str); BAB/Grapple: +9/+9; Attack: Kukri +9 melee or alchemical weapon +11 ranged; Full Attack: Kukri +9/+4 melee or alchemical weapon +11 ranged; Damage: Kukri 1d6/ x3/ AP 2; Space/Reach: 5 ft (1)/5 ft (1); Special Attacks: Sorcery; Special Qualities: Vendhyan traits, illiteracy, new sorcery style x5, scholar, lay priest background, base power points, knowledge is power, +3 power points, advanced spells x10, bonus spell x3, increased maximum power points (triple); Saves: Fort +5, Ref +6, Will +18 (+17 vs. Hypnotism; +21 vs. Corruption); Abilities: Str 10, Dex 14, Con 12, Int 16, Wis 18, Cha 17; Skills: Bluff +4, Concentration +11, Craft (herbalism) +13, Craft (pigments) +10, Diplomacy +12, Gather Information +4, Heal +14, Listen +18, Knowledge (arcana) +18, Knowledge (religion) +18, Knowledge (history) +19, Knowledge (nobility) +7, Perform (chant) +20, Perform (drum) +12, Perform (ritual) +20, Sense Motive +20, Spot +6, Sleight-of-Hand +7; Feats: Alertness, Iron Will, Leadership, Performer, Priest, Ritual Sacrifice; Code of Honour: Civilised; Reputation: 15 (any); Leadership: 15/18 (7th level cohort; 100 1st, 4 2nd, 2 3rd, 1 4th level followers) ; Allegiances: Asura, Temple, Devi; Base Power Points: 11 (base 4, +4 Wis, +3 bonus; 33 maximum); Magical Attack: +9 (+6 level, +3 Cha); Sorcery Styles: Counterspells, Oriental Magic, Divination, Prestidigitation, Summonings; Spells Known: Astrological prediction, burst barrier, calm of the adept, conjuring, darting serpent, dream of wisdom, incantation of Amalric's witchman, greater warding, master-words and signs, mind-reading, psychometry, rune of Jhebbal Sag, shape-shifter, sorcerous news, telekinesis, visions, warding, warrior trance; Corruption: 0; Insanity: None; Possessions: Kukri, loin cloth, dhoti, lotus blacksmoke, lotus greensmoke

Rishi Medium Vendhyan Scholar 16; Hit Dice: 10d6+10+6 (51 hit points); Initiative: +7 (+2 Dex, +5 Ref); Speed: 30 ft.; Dodge Defence: 18 (+6 level, +2 Dex); Parry Defence: 16 (+6 level, +0 Str); BAB/Grapple: +12/+12; Attack: Kukri +12 melee or alchemical weapon +14 ranged; Full Attack: Kukri +12/+7/+2 melee or alchemical weapon +14 ranged; Damage: Kukri 1d6/ x3/ AP 2; Space/Reach: 5 ft (1)/5 ft (1); Special Attacks: Sorcery; Special Qualities: Vendhyan traits, illiteracy, new sorcery style x6, scholar, lay priest background, base power points, knowledge is power, +3 power points, advanced spells x14, bonus spell x4, increased maximum power points (quadruple); Saves: Fort +6, Ref +7, Will +21 (+20 vs. Hypnotism; +24 vs. Corruption); Abilities: Str 11, Dex 15, Con 13, Int 17, Wis 20, Cha 18; Skills: Bluff +10, Concentration +11, Craft (herbalism) +14, Craft (pigments) +10, Diplomacy +13, Gather Information +5, Heal +15, Listen +23, Knowledge (arcana) +22, Knowledge (religion) +22, Knowledge (history) +23, Knowledge (nobility) +7, Perform (chant) +21, Perform (drum) +21, Perform (ritual) +21, Sense Motive +21, Spot +11, Sleight-of-Hand +10, Survival +9; Feats: Alertness, Iron Will, Leadership, Performer, Priest, Ritual Sacrifice; Code of Honour: Civilised; Reputation: 22 (any); Leadership: 22 (11th level cohort; 250 1st, 10 2nd, 4 3rd, 2 4th, 1 5th level followers) ; Allegiances: None; Base Power Points: 13 (base 4, +5 Wis, +4 bonus; 52 maximum); Magical Attack: +12 (+8 level, +4 Cha); Sorcery Styles: Counterspells, Oriental Magic, Divination, Prestidigitation, Summonings, Curses; Spells Known: Astrological prediction, burst barrier, calm of the adept, conjuring, curse of Yizil, darting serpent, dream of wisdom, greater telekinesis, incantation of Amalric's witchman, greater sorcerous news, greater warding, lesser ill-fortune, magic builder*, master-words and signs, mind-reading, psychometry, rune of Jhebbal Sag, shape-shifter, sorcerous news, summon elemental, telekinesis, visions, warding, warrior trance, Yimsha's carpet; Corruption: 0; Insanity: None; Possessions: Kukri, loin cloth, dhoti, lotus blacksmoke, lotus greensmoke
 
You are welcome. I made priest stat-blocks for all the religions in Faith & Fervour. I suppose I could post them up if there is interest - or maybe email it out to people. Its a 29 page document, though.
 
You are welcome. I made priest stat-blocks for all the religions in Faith & Fervour. I suppose I could post them up if there is interest - or maybe email it out to people. Its a 29 page document, though.

Well, what about posting them on Thulsa's site if he agrees. The collaboration you started with Numalia's map has grown into the best independant Conan ressource on the web. I guess everyone on this forum will agree: we're ready for more!
 
Vincent, thanks for the post. What's really great about the Knowledge (Mystery: god) skills, is that any class can benefit from them, unless scholar specific abilities are called into play. It fleshes out the cultural aspects of religion, which is always deeply ingrained in one way or another in the minds of people, and thus, they live and die by its tenets, particularly those who follow those paths. This adds a nice level of depth and complexity to the game and charachters that is only hinted at in the core rules, and I was certainly very glad to find them brought into the game. I am really looking forward to more stuff like this into the game.
What I like abot the mysteries of Asura as described, is that given the uncanny perceptions they grant their initiates, they could explain some of the racial bonus vendhyans get: diplomacy, sense motive, bluff, gather information. This is something very powerful which I think could be worked into the benefits granted by the mysteries.

Now, it should be brought to attention that for Vincent, it took only ten minutes to write the mysteries, so: cheers!
 
I have always been unhappy with how religion is handled most D20 games, and have never liked how Knowledge skills are used (they don't actually seem to provide much of anything in the way of useful stuff), so I tried to kill two birds with one stone with the Mysteries. After all, scholars must spend points on knowledge skills, so why not make them useful?

I think similar things can be done with Knowledge (nature), Knowledge (arcana), and so on; I just haven't developed my ideas on those yet.
 
VincentDarlage said:
I have always been unhappy with how religion is handled most D20 games, and have never liked how Knowledge skills are used (they don't actually seem to provide much of anything in the way of useful stuff), so I tried to kill two birds with one stone with the Mysteries. After all, scholars must spend points on knowledge skills, so why not make them useful?

I think similar things can be done with Knowledge (nature), Knowledge (arcana), and so on; I just haven't developed my ideas on those yet.

Interesting. I'm sufficiently fond of various K skills in Conan that I'm not bothered by them being split up and requiring their separate rank sinks, something which is just an annoyance in D&D where you usually have so few ranks and where magic trumps skills.

The skills that I'd like to see get a lot of help include Craft (not alchemy/herbalism), Perform (maybe not ritual), and Profession. GM can always make anything useful, but to be competent in these sorts of things requires so much of a rank sink that there's some sort of drawback no matter what you do. For skills that do essentially just mundane things, I'd prefer to see a lot more payoff for putting in a small number of ranks in them than the system currently has.
 
Ichabod said:
The skills that I'd like to see get a lot of help include Craft (not alchemy/herbalism), Perform (maybe not ritual), and Profession.

I agree with that, too. IIRC, I did some stuff with Craft and Perform for Across the Thunder River, but I have some ideas to take them further.
 
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