Radioactive Ape Colin
Mongoose
So, in THIS thread, folks were asking for a generic fantasy setting for MRQ2, basically something more vanilla and along D&D lines than is currently available.
So, I thought, why not start putting together some generic D&D-style fantasy resources with folks, as a project on the forums? After it's done, I'll happily tidy everything up, format it, and pdf it for anyone to download and use.
To get the ball rolling, we'll start with a bunch of stereotypical cults. You know the drill, a Deity of the Sea, a Deity of the Sun, a Deity of War, blah, blah, blah. To keep things generic, no names or symbols will be included or described. Everything will be very vanilla with the GM providing flavour to the cult via adding an appropriate name, symbol, describing cult rites and dress, etc. as suits their own campaign.
Plucking the first random one from the list, we'll try a Deity of the Sea. I'll start with some elements, then folks can suggest/add more until it's done.
Deity of the Sea
[Deity of the Sea] is mercurial, given to bouts of calm and tempestuous rage. Ever moving even when seemingly tranquil, [Deity of the Sea] provides abundance with one hand, the bounties of the sea in the form of food, materials, and the wavering road. With the other hand they destroy, snatching life away to the darkening depths with roaring waves and perilous currents.
The cult recognises the dual nature of their patron deity, but seeks to promote his/her more benevolent side as suits the cult and its popularity and support. Sailors pray to the deity for fair seas, fishermen for nets and lines filled to near bursting, all to appease [Deity of the Sea] when he/she is given to wrath.
Rituals and worship are primarily conducted on the seashore, and initiates and baptised within the waves.
Runes
Cold, Motion, Water
Magic
Common Magic: Chill, Detect Fish, Water Breath
Divine Magic: Beast Form (Dolphin), Blessing (any cult skill), Breathe Water, Ebb and Flow, Elemental Summoning (Undine), Fog
Cult Skills
The cult offers training in the following skills. Pact is required as one of the five skills for joining and advancing within the cult: Boating, Pact, Persistence, Resilience, Shiphandling, Swim, any Spear or Trident style
Got to run, so anyone fancy tackling the Myths, and Membership sections?
So, I thought, why not start putting together some generic D&D-style fantasy resources with folks, as a project on the forums? After it's done, I'll happily tidy everything up, format it, and pdf it for anyone to download and use.
To get the ball rolling, we'll start with a bunch of stereotypical cults. You know the drill, a Deity of the Sea, a Deity of the Sun, a Deity of War, blah, blah, blah. To keep things generic, no names or symbols will be included or described. Everything will be very vanilla with the GM providing flavour to the cult via adding an appropriate name, symbol, describing cult rites and dress, etc. as suits their own campaign.
Plucking the first random one from the list, we'll try a Deity of the Sea. I'll start with some elements, then folks can suggest/add more until it's done.
Deity of the Sea
[Deity of the Sea] is mercurial, given to bouts of calm and tempestuous rage. Ever moving even when seemingly tranquil, [Deity of the Sea] provides abundance with one hand, the bounties of the sea in the form of food, materials, and the wavering road. With the other hand they destroy, snatching life away to the darkening depths with roaring waves and perilous currents.
The cult recognises the dual nature of their patron deity, but seeks to promote his/her more benevolent side as suits the cult and its popularity and support. Sailors pray to the deity for fair seas, fishermen for nets and lines filled to near bursting, all to appease [Deity of the Sea] when he/she is given to wrath.
Rituals and worship are primarily conducted on the seashore, and initiates and baptised within the waves.
Runes
Cold, Motion, Water
Magic
Common Magic: Chill, Detect Fish, Water Breath
Divine Magic: Beast Form (Dolphin), Blessing (any cult skill), Breathe Water, Ebb and Flow, Elemental Summoning (Undine), Fog
Cult Skills
The cult offers training in the following skills. Pact is required as one of the five skills for joining and advancing within the cult: Boating, Pact, Persistence, Resilience, Shiphandling, Swim, any Spear or Trident style
Got to run, so anyone fancy tackling the Myths, and Membership sections?