Etaska's Survivors


      Those Who Will Remain

          Followers of the late Etaska, the members of this cult
       believe that ultimately, nothing is more important than
       personal survival.  They act with neither malice nor
       altruism to ensure that they see the next sunrise.  Etaska
       also taught that there would come a final Armageddon, and
       that when the smoke cleared, his followers would be the
       victors by default.
      
      
      Initiation: Survivors frequently search through areas that have been ravaged by war, plague, famine or natural disaster. Individuals who have managed to persevere under such conditions are invited to join. They also appproach orphans who do well in the slums of the cities. Training consists of a number of tests, designed to harden both the body and the heart of the Initiate. Once these are complete, the new member is left to make his own way in the world.
      Structure: The Survivors have no internal structure at all, as this would promote group effort, something which is anathema to the cult. The only rule the group adopts is that they are not to steal from one another. Sages familiar with the cult have noticed three different philosophies adopted by cultists, and believe that most initiates are chosen in part because they already act according to their mentor's beliefs. Hermits, also called Bunkers, dwell in isolation, fortifying their location as much as possible and having nothing to do with the outside world. They believe that the best way to survive a storm is to find a deep enough cave, and hunker down. Even hermits will, however, move on if something comes along that they believe surpasses their preparations, or even might do so. Scavengers, or Vultures, seem to follow the belief that lightning really doesn't strike the same place twice, or at least not right away. Thus, they follow on the heels of plagues and wars, passing through the areas of greatest devastation, picking through the remains for what they need to survive. Since most inhabited regions refer to this sort of enterprise as looting, Vultures are often hunted by law enforcement bodies once order is restored, something which ensures that they do not stick around long. Omens also travel continuously, though for different reasons. They ride ahead of the storm, trading warnings of what follows for a night's supplies. Although their warnings have saved some towns, many consider them cursed. More than one Omen has been driven away from a town gate in hopes of turning aside the disaster as well.
      Dogma: Survival is the only virtue, death the only vice. Honor, duty and loyalty are snares. Avoid them all. Likewise, do not strive for wealth, power or glory, for these make you a target, and can weigh you down when the time for running comes. Do nothing for nothing, and do not be afraid to take that which is unclaimed. Above all, neither love nor hate others, for these cloud the mind.
      Game Notes: Ability Requirements: Con 14, Wis 10, Int 9 HD:d12/+3 Save/Attack: (see below)/Rogue Alignment Req: CN,TN Tendency: CN Race: Human/U, Orc/U, Elf/8, Drow/9, Kobold/U, Gnome/7, Dwarf/8, Goblin/12, Aaracockra/10, Hissus/10, Thri-Keen/12, Bullywug/10, Kuo-Toa/12, Locathah/8, Sahuagin/U. Armor : Non-metal, any shield Weapons: Any Special Abilities: Priest :NA Warrior:Con Bonus Rogue :HiS, F/RT, OL Wizard :NA Other :Immune to Disease (as Paladin), Use best column for all saves, Saves at +2. NWP/MI: 2/4,General, Rogue Limits: Keep only as much wealth as can be carried on mount. Level XP 2 2400 3 4800 4 9600 5 24000 6 48000 7 96000 8 180000 9 336000 +1 +360000

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