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consolidated:religion:homebrewpantheons:cultsmallgods

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The Cult of the Small Gods.

Favoured by sailors and fisher-folk, the Cult of the Small Gods has spread around the Hann Sea, and is known in Sakhar, Hann and the areas between. Bringing together minor deities from Porters Bar and Port Elizabeth - Shan (a Weather Spirit), Azan (Mistress of the Market) and Yarma (Psychopomp and Warrior) - it covers just about everything that a common sailor might need. Help with the weather as they sail, luck in the market when they hit port, and blessings in combat and death.

Church

It has no formal chapels or churches, just shrines in port towns and cities. Images of a cat, gull and spearhead are carved on the same pillar (or other surface) that is generally close to the docks, so that sailors and fisher-folk can make a small prayer to any, or all, of the deities, as they pass by.

Even these small shines are often informal, sailors don't make a lot of money, and every shrine has to be funded by donations and subscriptions, and it can take years to raise the funds for a proper shrine. Ironically, there is often a rush of public donations, just after a ship has foundered at the port and occasionally a generous traveller or local dignitary, with a reason to be grateful, makes a sizeable contribution. These shrines always bear the names of vessels that have been sunk at sea.

Priests

While each of the three deities has dedicated priests, the priests of The Cult of the Small Gods revere all three deities and their religious services often call on all three for support. However, these priests are not particularly powerful, as they do not gain any of the deities Granted Powers, except the ability to cast spells - and then only up to level 3 spells. Most Priests of The Cult are found among the crew of sailing vessels.

Sakharan priests of The Cult, recognize the supremacy of the Enlightened Gods, and attend Enlightened services when they are in port. For many in Sakhara, the Cult of the Small Gods is seen as representative of sailors' superstitions, rather than a serious religion.

Spell List

Priests of Yarma may choose their spells from the following list:

  • 0th Level: create water, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, stabilize, touch of fatigue, vigor.
  • 1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, face of the devourer, obscuring mist, preserve, protection from chaos, protection from evil, protection from good, protection from law, scarify, shield the banner, sleep, Summon Psychopomp.
  • 2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, enemy’s heart, inner focus, invisibility, mirror image, resist energy, rumbling fury, scorching ray, see invisibility, tremor blast, web.
consolidated/religion/homebrewpantheons/cultsmallgods.txt · Last modified: by johnb