Peace Givers of the Elder One

As a branch of the Cult of the Elder One, the Peace Givers are a small religious cult founded by Deathdreamer Gar Sharkoth. While the larger community views the religious subcommunity as a reclusive oddity, few are aware of the destructive nature behind this small woven group. Once members are officially involved, their connection to the outside community diminishes until it is extinguished. Such communication is not expressly forbidden, but most members say that they find the outside world distrustful, and ill-intentioned, preferring the communal unity within the cult community. If they are accused of being in a cult, they will expressly deny it and accuse the accuser of being contentious and blinded by impurities and delusions.  

Ranks and Titles

Taliba [listener]: New members of the cult who have joined the community who have not started the formal initiation process. These are usually individuals who have recently suffered personal loss, or a near-death experience. They are often asked to do small acts of service throughout the community, usually through manual labor or through delivering goods. As they deliver goods to the community, they are given a magical ring that allows them to hear the neutral/negative thoughts of those around them, driving them further from the larger community and towards the cult.
  Talab [student]: Members currently going through the initiation process. The application process usually takes several weeks of separation, isolation, purification, and self-reflection with a high potassium (banana and potato)-based diet. The initiation culminates around the tarjib [trial/experience] where a talab and their altuwa [mentor/saver] create a near-death situation for someone else. This in turn provides an opportunity for a Karas to seek the victim out and invite them to become Taliba. After the Tarjib, the Talab and their Altuwa.
  Alkhadim [Arabic for servant]: Members of the cult who have passed the formal initiation process. They are responsible for maintaining the community through labor, and fellowship. They are also responsible for providing monetary support to the Karas, Altuwas and Rashi Halims.
  Karas [Arabic for devoted]: Minor cult leader responsible for seeking out potential listeners. They focus on finding individuals that have recently lost family members, or survived natural disasters. Some of the natural disasters are caused by the brotherhood. (one of the common initiation rituals is to set fire to someone's house, or cause a shipwreck, etc.
  Altuwa [mentor/savor]: An experienced Karas paired with a Talab through their initiation process and their tarjib. The Altuwa is primarily responsible for making sure the Talab eats the prescribed diet, reads the prescribed texts, reassures them with any concerns or hesitations that may appear, and keeps them away from most of society. They are also responsible for killing anyone that does not successfully complete their tarjib.
  Rishi Halim [enlighten dreamer]: Cult leaders within the cults locale. There is only one of these in every cult location. They are responsible for for keeping the believers unified and separated from the rest of the community. They organize outside contact, supplies, religious sermons, and other administrative tasks. It is considered a great honor for an Alkhadim to go before the Rishi Halim in the temple. Here, the Alkhadim are subjected to a controlled near-death experience, like drowning. They are told that if they are worthy they will survive. Summoned members are told to prepare and cleanse for a week before their arrival. This is done through a strict diet, imposed isolation, meditation, and occasional self-mutilation.
  Masir Halim [Dreamer of Fate]: Deathdreamer Gar Sharkoth, central and supreme leader of the cult. He is responsible for the cults overall message and beliefs. His current priority is to gather the Shards of the Elder One and prepare a building worthy of the Elder One's return.
 

Beliefs and Dictates

  • The community is founded upon the three pillars: service, serenity and sacrifice
  • All cult members are responsible for supporting each other, with a specific focus on new Alkhadims
  • Tithes are offered every month to the Altuwa, and the Rishi. These tithes are monetary and through manual labor. The more you give the more you are seen worthy
  • Members are to donate 5 hours every month to service in the community
  • When an Altuwa does not have a Talib, they are to work with the larger community through acts of service (causing destruction and timely compassionate care to those in need)
  • The way to enlighten must be protected from those that do not understand
  • Facing external pressure through near-death experiences provides serenity and peace through daily living, and purifies the soul so that it can receive everlasting peace when it is transitions to the realm of the Elder One. Each experience draws you closer to Him and in His care

Prayers

 
  1. All power God, keeper of life, death and balance. We recognize the imbalance of existence. Help us find those seeking peace that we may find eternal peace and personal serenity.
  2. Most merciful master, deliverer, we come to you in our time of distress. Cleanse our spirits so we might guide others to your name. Help us find peace and personal serenity in your most holy name that we may worthily and humbly calm others and through them, eternally serve you.

Ideas for Player Interaction

  • Cult promises peace, belonging, balance. Starts off with small acts of generosity and giving. Delivering goods to families that have suffered recently, not knowing that the gift bearer is responsible in some way for their suffering.
  • Promised a magical item or some sort of deeper ability they wouldn't be able to get any other way
  • Do they have Copa trident? Do they promise stronger weapons?
  • Cult burning their caravan or their tents/supplies or killing their horses via poison and then offer support, shelter, ask for small favors. (Someone else in town needs food, or help building a farm, etc.)
  • Asking guiding questions about peace and life's meaning. Trying to redacted party to what looks like selfless service. Maybe having to go through some natural encounters that weaken the parties mental abilities. Potassium poisonings through eating an absurd amount of bananas and potatoes. (lots of potato and banana farms in the area?) Fruit juice with potato water.

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