Ruined Magick {Sloth} Organization in Tariek Rough Collection | World Anvil

Ruined Magick {Sloth}

"I can't keep me eyes open, what in the hells is happening!?!" Tormac snarled, yawning as he felt blood bubbling up from his lungs. What are ya doing to me heretic? the dwarf snarled, but could not muster the strength to resist, to strain against his restraints.
  The twisted and mad magi, clearly long gone, the soul of this man sold long ago, laughed, smiling, a horrifying look, black flecked teeth, weeping pus from sores of all kind, lice and ticks running rampant. "Ignavia wants you to rest, dwarf. I am merely facilitating."

Structure

Cults are usually made up of a horde of followers, dangerous, but non magi except for their shamanic leader, unless its a very large cult. Though heretics do exist amongst the civilized races, and finding a cult working in secret within a city or some such is possible, however Ignavia is the second rarest, due to their habit of being filthy, diseased and totally unclean. Ignavia and his followers are so unwilling to put forth effort themselves in life, and given this, they generally don't engage in their master's work directly. They merely raise the dead, using corpses, spirits and skeletal remains. Undead fall directly into Ignavia's sphere of influence, though as with all the Ruinous ones, he willingly accepts any and all his twisted brethren. The words of a Sloth Shaman are an indecipherable mess of mixed language. Draconic, Auran and Halfling, all mashed together. One thing is understandable however. They mean to spread chaos wherever they can.

Public Agenda

Energy, they feed off the energies and activities of those around them, as does their magic. Most shamans, if they live long enough, become beings of naught but illness, plague and lethargy. Some, the chosen few, when they die of this, which all eventually will, return as dangerously intelligent undead beings. Liches, Vampires, Plaguelords, are a few examples. A cult to Ignavia is a pit for illness and weakness and should be put to the torch. Cleanse the Unclean. Burn the Heretic.

Assets

Their magic is all plague magic. Ignavia oddly does not seem to demand a price to pull in his power, but in its wake, death, illness, plague, and lethargy follow. Initiative is the order of the day for a Shaman of Ignavia, as their patron demands constant feeding, and constant new bodies, new resources to drain. This dark magic has no direct price, but all who use it eventually fall into a spiral of illness and disease after illness and disease, getting lazier and lazier. Ignavia eventually claims all whom server him.

History

Listed here are a mere three examples, of both Blights (Blessings) and Calamities (Miracles) for such a shaman. Feel free to flush out further if you need, these are but examples. Ruinous Powers, by their definition are Chaos, so the shamanic magics can be wild and varied. Use your creativity GMs. The other option is to snag elemental or geomancy spells, and just give them a...Sloth-like Abyssal flavor makeover.
 
  Blight of Lethargy
Range: 6 meters
Target: 1
Duration: 6 rounds
Effect: Target must make an Average (+0) Endurance test or they gain Fatigue Condition

    Blight of Comfort
Range: 6
Target: 1
Duration: 6 rounds
Effect: Target must make an Average (+0) Cool test or gain 1 Slow condition

    Blight of the Plagues
Range: 6 meters
Target: 1
Duration: 6 rounds
Effect: Target takes -10% on any test against illness or disease.

  Calamities are a Ruinous Shaman's more...devastating magicks. Like a priest, this involves a Pray skill test, though the consequences for failure are more akin to that of arcane magic, as the Ruined Gods care not for their followers. They are merely tools. Ignavia does not visibly have a price that seems to grip his shamans immediately, but over time, you will become infected, plagued, and ill. Plague and fatigue and disease are his currency and you will carry them. Below are 3 examples of such magicks.
 
  Exhaustive Aura
Range: AOE, Aura, Initiative Bonus Meters
Target: You
Duration: Intiative Bonus Rounds
Effect: Your lords dark and deathly energies envelop you, creating an aura of darkness and strange draining energy. Anyone within the AOE must make an Endurance test every round, if they fail, they gain 1 Fatigue condition, each round, stacking.
 
  Gift of Disease
Range: Initiative Meters
Target: 1
Duration: Special
Effect: Your lord gifts you with plagues to pass forth. Your target is exposed to/infected by a random disease. You may add one extra disease/2 SLs after the first.
 
  Touch of the Sloth
Range: Touch
Target: 1
Duration: Willpower Bonus Hours
Effect: Your master gifts you with his touch. Your target immediately falls asleep, unless they make a Cool Test at Disadvantage, and even if they don't fall asleep, they are also immediately exposed to/infected by a random disease, take 4+SLs+WPB damage (ignoring AP), and gain 1 Fatigue and 1 Slow conditions.
 
  Daemonic Summonings: As with all those of such persuasion, ultimately a cult of Ignavia is striving to bring his servants (wishing it was him for some reason) unto our realm. This however, is no easy or cheap task. A shaman simply does not have the energy to drain to keep a gate stable long enough. This is what prisoners are for.
 
*A note for myself/gms. A good way to be sure you are being reasonable for the balance of lifeforce versus the Daemon you drop on your players. For every 1 exp of mortal (intelligent) life force sacrificed, you get 1 exp of Daemon. So figuring what the Daemon is worth exp wise, you can figure out how many people must be slaughtered to achieve it, assuming average peasants and the like.

Give in to lethargy, naught will be more comfortable, I promise.

Type
Religious, Cult
Subsidiary Organizations

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