Cult of Aois II
The Divine & the Insane
A Central theme in RPG’s is ascendency. Cults arise to venerate their heroes and cultural icons, literally elevating the legendary to pseudo immortality. Remote villages worship ancient and esoteric alien gods, while city states, like the elven spires of the Aoisian deserts, worship national deities whose lore spills into distant lands. One god is not necessarily the greater.
Countless cults exist of law, neutrality, and chaos, each elevating their own pantheon to greatness so mortals may take up seed, quill, or spear to follow. Each cult is bound to an Id Altar. These altars exist in ruins from the last era. Those who tap into prayer and offer sacrifice at these alters may make contact with higher power, a power of one who has already ascended and is willing to sponsor a hero, and to shape this hero into a fellow godling. None can truly fathom who the first gods were, they are probably forgotten now.
After mortal death, a god is powerless without a living cult. But a god may make a pact with mortals to subtly materialize divine influence. The most basic ritual involves a Blood Offering from the mortal party in exchange for the benefit of a godquest. While the heroes are pursuing a godquest, they gain a +1 bonus on all actions taken towards that quest. Only one quest may be active per party at a time (max party size is 5). Any actions not directed toward the quest are attempted at a -2 penalty.
The god who offers a godquest may haunt the dreams of his cult, preventing sleep – until death if need be. It’s wise to be careful when dealing with the fickle supernatural, once a godquest is accepted through ritual, the party is stuck with their patron until the quest is done.