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THE
CULT OF THE WYRM:
The
Cult of the Wyrm is the antithesis of all that is good. They
follow H'roathyll, the Wyrm, and support His bid to topple
the Pantheon and rule it. This highly secretive Guild is ruled
by a Matriarch named Clia, a delfae woman whose power is immense.
Below her are her Right and Left hands, respectively an assassin
and a sorceror who represent the main division of the Cult.
All
Cultists either work for the Right or the Left, and are commonly
referred to as the Right claw of the Wyrm or the Left claw
of the Wyrm. They are incredibly secretive, and only meet
in groups of threes or fours. These groups are known as cells,
and the cell leader receives instructions from one he cannot
recognize but whose power is demonstrated. These unknowns
are believed to be coordinated by regional heads, who in turn
are coordinated by a being known as the Cellmaster, who is
the only one in the organization who knows the real and affected
identities of every person in the Cult.
The
Left Claw of the Wyrm are primarily magic-users, using their
powers to subtly alter balances of power in Kingdoms and Guilds
and to erase any traces of their existance. The Right Claw
of the Wyrm consists of primarily assassins. Both the Right
and the Left Claws indicate specialties only; for instance,
most Left-Claw members are capable assassins in their own
right.
None
know where the Matriarch and her Right and Left Hands reside.
No Cultist would betray that information anyways, and a cultist
who betrays his Guild will be tortured to death...and in death,
his torture will continue.
Tested
Skills:
The
Cult of the Wyrm tests in all magic skills, all combat skills,
herbalism, medicine, tracking, and survival.
Entrance
into the Guild:
Entrance
into the Guild is through recruitment only. If someone wanted
to join, they would have to make their actions known, yet
somehow remain subtle; a rather difficult task. Those who
are approached and refuse are killed; those who accept are
brought to the Guild Trial, which consists of a judgement
of their hearts. Those who accept merely to escape death are
killed; those who embrace the Wyrm are accepted, and are branded
with the symbol of either the Left or the Right claw of the
Wyrm, right over the heart. None may dissemble before the
Trial; those attempting to decieve the Trial will perish.
Advancement
within the Guild:
At
first one is a cell member. That is as high as the PC will
get until they are proficient in four tested skills. Then
they must either seize power from the cell leader or they
must wait until he dies or is killed. The PC is not permitted
to kill the cell leader to sieze his position, for this is
betrayal of the guild; however, if he succeeds in gaining
more power than the cell leader and becomes the cell leader
himself, he may kill the previous leader if the man is disobediant
or not properly respectful.
That
is the only kind of trial required to advanced to Cell leader,
the second level of Guild membership. Next time the unknown
instruction-giver comes around, he is informed of the change
in balance of power and is judged. Usually the bid is successful,
although the unknown may punish the new cell leader for being
ambitious. The punishment is painful, but the new leader remains
the new cell leader.
The
Unknown will monitor the progress of this new change in leadership
and if the PC maintains his leadership against similar bids
of power, the Unknown will often consult his peers and may
decide to bring the PC among them. This requires a Guild Trial.
The PC is stolen away in the night, and someone in the cell
is installed as the new cell leader. The cell does not know
what became of the PC.
The
new Guild Trial literally tortures the PC and manipulates
his mind until the PC becomes physically and mentally incapable
of voluntarily giving away information. He now becomes an
Unknown, directing cell leaders according to the whims of
his own superiors and sometimes to his own desires.
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