The priests definitely are, but the creature/god itself is interesting... and it's singing, too.
To add another option, where Eib-ha-bok didn't lie, it can be really attempting to fix the world. And one, distant day, it may succeed - or decide it can't be done, and leave the world to its fate. Until then, it will traverse with its mind all the creation and fix every detail. This looks benign, but knowing this truth and Eib-ha-bok will reveal the degree of its interference with the world - and you'll start seeing its tentacles everywhere, constantly changing everything, including yourself. A few mortals that have learned the truth have suppressed this memory, most went irreparably insane. Go to Comment
Two other ideas that might be important to such cults.
Offuscate from the view of time:
Members of the cult's actions can not be forseen by others viewing the timestream. This would allow them to do things and not be stopped by others with the gift of prophecy. (Now they might realize that something else happened.. realize dthat was wrong.. and infer the cult... but).
Collect, hold, and use Time Knots.
Time Knots are "pieces of time" that occur when time is disturbed in some way. Time travel, dimension travel, the use of foresight or past sight, acting upon what was seen through time, events where much chance occured (like battles, big events, or such) or uncorrected uses of time magicks, create little "snags" in the fabric of time. Their god is probably collecting "Big Ones", but the cult is collecting the little ones.
These time knots are wravels of astreal energy. They can be put into things, much the way a cookie is put into a jar. Eventually they will be pulled out and used - fueling some higher time power effect.
The cult seems to go and do odd things, mostly because observers don't know about Time Knots and their uses. Rituals held on battlefields to collect "the echos of dice rolling" seem strange and alien to most. Since the cult seems to have odd powers and threatens the "status quo", some religion or government will see it as their mission to stop them.
Some great time effects are possible. These are mostly things that only happen with "Great Rituals" and a few knots. One of the great options is to rejuvinate a person (de-aging them). This promise could allow the cults great influence over elderly leaders, nobles, etc. And they may even come through, de-aging the person back to their 18th year... with that 18 year olds memories and skills. What power these people could wield over the world if they promised things like this?
What happens when one of those cult hunting groups, grabs one of their strong holds and destroys everything.. unleashing random timeknots upon the city above... causing untold havok?
I like this nebulous lovecraftian entity. First of all, great name! Second I like that "he" is generalized, and though you add nice details on the priests, everything can be recalibrated per campaign needs. Third, I like the time-consuming hook.
I like your option manfred and I would like to add it to the main submission, with your permission of course.
Question: Why do you say the priests are uber-powerful? Devil's advocate for one second... doesn't an AD&D cleric of the same level have 3x the tricks and almost all of them are more useful? I agree combining this with wizardry could be a deadly combination but on it's own... it's not that impressive to me. If anything I was thinking they would need an upgrade. However, time magic is always tricky... either too powerful or too weak.
I'm sure the devil is in the detail on this one. Additional clarification most certainly would have helped. Perhaps I submitted it too early in a desire to meet the quest deadline.
I like your ideas with special note on your Time Knots idea. This idea adds a great deal of purpose to the cult I was still stewing over. My original intention was actually more of a side quest with a second part or a problem that was to be 'trickled' into the campaign and become increasingly important as the adventure progressed. I think it could now be much more... I will be updating this submission soon and will be making reference to your additions. Thanks a lot for your ideas. Go to Comment
I quite like the write-up of this family of Gods and the setting when you explained the inspiration for them. But I think some of the background needs to be expanded eg. who tempered with the contract b/w Retir & Dharina and why.
btw, I think the bracer thing that you mentioned are called armguards
F.Y.I. There is more... I just wanted to give a summary and see how well it's received before fleshing the rest of it out for you. Let me know what you would like completed as a individual entry. Thanks for your attention. Go to Comment
This isn't the complete batch of deities. I guess I can see why you thought it was complete. This submission is only a single family and a summary at that... to give you, the folks at Strolen, a chance to decide if fleshing out the whole world here, is worth it. Making the myths is more difficult as all original deities how ever many that might be, could be included in each myth. I'm seeking collaboration on this and was unsure which direction I should go with submission types etc. and I figure that a future codex of all contributions might be best. Go to Comment
This was going to be huge... I was going to flesh out each deity, their priesthoods, and their dogma in separate submissions. Lack of interest convinced me drop the project. I have to admit that Retir & Dharina where more developed than most. Thanks for giving it a look, Moonlake. If this is something that would be used, I might pick it up again. Go to Comment
The origin concept is pretty cool, the gods are okay.
I know it's a first draft, feels like it. I think the myths need some more detail and the composition needs tightening up, but it's a nice first pass, a good overall concept and a good reason for very different gods to be thrown together - in fact I'm surprised they aren't more different. Go to Comment
Arkths or Ravagers: These are large landbound crablike creatures about the size of Grizzly Bears. They live partially in the astreal plane. Their food is magic. They can sense it at huge distances. Since spells and such are hard to eat (being in motion) and magical places are the equivalent of a sea of krill to them, they are looking for magic stashed in concrete places. Their primary food source is magic items, alchemical potions, and enchantments. They do a pretty good job of mangling/ eating the physical aspect of said items in the process of chowing down. These things will be the bane of dungeons everywhere, as they will slowly eat away much of the treasure (and the magical traps... so it can be advantagous to follow these things). Note: They will attack people with highly magical natures (i.e. high magic powers). They will probably kill the person in the process of sucking out the power.