Maxilan Carth, the Hunter of the Bayous, was the bane of the gatorfolk in life. To those who follow Jampiri, he provides protection from those beasts from beyond the grave.
"Dat woman... She was terrible to behold. Terrible but beautiful. She sat on a great throne, surrounded by her gatorfolk servants. She stood and she looked mighty angry. She look down at me an' Tergryn an' de rest, and she yell in some strange tongue - de elf-folk, I tink. She had a fury in her soul, an' I could feel her evil eye on me. Doric - hui, poor Doric! - she had 'er gatorfolk slash his belly wit' his claws and tore out his entrails. De gobbled dem up... Poor Doric..."
- Jorif Grisold, survivor
She is the high priestess of Jampiri, the outcast of the Kanaar, the guardian of the gatorfolk. Swynmoor's resident witch is powerful and knowledgeable, keeping the natural balance in the swamps.
"De Kanaar folk tink all dere gods and medicines are secret. But I live in dese marshes long enough to hear dere gods, whether pointy-ear folk like it or not. I can hear dere comin's and goin's, an' I can make dem see you or skip you as you like."
- Tonis, hillaq of Rakart Village
The three sacred relics of Ahkti.
Those of the bare chin, the clan of the wolverine, they who walked away from the mountain.
A demon unleashed... to make the world a better place.
The birth and life of a god through the long ages.
With many legends and myths attributed to it, the Shield of St. John was wielded by the Prophet and bears the curse of fame for bearing holy magic. However, the only benefit the Shield could bestow upon the wielder is psychological.
The Prophet John's life and, indeed, death was a mystery. Some say that the gods placed him on this earth for his purpose without a past, and others, a rare few, claim that he was a god himself.
"And Lo; today Alea Waxes, and she shall blesses us. For soon a great change is upon us, for soon our beliefs shall be hallowed! We as a group, we as a people, we as a religion, shall be acknowledged. Our efforts shall no longer be in vain!"
--The Prophet John, Sermon to the Capitol
These are items of great interest to the Players Cult, and show a few potential ways to bring them into a larger campaign.
The First three are of particular interest to one guild over the others, while the final two are vitally important to the Cult as a whole.
30 cult members, of varying levels of sanity and skill. Divided into Guilds for convenience and clarity. Could potentially be used as 30 gang members, depending on your needs.
"If you take out all the bullshit about the machines and the crappy prophecy, The Matrix was pretty close to the truth. Just think about it for awhile and you'll see how much sense it makes. And really, if you were trapped in a game and couldn't wake up, wouldn't you want to know the truth? So you could do something about it?"
" . . . Still haven't convinced you, huh? Here, tell you what: I'll give you my card. Whenever you feel like learning the real truth of this world, give me a call. I'll show you the ropes."
In a long-lost age, a party of adventurers are frozen into stone by the stare of some gorgon-like creature. An unscrupulous rogue, coming across the frozen party several centuries later, decides to haul off two of the statues to decorate his den. Upon his death, an artisan friend of his claims a statue and sells it to a rich merchant, passing it off as his own work. Years later, the merchant gilds the statue in bronze and re-sells it at a much higher price. After passing through the art markets for many decades, the statue ends up in the hallways of a mage academy. Imagine the chaos and confusion when a young mage's spell happens to break the curse of stone, returning the adventurer to life several centuries after his petrification! Is he interrogated by historians? Driven mad by the change of times? Or does he set off on a quest to find and liberate his other frozen party-members?