Etaska's Survivors
Those Who Will Remain
Followers of the late Etaska, the members of this cult
believe that ultimately, nothing is more important than
personal survival. They act with neither malice nor
altruism to ensure that they see the next sunrise. Etaska
also taught that there would come a final Armageddon, and
that when the smoke cleared, his followers would be the
victors by default.
Initiation:
Survivors frequently search through areas that have been
ravaged by war, plague, famine or natural disaster. Individuals
who have managed to persevere under such conditions are invited
to join. They also appproach orphans who do well in the slums
of the cities. Training consists of a number of tests, designed
to harden both the body and the heart of the Initiate. Once
these are complete, the new member is left to make his own way
in the world.
Structure:
The Survivors have no internal structure at all, as this
would promote group effort, something which is anathema to the
cult. The only rule the group adopts is that they are not to
steal from one another. Sages familiar with the cult have
noticed three different philosophies adopted by cultists, and
believe that most initiates are chosen in part because they
already act according to their mentor's beliefs.
Hermits, also called Bunkers, dwell in isolation,
fortifying their location as much as possible and having nothing
to do with the outside world. They believe that the best way to
survive a storm is to find a deep enough cave, and hunker down.
Even hermits will, however, move on if something comes along
that they believe surpasses their preparations, or even might do
so.
Scavengers, or Vultures, seem to follow the belief
that lightning really doesn't strike the same place twice, or at
least not right away. Thus, they follow on the heels of plagues
and wars, passing through the areas of greatest devastation,
picking through the remains for what they need to survive.
Since most inhabited regions refer to this sort of enterprise as
looting, Vultures are often hunted by law enforcement bodies
once order is restored, something which ensures that they do not
stick around long.
Omens also travel continuously, though for different reasons.
They ride ahead of the storm, trading warnings of what follows
for a night's supplies. Although their warnings have saved some
towns, many consider them cursed. More than one Omen has been
driven away from a town gate in hopes of turning aside the
disaster as well.
Dogma:
Survival is the only virtue, death the only vice.
Honor, duty and loyalty are snares. Avoid them all.
Likewise, do not strive for wealth, power or glory, for
these make you a target, and can weigh you down when the
time for running comes.
Do nothing for nothing, and do not be afraid to take
that which is unclaimed.
Above all, neither love nor hate others, for these cloud
the mind.
Game Notes:
Ability Requirements: Con 14, Wis 10, Int 9
HD:d12/+3 Save/Attack: (see below)/Rogue
Alignment Req: CN,TN Tendency: CN
Race: Human/U, Orc/U, Elf/8, Drow/9, Kobold/U, Gnome/7,
Dwarf/8, Goblin/12, Aaracockra/10, Hissus/10,
Thri-Keen/12, Bullywug/10, Kuo-Toa/12,
Locathah/8, Sahuagin/U.
Armor : Non-metal, any shield
Weapons: Any
Special Abilities:
Priest :NA
Warrior:Con Bonus
Rogue :HiS, F/RT, OL
Wizard :NA
Other :Immune to Disease (as Paladin), Use best
column for all saves, Saves at +2.
NWP/MI: 2/4,General, Rogue
Limits: Keep only as much wealth as can be carried
on mount.
Level XP
2 2400
3 4800
4 9600
5 24000
6 48000
7 96000
8 180000
9 336000
+1 +360000