Crimson

NEUTRAL God of the Ephemeral (Dreams).

Beliefs

Crimson entered the pantheon relatively late, around 1500 years ago (after the Gods' War) . He was beatified by the mage Sataki (also known as the "Illuminated One"), who discovered the god while attempting to discover the source of dreams. (Dreams were and still are, by many, thought to be demon brought visions.) After numerous experiments on slaves and, when that avenue became barren, on himself with various mind altering substances developed by alchemical friends, he attained mental states (trances) previously unattained. During these trances, he observed that some being attempts to guide and prod dreamers into a greater state of awareness. This being he named Crimson.

Since Crimson's discovery/inception, its power and influence has steadily increased.

Cult symbol is an eye within a triangle. No cult color or stone.

Followers

Crimsonites seek to dispel all barriers that fetter the mind. They believe that true knowledge and wisdom can only be achieved through pure perception (unfettered by the physical state). Dreams are a primary facet of this release. In the dream state, the mind is unrestricted by the demands of the body and thus able to be released from the body and PERCEIVE. Thus properly interpreted dreams are a distillation of perception into a prescient form.

In its quest for knowledge, Crimson is similar to Emirikel; except where Emirikel seeks knowledge for acquisition sake, Crimson wishes to expand human horizons.

Most Crimson temples are in secluded places, for it is a religion which thrives on solitude. It has its premier temple in SpireWall, a minor one in Aereolus (not on Gods' Street) and one in Tellura.

Lay membership is more strict than most religions. The supplicant must sleep over night in a screen divided room with an initiate. If the initiate's dreams are positive, one may become a lay member. If not, one may not seek to apply again for five years.

Initiate status is vastly more difficult to attain and, if failed, frequently terminal. A lay member is put into a trance, and his non-physical self is placed within a maze from which he must escape within one hour or go mad. An added difficulty is that the lay member must avoid the Tl'Laha Uneh (Dream Police) placed within the maze. This demonic dream presence (a reflection by the Dream Plain of the worshippers own self-deceits) can destroy a worshipper by draining his will, beliefs, and goals leaving a hollow, vacant husk. This testing examines the supplicant's awareness of his internal struggles and delusions, and tests the control he can wield over his own internal reality.

Lay and initiate members receive, respectively, +1 or +4 on S.T. versus illusion or control spells, poison, and drugs. Additionally, once per week or once per month (initiate or lay, respectively) the worshiper can perform a dream augury. Training for mental skills (Read, Speak, Eval Treasure, Lore, Spot Hidden) are at 50% cost and with 15% greater chance of success. Initiates for mental skills roll 3d4 for improvements, rather the standard 2d4.

An initiate automatically gains one point of Intelligence or Wisdom (choice). If the initiate rolls his Intelligence or Wisdom times three or less on a percentile die, he gets an additional 1 3 points.

An initiate will be taught the cult spell Trance. He will also get +4 on saving throws versus illusion, and control, +1 against general magic and have access to any cult spell. Further, through interpretations of his dreams, a worshippers is able (once a week) to perform the dream equivalent of an Augury, except it is more specific than the clerical miracle.

Cult Spells: Soul Song, Clairvoyance, Augury, Truth, Time Sense, Farsee, Dreamsight, Dream Travel, Astral Travel, True Sight, Know Illusion.

The use of illusion spells is absolutely proscribed for initiates and lay members.

Crimson Holy Days

MAJOR
May 13th Satakieti (Discovery of Crimson)
Th'Ar 13th Th'Ar'ar'th (Date of great magical numerological significance)
MINOR
Oct 28th Chaos Day (Close proximity of other planes)
Mornu'ng (Two floating holidays for gathering and meditation)

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