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Cult of Yore

The Cult of Yore is a secret guildless group on Ravnica who keeps old tomes recalling the days before the Guildpact. They converse with those old enough to remember those days and they perform the celebrations and rituals described in those old books. The Cult believes that there is a lack of humanity in the world of Ravnica, that the common folk has had it beaten and bred out of them, and that it is the direct result of the Guildpact.   The Guildpact, according to the brothers and sisters of Yore, created false gods, among them the Ghost Council, the Firemind, the angels of Boros, the Chorus, and the Demonlord. However, the Cult of Yore also believes that change is soon in coming, for the old gods are returning. These old gods are the embodiment of the world's vastness, diversity, unpredictability, wonder, and complexity.

Divine Origins

The manifestations of the Gods of Yore may be distictive, but it is hypothesised that while the entities are ancient and eternal, their forms are not. Though conceptualised as creatures, it is more accurate to categorise them as forces of nature, as old as the void and older than the material plane itself. The development of sentient races and establisment of civilisations influenced the manner in which these entities exist coporeally. Rather than taking on the appearance due to what mortals believe they would, it is instead the concepts mortals apply to the colours of mana that influence these eldritch beings.   The Old Gods disappeared from Ravnica following the establishment of the Guildpact, a little known intention of the 10 Parun's. Prior to the pact, the Old Gods would freely travel from the Void to the material plane, however, the combined will of the Guilds was powerful enough to seal these 5 forces of nature away. This banishment disabled the fluid nature of these beings, making their form absolute. With each passing moment each Yore God is prevented from seeking out the mana they lack, the more mindlessly ravenous their hunger becomes.

Tenets of Faith

To each aspect, a piece is absent.
And in that void, completion awaits.

Worship

Those fully indoctrinated into the cult eventually come to know of the Forgotten Gods of Yore. Five of these beings are worshipped, each being tied to almost every kind of mana, with the exception of one. Each is disconnected from one of the five colours, and voraciously crave it's missing piece. The rituals associated with the Forgotten Gods are contradictory affairs, often including an element that venerates the colour while requiring both physical and conceptual perversions of that colours identity. A great deal of sacrifice and convoluted patterns of behaviour seem to be emblematic of the cult.   These rituals act on a peculiar ethos, with the cultist's veneration of the colour seems to be to the purpose of drawing the Forgotten God's attention, while the perversions of each mana's philosophy are the true veneration of each Forgotten God. It seems the concept is that the act of consumption does not leave the the consumed unchanged.

Granted Divine Powers

While the cultists recognise all the Forgotten Gods, folk tend to find themselves venerating a preferred figure, as folk are want to do. A deep and profane connection with each of the Forgotten Gods delivers it's own particular gift unto the devotee.  One universal trait taken on by the disciples of Yore is learning the Oldest Tongue, colloquially referred to as deep speech.    The Creeping Necropolis: those devoted to the Necropolis find their gift affecting their homes, whatever form they may take. They themselves are granted an extended longevity, but no flora within the vicinity may spread it's pollen nor any creature sow it's seed. Plant's do not grow and any soil is found to be barren, while both beasts and those more sentient are left even more infertile. That which expires within the devotees property is not left to rest, instead rising as a necrotic thrall in the service of said devotee.   The Faceless Manifold: those devoted to the Faceless are granted the power to take the autonomy away from others. The zealot fashions a looking glass, a mirror set in frame of their own design, the glass imbued with enchantments designed to enthrall one that gazes upon their own reflection. Those who perish while under it's effects leave no ghost as their soul is captured by the looking glass. The crafter would do well to keep this delicate snare safe, as upon it's shattering the souls are siphoned into the mirrors master, driving them to madness.    The Feaster at the Leylines: those devoted to the Feaster find themselves conduits that draw upon the vitality of others. Those who find themselves in the company of such a disciple gradually become listless and apathetic, while the cultist finds themselves stronger, faster and more alive. However when there is no more to draw on the devotee will find themselves becoming unstable, magic behaving in unpredictable ways around them and their psyche falling into disrepair lest they find new sources to draw on.   The Solitary Visionary: those devoted to the Visionary are granted a gaze that strikes terror into the hearts of others. When looking upon another they are able to strike terror into the very core of their victim, and causing them to view all others as a potential threat. The more the cultist uses this ability the less they are able to control it, often leading these disciples into lives of solitude, lest a simple walk down a crowded street result in a catastrophic riot.   The Thoughtless Hive: those devoted to the Hive develop a bountiful touch from which new life springs. These disciples are able to perform rituals that transform living beings into hosts for new life, a life cycle that has the swarms of new borns puppetting their surrogate parent for a short time before they burst forth in a macabre delivery. Over time the cultist finds themselves becoming more and more primal, compelled only to a cycle of conception and delivery.   The Stranger: while few devote themselves to this emissary of the void, those who petition the Stranger may find themselves breaching the boundaries between the natural world and the deep planes beyond. The skill to step through the veil is usually one taking a lifetime of study and incredible power, but those blessed by the Stranger may step into the very darkest corner of the void nearly at will. Few are granted this boon, and even fewer still possess the constitution to retain their faculties after such an experience.

To each a missing piece. All will be made whole.

Maps

  • Ashworth Museum, top floor

    Mimic Museum

    The The Ashworth Museum of Natural and Supernatural History has stood as a cultural and intellectual cornerstone for decades, featuring artifacts both manmade and otherwise. Lately, however, its halls have been empty, its coffers emptier, and its director—a stern and eccentric woman Brianna Ashworth—has withdrawn from public life. The cause is at once obvious and yet baffling: guests and employees have begun to go missing. With some (though few) of their remains turn up some days later in the sewer system, bloated, shredded, and bloodied. Things have gotten so dire, in fact, that the people of the neighbourhood have begun rumbling about burning the museum to the ground.  

    General Features

    The following features are common throughout all areas of the museum and are printed here for ease of reference: Size & Dimensions. Treat the ceilings within each area of the museum as being 15 feet high unless stated otherwise. If you are using the maps provided, treat each square as being five feet. Illumination. If the party is investigating during the day, treat each area as being well lit by natural sunlight. If the party is investigating during the night, treat each area as being dimly lit by moonlight. Surface Detail. The museum is constructed of treated oak wood and marble stone. Large windows of glass are inset into the walls and ceilings, providing plenty of light. Locks. Several doors and display cases throughout the museum are locked. Characters can make a DC 14 Dexterity check using thieves’ tools to unlock them or break them open with a DC 16 Strength (Athletics) check. Creature Mimics. In several exhibits, mimics are imitating different creatures. These creature mimics use their own statistics, except with the following changes:
    • The mimic is a monstrosity and gains the shapechanger tag.
    • It gains immunity to acid damage and the prone condition, but loses all other resistances or immunities.
    • The mimic has darkvision out to 60 ft.
    • New Trait: Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
    • New Trait: False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
    • If the creature has the Immutable Form trait, it loses it.
     

    Don’t Drop That!

    Special care must be taken during the adventure to prevent unnecessary damage to the museum’s artifacts and structure. Whenever any creature misses an attack, casts a spell that damages an area or forces a saving throw, or directly targets a museum piece, the GM must roll a d6 and multiply the result by the level of the adventure (3). When it comes time for the characters to collect their reward, subtract these results from the total gold value (including items). See "Concluding the Adventure" for more information. Additionally, if an area in which a battle takes place contains treasure as noted in its section, roll a d20 in addition to a d6. On a 1-5, the treasure is destroyed (it may still be collected and possibly repaired, however).  

    Concluding the Adventure: What’s the Damage?

    Once all the mimics and armor have been cleared from the Museum, the patron will spend the next few hours surveying the damage. They will, hopefully, be horrified at the carnage wrought upon their precious investment— horrified, but thankful for the characters’ help anyway. To calculate the party’s final reward (1500 gp), subtract all damage incurred throughout the museum from whatever was promised initially (include the value of items promised, if any). However, if any of the objects were stolen by the characters, and no attempt was made to cover their tracks, the patron will demand their immediate return or threaten to contact the authorities.
  • Ashworth Museum, ground floor

    Mimic Museum

      The The Ashworth Museum of Natural and Supernatural History has stood as a cultural and intellectual cornerstone for decades, featuring artifacts both manmade and otherwise. Lately, however, its halls have been empty, its coffers emptier, and its director—a stern and eccentric woman Brianna Ashworth—has withdrawn from public life. The cause is at once obvious and yet baffling: guests and employees have begun to go missing. With some (though few) of their remains turn up some days later in the sewer system, bloated, shredded, and bloodied. Things have gotten so dire, in fact, that the people of the neighbourhood have begun rumbling about burning the museum to the ground.  

    General Features

    The following features are common throughout all areas of the museum and are printed here for ease of reference:   Size & Dimensions. Treat the ceilings within each area of the museum as being 15 feet high unless stated otherwise. If you are using the maps provided, treat each square as being five feet.   Illumination. If the party is investigating during the day, treat each area as being well lit by natural sunlight. If the party is investigating during the night, treat each area as being dimly lit by moonlight.   Surface Detail. The museum is constructed of treated oak wood and marble stone. Large windows of glass are inset into the walls and ceilings, providing plenty of light. Locks. Several doors and display cases throughout the museum are locked. Characters can make a DC 14 Dexterity check using thieves’ tools to unlock them or break them open with a DC 16 Strength (Athletics) check.   Creature Mimics. In several exhibits, mimics are imitating different creatures. These creature mimics use their own statistics, except with the following changes:
    • The mimic is a monstrosity and gains the shapechanger tag.
    • It gains immunity to acid damage and the prone condition, but loses all other resistances or immunities.
    • The mimic has darkvision out to 60 ft.
    • New Trait: Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
    • New Trait: False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
    • If the creature has the Immutable Form trait, it loses it.
     

    Don’t Drop That!

    Special care must be taken during the adventure to prevent unnecessary damage to the museum’s artifacts and structure. Whenever any creature misses an attack, casts a spell that damages an area or forces a saving throw, or directly targets a museum piece, the GM must roll a d6 and multiply the result by the level of the adventure (3). When it comes time for the characters to collect their reward, subtract these results from the total gold value (including items). See "Concluding the Adventure" for more information. Additionally, if an area in which a battle takes place contains treasure as noted in its section, roll a d20 in addition to a d6. On a 1-5, the treasure is destroyed (it may still be collected and possibly repaired, however).  

    Concluding the Adventure: What’s the Damage?

    Once all the mimics and armor have been cleared from the Museum, the patron will spend the next few hours surveying the damage. They will, hopefully, be horrified at the carnage wrought upon their precious investment— horrified, but thankful for the characters’ help anyway. To calculate the party’s final reward (1500 gp), subtract all damage incurred throughout the museum from whatever was promised initially (include the value of items promised, if any). However, if any of the objects were stolen by the characters, and no attempt was made to cover their tracks, the patron will demand their immediate return or threaten to contact the authorities.

Articles under Cult of Yore


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