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New Organization: The Cult of FourThe Cult of Four is an organization designed to provide a place for the shugenja base class described in the Complete Divine. In Eberron, shugenjas revere the elements and work together to achieve elemental balance. They have existed since at least the colonization of Khorvaire, but the few scholars who know they exist assume they are an exotic druid sect. For more information on shugenjas, click here. Headquarters:
Varies (see below) History The Cult of Four does not have a central headquarters. Potential inductees are identified by members who are always on the lookout for children with innate elemental aptitude. Young initiates gather in small schools throughout Khorvaire, serving as apprentices under more experienced mentors. They generally spend several years studying the four elements and learning how to recognize threats to balance. Once an initiate reaches adulthood or completes a degree of training deemed appropriate by a mentor, he joins an order based on the study of a particular element. Every initiate carries a short sword decorated with tassels that indicate the order to which he belongs. The weapon is ceremonial, but shugenjas are trained in its use. Older initiates spend their lives guarding elementally significant sites or patrolling a certain region in order to serve as a steward of balance. Many take other professions and live alone, meeting with other shugenjas only at seasonal conclaves. All are bound to the Cult, however, and will go to great lengths to support it. Hierarchy Motivation
and Goals An unstated but important goal of the Cult is to suppress the study of Void, also known as the final element. While some Void disciples have achieved great wisdom, most who pursue the worship of nothingness become obsessed with the destruction of being. Preventing shugenjas from becoming entropomancers is a priority for the High Four. Finally, secrecy is an important goal for the Cult of Four. While they welcome all those with a natural inclination toward one of the elements, they do not want the world aware of the significant powers they harness. Doing so would encourage imitators, they reason, and internal balance is easier to police when the population of shugenjas is limited. Allies Enemies Notable
NPCs Sebis Ninglan (male gnome artificer 3/shugenja 4) is the group's Air Disciple. An accomplished airship wright, he is something of a dreamer. He is apolitical and tends to be ambivalent when it comes to decisions affecting the outside world. Kharaad (male hobgoblin fighter 2/shugenja 5), the Fire Disciple, is related by blood to ancient Dhakaani kings, but feels no connection to the Darguun nation. He is the chief supporter and unofficial leader of an aggressive Cult of Four splinter group that calls itself the Elemental Army. Gala d'Orien (female human aristocrat 2/shugenja 4) is the young and charismatic Water Disciple. Once a Lhazaar trader, she now embraces her role as a spiritual leader. She is the mediator of the group, looking for validity in all sides' arguments. While she is apparently without bias, her family ties to House Orien may influence some of her decisions. Kor the Thick-Skinned (male shifter ranger 1/shugenja 6) is the Earth Disciple. He shows a quiet reserve uncommon in his race, having spent as much time living among dwarves as most shifters have among sylvan beings. He serves as the voice of reason on the council. Typical
Cult of Four Initiate Adventure
Hooks In the past, the Cult of Four has only eliminated Void followers who have presented a clear danger. Now, though, Kharaad has commanded the Elemental Army to hunt down all students of Void. Can the heroes save a noble Void disciple without incurring the High Four's wrath? Deep within the Mror Holds, two dwarven clans are at war, and they are both armed with powerful artifacts of earth magic. One of the dwarven mages is using a rod that causes earthquakes, while another is destroying fortifications with magic that transforms stone to mud. When the resulting tremors and sinkholes threaten to destroy both clans' city-states, the Cult of Four enlists the heroes to prevent a catastrophe. A Q'barran settlement is overtaken by an unexpected flood, leaving several villagers stranded in partially-submerged dwellings. Heroes must brave monster-infested waters and face a rogue water shugenja to save the remaining settlers. This article was written by Johnny "Jhonen Olain" O'Neal and Jeddy "jedi8187" Kight. The Cult of Four was created by Jeddy "jedi8187" Kight. All associated copyrights are property of Wizards of the Coast. |
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