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Creed of Auril - Sample

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Auril, Icedawn, Goddess of Winter, Frostmaiden

The Goddess of Winter, Auril, is the manifestation of the bleak, cold, dangerous fury of winter on the
material plane. Similar to other deities who embody natural phenomena, her anthropomorphic
description gives her the characteristics of the conditions she represents. Haughty, overbearing,
mercurial, uncaring, and fickle, Auril is not a benevolent goddess waiting to shower the world with

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warmth and compassion. Like the winter she ushers in and controls, the Frostmaiden is cold,
dangerous, and unpredictable. She is an evil goddess who allows, and even finds joy in, her most
devout followers sacrificing, tormenting, and persecuting her enemies. Despite this, if you want to
ensure a bearable winter in your settlement, Auril is the Deity you seek to mollify.

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It’s a Church not a Cult! Church of Auril at a Glance
Goddess: Auril is a lesser deity representing
An important aspect of the worship of Auril in the the manifestation of bleak, cold winter.
Forgotten Realms is that Auril is a true deity – a lesser Motto: Beauty kept in all its grace.
one, but a true one none‐the‐less. What that means is Prayers: Priestesses and acolytes travel from
that there are followers of Auril, supplicants and town to town spreading the word of Auril and
petitioners, who attend rituals and ceremonies at a eliciting vocal, obvious support from those

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temple or shrine but would not be considered cultists by
the general population. In a pantheistic society it is not
abnormal for people to worship multiple deities at the
suffering the wrath of winter. These
representatives of the church often talk about
only two of the tenets of Auril’s faith –
Endurance and Preservation.
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same time. Which god or goddess they turn to depends
Temples & Shrines: While support for the
upon the domains overseen by each deity and the Frostmaiden swells in arctic regions and those
situation being experienced by the populace. These are that experience extreme seasons, there are
people who will, yes, be visiting a temple or shrine to also temples or shrines in Iriaebor, Calimport,
Auril, but also praying and sacrificing to other gods in the Luskan, Port Nyanzaru, Phlan, and Waterdeep.
pantheon even as they try to appease the Frostmaiden. Holidays: Midwinter Night is the holiest night
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Icewind Dale residents might worship Lathander to ask for Icedawn worshipers and those born on this
for a rebirth of spring, pray to Mystra to grant the day are said to be blessed by the Frostmaiden.
knowledge to increase comfort during the cold seasons, The first frost is often celebrated as Auril’s
exhort Chauntea to provide a good food crop, implore Blesstide.
Selune to cast more light upon the Dale, request Malar Public Rituals: The Coming Storm is a
ritualized observance of the first day of winter,
make the herds healthy to hunt, entreat Torm to grant
denoted by the priests calling forth an
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the Ten‐Towners the courage to continue through yet icestorm as the first storm of the season. The
another blizzard, appeal to Helm for protection from the Last Storm is a similar commemoration
ever‐present elements, and beg Ilmater for the strength marking the last day of winter and calling forth
to endure another month of ice and snow. Not every the last icestorm.
citizen of the Forgotten Realms will be attending drawn‐
out, extensive ceremonies to pay respects to every deity,
nor does every household have a shrine devoted to each deity – that would take much too much time
and not allow for typical daily tasks to be completed – but the citizens of the Realms do try to appease
and satisfy the deities who oversee specific aspects of the world. As such, it is important to note that a
priestess walking around in ceremonial vestments emblazoned with Auril’s symbol will not

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immediately be assumed evil. The most visible member of the Church of Auril is often the priestess or
acolyte who travels from town to town offering succor to those who suffer in the cold and exhorting
the residents of Ten‐Towns to make clear their support for Auril, be it through public celebrations, a
legal declaration, or the timely sacrifice of a citizen.

It’s a Cult!

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Cult of Auril at a Glance
On the other hand… there are many people who
exclusively worship Icedawn to sometimes fanatical 4 Tenets of Faith: The four pillars of the
extremes. The Cult of Auril exists to exalt, placate, and Frostmaiden’s Creed are Cruelty, Endurance,

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strengthen the Frostmaiden’s influence and power. In Isolation, and Preservation.
Icewind Dale the cult has been consistently gaining
members and increasing their activities in Ten‐Towns Motto: Only we can preserve the unspoiled
for several years. There has been a spike in beauty of the world.
membership since the beginning of the Frostmaiden’s
Secondary Motto: Loyalty to winter will
nightly flights across the sky two years ago. The Rime
preserve the world.
has isolated the area and created the perfect
conditions in which to recruit new members and grow

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the cult into a regional power. Auril’s main goal is to
cover the entire world with ice and snow and thereby
preserve the beauty of all that she considers her
property. The cult supports this through various
Goals: Survival in isolation, domination of
others by forcing them to sacrifice their own
piece of mind, and the preservation of beauty.

Membership in Icewind Dale: 350+


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recruitment activities and rituals, as well as reinforcing
hopelessness in and domination over the residents of Approximate Membership by Rank:
Ten‐Towns. Spite 165‐200
Tempest 85‐120
Cultists of Auril believe it is their duty to show the Darkhand 40
Coldwind 10
citizens of Ten‐Towns that worship of the Frostmaiden
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Icebringer 5
is the only act that can redeem the world. The cult is
Fury/Anger/Wrath 3
aware of two major sects in the region, the Zhentarim
and the Knights of the Black Sword, both of which they Friends of Auril: Auril often recruits winter
actively work to infiltrate and discredit. Low level wolves, frost giants, and winter hags to
cultists often use bribery, violence, and blackmail support her cult’s activities.
behind the scenes to keep residents in line. Members
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have also begun to take positions in the town militia Typical Cult Activities: infiltrate city
or city watch. Meanwhile, icebringers and coldwinds watch/militia, use bribery to gain support from
attempt to curry favor with the speakers of Ten‐Towns town leaders, gather information regarding
through manipulation and political pressure. This rival groups, run protection rackets, punish
naysayers, convince town to increase
focus at both ends has squeezed the middle into an
sacrificial rituals, undermine confidence in
uneasy public acceptance of the Creed of Auril.
Speakers of Ten‐Towns, stop flow of
information to Zhentarim, expose Knights of
the Black Sword, investigate presence of
Arcane Brotherhood in the Dale.

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Symbol of Auril

A 6‐pointed snowflake. Sometimes the snowflake is


surrounded by diamond shaped decorative lines and
sometimes it is enveloped in a pure circle. Cult
members often carve crude versions of the snowflake

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into wooden poles, walls, and the underside of tables in
areas they frequent. Some have been known to carve a
makeshift 6‐pointed snowflake into their own flesh,
creating a scar they display as a badge of honor to other

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faction members. Higher ranked members of the cult
may bear a piece of black ice with Auril’s symbol carved
into it.

Tenets of Belief
The tenets of Auril’s faith has four parts: Cruelty, Endurance, Isolation, and Preservation.

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Cruelty. In times of danger and stress, compassion only highlights weaknesses ripe for exploitation by
your enemies. Unnecessary vulnerability makes you a target for world. Cruelty is the armor you need
to withstand all the injustices and trials that await you. A common refrain for those meditating on
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cruelty is, “Compassion makes you vulnerable. Let cruelty be the knife that keeps your enemies at bay.”

Endurance. Perseverance is a testament to itself. Stamina, forbearance, and staying power all illustrate
the fortitude necessary to remain in Auril’s service. During prolonged hardship, those who understand
Auril’s focus might chant, “Exist as long as you can, by whatever means you can. Only by enduring can
you outlast your enemies.”
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Isolation. Count on no one else to complete your tasks. Only self‐reliance can lead to self‐actualization
and the fulfillment of your true potential. Seclusion with your own power can only increase your life
force. Most of the tasks assigned to cult members are meant to be completed alone in support of this
pillar of Auril’s faith. Those in the midst of isolation will stave off fear by repeating, “In solitude you can
understand and harness your full potential. Depending on others makes you weak.”
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Preservation. Preservation is the bedrock of winter. Auril’s most devout followers know this tenet to
be the most important because it supports their goddess’ main goal – wrap all that is beautiful in a
blanket of preserving ice. Upon seeing a frozen item, witnessing a frostbitten limb, or sacrificing a
person via hypothermia, a pious cultist might utter, “Every flake of snow is unique, and that which is
unique must be preserved.” Townsfolk in the know will often recite this phrase under their breath as
the humanoid sacrifice is tied to a pole outside of town. This is also the phrase recited aloud to the
sacrificial victim and is often the last words heard by that person before death.

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Cult Greetings and Mottos
Auril is feared among the populace and outspoken followers are not warmly welcomed in any of the
Ten‐Towns, even as priestesses of Auril are revered and aided. As a result, active cultists often use
specific phrases to identify other cultists when in crowds or unfamiliar locales. One such phrase
combination begins with a greeting of, “The frigid veil persists,” which is to be answered with “All the
world in winter’s white,” signaling to the first that they are speaking to a like‐minded associate. Upon

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parting ways, cultists often utter an aspirational, “May her blessing chill you.”

The closest the cult comes to a motto are two statements used in initiations and celebrations: “Only
we can preserve the unspoiled beauty of the world,” and “Loyalty to winter will preserve the world.”

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Cult Goals
Auril’s main goal is to cover the entire world with ice and snow and her cultists work to support those
ends. Individual cult members strive for survival in isolation, domination of others by forcing them to
sacrifice their own piece of mind, and the preservation of beauty. They believe the only way to redeem
Icewind Dale is to submit to the everlasting winter and praise Auril for preserving them.

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Ranks for the Cultists of Auril
Those pledging themselves and rising through the ranks in the cult must meet specific prerequisites to
gain a title and certain benefits. The following table uses the optional organization and renown rules in
chapter 1 of the DUNGEON MASTER’S GUIDE on pages 21‐23. Ranks and associated renown are listed in
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the following table:

Renown Rank CR Prerequisite (cumulative & ongoing) Benefits (cumulative)


1 Spite 1/8 Pledge to spread the word of Auril Cold Faith, Surge of Cruelty
3 Tempest 1/2 Provide food and shelter to another member Endurance Everlasting
10 Darkhand 2 Recruit & train new members Black Ice Ring, Boon of Frost
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25 Coldwind 4 Make pilgrimage to Solstice Blessing of the Frostmaiden, Spells


50 Icebringer 6 Sacrifice a humanoid to elevate Auril Word of the Frostmaiden
‐ Nix Mater 9 Begin transformation into Winter Hag Staff of Withering, Possible Exarch

Descriptions of each rank, including typical duties and behaviors along with a statblock for each of the
6 ranks of cult membership are listed starting pg page 8. Note that, because this is a religious
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organization, piety can be used in place of renown, as described in the DMG.

Overall Cult Structure


While the cult’s membership is spread throughout Ten‐Towns and greater Icewind Dale, there is a
hierarchy to the power structure within the group. The lower ranked members are called the spites of
Auril. These minions gather strength and pass tests of cruelty hoping to eventually graduate to the next
rank, becoming tempests of Auril. A few tempests will find themselves elevated to darkhand status.
Among the darkhands who can wield divine magics, a few will distinguish themselves and become
coldwinds. One coldwind oversees a single Ten‐Towns village and they gain authority over and
responsibility for all of the members below them. Icebringers act as traveling priestesses and move

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from town to town spreading the blessings of Auril and performing rituals on Auril’s holy days. The cap
on the hierarchy is filled by the three Nix Mater (snow mothers) known as Fury, Anger, and Wrath.

Cultists of Auril are organized into small clusters and dispersed throughout the Ten‐Towns region. The
members are distributed across the Ten‐Towns relative to population, with larger settlements having
relatively more cultists. One coldwind is permanently in charge of each of the Ten‐Towns, with 3 to 4

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darkhands reporting to each coldwind. Darkhands themselves each manage 2 tempests, who
themselves oversee 2 or 3 spites. Icebringers generally maintain an area containing 2 to 3 settlements
and report to whichever of the nix mater is available at a given moment. By way of illustration, here is
a comparison of coldwind to spite organization in Easthaven versus Caer‐Konig:

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Easthaven Caer‐Konig
Population 750 150
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Active Cultists of Auril 64‐76 22


Coldwinds 1 1
Darkhands 6 3
Tempests 19 6
Spites 38‐50 12
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Population 750 150


Cultists % pop 9‐10% 14%

Auril’s Lair
Auril’s divine residence is known as Winter’s Hall and exists in the topmost layer of Pandemonium.
When she travels to the material plane, Toril is her favored land and she keeps a permanent lair in an
unverified location. The lair is rumored to be on the island of Solstice, located somewhere in the Sea of
Moving Ice. Only cultists of the icebringer rank and above know the exact location of the island. Cultists
seek the island to earn blessings and submit to the tests of Auril. Among cult members the island has
several names: Isle of Winter’s Glory, Flakehaven, Icehome, and Frostspite are among the most

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common. Occasionally coldwinds make a pilgrimage to Solstice to show their ability to manifest the 4
tenets of faith. A small number of individuals in Icewind Dale have become favored by Auril and know
the location of her lair, Sephek Kaltro, Hedrun Arnsfirth, and Bjornhild Solvigsdottir are among them.
Because Auril’s lair is in a hidden location, the cult headquarters is located in Easthaven. More
information regarding cult activities in Ten‐Towns can be found on page 14.

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Benefits of Cult Membership
Attaining ranks in the guild comes with increasing attention from the Frostmaiden herself. Lower
ranked members gain small benefits, which increase in power as the cultist moves up in rank. Several
benefits can be granted by the leaders of the cult or Auril herself, as listed below and in the statblocks

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for each rank.

Cold Faith: Auril’s followers gain resistance to cold damage and they have advantage on saving throws
against being charmed or frightened.

Boon of Frost: Auril grants the gift of hardiness and NPCs in the Cult
strength to those who follow her. Cultists who pledge their Auril is cold and indifferent to the suffering of
lives and livelihoods to the Frostmaiden may gain a boon of others, believing they brought it upon

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up to a +4 bonus to Constitution, Strength, or both.

Surge of Cruelty (recharges after a short or long rest):


themselves. She offers hope to those who
prove they can survive the harshness of
winter, and redemption for past failures to
those who endure the elements in isolation.
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When this cultist hits with an attack that isn’t a critical hit,
Those who choose to support her domination
it can turn the hit into a critical hit.
of the world are granted boons. Her most
devoted followers, and those who most
Endurance Everlasting (Recharge 5‐6): As a reaction, when piously uphold her tenets, are rewarded with
the cultist takes damage, they can roll a d6 and subtract permanent traits.
the number rolled from the damage.
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Individual Goals: Survival in isolation,


st domination of others by forcing them to
Signature Spells: ice talon (cantrip), Frost Fingers (1 level),
Absorb Cold (2nd level), heat thief (3rd level) sacrifice their own piece of mind, and the
preservation of beauty.
Blessing of the Frostmaiden: The eyes of the blessed
individual become solid blue orbs resembling ice. The NPCs who pledge loyalty to the Frostmaiden
can be altered to feel more distinct by
blessed gains immunity to cold damage. In addition, the
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applying one or more of the benefits of cult


recipient of the blessing can cast cone of cold (save DC
membership. For quick, low‐level threats use
dependent on level/CR) once per day (recharges after a the spite and tempest statblocks below.
long rest).

Word of the Frostmaiden (Recharge after a long rest): The recipient of the word gains the following
ability: As a reaction, when the cultist takes damage, they can cast frost guardians or heat thief at the
end of the attacking creature’s turn.

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