Cthulhu

Cthulhu
Great Old One of death, revival, timelessness, and dreams.
Worshipers: Zif, artists, dreamers, visionaries
Domains: Art, Death, Dream, Madness
Energy Channeled: Negative
Favored Weapon: Dagger
Favored Creature: Deep ones, star-spawn of Cthulhu
Favored Instrument: Gong


Legend
Cthulhu lies dead in dread R’lyeth, a cross-dimensional tomb city that exists in many planes at once. On Porphyra, this city is hidden in the icy Sea of Ithreia, under the Purple Membrane. While the Elemental Lords’ wards were in full effect, Cthulhu was truly dead, but since the Calling it has begun to dream, and the dreams of Cthulhu are powerful and bring messages to the minds of dreamers all across the world. These dreams carry ideas and inspiration that allow people to reach for the secrets of the universe.

Cthulhu is the origin of the zif race, sentient descendants of snails feeding on the corpse of the dead god. Only the wards keeping Cthulhu’s spirit away from his body allowed the Zif to progress this way without becoming witless slaves.


Cult
Cthulhu does not have a church, it has a number of cults, each led by a visionary or artist inspired by Cthulhu’s dreams. Some cults are aware of who they worship, but most are groups of enthusiasts who have no idea where their inspiration comes from. Over time, the enthusiasts either drift away if their grip on reality is strong, or succumb to the dreamer’s influence and devolve into a proper Cthulhu cult. The zif have an organized church of Cthulhu, but they worship it as a dark ancestor, knowing the danger full well.


Spell Preparation Ritual
Descend into sleep or a trance, opening yourself to the dreamer. You receive both spells and information this way. These dreams are never clear, but may contain vague clues on how to fulfill your and Cthulhu’s plans. You have complete freedom to do whatever you will with this power, and this freedom is often what drives dreamers to cruel ends, as the world is less forgiving than the great dreamer. For the rest of the day you gain a +2 bonus on saving throws against illusions.


Alternate Codes of Conduct
When a cleric selects two domains from their associated faiths they take on the responsibility of meeting certain codes of conduct, lest they earn the disapproval of their deity and lose access to their class abilities (see Cleric and Disapproval).

A cleric of Cthulhu may substitute one or both of the associated codes of conduct for the ones listed in their domains.

  • Great Cthulhu speaks to you in your dreams, each night you must get 10 hours of uninterrupted sleep.
  • Perform a fortune telling or reading for a stranger at no cost. The process must be formal.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.