Cult of Bayemirr

 

Cult of Bayemirr, Sultan of the Efreet

Greater Power of the Elemental planes of fire and magma

Neutral(Lawful Evil)

 

Portfolio: Leader of all Efreet, Furthering their power

Allies: Fire and Magma elemental powers, Tempus

Enemies: Air and Water Elemental Powers, All Djinn, Auril, Eldath, Umberlee

Worshippers Alignment: Any non-good and non-Chaotic

Requirements: Str 15

Wis 14

Int 12

Weapons Allowed: Scimitar(can specialize)

Any Polearms

Curved Daggers

Khopesh sword

Can specialize as fighter in unarmed styles.

Armor Allowed: Chain Mail or Elvenchain Mail (plus required arm bands)

Major Spheres: Summoning, Weather, Elemental(fire), plus Flame Strike

Minor Spheres: Elemental(earth), Divination, Healing, Sun, Charm

Magical Items: Normal, and any that involve Illusion or Fire

Non-Weapon Prof.: General, Priest, Warrior

Races Allowed: Human, Half-elven, Efreeti, Giant kin

 

Granted Powers

* At 10th lvl they can summon an efreeti for as long as it wants to stay, up to a day,

once per week. The efreeti does not have to obey the cultist, but will probably

comply.

* At 15th lvl (Bey) the cultist will be granted one wish per month. The Efreeti need

not grant it, and won’t for most not to the benefit of the cult.

* No Efreeti will move against them unless attacked first.

* Cultists can cast fire resistance on themselves for 1 turn/level/day. Can do it in

lots of one turn.

* Can ask one question per 3 levels per week of an Efreeti as Contact Other Plane

spell, with no chance of insanity. This requires 1d4 hours of uninterrupted

meditation per question. Cultist must be able to meditate effectively to do it.

* Cultists are required to take fire building proficiency.

* Can take Divining NWP (using only either Causimomancy, pyromancy of

Tephramancy).

* Cultists cannot turn or command undead.

 

Symbol: An open eye under a wrapped turban with a rectangular red gem on front center of turban. Iris of eye is orange, gem is blood red, and turban is yellow.

 

Experience Rank

LVL XP HD(d8) Dress Code by Rank Rank Races Allowed

0 0 - Black Chain mail Follower All

1 150 1 Orange-Red V&P Initiate H, 1/2E, Efr, G-K

2 3 450 2 D-Red V&P Servant

3 6 900 3 D-Green V&P Guardian

4 13 800 4 D-Blue V

5 34 500 5 D-Blue V&P Defender

6 69 000 6 Black V&P Vali H, 1/2E, Efreet

7 138 000 7

8 258 750 8 D-Red V Malik

9 483 000 9

10 517 500 9+2 D-Blue V Amir

11 1 035 000 9+4

12 1 552 500 9+6

13 2 070 000 9+8 High Amir H, Efreet

14 2 587 500 9+10

15 3 105 000 9+12 Black V&P with Bey

16 3 622 500 9+14 D-Green/Blue/Red

17 4 140 000 9+16 stripes down leg and

18 4 657 500 9+18 around collar

19 5 175 000 9+20

20 5 692 500 10 Ascendant Efreet

 

LVL Gifts

0 Chain Mail, Scimitar

1 Sleeveless Chain Mail, Brass Armbands

2 Fine Crafted Scimitar

3 Sleeveless Chain Mail, Gold Armbands

5 Gold Armbands +1, Excellent Engraved Scimitar

6 Sleeveless Chain Mail +1, Gold Armbands +2

8 Sleeveless Chain Mail +2, Gold Armbands +3

10 Sleeveless Chain Mail +3, Gold Armbands +4

13 Sleeveless Chain Mail +4, Gold Armbands +5

15 Sleeveless Chain Mail +5, Platinum Armbands +5(Pro. Vs Missiles)

 

 

 

Other Notes

 

Dress of cultists is sleeveless chain mail (AC 6 instead of 5), covered by a vest. The colour of the vest and its matching pants denote the rank of the cultist wearing them. Metal armbands are worn around the upper arms and enchanted ones are gives to the cultists as gifts for service as they advance. The clothes worn by the cultists are made from a fibrous rock, to be partially fire proof, giving +2 to saves Vs fire. Powerful cultists may sometimes be granted enchanted clothes or other objects (priest magical items).

The power structure of the cult follows a strict military type order, where they advance in rank, with power over those below and obedience to those above. The high priests are called Amirs, under them are the Maliks, Valis, Defenders, Guardians and Servants being the lowest power rank. Below them are only the Initiates and the followers, who they consider lesser. The head cultist is the Bey, and there can only be one Bey at any given time. For any cultist to advance beyond 14th level, the current Bey must die, step down, or become an Ascendant.

The cults highest ritual is the Grand Ascension. This is a ceremony where a new Bey is chosen and the old one ascends to become an Efreeti. A powerful and loyal Bey must take a quest and accomplish several tasks alone to be approved. The specifics may vary but it will always involve finding and releasing an imprisoned efreeti on this plane, the destroying a Djinn or something valuable to them, and the sacrifice of some powerful gift(s) to Bayemirr. Then the ritual of Grand Ascension may take place.

The cult is controlled by an efreeti which is present to watch over events and be the nexus for sacrifices. It will aid in defense only if the entire cult appears to be endangered. It or other efreet may be summoned to help or perform tasks, but usually fire elementals or other fire based/dwelling creatures will be employed.

The cult must sacrifice at least one intelligent being per week to Bayemirr, or they lose one spell level per day overdue till they can atone. Goblinoids will do but Demihumans and humans are preferred and thus usually given instead. All cultists are forbidden to deal with Djinn and will fanatically attack them or their allies if they think that there could be a reasonable chance of success.