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[Guederia]
Cults in Guederia
A "cultist" is anyone worshipping a God from
lay member on up. Underlined spells are the spells
available at shrines. Acolytes, Priests, Lords, and
High Priests may not have ever been, be, or become
a Shaman or a Sorcerer, unless the specific cult allows
it. Few cults will even allow High Priest to have ever
been a student of a Shaman or Sorcerer. These cults
may not be entirely correct because of regional variations
and unknown cult secrets. Most cults have secret spirits
of possession which give the possessed special powers
and occasionally these are available to adventurers.
- Lay Member: 2 silver, 5% time
- Initiate: 20 silver, 25% in the four cult skills, 25%
Ceremony, 1 POW, 10% time and money, may not become
Shaman or Sorcerers, but could be or become both types
of Students. May learn cult spirit magic and divine
non-reusably.
- Acolyte: 1000 silver, 50% in cult skills, 50% in Rituals,
Initiate in good standing for 1 year, 10% time and
50% money or 50% time and 10% money. No points of divine
magic required, may learn divine magic reusably, and
already-known cult spells that are normally reusable
become reusable.
- Lord: 2500 silver, 90% in cult skills, Acolyte in good
standing 5 years, 90% time and 10% money or 10% time
and 90% money, must give up membership in other cults,
divine magic still reusable.
- Priests: 50% Ceremony, Acolyte or Lord in good standing
for 1 year, 90% time and money, 10 points of divine
magic required, divine magic still reusable.
- High Priest: 90% ceremony, Priest in good standing 10
years, 100% time and money, 15 points of divine magic,
of which 5 points must be Divination, divine magic
still reusable.
- Note: Concepts like Law and Chaos, Good and Evil, are
no longer relevant. They have been replaced by the
concept of Us (or Me) and Them. Main Gods are those
worshipped by leaders and civil authorities, they are
bold in this list:
| Abeche (Burning Heat) | Black Eater (Local Troll God) |
| Butumbura (Body Wild) | (City Gods) |
| Clüj (Lord Lich) | Daktari and Daktani |
| Demeliawi (Stalking Spirit) | Djako (Lord of the Animals,
Hunter) |
| Enikal (Magic- Wealth) | Eshailya (Plant Goddess) |
| Fola Helen (Babel City God) | Fusho (Primal Earth) |
| Gugi (Land) | Hachardan (Traveller) |
| Idrija (Dragon Woman) | Ilza ("Mother", the
Moaning Void) |
| Jallüd (Assassin) | Kalce (The Healer) |
| Laaa (Insect) | Lushai (Nahariyya City God) |
| Miraj (Illusion Goddess) | Mostal (Dwarf God) |
| Narnual (Primal Water) | Nikinik (Form / Formlessness) |
| Nisava (Storm King) | Oed-Zem (Ashqelon City God) |
| Pijijiapan (Death Duck) | P'ishan (War) |
| Pwe To (Movement/Stasis) | Ralam (Murderous Fury) |
| Regna (Moon Woman) | Sacz (Pantheress) |
| Salla (Puppet Master) | Sitamáåhl (The Judge) |
| Tsuludu (Transferer) | Tulear (Sun King) |
| Uzke (Queen of Night) | Uzkuke (Primal Darkness) |
| Virsac (Beast-Man) | Vohip (The Mouth) |
| Wahir (Fate) | Zlato (Batman) |
| Zor (Ha Niqra City God) |
Warning: In the following listings, not all spells or
special abilities are listed. I have full listings for all the gods, but this is what the players had access to, so they were not always sure of exactly what the enemy cult spells did.
Abeche (Burning Heat)
Abeche is brother to Tulear (Sun King) and father of
the three lowfires (Gustbran the forge, Mahone the
hearth and Oakfed the holy fire). Abeche is the God
of peasants and carnal gratification that is totally
unhindered by civilization. Abeche is mainly worshipped
by the lower classes. He is the God of heat without
light. His worshippers are peasants and lower class
people of skill (craftsmen).
Skills: Craft [any], Scan, Search, Spear Attack
Spirit: Burning Weapon, Countermagic, Demoralize, Firearrow,
Fireblade, Heat Metal, Hotfoot, Ignite
- Burning Weapon (4): ranged, temporal, passive. When
cast on a weapon, 2 MP are used if it is to be one-use
and 4 MP otherwise. The effect is to replace the normal
damage with 3d6 burning damage.
- Heat Metal (variable): ranged, temporal, passive. This
spell causes one ENC on metal to heat up and become
malleable. It takes about a minute for the metal to
become red hot. Each point of the spell creates 1d6
intensity of heat. See fire and heat table, page 81
of Player's rule book to determine how much heat is
required to melt a particular metal. Thus a 7 point
spell would make bronze soft and an 8 point spell would
melt it.
- Hotfoot (1): ranged, instant. If the target's MP are
overcome, s/he receives a burning pain in one foot
(chosen by caster), and cannot stand on that foot for
the rest of the round. If the target succeeds in a
DEX x 5 roll he can hop around, otherwise he falls
down.
Divine: Burn Evil, Enhance (Gustbran, Mahone), Face
Enemy, Fireskin, Firespear, Temper
Associated: Turn Undead (Hero and Fighter of Lord Lich)
- Burn Evil (1): range-3m., temporal, stackable, reusable.
Specific targets may be exempted, but others not of
the caster's race and any that are darkness or water
worshippers within the radius take 3 damage to total
HP (if MP overcome, of course; one roll vs. all). More
points can increase damage by 3 points or the range
by 3m.
- Enhance Gustbran (1): ranged, temporal, stackable, reusable.
Each point increases intensity of target fire, elemental,
etc. by adding 1d6 to the damage it produces. The spell
works on Fireblade, Firespear, and Elementals, for
example. Normal fires burn out much faster with this
spell in effect.
- Enhance Mahone (1): ranged, temporal, nonstackable,
reusable. Each point increases the size of a target
fire, elemental, etc. by adding one meter to the area
it covers. The spell works on both Elementals and normal
fires. Normal fires will dwindle back to their original
size if more material to burn is not available. On
Elementals, their SIZ is increased by one cubic meter
per point of spell, but HP do not increase. The spell
has no effect on spells such as Fireblade, etc.
Face Enemy (2): ranged, temporal, nonstackable, reusable.
Causes the target to stand and fight all enemies without
fear or hatred. The target must stand and fight during
the spells duration and is immune to all mind-affecting
spells during that time (such as Berserk, Fear, Mindblast,
etc.)
- Fireskin (3): ritual enchant, one-use. The target (usually
the caster) becomes completely immune to the damaging
effects of fire, suffering no damage from any fire,
magical or otherwise. But, the target's equipment is
not immune to the effects of fire and may just melt
off or burn up.
- Firespear (1): touch, temporal, nonstackable, reusable.
This is cast upon a spear, causing its point to burst
into flame. The normal damage done by the weapon is
replaced by 3d6 (plus STR bonus). The spell is incompatible
with Fireblade, Bladesharp, Truespear, etc. Each additional
point of Firespear increases the damage done by 1d6.
- Temper (2): ranged, permanent, , reusable. When cast
on a piece of metal, it softens the target metal. Long-hafted
weapons will do no more than 1/2 damage and swords
and axes will do only a 1d6 at most. Weapons under
effect of this spell will not do special hits. Metal
armor loses 1/2 of its AP immediately, but the spell
works on one location only.
Spirit of Possession: Tarkio Spirits have 15 POW and
require a 4 POW sacrifice for unlimited casting of
Heal Wound. The MPs to heal may be supplied by the
spirit, the possessed, or a POW spirit bound to the
spirit or the possessed.
Notes: Salamanders are Cult Spirits. SIZ limits: High
Priest 6m, Priest 5m, Acolyte 4m, Lord 3m. Also, Acolytes
must only give 100 silver equivalents instead of 1000.
Black Eater (Local Troll God)
The Black Eater is a God continually shadowed in darkness.
Little is really known of the Black Eater even by his
own worshippers. The Shadow of Death is one of his
many titles. His followers sacrifice Trollkin in disgusting
rituals of divine gratification. The Black Eater was
once one of the chief followers of Uzkuke, the Primal
Darkness. A rift developed between the two and the
Black Eater and his followers left the worship of Uzkuke.
Little hostility remains between the two, but Black
Eater cultists may not join Uzke or Uzkuke and vice-versa.
Skills: Attack, Sneak, Dodge, Read/Write
Lords and High Priest must have Ceremony at 75%+
Spirit: Coordination, Darkwall, Disruption, Mobility,
Speedart
Divine: Black Breath, Imbue Blood, Keening, Pact with
Death, Shadow Cloak, Special Divine Intervention
Special Divine for Lords and High Priests: Blood Offering,
Spawnvenom
- Black Breath (2) ranged, temporal, nonstackable, reusable.
The target gains poisonous breath which has a POT equal
to the target's POW. Any being within two meters must
roll to hold breath or inhale the poison. Persons under
the effect of the spell are immune to the breath. The
breath is visible as a dark cloud around the target.
- Blood Offering (2) ritual ceremony. The participants
in the ceremony drink the blood of a one sentient sacrificial
victim per spell. Non-sentient sacrificial victims
provide no benefit. If the ceremony is successful,
the drinker(s) get temporary MPs based on the amount
of blood they drink. The total MP gained canot be greater
than the MPs the sacrificed victim had. For each three
SIZ a unit of sacrificial blood is available to be
consumed. Each unit of sacrificial blood provides 1d6
temporary MP to the drinker. The MP gained are lost
one MP per hour, until all temporary MP are lost. Any
MP expended are taken from the temporary MP first.
Total MP gained cannot exceed the MP of the drinker
(ie. up to double MP.)
- Imbue Blood (3) ritual ceremony. Ritual allowing creation
of divine blood which drains MPs from target hit. The
creation ceremony requires one hour and involves an
elaborate process. First, the caster must cause a self-inflicted
wound to the caster's Total HP. Second, into this collected
blood must be cast MPs equal to the damage done causing
the wound. Third, one POW must be used for each dose
to be created from the blood (maximum doses equal to
the number of HPs of the caster's blood). Finally,
a successful ceremony roll must be made (the god does
the enchanting). The blood is only good for one day
after creation. The entire dose of blood does not have
to hit the target, but if even one drop does the blood
is no longer imbued with drain power and the target
automatically loses the MP's. Therefore, each dose
will only affect one target. The target must also have
a physical body in order to be hit.
- Keening (3) ranged, temporal, nonstackable, reusable.
A horrible and intensely maddening keening occurs.
The sound affects all creatures within the spell's
range and the effect is different for various creatures.
Cultists of this god are totally unaffected, other
normal INT creatures are demoralized as per the spell,
if overcome. Finally, fixed-INT creatures will flee
the area totally terrified, if overcome. Only one roll
is made to overcome the MP of all targets.
- Pact with Death (2) self, instant, nonstackable, non-reusable.
This is an automatic spell immediately cast upon the
death of the user which brings his body back to the
minimum possible level of life and consciousness.
Shadow Cloak (1) ranged, temporal, , reusable. Cloaks
the target in a shadowy cloak which makes the target
more difficult to hit. The effect is like a Shimmer
6 (30% subtracted from the to hit of all foes).
- Spawnvenom (5) touch, temporal, nonstackable, reusable.
The target must be touched and a venom is inseminated
into the target's system, which takes effect on SR
10 of the round. The target must be touched within
15 minutes of the spell's casting. The effect is that
the target's innards are turned into tiny spider-like
creatures. On the round the spell takes effect and
for the two following rounds, 1d6 is subtracted from
each characteristic, except SIZ and POW. During this
time, the target is incapacitated and only survives
if at the end of the three rounds, no characteristic
is reduced to zero. The characteristics can be restored
only by spells such as Restore Health. Usually those
who survive the spell do not survive the experience
sane.
- Special Divine Intervention (*) range-unlimited, permanent,
stackable, non-reusable. The divine intervention of
this spell is just like that of lords but may be purchased
ahead of time and the chance of success is points times
10%. The number of points gained is equal to one per
full ten POW of all sacrifices in a single sacrificial
worship ceremony.
Black Eater Associated Spirits:
Cavern of the Smoking Lichen: Resistance to Fire with
a successful Ceremony, 1d10 CON, and 1d3 POW.
Vezzave: Trollkin Fear Touch (as per Fear spell on touch)
2 POW for heroquest power.
Butumbura (Body Wild)
Butumbura is a bloodthirsty outlaw who seeks danger
whenever possible. His successes have given him strange
powers and the obsessive fascination of people who
are down on their luck or hopeless. Followers include
those such as criminals, degenerates, fools, and insane
people of various sorts. The gloomy side of this cult
preaches resignation, but the optimists are the leaders
and theological guides of the cult. Many famous figures
were followers of Butumbura. Outcasts and lost souls
seek glory through his worship. He is the God of Agility
and progeny of "Mother". His worshippers
are outcasts who are only avoided, not looked down
upon.
Skills: Any 4 Agility
Spirit: Coordination, Disruption, Mobility, Slow, Vigor
Divine: Dance of Butumbura, Fumble, Inner Strength,
Leap, Precision [Agility Skill], Reduce, Stutter, Trip,
Wither
Associated: Attract Attention ("Mother")
Notes: Spells show total lack of technique, but semi-coordinated
wild movements.
(City Gods) General
Most cities have their own special spirit, which the
city is named after. The welfare of the spirit and
the city are intermingled and all wise citizens worship
the City God. Basically all initiates are citizens,
but not all citizens are initiates.
Skills: None for Initiates, Priests must Speak &
R/W [city language] at 50%
Other: Attack, Parry, Dodge, Orate, Speak & R/W
[city language]
Spirit: None usually, Shamans who worship the City God
teach students
Common: Command Cult Spirit, Excommunication, Mindlink,
Sanctify, Summon Cult Spirit, Warding, Worship [City
God]
Divine: City Harmony, others depending on the City God
Associated: depends on the City God
- City Harmony (1): self, temporal, stackable, reusable.
Affects everyone within 3 meters of the caster. The
spell keeps the beings in the area of effect from getting
excited or violent. If beings in the area are under
the effect of emotion-affecting spells, they are immune
to the effects unless their spell is dispeled. The
spell dispels emotion-affecting spells that are weaker
than the City Harmony spell. Extra points of the spell
negate higher levels of emotion affecting spells and
increase the radius by 3 more meters.
Notes: Initiates only 5% time and 1% money, may be or
become Shaman, sorcerers, or members of other cults.
Some cities have shrines or temples outside the city
and therefore have divine magic available outside of
the city. These cities are usually capitals or seats.
Clüj (Lord Lich)
Clüj is the God of undead, beings who willingly
sacrificed their own souls to gain empty immortality.
This dark and hollow entity can cause corpses to rise
from the grave at night to suck the blood of the living.
His priests travel the world in many guises, promising
the seemingly impossible to the impoverished: peace
and solace from this miserable world. Nothing more
is usually known of prospective pilgrims who enter
underground crypts, except a terrible odor rising from
below. Most of these prospective members are turned
into skeletons or zombies. Clüj is a God who left
the rules of the world and he broke the compromise
of life and death. Sitamáåhl, the Judge
became the caretaker and decider of life and death.
Clüj and Sitamáåhl were sworn enemies
long before the Great Compromise, so Clüj took
it upon himself to decide his own fate. Many Gods detest
his insolent attitude and especially the fact that
he was able to decide his own fate. The Lich and Vampire
worshippers of Clüj are immortal and their souls
are kept by the God. Therefore those who unite with
Clüj (become Liches or Vampires) are immortal.
He hopes to create his own kingdom of the dead, one
different and opposed to that of the Judge.
Skills: Attack, Dodge, Hide, Sneak
Other: Fade to Black, Parry, Sense Enemy (Acolyte, Priest
& Lord only), all Ki skills.
Spirit: Bladesharp, Demoralize, Spirit Screen, Strength,
Vigor
Divine: Attack Soul (stolen from The Judge), Charm,
Command Ghoul Spirit, Create (Ghost, Skeleton, Zombie),
Lich Strength, Raise Ghoul , Spirit Trap, Summon Ghoul
Spirit
Associated: Command Wyvern (Lord of Wyverns)
Lich Transformation: Liches are pale and clammy entities,
or sinuous skeletons if fleshless. Liches cast no shadow
or reflection. Only intelligent carnivores or omnivores
can become Liches. They are the nobles of the undead
and Vampires are their companions and creations. Procedure
for cult Acolytes, Lords, Priests, and High Priests:
they must sacrifice their souls to Clüj. He makes
the new Lich immortal, undead, and undetectable by
Detect or Sense Life or Enemy spells. Liches cannot
enter non-Clüj sanctified ground. Powers: Liches
cannot turn into mist, cannot shapechange, and they
are not especially vulnerable to fire; Liches are immune
to poison, disease, and morale (ie. Berserk, Demoralize,
Fear, etc.; does not include Befuddle, Mindblast, etc.
which Liches are vulnerable to.) A Lich must spent
one POW per two years and make an Enchant roll or become
fleshless. Fleshless Liches are like skeletons, except
that a hit in the vitals does incapacitate.
Daktari and Daktani
(Knowledge Eater and Knowledge Finder)
Daktar is the knowledge God questing for all knowledge.
He was driven insane by knowledge not meant to be known.
Now he has split personalities, Daktari the power hungry
and Daktani the revealer.
Daktari: This personality desires to steal and keep
any and all knowledge for himself. He pretends to have
secret wisdom behind his fooleries and mad actions.
Seeing knowledge as power and wishing not to give it
out freely, he only pretends to teach. He has learned
the name and secret power of every being, a power which
he will reveal to madmen. All Daktari cultists can
spot carriers of Second Mouth spells. He is also the
God of rape.
Daktani: This personality desires to reveal the secrets
of the world, which his followers will do for a price.
He is the keeper of laws, the scribe, the history singer,
and the professor. He believes that he can gain power
by teaching the secrets of the world. He is also the
trader of spells and many come to seek them.
Skills: (Both) Any 4 Lores
Other: (Both) Cult Lore, R/W [any], limited Alchemy
(different for each part)
Cult Lore: knowledge. Knowledge of cults and obscure
cult details.
Spirit: (Both) Befuddle, Cast Spirit Magic, Comprehension,
Detect [any], Farsee, Mindspeech
- Cast Spirit Magic (variable): touch, temporal, passive.
This spell increases the target's of casting all non-ritual
spirit magic by 5% per point for the duration.
- Comprehension (variable): touch, temporal, passive.
This spell increases the target's mental capacity,
though his INT remains constant. Each point of Comprehension
adds 5% to all his knowledge skills while under the
spell's influence.
Divine: (Both) Mindblast, Mindread, Sapience, Skill
Matrix Enchant, Truespeak
(Eater) Consume Mind, Create Head, Devour Book, Ingest
Scroll, Ritual of Devouring
Associated (Eater): Turn Blow (Demon Woman)
(Finder) Clairvoyance, Knowledge, Reconstruction, Restore
Health INT, Spell Trading, Translate
Associated (Finder): Know Magic (Magic-Wealth)
- Clairvoyance (2): 5 km, temporal, nonstackable, reusable.
Gives the user the ability to know what is happening
in an area within the spell's range which he has previously
studied for at least 15 minutes. The user has full
visual, and audio sense, as if they were in the area.
The user is in full trance, and is completely unsensible
to the surroundings. However, the caster may terminate
the spell at any time.
- Consume Mind (3): ritual ceremony, nonstackable, reusable.
When this spell is cast, the entire mind of the victim
is transferred to the caster, wiping everything from
the target's mind. The spell takes an entire week to
cast and the caster is almost defenseless while casting
the spell. To succeed, the caster must succeed in a
MP vs. MP attack on the victim, failure means the ritual
is unsuccessful and may not be cast at all for 8 weeks.
If successful, the caster still may go into shock.
A roll under CON+INT divided by 2 and times 5 must
be made. If he fails he will be catatonic for 1d6 days
and must roll on the fumble table below. Regardless
of success or failure he must make an INT x 5 roll
or he will lose all gained information and have 1d6
Knowledge skills drop 1d10 x 5%. At the end of the
ritual, the caster takes 1d6+4 poison-like damage to
total HP. If the spell is reflected, treat the result
as a fumble. A successful use of this spell gets the
caster the following: 1d10 random points of spirit
magic the caster does not already know, 1 chosen point
of divine magic (Notes: additional points may be gained
if 1 POW is expanded for each additional point desired,
and any divine spells stolen stay reusable if they
were and may be prayed for at the temple), and each
Knowledge skill of the target must be rolled for and
if missed the caster gains 10% rounded down of the
victim's skill
Fumble Table (roll 1d10)
1: caster loses 1d3 INT permanently
2: the caster's mind is totally replaced by the victim's
mind
3: caster goes insane, permanently sits in corner and
gibbers
4: spirit of victim immediately attacks caster
5: caster loses 1d10 random points of spirit magic
6: caster loses 1d4 random divine spell points
7: caster loses ability to cast consume mind ever
8: catatonic state lasts 1d6 weeks
9: catatonic state lasts 1d6 weeks, roll again
10: roll twice, ignor rolls of 10
- Create Head (3): ritual enchant, nonstackable, reusable.
This week long ritual creates a permanent (until destroyed)
living head . The caster is in Mindlink with the created
head (so is caster's ally) and both may draw upon the
victim's magics: sorcery (use % too), spirit, and divine.
Only one divine spell remains reusable, but the caster
may sacrifice 1POW per point of additional divine magic
s/he also wishes to remain reusable. When a divine
spell is cast from the head 2 MP per point of divine
spell must be used in addition to whatever is used
with the spell. Each Knowledge skill of the head must
be rolled by the caster and if he misses with his own
skill he gains 10% round down of the head's skill.
Any damage the head takes permanently lowers its hit
points (completely unhealable). Heads are ENC 2 or
one-tenth of body SIZ in ENC, whichever is greater.
Heads cannot speak.
- Devour Book (2): ritual ceremony, nonstackable, reusable.
This spell causes all knowledge of the target book
to be absorbed by the caster. The caster must roll
(CON+INT) x 5/2 or less or s/he goes into shock for
1d6 hours. If this roll was failed also make another
roll of less than INT x 5 or lose the knowledge of
the book and 1d10 x 5% of 1d3 knowledge skills. Books
attacked by this spell are completely erased. This
spell can also absorb equivalent knowledge engraved
into rock or stone.
- Ingest Scroll (1): ritual ceremony, nonstackable, reusable.
This spell causes all knowledge of the target scroll
to be absorbed by the caster. The caster must roll
(CON+INT) x 5/2 or less or s/he goes into shock for
1d6 hours. If this roll was failed also make another
roll of less than INT x 5 or lose the knowledge of
the scroll and 1d10 x 5% of 1d3 knowledge skills. Scrolls
attacked by this spell are completely erased. This
spell will also work on any single page or equivalent.
- Know Magic (2): touch, instant, nonstackable, reusable.
All information regarding a magical item or something
having magic-like properties is revealed.
- Knowledge (2): touch, temporal, nonstackable, reusable.
Allows the user to read the past history of an item.
Any details of the item that the caster is interested
in are revealed.
- Mind-Read (2): ranged, temporal, nonstackable, reusable.
Gives the ability to read the conscious thoughts of
the target without consent, if the target's MPs are
overcome. The target will be aware an intruder is in
their mind.
- Reconstruction (3): ranged, temporal, nonstackable,
reusable. Causes a scene from the past to replay for
the caster. The amount of time is equal to the spell's
duration. The caster must be in the area or in Mindlink
with someone who is. The user is in a trance state
and no one else can see what is being sensed. The user
must also state the time and date of the beginning
of the vision.
- Ritual of Devouring (1): ritual enchant spell, nonstackable,
one-use. The spell is cast before a victim is killed
and it enables the caster to gain knowledge that an
intelligent victim had. Only the caster gains the knowledge
of the victim, but this requires only 1d6 SIZ of body
and the rest can be eaten by someone else. The eater
gains most of the memories of the victim involving
past personal life, and the caster also gains 1d6%
in every skill the victim knew a 25% or higher. For
each sorcery or spirit magic spell the victim knew
the caster most roll under INT x 1 to get the spell.
- Sapience (1): touch, temporal, stackable, reusable.
Each point increases the INT of the target by 1 point
for the duration. It has no effect on creatures with
no or a fixed intelligence.
- Skill Matrix Enchant: This ability allows skill knowledge
of any skill the caster knows to be set in a matrix.
The maximum amount of skill enchantable in the matrix
is one-tenth of the caster's skill. Cost is one POW
per 5% in the matrix, round up. The matrix may be used
by any who attune the matrix at the cost of one POW
and a successful Ceremony roll, but only one matrix
may be attuned per skill. Even the creator may use
the matrix, signifying a better memory of certain points
of the skill.
- Spell Trading (2): touch, instant, nonstackable, reusable.
Allows the caster to trade one use of any of his reusable
divine spells (except the Spell Trading being used)
in exchange for one use of any reusable divine spell
known by another. The trade must be voluntary. The
spell that is traded cannot be used by the original
owner until the new owner casts the spell or dies.
One-use spells may not be traded. Both participants
roll d100 and on a 96-00 the trade of that person's
spell is unsuccessful, instead the recipient is the
target of the spell.
- Truespeak (2): ranged, temporal, nonstackable, reusable.
Compels the victim to speak nothing but the truth for
the duration of the spell, if the target's MPs are
overcome.
- Turn Blow (3): self, duration 10 strike ranks, stackable,
reusable. If the caster is struck by a blow or missile
weapon while under this spell, any damage penetrating
and damaging gives the attacker an equal amount of
general HP damage. Armor does not help the attacker
nor is there a resistance roll. Even poison and damage
increasing spells are carried thru to the attacker.
The only defense for the attacker is to have enough
Countermagic to block the spell, with boosting (if
any).
Spirt of Possession: Invene Spirts have 18 POW and require
a sacrifice of 6 POW for the ability to cast Mind-Read
at any time.
Notes: High Priests have no skill limits
Demeliawi (Stalking Spirit)
Demeliawi is a powerful, maleficent spirit which can
appear in many places at the same time. His existence
causes people to fear contact between the spirit plane
and the mundane world. This spirit is worshipped by
Broos and others who deliver an unclean and vile death.
These Priests wander the land spreading disease and
recruiting more followers by promising protection from
disease.
Skills: Fast Talk, Hide, Sleight, World Lore
Spirit: Demoralize, Ironhand
Divine: Carry [Disease] (other than Fleshrot), Cause([Disease],
Fleshrot), Command Disease Spirit
Notes: To become an Initiate, one must sacrifice for
a Carry [Disease] spell, instead of giving 1 POW to
God. This can be done instantly and without supervision
of a Priest. Initiates are required to give only 5%
time and money to the cult, and the money only if there
is a Priest to receive it. Carry [Disease] protects
that carrier from that disease, but does not heal previous
effects.
Djako (Lord of the Animals, Hunter)
Djako is the ancient lord of all mundane animals. He
teaches respect for animals and cares for their souls
after death. He is also allied with all the lords of
fantastic animals, who allow his worshippers to Call
or Draw their minions. He is also the giver and taker
of intelligence, he gave all the species intelligence
and let them go their own way. Eventually, he will
give intelligence to all beasts and pass to another
existence.
Skills: Animal Lore, Devise, Missile Attack, Track
Other: Craft/Skin, Ride, Understand Beasts
- Understand Beasts: perception. This skill trains a person
to perceive and interpret warning signs, movements,
odors, and other gestures made by beasts. Speaking
to animals is not possible with this skill.
Spirit: Disrupt, Farsee, Mobility, Peaceful Cut, Slow,
Speedart
- Peaceful Cut (1): ritual ceremony. This is the special
ritual which is performed to ensure that the soul of
the slain beast returns to Djako, to be reborn properly.
It includes a short prayer and ritual of thanksgiving.
Divine: Bless Animals, Call Monster, Command [Mundane
Beast], Draw Beast, Fix Intelligence, Hurling, Magnify
Command, Obscure Trail, Release Intelligence, Speak
with Beasts, True Trail
Associated: Arrow Trance (Plant Goddess), Command [Fantastic
Beast] (from the various Lords of fantastic beasts)
- Arrow Trance: self, temporal, nonstackable, reusable.
This allows the user to merge his or her consciousness
with a bow, doubling the user's Bow Attack. The user
enters into a trance in which only the bow and targets
exist for him. S/he can use no other weapon, cannot
dodge, cannot parry, nor use the bow as a club. Even
if engaged in melee, s/he will fire an arrow at the
opponent. While entranced, the user may only cast bow
magic to the exclusion of all other magic, including
healing (exception: an elf bow may be healed, if damaged).
If the battle ends before the spell expires, the user
will stand and wait for targets. The user has no confusion
over who is a friend or an enemy, like a user of Berserk does.
- Bless Animals(1): touch, instant, nonstackable, reusable.
This fertility spell increases the calving potential
for each beast so blessed. Each birth produces a health
offspring or, rarely twins. Nine of ten offspring born
to a beast influenced by this spell are female. The
spell may only be used on the High Holy Day of the
year, and affect only the following year's offspring.
- Call Monster (1): ritual Summon spell, reusable. Cast
by a group of worshipers, led by a Priest. Each participant
casts the spell in the same melee round, calling for
the same type of creature. Each person who successfully
casts the spell may then expend MPs for the Calling.
The spell succeeds if the Priest leading the ceremony
succeeds in a Summon roll (which takes only the one
round, not an hour) and if the MPs expended are greater
than the sum of the creature's characteristics. If
more than one of the creature is desired, MPs equal
to the sum of all their characteristics must be expended.
The spell call a creature that is on the mundane plane
and it will arrive in a d10 melee rounds. The creature(s)
are under the complete control of the caster.
- Draw Beast (1): ranged, temporal, stackable, reusable.
This active spell only affects fixed INT, physical
plane creatures. If the creature's MPs are overcome
the animal must move toward the caster at walking speed.
The caster can halt this motion, stopping the beast
in its tracks, and begin it again at will for the duration
of the spell. For each point in the spell, one beast
may be affected.
- Fix INT (2): touch, instant, nonstackable, one-use.
Only affects complete creatures (including familiars).
If the target's MPs are overcome, its INT is transformed
into fixed INT. The quantity does not change, only
its quality. The victim is now ruled by instinct. It
remembers its former life and its friends and enemies.
It cannot use magic, knowledge, or communication skills.
It cannot speak but can still use gestures (but not
the knowledge skill, writing). If cast on a cultist,
it may use Divine Intervention but no other spell.
- Hurling (1): ranged, temporal, stackable, reusable.
For the duration of the spell, all objects thrown by
the spell's target have a range multiplied by five.
For each extra point of Hurling used the range is increased
by another five times (ie. 2 point is 10 times, 3 point
is 15 times, etc.) The spell does not increase range
of bows, crossbows, but does have a partial effect
on blowguns and slings, multiplying the range by 2
for each point of Hurling.
- Magnify Command (2): ranged, special duration, nonstackable,
reusable. This spell is cast with a Command [creature]
spell and is boosted with magic points. Each MP put
into the spell adds one hour to the duration of the
Command spell, added after extra duration from Extension.
- Obscure Trail (1): ranged, permanent, stackable, reusable.
This spell will obscure the target's trail completely,
making it impossible to track. It will work on 3 people
per point.
- Release INT (2): touch, instant, nonstackable, one-use.
Only affects creatures which are complete except for
having a fixed INT. If the creature's MPs are overcome,
then its INT become normal INT.
Speak with Beasts (2): touch, temporal, nonstackable,
reusable. This spell allows the target to talk with
on type of beast, specified when the spell is cast.
Oratory or Fast Talk can be used if the creature needs
convincing. The spell does not instill any intelligence
to the creature, so it can speak only from its natural
awareness.
- True Trail (2): range-unlimited, instant, nonstackable,
reusable. The caster, while examining a trail, can
know what its maker is currently sensing. The caster
gains a rough indication of direction of the target,
who knows nothing of the spell's casting.
Cult Spirit of Possession: Dactu Spirits have 12 POW
and require a 2 POW sacrifice to gain the permanent
ability of Farsee 2 and Second Sight.
Notes: A mundane beast is one that is non-magical and
could exist on Earth; a fantastic beast is one of legend
or exclusive to games. Earth beasts with "magical"
abilities are considered mundane.
Enikal (Magic-Wealth)
Mother of magic and wealth. She is an old crone who
hides wonderful things away from the sight of others.
She and her followers are the keepers and distributors
of all which is good and desired. She is also the giver
of magic and the teacher of enchantments. She protects
that under her care. She is worshipped by treasurers,
bankers, enchanters, bodyguards, financiers, paper
traders, stationary merchants, factory organizers,
and capital venturers.
Skills: Craft [Precious Substance], Devise, Enchant,
Evaluate
Other: Magic Lore, Mineral Lore, Sing
- Magic Lore: knowledge. Knowledge of notable magic items,
special enchantments, and signs that reveal the nature
of an enchantment.
Spirit: Befuddle, Countermagic, Detect Magic, Dispel
Magic, Repair, Second Sight
Divine: Bless Item, Condition Alter, Enikal's Cavern,
Hide Item, Know Magic, Smite Foe , Special Magic Point
Matrix Enchant
Associated: Translate (Knowledge Finder)
- Bless Item (1): ritual enchant, nonstackable, reusable.
The spell may be cast on any weapon, or armor. On a
weapon it makes it always do max weapon damage, not
including spells or strength bonuses. Cost in POW is
different according to damage: 1 for 1-7, 2 for 8-14,
3 for 15-19. On armor it halfs-again (round down) AP,
cost being 1 POW per three AP increase, rounded down.
- Condition Alter (2): ritual ceremony, nonstackable,
reusable. POW used in the ritual is compared to the
total POW of the target magic item (including 1 point
per category of condition on the enchantment). Then
a POW vs. POW roll is made (which can be modified by
ceremony) and if successful all conditions on the enchantment
may be altered in any manner (removed, changed, whatever).
- Enikal's Cavern (3): touch, temporal, stackable, reusable.
This spell creates an invisible barrier forming a sphere
3m in radius, centering about the point of casting.
Elements may not pass through it such as rain, fire,
or even Elementals. Spells can be cast through the
boundary and non-Elemental creatures may pass through
it freely. Note: Elementals in Demon or Gnome form
can pass through. Each additional use increases radius
3 m.
- Hide Item (1): touch, duration 1 day, stackable, reusable.
This spell must be cast on an inanimate bundle of items
no greater than 1 ENC. It causes the target object
to become invisible to everyone except the caster or
to anyone watching as the spell is cast. Each extra
point allows an additional ENC point. Each extra point
of extension doubles the duration. Items covered by
this spell may not be sensed in any way, but the magic
of the spell could be detected.
- Know Magic (2): touch, instant, nonstackable, reusable.
All information regarding a magical item or something
having magic-like properties is revealed.
Smite Foe (1): ranged, temporal, stackable, reusable.
When cast on a weapon, it causes both attack to increase
15% and damage to increase +1d6 per point.
- Special Magic Point Matrix Enchant: The same as the
normal version, but 2d8 MP storage per POW.
- Translate (1): touch, temporal, nonstackable, reusable.
Translates all words touched by the user's index finger
at normal reading speed, about 1000 words a minute.
The translation leaves an impression of the meaning
afterwards and untranslatable words still give leave
an idea of the meaning.
Cult Spirit of Possession: Magorsk Spirits have 12 POW
and require a sacrifice of 2 POW for the permanent
casting of Protection 3 (which is compatible with any
spell, stackable with Protection, and protects vs.
normal criticals).
Notes: Prospective priests must also give 5000 silver
equivalents to become Priests.
Eshailya (Plant Goddess)
Eshailya is the Goddess of primal forest. If she was
not worshipped, the forests and all plants would wither
and die. This Goddess rules where trees dominate. She
commands everything in the forests. She is also the
mother of Elves and Dryads, who are her servants in
the forests.
Skills: Animal Lore, Plant Lore, Summon, World Lore
Other: Attack, Conceal, Hide, Search, Sneak
Spirit: Befuddle, Countermagic, Dispel Magic, Extinguish,
Food Song, Heal, Speedart, Vigor
Common: Command Cult Spirit, Divination, Heal Wound,
Mindlink, Sanctify, Spell Teaching, Summon Cult Spirit,
Worship Eshailya
Divine: Accelerate Growth, Animate War Tree, Arrow Trance,
Bear Fruit, Call [Forest Creature], Chameleon, Command
Forest Creature], Create War Tree, Plant Spy, Silence
Sphere, Sprout, Tanglethicket
Associated: Absorption* (Earthmother), Command Gnome,
Earthshield (Primal Earth), Speak with Beasts (Lord
of Animals), Sunripen (Land)
Fola Helen (Babel City Goddess)
Babel has no real city God, but has a powerful Demi-Goddess
associated with Pwe To. The small temple originally
here before the capitol was moved has now expanded
to several great temples. The Demi-Goddess, Fola Helen,
was proclaimed to be the Goddess of Babel by the last
Emperor. Cultists can become Pwe To Cultists without
the money requirements.
Skills: Any 4 Agility
Other: Normal City God ones
Spirit: Mobility, Slow
Common: Command Cult Spirit, Excommunication, Mindlink,
Sanctify, Summon Cult Spirit, Warding, Worship Fola
Helen
Divine: City Harmony, Movement, Petrification
Associated: No divine, but Disruption available through
Pwe To temples
- City Harmony (1): self, temporal, stackable, reusable.
Affects everyone within 3 meters of the caster. The
spell keeps the beings in the area of effect from getting
excited or violent. If beings in the area are under
the effect of emotion-affecting spells, they are immune
to the effects unless their spell is dispelled. The
spell dispels emotion-affecting spells that are weaker
than the City Harmony spell. Extra points of the spell
negate higher levels of emotion affecting spells and
increase the radius by 3 more meters.
- Movement (2): ranged, temporal, nonstackable, reusable.
This spell removes all immediate constraints to movement,
magical or otherwise. Examples: Petrified creature
turns back into flesh (but still dead), ropes slip
off, boulder rolls off, Troll loses grip, etc. But
spell will not open cells, doors, gates, etc.
- Petrification: Same as Stasis (Pwe To) description but
target is petrified
Notes: The statues lining the Eastern Road and all throughout
the city are symbols of the cult and its power.
Fusho (Primal Earth) Main God
Behind the grandiose mythologies and powers of many
dieties looms a forbidding and formless entity, the
Primal Earth. He is the God of the deep underground
and of living rock. He is the death God of the earth
and promises to take everyone back into his fold. Timi
o' Bloodsea is a hero of long ago, who forged a mental
alliance with his axe and became a swimmer in his own
carnage. The Earthmother is the wife of Fusho, she
takes magical and physical blows aimed at his followers
to her bosom.
Skills: Attack, Craft [any], Mineral Lore, World Lore
Spirit: Bladesharp, Demoralize, Disrupt, Heal, Ironhand,
Strength, Vigor
Divine: Blast Earth, Command Gnome, Earthpower, Earthshield,
Earthtouch
Associated: Absorption* (Earthmother), Axe Trance (Timi
o' Bloodsea, Hero), Great Parry (Earthmother), Gnome
to Gargoyle (taken from Form/Formlessness)
- Absorption*: as per normal spell but the MPs are added
to the caster's MPs. The MPs past twice POW are lost
and last only as long as the duration is.
- Axe Trance (2): self, temporal, nonstackable, reusable.
Doubles the caster's Axe Attack (other spells then
modify the doubled skill.) The spell may be combined
with any other spell. For the duration of the spell,
the target can only cast spells which modify the caster's
Axe Attack skill or Axe damage.
- Blast Earth (1): ranged, instant, nonstackable, reusable.
Cast upon an area of land geometrically proportional
to the number of MPs expended. One MP affects one meter
squared, two affects four meters square, and so on
No plants within the area blasted may flower or bear
fruit for a full year.
- Earthpower (2): ranged, instant, stackable, reusable.
This is an automatic spell. When the owner's MPs or
POW drops to zero, all Earthpower spells are activated
and are automatically successful. For each Earthpower
spell, the owner receives 1d8 MPs and one POW if POW
is zero. The MPs may still not exceed the POW of the
owner.
- Earthshield (2): touch, temporal, nonstackable, reusable.
This gives the target's body a magical shield protecting
the head, chest, and abdomen. This shield has one AP
per MP used to boost the spell.
- Earthtouch (1): touch, temporal, nonstackable, reusable.
Through this spell, the caster learns the exact characteristics
of any entity touched during the duration. It also
informs the caster of the target's current HPs, MPs,
and Fatigue Points. The spell can be boosted to sense
through Countermagic for the entire duration.
- Great Parry (3): self, temporal, nonstackable, reusable.
The spell is to be targeted on a shield. The shield
has an infinite number of armor points for the spell's
duration. Knockback still affects the shield's holder.
- Gnome to Gargoyle (1): ranged, temporal, nonstackable,
reusable. This spell must be cast upon Gnome, It turns
the Gnome into a humanoid monster. The monster produced
has the STR and POW of the original Gnome. The Gnome's
HP remain the same and become the Gargoyle's SIZ. It
lacks CON, INT, and DEX, moving only at the caster's
command and attacking on strike rank 10. Its chance
to hit is 25% plus its attack modifier, which can go
up by experience. The gargoyle produced cannot fly.
When the spell expires, the creature turns back into
earth.
Cult Spirit of Possession: Tinto Spirits have 15 POW
and require a sacrifice of 4 POW for the ability to
be in Axe Trance at any time.
Gugi (Land) Largest Cult
He is the brother of the Primal Earth God. On one hand
he is the source of food, raiment, and shelter for
most of life, popular among farmers and other rural
folk. On the other hand he is the destroyer and carnage
maker, popular with few and only followed during war.
His wife is the Agriculture Goddess.
Skills: Climb, Craft [any], Mineral Lore, Plant Lore
Spirit: Heal, Peaceful Cut (Lord of Animals), Protection,
Second Sight, Shimmer, Strength, Vigor
Divine: Create Fissure, Group Defense, Shake Earth,
Associated: Bless Crops (Agriculture Goddess), Command
Elephant (Hero Oed-Zem). Command Serpent (Lord of the
Animals), Earthwarm (gift from Sun God through the
Agriculture Goddess), Sunripen (stolen from Sun King),
Warrior of Stone (taught by Movement/Stasis)
Cult Spirits: Landvaettir: (Divine): Bless Crops, (Spirit):
Countermagic, Demoralize, Dispel Magic, Heal, Ignite,
Mobility, Repair, Second Sight, Spirit Screen
Hachardan (Traveller)
Hachardan is known as the Guardian of Roads, the Messenger
of the Gods, the Spirit of Travel, and many other titles.
His followers are wanderers, merchants, heralds, and
other travelers. He invented Tradetalk, so that his
followers from many places might be able to talk to
each other. His spirits can strike people with a wanderlust
curse to seek the world by travel. He is known to disguise
himself and visit the homes of many, bringing luck
for life if treated hospitably, therefore his followers
are welcomed in many places. Also worshipped by goods
carriers and traders.
Skills: Bargain, Drive, Evaluate, Human Lore
Other: Disguise, Fast Talk, First Aid, Speak & R/W
Trade Talk, World Lore
- Bargain (05): communication. Used to buy something for
a lower price than asked. For every two percentiles
less in price, the bargainer must subtract 1% from
skill. If roll fails another, higher attempt may be
made. Generally, a seller will not take a loss on an
item unless in dire straits.
- Disguise: Knowledge, Allows alteration of appearance
- Drive (10): agility. Covers the handling of common least
of burden vehicles.such as carts, plows, dogsleds,
chariots, etc. Driving under difficult conditions with
only one hand reduces skill by 20%. When attacking
from a vehicle, whether driving or not, Attack% cannot
exceed Drive%.
Spirit: Befuddle, Bludgeon, Glamour, Glue, Mindspeech,
Mobility
Divine: Create Market, Exchange Spells, Hie Vehicle,
Pathwatch, Peace (Wimp aspect), Predict Weather (gift
from Storm God), Priestly Divine Intervention, Safe,
Surewood
- Create Market (3): ritual Ceremony, reusable. Creates
and invisible protected zone identical to a Warding
1 in most respects. The caster must use 1 meter staffs
carved with the likeness of Hachardan to define the
boundaries on the zone. Unlike Warding, it does not
detect just anyone entering, but only activates on
those who enter the area with hostile intent. It makes
no distinction between "friendly" fighters
and "hostile" ones, anyone entering with
intentions of harm alerts it.
- Exchange Spells (1): ritual Ceremony, nonstackable,
reusable. Allows caster to trade knowledge of one spirit
magic spell. It cannot be used with divine or sorcery
spells. The caster must set up a Mind Link connection
between self and customer. The participants pick a
spell to exchange (need not be equal value) and they
lose knowledge of that spell. On a 96-00 (d100), both
participants do not receive a spell, and they still
forget the spell they were trading.
- Hie Vehicle (1): ranged, temporal, stackable, reusable.
This spell must be cast on a moving wheeled vehicle,
such as a cart, wagon, chariot, etc. Each point of
the spell increases the entire vehicles speed (including
draft animals) by 1d10 meters per strike rank, rolled
once when the spell is cast. Animals drawing the wagon
return to normal speed if cut loose.
- Path Watch (2): self, duration variable, nonstackable,
reusable. Used when travelling through dangerous or
questionable territory, it is cast upon a known path
or visible road which will be travelled by the caster.
The spell alerts the user to the direction and number,
though not type or enemies within 100 meters. The spell
lasts as long as the road lasts and as long as the
caster stays awake.
- Peace (3): 1 kilometer, temporal, nonstackable, reusable.
MP vs. MP roll and all overcome (who are not Priests,
Lords, High Priests, Shaman, Adept, or Magus) within
range to lay down their weapons and forget all violence
and war. For the length of the spell they prefer rather
to listen to the wonders of peace and love which the
spirits send ringing through their minds.
- Predict Weather (2): special, instant, nonstackable,
reusable. When cast, the caster becomes aware of what
the natural weather will be like in the next 24 hours.
The spell does not account for the effects of storm
demons or spells that affect weather.
Priestly Divine Intervention (1): range-unlimited, permanent,
stackable, non-reusable. The divine intervention of
this spell is just like that of lords but may be purchased
ahead of time and the chance of success is points used
x 10%.
- Safe (2): touch, duration 8 weeks, nonstackable, reusable.
Cast upon a container or opening to bar unwanted passage.
When it is cast, the caster must boost the spell with
magic points. When anyone other than the caster or
someone in Mindlink with the caster tries to open the
the secured container or cross a doorway with the spell,
they are attacked by the MPs in the spell. If the MPs
in spell overcome the MPs of the target, the target
takes 1d6 to general HP as damage and is forced back.
If the target's MPs are not overcome, the spell is
broken and anyone may enter freely. If one fails the
first time, the person may try again until slain by
the damage or until they succeeds. A person trying
to gain entrance of the secured area is only immune
with Countermagic if the points are higher than the
MPs in the spell.
- Sure Wood (1): ranged, temporal, nonstackable, reusable.
When cast on a wooden quarterstaff, this spell will
add 1/2 again to the user's parry and will temporarily
double the AP.
Spirit of Possession: Himmle Spirits that have 15 POW
and require sacrifice of 4 POW for ability to cast
Find Enemy at any time.
Notes: Cultists must give at most 25% of their time
to the cult as they wander from one religious site
of the cult to another, occasionally grouping to form
large temples. Also certain members of the cult are
members of the stationary subcult. Custom dictates
large feasts to be held on the completion of long and/or
dangerous journeys.
Idrija (Dragon Woman)
Cult of dragon worship. The members of this secret
organization can transform themselves into dragons.
Initiates claim that their dragon powers prove the
cult's power and verify its truth. This is a difficult
cult to stay in because there are innumerable rules
which halt progress or advancement which are impossible
to avoid.
Skills: Dragon Lore, Martial Arts, Natural Weapon Attack,
World Lore
Other: Listen, Scan, Smell
Smell: perception. Ability to detect odors and to identify
known odors.
Spirit: Countermagic, Dispel Magic, Disruption, Heal,
Peaceful Cut (Lord of Animals)
Divine: Attain Perfection of (Flame, Head, Limb, SIZ,
Tail, Vicera, Wing), Dragon Life, Spiritual Armor,
Summon Minion of Dragon Woman
Associated: Command Dinosaur (Dragon Man), Command Reptile
(3)(Lord of Animals)
Notes: Priests must have 75% in cult skills, no one
is limited in skills.
Ilza ("Mother", the Moaning Void) Main Goddess
She is a very powerful Goddess who has born many progeny
into the world, like Butumbura, Nikinik, Ralam, and
Vohip. She is the Goddess of coercion, slavery, temptation,
treason, passionate desire, and the void-like state
of total non-existence. She is the corruption of power
for self-gain and tyrannical exploitation, desiring
everything for her own. She and her followers preach
that slavery is the natural way of life, that one owes
his life to those above him. Her followers are administrators
and centralizers. But she feels unrestrained by any
burdensome rules and she changes as she desires. She
opposes Nisava, the Storm King, and his naive ways.
Skills: Ceremony 50%
Spirit: Bladesharp, Endurance, Heal
Divine: Attract Attention, Blast, Command ([Fixed-INT
chaos creature], Void Elemental, Feature, Gift, Rebirth,
Void
Associated: Berserk (Vohip), Corruption (Form/Formlessness),
Padding (Ralam), Reduce (Butumbura)
Note: Fixed-INT chaos creatures are those such as Dragon
Snails, Walktapi, and Stoorworms. Holy cult creatures
are chaos creatures such as Charnjibbers, Nightriders,
Jack O' Bears, and Headhunters. Void Elementals are
Selenes.
Jallüd (Assassin)
Jallüd is a demonic Demigod of violence and psychotics.
His worshippers have formed a brotherhood of murderers
for hire. This cult has a very poor reputation for
many reasons. Cultists do not always fulfill contracts
as designed and they try to decide fate as they see
fit. Contracts are not always a monetary proposition,
killings are carried out for religious, personal, or
unknown reasons also. Many cultists worship other warped
gods in addition to Jallüd. He is the blood brother
to Nikinik, who taught him to change into various wereforms.
Temples are rarely larger than shrines, meaning not
all divine spells are available unless gangs combine
together.
Skills: Attack, Devise, Hide, Sneak
Other: Conceal, Craft/Torture, Disguise, Track, Voice
Mimicry
Spirit: Bladesharp, Demoralize, Protection, Speedart
Common: Command Cult Spirit, Dismiss Magic, Divination,
Find Enemy, Heal Wound, Mindlink, Sanctify, Spellteaching,
Summon Cult Spirit, Worship Jallüd
Divine: Become [Mundane Beast] (from Nikinik), Crack,
Precision Bow, Strangle, Strike, Sureshot
Notes: No skill limits, Priests only 10% time, no Lords,
cultists called Jallüdjini
Kalce (The Healer)
Kalce is the Goddess of comfort and all healing. She
can heal any wound, including death and dismemberment.
Her worship is widespread and everyone desires her
blessings. She is the Goddess of surgeons, nurses,
doctors, chirugeons, and other types of healers.
Skills: First Aid, [any Being] Lore, Treat Disease,
Treat Poison
Other: Craft/Surgery, Sing
- Craft/Surgery: knowledge. Allows alteration of body
through surgical procedure. Many possible semi-magical
surgical operations can be done: appendectomies, restoration
of maimed limbs.
- Treat Disease (Knowledge): Successful use of the skill
doubles a victim's chances for success at next recovery
CON roll. Victims of acute, serious, or terminal diseases
must be tended constantly to get this bonus. Victims
of mild diseases need only be tended for one day per
week. A critical triples the victim's chances. A fumble
means disease progresses to the next stage (terminal
progresses to dead).
- Treat Poison (Knowledge): A successful use of this skill
purges the victim of 2d6 POT of venom. It must be rolled
before damage is taken. A special roll purges 4d6,
and a critical purges all. A fumble halves the victim's
chance of resisting the venom. Only one attempt per
poisoning.
Spirit: Befuddle, Dullblade, Endurance, Heal, Light,
Shimmer, Mobility
Divine: Comfort Song, Command Healing Spirit, Fight
Disease, Heal Body, Healing Trance, Physical Clone,
Regrow Limb, Recover Spirit (gift from The Judge),
Remove Poison, Restore Health All (3-reusable)
- Comfort Song (1): range-earshot, duration-length of
song, nonstackable, reusable. Allows the user to sing
a Song of Power which keeps all hearers from feeling
pain. As long as a person has one total HP, they may
remain conscious and active. Characters that would
normally be incapacitated are not. Normally used during
battles or childbirth.
- Fight Disease (1): touch, duration-one day, nonstackable,
reusable. Cast on a sick target, the spell doubles
the target's effective CON for purposes of resisting
disease for the next 24 hours.
- Healing Trance (1): touch, duration-as needed, nonstackable,
reusable. Target falls into a deep trance , during
which the bodily processes speed up by a factor of
8:1. Thus a wound taking eight weeks to heal would
only take one week. This is one of the few healing
spells that can be cast on a person that has a Sealed
Wound. The spell is also useful in healing poison damage
or speeding up Regeneration or Regrow Limb. The recipient
remains in an unwaking trance state until all healing
is done.
- Physical Clone (3): ritual ceremony, nonstackable, reusable.
With a part of the target's body (while he was alive),
this spell (with 1 MP per HP and 6 enc of earth per
SIZ point) creates a new body. The spirit of this body
may be resurrected into the body before the week long
regrowing process is complete.
- Recover Spirit (3): ritual ceremony, nonstackable, reusable.
This spell must be completed within five days of death
and if the caster succeeds in a MP vs. MP roll, s/he
may force the spirit back into its former body. The
body must also be positive HP. This spell also restores
the body back to full health, except for missing body
parts.
- Remove Poison (3): ritual ceremony, nonstackable, reusable.
Purges the body of all poison. The ceremony takes one
round base time to complete and if cast before poison
takes affect, the target is not damaged by the poison.
Notes: No skill limits for High Priests
Laaa (Insect)
Laaa is the Goddess of insects, especially giant insects.
She is all-pervasive intruding into every aspect of
the world. Laaa's cult allows domestication of insects
by its members, who are usually creatures and/ or worshippers
of darkness. Large culture of insect users: trainers/breeders,
riders, tenders, etc. Generally opposed to Nikinik
because he resents her separate form change powers.
Skills: only Insect Care- 75%
Other: Breed Insect, Feel, Plant Lore, World Lore
Spirit: Befuddle, Countermagic, Darkwall, Slow
Divine: Carapace, Claws, Command Insect (3), Hard Shell,
Jabbers, Speak with Insects, Sprout Arms, Sprout Legs,
Transform Self to [Insect], Venom Boost [Basic Spells
of Transform Head, Body, and Limbs have different variations
in each sub-cult, only a few types are listed]
Lushai (Nahariyya City God)
Hero of the cult of Tulear and worshipped as the city
god in Nahariyya . Lushai was an ancient Araman hero
who defeated the Lord of the Griffons and bound the
two together. Lushai then went to Northern Arama in
order to feed the thousands of Griffons that flocked
to his banner on the abundant horse meat available
in the area.
Skills: Missile Attack, Orate, Ride, Scan
Priests: must also both Speak and Read/Write Afshari
at 50%
Other: Attack, Parry, Dodge
Spirit: Coordination, Firearrow, Fireblade, Ignite,
Lightwall
Common: Command Cult Spirit, Excommunication, Mindlink,
Sanctify, Summon Cult Spirit, Warding, Worship Lushai
Divine: City Harmony, Command Griffin, Resistance to
Fire
Associated: Blinding (Sun King)
- City Harmony (1): self, temporal, stackable, reusable.
Affects everyone within 3 meters of the caster. The
spell keeps the beings in the area of effect from getting
excited or violent. If beings in the area are under
the effect of emotion-affecting spells, they are immune
to the effects unless their spell is dispelled. The
spell dispels emotion-affecting spells that are weaker
than the City Harmony spell. Extra points of the spell
negate higher levels of emotion affecting spells and
increase the radius by 3 more meters.
- Resistance to Fire (3): enchant ritual. The target of
this hour-long ritual become resistant to any type
of natural or magical fire damage. The resistant individual
takes one-half damage from any type of fire.
Notes: Initiates only 5% time and 5% money, may become
Shaman, sorcerers, or members of cults not part of
Ilza or her progeny.
Miraj (Illusion Goddess)
Miraj's powers are not respected by the other gods
because they want to believe that she does not alter
reality but only the insubstantial. They hope that
she is not altering what they believe to be true. She
masks herself in illusion and presents the world to
others as she wants to. She is not an inimical force
and usually is not clever enough to cause anyone harm.
The Silly God-Boy is her mate, a mindless being; to
show the union with him all cultists must receive his
spell as their second spell. Rumors tell of a very
secretive sub-cult of bloody sacrifice.
Skills: Conceal, Dodge, Hide, Sleight
Spirit: Befuddle, Glamour, Shimmer, Temporal Healing
Divine: Create Illusory Demon, Conceal, Confusion, Hallucinate,
Illusion, Illusory POW, Reflection, Switch Places
Associated: Flowers (Silly God-Boy)
Mostal (Dwarf God)
God of the Dwarves who is worshipped by them. See Mostal
supplementary sheets.
Other Skills: Craft/Machine, Mechanical Repair, Operate
Machinery
Sorcery: Stabilize [all], Worship Mostal, various spells
available in each locality
Narnual (Primal Water)
Narnual is the Primal lord of all seas, rivers, lakes,
ponds, etc. The element of water is his. He is the
moving force of life in water. He is also water dark
and cold at the bottom of the ocean. Purification,
life, and ice are all aspects of his. Creatures of
the sea worship him and so do travellers upon his waters.
Skills: Attack, Craft [any], Swim, World Lore
Other: Boat, Craft/Netmaking, Net Attack and Parry,
Sail, Scan, Shiphandling
Spirit: Bladesharp, Coordination, Demoralize, Mobility,
Peaceful Cut (Lord of Animals), Protection, Strength,
True Net, Water Eyes
Divine: Bind Ship, Breathe Air/Water, Command Undine,
Drown, Float, Hold Course, Strongnet, Submerge, Waterskating,
Whirlpool
Associated: Command [Fixed INT Water Creature] (Lord
of Animals and Lords of various fantastic sea creatures)
Notes: No Manipulation or Stealth skill limits
Nikinik (Form/Formlessness) Main God
Progeny of "Mother", the God of changing
form, the mutator, and the cancer. He can corrupt from
within or without. He is the father of Gorps, and the
creator of swamps, bogs, and marshes. He is the blood
brother of Jallüd and taught him to change to
various wereforms. He taught his mother to be worldly
and lead. He is worshipped by all types scholars, artisans,
and leaders. He is the God of control of form, while
the "Mother" is the Goddess of random form.
He learned how to control her random powers into specific
identifiable forms.
Skills: any 4 Knowledge
Spirit: Coordination, Endurance, Heal, Mindspeech, Mobility,
Shimmer
Divine: Acid Pact, Consume, Corruption, Create Gorp,
Meld Form, Proteus
Associated: Attract Attention ("Mother")
Note: Cult spirits include the Pishacas, which are P'ishan
cultist slain by Nikinik (ie spells, etc.) These are
evil shapechanging spirits sent by the cult to guard
deserted places, road crossings, doorways, trees, roadsides,
etc. at dusk. Their mission is to bring harm to P'ishan
cultists in the area.
Nisava (Storm King) Main God
God of stormy weather, poetry, fighting, loving, justice,
and leadership. He is the God opposed to the ways of
the "Mother" and seeks freedom, justice,
happiness, and harmony. His son is the War God and
together they oppose the "Mother". Truth
and justice are his weapons and when those do not work
he uses the sword. Sometimes his ideals of justice
must be swept aside to become the destroyer, wiping
out the vestiges of the "Mother".
Skills: Attack, Jump, Parry, Ride
Other: Animal Lore, Human Lore, Orate, Poetry, Throw
Spirit: Bladesharp, Demoralize, Detect Enemy, Detect
Storm, Disruption, Heal, Mobility, Multimissile, Peaceful
Cut (Lord of the Animals)
- Detect Storm (variable): ranged, instant. The caster
is made aware of the presence of a storm, its type
(including whether it is natural or induced) and the
approximate time of its arrival in the caster's vicinity.
Range is 5 miles per point of spell.
- Peaceful Cut (1): ritual ceremony. This is the special
ritual which is performed to ensure that the soul of
the slain beast returns to Djako, to be reborn properly.
It includes a short prayer and ritual of thanksgiving.
Divine: Bless Stormweapon {Storm Fury aspect}, Command
(Sylph, Weather), Command Undine (stolen from Water
God), Detect Honor, Lightning {Lightning Boy aspect},
Sky Arrow, Thunderbolt {Thunder Man aspect}
Associated: Command Horse (Lord of Animals), Mist Cloud
(Fog Woman), Poison Pact (Hero Illorian), Shield (War),
Windwords (Hero-Scholar Melik)
- Bless Stormweapon (1): ritual enchant, stackable, reusable.
May only be cast during the High Holy Day of Nisava
(once a year) Once the weapon is enchanted, it must
be activated to be used. To activate, 1 MP is used
to make the weapon spark and crackle. If the weapon
strikes a target or three rounds pass, the weapon's
special effect dissipates in a shower of sparks. Once
activated, each point in the enchantment gives the
weapon an extra 10% to hit (until it hits) and an extra
1d10 HP and 1d10 MP damage. The weapon does its normal
damage also and armor protects normally against all
the damage. Against foes that are immune to the weapon's
normal damage, the enchantment still does damage, even
it the weapon does not. 1d6 of MP drain is lost per
2 points Countermagic or equivalent. Once a weapon
is enchanted this way, additional castings do not help.
Enchanting of the weapon takes one POW.
- A Stormweapon is a holy enchantment designed by the
God to strike down cult foes. This ability is only
granted to the warriors of the cult, the Storm Furies.
Sometimes these weapons can explode with tremendous
special damage to foes of Ilza and her progeny. Unfortunately
this technique has been lost and several heroquesters
are trying to regain it.
- Command Horse: The storm god was a master horseman and
rode with Djako on many adventures. Nisava and his
cult know much about horses and their ways. Horses
are also known as mounts of the storm. Therefore Djako
has granted Nisava the use of this spell to give to
Nisava's worshippers.
- Command Weather (3): 1.6 km, 6 hrs, nonstackable, reusable.
Allows caster to completely control the weather with
1.6 km. Maximum temperature change is 20oc and if no
clouds are around it cannot rain or snow. If two of
these spells are conflicting, the casting cultist with
the highest status with Nisava is the one controlling
the weather.
- Detect Honor (1): ceremony, stackable, reusable. This
spell informs the user whether or not the target(s)
are honorable. This MP of the target does not have
to be overcome. Target is unaware of spell. Honor is
defined as having integrity (one's word is good) and
a sense of duty (following the orders of one's god
or leader even during personal hardship.)
- Mist Cloud (1): ranged, temporal, stackable, reusable.
This spell creates an area of natural looking mist
10m in diameter from the caster for every point expended
in its creation. Visibility in or through the mist
is limited to 1 meter. The mist cloud moves if the
spell's target moves. The spell does not work under
water, but does especially well in the rain.
- The Scarf of Mist was a water spirit named Huraya.
Nisava saved her life and in return, this Fog Woman
shields Nisava from the view of foes.
- Poison Pact (3): enchant ritual. The target of this
hour-long ritual becomes permanently immune to all
poison damage.
- Sky-Arrow (1): ranged, instant, nonstackable, reusable.
Arrow from the Sky God to damage foes, it does 3d6
damage and if it strikes a Ilza worshipper it causes
1d4+2 rounds of blindness also. Target must be in LOS
of sky. Does not ignore armor and POW must be overcome
to cause the temporary blindness.
- Windwords (1): ranged, instant, stackable, reusable.
If downwind, the caster can cause the wind to bring
conversations to his/her ears as if standing next to
the speakers.
Spirit of Possession: Manalir spirits have 15 POW and
require a sacrifice of 4 POW and they grant the unlimited
use of Detect Honor and Find Enemy.
Special Cult Spirits: Halir spirits are special spell
teaching spirits of Nisava that can be summoned and
will automatically teach the following spells to the
recipient Priest, Rune Lord or above. Summoning requires
spell teaching or summon cult spirit. Spells: Befuddle,
Dispel Magic, Fanatacism, Protection, Shimmer, Speedart.
The only limit is that the recipient's POW must be
greater than three times the points of the spell. Because
the rarity of these spirits, the cultist may be visited
by one of these spirits no more than once per three
years.
Nisava Gift/Geas
When a Nisava cultist becomes an Acolyte, Priest, or
Lord, or High Priest the cultist must chose a Gift
and roll for a Geas
Gifts: (chose one)
1. Spirit of Possession: Detect Honor and Detect Enemy,
twenty times each per day, POW 15 Cult Spirit
2. Increase Total HP by 2d4
3. Increase a Location HP by 2d4.
4. +5 MP defense versus mind-affecting spells only
5. Increase Skin AP by 1 AP in every location
6. Increase Skin AP by 2d4 in one location
7. Undetectable by fixed-INT undead.
8. Characteristic raised by one point.
9. Knowledge bonus increased by 5%
10. Manipulation bonus increased by 5%
11. Attack Bonus increased by 5%
12. +10% in specific cult weapon attack and parry
Geases: (roll d20)
An undesired geas can be exchanged by rolling twice.
1. Never Lie or misconstrue facts
2. Drink no liquor
3. Never kill prisoners
4. No quarter to any undead foe
5. Never take shelter from storm
6. Never marry
7. Remain celibate
8. Never kill a flying creature
9. Only speak to fellow cultists (Initiates or higher)
10. Never wear head protection
11. Challenge those whose slight one's honor (first
blood)
12. Avenge the death of a relative (parent, sibling,
offspring only)
13. Only use cult weapons
14. Never associate with any with chaos features or
gifts
15. Never use a shield to parry
16. Never go underground alone
17. Do not travel during dawn and dusk (30 minutes each)
18. Never leave good friend to his or her certain death
19. Lose gift, no geas at this level
20. Favored by Nisava, no geas
Oed-Zem (Ashqelon City God)
Hero of Qaja brought here by the Empire to destroy
the Orcs. He is now worshipped by the citizens of the
city he liberated. Oed-Zem is a Hero of the Gugi cult.
He became allied with the Elephant Lord and.
Skills: None for Initiates
Higher Levels: Attack, Orate, Ride, Speak and Read/Write
Afshari
Spirit: None usually, Shamans who worship the City God
teach students
Common: Command Cult Spirit, Excommunication, Mindlink,
Sanctify, Summon Cult Spirit, Warding, Worship Oed-Zem
Divine: City Harmony, Elephant Hide
Associated: Group Defense (Land God)
- City Harmony (1): self, temporal, stackable, reusable.
Affects everyone within 3 meters of the caster. The
spell keeps the beings in the area of effect from getting
excited or violent. If beings in the area are under
the effect of emotion-affecting spells, they are immune
to the effects unless their spell is dispeled. The
spell dispels emotion-affecting spells that are weaker
than the City Harmony spell. Extra points of the spell
negate higher levels of emotion affecting spells and
increase the radius by 3 more meters.
- Elephant Hide (2): enchant ritual. The target of this
hour-long ritual gains protection of a three-point
elephant-like skin. The skin turns grey and becomes
slightly hairy. The magical skin protects against normal
critical hits.
Notes: Initiates only 5% time and but still 10% money.
Cultists may become Shaman, sorcerers, or members of
other cults.
Pijijiapan (Death Duck)
God of all Ducks. He fulfills their strange desires
and they follow his odd ways. The Ducks are non-violent,
but resist any outside domination of their ancient
lifestyle. Many famous scholars are ducks or worship
this God. He also understands the ways of death, learned
by watching his fellows and the continual dying experienced
by them in the time before his ascendancy. Since then
he has learned limited ways to prevent death.
Skills: Dodge, First Aid, Po-Hai, Swim
Other: Boat, Craft/Map, History, Linguistics, Play (Bagpipes,
Banjo, Pipes), Poetry, Psychology, Shiphandling, Suspend
Animation, R/W [Language]
Spirit: Cause Pain, Coordination, Demoralize, Dispel
Magic, Ironhand, Mobility, Strength
Divine: Negate Strength
Notes: Cult Spirits are 4m or less Undines. Initiates
get +20% Dodge during training in the first 9 weeks
of Initiatehood, No cultists are limited in any skills
P'ishan (War) Main God
P'ishan is the God of war and honor, and the son of
the Storm King. He and his father oppose the "Mother"
and her progeny. He and his followers are naive and
headstrong, prefering to die gloriously in combat than
to be cowards. Intelligent cultists realize that the
more foes can be slain by ambush and fighting with
favorable odds, but these types are at a minimum in
the cult. This minority realizes that "honor"
is of oneself, meaning it is only self-respecting to
be clever and intelligent.
Skills: Attack, First Aid, Parry, Ride
Other: Ceremony, Human Lore, Orate
Spirit: Bladesharp, Demoralize, Detect Enemies, Dispel
Magic, Heal, Mindspeech, Protection
Divine: Bless Warriors, Invigorate, Morale, Panic, Shield,
Slash
Associated: Sky-Arrow (Storm King)
- Bless Warriors (1) ritual Ceremony, reusable. Requires
an hour-long ritual (which may be combined with a Morale
ritual). The spell has one target per point of Bless
Warriors cast the effects of the ceremony. The spell
lasts until sunrise or sunset, whichever comes first.
The ceremony's effects vary. Each sacrificer must successfully
roll ceremony. Each caster may then sacrifice points
of reusable divine spells to help the group. Reusable
spells may not be regained by pray for at least as
many weeks as the total number of points of spells
in the ritual. Each target gains the effect of all
the spells for the duration. Example, three Priests
and two Acolytes are involved. Each casts their Bless
spells and one cast three more (therefore there will
be eight recipients.) The total spells are Shield 3
and Slash 4 (Cast by the two Acolytes and one of the
Priest.) Each target gains the total effect and the
casters cannot regain for seven weeks).
Invigorate (1): touch, instant, nonstackable, reusable.
Restores the fatigue point level of the target, up
to maximum of his STR+CON minus ENC. The target's previous
fatigue level is unimportant.
- Morale (2): ceremony ritual, reusable, stackable. Requires
an hour-long ritual which establishes a field around
a standard with the unit's colors or symbols. The spell
gives the entire century (100) men of cultists +5%
to Attack per point for each cultist. The spell lasts
until sunrise or sunset, whichever comes first.
- Panic (2): ranged, temporal, nonstackable, reusable.
If the user overcomes the target's MPs with own, the
target is overcome with overpowering terror. The terrified
victim may not cast any spells or attack in melee,
but may parry or dodge normally. Usually the victim
runs away.
- Sky-Arrow (1): ranged, instant, nonstackable, reusable.
Arrow from the Sky God to damage foes, it does 3d6
damage and if it strikes a Ilza worshipper it causes
1d4+2 rounds of blindness also. Target must be in LOS
of sky. Does not ignore armor and POW must be overcome
to cause the temporary blindness.
- Slash (1): touch, temporal, stackable, reusable. When
cast upon a slashing-type weapon, the damage of the
weapon increases 1d6 per point.
Spirit of Possession: Lubny have 15 POW and require
a sacrifice of 4 POW to gain the ability to cast Heal
Body once an hour.
Notes: Cultists do not use missile weapons
P'ishan Gift/Geas
Must chose one Geas upon becoming an Initiate, Acolyte,
Priest, or Lord and then roll for the respective geas.
Once Initiate is made, the cultist may spend one POW
anytime any number of times to chose another gift and
receive its requisite geas.
Gifts: (chose one)
1. +1d6 damage on cultist's weapon when used by owner.
If this weapon is lost or destroyed, the user can transfer
the effect to a new weapon for one POW and a ceremony
roll.
2. Increase Total HP by 2d4
3. Increase a Location HP by 2d4
4. +15% First Aid Skill
5. +15% in one Cult Weapon Attack
6. +15% in one Cult Weapon Parry
7. +15% Ride Skill
8. Characteristic raised by one point.
9. Increase damage bonus by +2 damage
10. Never tire in battle
11. Immunity to Fear or Demoralize
12. Make missile weapon miss: 5 personal MPs, decide
before fired, pay if hits
Geases: (roll d100)
01-05 Wear no metal armor on legs
06-10 Wear no metal armor on abdomen
11-15 Wear no metal armor on chest
16-20 Wear no metal armor on arms
21-25 Wear helmet only during a battle
26-37 Never leave a fair fight
38-40 Never turn down a fair challenge
41-47 Never let a known assassin go unpunished
48-50 Attempt to kill all who use missile weapons against
you
51-57 Use only cult weapons (swords, daggers, and shields)
58-60 Never accept healing from others (includes Ressurection,
etc.) [Healing by ally okay]
61-63 Never surrender
64-69 Never cast spells against foes while engaged in
melee
70-74 Never eat the meat of sentient beings
75-78 Never turn down a challenge from a Ralam cultist
79-80 Never voluntarily enter spirit combat
81-84 Learn only P'ishan spirit magic (any already learned
is okay)
85-88 Learn only P'ishan rune magic (any already learned
is okay)
89-94 Easily seduced
95-96 Never cut hair
97-99 Lose gift no geas
00 No geas, favored by P'ishan
Pwe To (Movement/Stasis)
Pwe To, Goddess of the fluid and solid, commands stasis
and mobility. Goddess of mystery and the unknown. She
knows how to control movement, and dislikes the wild
ways of Butumbura. She is worshipped by travelers,
earth witches, messengers, peculiar warriors, and mysterious
other people.
Skills: Dodge, Drive, Jump, Ride
Spirit: Coordination, Disruption, Farsee, Glue, Mobility,
Slow
Divine: Command (Basilisk, Cockcatrice, Gargoyle, Gorgon),
Guided Teleport, Living Blade, Movement, Running, Stasis,
Teleport
- Guided Teleportation (2): self only, instant, nonstackable,
reusable. Returns the caster to a specific spot made
sacred to the cult through a complicated week-long
ritual connected with acquiring the spell. This spell
has no range limitation. Additional spells may be gained
to lead to different spots. Before the spell is castable,
a location must be created that that spell will deliver
the caster to.
- Movement (2): ranged, temporal, nonstackable, reusable.
This spell removes all immediate constraints to movement,
magical or otherwise. Examples: Petrifed creature turns
back into flesh (but still dead), ropes slip off, boulder
rolls off, Troll loses grip, etc. But spell will not
open cells, doors, gates, etc.
- Running (1): touch, 8 hours, nonstackable, reusable.
This spell allows the recipient to triple his movement
rate for 8 hours.
- Stasis (3): touch, permanent, nonstackable, reusable.
This spell causes the target, if MP overcome, to be
put in stasis. In this state the being does not age;
the limbs can be forced to move, and the being in stasis
can be damaged.
- Teleport Guiding Ritual (1): ceremony ritual. This week-long
ritual creates a spot allowing a cultist to set up
the location for a Guided Teleport spell. This ritual
must be done every time the cultist gets a Guided Teleport
spell.
Spirit of Possession: Hije spirits have 15 POW and require
a sacrifice of 3 POW for the permanent ability of Soul
Sight.
Associated Gods: The Goddess of Babel, Fola Helen is
death aspect of Pwe To. She grants Petrify as a spell
(like Stasis, but target is stone instead.)
Ralam (Murderous Fury) Main God
Progeny of the "Mother" who fights the War
God. Ralam is merciless and cruel, drinking blood and
living for the thrill of battle. His followers ride
across the world seeking lost or lonely spirits to
destroy, chasing the devout off their path, and running
down travelers alone in the moors. He is a wild animal,
a hunter of totally untamed power and passion. His
followers are the famous berserkers, who kill everything
in their path.
Skills: Attack, 2nd Attack, Ride, Track
Spirit: Bladesharp, Countermagic, Demoralize, Fanatacism,
Heal, Protection
Divine: Berserksgang, Bless Woad, Face Enemy, Fury,
Impede Enemy, Padding
Associated: Attract Attention ("Mother")
Notes: Cultists do not use missile weapons and most
do not wear armor. No skill limits
Regna (Moon Woman) Main Goddess
Regna is the leader and the essence of women and her
three aspects are worshipped separately
Ostana is the Moon Goddess, with the powers of fertility,
and the mistress of time. Her followers watch the moon
and are always engaging in rituals worshipping her.
Linked with Agriculture Goddess and farmers.
Drina is the Demon Woman, ugly and hate-filled. Hated
by men and lustful for control over them. She is the
woman of two mouths and the curse-sender. May use POW
to send unresistable curses.
Listia is the Good Mother and wife who is beautiful
and loving and loved by all. She is the moderator and
communicator.
Spirit (all): Befuddle, Bladesharp, Countermagic, Disruption,
Glamour, Heal, Slow
Ostana: Skills: Dodge, Fast Talk, Human Lore, Listen
Other: Astrology, Astronomy, Midwifery
- Astrology: knowledge. Ability to tell fortunes and
predict the fates by analyzing the movement of the
stars.
- Astronomy: knowledge. Science of the tracking of the
stars. Used to predict astrological phenomemon such
as eclipes, alignments, etc.
- Midwifery: knowledge. This skill is used to deliver
births which have difficulties, and unusually complicated
births subtract from success chances.
Divine: Command Lune, Madness, Reproduce, True Sickle,
Waste Loins
Drina: Skills: Courtesan, Dodge, Fast Talk, Human Lore
- Courtesan: communication. (10%) Courtesans are skilled
and professional craftspersons whose tools and media
are bodies of beings. The techniques of love are multiple,
but are all contained under this RQ skill. It includes
the fine points of verbal enticement, coercive seduction,
titillating entertainment, tasteful foreplay, subtle
manipulation, erotic carnality, exuberant climax, and
satisfying afterplay. Increased competancy in the skill
indicates increased knowledge and finesse.
Divine: Couvade, Ecstatic Communion, Second Mouth, Turn
Blow
- Ecstatic Communion (2): touch, temporal, non-stackable,
reuable. If the target is overcome, this spell causes
exquisite sensual joy between the caster and the victim.
Neither will be capable of action during the first
five minutes at least and after that only the caster
may do anything for the duration. When cast the victim
must try a saving throw of POW+INT or less on d100.
If s/he fails, s/he will cooperate fully with the caster
during the duration, but not use permanent spells or
POW or attempt suicide. Once overcome by this spell,
the victim resists with only 1/2 MP afterwards.
Associated: Truespeak (Knowledge Eater)
Listia: Skills: (only one required) Craft/Cooking, Courtesan,
First Aid, Human Lore, Midwifery
- Craft/Cooking: knowledge. Ability to chose proper
ingredients and cook in a tastefully staisfying way
food that is available. Higher quality food and spices
add to the success chance as do other special ingredients.
- Courtesan: communication. (10%) Courtesans are skilled
and professional craftspersons whose tools and media
are bodies of beings. The techniques of love are multiple,
but are all contained under this RQ skill. It includes
the fine points of verbal enticement, coercive seduction,
titillating entertainment, tasteful foreplay, subtle
manipulation, erotic carnality, exuberant climax, and
satisfying afterplay. Increased competancy in the skill
indicates increased knowledge and finesse.
Divine: Bless Home, Charisma, Community, Erotocomatose
Lucidity, War Fetter
- Charisma (1) ranged, temporal, nonstackable, reusable.
Doubles the target's APP of the target and no matter
how high the APP goes, the target remains recognizable.
- War Fetter (3): ranged, temporal, stackable, reusable.
When cast on an armed and armored warrior and his/her
MP are overcome, one target per spell is completlely
immobilized. S/he can still speak, but not cast spells.
Notes: All worship to the Moon Woman Goddess is combined
and worshippers are not generally distinguishable between
one another, cultists may get one type of spell from
another aspect usable as the rest of her divine spells
are. No skill limits
Sacz (Pantheress)
Sacz is the Goddess of felines and those who worship
felines. Her changing powers are not the same as those
of Nikinik and they have a little conflict over this.
She is the Goddess of intuition and primal instincts.
Her followers wish to remove muddling thoughts and
act without inhibition or hesitation. In Beer Sheva,
she is the Goddess of Panthers (the local feline),
but her powers extend to all felines.
Skills: Climb, Natural Attack, Sneak, Track
Spirit: Coordination, Disruption, Ironhand, Mobility,
Peaceful Cut (Lord of Animals), Silence
Divine: Catseye, Identify Scent, Panther Head, Panther
Paw
Associated: Call Feline & Command Feline (3)(Lord
of Animals), Shield of Darkness (Queen of Night)
Salla (Puppet Master)
Salla is the God of minstrels, singers, puppeteers,
and other types of entertainers. He is also the jester
and fool, a prankster possibly causing ruin to all.
He can be helpful or a self-indulgent buffoon, fornicating,
eating, and drinking. Odd beings of many types also
worship him for his lying and anatomy removing powers.
Skills: Fast Talk, Sleight, 2 other Entertainment Skills
Other: Acrobatics, Act, Dance, Disguise, Juggling, Orate,
Play [any], Puppeteering, Sing, Storytelling
Spirit: Befuddle, Endurance, Heal, Glamour, Shimmer
Divine: Create Image (Illusion Goddess), Cure Materials,
Group Laughter, Harmonize, Lie, Listen to Me, Remove
[Body Part]
Sitamáåhl (The Judge)
He is Ruler of the land of the dead, which is above
hell. He knows all creature's crimes and righteous
acts. Those that are wicked (according to their gods)
will go to hell, the rest will be pleaded for by their
Gods. He controls the entrances and exits to and from
the underworld. His worshippers are judges, occultists,
ancestor worshippers, and others who revere or wish
to retrieve the souls of the dead.
Skills: Ceremony, Summon
Spirit: Demoralize, Detect Magic, Dispel Magic, Extinguish,
Second Sight, Spirit Screen
Divine: Axis Mundi, Bless Spirit, Create Spirit of Teaching,
Gift Power, Gift Spell, Incarnate Spirit, Oath, Reincarnation,
Special Ressurect, Spirit Guarding, Spirit Meld, Summon
Dead
- Special Ressurect: as per Book 2 but, reusable and this
spell causes no loss of characteristics if done within
5 days. Past 5 days means spirit has traveled through
the underworld and arrived at the Land of the Dead
and is now unressurectable.
Notes: No Agility or Stealth skill limits
Tsuludu (Transferer)
He is the God of thieves, burglars, spies, and night
prowlers. He teaches non-violence and avoidance of
conflict. He secretly robs and spurns those who dislike
or oppose him. Most people feel safe from his worshippers
and pay when their time has come. Most of his followers
are pickpockets, pilferers, petty thieves, and small
time operators. When robbing normal people they only
take a small part, but gluttonous hoarders are to be
taken for all they're worth. The followers usually
have a special relationship with the cult of Magic-Wealth
(ie. thief to fence). Cultists believe it is evil to
kill and appropriate to steal from others no more than
allows them "normal' living: 2-5 silvers a day.
Thieves usually steal items which are less than 100-300
silvers in value. Thieves usually never steal from
Enikal worshippers.
Skills: Climb, Devise, Jump, Sneak
Other: Bribery, Feign Death, Foil Restraints
Spirit: Coordination, Detect [Precious Substance], Dispel
Magic, Farsee, Mobility, Sleep
Divine: Divination Block, Face of Anyone, Forget, Seal
Tongue
Associated: Concealment (Illusion Goddess and stolen
power from the Unseen God, who is now a dead God),
Jump (Leaper, Hero)
Notes: Cult Associations: Leaper is a Demigod-Hero of
Tsuludu, Miraj is very friendly, and Enikal is on good
relations. Jallüd and Wahir and Gods to be avoided
and held hostilely. Almost all other Gods are neutrally
viewed as targets of theft.
Tulear (Sun King) Main God
God of the sun and all light, seeker of things true,
and the enlightener. Holy sunlight burns his foes and
lights the way through darkness and ignorance. His
followers are leaders and also some who seek effortless
enlightenment. He does not understand ignorance or
darkness and opposes it at any opportunity.
Skills: Evaluate, First Aid, Orate, Ride
Other: Human Lore, Scan, Spear Attack & Parry
Spirit: Befuddle, Detect Enemies, Farsee, Heal, Lantern,
Light, Lightwall, Peaceful Cut (Lord of Animals)
- Lantern (variable): ranged, duration 5 minutes per point,
passive. This spell must be cast on a flat surface
and it will illuminate a 180o area for 10 meters in
front of the surface. The glow is like that of a normal
lantern.
- Peaceful Cut (1): ritual ceremony. This is the special
ritual which is performed to ensure that the soul of
the slain beast returns to Djako, to be reborn properly.
It includes a short prayer and ritual of thanksgiving.
Divine: Blinding, Cloud Clear, Coin Wheel, Command Griffin
(Hero Lushai), Command Salamader, Earthwarm, Sunbake,
Sunbright, Sunspear
Associate: Absorption (Earthmother), Command Bird (Lord
of Animals)
Uzke (Queen of Night)
She is a mysterious Goddess of the night and surface
darkness. Her cult explores the secrets of darkness
and finds the diverse horrors and solaces contained
within the many forms of darkness. She is sometimes
savage and primitive, an aspect many of her followers
worship. She is sister and wife to Uzkuke, Primal Darkness.
In Troll society, she is worshipped by the women, most
Troll leaders, and "nice" Trolls (who are
savages by normal standards).
Skills: Attack, Hide, Listen, Throw
Other: Scan, Sleight, Sneak
Spirit: Countermagic, Darkwall, Demoralize, Extinguish,
Peaceful Cut (Lord of Animals), Silence
Divine: , Command (Ghoul, Hag, Lamia) (stolen from Lord
Lich and uncommon to acquire), Create Shadow, Darksee,
Darkwalk, Hide Fire, Shield of Darkness, Suppress Aether
Associated: Crush (Primal Darkness), Curse Foe (Black
Bitch the Demon Witch)
Notes: The Command spells stolen from Lord Lich are
used against such creatures, not for alliances with
them. When used for alliances, these spells and there
users are considered evil.
Uzkuke (Primal Darkness)
Ruler of Hell, who controls all the lost, misguided,
or evil spirits. He is the God of Primal Darkness,
cloaked ever in shadow, and muttering in the darkness.
He is worshipped by those living underground who seek
protective solace in the darkness, Trolls, Dark Elves,
and others. He is also the God of Decay, or life from
the dead. In Troll society, he is worshipped by warriors,
Trollkin leaders, and "mean" Trolls.
Skills: Attack, Conceal, Fast Talk, Sleight
Other: Hide, Search, Sneak
Spirit: Bludgeon, Demoralize, Extinguish, Second Sight,
Spirit Screen
Divine: Command (Chonchon, Ghost, Hellhound, Hellion,
Passion Spirit, Shade, Wraith, [other Hellish being]),
Crush, Fear, Seal Wound, Shade to Demon (Form/Formlessness),
Summon [Commandable Creatures], Suppress Oakfed
Associated: Darksee (Queen of Night)
Notes: Material otherworld beings are only summoned
by evil beings.
Virsac (Beast-Man)
God of beast-men and fantastic beasts. His cult gives
the necessary amount of culture to survive in the world.
His cultists are all intelligent and his worshippers
fill many roles in their societies. Not a lord of animals,
but a God for intelligent beasts to worship.
Skills: Dodge, Hide, Natural Weapon Attack, Scan
Spirit: Disruption, Ironhand, Protection, Vigor
Divine: Clawsharp, Paws to Hands, Poison [Natural Weapon],
Skin Armor, Toothsharp
Vohip (The Mouth)
Progeny of the "Mother", who devours her
foes. Known as the hungry one and the devouring mother.
Followers who are not as devout as they should be get
devoured by the Demons of Vohip. Her followers live
in great underground tunnels eaten from the Primal
Earth by the demons of the cult. Her followers tunnel
through the earth and society. These tunnels are elaborate
and criss-cross the world, rivaling the Dwarf tunnels.
Skills: Attack, 2nd Attack, Hide, Mineral Lore
Other: limited Alchemy including Brew Pratzim, Taste,
Throw Shruriken
Spirit: Demoralize, Ironhand, Protection, Silence
Divine: Acid Blood, Berserk (gift of Murderous Fury),
Chomping, Command (Demon of Vohip, Gulper), Fangs,
Swallow, Sweat Acid, The Bite, Tongue, Venom Bite
Associated: Attract Attention ("Mother")
Notes: Demons of Vohip are Krarshtkids and Krarshtkides.
These Demons can also be initiates (usually compromising
90% of the initiates).
Wahir (Fate)
Wahir is the God of Luck and Death. He is the unyielding
fate of all creatures, both mortal and divine. He is
a frightening but necessary agent of eternal change
who could be, but rarely is worshipped in a courageous
and noble way. He desires only death and this extends
to his own worshippers, who he will not protect, but
might bring them back. Cultists believe in blood sacrifice,
animal or man. Cultists are not allowed to kill frugal
wandering holy men, monks, non-violent women, and Hachardan
worshippers. Sacrifices of intelligent beings are kept
secret but are still carried out. Worshippers engage
in huge orgies attempting to bring life into the world,
which will placate the god temporarily when the children
are later sacrificed to Wahir.
Skills: Attack, 2nd Attack, 3rd (Thrown) Attack, Track
Other: Courtesan, Dancing, Deathtongue, Gambling, Acolytes
and Lords may learn Sense Life
Spirit: Bladesharp, Bludgeon, Demoralize, Dispel Magic,
Disruption, Endurance
Divine: Deathwish, Deathlink, Divine Intervention*,
Return [Weapon], Sever Spirit, Shattering, Stones of
Wahir, True [Weapon]
- Death-Wish (1): ranged, temporal, non-stackable, reusable.
The target, if overcome, stops all action and waits
to die. The target can roll at the end of every round
to see if s/he breaks out of the effect, the roll being
less than INT x 2.
- Deathlink (2) ranged, duration 24 hours, nonstackable,
reusable. The spell links the target's and the caster's
fate for the duration. If the target is unwilling,
their MPs must be overcome. The effect is to cause
the fate of the caster to also become the fate of the
target. If the caster dies, the target dies. As long
as the caster is alive, the target cannot drop below
one total HP (but will be unconscious at one HP). If
the caster is dead, the target cannot be brought back
to life until the duration expires or the caster is
brought back to life.
- Divine Intervention: His worshippers must kill a number
of sentient beings equal to the amount of POW lost
during a life-recovering divine intervention, within
an equal number of days (ie. 4 party members in 4 days,
for 4 points POW lost). If his worshippers do not make
these sacrifices, they will be returned to death.
- Return [Weapon] (2): touch, temporal, non-stackable,
reusable. This spell can be cast on any thrown weapon.
For its duration, it will cause the weapon to return
to the hand of the caster on SR 10 of the round after
it was thrown, regardless of if it hits or misses.
- Shattering (1) ranged, instant, nonstackable, reusable.
The caster must overcome the target's MPs and if successful,
it does 2d6 to a random hit location. Armor protects
against this damage normally, but not Countermagic
or protection.
- Stones of Wahir (1) ritual Enchant, one-use. Enchantment
creates a solidified stone-like object that must be
cast at a target to take effect (no MP vs. MP roll).
The objects become different colors during the enchanting
and are identified as such. The stones need not penetrate
armor, only contact the target. If the stone hits,
it is shattered. The item in parenthesis are the required
ingredients for the spell.
- Brown Stones: (normal INT creature's heart) The brown
stone heart cancels any innate magical or chaotic powers
a creature has for 1d6 hours. The heart must be from
the same type of creature as to be affected, ie. any
human heart will work on any human (even non-chaotic
hearts vs. chaotic targets).
- Blue Stones: (normal INT creature of INT 12 or more's
brain) The brain shrinks to a handy size and is able
to drain MPs from targets. If INT of the sacrificed
was 12-5, 1d10 MPs are drained. If the INT was 15-7,
2d10. If 18 or more, 3d10.
- Green Stones: (Kalce or Sitamáåhl cultist's
heart) For every full five points of reusable rune
magic that the cultist had, the stone will Resurrect
(full HPs) any being touched who died within the last
five days.
- Black Stones: (heart of a High Priest of any cult) Any
worshipper of that cult struck by the stone, other
than a High Priest dies.
- Other stones have been created but these are the most
common.
Notes: Cultist are immune to Fear and Deathwish spells.
Initiates learn 30% Deathtongue during first 10 wks
of inititatehood. Lord candidates must kill someone
on orders of the High Priest, to gain Lord status.
This may be someone close to the Lord such as comrade,
child, or wife.
Zlato (Demon Killer)
Zlato Cult History
Before time began, Zlato did not exist. Zlato and Zlaten
were born as twins on the Osiran frontier, near the
border to Siba, about twelve hundred years ago. The
two brothers grew up to become great warriors as members
of the Red Moon Cult, but they were not members of
the Red Moon (a lycanthrope) Clan. The two led the
Kingdom of Osir into the Great Empire of Siba empire
and with the Red Moon Regiment, the two destroyed the
Lycanthrope Corp of Siba.
Empress Nehyuhet rewarded both the Red Moon Cult and
the two heroic brothers. The two brothers began their
quest to destroy the evil empire of demon-summoning
half trolls. But Empress Nehyuhet was assassinated
and the Red Moon Goddess would not support them in
their quest. A period of several years followed in
which the Kingdom of Osir rebuilt the army and made
plans to invade and destroy Siba. The two brothers
would not wait and they gathered their followers and
stealthily moved around the Great Siba Empire sowing
the seeds of disunity and instigating several rebellions.
Theft of half troll demon manuals allowed the brothers
to learn the ways of otherworld demons. The brothers
both heroquested, together and separately, to gain
powers that would assist them in these conflicts. Many
times the brothers narrowly escaped and many of their
followers where killed. This period established the
cults prediliction toward long-term, independent, insurgency
actions. Finally the group was captured and imprisoned
in the Siba College of Sorcery, because the Siban Emperor's
Advisors suggested they learn the depth of the brother's
knowledge.
The Kingdom of Osir finally attacked and as chance
would have it, the Red Moon Cultists attacked the College
and freed the two brothers and the handful of surviving
followers. The brothers felt vindicated and dedicated
themselves toward eradicating the remaining demon summoners
from Siba. The two brothers finally became actual heroes
and gained many followers. Zlato met and allied/controlled
two powerful spirits: Helgamel and Zagarren.
When the war with the orcs in Beer Sheva erupted, the
two brothers and their followers led the way against
these demon-worshipping abominations. Unfortunately,
they first encountered the Bleeding Demon, Zur, and
he grievously wounded Zlaten. Zlaten's wounds have
never healed, even with the efforts of Kalce the healer.
Zlato became despondent that his brother's wounds would
not heal and that so many followers pointlessly died.
He quested on the hero plane many times in search of
a cure for his brother. He encountered the Crimson
Bat and amazingly, successfully allied it. Zlato finally
decided to retire and used his knowledge and allies
to set up a cult opposed to the invasion of otherworld
beings and influences.
In the latest invasion of the orcs and subsequent usurpation
by the evil, demon-summoning Siban tusk riders, the
cult has decided to leave Babel and keep a low profile.
Zlato Cult in the World
The Zlato cult is misunderstood by most in the world.
Those who actually understand the reality of the threat
think that Zlato cultists must be insane to pursue
this so vigorously.
Others who do not see the mortal threat to the status
quo feel that Zlato cultists blow the actual problem
out of proportion, in order to enhance their own limited
status.
Some feel that the Zlato cult narrow-mindedly focuses
on a fringe issue. The Zlato cult has decided to limit
its resources to the central issue that threatens everyone.
Cultists sometimes have an aloof and sometimes arrogant
attitude, because they feel they are saving the world.
The cult has very little influence in power politics
and has no members of the nobility with a rank of baron
or higher. This influence is starting to change with
the assistance to the cult by the Vetubræ family.
One of the most significant cult events since founding
occurred recently when about 90 lords eliminated a
nest of half-troll demon summoners, but were subsequently
eaten by Cthulhu. Only two survived the experience,
but all their souls did survive.
Zlato Centers of Worship
Only two major or great temples to the cult exist in
the world. The total number of followers is about 6000,
mostly high-quality initiates.
In Babel, about 2500 followers pray at the great temple
there. Up to a 1000 of these are at the cave annex,
about three kilometers east of Babel in the mountains
on Skyfall Lake. The Babel temple is built over an
enormous cave chamber which has an exit south of the
crypts opening toward Skyfall Lake. High Magus Orcus
the Magus leads the temple. The Babel temple was temporarily
abandoned, but re-occupied by the efforts of Doctor
Cornelius.
About five kilometers from Beit is a major temple with
about three thousand worshippers. These worshippers
regularly make expeditions into the swamp to update
maps and locate otherworld influences. About 50 rune
lords attend services here.
Another significant and new site is the minor temple
at the White House in the Barony of Lac May, which
also has a nearby cave annex with the cult's only troll
worshippers (about 100.)
The remaining cultists are scattered around the empire,
with most in Siba and Beer Sheva.
Zlato Initate Membership
Requirements: Must be a lay member in good standing,
have four skills at 25%, and sacrifice one POW to Zlato.
Benefits: support by one's cult liege (if any), otherwise
the cult will only support in dire circumstances or
during cult missions.
Skills: Speak and R/W Darktongue
Spirit Magic: Disruption, Ironhand, Mobility
Initiate or Apprentice Sorcery Spells: Binding Enchant,
Damage Boost, Damage Resist, Dominate INT, Dominate
POW, Glow, MP Matrix Enchant, Mystic Vision, Neutralize
Magic, Regenerate, Skin of Life, Spell Resist, Spell
Matrix Enchant, Spirit Resist, Summon INT, Summon POW,
Treat Wounds
Zlato Acolyte Membership
Requirements: Must be an initiate in good standing for
at least a season, must have any five skills at 50%,
and must have Ceremony 50%.
Benefits: support of the cult during the time of service
to the cult.
Skills: Banish, Interrogation, Otherworld Lore, Sense
Otherworld, Speak and R/W Bloodtongue, Speak and R/W
Blacktounge.
Spirit Magic: Ignite
Common Divine Magic: Command Cult Spirit, Sanctify,
Spirit Block, Summon Cult Spirit, Worship Zlato
Special Divine Magic: Batfangs, Batwings, Call Bat,
Command Bat, Find Cave (shrine spell)
Acolyte, Priest, Lord or Adept Sorcery Spells: Dominate
Bat, Dominate Passion Spirit, Dominate Shade, Form/Set
Darkness
Zlato Lord Membership
Requirements: Must be an acolyte in good standing for
at least a season, must have any five skills at 90%.
Benefits: Iron armor and an iron weapon, full support
of the cult.
Skills: R/W Melnibonean, R/W Tsolyani, R/W Arabic
Spirit Magic: Befuddle
Divine Magic: same as Acolyte, plus Destroy Gate and
Otherworld Ward
Zlato Priest Membership
Requirements: Must be a acolyte or lord in good standing
for at least a year, have ten points of divine magic,
and have both R/W Bloodtongue and Otherworld Lore at
50%.
Benefits: full support from the temple.
Skills: R/W Melnibonean, R/W Tsolyani, R/W Arabic
Spirit Magic: Befuddle
Divine Magic: same as Acolyte, plus Destroy Gate, Divination,
and Otherworld Ward
Zlato High Priest Membership
Requirements: Must be a priest in good standing for
five years, have fifteen or more points of divine magic
(five of which must be divination), 90% R/W Darktongue,
90% Speak Darktongue, Otherworld Lore 90%.
Benefits: Full support and loyalty from the entire temple.
Spirit Magic: Ignite, Befuddle
Divine Magic: same as Priest, plus Excommunication
High Priest or Magus Sorcery Spells: Darkness, Drain
Spirit, Dominate Hellion, Fear, Vision Projection
- Zlato Special Divine
- Batfangs (2): touch, temporal, nonstackable, reusable.
Works only on Bat cultists. Gives the target huge fangs
which do 2d6 damage and have a 50% beginning base chance.
These fangs are coated with an acid equal to the lesser
of the MP used while casting this spell or user's CON.
The spell is provided by the Crimson Bat.
- Batwings (1): touch, temporal, nonstackable, reusable.
Works only on Bat cultists with no chest armor in back.
Causes a large pair of wings with 3 point skin to sprout
from the target and allow him to fly at 10. HP equal
arm hit points and hit locations are same as a gargoyle.
Damage to wings does not affect total HP.
The spell is provided by the Crimson Bat.
- Destroy Gate (1): ritual enchant. Other-planar gates
can be destroyed with the use of this spell, one POW,
and a successful enchant roll.
[This is the only divine spell provided directly from
Zlato.]
- Otherworld Ward (2): ritual enchant, conditionally permanent,
conditionally reusable. Very similar to Warding, four
15-20cm stakes provide a base for the spell. The spell
projects to a 3 meter veritcal dimension (starting
from the bottom of the stakes.) The spell prevents
all otherworld beings from crossing the invisible barrier.
If the otherworld beings persist, match their MP vs.
Zlaten's MPs of 80. If the otherworld being fails,
it is destroyed. If the being succeeds, the spell is
broken. Multiple otherworld beings trying to broach
the barrier at once still attempt the breach individually.
The spell remains until broken or the stakes are moved.
Once the spell is no longer active, it can be regained
through prayer.
The spell is provided by Zlaten.
Zlato Special Sorcery
- Darkness: ranged, passive, temporal. Very similiar to
the Glow spell but is a patch of impenetrable darkness
instead of illuminating light. The darkness is also
one meter radius per intensity. If the spell is cast,
a creature requiring light to see will be at minus
75% to hit if in the area of effect or if the spell
is targeted at the eyes.
- Drain Spirit: ranged, passive, instant. Drains 1d3 MP
per point of intensity
- Fear: ranged, passive, instant. Duplicates the effects
of the divine Fear spell. To succeed, the intensity
of the spell must be greater than the Free INT of the
target and the target's MPs must be overcome.
Zlato Special Skills
- Banish: (Magic) With a successful skill roll and a subsequent
MP vs. MP roll, an otherworld being can be sent back
to its plane of origin. If used on a otherworld spirit
possessing a victim, the victim must be killed to release
the spirit for Banishment (or otherwise forced out
of the body.) This skill is provided by the subcult
of Sir Listius, see below.
- Interrogation: (Communication) Allows one to successfully
gain useful information from a target subject. The
target subject must be in a dialog with iterrogator.
- This dialog is usually accomplished with use of the
cult pain spirits.
- Languages: (Knowledge) Otherworld demonic languages:
R/W Melnibonean, Tsolyani, Arabic.
- Speak and R/W Darktongue: for the cult shades AND pain
spirits.
- Otherworld Lore: (Knowledge) Knowledge of otherworld
beings, cult structures of their worshippers, speicific
powers and habits of these beings, etc. Includes some
knowledge of the places of origin, such as Tekumel,
Melnibone, Earth, etc. Also used to determine if a
being is not from this world by description (not direct
observation.) Includes the subskills of Cthulhu Mythos,
Melnibonean Magic Lore, Tekumel Cult Lore, etc.
- Sense Otherworld: (Perception) Ability to sense that
a being within POW x 5 range in meters is not from
this world. If the being is not in line of sight, it
can still be sensed as a nearby enemy.
Zlato Subcults
All subcults are worshipped in every Zlato cult branch.
Shrines to a specific hero or spirit are not necessary.
- The Crimson Bat: Ally and Spirit of Reprisal
The moment Zlato realizes that a cultist has lost their
way in the battle with otherworld beings, a spiritual
avatar of Zlato will appear and speak with the cultist.
The spirit will convince them to resist the temptation
of otherworld powers and promises by otherworld gods.
If this fails the demonic companion of Zlato, the Crimson
Bat, arrives to consume the lost cultist(s).
The Crimson Bat will sometimes also be sent by Zlato
in response to a successful divine intervention by
a cultist.
The Crimson Bat provides the spells Batfangs and Batwings.
- Helgamel: Demonic Shade
Helgamel submitted to the powers of Zlato and has since
broken off pieces of itself for use by cultists.
Helgamel provides Shades of 3 cubic meters or less.
- Zagarren the Screamer: Demonic Pain Spirit
Zagarren allied with the Zlato when they first met.
Zagarren provided immesurable assistance to the early
investigations of otherworld knowledge by Zlato. Zlato
cultists benefit greatly from the incentive the children
of Zagarren provide.
Zagarren provides Pain Spirits of 3d6+6 POW.
- Zlaten: cult co-founder and hero
Zlaten proved his abilities many times, but no ability
was as great as his protective ability against otherworld
beings. He developed a ward to protect those inside
against the predations of otherworld beings.
Zlaten provides the spell Otherworld Ward
- Sir Listius: cult hero
Sir Listius followed Zlaten on every mission except
the last and Sir Listius forever after regreted the
decision to stay back. Sir Listius continued the work
of Zlaten, but sought to expunge the otherworld beings
instead of protect against their predations.
Sir Listius teaches the skill of Banish. He teaches
this via temporary possession after being summoned
via Summon Cult Spirit. (He is friendly and does not
need to be controlled.)
- The Loyal Legion: allied spirits
Dead cultists join Zlato in the Halls of the Dead in
order to assist in the combat against otherworld incursions.
The best are blessed by Zlato and become allied spirits
for future cultists.
Significantly, many of the best cultists are absolutely
destroyed by these otherworld powers or are lost in
other planes. These destroyed or lost cultists cannot
become allied spirits for they do not join Zlato in
the Halls of the Dead.
Zlato Associated Cults
- Mergea, the Red Mood Goddess: Zlato and Zlaten grew
to become heroes under the worship of the Red Mood
Goddess. Even though the two abandoned worship of her
to pursue the destruction of demon-summoning half trolls,
she still assists Zlato cultists occassionally.
- Clüj: Many times the followers of Clüj have
assisted in the destruction of otherworld influences.
Clüj does also not resist Zlato's assistance in
eliminating those rare Clüj worshippers who dabble
in demonology. The Clüj major temple 20 km from
Beit has been of exceptional assistance.
Although many other cults appreciate the stand of Zlato
against otherworld intrusion, most cults do not directly
support this effort. When a clear and present danger
can be presented, the assistance of at least members
of other cults (if not the entire cult) can be gained.
When battling otherworld influence many gods will not
follow the confines of the compromise. This means that
Zlato and others will have spells last longer, supply
magic points for divine spells, temporary cult spirit
assistance, and possibly even stronger measures.
Zlato Notes
Zlato cultists may be or become Sorcerers. Zlato sorcerers
do not need to create familiars to become adepts, but
to advance to the next sorcerer level, one must have
the skills required for the position.
Zlato cultists may learn spells appropriate to their
sorcery level as long as their are at least initiates.
For example, an adept who is also at least an initiate
could learn sorcery spells listed under acolyte.
Zor (Ha Niqra City God)
The hero who cracked the mountain of chalk and created
the River of Milk (the River Dagra) and Lac Zor. Many
Orcs that live in the Blue Grottos worship the Hero.
Skills: None for Initiates, Priests must Speak and Read/Write
Afshari at 50%
Higher: Attack, Boat, Parry, Fast Talk
Spirit: Coordination, Detect Enemy, Disruption, Endurance,
Heal, Protection, Strength,Vigor
Common: Command Cult Spirit, Excommunication, Mindlink,
Sanctify, Summon Cult Spirit, Warding, Worship Zor
Divine: City Harmony, Courage
- City Harmony (1): self, temporal, stackable, reusable.
Affects everyone within 3 meters of the caster. The
spell keeps the beings in the area of effect from getting
excited or violent. If beings in the area are under
the effect of emotion-affecting spells, they are immune
to the effects unless their spell is dispeled. The
spell dispels emotion-affecting spells that are weaker
than the City Harmony spell. Extra points of the spell
negate higher levels of emotion affecting spells and
increase the radius by 3 more meters.
- Courage (3): enchant ritual. The target of this hour-long
ritual becomes immune to Fear, Panic, and Demoralize
spells.
- Notes: Initiates only 5% time and 1% money, may become
Shaman, sorcerers, or members of other cults.
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