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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 They have been replaced by the concept of Us (or Me) and Them.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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    Copyright © 1995-6 by Michael Derry, derry@jugenstil.com Updated April 25, 1996