Cults, Orders & New Religions
All of the following gods, demigods, devils, and otherworldly powers are
entirely optional and may be used at the GMs discretion.
Plague-carriers of Malphastos
- BELIEFS: Malphastos is the devil
that created the evil spirits known collectively as Disease. He and his
followers revel in the suffering and torture of those inflicted by these
spirits. Trying to thwart the efforts of Mures and his healers,
plague-carriers are always looking for a way to spread disease and
pestilence. Being hated and reviled they try to remain inconspicuous and
will rarely wear a holy symbol or vestments. When in numbers and security,
they will wear plain brown robes with green trim. Their holy symbol is a
brown rat.
- SKILLS AND ABILITIES: Sense
Disease, Herbalism, Lore: Disease Spirits, and one of the player's choice.
- In addition the
player gains a special skill called Summon Disease. This skill is based
off the WIL + LUC of the character and can be used to summon diseases
into victims that are being touched. It requires two rounds to summon a
disease, and can only be done successfully a number of times equal to the
character's level per week. This disease will act as per the spell Disease. More powerful
diseases may be summoned, but the GM must determine the effects and
penalties to the skill.
- Immunity to Disease.
The plague-carriers are immune to the effects of all non-magical
diseases. They can act as carriers.
- EQUIPMENT: All
plague-carriers begin with their holy symbol.
Paladins of Valarian
- BELIEFS: Valarian is the
demi-god of chivalry and honor. Born of a tryst between Toln and a
beautiful Angel of Healing, Valarian was taught the art of war from his
father and the power of virtue from his mother. Yearning for something
beyond bloodlust and conquest, he studied under Sullum and gained a
greater appreciation for justice and honor. While this difference in
philosophies is a sore point for both father and son, they will aid each
other unquestioningly in times of trouble. Valarian is an archangel, and
while immortal and extremely powerful he can be killed. He is currently a
General in the Army of Elysium and fights in the Celestial War. Paladins must
remain absolutely pure and virtuous. They must have honor and be courteous
to all. They may never attack without warning, may never harm an innocent,
and must remain chivalrous unto death. The order of Valarian is very small
at present, with far more protectors and worshipping knights than actual
Paladins. Paladins use a downwards-pointing sword with a halo above the
pommel as their holy symbol.
- SKILLS AND ABILITIES: One
Combat Skill, Defensive Tactics, Banishment, Etiquette, and Riding Animal
- Mind-altering spells,
magic, or effects can never affect paladins. This includes all forms of
charms, mind control, and possession attacks. This ability does not
include illusion or hologram spells, although any illusion that would
result in a violation of their code will gain an additional save with
Willpower.
- Engender Trust. While
Paladins are inherently trustworthy, and often seen as such, some of the
more cynical and hard-hearted may not see their honor and virtue. This power
can only be used one time for every level of the caster per month. It
will create trust for the Paladin, his motives, and his ideals. This is
not a charm or mind control spell, it simply allows the subject to see
the Paladin for what she truly is: an honorable and virtuous warrior.
- EQUIPMENT: All Paladins
begin play with a weapon the character has skill in, a buckler or round
shield, a helmet, and a suit of armor. Roll 1D10.
1 - 2 Leather Armor
3 - 5 Cuir-bouilli Lamellar
6 - 7 Studded Leather
8 - 9 Cuir-bouilli Studded
10 Chain Mail
Priests of the One True Light
- BELIEFS: "Gods are
just the rays of colors from the prism of the One True Light".
These priests of the One True Light believe that Piccor is the only true
god, and that all of the other deities are the reflections of him. Other
priests, while holy, are beguiled by false faith or evil otherworldly
powers. They believe that all of the priests of the eleven Elder gods
(except Lillith) channel the light of Piccor to make their miracles. While
they try to convert others to their philosophy, they are not evil nor are
they particularly hostile to non-believers. They feel that eventually
everyone will realize their mistake and join the true faith. Currently
based in the town of Nevan, this denomination has not yet stirred the
interest of most Mages of Piccor.
Priests of the One True Light wear pure white robes and have no icon as a
holy symbol. They use a diamond cut as a prism as their holy symbol once
the priest has purchased or acquired one. Priests of certain standing or
seniority within the priesthood who have not acquired a diamond on their
own are given one.
- SKILLS AND ABILITIES: The
priests of the One True Light are A type spell casters and automatically
gain the skills "Learn Spells", "Cast Power Spells"
and "Sense Aura" and two other Magic skills. More importantly,
however, the priest receives only half the normal Drain for casting
spells. Also, he or she recovers from the penalties at twice the normal
rate. However, they cannot wear any armor heavier than padded, and may
only use small, one-handed weapons (hatchets, clubs, knives, and maces).
- EQUIPMENT: The priest
begins the game with a number of rune stones whose total power, when added
together, total 8. Also, the character will have scrolls whose total power
will be 8.
The Grand Inquisition
- BELIEFS: The Grand
Inquisition is a priestly order made from the ministers of Toln, Khadina,
and Sullum. All of the skills and powers available to those in the Grand
Inquisition are identical to those normally available to priests of the
applicable god. The church of Lillith has usually horribly victimized
members of the Grand Inquisition: villages burned, families butchered,
wives raped, horrible experiments researched. The Grand Inquisition has
good reason to hate and desire vengeance for the atrocities committed.
They have been given a grant by the High Priests of E'gath and the Emperor
himself to weed out, bring to trial, and execute any worshipper of
Lillith. While all lands and goods are given to the state if there is no
longer an heir, the presence of the Judges of Sullum always guarantees a
fair trial.
·
BELIEFS: Orcs, some ogres, and the larger humanoid
creatures believe in Torga. She is
a cruel and bloodthirsty goddess of war and destruction. Her followers and war-shamans believe
that the strong survive, and only the strongest should rule. Very popular amongst the various tribes
and clans of orcs, most large groupings of orcs will have at least one
war-shaman. War-shamans will
generally study the physical arkana of magic in order to further aid their
warriors and followers. The Church
of Torga has taken a bloody scalp as their holy symbol. Very rarely is this a stylized picture
based symbol; most often the scalp is fresh from their latest victim. War-shamans wear red and yellow colored
robes and clothing.
·
SKILLS AND ABILITIES: Lore: Tactics & strategy, 3
combat skills, and one skill of choice.
o
War-shamans have the ability to cast Ignore Injury as
per the first power mental spell of the same name. However, the priestly ability allows the priest to
affect up to two individuals per level.
This ability can only be used once per day.
·
EQUIPMENT:
War-shamans will begin the game with a fresh holy symbol tied to an
oaken staff, a set of robes or other clothing, and any weapon the character has
skill with.
·
BELIEFS: The watchers are a group of ministers
dedicated to Alrothna. The watchers believe that first hand
observation is the key to knowledge. They do not simply rely on ancient tomes
and stories told for generations. They send some of their members out to
observe the important people and events that unfold around them. Other sets of
watchers remain to experience and record their travels. Many watchers sent out
become lowly servants or guards, all in the cause of the truth. They keep this
portion of their work secretive, telling no one of their travels and studies. Stories tell that the watchers know
all, see all, and can predict the future.
While
they have great knowledge, the stories are exaggerated. This is never told to
the paying customers however. Anyone may ask the watchers one question for a
price. They will answer it to the
best of their knowledge. If the question is a one with a simple answer such as
a location, a name, or a reason they will be quick and to the point. Questions
that require knowledge of the future they will answer as they believe, but will
shroud in mystery and riddles. Anything in between is up to the watcher
granting the session. Every
postulant arriving to have a question answered will be required to provide a
significant service. This will depend wildly on the talents, resources, and
motives of the guest. Such services could include a large monetary gift, a
quest for something the sect requires, service in their fields, magical aid, or
even a promise of future deeds. Rarely will the service exceed a period of one
year per question however.
The
watchers believe that it is not their place to change the nature of man, or to
change the course of history. That
is for those to come to them seeking knowledge. In this believe most watchers
will not take a sentient life, gain monetary or secular power, nor influence
others unduly. This is left to those whom they observe. The watcher's holy symbol is an eye
with a Hannaran rune for Selan as the pupil. The rune is most commonly red, with the background in blue.
All of the watchers have this tattooed on their scalp when they join. While
they are traveling all are expected to re-grow hair or wear headdress.
- SKILLS AND ABILITIES: Of the character's "A"
and "B" skills, five must be chosen from the following: Alchemy,
Astrology, Astronomy, Early Engineering, Geology, Herbalism, Language,
Lore, Mathematics, Realize Worth, Sense Disease, or Sense Injury.
- Alrothna also grants
her watchers the ability of communion. While in communion any watcher can see, hear, and
experience everything that any other watcher does. This communion is
passive and cannot be used to control the subject. If the watcher pauses
and concentrates she can recognize the presence of another and enter a
two-way dialog.
- EQUIPMENT: The watchers of Alrothna begin the
game with a book, a regular scroll, and ink and quill.
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© 2000 J.K. Wykowski & T.
Coonrod