Jump to content

RHW

Member
  • Posts

    377
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by RHW

  1. Ernalda the Queen subcult, Kadone the Grounder, one of her more martial aspects: KADONE THE GROUNDER Kadone embodies Ernalda’s mastery of heaviness, the power that keeps everything stuck to the ground. She is the most combative of all of Ernalda’s daughters. Her worshipers serve as siege experts and battle priests in Esrolia. CULT BATTLE MAGIC: Glue, Slow. Kadone worshippers can learn Slow as a specialty spell in addition to Countermagic. EARTH RUNE MAGIC CRUSHING WEIGHT (Rune Magic, Ranged, Stackable, Instant, 1 pt) Targets of this spell must be in contact with the earth. The target is smashed downward by a sudden, crushing weight. Each pt of this spell does 1d4 location damage, divided equally between the target’s legs, ignoring all armor and magical protection. A successful resistance roll halves the damage. Additionally, if the target fails resistance, the target is knocked prone. Each additional pt does 1d4 more damage or adds another target. EARTHGRIP (Rune Magic, Ranged, 1 pt). The target of this spell must be in contact with the earth. The earth reaches up and entangles the legs of the target. If the caster succeeds in overcoming the target’s DEX with her POW, the target is completely immobilized. Each additional pt adds +25% to the Resistance Roll or adds one target. Immobilized targets may not move. They are also -25% to their Dodge checks. However, their legs get +5 AP each because of the covering earth. They may free themselves with a successful STR vs Caster's POW check (adjusted for the strength of the spell), which they may attempt once a round in SR 1. GROUND FLYER (Rune Magic, Ranged, 2 pts.) On a successful resistance roll, the target of this spell loses the ability to fly for the duration of the spell. If the target is in the air, the target is instantly pulled straight down to the ground but suffers no damage. HEAVINESS (Rune Magic, Ranged, Stackable, 1 pt) On a successful resistance roll, the target of this spell is -1 to move rate and -5% to all melee and agility skills (including Dodge) per pt of the spell for the duration of the spell per point of the spell. (Minimum move rate is 1). Additional pts increase the intensity of the spell or add an additional target. SINKHOLE (Rune Magic, Ranged, Stackable, 1 pt) Permanently drops the earth 3m in a 3m radius of the target. Each additional pt adds another 3m of depth or 3m of radius. Living beings inside the area of effect take no damage but end up in the hole and must climb, fly or jump to get out. Generally, the walls of a sinkhole are unstable and difficult to climb and climb rolls at usually at -25% (this may vary by type of ground). MASTERY RUNE MAGIC FIGHT WIND (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Wind related foes (such as Windchildren, Air Elementals, or Orlanth worshippers). RESIST WIND MAGIC (Rune Magic, Ranged, Stackable, 1 pt). Each pt of Resist Wind Magic give the target +25% resistance vs Wind/Storm Magic and 1 AP vs Damage from Wind/Storm Magic like Lightning. KADONE’S SECRET (Earth Rune Magic) ENCHANT GROUND (Rune Magic, Ritual, 3 pts) This spell takes 24 hours to cast. It permanently enchants an area (20m radius) with any Rune Magic spell the casters stacks into the ritual, such as Heaviness, Crushing Weight, Ground Flyer, etc. The stacked spell is automatically cast on any hostile target that enters the area. The spell stacked into the Enchanted Ground is lost forever to the caster, but Enchant Ground is itself reusable.
  2. ERNALDA THE QUEEN Ernalda the Queen is the goddess of clan matriarchs, heads of families, and other politically influential women. This subcult of Ernalda dominates Esrolia, a matriarchal Queendom to the southeast where Ernalda worship is preeminent. Her runes are Earth, Mastery, and Harmony. CULT PERSONALITY TRAITS: Just, Strongwilled, Hate (Enemy Culture or Tribe) CULT SKILLS: Orate, Persuade, Mythology (Ernalda), Voice of Command Voice of Command (Communication Skill) The character exudes authority and her commands carry great weight. This skill can be used to augment orate for the purpose of giving a command. Additionally, this skill can be used as an action to augment many Ernalda the Queen cult spells. CULT BATTLE MAGIC: Countermagic, Demoralize, Dispel Magic, Glamour, Heal, Spirit Screen, Strength, and Vigor. The cult specialty spell is Dispel Magic. RUNIC METALS: Iron, Copper ERNALDA THE QUEEN’S COMMON RUNE MAGIC (Available to all worshippers regardless of subcult) EARTH RUNE MAGIC COMMAND EARTH ELEMENTAL, COMMAND EARTHSHAKER BEAST, COMMAND SNAKE, DISMISS ELEMENTAL, SUMMON EARTH ELEMENTAL EXORCISE PASSION SPIRIT (Rune Magic, Ritual, Stackable, Touch 1 pt.) This ritual magic takes approximately one hour to cast. At the end of the ritual the caster touches one creature, object, or location possessed by a Passion Spirit and, with a successful POW vs POW roll, the Spirit is cast out and driven back to the Spirit Plane. Ceremony skill or Voice of Command can be used to augment the resistance roll. The spell affects one possessing spirit of the caster’s choice. Additional pts can be used to simultaneously exorcise additional spirits possessing the same target or add +25% to the resistance roll. HARMONY RUNE MAGIC COMMAND HUSBAND (Rune Magic, Ranged, 3 pts.) The target of this spell must be married to the caster. If the caster succeeds in a resistance roll, she can give a single command to the target which must be obeyed, even if doing so might cost the target his life. Commands may be short term (“Apologize to my sister.” “Bring me the head of Alfred Grace.”) or long term (“Get a job.” “Free Sartar.”) Very specific, short term commands must be executed immediately. The more long term or vague the command, the more latitude the target has in fulfilling it. While under the influence of this spell, the target may freely augment one skill per round used to succeed in his wife’s command by her Voice of Command/5. This spell may not be regained until the command has been fulfilled. CREATE COUNCIL (Rune Magic, Ritual, 3 pts.) This spell creates a bond between a governing group such as a tribal or clan ring. All targets must be present and must be properly appointed or elected. The spell lasts one year. While under the influence of this spell, the targets can tell instantly if any other member of their council or ring is lying to them. RALLY WOMEN (Rune Magic, PBAE = 50 m, 3 pt). For the duration of the spell, the caster’s Voice of Command augments the Resistance Rolls of all allied woman in range. Additionally, allied women in range are immune to fear and negative morale effects. Finally, women in range of the spell may not run away from the caster unless they succeed in a resistance roll. In this case the augment from the caster’s Voice of Command counts against the woman instead of for her. STOP ANGER (Rune Magic, Ranged, Instant, Stackable, 1 pt) This spell stops people from feeling angry. It also cancels Berserk magic such as that used by Urox, Babeester Gor, Shargash, or Humakt if the caster succeeds in a Resistance roll. Each pt of the spell doubles the number of targets (all targets must be in spell range). STOP ARGUMENT (Rune Magic, PBAoE, 10m radius, 2 pts) This spell prevents anyone within 10m of the caster from screaming, shouting, orating or using any kind of communication skills or passions to win an argument. People inside the radius may only speak in a normal, reasonable voice. People who wish to oppose the spell may do so with a successful Resistance roll. THINK OF THE CHILDREN (Rune Magic, Self, 1 pt) This spell gives a bonus of +25% per pt to the caster’s Persuade, Orate, Fast Talk, Voice of Command or other applicable skill per point when that skill is used in a way to motivate people to help or defend children or to prevent the targets from endangering children (such as by fighting a war or refusing to work).
  3. I've used Battle or similar skills in large melees to determine the most important melee a character finds himself in. So the characters are at Pennel Ford, say. Have them roll Battle: Crit Success: PCs who crit manage to flank the enemy lines and ends up in personal combat with a Standard Bearer. Capturing the Standard is the Very Biggest of Deals. Special Success: PCs who get a special success flank the Lunar lines and end up in personal combat with a Enemy Officer or Magician. Killing the Officer is a Very Big Deal and could help turn the tide of battle. Normal Success: PCs who make a normal success end up fighting a slightly inferior clump of enemy soldiers and have a slight terrain advantage or surprise. Failure: PCs who fail end up fighting superior enemy soldiers who have surprised them or who have terrain advantage. Fumble: PCs who fumble are caught by surprise when Graymane changes sides, end up in close combat with Graymane and his retinue, and need to GTFO or die.
  4. It's even more places than the above! You left out the Entruli (Solathi, Ditali etc) of North and Central Maniria.
  5. Last subcult for Ernalda the Healer. JERA THE HERBALIST (Goddess of Herbalism and Medicine) Jera is the goddess of healing potions and medicine. She’s a popular subcult of Ernalda the Healer. CULT SKILLS: Preserve Herbs (Manipulation), Brew Antidote (Manipulation), Brew Healing Potion. Brew Antidote (Manipulation Skill): Antidotes require special ingredients that can be gathered via Plant Lore or Animal Lore, usually a sample of the poison being countered. Antidotes have a potency equal to the source, up to a max of the crafter's Skill/5. Crafting an antidote takes a full day per dose. Antidotes attack Poison in a Potency vs Potency resistance roll. If the Antidote hits, the poison loses potency equal to the potency of the Antidote. If not, the poison loses half the Antidote’s Potency. Antidotes must be taken either before the poison is drunk/injected or before the poison’s delay expires. Brew Healing Potion (Manipulation Skill): Healing potions require special ingredients that can be gathered via Plant Lore. Brewing a single dose of a potion takes a full day. Potions heal Skill/15 pts of damage when drunk or poured on a wound. Drinking or applying a potion is a move action. 6 Pt Heal Potions can reattach limbs if both parts are intact. HARMONY RUNE SPELLS RESTORE HEALTH EARTH RUNE SPELLS IMBUE POTION (Rune Magic, Ritual, 3 pts) This spell must be cast on a dose of Healing Potion created by the Brew Healing Potion skill. This allows the caster to imbue the Potion with a single spell, either Battle Magic or Divine, which is cast upon the drinker when the Potion is imbibed. The caster must either know the spell herself or have the assistance of someone who does. Magic points are spent normally and Divine spells are considered cast and must be recovered normally. Only spells with positive effects can be imbued into a potion and the drinker can choose to resist the effect freely if desired. The entire process of creating an Imbued Potion takes three full days and creates a single small flask (one dose). The new Imbued effect replaces the normal healing qualities of the potion. The potion must have a starting potency of 1 for every point of Battle Magic imbued, 2 for every point of Divine Magic imbued RESTORATIVE POTION (Rune Magic, Ritual, Stackable, 1 pt) This ritual takes an entire day. The caster casts this spell on a Healing Potion, then spends MPs equal to the potency of the Potion. When drunk, the Restorative Potion will restore MPs instead of damage. MPs expended to make the Potion are regained normally. Each extra point allows for the creation of an additional dose during the same ritual, though MPs must be spent normally to create each potion. JERA’S SECRET EARTHPOWER
  6. As a mechanic, I can see the Augment chance being negative as a feature, not a bug. Any time a character wants to do two things at the same time that require both to work, making her augment one with the other and either get a bonus or a minus makes a lot of sense. EXAMPLES: Um has Hide at 75%, Move Quietly at 80%. He's trying to sneak up on a Lunar camp at night. He needs to both move in cover and be quiet, so the GM says he has to pick one skill, roll an Augment check, then use it on the other. Um Augments Hide with Move Quiet, hoping to roll under 80 and boost his Hide to 95%. Unfortunately, he rolls an 82, lowering his Hide to 55% because he's making noise. Luckily he rolls a 32 and manages to get up to the sentry undetected. Kat has Jump at 50% and Climb at 60%. She wants to move quickly through the trees to attack the Lunar camp from behind. She decides to augment Climb with Jump. She rolls a 42 and gets +20% Climb to 80%, then rolls 03. Crit Climb! She comes at the Lunars from the trees, surprising them and attacking without warning. Seems like a bit more fun and a bit more forgiving to the characters than making them roll both skills and succeed at both. With a miss on the Augment, Kat's Climb would still be 40% but requiring her to make both lowers her chance to 30%. Breaking it down, with Augment, 3% of the time she's got a 110% Climb, 10% of the time she's at 90%, 37% of the time, she's at 80% Climb, 47% of the time she's at 40% and if she fumbles (02%) she's at 10%. Rough math gives her about a 58% chance in the end. So the required Augment is definitely in her favor. With Um, forcing him to make two checks gives him a 60% chance of success, despite his high skills. With mandatory Augment, 80% the time he'll have a 95% Hide or better, 19% at 55% and 1% at 25% for a rough chance overall of 87%. He's rewarded for having two skills that synergize instead of punished. TLDR: Mandatory Augment is more fun and more player friendly that having them roll two skills separately to achieve a single result.
  7. ENFERALDA THE SUPPORTER (Helper, Supporter, Heroquester) Enferalda is the form Ernalda took when she went disguised with Orlanth to help him battle his foes in the Lesser Darkness. She is the most adventurous of Ernalda’s subcults. She wears a swan cape and is also the goddess of Swammaidens. CULT PERSONALITY SKILLS: Supportive, Encouraging, Tireless HARMONY RUNE MAGIC SHIELD CARRY BURDEN (Rune Magic, Self, Stackable, 1 pt) Doubles the amount the caster can carry without penalty. Each additional pt adds another 1x so 2 pts is 3x normal, 3 pts is 4x normal, etc. GO WITHOUT FOOD (Rune Magic, Touch, Stackable, 1 pt) Each pt of Go Without Food allows the target to function normally for 24 hrs without food or drink. (Cannot be extended with Extension) GO WITHOUT SLEEP (Rune Magic, Touch, Stackable, 1 pt) Each pt of Go Without Sleep allows the target to function normally for 24 hrs without sleep. (Cannot be extended with Extension) LIFE RUNE MAGIC ENDURE WOUND (Rune Magic, Touch, 1 pt) Cast on a single wound on a still living target. The targeted wound can be ignored for the duration of this spell. It does not count against total HP, injured or lost limbs are restored to function. Once the spell expires or is dispelled, the full effect of the wound returns. HEAL FATIGUE (Rune Magic, Touch, Instant, 1 pt) The target of the spell is no longer fatigued. All penalties from being fatigued or tired are removed. IGNORE PAIN (Rune Magic, Touch, 1 pt) Allows the target to ignore the debilitating effects of pain for the duration of the spell. ENFERNALDA’S SECRET (LIFE RUNE MAGIC) TRANSFORM TO SWAN (Rune Magic, Self, 3 pts). The casters becomes a giant swan. Stats and bonuses remain unchanged. Armor and gear are absorbed into the caster. Matrixes and spirit binding objects and MP Storage Crystals remain usable, though armor and weapons do not. The caster can swim at her normal move rate or fly at her normal move rate x3. Her move rate on land is halved. The caster can cast spells but cannot perform any skills that require the use of her hands.
  8. Valid. I was never a huge fan of Nandan. I prefer the approach to Orlanthi sexuality/gender identity presented in Eleven Lights. I'm not proposing that my old adapted cults are better in any way than what's out now. (Except more of them have Shield =P ) Just presenting them for bits and pieces that folks might find useful. I'm going to re-edit the above though to eliminate Nandan.
  9. House rule, sorry. Lots of them in my docs, leftover from the home brew nature of it all.
  10. I was about to post this. Any city the Mostali helped build (including all of Sartar's largest cities and both old and new Pavis) would have access tunnels connecting it to the nearest Dwarf city so that the builders could "commute" back and forth. Mostali would also dig underground quarries to obtain construction materials and build a connected drainage system for the city and their tunnels. Many of these works could still be present. Demolition is time consuming and Mostali are busy people with other priorities. Much easier and more echo-gnomical to just to set some doublepluseffective traps than waste precious black powder to collapse the tunnels. Plus every tunnel is sacred! Every tunnel is great! If a tunnel is wasted, Mostal gets quite irate! And of course, those tunnels might come in handy some day. Functional World Machine! Mostali works could also intersect with, or later be caused to intersect with, lava tubes, natural caverns, troll digs, and Krashtkid tunnels. I once set an entire campaign in the maze of tunnels under Old Pavis and a recurring villain was the centuries old Dwarven construct still trying to maintain the tunnels and keep them pest free. Adventurers definitely qualify as pests. It would reset the traps they deactivated or triggered, clean up the corpses they left behind, and occasionally try to exterminate them when they got too annoying. EXTERMINATE! EXTERMINATE! YGMV but tunnels are fun!
  11. If we accept my theory that Shargash started as a slash-and-burn agriculture god, his first wife, the Rice Wife, would have been the goddess of dry rice. The rise of the River Wife is what forced Alkoth to adopt wet rice farming close to home, while still preferring dry rice farming in conquered lands. https://en.wikipedia.org/wiki/Upland_rice
  12. BEVARA THE MEDIC (Combat Medic) Bevara is well-loved by the Orlanthi, many of whom prefer her even to Chalana Arroy. Her epithets are “Stretcher” and “Stitcher.” CULT PERSONALITY SKILLS: Brave, Enduring CULT SKILLS: Craft (Chirgury) Craft (Chirgury) (Manipulation Skill) Using this skill, the healer can repair internal organs and reattach severed limbs. Chirgury must be started within a few minutes of the wounds' infliction and takes approximately 1 hour. CULT BATTLE MAGIC: Shimmer. Bevara worshippers treat Shimmer as a specialty spell as well as Heal. HARMONY RUNE MAGIC SHIELD, CONCEAL CARRY PATIENT (Rune Magic, Self, 1 pt.) While under the influence of this spell, a healer can carry one person with no penalties to her movement rate or skills. She does, however, have to use one arm to carry the patient. LEAVE NO TRACKS (Rune Magic, Self, Stackable, 1 pts.) While under the influence of this spell, the caster leaves no footprints at all and cannot be tracked. (NOTE: Certain magical tracking may overcome this spell) STUNNING SCREAM (Rune Magic, Range = 5m, Duration = Special, Stackable, 1 pt). On a successful Resistance roll, the target of this spell is stunned and suffers a penalty to all skills equal to the amount by which the Resistance roll is successful. Each round, the penalty is mitigated by 5% until it’s gone. Each pt adds 1 target or +25% to the caster's resistance roll. UNFALTERING DEFENSE (Rune Magic, Self, 3 pts). While under the influence of this spell, the caster may Parry or Dodge all incoming attacks with her full skill and suffers no penalties for facing multiple attackers. LIFE RUNE SPELLS HEAL HEORTLING DEER (Rune Magic, Touch, Instant, 3 pts) Heortling Deer are rare, magical, and sacred to the Heortlings. This spell heals all damage and all lost stat points to a single targeted Heortling Deer. HEAL SELF (Rune Magic, Self, Instant, 3 pts) This spell cures all damage to the caster, regardless of hit location. This spell can restore a lost limb if applied no more than 10 rounds after the wound was inflicted. After 10 rounds, only a Regrow Limb spell can restore the lost limb. Poisons and diseases are purged from the system, blindness and madness are cured, temporary stat point damage is healed, but permanently lost stat points are not restored. BEVARA’S SECRET (LIFE RUNE MAGIC) INSTANT HEALING (Rune Magic, Self, 3 pts) This spell must be stacked with any other instant healing magic (Heal Self, Heal Wound, Cure Injury, Remove Pain, battle magic Heal spells, etc). The casting of this spell and the accompanying healing spell takes only a single strike rank regardless of the magic points used or the caster's DEX.
  13. Yes, that's problematic. But it also explains the expansionist nature of Alkoth. Ever since the treacherous Darjinni conspired with the Oslir to flood the Alkothi's original farmlands, they've had to conquer lands in Vanch and Darjin to secure enough fields to support their population. Someday the foul Marshland Curse will be lifted, but until then Shargash the Red's war abilities let them devour the territory around them, securing land where Shargash's true power, his agricultural magic, can hold sway. All hail Shargash!
  14. I think it helps to understand Shargash as the personification of fire in a slash and burn agricultural land. First comes Shargash the red, who burns away unwanted plants, purifying and fertilizing the land. The comes Shargash the Black. The land is blackened and covered in ash. It appears dead, but the secret of Shargash is that now is the time for planting. Drill holes in the Earth and plant your seed. Finally Shargash the Green springs to life, feeding his people. Shargash the Red is also handy in war, and certainly that's an honored and important role for him. But it's an extension of his primary role as the fire that purifies the land and claims it for the Alkothi. Shargash the Red burns away the weeds and scrub! Shargash the Red prepares the way for life and renewal! Shargash the Red is terrifying to outsiders, and that's as it should be. For they are the weeds and the Alkothi are the true crops that yield for the good of the Universe. All hail Shargash!
  15. BELVEREN THE CHAOS CLEANSER (Healer of Chaos Wounds) Belveren was the first goddess to learn the secret of healing chaos, which she learned by aiding Urox the Storm Bull. In some stories, she is Urox’s lover. In others, she is his daughter. She is very popular in Skanthiland near Dorastor and near Snakepipe Hollow and the Footprint. CULT PERSONALITY SKILLS: Brave CULT SKILLS: Treat Disease. ETERNAL BATTLE RUNE MAGIC CURE CHAOS WOUND (Rune Magic, Self, Instant, 1 pt) This spell may be stacked as a free action with any healing spell used to cure a wound caused by a chaotic creature. It provides all the magic points needed to fuel the spell. This spell has little effect on most Rune Magic, though it does work with Heal Wound. EXORCISE CHAOS SPIRIT (Rune Magic, Ritual, Stackable, Touch 1 pt.) This ritual magic takes approximately one hour to cast. At the end of the ritual the caster touches one creature, object, or location possessed by a Chaotic Spirit and, if the POW of the Spirit is overcome, the Spirit is cast out and driven back to the Spirit Plane. Ceremony skill can be used to augment the caster’s resistance roll. The spell affects one possessing spirit of the caster’s choice. Additional pts can be used to simultaneously exorcise additional spirits possessing the same target or add +25% to the resistance roll. IMPEDE CHAOS (Rune Magic, Ranged, 1 pt.) Any chaos thing that attacks the target of this spell is -30% to hit. Non-chaotic foes are not impeded. PURIFY FOOD AND WATER (Rune Magic, Ritual, Touch, Stackable, 1 pt) At the conclusion of this spell, one days worth of food and water are purified from any chaos taint or disease. Each additional pt adds another day’s worth of food and water. SEE CHAOS TAINT (Rune Magic, Range = 10 m, Self, Duration, 2 pts). While under the effect of this spell, the caster can see the taint of Chaos on any Chaos creature and can identify by sight their exact chaos features. HARMONY RUNE MAGIC EXORCISE DISEASE SPIRIT (Rune Magic, Ritual, Stackable, Touch 1 pt.) This ritual magic takes approximately one hour to cast. At the end of the ritual the caster touches one creature, object, or location possessed by a Disease Spirit and, if the MP of the Spirit is overcome, the Spirit is cast out and driven back to the Spirit Plane. Ceremony skill can be used to augment the caster’s resistance roll. The spell affects one possessing spirit of the caster’s choice. Additional pts can be used to simultaneously exorcise additional spirits possessing the same target or to give a +25% to the resistance roll. RESTORE COMPLETE HEALTH (Rune Magic, Ritual, Touch, 3 pts.) At the completion of this ritual, any deleterious effects of disease on the target of this spell are completely restored. Lost stat points are restored, negative skill modifiers removed, etc. This spell does not have any effect on damage that was not caused by disease. This spell can only be cast on Ernalda's High Holy Day. SECRET (Eternal Battle Rune Magic) PURGE CHAOS TAINT (Rune Magic, Ritual, Touch, 3 pts.) This ritual takes 24 hours to cast. At the conclusion of the ritual, the healer focuses her energy on one object, person, place, or animal that has been tainted by chaos (the target must be present for the entire ritual). The caster tries to overcome the strength of the Chaotic Taint (determined by the GM) with her POW augmented by her Ceremony Roll. If she is successful, the chaotic taint is completely removed. If she fails and the target is an object, it is destroyed. If the target is a living being, on a failed roll, the creature dies. In either case, on a failed roll, the chaos taint spreads to the priestess. If the target was a physical location, the taint spreads to the priestess and the location remains chaotic. Inherently chaotic things like Walktapi , Karshtkids, or Dragonsnails cannot be purified. Broos and naturally occurring (not ritually created) Scorpionmen can, however. Sometimes. Ritually created Scorpionmen are purified of taint but always die in the process.
  16. All color commentaries were intended for the players in my Treefell Clan Sartar Campaign, not the general player. So while these are perfectly valid Humakt subcults, they don't occur in Treefell Clan, whose handful of Humakti weren't at all worried about undead and were much more focused on killing Treefell's real enemies, ogres, elves, and the Colym... errrr... Lunars. Totally the Lunars. It wasn't a Humakt heavy campaign. There was only ever one and he followed Hu the Sword. Unless you count the Sword Sage who made a deal with Efrodar in the Hero Plane.
  17. Ernalda the Healer (Goddess of Healers and Doctors) Ernalda is a healing goddess second only to Chalana Arroy in power. Unlike Chalana Arroy, Ernaldan healers are not pacifists and can fight. This makes them popular among certain warlike clans and warbands who chafe at the restrictions of Chalanans. Ernaldan Healers do not receive the same protections and guarantees of good treatment as Chalanans do, however, since they are not as steadfastly non-violent. Ernalda the Healer is associated with Earth, Life and Harmony. Most adventurous Ernaldans are followers of Ernalda the Healer. Ernaldan Healers are Priests who must have Mythology of Ernalda at 90%+ and 50%+ in either First Aid or Brew Healing Potion. They must have sacrificed for 10 pts of Rune Magic. CULT PERSONALTIY SKILLS: Dedicated, Empathic CULT SKILLS: First Aid, Find Pure Water, Brew Healing Potion, Diagnose Illness, Mythology (Ernalda), Craft (Bandages) Brew Healing Potion (Manipulation Skill): Healing potions require special ingredients that can be gathered via Plant Lore. Potions heal Skill/15 pts of damage when drunk or poured on a wound. Drinking or applying a potion is a move action. CULT BATTLE MAGIC: Befuddle, Demoralize, Heal, Mindspeach, Mobility, Protection, Shimmer, Vigor. The Cult Specialty Spell is Heal. RUNIC METALS: Iron, Copper COMMON RUNE MAGIC: All ERNALDA THE HEALER’S COMMON RUNE MAGIC (Available to all worshippers regardless of subcult) LIFE RUNE MAGIC CURE DISEASE (Rune Magic, Touch, Instant, Stackable, 1 pt.) The touched creature is cured of a single disease. If the touched creature has contracted multiple diseases, additional pts of Cure Disease may be stacked to affect a cure. CURE INJURY (Rune Magic, Touch, Instant, 2 pts.) Completely cures a single wound. Cure Injury will reattach a severed limb if applied within 10 rounds (1 minute) of the injury. HEAL MIND (Rune Magic, Touch, Instant, 2 pts.) This spell removes any deleterious mental effects on the target, including Befuddle, Fear, Sleep, Stun Effects, and Effects cause by the Rune Spell Madness or by attacks from Lunes. This spell can also be used to repair madness caused by nonmagical conditions. If used to cure non-magical effects, the spell becomes One-Use and is consumed by the casting. (Note: This spell does not work if the source of the mental effect is spiritual possession or a voluntarily taken condition such as a personality trait.) REMOVE PAIN (Rune Magic, Touch, Instant, 1 pt) This spell removes all pain from the target. The pain returns after the duration expires or if more pain is inflicted. This allows characters incapacitated by wounds to still act and remain conscious, although damage limbs are still not usable. STABILIZE DYING (Rune Magic, Touch, Instant, 1 pt) This spell stabilizes a dying target. It prevents any further blood loss and keeps the target is a mild coma while protecting her from minor jostling, cold, etc. Further combat wounds are not prevented by this spell. HARMONY RUNE MAGIC CREATE CONSENSUS (Rune Magic, Ritual, 2 pts) This is a ritual spell which must be performed with two or more people trying to reach consensus. While the ritual is going on, no-one involved voluntarily may attack anyone else involved. At the conclusion of the ritual, the caster will know what consensus (if any) the parties involved can reach on the issues at hand. KISS AND MAKE UP (Rune Magic, Touch, 1 pt) The target of this spell kisses someone who is angry with her. Though the reason for the anger will not be forgotten, the anger itself will fade in both the target and the person she kisses. Note that further arguments may reawaken this anger, but both subjects will be much more difficult to anger on this matter. REMOVE FEAR (Rune Magic, Ranged, Instant, 1 pt) This spell removes all magical fear effects from the target (including the effects of Fear and Demoralize). Each pt of the spell doubles the number of targets (all targets must be in spell range). STING PRIDE (Rune Magic, Ranged, Stackable, 1 pt) If the target’s Spell Resistance is overcome, all his Communication Skills are halved for the duration of the spell. Each pt of the spell doubles the number of targets (all targets must be in spell range). STOP ANGER (Rune Magic, Ranged, Instant, Stackable, 1 pt) This spell stops people from feeling angry. It also cancels Berserk magic such as that used by Urox, Babeester Gor, Shargash, or Humakt if the caster succeeds in a Resistance roll. Each pt of the spell doubles the number of targets (all targets must be in spell range). STOP ARGUMENT (Rune Magic, PBAoE, 10m radius, 2 pts) This spell prevents anyone within 10m of the caster from screaming, shouting, orating or using any kind of Communication Skills or Passions in anger or to win an argument. People inside the radius may only speak in a normal, reasonable voice. People who wish to oppose the spell may do so with a successful Resistance roll.
  18. Another HQ->RQ Magic Conversion! Time for Ernalda. Here's the intro material for her for my players: ERNALDA THE GREAT GODDESS (The Great Goddess of Women, Earth, Fertility, Marriage, Crops, and Domestic Animals. The Goddess of Life. Peacebringer. The Mother of All.) Like Orlanth, Ernalda is a Great Goddess with many, many different aspects. Ernalda is the goddess of women and the earth. With Orlanth, she governs every aspect of Orlanthi life. Most outsiders believe that Orlanthi only worship Orlanth. The truth is, they honor Orlanth and Ernalda equally as the King and Queen of the gods. Ernalda is associated with the runes for Earth and Fertility (Life). Orlanth’s motto is “Violence is always an option.” Ernalda’s is “There’s always another way.” The majority of Ernaldans follow aspects of Ernalda Allmother, such as Ernalda the Midwife or Mahome the Hearth Goddess or Orane the Steadwife. Women concerned with farming and domesticated animals generally follow Ernalda Earthmother, the Earth Goddess. Ernalda the Healer has many healing subcults and many more adventurous women follow this aspect. Finally, Ernalda the Queen is worshipped both by political leaders and by Priestesses of great personal power. Both men and women may initiate into the mysteries of Ernalda, but only women who have given birth may become Rune Levels. [EDIT] Ernaldans who qualify for Rune Level receive their aspect’s common spells and their own subcult spells. Other subcult spells from their own aspect (except secrets) may be acquired at double cost. Finally, the Ernaldan may obtain general aspect spells and subcult spells (but not secrets) from the other aspects of Ernalda as one-use spells. So a Rune Priestess of Ernalda the Healer (Bevera the Medic) may sacrifice for all Ernalda the Healer common spells and all Bevera spells reusably, including Bevera’s secret (if she qualifies). Furthermore, she can get other Ernalda the Healer subcult spells (except secrets) reusably at double cost, and can get any spells offered by Ernalda Allmother, Ernalda Earthmother, or Ernalda the Queen or their subcults (except secrets) as One-Use spells. Additionally, any Ernaldan who qualifies for a leadership position may take on the worship of Ernalda’s leader aspect in addition to her normal subcult and sacrifice for that leader aspects spells reusably as well. This is an exception to the rule restricting worshippers to a single subcult. Leader subcult magic is only available while the character is serving in the appropriate position. Each aspect of Ernalda will be covered as a separate cult. ERNALDA ALLMOTHER (Goddess of Women, Wives, and Mothers) Ernalda Allmother is the cult of normal, everyday Orlanthi women. Mothers, Midwives, Wives, and Craftswomen all follow Ernalda Allmother. As such, it’s not really an appropriate adventurer cult. Ernalda Allmother is associated with Earth, Mastery, and Life. A short version (only) of the cult follows: CULT PERSONALTIY SKILLS: Generous, Maternal CULT SKILLS: Control Children, Mythology (Ernalda), Craft (Domestic Skill), Craft (Weaving). CULT BATTLE MAGIC: Befuddle, Demoralize, Glamour, Heal, Mindspeach, Protection, Vigor. The Cult Specialty Spell is Glamour. RUNIC METALS: Iron (usually for tools), Copper COMMON RUNE MAGIC: All MASTERY RUNE MAGIC: Beautify Self, Comfort Song, Conceal Family, Remove Fear, Happy Husband LIFE RUNE MAGIC: Aid Conception, Contraception, Bless Birth, Bless Domestic Animal, Bless Marriage, Bless Pregnancy SUBCULTS None of Ernalda Allmother’s cults are particularly heroic. They are: ENINTA THE MIDWIFE: Helps with childbirth MAHOME THE HEARTH GODDESS: Keeps the home fires burning. Mahome worshippers are notoriously passionate. ORANE THE STEADWIFE: The default Ernalda Allmother cult. Has the much feared Secret spell: Mother Knows Best. OVERDRUVA FOREST FRIEND: Worshiped by gardeners, orchard growers, and elf friends. Note: Treefell clan does not have any Overdruva worshippers. Your gardens are crap. PELLA THE POTTER: Goddess of potters and clayspinners. SKOVARA THE ENTERTAINER: Goddess of sing-alongs, puppet shows, gentle humor, and balloon animals (if Orlanthi had balloons). May also be worshipped as a subcult of Donandar. See Donandar for a more complete description. ULERIA: Goddess of passion. Sometimes worshiped as an aspect of Ernalda but has her own stand-alone cult. There's a temple to her in Apple Lane. You can attend worship services with her priestesses if you make a donation at their (non-inexpensive) hourly rates. VELA THE MATCHMAKER: Oy. ERNALDA EARTHMOTHER (Goddess of Grains and Domestic Animals) Another very important cult for normal sane people which will have little interest to crazy maladjusted adventurers. Ernalda Earthmother has many, many subcults which are all variants of either Grain Goddesses or Animal Mothers. Every type of grain has an associated Grain Goddess. Heortlings know of Esra the Barley Mother (wife of Minlinster the Brewer.. yah! Beer!), Pelora the Wheat Mother, Suchara the Rye Mother, and Usara the Oat Mother. Every type of domesticated animal has an Animal Mother. Heortlings know of Entra the Pig Mother, Nevala the Sheep Mother, Uralda the Cow Mother, and Isbarn the Goose Girl. You will really, really need to know spells from these goddesses… probably never. Moving along to Ernalda's more adventurous aspects:
  19. Sartar and Geo come to mind. Harrek has a hero cult (after a fashion) and he’s still alive.
  20. Dewey Desy Mel, Duck sage of Lhankor Mhy attempted such a reorganization of the Jonstown Library, but was found dead in the stacks, battered to death, surrounded by bloodied papyrus and velum. His death was never solved. Some believe the documents themselves killed him rather than be systematized.
  21. STORM TRIBE (no longer canon) also lists Chernan the Seeker, Vinkotling Age follower of LH, patron of the Wild Sages, provides Movement and Survival Magic. Secret: See History.
×
×
  • Create New...