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Ernalda Rune Magic HQ->RQ Conversion


RHW

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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:

Edited by RHW
Fixed based on feedback
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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. 

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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.

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" Only women may worship Ernalda. "

 

I think you should rephrase that. Anybody can worship anything they like. Especially since it's a base truth that associated cults, as well as in general the entire pantheon, will also worship those deities connected.

Being accepted into the cult as an initiate is something quite different.

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I'm just reading through the Adventure book from the GM Screen Pack, and I happen to notice that the Tin Inn in Apple Lane has a resident poet - male - named Pramble, who's an Initiate of Ernalda in the Sisters of Inspiriation sub-cult.

Personally, I have no problems with males being allowed to initiate into Ernalda (just as women can initiate into Orlanth), although I'd probably restrict them from going higher. As the deity of life, and with numerous consorts, it should be pretty obvious that life usually requires both sexes.

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10 hours ago, Joerg said:

"To initiate to Ernalda, you must be or become a woman."

Men's worship to Ernalda somewhat overlaps with their worship to Uleria.

Yep. 

12 hours ago, Shiningbrow said:

" Only women may worship Ernalda. "

 

I think you should rephrase that. Anybody can worship anything they like. Especially since it's a base truth that associated cults, as well as in general the entire pantheon, will also worship those deities connected.

Being accepted into the cult as an initiate is something quite different.

Fixed!

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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.

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Ooops - sorry for another one...

" This is an exception to the rule restricting worshippers to a single subcult. "

Is that a HQ rule? I don't see anything like it in the RQG, and given that Orlanth has Rune Lord-Priests, which requires them to come from both Adventurous and Thunderous... and, if they're that good, and become a clan chieftan or thane, Rex as well... (see Leika Blackspear in the Adventurer's book... Vinga and Rex).

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3 hours ago, Shiningbrow said:

Ooops - sorry for another one...

" This is an exception to the rule restricting worshippers to a single subcult. "

Is that a HQ rule? I don't see anything like it in the RQG, and given that Orlanth has Rune Lord-Priests, which requires them to come from both Adventurous and Thunderous... and, if they're that good, and become a clan chieftan or thane, Rex as well... (see Leika Blackspear in the Adventurer's book... Vinga and Rex).

House rule, sorry. Lots of them in my docs, leftover from the home brew nature of it all.

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I am going to be brutal on this one - Ernalda got a whole-hearted rewrite in Sartar KoH and even more in RQG. As a result, I don't advise writers to even look at the description of Ernalda in TR. She is much more a goddess of sex, life, and all things on earth that was presented in previous books. 

Men may initiate into Ernalda's mysteries, but only a woman who has given birth can become a priestess.

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13 minutes ago, Jeff said:

I am going to be brutal on this one - Ernalda got a whole-hearted rewrite in Sartar KoH and even more in RQG. As a result, I don't advise writers to even look at the description of Ernalda in TR. She is much more a goddess of sex, life, and all things on earth that was presented in previous books. 

Men may initiate into Ernalda's mysteries, but only a woman who has given birth can become a priestess.

The reason for all the changes was feedback from women players - especially women players who had children. I can recall Neil, David Scott and I sitting down with Claudia and having her describe Ernalda and what her magic should be. Claudia, Kris, Christine, Ellie, Pam - all have had huge impacts on the RQG version of Ernalda. It makes me wondrously happy that Yanioth is now one of the most popular pregen characters.

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7 hours ago, Jeff said:

The reason for all the changes was feedback from women players - especially women players who had children. I can recall Neil, David Scott and I sitting down with Claudia and having her describe Ernalda and what her magic should be. Claudia, Kris, Christine, Ellie, Pam - all have had huge impacts on the RQG version of Ernalda. It makes me wondrously happy that Yanioth is now one of the most popular pregen characters.

I'm glad to hear about the the conscious decision to rework Ernalda following feedback from women Glorantha players, and that the Glorantha we currently have in RQG is inclusive of all players.

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8 hours ago, Jeff said:

I am going to be brutal on this one - Ernalda got a whole-hearted rewrite in Sartar KoH and even more in RQG. As a result, I don't advise writers to even look at the description of Ernalda in TR. She is much more a goddess of sex, life, and all things on earth that was presented in previous books. 

Men may initiate into Ernalda's mysteries, but only a woman who has given birth can become a priestess.

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.

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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.

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22 hours ago, Jeff said:

I am going to be brutal on this one - Ernalda got a whole-hearted rewrite in Sartar KoH and even more in RQG. As a result, I don't advise writers to even look at the description of Ernalda in TR. She is much more a goddess of sex, life, and all things on earth that was presented in previous books. 

Men may initiate into Ernalda's mysteries, but only a woman who has given birth can become a priestess.

 

22 hours ago, Jeff said:

The reason for all the changes was feedback from women players - especially women players who had children. I can recall Neil, David Scott and I sitting down with Claudia and having her describe Ernalda and what her magic should be. Claudia, Kris, Christine, Ellie, Pam - all have had huge impacts on the RQG version of Ernalda. It makes me wondrously happy that Yanioth is now one of the most popular pregen characters.

Awesome! As you  can see above, I had envisaged such an Earth, life, sex cult to be inclusive of men... although perhaps not allowing them to the top ranks.

Is the rule for Goddess-Speaker remaining (ie, no need to have given birth)?

I presume there will be sub-cults that are decidedly female only?

And sub-cults that very definitely reflect the "Don't even think of messing with us" aspect of protecting life, earth, etc?

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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

Edited by RHW
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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).

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On 4/27/2019 at 2:01 AM, RHW said:

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 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

Just pointing out...

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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.

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KEV THE VISIONARY

(Goddess of Prophecy)

Kev the Visionary is the goddess of prophecy and prophetesses.  This is a rare and highly mystical subcult.  Visions are often cryptic.  In addition to Ernalda’s usual associations, Kev has the Truth rune.

CULT BENEFIT: Instead of POWx5, Rune levels of Kev may use their Mythology (Ernalda) skill to understand a Divination from Ernalda. 

CULT PERSONALITY SKILLS:  Cryptic

TRUTH RUNE MAGIC

DETECT TRUTH, RECONSTRUCTION

FORSEE RESULTS (Rune Magic, Instant, Self, 1 pt.)  The caster can see the outcome of her next non-combat based skill check.  Based on her vision, she can alter those results in her favor.  She gains a +100% to her next skill check.

RESIST MADNESS (Rune Magic, Touch, Stackable, 1 pt.)  Each pt of this spell gives the target +25% to resist any Madness based magic, the attacks of Lunes, unwanted Passions checks. or spirit combat vs. Passion spirits.

SEE VISIONS CLEARLY (Rune Magic, Self, Ritual, Stackable, 1 pt)  This spell, when stacked with Divination, gives +25% per pt to the POWx5 check for determining the clarity of the Divination. Each pt of this spell also gives the caster +25% to her Mythology (God) checks for understanding a naturally occurring set of signs and portents or prophecy.  If the caster does not have the appropriate Mythology (God), the first point of this spell gives her a 25% Mythology skill for this purpose.  The Caster does not need to know which god produced the signs.  The spell does not identify the god, but provides the appropriate Mythology skill nonetheless.

UNDERSTAND MOTIVATION (Rune Magic, Self, Stackable, 1 pt)  Each pt of this spell gives the caster +25% to her (Species) Lore checks for understanding members of that species, knowing if they’re lying, etc.  If the caster does not have the appropriate (Species) Lore, the first point of this spell gives her a 25% lore skill for this purpose.

KEV’S SECRET

DISCLOSE VISIONS (Rune Magic, Ritual, 3 pts)  This spell makes the visions produced by Divination visible to all present.  This allows everyone present to use their own POWx5 or Mythology (God) skill to understand the visions or to augment someone else’s understanding.

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On 4/25/2019 at 10:37 AM, RHW said:

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.

Nandan is now an Heortling gender as far as I understand. Most Nandans initiate to 'female cults' (a Nandan could become an initiate of Babeester Gor, for example).

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21 minutes ago, jeffjerwin said:

Nandan is now an Heortling gender as far as I understand. Most Nandans initiate to 'female cults' (a Nandan could become an initiate of Babeester Gor, for example).

Yep, that approach makes sense.

 

That concludes what I have for Ernalda. Want more? Are people finding these interesting? If so, who next? I'm thinking Argan Argar but I could be persuaded differently.

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1 hour ago, RHW said:

Yep, that approach makes sense.

 

That concludes what I have for Ernalda. Want more? Are people finding these interesting? If so, who next? I'm thinking Argan Argar but I could be persuaded differently.

I'd like to see some more Solar cults like Lodril or Yelm. Your writeups so far have all been excellent!

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