GQ Suel
GQ Suel
qtiyupaxze*fms
    Modern Suloise Viewpoints                              to slumber beneath the ice. Kill them all, and Vatun
                                                           may return to us, and guide us on to even greater glory!
                                                              Who are our gods? - First and foremost we worship
Northern Barbarians                                        our Ancestors, among whom Vatun is the greatest.
What Your Father Told You                                  After them, comes Kord, the Warrior. Next in
   Who are you? - I am Gnorri Bearcloak, liegeman to       importance are his cousins, Llerg and Norebo. When
Orvung, King of the Schnai.                                we sail, we seek the favor of Osprem, and make
   Who are we? - We are the Schnai, known to some as       sacrifices to ward off the anger of Xerbo. Those who
the Snow Barbarians.                                       live near the mountains venerate Jascar of the Forge,
   What makes us great? - We are the most numerous         and the skalds who roam the lands venerate Lydia the
of the tribes who rule the north, and our name strikes     muse. Certain dark shamans among our folk venerate
fear into the hearts of our enemies. We                    Dark Eyed Lady, or the Dark One, but his worship is
raid and plunder as we please, and make war so that        uncommon at best.
others will come to fear our names!
   Where do we live? - We live on the Thallonrian          Scarlet Brotherhood
Peninsula, where the icy winds breed warriors stronger
than any weak in the southern nations!                     What Your Uncle Told You
   What is important in my life? - First, you must learn     Who are you? - I am Seskian Ullerdan, your father's
the skills that will feed you and whatever family you      brother. It is given to me to teach you proper conduct
may someday come to have. We are mostly herdsmen,          and the ways of our people.
so you must learn the way of cattle. Our enemies are         Who are we? - We are the Suloise. We were the first
many, so you must also learn the arts of war, so that      civilized people, and it is our destiny to rule all lesser
you may defend your herds from rival tribes, marauding     beings.
humanoids, and giants from the mountains.                    What makes us great? - We are great not merely
   Who rules us? - His Bellicose Majesty, Orvung,          because we are Suloise; the coarse barbarians of the
King of the Schnai rules us.                               far north are Suloise, and they are savages. We are great
   What is evil? - Giants, humanoids, and their ilk are    because we alone have preserved the culture and values
evil. Southmen are merely weak, though some few have       of our ancestors, and we have the will and the resolve
skill with arms. True evil rests in the hearts of the      to someday bring the whole of the Flanaess once more
priests of the foul god Telchur.                           under our control.
   What is my lot in life? - If you are deemed worthy,       Where do we live? - We live in the lands of the
you may someday become a liegeman to our king. Else,       Tilvanot Peninsula, a temperate and misty land that
you will tend your herds on some little plot of land,      greatly resembles our former lands.
perhaps do a bit of raiding in winter, and live out your     What is important in my life? - Study of the past,
life. Serving in the king's army is a better way to find   present, and future goals of our people. The refining of
glory, though.                                             your body and mind into a unified whole. Serving our
   How do we deal with others? - Of the three tribes       leaders in whatever fashion they dictate; it is your duty
of Sul in the north, we are the strongest. The weakest,    to obey, so that someday all lesser races will once again
the Frutzi, are our thralls as often as not. The Cruski,   obey us all.
who live even further north than we, raid us, or             Who rules us? - His Peerless Serenity, the
sometimes raid with us when we sail against the            Master of Obedience rules us, from his fortress city
southmen. The strong take what they need from the          of Hesuel Ilshar.
weak; never forget that boy.                                 What is evil? - Whatever is not Suel, is evil. In your
   Who are our enemies? - The so-called Sea Barons         travels on Brotherhood business, do not be tempted by
and the southmen of the Great Kingdom are our              the soft customs of the wretched Oerid, Flan, and
traditional enemies. We also sometimes war with the        Bakluni peoples. They worship false gods, consort with
Hold of Stonefist, and with the more organized             demons too foul to describe, and even mix their blood
humanoids who dwell in the Bone March.                     with nonhumans!
   Most hated of our enemies are the priests of the foul     What is my lot in life? - It is your glorious duty to
god Telchur, who bound our greatest Ancestor, Vatun,       serve the Scarlet Brotherhood in whatever manner your
                                                           talents best suit you for. You will train your body and
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mind with others in your sept, you will learn both the        Spindrift Isles
arts of following orders and GIVING orders, as it is our      What Your Father Told You
destiny to rule over all other races. If you are strong and      Who are you? - I am Gurdon Norris, a yeoman
agile of both body and mind, you might be chosen to           farmer.
pass your seed to a woman of our people in our grand             Who are we? - We are the descendants of a Suel
breeding program, or if you live long enough you may          colony founded on this island by the High Mage
retire and take a wife conventionally.                        Lendore. Though he is gone now, we strive to fulfill the
   How do we deal with others? - It is our nature to          destiny he foresaw for us.
rule; however, until that time has come, we work                 What makes us great? - We work hard, dwell in
behind the scenes to hasten the day of our glorious           peace with our neighbors, and live happy lives. We
ascent. We are the masters of all the secret arts; by the     broker trade between the mainland and the elves of the
time you are permitted to travel beyond these walls,          northern islands, bringing us much wealth.
you will have learned these arts as well. Perhaps you            Where do we live? - We live on the island of
will be sent to observe the Court of Ivid V, the              Lendore, the southernmost island in the Spindrift
Overking of the hated Aerdy Great Kingdom, that we            chain.
have weakened with our lies nearly to collapse. Perhaps          What is important in my life? - For now, it is your
you will journey to the City of Greyhawk, to kill a man       duty to aid me with the chores on our farm. When you
who our Diviners say will someday be an obstacle to           come of age, you might choose to apprentice yourself
our goals. Soon, it is foretold, the nations of the north     to any one of a number of guilds, perhaps even joining
will tremble with righteous fear at the very whisper of       our island's merchant fleet, to see the world!
our name!                                                        Who rules us? - We are ruled by the Council of
   Who are our enemies? - Everyone who is not a               Seven in Lo Reltarma, comprised of the noblemen of
member of our Brotherhood is your enemy. Deceive              the seven original families who settled here. They,
them, slay them, use them to further your goals. But          along with the Council of Five (olven wizards who
never let them gain advantage over you! You are a             speak for the olves of the three northern islands) rule
proud member of the Suloise! We shall one day be the          the Spindrift islands.
masters!                                                         What is evil? - There is much evil in the world.
   Who are our gods? - As it was in the lands of our          Humanoids and monsters of the wilderness abound, but
ancestors, we revere the ancient gods of our people.          the human heart perhaps holds a more insidious evil.
Lendor is the God of Patience; he marks the days to           "Pirates" from the Sea Barons and Lordship of the Isles
our Ascendancy. Syrul inspires the honeyed words by           sometimes prey upon us, and vestiges of the fell faiths
which we deceive our enemies. Kord gives us the               of our ancestors still haunt the backwoods of our fair
strength to train our bodies to be as supple as reeds,        island.
and Pyremius shelters us when we must kill to further            What is my lot in life? - None are so blessed with
our ends. Norebo is called upon when we must take             possibilities, my son. The land we farm is fertile, and
risks to achieve our ends, and we call upon Lydia when        you can easily be apprenticed to whatever guild you
we are in need of inspiration. When magic is called for,      choose, should you choose to leave our farm. You have
Weejas is our only choice, and our navy reveres the           a strong back, and a good heart, and when you feel you
name of Osprem. All the gods of our ancestors have a          are ready, I will commission a matchmaker to find you
place in our hearts, but when we must inspire fear in         a wife.
those who know us not, speak the name of the Deepest             How do we deal with others? - We try to deal fairly
Shadow, and watch the lesser races tremble all the            with our neighbors, but if they deal in bad faith with us,
more. Some dare to say that he, too, was one of ours,         then we shall extract due revenge.
but our history is unbroken, and we know this to be a            Who are our enemies? - The occasional pirate,
lie.                                                          the humanoids that haunt the deep forests, and the
                                                              occasional ill intentioned traveler. Ours is a fairly
                                                              idyllic existence.
                                                                 Who are our gods? - It would be hard to choose
                                                              which of our many gods is foremost in the hearts of the
                                                              people of our island. As farmers, naturally we revere
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Phyton, and Phaulkon aids us in the hunt. The seamen       to win them!
who link us with the mainland revere Osprem and              Who are our enemies? - We have no real enemies of
placate Xerbo as a matter of course, and no dockside       consequence. Desert nomads and lakemen are
tavern ever lacks for sailors petitioning Norebo to        annoyances at best, and the Nyrondese learned their
sweeten their luck. When our harvests are finally in, it   lesson well the last time. Bandits, when they grow bold
is a time for contests, so we honor Kord, and we lift      enough to make their presence felt, are quickly crushed
our voices in song, to honor Lydia. And through it all,    by our soldiery.
we hold true to the faith of Lendor, the All Father, who     Who are our gods? - We follow a mixed bag of
orders our lives.                                          gods, truth be known. Of our ancestral gods, we
                                                           honor mostly Jascar and Phalkon, and some wizards
Duchy of Urnst                                             still give Weejas fair worship. Lydia is still our fair
What Your Father Told You                                  muse, but often as not Olidamarra is the rogue in our
  Who are you? - I am Kellar Falstaf, mine head            taverns where Norebo once held court. In war we
foreman of the Lecrun platinum mine.                       revere Kord, Trithereon, and Phalkon the most, with
  Who are we? - We are the Falstaf Clan; we have held      some units formed of Heironeous' followers.
to these lands since our ancestors fled the Rain of
Colorless Fire, and we shall continue to hold our place     A Note on Runes, Spell Stacking, and
against all who seek to displace us.                                   Power Levels
  What makes us great? - Unlike our ancestors, we
wrest an honest living from the oerth beneath our feet.      For game purposes, gods are defined by the Runes
Where our ancestors made slaves of it's workers, we        they hold. Ownership of a specific Rune enables a
pay them an honest wage and live in peace with them.       god to grant certain types of spells, and in most cases
  Where do we live? - We live in the Duchy of              defines the Virtues that god will require. Characters
Urnst, bordered by the Cairn and Abbor-Alz Hills and       who are away from a region where their own gods are
the Nyr Dyv. The Heart of the World, some call it.         worshipped may, in certain circumstances, renew
  What is important in my life? - Work for today,          appropriate spells in a temple of another god, if that
with one eye on the future. Many covet the riches of       deity shares at least two Runes in common with their
the land beneath us, so we must remain strong and          own deity. (Note that this means that followers of a 1
resolute.                                                  Rune deity cannot renew spells except at their own
  Who rules us? - Duke Karll rules us, and rules us        temples).
well. He has honed our forces well, so that they are
                                                           Spell Stacking
equal to the tasks of fighting lakemen or desert
                                                             The number of Runes a deity holds also defines the
nomads.                                                    spell stacking/variable spell limits for that deity. In
  What is evil? - There is much evil in the world. Be      general, a deity’s stacking limit is equal to the number
true to yourself and the values you hold dear, and with    of Runes he is defined by plus one.
luck evil shall pass you by. All those who seek to take      [Example: Kelanen, the Sword Lord, possesses the
from us what we have built are evil, so be wary of         Rune of Death. His followers could learn Bladesharp
foreigners, my son.                                        2, a variable spirit spell, or stack 2 castings of the
  What is my lot in life? - There is always a place        Banish Spirit spell (even though it is loaned by Zodal,
in the mines for you my son, but I have seen the way       this rule applies).]
you watch the soldiers drill outside of town. Serve          A special case exists where the deity in question
honorably, in whatever path you choose, and you will       has the Rune in question doubled: this means that the
be the better for it, lad.                                 deity is the absolute owner of that Rune, and can grant
  How do we deal with others? - We deal with others        his followers unlimited levels of variable spells or has
as they have dealt with us. When the desert nomads         no stacking limits on the divine spells linked to that
raid our towns, we seek out their camps and pillage        Rune.
what meager belongings they have. When the lakemen
come, we sink their boats. When the Nyrondese sought
to subjugate us, we fought them to a standstill. We do
not seek out battles, but when they come to us we aim
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  Ainatet is the goddess of Shadows, and those who          Common Divine Magic: Initiate, Sanctify, Worship
frequent them.                                              Ainatet
Priesthood (the Gales)                                      become the more powerful types of undead; vampires,
Requirements: Standard. Priests of Akwamon are              mummies, even liches.
uncommon outside of Suel dominated lands, though              Beltar’s worshippers hold the Festival of Beltane on
they are on fairly good terms with the cult of Velnius      11th of Goodmonth, the darkest night of the year.
where the two cults intersect.                              Lesser observances are held on the last Starday of each
  Akwamon's cult also works closely with that of            month, as well. Services to Beltar are always held
Osprem, insuring that storms plague the shipping lanes      underground in deep caves.
of their competitors, while strong, steady winds fill         Priestesses typically wear black or dark gray robes
their own sails.                                            over naked flesh that has been smeared with soot to
  Only the followers of Phalkon show any signs of           darken it.
rivalry or animosity towards Akwamon; as both are
air gods of different aspects, this is to be expected.      Lay Membership (the Guardians)
  Virtues for Akwamon include: Destructive,                 Requirements: Lay members of Beltar's cult serve as
Energetic, Reckless, and Stubborn.                          guides in the Underworld, and they are charged with
                                                            three directives: to bring wealth to the temples to be
Common Divine Magic: all.                                   cached away, to aid in the construction of underground
                                                            vaults in which to store it, and in the devising of traps
Special Divine Magic: Cloud Call, Command Sylph,            to defend the vaults.
Decrease Wind, Increase Wind, Lightning, Predict              Skills taught by the cult include: Fast Talk, Speak
Weather, Thunderbolt                                        Languages, Craft (Mining, Masonry, Locksmithing,
                                                            Gemcutting, Jewelrymaking, etc.), Evaluate, Lores
Associated Gods                                             (Animal <serpents>, Human, Mineral, Poison, Suel,
Osprem: provides Float                                      Underdark, Undead, World), Read/Write, Conceal,
                                                            Devise, Search, Hide, Sneak, Ceremony, and Dagger
                                                            attack/parry.
Lay Membership (the Watchers)                               Special Divine Magic: Create Gate, Reflection, Seal
Requirements: Where Dalt's cult survives,                   Gate
membership is open to students and apprentices who
show the levels of wisdom and responsibility that Dalt's    Sorcery Notes: Common vows for Dalt’s cult include
cult demands of it's members. While it looks for            Abjure (Alcohol, Arts (G-L), Servitude, Spirit Magic),
members of "good" intent, more important is the knack       Devotion, Humility, Location, Rituals, Seclusion, Shun
for knowing which path NOT to take, which doors not         Tap, Tend Familiar.
to open.                                                     Common specialties include Alchemists, Enchanters,
  Skills taught to members of this cult include Dodge,      Monitors, Warlocks (Air, Earth).
Fast Talk, Speak Languages, Evaluate, Lores (Human,
Magic, Spirit, Suel, World), Devise, Sleight, Listen,       Associated Gods
Scan, Search, Ceremony, Intensity, and Rapier               Norebo: provides Conceal
attack/parry.                                               Weejas: provides Absorption
  The basic Sorcery Arts (Intensity, Range, Maintain,
and Multispell) are acquired through study, further Arts
are sacrificed for on the High Holy Day.
  Dalt’s High Vow requires that his followers must                                                ueh
come to the aid of anyone who asks their protection, as
well as upholding and protecting the other tenets of                                             Fortubo
their faith.
                                                             Fortubo, the God of Stone, Metals, and Mountains.
Initiate Membership (the Gatekeepers)
Requirements: Standard. Initiates of Dalt are taught        Cult in the World
additional skills, including Enchant, Summon, Range,          While a full god of the Suloise, (being the son of
Multispell, and may sacrifice for access to Accuracy,       Kord and Osprem), he is not greatly revered among the
Ease, Permanency and Reinforce. Initiates of Dalt are       humans of that race. Content to let his brother, Jascar,
expected to have become full journeymen, and will not       tend to the needs of humans, Fortubo sought the
be eligible for further advancement in the cult until       worship of the dwur and noniz that dwelt in the Suel
they have made adept status.                                lands, and made many friends among the gods of those
                                                            races, as well.
Note: Like his sponsor's cult, Dalt's does not offer          Fortubo actively turned against the Suel people and
Spirit Magic, only Sorcery, Wizardry, & Divine              pantheon with the creation of the first derro in 4291;
Magic.                                                      for him this was the final straw.
                                                              Fortubo’s High Holy Day is the 8th of Readying, with
Priesthood (the Keymasters)                                 additional services on the first Earthday of each month.
Requirements: Standard. Priests of Dalt, unlike those       Services are generally held either in natural caverns, or
of Weejas, do not have Patrons, though it is possible to    more often, in specially constructed stonework temples
remain an initiate of Weejas and benefit by them            located within mines.
thereby.                                                      Priests of Fortubo generally wear short capes of dark
  Dalt's priesthood is expected to maintain a               brown and iron skullcaps.
stewardship over the gateways their temples contain,
guarding not only against incursions from the far side of   Lay Membership (the Earthbound)
those gates, but against the various societies (the         Requirements: Lay members of this cult are
Coleaxia, for example) that are sworn to close all such     generally simple miners, or less often, those who live in
gateways. They also guard over various sealed               mountainous terrain. Less than 40% of Fortubo’s
gateways, insuring that those portals remain closed.        worshippers are humans.
  Virtues for Dalt include Creative, Honorable, Loyal,        Skills taught by the cult include Jump, Sing (Chant),
and Stubborn                                                Speak Languages, Craft (mining), Lores (Dwur, Human,
                                                            Mineral, Suel, World), Devise, Listen, Smell,
Common Divine Magic: all
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Ceremony, and 1H Hammer attack/parry.                        rarely, white enameled armor for leading the cult’s
                                                             services.
Initiate Membership (the Rockheart)
Requirements: Standard. Fortubo’s initiates are nearly       Lay Membership (the Foundations)
all miners or involved in the mining industry in some        Requirements: Jascar's followers are mainly smiths,
way. Initiates are generally assigned to inspect tunnels     masons, and mountain dwellers. He is a special foe of
for stability, search out pockets of bad air, and maintain   Beltar, his cousin, who tunnels through his domain to
the work chants that help pass the hours in the mine.        hide HIS bounty from the sight of others!
                                                               Skills taught by the cult include: Climb, Orate, Speak
Spirit Magic: Detect (Gold, Silver, Iron, Mithral,           Languages, Craft (Blacksmith, Whitesmith, Redsmith,
other), Hibernation, Protection, Strong Hammer.              Mason, Gemcutting, Armoring, Weaponsmith), Lores
                                                             (Human, Mineral, Suel, World), Listen, Scan,
Priesthood (the Hammers)                                     Ceremony, 1H and 2H hammer attack/parry.
Requirements: Standard. Less than 20% of Fortubo’s
human worshippers rise this far in the cult hierarchy,       Initiate Membership (the Cornerstones)
but those who do are nearly always dwur-like in stature,     Requirements: Standard. Jascar's initiates are
hairiness, or personal outlook.                              expected to be 75% or better in their chosen craft,
  Virtues for Fortubo include: Conservative, Energetic,      in addition to all other requirements.
Loyal, and Private.
                                                             Spirit Magic: Armoring Enchantment, Bludgeon,
Common Divine Magic: all                                     Detect (minerals, metals), Endurance, Heat Metal,
                                                             Mold Metal, Protection, Strength, Strong Hammer.
Special Divine Magic: Command Gnome, Earth
Strength, Summon Gnome                                       Acolyte Membership (the Foothills)
                                                             Requirements: as per Priests. Jascar's acolytes must
Associated Gods                                              devote 50% of their time to the cult, but only 25%
Moradin: provides True Hammer                                of their income. Many choose to travel, seeing the
                                                             world and learning new methods of smelting metals
                                                             or cutting stone. Acolytes of Jascar can often be
                                                             found in dwurish lands studying their methods.
                                         weu
                                                             Priesthood (the Mountains of the Faith)
                                         Jascar              Requirements: Jascar's priesthood is commonly
                                                             regarded as the finest metalsmiths, armorers and
  Jascar is the God of Hills and Mountains, as well as       weaponsmiths around, capable of enchanting a wide
the Lord of the Forge.                                       variety of metals.
                                                               Virtues include: Creative, Loyal, Prudent, and
Cult in the World                                            Stubborn.
  Jascar is the Strength of the Mountain, the Reshaper
of Land, and the Forge of Metals. In myth, he is a           Common Divine Magic: all
constant companion to Phaulkon, his grandfather, as
they found common cause against many opponents in            Special Divine Magic: Bless Forge, Command
the past. Their cults often share temples, though this is    Gnome, Enchant (metal), Gnome-to-Gargoyle,
not the rule.                                                Shake Earth, Summon Gnome.
  His followers observe the 20th of Patchwall as their
High Holy Day. Normal observances occur each                 Associated Gods
Earthday. Services are held underground or on a              Phaulkon: provides Flight
hilltop, weather permitting.
  Priests of this cult don either white robes or, more
                                             Kord               Rune Lords. These individuals live for battle, or, if that
                                                                is unavailable, competition. In times of peace, Kord's
                                                                servants arrange large gaming events, where one can
  Known by most as 'the Brawler', Kord is worshipped            compete to be acknowledged the best of clan, tribe, or
by many barbarian peoples of Suel blood. He is revered          nation.
equally for his ferocity in battle as his skill in athletics.      Virtues for Kord include: Energetic, Proud,
Kord is the son of Phalkon and Syrul.                           Reckless and Warlike.
 No skills are taught to lay members of this cult.          that they are numerous enough to overcome the victim
                                                            and slay him, turning his corpse into another Son of
Initiate Membership (the Embalmers)                         Kyuss.
Requirements: Standard. Initiates of Kyuss are taught          Each worm that occupies a body is considered to
the Crafts of Mummification, Funeral Rituals, and           have a VIRulence of 1, and each worm can reproduce
Corpse Preparation. They are tasked with assisting their    itself every hour. When the total number of worms
priests in selecting and preparing corpses for              equals the CON of the afflicted character, they will
reanimation, the choicest of which will become Sons of      begin to spread throughout the body, and the target
Kyuss.                                                      must at that time make a CON x5 roll, or become
                                                            prostrate with the pain of the worms burriwing though
Spirit Magic: Banish Spirit, Reanimate, Transform to        his flesh.
Undead, Transfer Soul.                                         At the same time, the worms attack the POW of the
                                                            target, pitting their combined VIR vs. the POW of the
Priesthood (the Sarcophagi)                                 target in much the same manner as the Soul Waste
Requirements: Standard. Kyuss' priests are commonly         disease.
also priests of another death cult, excepting that of          A target dies when it’s POW is consumed,
Weejas, who serves as a Protector of the souls of the       transforming into a Son of Kyuss over the next few
dead, and abhors others creating undead that are            hours after death.
animated by souls of the once-living without her leave.
  Virtues for Kyuss include Cruel and Spiritual.            A Son of Kyuss has the following typical stats:
either kill them outright or infect them with sufficient     Listen, Scan, Ceremony, and 1H Sword attack/parry.
worms so that they join the Sons as a new ‘convert’.
                                                             Initiate Membership (the Analysts)
The attack roll of a Son of Kyuss is always equal to         Requirements: In addition to the standard
their DEX x10, and their fists do normal damage plus         requirements, potential initiates of Lendor must have
damage bonus, where applicable.                              discovered or uncovered a new fact relating to the
                                                             civilizations of the past.
It is whispered that the High Priests of Kyuss become          As lay members, followers of Lendor studied the past.
free-willed Sons of their deity upon their deaths, rising    As Initiates, they study the Present, and learn to see
within hours to join the undead they labored so long in      how the events of the past affected the present, and
life to help create.                                         how they continue to do so. Lendor's initiates are far
                                                             more "social" than they were as lay members, as one
Associated Gods                                              cannot study the present from behind dusty tomes.
Beltar: provides Dark Walk
                                                             Spirit Magic: Befuddle, Detect Magic, Farsee, Light,
                                                             Repair, Shimmer.
Brotherhood do not see eye to eye with their brethren       match POWs; if successful the victim is effectively
on the outside. Neither sect of the priesthood will aid     aged a number of months equal to the POW of the
the other, and those who are not a part of the              spirit and must make an immediate Aging and Inaction
Brotherhood are actively targeted by assassins from         check.
within the Brotherhood. Saying that the two sects hate        Pauses attack in much the same way, but when
one another passionately would be understating matters      successful their victims stand motionless, trapped
by quite a bit..                                            by the moment and unable to act. While so trapped,
  Within the Brotherhood, Lendor is seen as the God of      the victim must make a Fatigue check each round.
Patience and Timing, and is revered by those who must         Each type of spirit can engulf 10 SIZ points of
make long-range plans for the future. He is the patron      opponent per cubic meter of volume.
of assassins and politicians.
  Outside the Brotherhood's lands, Lendor is seen as        Associated Gods
the Preserver, and his priests revered for their defense    None.
of the ancient ways. They are far more concerned with
guiding their followers to a better future than with
plotting grand conquests.
  In either case, virtues for Lendor include
Conservative, Curious, Honorable, Manipulative, and
                                                                                                     jbM
Prudent.                                                                                              Llerg
Common Divine Magic: all                                     Llerg is the God of Beasts and Strength.
Special Divine Magic: Avoid Fate, Banish Spirits,           Cult in the World
Command (Temporal Spirits), Reconstruction,
                                                              Llerg is seen by many as the secondary Suel god of
Rewind, Speedtime, Summon (Temporal Spirits).
                                                            berserks, but he is also revered by those who seek the
                                                            ferocity and strength of the wild beasts in combat.
Temporal Spirits                                            Where Kord's followers battle with the sword, Llerg's
  Temporal spirits are often viewed as a kind of            priests excel in the use of natural weapons, such as
Elemental, as their statistics are similar. However,        fists, claws, and teeth. He is the son of Norebo, and is
Time (as much as it is understood, anyway) is not an        father to Pyremius and Beltar.
Element, so they are referred to simply as spirits.           It is said that Llerg's initiates can actually become
  Temporal spirits all have common statistics:              the beasts they seek to emulate, among these the bear,
                                                            alligator, and snake.
                  Characteristics       Average               Llerg’s cult celebrates the 1st of Sunsebb as their
            STR               1d6         3-4               High Holy Day, with lesser days on the first day of each
            SIZ                     1 cu m.                 month. Special holidays are held on the day of the first
                                                            winter snowfall, and on the day when the first large
            POW               1d6         3-4
                                                            predator is sighted after winter has ended. Services are
            HP                1d6         3-4               held outdoors, at a site where beasts are known to
            Move             POW          3-4               congregate.
                                                              Llerg’s priesthood wear cloaks made from either bear,
  Much like an elemental, temporal spirits are measured     alligator, or snake skins.
in cubic meters, though that is not precisely accurate,
either, but it is a useful measurement for comparison.      Lay Membership (the Beastmen)
While there are several varieties of spirit, the two most   Requirements: Lay members of Llerg's cult are
common ones are known as Passages and Pauses.               expected to excel in strength. They are expected to
                                                            build their strength through exercise and diet, until they
  Passages attack by matching their STR vs. the STR         have reached their maximum.
of their target. If successful, they grasp the victim and     While they train, they are taught the following skills:
Special Divine Magic: Arrow Trance, Cloud Clear,          Priesthood (the Naturalists)
Command (Avians, Sylphs), Flight, Summon Sylph,           Requirements: Phyton's priests expand their areas of
Sureshot.                                                 concern to include the fields that border their protected
                                                          lands.
Associated Gods                                             Virtues for Phyton include: Calm, Conservative,
Jascar: provides Command Gnome                            Loyal, and Spiritual.
Initiate Membership (Vatun’s Children)                     he returned almost seven centuries later, even the
Requirements: Candidates must demonstrate a blood          Supremacists among the Scarlet Brotherhood would not
relationship to the clan shaman, in addition to the        claim him as their own, for his deformities and warped
standard requirements.                                     priorities were too different from their own.
                                                             Wastri’s faith preaches the ultimate superiority of
Note: Divine Intervention is not available to ancestor     humans over all other races, and that the so-called
worshippers while Vatun remains imprisoned. Spirit         demi-human races are so vastly inferior that they must
magic available to initiates varies depending on what      be destroyed at all costs. Humanoids are fit to serve as
spells the clan shaman has access to.                      slaves, however, and amphibious races are to be
                                                           honored and protected at all costs, as they, too,
Priesthood (the Ice Shamans)                               demonstrate the perfection of Wastri (the actual tenets
Requirements: Vatun's priests are also shamans. As a       of Wastri’s faith require signifigant mental gymnastics
part of their normal worship, they are expected to         to comprehend).
donate personal POW and teach new spells to friendly         Wastri’s followers observe their High Holy Day on
ancestral spirits at least once per year, in addition to   the 11th of Coldeven, known as the Festival of the
any POW or spells taught in exchange for services          Dripping Moon. Two other holidays of note are the
rendered throughout the year.                              Incarceration and the Liberation.
  Virtues for Vatun's followers include Conservative,        The Incarceration, held on the days between the
Honorable, Loyal, Spiritual, and Warlike.                  15th-22nd of Goodmonth, marks the time Wastri spent
                                                           imprisoned by Zagyg; 1 day for each of the 7 years he
Common Divine Magic: Worship Ancestors (Vatun)             spent there. During this period anyone casting or
                                                           sacrifing for divine magic will be stricken by bleeding
Special Divine Magic: Axis Mundi, Free Ghost, Gift         warts that will not close until the day after the
Power, Gift Spell, Incarnate Ancestor, Snow, Spirit        Liberation.
Guardian, Spirit Melding, Summon Ancestor                    The Liberation is celebrated on the 10th of
                                                           Harvester, and, as the name indicates, marks the day
Shamanic Taboos                                            when Wastri was released from beneath Zagyg’s Tower.
 Runic Affinities only.                                      Temples to Wastri are typically labyrinths constructed
 Never dishonor an ancestor.                               of stone in marshy or low-lying areas, the most
 Never bind or possess a relative without permission.      influential of which is the Sacred Polystery in the Vast
                                                           Swamp. Priests of both sexes shave themselves and don
                                                           loose robes of yellow-speckled gray. Sandals are
Associated Gods
                                                           sometimes worn outside temple grounds, but within all
None
                                                           followers go barefoot.
eligible for further advancement in the cult until they     Shadowedge drain 1d10 mp from the target, while
have made journeyman.                                       successfully parrying Shadowedge will inflict mp
                                                            "damage" to Shadowedge equal to the parrying
Note: Weejas does not offer Spirit Magic to her             weapon's rolled damage. For purposes of damage
followers, only Sorcery, Magick, and Divine Magic.          assessment, Shadowedge has 3d20 mp when he arrives.
                                                              Shadowedge cannot be affected by magic; nor
Acolyte Membership (the Keleqa)                             reasoned with.
Requirements: as per Priests. Acolytes of Weejas are
expected to have passed the qualifications for              Patrons of the Art
Journeyman rank in sorcery, as well as having pledged       Below are a sampling of the Patrons available to
to at least one Patron of the Art. During their tenure as   Servants of the Magi. It is not meant to be exhaustive.
an acolyte, followers of Weejas are expected to take the    (Though it will likely be expanded at a later date).
vows of Abjure Armor (2), and at least one Shun               Mezhaltos of the Flame: It costs 4 POW to gain
[element]. Sorcerers wishing to specialize in               Mezhaltos as a Patron. Those who accept his patronage
Necromancy will find a proper home among Weejas'            gain a permanent 2 points of armor vs.. Fire damage
followers, due to her connections with death.               only, though their skin will forever bear the scars of one
                                                            who has been severely burned. In addition, by Invoking
Priesthood (the Kelkal)                                     the Name of Mezhaltos while casting a fire based spell,
Requirements: Standard, plus the applicant must be          and expending a point of POW, the effective skill of
ready to graduate as a full Adept sorcerer. At this time,   the caster is doubled for purposes of Art use and
servants of Weejas are expected to have pledged at          special/critical casting results.
least three Patrons of the Arts, if not more.                 Lucrazian the Vain: It costs 3 POW to gain
  Virtues for Weejas include: Creative, Curious,            Lucrazian as a Patron. Those who accept his patronage
Energetic, Loyal, and Spiritual..                           gain a permanent +10% to all Communications skills.
                                                            By Invoking the Name of Lucrazian while casting any
Common Divine Magic: all                                    spell that effects the caster's physical attributes or
                                                            senses and expending a point of POW, the effective
Special Divine Magic: Absorption, Command                   skill of the caster is doubled for purposes of Art use
(various Undead), Create (various Undead), Reflection,      and special/critical casting results.
Resurrection, Speak With Dead, Stop Resurrection              Red Gloom: It costs 5 POW to gain the Gloom as a
                                                            Patron. Those who accept the Gloom gain a 25% skill
Sorcery Notes: Common vows for Weejas’ cult (not            in Caloric, the tongue of Red Dragons. By Invoking the
already mentioned) include Abjure (Arts - Lesser,           Name of their Patron while casting any spell relating to
Ceremony, Knightly Arms, Spirit Magic), Adulation,          strength, fear, flight, or the evocation of flame and
Celibacy, Human Sacrifice, Lawspeaker, Rituals,             expending a point of POW, the effective skill of the
Sacrifice (CON, Eye, Genitals, STR), Seclusion,             caster is doubled for purposes of Art use and special
Self-Abnegation, Shun Immortality, Tend Familiar.           /critical casting results.
  Common Specialties include Alchemist, Battlemage,           Ruszio Myria: It costs 7 POW to gain Ruszio as
Conjurer, Necromancer, and Warlock (any).                   a Patron. Those who accept his patronage gain the
                                                            ability to cloud the minds of those who see them; they
Spirit of Reprisal                                          do not become invisible, but they become very hard to
Shadowedge: In the annals of the cult, by far the most      identify. Three witnesses will give three wildly different
respected of the ancient mages was a young scion of         descriptions of the Magi who follows Ruszio if they saw
the Imperial Family of Suendrako, who went only by          him while he chose to be unknown. Furthermore, by
the name of Shadowedge. He was a Battlemage, a              invoking the Name of Ruszio while casting any spell of
specialist in weapon-enhancing magics.                      the Shapechange, Phantom <sense> or Transform
  When Shadowedge seeks out a recalcitrant or               varieties and expending a point of POW, the effective
renegade follower, he manifests as a black, shadow          skill of the caster is doubled for purposes of Art use
bladed longsword. Shadowedge attacks and parries with       and special/critical casting results.
220% skill, and a DEX of 19. Successful attacks by            Xunc: It costs 2 POW to gain Xunc as a Patron.
Those who accept her patronage automatically add +1           attack, Net attack/parry, and Shield parry.
to any characteristic when resisting psionic-type
attacks. Magi who follow Xunc may, by Invoking her            Initiate Membership (the Shoals)
Name when casting any spell that affects or alters the        Requirements: Standard. Xerbo's cult is pledged to
mind, memories, or personality of another and                 serve the interests of the seas first, it's natural
expending a point of POW, double their effective skill        inhabitants second, and humans a somewhat distant
for purposes of Art use and special/critical casting          third.
results.
  Blundren'Arc: It costs 5 POW to gain Blundren as a          Spirit Magic: Countermagic, Detect Magic, Farsee,
Patron. Those who accept her patronage gain the ability       Flownet, Strength..
to parry the various Evoke spells (via weapon or
shield), reflecting them back at their caster on a critical   Acolyte Membership
parry. In addition, when the Magi casts any of the            Requirements: as per Priests.
Evoke spells themselves, they may Invoke the Name of
their Patron and expend a point of POW, in order to           Priesthood (the Depths)
double their effective skill for purposes of Art use and
                                                              Requirements: Xerbo's clerics tend to take a more
special/critical casting results.
                                                              active stance on seeking out those who misuse the sea.
                                                              They see it as their sacred duty to bring ruin upon those
Associated Gods                                               who despoil the oceans, much as Fortubo's cult seeks
Norebo provides Charisma                                      out those who destroy the land.
                                                                Virtues include: Energetic, Pragmatic, Prudent, and
                                                              Uncaring.
                                                Appendix
                      What the Runes in these writeups stand for, and who rules them.