Elements and Gods

Elements and Gods

There are many gods, both sane and insane, in Shadora, these are but a few of those most commonly worshipped…

Contents:
Common Duties and Sins
Common Divine Spells
The Runemaster Trials
Runemaster Benefits and Obligations
Divine Intervention
The Allied Spirit

The Shadoran Pantheon

Air Rune Air: Agustus – Elemental Air, Sire of Sylphs

  • Salar – God of Trade, Travel, Messengers and Wealth
  • Vorthod – Storm Chieftain, Father of Vrawks, Chaos Hunter, Fury , Rage, Thunder
  • Guha – Breather of the Winds of Change, God of Jokers, Fools, Luck, and Gamblers
  • Kilwin – Sire of the Nein, God of War, Archery and Horsemen

Water Rune Water: Vordoro – Elemental Water, Mother of Undines

  • Aguala – Goddess of Ocean Life, Mother of Agualans, Wisdom of the Deep, and Healing
  • Demelna – Goddess of Purity, Sailing Merchants, Rivers, Lakes. Navigators, and Fishermen
  • Kasharos – Ocean Emperor and God of Sailors and Ocean War

Darkness RuneDarkness: Shadora – Elemental Darkness, Mother of Shades

  • Mawl – The Ever Eater, Mother of Mawla, Daughter of Darkness, Goddess of Hunger, Cold and the Protective Night
  • Raranar – God of War, Hate, and Revenge
  • Simkim – The Grim God, Hive Queen of the Xern and Goddess of Insects and Peace
  • Artol – Gate Keeper of the Underworld, Judge of Souls, and Lord of the Dead
  • Ratrona – Queen of Thieves and the Velvet Hand of Fate

Earth Rune Earth: Natrala – Elemental Earth, Mother of Gnomes

  • Peral – Elves, Plants, Agriculture, Fertility
  • Dagaral – Hunters, Hearth Guardian, Provider, Beasts
  • Xarandar – Healing, Love, Fertility

Fire Rune Fire: Kala – Elemental Fire, Sire of Salamanders

  • Lazur – Emperor Sun God, All Father and War god of the Lazuri
  • Nyan – God of Volcanoes, Miners, Craftsmen and Smiths
  • Bandar – Father of the Fel, Entertainers, Dance, Light, Illusion
  • Garathis – God of Law, Justice, Art, Alchemy, Knowledge, and Truth

Chaos Rune Chaos: Lurkolaze – Elemental Chaos, The Voice of the Void and Lord of Horrors

  • Drith – Goddess of Disease, Vermin and Suffering (Earth)
  • Barnor – God of Destruction, Giantkind, Earthquakes and Avalanches (Earth)
  • Rooze – Handmaiden of chaos and mother of slimes and oozes (Earth)
  • Mortalan – Lord of Vampires and the Undead, god of dark secrets (Dark)
  • Kargob – Goblin War God (Dark)
  • Argaring – The Spider Queen and goddess of spiders, poisonous insects, lies, scheming and treachery (Dark)
  • Nabyss – God of Snakes, Poison and Assassins (Dark)
  • Sinooth – The Mad God, Lord of Head Hunters, Soul Stealers, and Insanity (Fire)
  • Aphrood – Patron of the powerful and power hungry, god of tyranny and domination (Fire)
  • Hyalorm – Mother Hydra, Queen of Wyrms and goddess of greed and envy (Air)
  • Gargoreep – God of Pirates, Cutthroats, Torture and Slavery (Water)
  • Malam – The Formless God of Shape Shifters, Anarchy, Disorder, and Intrigue (Water)
  • Tsarog – Frog God and lord of newtlings, troglodytes, and giant toads (Water)

Deity Template


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Sins Common to All Sane Cults

Each Shadoran deity has a set of duties and behaviors it expects from its worshippers. In return for performing the duties prescribed by the deities, worshippers are given access to Divine magic. A worshipper that fails to perform the duties and commits a sin earns themselves a visit from the cult spirits of reprisal. The spirit sent will depend on the nature of the offense and the rank of the worshipper in the cult. If the spirit is defeated, the attack serves as a warning from the deity for the worshipper to get on the straight and narrow. If the spirit wins, it possesses the hero with the effects below:

  • Minor sins give the character a -2 to his Spirit rolls to regain spells for one week.
  • Major sins give the character a -2 to his Spirit rolls to regain spells for one season.
  • Mortal sins cause the character to be forsaken by his god and unable to regain Divine magic until the penitent hero completes some great quest or task of atonement to regain his lost powers.

Duties and related Sins for each god are detailed in their individual write ups

Minor Sins:

  • Insulting your God or his pantheon
  • Refusing to provide aid to followers of your God;
  • Using the magic of an opposed pantheon

Major Sins:

  • Desecrating a place sacred to your God’s pantheon
  • Through inaction, allow others to desecrate a place sacred to you pantheon

Mortal Sins:

  • Desecrating a place sacred to your God;
  • Allowing others to desecrate a place sacred your God;

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Magic Rune

Common Divine Spells

Key: SWD Spell Name (Shadora Name) trappings and additional effects. (RM) means spell is only available to a rune master.

Bless (Blessing of Deity) target gets holy glow visible only to caster

Puppet (Command Cult Servants) Only works on Cult Spirits and Elementals.

Dispel (Dismiss Magic) target surrounded by elemental glow

Healing (Heal Wound) Worshipers of Aguala or Xarandar may heal 1 additional
wound per Raise. e.g. Success + 3 Raises = 4 wounds.

Deflection (Impede Element) Only works on worshipper of elements opposed to caster. Chaos is considered opposed to all elements. This spell manifests itself as a ring of the element that forms about the feet of the caster and moves with him.

Armor (Shield) also provides bonus to opposed rolls to resist spells.

Armor (Spirit Block) bonus applies only to opposed rolls for spirit combat or possession

Summon Ally (Summon Elemental) conjures a single cult elemental

(Call Followers (RM)) Sends a signal received only by initiates and rune masters of the cult within 1 mark of the caster. Cult members will know that one of their own is requesting their presence and the caster’s current location will be revealed via a divine sign. Range is doubled on a Raise.

(Enthrall (RM)) Permanently changes free human into a Thrall. This 3 day ritual will destroy the target’s memory and free will. Humans use this spell as a form of capital punishment. The Elder races use it to create slaves from those captured in battle or border raids. The ritual requires a small runic tattoo that is usually concealed by an ownership branding iron after the thrall is created. The Valkim have outlawed this spell with limited success. The Valkim will send Inquisitors to an area they think is violating the ban. The target may eventually regain their free will in the right environment, but their memories are lost without Divine Intervention.

(Mind Link) Allows mind to mind communication between 2 people. Each Raise adds another link in the chain. Divine and Possession magic may be shared and cast through the link.

(Sanctify(RM)) Medium burst radius (Large on a Raise) sphere centered on caster. If non-initiates, spells or spirits cross the boundary, the caster will immediately know. Ceremonies can be performed within a sanctified area that normally can only be cast in a temple. Rune magic can be regained, and matrixes recharged as if at a shrine. Sanctified area remains in effect until caster leaves the sphere. It cannot be moved. Cultists not of the casters cult, will have their rune links severed within the sphere. The Sanctify spell itself may only be regained in an actual temple.

(True Weapon) Roll weapon damage die twice (but not the Strength die) and pick the highest. Damage affects magical creatures.

(Warding) Creates a Large Burst radius sphere of warding centered on the caster. All allies within gain normal Protection, Counter magic and Spirit Screen. Hostile creatures entering the sphere are attacked by the Disruption spell and set off a wailing siren that only the caster can hear. A raise doubles the strength of the Protection, Counter Magic, Spirit Screen and Disruption effects. The Sphere cannot be moved. The Warded area remains in effect until caster leaves the sphere.


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The Runemaster Trials

Truly exceptional and devout initiates that have shown their dedication to the cult for at least a year are usually invited to enter the inner circle of the cult and server their chosen god as a Runemaster. When invited into the this upper echelon, Runemaster candidates are asked to choose how they wish to server their god. Rune Lords generally focus heavily upon martial skills, unless the cult in question demands pacifism, because they are their religions military leaders and battlefield heroes. Rune Priests generally focus upon the administrative tasks of running the temple, carrying out religious services, and converting the uninitiated. They leave the heavy fighting and the direction of troops to their Rune Lords but support them by directly wielding an arsenal of Divine magic.

Once the decision is made, the Runemaster Trials are prepared. As the rites are complex and the trials true tests of devotion, they are only held once a season on the god’s holy day. Those who pass the trials are feasted and showered with gifts from the cult. Those who fail are deemed unready and are encouraged to spend time in prayer or to take on a specific quest for the cult to improve their chances next season.

Runelord Trial Prerequisites: Legendary Rank; Spirit d10+; d10+ in five skills related to the cult; proof of dedication (usually requires Initiate status for a year or more); The Runelord Trial is a Dramatic Task that consists of 3 solo combats using only cult weapons, a test of mastery of the skills most valuable to the cult, (5 successes in 3 rounds, each failure causes a Wound) and final judgment by the god themselves (Spirit roll). The trial is carried out in a single hour and no magic use is allowed. The candidate may choose a second to offer non-magical aide and advice during the test.

Runepriest Trial Prerequisites: Legendary; Spirit d12+; Persuasion d10+; d10+ in one or more knowledge skills related to the cult; proof of dedication (usually requires Initiate status for a year or more); The Runepriest Trials are not as dangerous and consist of bringing 3 worshippers into the cult as Lay Members, a Dramatic Task of mastery of the skills most valuable to the cult (5 successes in 5 rounds), and final judgment by the god themselves (Spirit roll). The trial is carried out in a single day and no magic use is allowed. The candidate may choose a second to offer non-magical aide and advice during the test.


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Runemaster Benefits and Obligations

A Runemaster is accountable to his cult and he has a duty to uphold his cult’s tenets and protect its worshippers. He must adhere to all of the cult’s strictures and come to its aid whenever needed.

  • Allied Spirit in the form of an awakened weapon or animal
  • Gains the Connections Edge with the cult
  • Free cult possession magic training;
  • Free Room and Board in any cult temple
  • Ransom equal to Spirit x 1000T;
  • May take additional Initiate Edges for Associated Cults
  • Gains the Hindrance Vow (Major). See the cult descriptions for specific details. (Sins)

Additional Runelord Benefits and Obligations

A Rune Lord is accountable to his cult and must come at its call, but he has a fair measure of independence under normal circumstances.

  • +6 Devotion may call for Divine Intervention
  • Gain 2 Cult or Common spells of any Rank upon taking the edge.
  • Given a war mount and superb armor and weapons;
  • +1 Charisma when dealing with those who respect the cult;
  • +1 Spirit rolls for spell casting and regaining Divine spells. This Stacks with Devout/Improved Devout Worshipper Edges
  • Command radius for leadership edges extends +5"
  • Possession PP = Spirit x 1.5
  • He must tithe 90% of all income to his cult;

Additional Runepriest Benefits and Obligations

A Rune Priest is accountable to his cult and it forms the focus of his life. Depending upon the nature of the god he worships, a priest will dedicate most of his time to temple activities.

  • +4 Devotion may call for Divine Intervention
  • Gain 4 Cult or Common spells of any Rank upon taking the edge.
  • Given blessed robes that provide 2 points of armor and 2 points of Arcane Resistance
  • +2 Charisma when dealing with those who respect the cult;
  • +2 Spirit rolls for casting and regaining Divine spells. This Stacks with Devout/Improved Devout Worshipper Edges
  • Priests gain the Wizard edge for free or Improved Wizard if they already have the Wizard edge.
  • Possession PP = Spirit x 2
  • He must give 90% of his time to the cult and temple activities

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Divine Intervention

During the Gods Age, the gods of Shadora involved themselves directly in the daily affairs of of the Eldar races. At the end of the Chaos war, the gods swore to uphold the Concordance which prohibited direct involvement, limiting them instead to interacting only through their worshipers. This interaction comes with a price for whenever a god provides divine intervention for his or her worshiper, the veil between law and order is weakened and a chaotic horror is summoned from the void and set loose upon the world.

As a result of Concordance, the gods will provide divine intervention, but only to their most devout, and only in the most dire of circumstances. The direct intervention of a god may be sought by any worshipper with Initiate status or higher within the cult. When aid is sought, it is important to remember that the god in question will be limited by its nature. For example, Vorthod, god of Storms, cannot make a volcano erupt or turn water into steam. He could, however, grant a character the gift of flight, cause a tornado to suddenly form, or put out a fire by taking all the air out of an area.

No god is ever compelled to intervene, and intervention will only be granted if the god has some stake in the outcome. Neither can the form of intervention be dictated or controlled by the plaintiff: a god cannot be compelled to smite a priest’s foes with hails of fire or to pummel a coastal town with a tidal wave. The god (and therefore the Games Master) always decides how it will intervene and to what extent. The intervention may be obvious and crude or inconspicuous and subtle. Much depends on the god, its nature, its motives, and what it is intervening for.

Under no circumstances can a god intervene or interfere inside the temple of another deity or change time in any way. Divine Intervention will only be answered once per season.

Making the Call

The worshiper, who must be an Initiate or higher rank in the cult, makes a Spirit roll and adds their Devotion trait and subtracts their Corruption score against a TN 12. Success indicates that the god has heard the plea and will respond, in a way decided by the Games Master but in keeping with the god’s nature, power and runes. You may roll your wild die and spend Bennies on this roll.

Summary: Spirit + Devotion – Corruption vs. TN 12

Devotion can be gained by the following edges

  • Devout Worshiper: +1
  • Improved Devout Worshiper: +1
  • Initiate: +2
  • Rune Priest: +4
  • Rune Lord: +6

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The Allied Spirit

An Allied Spirit (Smarts d6 and Spirit d10) will be summoned for a Rune Priest or Rune Lord upon taking the Priest or Lord edge. A character may never have more than one Allied Spirit.

The benefits of an Allied Spirit are many, and in general it is treated as a specialty Sidekick controlled by the Rune master character. The ally is in perpetual Mindlink with the Rune master; they can see through each other’s eyes and use each other’s spell knowledge.

The Allied Spirit gains the Initiate edge for free and is granted all the benefits and restrictions that go with that edge. It can gain experience like an Ally and benefit from additional Edges and attribute increases. The Allied spirit can eventually take the Rune Priest edge once it meets the requirements.

If bound into an animal sacred to the cult, the ally will have all of the natural abilities of that creature. If bound into an object, it will require the Rune master to move it from place to place. Should the binding object or animal be destroyed or killed, the Allied Spirit will lose its ability to perceive the physical world. The ally can be placed in a new binding object or creature after a weeklong ritual of cleansing and atonement at the temple.

The Runemaster and Allied Spirit get the following benefits

  1. The Allied Spirit may leave its host weapon/animal and engage in spirit combat. It takes 1 round for them to materialize.
  2. The Runemaster is in permanent Mindlink with the Allied Spirit’s senses as if they were his own. The maximum range for this ability is the Runemaster’s Spirit x 100". This allows the Runemaster to target ranged spells from their Allied Spirit’s position if desired and vice versa. The pair can also cast each other’s spells.
  3. The Runemaster can transfer wounds and Fatigue levels to or from an Animal Allied Spirit as a free action. This ability has no effect on weapon Allied Spirits.
  4. Allied Spirit adds +2 to concentration rolls.
  5. Allied Spirit animals/weapons are magical creatures and can strike other magical creates (e.g. Elementals, Demons, etc) normally.
  6. An Allied Spirit forms an intimate bond with the Runemaster. If this bond is severed by the death of the familiar, the Runemaster immediately receives 2 Levels of Fatigue and is Shaken. Vice-versa for the Allied Spirit.
  7. The spirit is a wild card with 3 wounds and no bennies and is treated as an Ally for determining experience gains. See SWD
  8. Awakened animals may be healed through the normal means, but spirits are a special case. The spirit may make a Vigor roll daily and each success and raise heals 1 wound. They may also use magical healing but no potions.

Elements and Gods

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