Bell Digest sup04.txt

Supplement #4

First Distribution:  May 30,  1990

This supplement:
	Cult writeup:  Babeester Gor			(Steve Maurer)


    This article is probably only of interest only to Runequest
players.  It is a cult writeup of Babeester Gor.    For keepers
of really old Wyrm's Footnotes, this is BaRbeester Gor, with the
'R' deleted.   (Malia also changed from Mallia, etc).

    Anyway, as I have noted before, the Chaosium produces very
good gameworld material, but isn't that adept at making rules
systems that work.  I use the word "work" to mean 'reflect the
nature of the universe as presented.'    I have little knowledge
as to why there is such a disparity between the two areas (I
have always found them to be interrelated).  It probably just
has to do with the respective strengths of the Chaosium staff,
and perhaps what interests them too.   For instance, Mr Stafford
has always struck me as a very intelligent and imaginative man
(gameworld), but who doesn't like to sweat all the details (rules).

    In any case, it behooves the fans of Glorantha to clean up
rules problems as much as possible, and expand the game.  Now
admittedly this means that the rules presented aren't official,
and may either conflict with current rules, or be superseeded
by future releases.   But from looking at old Wyrm's Footnotes,
I have noticed that past "official" releases aren't immune from
being rewritten either, so this probably isn't that bad.

    In the case of Babeester Gor, I had to change what had to be
the two grossest cult spells of all time: Axe Trance and Great Parry.
Combined, they allow an initiate with a handful of spirits take
on the Crimson Bat and win.   Instead, I gave them a minor number
of intermediate spells, based on the WF stories of Babeester Gor's
godly deeds (with a bit of embellishment), attempting all the while
to change as little of the current writeup as possible.

    One does wonder what Mr Stafford would think of it all.

						Steve Maurer

- - - - - - - - - - - Cut Everything Above This Line- - - - - - - - -

      The Cult of
      _B_a_b_e_e_s_t_e_r _G_o_r

      Earth Goddess of Vengeance, Violence, and Liquor

      _I.  _M_Y_T_H_O_S _A_N_D _H_I_S_T_O_R_Y

      _B_e_f_o_r_e _T_i_m_e

           In the great darkness, Ernalda, the green mother of all
      earth,  was  bereft  of  her  husband-protectors.   Yelm and
      Flamal were slain.  Argan Argar did  fight  Lodril.   Hykim,
      father  of  snakes, slithered away and was lost.  And mighty
      Orlanth had left to assemble the Lightbringers.  So no  gods
      remained to protect Ernalda's overwhelming bounty.

           It is said then, that a god came from the wilderness to
      protect  her  from darkness and Chaos.  Yet unlike her other
      protectors, he had no lust for  her  divine  fertility,  and
      desired  not  to  be  a  husband.  His protection was only a
      matter of expediency.  For if she died, all the mortal races
      would  follow, having nothing to eat, and much would be lost
      in the great battle against Chaos.

           Being spurned for the  first  time  in  her  existence,
      Ernalda  soon  knew a great need to gather this protector to
      her, to ensnare him in her embrace and take him for her hus-
      band.   She  felt  this even knowing he desired her not, and
      that to press the matter would drive him away  forever  (for
      even  the  gods  desire  what they cannot have).  So a great
      plot was hatched, and by wiles  and  lies  and  the  extreme
      innocence of her protector in these matters, she did finally
      know him carnally, though he understood not  what  she  did.
      And  a  substantial portion of his true power entered within
      her to lay as god seed within her earthy womb.

           Through the war the protector did fight Chaos, and kept
      it from Ernalda's soft body.  Yet still she became weak, for
      a true goddess grew within her, and drew all  her  power  of
      Fertility.   Soon the presence of the baby became obvious on
      her body, and her protector became suspicious.  "Whose Child
      is this?" he demanded, and before his presence she could not
      lie.   He grew wroth, and swore he would leave  her  to  her
      fate.   Using  his  great  power severed all connection with
      her, even our knowledge of him.  "The  child  is  now  thine
      alone,  lady.  For mine is not the power of Life".  And with
      that, he left.

           Ernalda was  soon  abed,  great  with  child,  and  the
      raveners  came and ravished her green fields, tormenting her

      with destruction.  And when she called for aid,  none  came,
      for  there were none left to save her.  Seeing her fate (for
      the fate of the unprotected in the Wars of Chaos  were  cer-
      tain),  she cried out in dispair and collapsed weeping, hav-
      ing briefly the look of a child, not that of the  mother  of

           Yet this did not save her.

           Soon one came great enough to kill  even  all  Ernalda.
      Zorak  Zoran,  dark  reaver,  bloody  destroyer.   Slayer of
      Flamal, with his sap covered Axe.  The head of his  axe  was
      Death itself, and with it he swung at defenseless Ernalda.

           But then a miracle occurred.  For when the axe  entered
      Ernalda's  womb,  baby  Babeester Gor grabbed it, and pulled
      the head from it's haft.  (Thereafter, Zorak Zoran's  weapon
      must  needs  be  blunt.)   And  she sprung from her mother's
      womb, her utterly beautiful face filled with hate. For  this
      and  all  other assaults upon her mother, she swung at Zorak
      Zoran, and used Death as if born to it.  Only by  guile  and
      quick  retreat did the Black Lord manage to avoid utter des-
      truction, though ever since he has been fearful of her.

           From there, all husbands failing, Babeester Gor  became
      her  mother's protector, and fell upon all who would attempt
      to ravage the earth.  And  with  Death  she  slew  and  slew
      again.   Never stopping even to gather ramiment about her.

           Yet vengeance finally grew empty, for though  Babeester
      Gor  was  a  goddess,  she  was  still a young goddess.  She
      needed love, not hate.  She knew her mother's  heritage  was
      Life,  not  Death.  So alone (for none had stood before her)
      in a field of dying fruit and barley,  she  tried  to  bring
      forth  Life.   Yet as she had become so seeped in Death, she
      failed.  Bemoaning her fate, she wept alone.

           It was then that the Trickster found Babeester Gor,  of
      heavenly  beauty  and  hellish  violence,  and fell in love.
      (Having spurned Uleria, it was impossible for  Trickster  to
      fall  in Love, but Trickser is AllGod of Disorder and Impos-
      sibilities and did so anyway.)   Daring not her bloody  axe,
      he became a flask, and seduced her with his essence.

           Filled with Disorder, filled with Trickster,  Babeester
      Gor  found  the  happiness she craved, and she called out in
      divine drunkenness, and brought a new form of  life  to  her

          Passage from "Stolen Origins" - Godlearner Takhir, 612 ST.

      _S_i_n_c_e _T_i_m_e _B_e_g_a_n

           The cult of Babeester Gor is small and divided.  She is
      worshiped for two things:

           Babeester Gor's first face is Vengeance.  It is unpopu-
      lar,  and rarely venerated.  Small temples are only found in
      areas with many Earth worshipers, such as the Holy  Country.
      There  the cult trains women to be independent of men.  They
      guard Earth temples where males are forbidden.   And,  often
      illegally,  they  seek  vengeance  on  those who have abused
      women, but through accident, bribery,  or  corruption,  have
      escaped lawful punishment.

           Babeester Gor's  second  face  is  that  of  Mother  of
      Liquor.   In  this she is very popular, and small statues of
      her adorn every bar, tavern, and hostelry which desires  her
      blessing.   These idols have little power.  Even men possess
      them.  Yet brew makers and customers alike  swear  that  the
      likenesses  of the Goddess increases the potency of all brew
      made with her blessing.

      _L_i_f_e _A_f_t_e_r _D_e_a_t_h

           Babeester Gor promises her female worshipers  she  will
      call  them  to  train  with  her in the bowels of the Earth,
      waiting for the time that once again  their  Axes  shall  be
      needed  to  protect  mother  Ernalda  and  defenseless women

      _R_u_n_i_c _A_s_s_o_c_i_a_t_i_o_n_s

           Babeester Gor's Runes are Earth,  Death  and  Disorder.
      Her  face  of  Vengeance  is  Earth  and Death.  Her face of
      Liquor is Earth and Disorder.   But she is not a goddess  of
      Disorderly Death.

      _I_I.  _N_A_T_U_R_E _O_F _T_H_E _C_U_L_T

      _R_e_a_s_o_n _F_o_r _C_o_n_t_i_n_u_e_d _E_x_i_s_t_e_n_c_e

           Babeester Gor's cult will live as  long  as  there  are
      women who are abused, and have no one else to turn to.   Her
      likeness will also live as long as there are those who enjoy
      strong drink.

      _S_o_c_i_o-_P_o_l_i_t_i_c_a_l _P_o_s_i_t_i_o_n _a_n_d _P_o_w_e_r

           The cult has little power during normal times.  Barbes-
      ter  Gor's  face  of vengeance is rarely liked by men, espe-
      cially worshipers of  the  'husband'  dieties  of  Ernalda.
      Cultists  often  skirt  the  edge of legality.  However, the
      cult has many friends  among  Earth  cults,  who  use  their
      influence to keep the temples open.  In wartime, the worship
      of Babeester Gor becomes  much  more  prevalent,  especially
      when wartime atrocities become common.

      _P_a_r_t_i_c_u_l_a_r _L_i_k_e_s _a_n_d _D_i_s_l_i_k_e_s

           The cult officially hates Zorak Zoran, but most members
      have  never  met  a  Zorak  Zoran  cultist,  much  less been
      offended by one.  Vengeance is usually sought more close  to
      home,  especially  from  wife  beaters,  child molesters and

      _I_I_I.  _O_R_G_A_N_I_Z_A_T_I_O_N

      _I_n_t_e_r-_C_u_l_t _O_r_g_a_n_i_z_a_t_i_o_n

           The temples to Babeester Gor's face of  vengeance  keep
      as  close  contact  with each other as is possible.  But the
      cult is small, and it is not often  that  visiting  cultists
      come from other temples.

      _I_n_t_r_a-_T_e_m_p_l_e _O_r_g_a_n_i_z_a_t_i_o_n

           Babeester Gor's temple has a  standard  hierarchy.  The
      High  Priestess  runs  the temple, with various Priestesses,
      Acolytes,  Initiates,  and  Lay  members  taking  up  lesser
      duties.    As  the cult is small, there are always positions
      open in a temple for higher  rank,  except  High  Priestess.
      The  goddess  is  not  powerful enough to support a separate
      Runelord status, but any quest of  vengeance  is  considered
      "temple business", and not counted against the 90% cult time

      _C_e_n_t_e_r _o_f _P_o_w_e_r, _H_o_l_y _P_l_a_c_e_s

           Babeester Gor's center of power is the  Holy  Field  in
      Esrolia,  where  the  goddess  was  born  and defeated Zorak
      Zoran.   Her rotting field is another  holy  spot,  but  the
      location of it has been lost, forgotten in the first drunken

      _H_o_l_y _D_a_y_s _a_n_d _H_i_g_h _H_o_l_y _D_a_y_s

           Babeester Gor has two holy days.  The first is on  Fate
      Day, Death week, Dark Season, when she was born.  The second
      is on Luck day, Disorder Week, Earth season, when she  first
      made liquor.

      _I_V.  _L_A_Y _M_E_M_B_E_R_S_H_I_P

      _R_e_q_u_i_r_e_m_e_n_t_s _t_o _J_o_i_n

           Those who wish to worship  the  mother  of  liquor  may
      become lay members of Babeester Gor by buying a blessed idol
      from a Temple or wandering Axe Priestess.  Prices vary,  but
      are  never  less  than  25  SP, and rarely more than 100 SP.
      Trickster Initiates get one idol free.

           Lay Members of Babeester Gor's face of Vengeance,  must
      be unmarried women.  They must not worship any male god, and
      must not be an initiate of any non-earth goddess.  They must
      pay  10  SP  if they have it, and swear to defend the temple
      with their life.  Non-humans  are  not  usually  allowed  to
      join, but they may if they can show they are in need of pro-
      tection against males of their kind.

      _R_e_q_u_i_r_e_m_e_n_t_s _t_o _B_e_l_o_n_g

           Worshipers of Liquor must  sacrifice  one  magic  point
      each  Holy  day,  and  pray to Babeester Gor.  Getting drunk
      counts as prayer to this aspect of the  Goddess.    If  they
      brew  liquor,  they  must  provide it to any Initiate of the
      cult who asks, without charge; there are so  few  such  ini-
      tiates, this is rarely a burden.

           Lay Members  of  Babeester  Gor's  face  of  Vengeance,
      called  Candidates, must enter a training program run by the
      temple.  This teaches them self sufficiency in a  male  dom-
      inated world.  Candidacy training costs 2000 SP, but the fee
      may be waved  or  reduced  for  the  impoverished  (valuable
      items, especially weapons, are also accepted).  The training
      lasts 6 weeks, and the candidates must stay in  the  temple,
      away  from  all men for this time.  Only after this training
      has been successfully completed  are  candidates  considered
      true  Lay Members, called Sisters.  Only Sisters are allowed
      the full benefits of Lay Membership.

              Note: Candidacy has a 60% dropout rate.  But  it  is
              assumed that Player Characters have the fortitude to
              complete the training.

           Sisters must sacrifice all but  one  magic  point  each
      Holy  Day.   Yearly, they must donate 10% of their income to
      the temple, or 500 SP, whichever is less.   They  may  never
      marry,  or  have  a continuing male suitor for more than one

      _M_u_n_d_a_n_e _B_e_n_e_f_i_t_s

           The wine, ale, and other spirits made by a  Lay  Member
      of  the  Mother of Liquor is 20% stronger than could be made
      otherwise.  This allows brewers  to  charge  higher  prices.
      Prayer  to  Babeester  Gor,  and  the sacrifice of one magic
      point to her idol relieves a Lay  Member  of  most  hangover

           Sisters are given a ceremonial  (but  functional)  hand
      axe  to commemorate their completion of Candidacy.  There is
      a ceremonial parade of all new Sisters once candidacy train-
      ing  is  complete.   They may be employed as outer guardians
      of Earth temples, a lower middle class job.  The vast major-
      ity of Sisters eventually leave the cult to marry.


           During candidacy, the following skills are  learned  to
      30%:  Hand  Axe,  Battle Axe, Shield, Throwing Axe, and Cult
      Lore.  Each Candidate also has a: (21 -  STR)  x  3  percent
      chance for STR to increase by 1; this is a one-time benefit.

           Sisters may train in any Axe, Shield, and throwing  Axe
      attack or Parry for half price.   Other skills available (at
      full price) are: Scan,  Brewing,  Taste  Analysis,  Tactics,
      Sneak, and Escape Bindings.  Free training is often given as
      a prize for those who participate on cult missions.


           After they complete candidacy training, Sisters gain  a
      one  Battlemagic  (Spirit)  spell  from  the following list:
      Bladesharp, Glamor, Protection, Strength,  Shimmer,  Fanati-
      cism,  Demoralize, Disruption, Vigor.  These cult spells are
      available from the temple for full price.  Participation  in
      a  cult mission usually qualifies the Sister to purchase any
      one of them for half price.

      _V.  _I_N_I_T_I_A_T_E _M_E_M_B_E_R_S_H_I_P

      _R_e_q_u_i_r_e_m_e_n_t_s _F_o_r _I_n_i_t_i_a_t_i_o_n

           There is no Initiate or Rune status in the  worship  of
      the  Mother of Liquor.  Those who truly wish to devote their
      life to drunkenness are encouraged to worship Trickster.

           In temples to Babeester Gor's face of  Vengeance,  ini-
      tiates  are  called  Axe  Sisters.  To become an Axe Sister,
      applicants must be a Sister in good standing, abiding by all
      Lay  Member  restrictions.   They must have an Axe attack of
      50%, and Axe or Shield Parry of 50%, and must also not be an
      Initiate of any other god or goddess.  They must have been a
      Sister for one year, or  participated  on  a  cult  mission;
      doing both adds +20% to their chance for acceptance.

           Applicants must then convince the High  Priestess  they
      are  worthy.   This  is  abstracted as (STR + CON + Best Axe
      Skill/5) * 2 as a percentage.   Those who fail  must  either
      wait  1 year, or participate on a cult mission before trying
      again.  When accepted, they must sacrifice one point of  POW
      to Babeester Gor.

      _R_e_q_u_i_r_e_m_e_n_t_s _T_o _R_e_m_a_i_n _I_n_i_t_i_a_t_e_d

           Axe Sisters have all requirements that Sisters do.   In
      addition, they must devote their lives to Babeester Gor, and
      take vengeance upon all those who offend her.  They must pay
      20%  of  their  income to the cult, or 5000 SP, whichever is
      less.  Unless questing for  personal  vengeance,  they  must
      obey the orders of their superiors in the cult.

           Axe Sisters must also accept both a Gift and Geas.

      _M_u_n_d_a_n_e _B_e_n_e_f_i_t_s

           Axe Sisters are  respected  for  their  battle  prowess
      despite  their  sex,  and  are sought after as inner-sanctum
      guardians of Earth temples  (an  upper  middle  class  job).
      They  are entitled to free liquor on demand from all brewers
      who are Lay Members of Babeester Gor's liquor aspect.  While
      Axe  Sisters  are not above the law, sentences for crimes of
      vengeance is sometimes reduced due to  pressure  from  other
      politically powerful earth cults.


           All skills offered to Sisters  at  half  price  may  be
      learned  by  Axe  Sisters  for free (at twice normal time to
      learn).  All skills offered to Sisters for full  price,  are
      offered Axe Sisters for half price.

           By requesting a gift from the goddess, Axe Sisters  may
      learn the special cult skill: Sense Rapist.

          Sense Rapist                    -- Perception (Base 10%)

              This skill  allows the user to  identify rapists and
          despoilers of the Earth.   The user must be close enough
          to see the target's mannerisms and hear his voice for at
          least one minute. A fumble means an incorrect assessment
          is made; no  further rolls are allowed.  Sense Rapist is
          only half as effective at detecting female despoilers.


           Babeester Gor's Divine Intervention cannot Resurrect or
      cause  runic  healing  (Regrow Limb, Heal CON, etc).  Spirit
      magic healing is possible, so if a cultist has lost a  limb,
      before  2 minutes are up a D.I. may reattach it.   Babeester
      Gor does not forbid cultists from getting healing elsewhere.

           All Spirit spells offered Sisters, are offered  to  Axe
      Sisters  for half price.   Cultists  can learn  Healing from
      Ernalda temples  for full price.  Axe Sisters also may learn
      the spell Preserve Loins for 2000 SP.


          Range-- Touch                      Magic Point Cost: 3

          Type -- focused, passive, permanent

              This spell preserves the loins of a  man  who  has
          been  parted  from  them, and prevents the target from
          growing new ones via any magical means.  (If the  tar-
          get  later  recovers his loins, they may be reattached
          via Healing.)  The  caster  must  overcome  the  man's
          Magic Points if he is still alive.  The loins are hung
          about the neck of the Axe Sister as a trophy and warn-
          ing  to  others  who  would  harm women or despoil the
          Earth.  The loins  also  act  as  3  points  of  Magic
          storage for the caster while the rapist remains alive;
          when he dies, they loose this power.

      _G_i_f_t_s _a_n_d _G_e_a_s_e_s

           Babeester Gor requires Initiates to come closer to  her
      divine  form  by taking gifts and geases.  The cultist has a
      choice.  Lesser gifts are chosen, and have one corresponding
      geas.   A  lesser  gift  may  not  be chosen more than once.
      Greater gifts and geases are chosen by the  goddess  (rolled
      randomly),  and  have two geases per gift.  An initiate gets
      one free gift/geas, but may ask for additional  gifts/geases
      from the goddess by sacrificing one point of POW at any tem-
      ple.  If a cultist gains a gift or geas  already  possessed,
      then  it  is rerolled on the greater gift/geas table until a
      different result is obtained.

           Typically, only the most devout Axe  Sisters  sacrifice
      for Greater Gifts and Geases as Initiates.


      Begin at 10% Sense Rapist  Never trust men or go unarmed in their company
      +5% in one cult weapon     Use no blunt weapons
      +5% in all cult weapons    Use no non-cult weapons (axes/shields only)
      +10% Defense [+20% Dodge]  Always walk barefoot (no armor on areas 1 & 5)
      +1 STR and +1 APP          Eat no cooked meat
      +1 CON and +1 APP          If liquor is available, drink only liquor
      +1 DEX and +1 APP          Never run from a fair fight
      +3 APP                     Hair turns blood red
      +25% Escape Bindings       Own no female slaves
      No unwanted pregnancy      Easily seduced when drunk
      CON is +6 vs poisons       Accept all drinking contests (except in battle)


      Roll   Name              Game effects

      01-25  "Simple Power"  - Gain cult Battlemagic spell of choice; can cast
                               without Magic Point loss (or chance of failure).
      26-30  "Divine Rage"   - One (1) Berserk per day (as per spell)
      31-35  "Divine Blade"  - Two (2) points Slash per day (as per spell)
      36-40  "Divine Dodge"  - One (1) True Dodge per day (as per spell)
      41-45  "Divine Parry"  - Two (2) True Parrys per day (as per spell)
      46-50  "Divine Spell"  - One (1) Seize Death per day (as per spell)
      51-55  "Divine Shield" - One (1) Great Parry per day (as per spell)
      56-60  "Divine Skill"  - Master (90%) one Cult Weapon or Skill
      61-65  "Iron Stomach"  - Immune to all imbibed poisons except liquor
      66-70  "True Strength" - Increase STR by 1d4 (this may exceed species max)
      71-75  "True Health"   - Increase CON by 1d4 (this may exceed species max)
      76-80  "True Speed"    - Increase DEX by 1d4 (this may exceed species max)
      81-85  "True Growth"   - Increase SIZ by 1d4 (this may exceed species max)
      86-90  "True Beauty"   - APP becomes species max or +1d4, whichever higher
      91-94  "True Companion"- Gain (second) allied boa (See Allied spirits)
       95    "True Hate"     - Immune to all Demoralize/Fearshock effects
       96    "True Mastery"  - Gain two experience gain chances per "check"
                               in cult skills and weapons; both rolls count.

       97    "Face of Death" - Each round, the enemy attacked acts Demoralized;
                               spells (even Berserk) not withstanding.
       98    "Divine Life"   - Double hit points (total and every location)
       99    "Great Gift"    - Roll Two Gifts, ignoring 99-00.
       00    "Greatest Gift" - Character's choice, and roll again.


      Roll      Gift
        01      Favored by Babeester Gor; no Geas.
      02-05     Never eat cooked meat
      06-09     Never have sex unless drunk
      10-14     Never trust men or go unarmed in their company
      15-19     Own no female slaves
      20-23     Free all abused female slaves of men who ask for aid
      24-26     Free all female slaves of men who ask for aid
       27       Free all female slaves of men asked or not
      28-30     Easily seduced when drunk
      31-32     Easily seduced by male Trickster initiates
       33       Try to find/kill any man who causes you an unwanted child
      34-36     Never allow a known rapist to go unpunished
      37-38     Kill/Castrate known rapists on sight
      39-40     Fight every Zorak Zoran worshiper seen to first blood (at least)
      41-42     In battle, take no prisoner ZZ cultists (kill them)
      43-46     In battle, take no prisoner rapists/despoilers
      47-48     In battle, take no male prisoners
       49       In battle, take no prisoners!
      50-53     Use no non-cult weapons (Axes/Shields only)
      54-56     Never run from a fair fight
      57-58     If liquor is available, drink only liquor
      59-60     Always drink the blood of each foe
      61-63     Always sever the loins of each male foe
      64-66     Except in battle, always drink offered/found liquor
      67-68     Always drink offered/found liquor, even when Berserk
      69-72     Fight men who doubt battle prowess to first blood (at least)
       73       Castrate or Kill men who doubt battle prowess (if possible)
      74-76     Always walk barefoot (no armor on areas 1 & 5)
      77-78     Walk with nude hit location (random - may be rerolled)
      79-82     Walk completely nude 1 day/week    (random - may be rerolled)
      83-85     Walk completely nude 1 week/season (random - may be rerolled)
      86-88     Walk completely nude 1 season/year (random - may be rerolled)
      89-90     Walk completely nude always; 79-90 now may not be rolled.
      91-92     Fight men who comment on appearance to first blood (at least)
       93       Castrate or kill men who comment on appearance (if possible)
      94-95     Fight men who make a pass to first blood (at least)
       96       Castrate or kill men who make a pass (if possible)
       97       Act REALLY bitchy; avenge all slights, no matter how small
       98       GM's choice
       99       Roll twice; ignore 00s.
       00       GM chooses two related geas to stronger effect; e.g. Walk
                  Nude, and Castrate or kill men who comment on appearance.

      _V_I. _A_X_E _P_R_I_E_S_T_E_S_S _M_E_M_B_E_R_S_H_I_P

      _G_e_n_e_r_a_l _S_t_a_t_e_m_e_n_t

           Axe Priestesses are the embodiment of Babeester Gor  on
      both  the  mundane and the magical plane.  She is priestess,
      arms mistress, protector, avenger, organizer,  and  teacher.
      She  is responsible only to the high priestess of her temple
      and her goddess.   Due to the cult's small size, there is no
      rune status other than this one.

      _R_e_q_u_i_r_e_m_e_n_t_s _f_o_r _A_c_c_e_p_t_a_n_c_e

           Axe Priestess applicants must be a Axe Sister  in  good
      standing,  and  have been with the cult for at least 1 year.
      She must have killed at least one enemy in  one-on-one  com-
      bat,  preferably male.  She must be 90% of three cult weapon
      skills, and proficient (75%) in  three  other  cult  skills.
      She must have an 18 POW (in RQ 3 roll POW x3) to get Barbes-
      ter Gor's notice, and must then convince the goddess she  is

           This test is abstracted to a test of: (STR + POW + Best
      Axe/5)  as a percentile; each act of bravery (GM's opinion),
      major gift, or recommendation from a high  priestesses  adds
      +5%  to  the roll.  Applicants who fail must either wait one
      year, or lead a cult mission before  trying  again.    Those
      who succeed sacrifice one point of permanent POW to the God-


           In addition to maintaining all  initiate  restrictions,
      Axe  Priestesses must aid any free woman who requests refuge
      from a man, unless they know the  woman  to  be  chaotic,  a
      despoiler  of  the  Earth,  or an ex-cultist who spurned the
      goddess.  They must defend all non-chaos Earth temples,  and
      do  what is in their power to avenge any wrongs done against
      the Earth.  They must spend 90%  of  their  time  in  temple
      business,  typically running the candidate training program,
      providing protection, and fighting on missions of vengeance.
      Axe  Priestesses  must also accept one Greater Gift and it's
      attendant Geases.


           Axe Priestesses are looked to as  the  protectoress  of
      women  in  society  when  all  other protectors have failed.
      They are respected by earth cults, and are often given gifts

      for the services they do.  They may make and sell likenesses
      of Babeester Gor to those who  worship  the goddess's Liquor
      brewing aspect.

           Due to their martial lifestyle, Axe Priestesses are not
      restricted  to  DEX  x 5 in any skill, and also may go above
      100% in all cult weapons and skills.   They  rune  magic  is
      reusable,  and call upon Divine Intervention as a Rune Lord,
      subject to initiate restrictions on healing.

      _R_u_n_e _S_p_e_l_l _C_o_m_p_a_t_i_b_i_l_i_t_y

           Babeester Gor priestesses know all standard spells from
      Runequest.   (In  RQ  3, they know Shield, D.I., Divination,
      Absorption, Spirit Screen, and Spell  Teaching).   They  may
      summon Small and Medium Gnomes.

      _C_u_l_t _S_p_e_c_i_a_l _R_u_n_e _M_a_g_i_c

           The following special rune magic spells are available:

	Slash                                    Cost -- 1 POW Point
	Range - 160 meters                     Duration - 15 minutes
	Stackable (to 4 in RQ 2)                            Reusable

	     This spell adds +1d6 damage to any axe it is cast upon.
	Weapons so treated gain a copper-gold sheen.

	True Parry                               Cost -- 1 POW Point
	Range - 180 meters                  Duration - 1 melee round
	Non-stackable                                       Reusable

	     From the instant True Parry is cast until the same seg-
	ment  the  following  round,  the recipient will  parry  all
	attacks (including missiles) directed against her with what-
	ever  she  holds  in her hands.  She will even parry attacks
	she cannot normally sense.  The recipient cannot block  area
	attacks  (e.g.   acid  spray or boiling oil) with weapons or
	small shields, or prevent excess damage  from  getting  past
	the  parrying weapon/shield/arm.  The recipient must be wil-

	Berserk                                 Cost -- 2 POW Points
	Range - 160 meters                     Duration - 15 minutes
	Stackable                                           Reusable

	     Babeester Gor's version of  this  spell  reserves  it's
	double  weapon  skill  boost against "despoilers" not Chaos.

	These include known rapists, Zorak Zoran cultists,  invaders
	of  Earth  Temples,  Vampires, and Krarshtkids, but does not
	include passive and/or  non-threatening  Chaos  (Lunar  cul-
	tists, or Nysalor worshipers).   In addition to being dispel
	resistant, as all Berserk spells are, this Berserk cannot be
	calmed by Chalana Arroy cultists.

	True Dodge                              Cost -- 2 POW Points
	Range - 180 meters                     Duration - 15 minutes
	Non-stackable                                       Reusable

	     This spell causes all unparried normal attacks to  miss
	the  recipient.   Opponents  must  Special  (roll  1/5 their
	attack) to cause any damage.  Normal attacks which are  par-
	ried  and  have  excess damage get past the weapon or shield
	armor can damage normally.  This spell does not affect  dam-
	age  done  by specials or criticals, unless the recipient is
	entirely nude, in which case a special becomes a normal hit,
	and a critical becomes a special.

	Seize Death                             Cost -- 2 POW Points
	Range - Personal                          Duration - Special
	Stackable                                           Reusable

	     Whenever a death spell (Sever Spirit or Disruption)  is
	thrown  at  the priestess, she may invoke this spell regard-
	less of any other actions she takes that round.  On casting,
	the  entire death spell, including Magic Points used to back
	the spell up, is diverted into the melee weapon held by  the
	Priestess.  It expends against the next target the Priestess
	successfully strikes with that weapon; if no one  is  struck
	in  the next 15 minutes, the death spell dissipates.  Multi-
	ple death spells may be seized with multiple  Seize  Deaths,
	in  which  case  the  stored  spells  all expend on the next
	successful strike until the target is dead.

	Great Parry                             Cost -- 3 POW Points
	Range - 180 meters                     Duration - 15 minutes
	Non-stackable                                       Reusable

	     Great Parry makes an axe or shield unbreakable for  the
	duration  of the spell.  This negates all damage from weapon
	boosting spells used against the weapon or shield  (such  as
	Bladesharp,  Truesword,  Damage Boosting, Crush, etc).  Base
	weapon damage  and  damage  bonus  remains  however,  so  it
	doesn't  make  the  shield's  wielder  immune  to very large
	creatures or weapons.

      _H_i_g_h _P_r_i_e_s_t_e_s_s_e_s

           High Priestesses are called Axe Mistresses.   They must
      have  15 points of sacrificed rune magic, and killed or cas-
      trated at least 15 men alone in combat.  They must have per-
      mission  from  their  current  Axe  Mistress  (almost always
      given), and must have at least 20,000 SP saved, or on Temple
      credit  (part  of  the 90% donated to the cult).  If this is
      done, then the new Axe Mistress may go to found a new temple
      school  elsewhere, or take the place of the current Axe Mis-
      tress if she is retiring.   The 20,000 SP is  used  to  pur-
      chase temple grounds.

           At this time the Axe Mistress must take another Greater
      Gift and 2 random Geases.  They gain access to the following
      special Temple defense spell:

	Axe Trance (Death Axe)                   Cost -- 1 POW Point
	Range - 180 meters                     Duration - 15 minutes
	Non-stackable                                       Reusable

	     This spell may only be cast upon a copper axe.  It adds
	+10%  for each Magic Point put into it when first cast.  For
	instance, casting 100 MP into the Axe, makes the axe  +1000%
	to  hit.  Axe Trance may only be cast in a Temple to Barbes-
	ter Gor, or an Earth cult, and will stop if the Temple guar-
	dian spirit is destroyed, or the temple alter is desecrated.



           In the chaos wars, Babeester Gor saved her half  sister
      Boa  from destruction.  Boa is a child of Hykim and Ernalda,
      and is mother of giant snakes.  For  saving  her  life,  Boa
      promised  to  serve  Babeester  Gor;  statues often show her
      wrapped about the Blood Goddess.   Boa's  powers  complement
      Babeester  Gor's  perfectly,  for while Boa is slow and cold
      blooded, she is also wise, subtle, and magically adept.

           Boa provides the cult's allied spirits, and  also  acts
      as the Spirit of Retribution.

	Allied Boa Constrictor

	STR 2d6+6   CON 3d6+6  SIZ 2d4+4
	INT 1d6+12  POW 3d6+6  DEX 1d6   (APP 3d6)
	INT worth of Battle (Spirit) Magic
	Armor: 3 pts   Average Hits: 13
	Oratory: 50%, Fast Talk: 60%, Tactics: 70%, Earth Tongue: 80%

	     The Boa constrictor may wrap around the  cultist,  pro-
	tecting  1/2  it's SIZ worth of hit location die pips (round
	down) on the chest, abdomen, and/or legs.   For  instance  a
	SIZ  9 Boa, protects 4 locations; it chooses: 9, 10, 11, and
	12 (abdomen and  chest).   When  the  hit  location  die  is
	rolled,  any  strike  on  those  locations  hits  the  snake
	instead;  the  Boa   does   get's   the   benefit   of   any
	Protection/Shield spells cast on the cultist.  An allied Boa
	wrapped about the cultist does not count as clothing as  per
	geas or spells.

      _S_p_i_r_i_t _o_f _R_e_t_r_i_b_u_t_i_o_n - _C_u_r_s_e _o_f _T_i_m_i_d_i_t_y

           Boa sends curses against  those  who  offend  Babeester
      Gor.   She sends  nightmares  against those who mildly break
      restrictions or geases.   Against those who spurn  the  god-
      dess, Boa sends the Curse of Timidity.

           The Curse has a POW of 2d6+12, which declines  one  POW
      per  year.   To perform any act of courage, such as entering
      battle or even attempting simple self  defense,  the  former
      cultist gets one roll of POW (MP) vs Curse POW, to act.   If
      she fails, she will be too terrified to take any action, and
      will  allow the attack, beating, robbery, rape, enslavement,
      or even murder to happen without struggle.

      _V_I_I_I.  _A_S_S_O_C_I_A_T_E_D _C_U_L_T_S


           Babeester Gor gains no spell from Ernalda, she  is  too
      different from her mother now.  However, she allows cultists
      who wish to marry to leave her cult in peace  if  they  join
      the  Earth  mother  cult.  Ernalda, for her part, allows the
      bride to join at equivalent status.  Initiate  becomes  ini-
      tiate.   Priestess  becomes priestess.  All Gifts and Geases
      disappear upon changeover, except increases  in  APP,  which
      remain.  Runemagic remains, but becomes one-use.


           Babeester Gor made friends with Gorgorma, who hates all
      so-called  'nobility'.   Babeester Gor gains command of this
      spell from her friend:

	Second Mouth                             Cost -- 1 POW Point
	Range - 180 meters                     Duration - 15 minutes
	Non-stackable                                       Reusable

	     This spell  prevents rape by  allowing the recipient to
	sever  anything which attempts to enter within her.  The at-
	tacker becomes functionally incapacitated by this act.

      _M_a_r_a_n _G_o_r

           Babeester Gor gains command of this spell from her aunt
      and occasional battle companion.

	Crevice                                  Cost -- 1 POW Point
	Range - 180 meters                        Duration - Instant
	Stackable                                           Reusable

	     This spell acts like a single Earth elemental attack vs
	one  target, doing  4d6 damage to each  of the target's legs
	(armor protects).  The target may avoid the damage  by roll-
	ing  under  the average of  DEX and SIZ  multiplied by  5 on
	percentile dice.  The caster may stack Crevice to either add
	+1d6 damage,  or lower the  dodge multiple (x4, x3, x2, to a
	minimum of x1).  A Crevice cannot be  created on stone, bog,
	sand, or anything but normal earth.

      _E_u_r_m_a_l (_T_r_i_c_k_s_t_e_r)

           Babeester Gor gains command  of  this  spell  from  her
      lover, slave, and master.

	Safe Drunk                              Cost -- 3 POW Points
	Range - Personal              Duration - Length of Inebriety
	Non-stackable                                       Reusable

	     This spell only works when the caster is totally  drunk
	beyond  any  ability  to act, think, or remember.   It calls
	upon the raw power of Disorder to protect  the  caster  from
	any  harm  or capture while in that state.  A Safe Drunk may
	wander  through  an  apocalyptic  battle,  stumbling   under
	scythes,  weaving  through  impenetrable arrow fire, falling
	under screaming death magics, avoiding  and/or  accidentally
	killing  foes.   It cannot be dispelled.  There is one draw-
	back.  Safe Drunk does not keep the caster from waking up in
	an unknown lover's bed.

      _I_X. _M_I_S_C_E_L_L_A_N_E_O_U_S _N_O_T_E_S

      _H_o_l_y _W_e_a_p_o_n_s

           Babeester Gor wielded a copper axe, and since that time
      copper  axes have been holy to the cult.   These axes may be
      enchanted for +1 armor/+1 damage per one point of  POW;  the
      extra damage only works in the hands of cult initiates.