the cult of Deezola (unsinkable) Part Two

From: Ian Thomson <ithomson_at_swin.edu.au>
Date: Mon, 29 Jun 1998 10:44:51 +0000


IV. Initiates

This is primarily a cult for those who dislike violence and have strong principles of fairness and justice. Part of their oath of allegiance speaks of their goals of 'maintaining and promoting peace', 'fostering cordial relations with subject peoples', and 'administering Lunar justice with total integrity'. However it is not a cult entirely of pacifists, and Deezolans on active duty come under the command of the Lunar Army. To join the cult one must pass tests in three out of the following: First Aid, Oratory, Bargain, Poetry (there ARE non-Deezola Poets), World Lore, Ride, and Read/Write own language. One must also convince the selection panel of one's high ideals and interest in promoting peace and cultural exchange. Providing this is achieved, one sacrifices a point of POW during the initiation ceremony. From then on the Initiate must give 50% of time and income to the cult. One must be eligible in background (if not in skill level) to join the Lunar Army, in order to be admitted to the cult of Deezola. This does not mean they are members of the army, only that they may become so, either temporarily or for a full tour of duty.

Special Deezola Cult Skills
Lunar Laws - after initial training this skill starts at INT+3D4 Negotiate - communication skill, to show confrontational parties common ground and appreciation of opposing viewpoints. After initial training the skill starts at INT+POW%, however the game Storyteller may impose penalties according to the intractability of the protagonists. Poetry - after initial training the skill starts at POW%

The Cult Choice
The Initiate makes an important statement of choice during the ceremony, they may choose to discard all weapon use in favour of the power of reason and heartfelt expression (symbolised by the choice between Poetry or Weapons Training). The actual oath of all who are Initiated to this decision is: "I will never intentionally harm an intelligent being, unless it needs restraining to prevent it harming itself, and I will minimise the damage of any such action. I will never kill an intelligent being. Any being I have incapacitated comes under my protection. I will not allow any being under my protection to be harmed." Taking this oath gives them the first 'Cult Gift', and such cultists will from then on carry no weapon. The other Initiates take a similar oath, emphasizing ethical behavior and the minimization of violence without the absolute restriction on combat , and gain the other 'Cult Gift'.

The First Cult Gift
Sense Deceit - This is a psychic ability similar to Sense Assassin, and its initial value is a percentage equal to the character's POW at that time. It increases with experience and registers not only deliberate lies or grossly misleading information, but also those who are pretending to be who they are not. It may reveal an exact identity i.e. it registers exactly which is the lie spoken (and therefore reveals the speaker), or it may just give a feeling, for instance if someone involved in a negotiation is an imposter who is otherwise being truthful.

The Second Cult Gift
The Initiate gains +10% in their weapon of choice, and will commonly only ever carry a large weapon of this type, and maybe a spare. The accompanying condition of this choice and gift is that the cultist never attacks by ambush, nor by posing falsely as a friend.

Common Spirit Magic
Befuddle, Bladesharp, Countermagic, Detect Enemies, Glamour, Heal, Protection, Spirit Screen

Special Deezola Spirit Magic
Lay on Hands - (Costs 3MP) A POW challenge is needed to drive out a disease spirit, fumble and it possesses you instead. If succesful the Spirit is dispelled back to the Spirit Plane. Restrain - The caster focuses their will on one individual and prevents them from moving, except for autonomic body functions. The caster must succeed in a POW challenge. If so the spell costs 3MP, and is maintained as long as the caster can focus complete attention on the subject. Range is three times the caster's POW as yards. The affected target is lit with a red glow. Sustain Life - This spell costs 1MP per 4HP or 2CON that the recipient is below their normal level. It completely halts all further deterioration due to injury, poison etc. Each application of the spell has a duration of minutes equaling the caster's POWx3. It may only be applied when a person has reached 1HP, or one third of their normal CON, or less.

V. Rune Lords

To become a Rune Lord (gender unspecific term), the candidate must have 18 POW, 90% in two from First Aid, Lunar Laws, Oratory, Pelorian Lore, World Lore, and Negotiate, (and a minimum 50% in Lunar Laws and 60% in Negotiate and Pelorian Lore). If one is a Poet they must have 60% in Poetry, or if they took the weapon training they must have 80% in their main weapon. They must also speak and read/write three languages (Spk minimum 60%; R/W min 50%), and know one racial lore other than their own (can be another human culture) to at least 50%.

A Deezolan Rune Lord is equivalent to a ranking junior officer with authority in the Lunar Army, although this is a thorn to some Yanafali. A Yanafali of equivalent rank, outranks the Deezolan. The Deezolan position is not normally a combat position, but can lead to tricky situations when the choice between combat and negotiation is unclear. Rune Lords must give 70% of their time and income to the cult. Additionally Deezolan cultists of Rune status are qualified lawyers both in the courts and in the field. Traditionally such justice dispensing teams are composed of two members, one cultist of Deezola and one of Irripi Ontor, but this is not essential.

VI. Rune Priesthood

A Rune Priestess or Priest of Deezola is accepted when they have performed at least two years as a Rune Lord, with at least four active missions. The skill tests are the same as above except they must have 90% in at least three of the first skills, and a 70% minimum in the others. They must also be able to Speak 70%, R/W 60% minimum in three languages, as well as a having a 60% minimum in the foreign/non-human racial lore. Rune Priests are equivalent to middle rank officers in the Lunar Army, and must give 90% of their time and income to the cult. Priests are restricted in combat to a maximum skill of DEXx5%.

Common Divine Magic
All Common Rune Magic

Special Divine Magic
Command Gnome, Reflection (both re-useable)

Special Deezola Divine Magic
The Blessing - (3POW, re-useable) This spell is to enhance a special force of six Seven Mothers cultists (original or group cults). They can be any combination, including the Deezolan, and could even be six Deezolans. For the duration of the spell, the members (who must all sacrifice one POW except for the caster) are in permanent, clear, group-Mindlink and may swap MP and cast spells on, or through, each other. Each member needs to give consent to another for such actions, but this takes only 1SR for such communication. Such spells have a success % equal to the highest skill of a group member in that spell, +10%. Call She Who Waits - (3POW, single use) She is called when groups or individuals are separated by conflict when they could be working together, and if they don't work together the consequences are dire. She may appear in spirit, aiding the presence and persuasive power of the summoner, or rarely she appears in person as a dark and mysterious hooded figure, whose words are always wise, forceful, to the point, and spoken with chilling authority. They are not always words that the summoner might have hoped to hear! Group Avatar - (2POW single use) Also requires six Seven Mothers cultists as above. The six sit and Mindlink only, and may take no other actions of any significance. They create an illusory seventh person, a composite of all of them, a spirit warrior. This powerful individual has all their abilities and also a mind of its own, although it needs a specific purpose and follows the mental communications of the caster alone, though the others may make mental suggestions to the caster. The communers all sense through its senses. It has HP equal to twice their average, and all other properties depend on the characters of its creators. (These equal the highest of any group member +10%) Only if this group avatar is utterly inactive can the circle be temporarily broken for some reason, for instance to speak to a non-member. The avatar must be supplied with physical accoutrements, but uses the spells and other abilities of its creators as it wishes. It may be damaged only by magic. Inspiration - (1POW Single Use) Various uses, self or other. Gives Divine Inspiration into a situation where creativity has become stagnant. Recipient might be trying to compose epic poetry, to create a package of terms to reconcile two warring factions, to solve a life-threatening puzzle... Effectively this makes the single important roll an exceptionally impressive Critical Inspire Followers - (2 POW, single use, re-useable by Priesthood) A successful Poetry or Oratory roll is required to make this work. Its typical use is for a noble leading from the front of his warriors, perhaps think of Henry Fifth. It affects a number of followers equal to three times the caster's POW, and others may be affected indirectly. The duration is this same amount in minutes. If the caster dies in combat the affected followers become fanaticized, as in the spell of that name. PreHealing - (2POW Re-useable) Each use allows the caster to put as many MP as they like into storage. The regular MP reservoir can then be filled up again normally. Only one use can be active at a time. The spell activates when the caster reaches 1HP or less. It also works if the caster's CON is being eroded, not HP. In this case it activates when the caster reaches 1CON, and each three saved MP restore 1CON. Used this way, the spell will cure a regular disease or neutralise a poison, but will not drive out a disease spirit. Prevent Decay - (1POW Re-useable) Typically cast on a corpse. Each use prevents bodily corruption for 24 hours. This is mainly used to reduce potential CON, STR, DEX , APP and INT loss for those who might be resurrected Ward Disease - (1POW Re-useable) Takes 1 POW from recipient on use. Each MP added to spell increases recipients CON by 1 for the purpose of combating the specific disease. If there is a second disease it takes 2MP for each 1 increase in relevant Stat. Permanently increases resistance from then on, thus making it quite a different option to the Lay on Hands spirit spell.

 VII. Associated Cults

Arachne Solara - the Spider Goddess is acknowledged and included in some of the inner rituals, however gives nothing in return. Perhaps there is truth in the rumour that Heroes of the cult can Quest to learn special Rune Magic or Sorcery from her. Basekora provides Regrow Limb and Earthpower - Deezola never betrayed her roots as an earth worshipper and is thus rewarded. Erissa provides Restore Health (INT) - - Whilst Deezola moved beyond Erissa constraints (see Chalana Arroy) she never neglected her attention to fairness and the healing arts, and retains close cult connections. Irripi Ontor - as a close friend of Deezola's, provides Truespeak Seven Mothers give Command Lune and Mindblast

Yanafal Tarnils provides Truesword - Once, during the Red Goddess HeroQuest, Yanafal was ambushed by champions of Orlanth. Deezola at once attacked to defend him, despite her comparatively poor fighting skills, thus granting him the moments he needed to marshal his energies. He gives Deezola this spell to aid her when she feels combat is unavoidable. Yelm provides Resurrection - Erissa is from the Solar Pantheon, and Deezola approached Yelm during the Red Goddess quest. With the help of the other Mothers, she obtained from him this power to bring back the souls of the dead, and the Quest continued.

VIII. Spirit of Reprisal

The Spirit of Reprisal for Deezola appears as an enigmatic hooded figure. Its POW is calculated by subtracting 1 from the culprit's POW and adding D4 to that. This being is visible on all planes. Its face remains hidden but it has glowing green eyes. If somehow the face is revealed, it looks identical to the transgressor. The spirit is immune to all forms of physical and magical attack, and uses Spirit Combat only. If it defeats the transgressor, that person is unharmed, but drops to minimum in all cult related abilities, POW drops to original, loses the special gift, and receives an indelible mark - a sideways Harmony Rune on their forehead. The spirit asks for any cult items to be returned to the nearest temple, and if this is refused then the spirit possesses the cultist and makes that journey for them. The spirit frees the cultist once the items are deposited at the temple. Even if the cultist is not defeated the inverted Truth Rune appears, however abilities are not lost. Nevertheless, unless the cultist immediately goes into penance, and makes amends, the Rune becomes permanent, and they are of course excommunicated from now on.


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