TEXT:  
   
    
   
  
   
   
  TABLE OF CONTENTS 
   
  PLAYER’S SECTION 
  Cult of Arioch 
  6 
  Cult of Balan 
  10 
  Cult of Chardros 
  15 
  Cult of Hionhurn 
  20 
  Cult of Mabelode 
  25 
  Cult of Pyaray 
  30 
  Cult of Slortar 
  34 
  Cult of Xiombarg 
  40 
  GAMEMASTER’S SECTION 
  Secrets of Arioch 
  45 
  Secrets of Balan 
  48 
  Secrets of Chardros 
  52 
  Secrets of Hionhurn 
  58 
  Secrets of Mabelode 
  64 
  Secrets of Pyaray 
  66 
  Secrets of Slortar 
  71 
  Secrets of Xiombarg 
  76 
   
  CLEAR CREDIT 
  CHAOS CULTS OF THE YOUNG KINGDOMS was written by Charles Green and is copyright ©2008. This 
  document is revised and edited version of the Monograph of the same name as published by Chaosium™. 
  Cover Art Flag of Chaos is copyright ©2008 Jeff Ward (http://stungeonstudios.com/) 
  Layout and additional editing by Marcus Bone. 
  This article was sourced from the Stormbringer! website (see http://www.stormbringerrpg.com) 
  
  CULTS OF CHAOS 
  - 3 - 
  INTRODUCTION 
   
  The conflict between the Lords of Law and Chaos, and the mediating force of the Cosmic Balance, is the 
  central pole around which all of the Eternal Champion stories revolve. These beings, while godlike in 
  power and scope, are “gods” in much the same way as the Greeks saw their divinities, i.e. as entirely 
  human in their workings, full of lust and wrath, and as political an animal as any in existence. It is the 
  conflicts between these beings that drives the Multiverse ever onwards, inspiring human agents to feats of 
  tremendous heroism and despicable depravity. They are, in short, the prime motivators of the Balance, at 
  once separate from it and forever enmeshed in its boundaries.  
  The Lords of the Higher Worlds derive power from their human followers. This power feeds them, 
  just as mortals eat food and drink wine. And, since the Balance binds the gods to not act directly in mortal 
  affairs, the human followers are needed to spread their master's influence in the world of the living. This 
  text deals with those who put the needs of the gods before their own. 
  The first section is for players. It lists most of the cults of Chaos active in the Young Kingdoms, and 
  the nature of the average cult member. It also gives detailed instructions for making and playing a 
  member of that cult. There are new spells, demon breeds, and goals for new characters.  
  The second section is for the Gamemaster only. It has further background on the cults, plot hooks 
  and assorted tools for integrating the cults of Chaos into an ongoing campaign. Players should stay away 
  from this section, as the knowledge contained therein is only for minds that have undergone certain 
  preparations. Gamemasters will also find new enchantments, spells, and demons for their own use, either 
  as player-character rewards or new and terrible foes.  
  Remember that Chaos is a force of corruption and beguilement. The powers described inside seek to 
  draw followers away from the peace offered by the Balance. Certainly the power is there for the taking, 
  but the price can be terrible. Every point of Allegiance earned moves them farther away from humanity.  
   
  
  CULTS OF CHAOS 
  - 4 - 
  CULTS OF CHAOS 
  Progression through the Cults 
   
  For members of any cult, the primary reason for 
  membership is to grow in power within the cult, 
  thereby strengthening the power of the god 
  associated with that cult. The progression of an 
  individual through the cult is measured by the 
  amount of Allegiance they have accumulated 
  during the course of their careers. Not only does 
  this serve as a measure for players to know their 
  position with the cult relative to others, but it also 
  allows the GM to keep track of the amount of 
  devotion a player holds to his or her god.  
  Each cult has ranks associated with its 
  membership. In the case of the Cults of Chaos, this 
  uniformity stems from affiliation with the greater 
  Church of Chaos from Pan Tang, which gives the 
  rest of the Young Kingdom a template to follow. 
  The cults of Law share uniformity in structure in 
  reflection to the nature of that force; a uniform 
  organization mirrors the perfection of Law.  
  The lowest rank in any cult is that of the 
  initiate. As described in the Stormbringer rules, 
  initiates provide the bulk of labor for the cult, as 
  well as serving as the body from which the mass of 
  higher ranked personnel are drawn. An initiate to a 
  cult may or may not have any sorcerous ability or 
  training. There are few entry requirements, beyond 
  a simple Allegiance score of at least 3 higher in the 
  force associated with the cult, and an at least 
  passing devotion to the force or god the cult 
  follows. The initiation rituals tend to be little more 
  a swearing in and a statement of intent, although 
  some cults go a little bit further for drama. In all 
  cases, however, a basic rank of initiate is a 
  prerequisite for further development into the 
  mysteries of the cult. While an initiate, however, a 
  person does have limited access to the cult’s 
  resources, usually some skill instruction or 
  emergency healing. If an initiate shows sorcerous 
  ability, then a few minor spells might be available 
  for learning. Characters with enough Allegiance 
  can, at the GMs option, be considered already 
  initiates of their cult during character creation. 
  After a period of time (during which time the 
  initiate learns about the cult’s beliefs) if the higher-
  ranking cult members feel that an initiate shows 
  promise, that initiate may be tapped for a further 
  initiation into the cult, moving on to the rank of 
  novice. To successfully achieve the rank of novice, 
  the initiate must demonstrate a sincere desire to 
  progress through the ranks of the cult, have a good 
  working knowledge of the dogma and precepts the 
  cults holds, and undergo some sort of trial or test 
  to measure their worth. This trial varies from cult 
  to cult, but is often moderately challenging to the 
  prospective novice. Also, an Allegiance score of at 
  least 20 is needed. A novice has greater access to 
  the cult’s library, and may learn more difficult 
  spells, as well as being allowed more advanced 
  skill instruction. It is at this stage of a member’s 
  time in the cult that summoning spells are taught, 
  and a certain amount of mastery over this part of 
  their instruction must be obtained for serious 
  consideration for further growth. Many novices are 
  
  CULTS OF CHAOS 
  - 5 - 
  weeded out at this point, either due to lack of 
  ability or disastrous summoning results. Also, non-
  sorcerous members of the cult have trouble 
  advancing past this point. Many strive to gain 
  sufficient POW to learn magic, or work on gaining 
  enough Chaos Allegiance to achieve rank outside 
  the cult structure, as an agent of Chaos usually 
  holds an unofficial rank of Prelate with cults 
  associated with that god.  
  Should the novice prove hardy enough to 
  survive until they have accumulated 50 points of 
  Allegiance, they can request for consideration for 
  further advancement. The next rank within the cult 
  is that of acolyte. An acolyte is expected to be very 
  well versed in cult dogma, as well as spend a year 
  serving as a body slave to the sect’s Bishop, or 
  some other humiliating duty to teach them 
  humanity’s subservience to the Lords of Chaos. 
  Very few potential acolytes survive this time. At 
  this time, characters are taught increasingly 
  complex spells and rituals, and a few are sent on 
  missions in the Young Kingdoms. Those hardy 
  enough to survive are made full acolytes, and 
  given even greater access to the cult’s libraries. 
  Acolytes also oversee lesser initiates and novices, 
  keeping an eye open for potential recruits for 
  further advancement. 
  After serving as an acolyte for several years, 
  the cultist is examined to see if they are good 
  candidates for further advancement. Should the 
  acolyte’s service record be relatively free from 
  marring errors, and they have accumulated 75 
  points of Allegiance, he is moved up to the rank of 
  disciple. A disciple of the cult sees to most of the 
  day-to-day duty of the cult, and operates as the 
  public face of the Church of Chaos. They oversee 
  the construction of temples, perform religious 
  rituals, collect tithes and offerings, and generally 
  behave in a manner becoming to priests of that 
  faith. Most cultists of Chaos peak when they reach 
  this rank, seeking no more advancement in the 
  cult.  
  If the cultist wishes to advance farther, the 
  Bishop of his sect will task him with an arduous 
  pilgrimage to a holy site of Chaos, such as the 
  Temple of Chaos in Melnibone, or the Unholy 
  Fortress in the East. Such a journey is filled with 
  danger and peril, but, should the cultists survive 
  and accumulate 100 points in Chaos Allegiance, 
  upon their return they will be raised to the lofty 
  rank of Prelate of Chaos. There are very few of 
  these individuals, since their contemporaries do 
  their best to ensure that the individual does not 
  survive their pilgrimage. The life of a prelate is one 
  of privilege and power, as well as danger. Each 
  prelate within a cult seeks to outdo his fellows, 
  and to subvert and overthrow the Bishop of their 
  sect. Being a prelate tends to be a short-lived rank, 
  as the supplicant will either soon die or become 
  the Bishop. 
  The position of Bishop is the highest rank to 
  which a member of the cults of can aspire. The 
  rank isn’t based on Allegiance, or even proper 
  progression through the ranks of the cult. Each cult 
  has its own method for determining the next 
  Bishop in succession. For some cults, this is a 
  practical impossibility, as the current Bishop will 
  not allow any upstarts to take the position. For 
  example, the Theocrat in Pan Tang is also the 
  Bishop of Chardros, so therefore is the head of 
  both the political state of Pan Tang and the Church 
  of Chaos. He allows none of his prelates to come 
  close to rivaling him in power, and mercilessly 
  squashes any attempts to take his position. In other 
  cults, attaining the bishopric is a matter of killing 
  the current bishop, and taking the position by 
  force, while other cults simply wait for the current 
  Bishop to die and appoint a successor from the 
  number of prelates deemed worthy of the position. 
  This is often a question of Allegiance, but other 
  times will be determined by the current political 
  situation facing the cult. In any event, Bishops of 
  Chaos are amongst the most powerful people in 
  the Young Kingdoms, perhaps even in other 
  planes, as they mix great political and temporal 
  influence with awesome sorcerous power.  
  It should also be noted that the rank 
  progression isn’t always absolute. In the cult of 
  Mabelode, for example, rank is only relative to 
  other members of your unit, with the squad leader 
  being the member with the highest allegiance 
  score. The cult of Chardros is more power-hungry 
  than most, and positions are only open to someone 
  who kills a current office-holder, and can keep 
  from being killed by their fellow cultists long 
  enough to take the position. 
  
  CULTS OF CHAOS 
  - 6 - 
  Also, Agents of Chaos are a special case. 
  While they exist outside the hierarchy of the 
  Church of Chaos, Agents are generally feared and 
  respected by members of the official Church. As 
  such, a recognized Agent of Chaos will hold the 
  rank of Prelate for the cult associated with their 
  god, and can even take over the bishopric should 
  the position be available. Agents are wild cards in 
  the cults of Chaos, since their existence outside the 
  proper cult structure makes them unpredictable. It 
  is not uncommon for initiates to leave the cult and 
  pursue Agenthood on the own, only to return later 
  after 
  pre-empting 
  most 
  of 
  their 
  former 
  contemporaries. 
   
  
   
   
  PLAYER’S SECTION 
  A Player’s Guide to the Cults of Chaos 
   
  
  CULTS OF CHAOS 
  - 8 - 
   CULT OF ARIOCH 
  The Duke of Hell, Lord of the Seven Darks, and Knight of the 
  Swords 
   
  It is said that Arioch is amongst the most 
  conniving, manipulative of the Chaos gods, one 
  whose plots and schemes reach throughout the 
  Multiverse. Such plots are often beyond the 
  understanding of his mortal servants, and any such 
  servant who has the temerity to question the 
  master’s plans (such as Elric, as a notable example) 
  should expect a terrible reprisal. 
  OBSERVATIONS 
  AFFILIATION 
  Independent. While not a member of the Church 
  of Chaos, the cult of Arioch is wide spread, 
  befitting with Arioch’s meddlesome nature.  
  CHARACTER OF CULT 
  MEMBERS/IDEOLOGY 
  In keeping with the character of Arioch, his human 
  cult in the Young Kingdoms see themselves as 
  master manipulators of the world, acting upon 
  secret communication with their god in order to 
  further His ends in this world and others. They use 
  all tools at their disposal, from cast magic to 
  powerful demonic summonings, to ensure that 
  their role within their master’s plans are fulfilled to 
  His full pleasure. No corner of the Young 
  Kingdoms is immune to Arioch’s influence, which 
  is enacted via his mortal (and immortal) servants. 
  In addition to operating as a manipulating 
  arm for Arioch’s schemes, his cult also offers 
  veneration and worship of Arioch in his from of 
  Lord of Enlightened Bloodletting, a variant form of 
  the Knight of the Swords. Blood features strongly 
  in the rituals and art of this cult and they have 
  developed a variety magical means to make use of 
  the blood of themselves and others to help achieve 
  power. Martial skills is still highly respected, but so 
  is a sense of style, grace, sophistication and, above 
  all, subtlety. The cult members see themselves as 
  urbane, educated and powerful followers of Chaos 
  in its most glorious form, and shy away from the 
  unnecessary violence of other cults. To them, if a 
  knife in the back will solve problems as easily as 
  an extended siege or other forms of large-scale 
  warfare, then the knife is the only choice. 
  The character and nature of individual cultist 
  varies. Anyone who shows real devotion to Arioch 
  and his goals will find a home within the cult, and 
  this attracts a large number of people from all over 
  the Young Kingdoms, for a variety of reasons. The 
  cult hierarchy tries to direct members to activities 
  that best suit their particular character, with 
  varying degrees of success. Thus, the cult is a 
  strange mixture of personalities, cultures, and 
  outlooks. The cult thinks Arioch enjoys this mixing 
  of idea, and that it gives the cult strength through 
  
  CULTS OF CHAOS 
  - 9 - 
  versatility. Of course, it is possible that the cult is 
  just a massive joke for the Duke of Hell, but that 
  remains to be seen.  
  CLERICAL VESTMENTS 
   In areas where the worship of Chaos is tolerated, 
  Arioch’s priests wear the colors associated with the 
  cult, black with red trim and silver accents. The 
  cut of these garments vary, from elaborate 
  collections of fabric keeping with current style, to 
  simple robes and cloaks, belted at the waist to aid 
  movement. In times of worship, priests always 
  wear an elaborately embroidered robe, with a 
  deep hood. The color of ritual robes is always 
  deep black with red and silver, just like other 
  clothes. Black represents the mysterious aspects of 
  Chaos, the red is symbolic power of blood, and 
  silver the color of a sword, marking the wearer as 
  a true servant of Chaos. 
  In area where the worship of Chaos is not 
  allowed, cultists try to blend in with local dress. 
  This is especially true if the cultist is on a mission 
  for the cult, unless something can be gained by 
  making a public spectacle of one’s self.  
  COMMON METHODS OF 
  WORSHIP/IMPORTANT RITUALS 
  As mentioned above, blood is a common motif in 
  most rituals associated with Arioch. A blood 
  sacrifice (not always a fatal one) is expected for 
  any cultist seeking Arioch’s intervention.  
  Worship services are generally held every 
  night at midnight, but can be held off if situation 
  warrants. Such services are generally held in a 
  temple dedicated to Arioch, with a statue 
  depicting one of the several forms the god takes 
  used as the focal point of the attended priest’s 
  devotion. After a reading or recitation by the high 
  priest (sometimes in Melnibonean,) each member 
  present steps forward and inflicts a wound on their 
  hand or arm. The blood resulting from the wound 
  is allowed to drip into a chalice at the base of the 
  statue. (Cultists of Arioch are sometimes easy to 
  pick out by the scars along their hands and wrists 
  from this activity.) Members are only expected to 
  squeeze out a single drop of blood, since this 
  sacrifice is symbolic in nature, although those 
  wishing more direct aid from Arioch will often 
  donate a larger amount. 
  After a period of silent meditation, the high 
  priest then takes a large silver goblet around. This 
  contains a deep purple wine (which particular 
  wine varies; it is considered a bad omen if an 
  appropriate wine is unavailable.) Each member of 
  the cult who sacrificed blood drinks from the cup, 
  while the high priest intones, “So given, so 
  returned.” This wine is consecrated as the 
  powerful chaotic blood of Arioch, and affirms the 
  cultist’s link to the cult and each other. In a 
  symbolic since, they all become Arioch’s Children, 
  i.e. they all share His divine blood via this daily 
  ritual. 
  After this, the high priest makes a ritual 
  lamentation for Arioch, stressing that the faithful 
  serve their Lord in this realm, since he himself is 
  forbidden from acting directly in mortal affairs. 
  The cultists then file out of the ritual chamber, and 
  the high priest (or his attendants) takes the goblet 
  full of blood to a large fountain in the temple. This 
  fountain flows with blood instead of water, and is 
  maintain by several bound demons to keep it from 
  clotting. The size of a particular fountain’s spray is 
  indicative of Arioch’s pleasure with that temple.  
  Solitary cultists, and those operating on a 
  mission, can go for days without performing this 
  ritual, although to do this for long risks Arioch’s 
  temper. Most will perform an abbreviated version 
  if time and situation permits. The collected blood 
  from such a ritual is often trivial (usually little more 
  than a drop, unless the cultist seeks aid, guidance 
  or favor from the Duke of Hell), easily disposed of. 
  Characters seeking evidence of an Arioch cultist’s 
  presence could, for example, look for spots of 
  blood where none should be, like on walls, in 
  pantries, or other out of the way places.  
  SIZE OF CULT 
  Small to moderate. Since the cult of Arioch exists 
  outside the standard Church of Chaos, it does not 
  have the resources needed to maintain a large 
  body of followers. However, in places where 
  nobility worship Chaos out of a fashionable sense 
  of hedonism, the cult might have a number of 
  wealthy and influential members to help fill its 
  coffers. 
  
  CULTS OF CHAOS 
  - 10 - 
  MAJOR WORSHIP CENTERS/PLACES OF 
  POWER 
  The main temple for the Cult of Arioch is in the 
  university town of Cadsandria in Argimiliar. The 
  temple recruits promising priest/agents from likely 
  candidates amongst the University student body. 
  Many faculty members at this school are cultists, 
  as are a number of Argimiliar’s nobility. This 
  temple coordinates cult activity all over the Young 
  Kingdoms, and oversees the largest collection of 
  active worshippers of Arioch in the Young 
  Kingdoms. The temple’s fountain is enormous; the 
  elaborate device takes up a huge room in the 
  largely underground temple, which is situated near 
  Cadsandria’s waterfront. The temple is built largely 
  of white marble and red brick. The fountain itself 
  was once white marble as well, but the dragon and 
  demon mouthpieces that constantly spew the 
  blood of faithful followers has stained it a 
  permanent deep crimson. 
  The faithful of Arioch, when they are not 
  enacting His will, are encouraged to visit both the 
  Palace –Temple of the Theocrat in Hwamgaarl and 
  the Temple of Chaos in Melnibone. These 
  examples serve to illustrate for the discriminating 
  cultist two things; the barbarity of the official 
  Church of Chaos, and what happens to those who 
  place their own desires before that of the Lord of 
  the Seven Darks. Both of these pilgrimages are 
  fraught with peril, though, since neither nation is 
  friendly towards human followers of Arioch. 
  CURRENT GOALS & ACTIVITIES 
  In cult doctrine, Arioch whispers His desires to the 
  individual cultist. Most often, these instructions 
  deal with the slaying or disruption of the means of 
  Lawful groups and individuals, temping others 
  towards the worship of Chaos in general, and 
  Arioch in particular, and the summoning and 
  binding of powerful demons. Cultists are given a 
  great deal of leeway as far as activities are 
  concerned, and the high priests only rarely hand 
  assignments down to lower-level priests. There are, 
  however, three guidelines cultists are expected to 
  follow: 
  • 
  Act in ways that further the worship of Chaos, 
  or stymie the designs of the Lords of Law. 
  • 
  Be mindful of changing situations; they are 
  often signs of Arioch moving you to a place 
  where He wishes. 
  • 
  Do not quick to act; a slow and subtle hand 
  can act longer than a quick one. A secret 
  follower is worth a dozen known ones. 
  FOLLOWERS OF ARIOCH 
  Members of the cult or Arioch come in two forms: 
  priests and lay members. Players wishing to play a 
  priest should use the Priest occupation template on 
  page 73 of the Stormbringer rulebook. Lay 
  members may be from any occupation listed on 
  pages 72-73, but may pick their 3 spells from the 
  list below. Priests may also pick from the following 
  spell list, but may pick up to 1d8. Note also that 
  priests of Arioch generally pick a single class of 
  weapon as their skill of personal specialty. 
  ALLEGIANCE 
  Members of the cult of Arioch gain points of Chaos 
  Allegiance like normal, but will also gain 
  additional points for performing the following 
  actions: 
  • 
  Summoning a demon, leaving it unbound to 
  run amok in the area. Worth 2d6 points each 
  time. 
  • 
  Summoning and binding a demon, and leaving 
  the binding object where someone can find it. 
  Worth 1d6 points.  
  • 
  Slaying a companion or friend during an 
  adventure. Worth 1d4 points. 
  SPELLS 
  Followers of Arioch can select spells from the 
  following list, in addition to the ones available to 
  their occupation.  
  Blood Song (5)*, Blessings from Arioch (1-3)**, 
  Brazier of Power (4), Candle Stripling (1)**, Chain 
  of Being (4), Cloak of Clan Liret (1-4), Demon’s Ear 
  (1), Demon’s Eye (1), Demon’s Legs (1-4)*, Hell’s 
  Razor (1-4), Liken Shape (4), Speed of Vezhan (1-
  3), Summon Demon (varies), Visage of Arioch (1-
  3), Witch Sight (3).  
  *=new spell; **=Spell from The Bronze Grimoire.  
  
  CULTS OF CHAOS 
  - 11 - 
  New Spells 
  These are new spells for followers of the cult of 
  Arioch. 
  BLOOD SONG (5) 
  Range is self. Chaotic. This wailing ululation takes 
  five rounds to cast, during which time the caster 
  must sing, chant or scream the verbal components 
  to the spell. The magic points are lost at the end of 
  the fifth round.  
  During the spell’s duration, for every point of 
  damage the caster inflicts with an edged weapon, 
  he or she gains an additional magic point. These 
  magic points can be spent normally, but disappear 
  at the end of the spell’s duration. IF the caster 
  commits a fatal blood sacrifice for this spell, he or 
  she gains all of the victim’s magic points. 
  This spells, combined with Chain of Being, is 
  used to pool up a large supply of MP for use in 
  demon summoning.  
  Note also that flowing blood is mandatory for 
  the spell to work, so damage inflicted with a blunt 
  weapon will not grant additional magic points.  
  At the end of the spell’s duration, the caster 
  must make current MPx5 test. Failure indicates the 
  he or she passes out for an hour, until another 
  magic point regenerates.  
  DEMON’S LEGS (1-4) 
   Range is touch. Chaotic. For every magic point 
  spent, the distance a target can jump is increased 
  100%. So, if a person could leap forward five feet 
  normally, this spell would allow them to jump 10, 
  50, 75, or 100 feet, depending on their magic 
  point expenditure. Vertical jumping distance is 
  increased by the same factors, but unless a Jump 
  roll is made, the jumper will suffer damage as if he 
  or she had fallen from the maximum height. 
  Spells from The Bronze Grimoire 
  These are adapted spells from the previously 
  published Stormbringer supplement The Bronze 
  Grimoire.  
  BLESSINGS FROM ARIOCH (1-3) 
   Range is touch. Chaotic. For each magic point 
  spent, the spell temporarily decreases the effect of 
  the APP characteristic by three points. Decreasing 
  APP decreases the Charisma roll. If the target is 
  unwilling, match MP:MP on the Resistance tale to 
  determine the spell’s success. A decrease of APP to 
  zero provokes disgust in every beholder. 
  If decreasing APP by nine points, the target’s 
  player also rolls a D100. On a result of 00, the 
  Lords of Chaos laugh, and make the change 
  permanent. After that the spell does not affect the 
  victim, nor may he or she cast it. In recompense, 
  the 
  victim 
  gets 
  three 
  points 
  to 
  add 
  to 
  characteristics other than APP. 
  If of equal or greater magic points, this spell 
  and Visage of Arioch can cancel each other. If of 
  greater magic points, the survivor spell takes full 
  effect. 
  CANDLE STRIPLING (1) 
  Range is touch. Chaotic. The caster is able to 
  appraise the possible worth of children and youths 
  younger than 15 years. The spell shows that only 
  one in ten will possibly be important as an adult, 
  and of those life shows that only one in ten more 
  actually accomplishes something. Nonetheless, if 
  the caster has befriended the right youngsters, they 
  will return favors when they can. Over decades, 
  the caster may become influential in a town or 
  district without doing much.  
  At some point, though, the caster notices that 
  no youngster is shown to be even potentially 
  important, nor does he or she ever see another of 
  whom the spell marks as special. This result is a 
  prophetic shadow of the doom of the world, in 
  which all must die. 
  (Note: the version of this spell known in 
  Cadsandria can be used on people up to the age of 
  18. It’s normally used on entering university 
  Students to gauge their fit for initiation into the 
  cult.) 
   
  
  CULTS OF CHAOS 
  - 12 - 
  CULT OF BALAN 
  The Grim - Lord of Pain and Ecstatic Agony 
   
  To a follower of Balan, the sensation of pain is 
  what allows us to be aware of our own existence. 
  Without the sensation of cold or heat, we wouldn’t 
  know to clothe ourselves against the elements, and 
  we would die from exposure. Without the pain of 
  an empty belly, we wouldn’t know to eat, and 
  we’d starve. It is other, sharper, sensations of pain 
  that let us know we still live, and can still act upon 
  the world. The dead feel no pain, therefore, to feel 
  pain is to be alive. 
  OBSERVATIONS 
  AFFILIATION 
  Church of Chaos: Pan Tang and Young Kingdoms. 
  The cult of Balan is also worshipped in Melnibone.  
  CHARACTER OF CULT 
  MEMBERS/IDEOLOGY 
  Followers of Balan come in two fairly specific 
  groups: those who see the god as the patron of 
  torturers (i.e., Melnibone and Pan Tang,) and those 
  who worship him in his form of Lord of Ecstatic 
  Agony. This latter form is the most common PC’s 
  are likely to see (or play,) outside of Pan Tang. 
  While the people of Pan Tang share a common 
  ancestry with the humans of the Young Kingdoms, 
  the character of the Pan Tangian “race” differs so 
  markedly to make the bulk of the Young Kingdoms 
  Chaos 
  worshippers 
  to 
  be 
  less 
  cruel 
  and 
  domineering, and this is the case with the Cult of 
  Balan.  
  The schism between these two groups isn’t a 
  formal one; they don’t exist as separate sects, nor 
  is there any real tension between the two separate 
  groups. The difference is really only one of focus. 
  Where the priests of the Lord of Pain direct their 
  worship using the bodies of others, followers of the 
  Lord of Ecstatic Agony have a more personal bent 
  to their devotion. Also, there is significant overlap 
  between the two groups, as there are rituals every 
  priest must perform that involve both the torture 
  and mutilation of another, and self-mutilation, 
  scarring, and other assorted activities that allow 
  the priest to test the measure of their faith. 
  Committed members of the clergy and Agents 
  of Balan are easy to recognize. Taking a cue from 
  the Pan Tangian Church of Chaos, members of the 
  faith often wear the heavy iron masks that are so 
  often associated with the cult, in addition to a 
  variety of heavy robes and cloaks to cover their 
  scared bodies. However, the priestly garb is really 
  only required for ceremonial purposes, and it isn’t 
  until fairly far along into the priest’s career that the 
  infamous bolting of the mask to their face becomes 
  mandatory. Many priests do wear their masks 
  often, sometimes constantly, but it is permissible to 
  remove it at any time outside that of ceremony and 
  worship. There are not many lay worshippers of 
  this god, as his worship is such that involves a fair 
  
  CULTS OF CHAOS 
  - 13 - 
  degree of personal attunement to the precepts of 
  the faith, which is something a lay follower may 
  not be able to perform. As such, this cult is rather 
  small, although not nearly as small of the cult of 
  other gods in the Young Kingdoms.  
  Worshippers are taught that Balan reminds 
  humanity that to feel pain is to be alive, and 
  wishes for all to know the pain of life to better our 
  chances of survival. To a follower, Balan is pain 
  himself, and every stab wound and every stinging 
  slap is their god making his presence known. And 
  the more intense the pain, the closer one is to 
  Balan. To die an agonizing, painful death is a 
  blessing, as it allows a priest to fill his or her last 
  moments with total and complete awareness of his 
  or her god’s presence. Therefore, the character of a 
  priest of Balan is a strange mixture of a lust for life, 
  and a zealous wish to receive and inflict pain. 
  Outsiders do not truly appreciate the subtly of 
  the torturer’s art, and devotees of Balan look upon 
  those they practice on with a certain amount of 
  envy. Many priests despair over the idea that they 
  may never find someone to bring them as close to 
  their god as they can themselves. This desire for 
  self-torture often leads priests into outlandish and 
  wild attempts to hurt themselves, dancing along a 
  terribly thin line between a painful death and the 
  transitory union with their god.  
  COMMON METHODS OF 
  WORSHIP/IMPORTANT RITUALS 
  Most worship services are little more than group 
  sessions of self-mutilation and flagellation. Often, 
  groups gather to pursue some singular goal, and 
  these meetings usually devolve into an orgy of 
  violence and pain, usually after the meetings goal 
  has been met. 
  Two important rituals are performed every 
  month, one on the night of the full moon and one 
  on the night of a new moon. All worshippers in a 
  given area are expected to participate in both 
  rituals, unless extenuating circumstances apply.  
  The full moon ritual is an informal gathering 
  for worship and divination. Torture victims are 
  either chosen at random the night before, taken 
  from a prepared stock, or taken from amongst the 
  clergy, should a suitable victim not be found 
  before then. Many older priests choose such a 
  night to die at the hands of their pupils, with the 
  hopes that they might go on to serve Balan in a 
  large way after their death. Mass tortures are often 
  performed, and the future is read in the spilled 
  entrails of a specially prepared victim. How long it 
  takes said victim to cry out indicates how well the 
  cult will fare in the next month; the longer it takes, 
  the better the month bodes. However, it bodes 
  extremely ill should said victim not cry out before 
  death. The particulars of the cult’s fate are then 
  sought in the entrails of the victim. Afterwards, cult 
  members inflict upon them selves a minor wound, 
  and retire to an evening of quiet meditation on the 
  nature of their pain.  
  The new moon ritual is when the bulk of the 
  cult’s initiations take place. An aspiring cultist is 
  taken to a prepared place and given a draught of 
  medication to keep them conscious and aware of 
  themselves and their surroundings. They are then 
  subjected to a relatively minor torture, one that 
  causes a negligible amount of pain. The exact 
  nature of this torture is left up to the GM, bearing 
  in mind that nothing too elaborate should be used. 
  (More complicated tortures are used for later 
  initiations.) During the initiation torture, the 
  recipient is asked to describe the nature of the 
  sensations he or she is experiencing. These 
  feelings are slightly altered by the decoction taken 
  earlier, but are mostly a curious mixture of pain 
  and pleasure. If at any time, the recipient cries out 
  in pain, they are considered unfit for membership, 
  and append the remainder of their short lives 
  feeling the extent of the pain that particular torture 
  can deliver. If, however, they can remain calm 
  during the procedure, upon passing out, (i.e. 
  reduced to 2 or fewer hit points) they are removed 
  from the torture and given a hot iron brand or scar 
  in the shape of the device used in their first torture. 
  This scar or brand will often burn or sting in the 
  future, especially when the cultist is being led to 
  some goal of the Lord of Pain.  
  SIZE OF CULT 
  Small to moderate. The Lord of Pain’s worship has 
  never really had the kind of mass appeal as that of 
  other gods. However, the few devotees of Balan 
  that exist are often quite zealous in their 
  veneration. 
  
  CULTS OF CHAOS 
  - 14 - 
  MAJOR WORSHIP CENTERS/PLACES OF 
  POWER 
  Most of the places of power important to the cult 
  are found on Pan Tang, with a few sights on 
  Melnibone seen as a sort of elusive myth. Many 
  followers of the Lord of Pain make a pilgrimage to 
  the Garden of Pain in Hwamgaarl at least once in 
  their lives. And many human followers spend their 
  lives braving the Dragon Isle to steal a glimpse at 
  the tomes stored in Monshanjik Tower, where Dr. 
  Jest performs his grisly work. However, there are 
  also minor temples in other places in the Young 
  Kingdoms that have born witness to great acts of 
  cruelty or pain. These places are thankfully rare, 
  but they do attract large groups of worshippers, 
  often to the detriment of the locals.  
  CURRENT GOALS & ACTIVITIES 
  In addition to their own pursuit of pain, individual 
  priests are also made aware of a number of tomes 
  and artifacts, which, should they happen upon an 
  opportunity to procure, they should do so. 
  FOLLOWERS OF BALAN 
  Players wishing to play a priest of Balan should 
  follow the normal steps for character creation in 
  the Stormbringer rules book. They will, naturally, 
  use the Shaman/Priest/Cultist entry for determining 
  initial skills, with a few differences, which will be 
  discussed below. This process assumes that the 
  newly created character is a freshly initiated priest, 
  and, as such, will have little standing within the 
  cult. Alternatively, the GM may decide that the 
  character must perform some sort of act of 
  deliberate pain or torture on a specific person 
  before allowing the character to be a fully initiated 
  member of the cult. Common tasks include making 
  a follower of Law scream in agony, performing a 
  successful torture on a randomly determined 
  person (sometimes a relative,) or locating and 
  returning with a treatise on anatomy, sorcery, or 
  the art of torture. 
  ALLEGIANCE 
  Assuming a successful attainment of full initiation, 
  the priest will grow within the cult based upon his 
  or her Chaos Allegiance score. Learning and 
  casting spells is the quickest way to accumulate 
  Allegiance, but some high-ranking cult members 
  are incapable of sorcery. There are, therefore, 
  many ways to grow within the ranks of the cult. In 
  addition to the normal Allegiance points given in 
  the Stormbringer rules, committed followers of 
  Balan gain Allegiance for the following acts: 
  • 
  Each act of torture performed by you  - 2 points 
  • 
  Deliberately branding or maiming another – 1 
  point 
  • 
  Scaring, branding or tattooing yourself - 1 
  point for each tattoo 
  • 
  Bolting your iron mask to your face - 1D8 
  points 
  • 
  Undergoing initiation into the cult – 1 point 
  • 
  Attaining Novice rank – 2 points 
  • 
  Attaining Acolyte rank – 3 points 
  • 
  Attaining Disciple rank – 4 points 
  • 
  Attaining Prelate rank – 5 points 
  • 
  Attaining Bishop rank  - 6 points 
  SKILLS 
  The skills associated with the Priests of Balan are. 
  Fast Talk, Insight, Natural World, Oratory, Physic, 
  Art (Torture), one class of weapon (usually a knife 
  or scalpel,) and any one other skill as a personal 
  specialty.  
  SPELLS 
  Priests of Balan with sorcerous ability may pick up 
  to 1d8 of the following spells. 
  Soul of Chardros (1-3), Witch Sight (3), Agony (2)*, 
  Itch (2)*, Sharing Hell (1-3)*, Summon Demon 
  (varies), Hell's Razor (1-4), Pain Divine (4)**, 
  Break the Will (1)**, Ecstatic Agony (1-3)**, or 
  Blessed Enervation (3)**.  
  *=spell found in The Bronze Grimoire, **=new 
  spell. See below. 
  ADDITIONAL BENEFITS 
  Priests of Balan have 300 bronzes in discretionary 
  cash at the start of play. 
  
  CULTS OF CHAOS 
  - 15 - 
  New Spells 
  These are new spells for followers of the cult of 
  Balan. 
  PAIN DIVINE (4) 
  Range is self. Chaotic. Caster must 
  be a committed follower of Balan. 
  When cast, this spells sets all of the 
  nerve endings in the caster's body 
  alight with eldritch energy. The 
  sensation makes the sorcerer jumpy, 
  jittery, and full of energy. While in 
  combat, every time the sorcerer is 
  injured (that is, a hit that isn't 
  parried or dodged, and damage gets 
  past 
  armor,) 
  he 
  or 
  she 
  may 
  immediately make an extra attack at 
  the party responsible for the injury, 
  as though he or she was riposting 
  with a critical parry. Also, more 
  than one extra attack may be made 
  this way. Note that this spell takes 
  precedence 
  over 
  any 
  actual 
  ripostes, and the sorcerer can only 
  make extra melee attacks (e.g. no 
  missile weapons) at the party 
  responsible for the injury. While 
  under the effects of this spell, 
  sorcerers find the sensation of the 
  injury wonderfully exhilarating, and 
  will often howl or laugh with glee 
  when struck. 
  BREAK THE WILL (1) 
   Range is touch. Chaotic. Caster 
  must be a committed follower of 
  Balan. This spells fills the target 
  with a terrible apprehension and 
  dread of the caster, and must fight 
  with themselves to keep from telling 
  the caster whatever they want. 
  Caster and target must make a POW 
  vs. POW roll on the resistance 
  table. If the caster wins, the target 
  suffers an additional -20% penalty 
  when resisting a torture session. For 
  more 
  details, 
  see 
  the 
  section 
  labeled, "Torture: The Gentle Art of Persuasion" 
  below.  
  ECSTATIC AGONY (1-3) 
  Range is self. Chaotic. Caster must be a committed 
  TORTURE - THE GENTLE ART OF PERSUASION 
  When a PC or NPC has an opportunity to use the Art (Torture) skill on 
  someone, it is important for the Gm to have a good understanding of what 
  the target knows, and what the torturer is looking for. With this understanding 
  in mind, the GM can use the following process to determine whether or not 
  the torturer is successful, and what information the target divulges.  
  The pertinent information needed for a torture session is the victim’s ability to 
  resist the torture, which is demonstrated as the average of their CON, POW 
  and APP characteristics. This number is used as the passive value on the 
  Resistance Table to resist giving into what the torturer wants. 
  On the torturers part, there are several factors that influence how much they 
  can influence their target. Initially, the torturer should make a roll on their Art 
  (Torture) skill, and compare their results to the following chart. 
  Skill Result  
  Active Value 
  Impale (a result of 01) 
  20 
  Critical 
  15 
  Success 
  10 
  Failure 
  00 
  Fumble 
  -10 
  For each successive torture roll, the torturer’s active characteristic is 
  increased by 1. This active characteristic is then compared to the victim’s 
  passive characteristic on the Resistance table, with the following results: 
  Resistance Table roll 
  Result 
  Impale (result of 01) 
   
  Victim tells everything 
  Critical 
   
  Victim tells one vital fact 
  Success 
   
  Victim tells one minor fact 
  Failure 
   
  Victim refuses to talk 
  Fumble 
   
  Victim laughs. Pathetic 
  The GM may wish to set a limit as to the number of times during a particular 
  session a torturer can attempt skill rolls. Given enough time, anyone will 
  break, but a torturer might become weary of consistently trying to pry 
  someone open. A torturer might be limited to three total rolls, or possible one 
  roll for every full ten percents of the Art (Torture) skill he or she possesses.  
  This system is mainly used for the GM to be able to fairly adjudicate what is 
  told during a session. It is too easy for a PC to say, “My character is tough; I’ll 
  never talk!” For a PC torturer, this system will allow the GM to easily 
  determine what they are able to get from NPC’s (or even other PC’s.)  
  Note also that any person possessing the Art (Torture) skill can use the above 
  process, not just Priests of Balan, although the followers of the Lord of Pain 
  have a number of methods that help them truly be the best at what they do. 
  
  CULTS OF CHAOS 
  - 16 - 
  follower of Balan. Pain allows the follower of 
  Balan to focus his or her attention. For every magic 
  point spent on this spell, the caster takes 1d4 
  points of damage through self-inflicted wounds. 
  For every point of damage taken, the caster can 
  add a bonus of 2% per point on his or her next 
  three skills checks, so long as they fall within the 
  spell duration. There is no risk of taking a major 
  wound; the hit points are assumed to be inflicted 
  by numerous small cuts or burns. Armor does not 
  protect against this damage, nor can it be parried 
  or dodged.  
  BLESSED ENERVATION (3) 
  Range is touch. Chaotic. Caster must be a 
  committed follower of Balan. By increasing his or 
  her awareness of painful sensation, the caster can 
  retain consciousness and truly experience the 
  sensation, even when the pain would overwhelm 
  his or her senses. While under the effects of this 
  spell, the caster takes one less point of damage 
  from any source (even magic, poisons, and other 
  effects), and ignores the effects of major wounds. 
  However, after the spells duration ends, any major 
  wound effects will happen, and the caster will 
  need to make a Luck roll to dodge the effects of 
  the wound, as per the normal rules. 
  Demon Pacts 
  There are a few individuals and breeds of demons 
  that are in thrall to the Lord of Pain, and these 
  demons often make themselves available to the 
  followers of the Lord of Pain, so that they are 
  better equipped to perform the duties their dark 
  god expects of them. Of these, the most common 
  are tiny demons called D’Khan. D’Khan demons 
  are commonly bound for those priests who have 
  no sorcerous skills of their own. Game Masters 
  should see the GM section of this book for more 
  information on this process. 
  AVERAGE D’KHAN, LESSER DEMON  
  NON-HUMANOID, OBSEQUIOUS ASSISTANT 
  These demons are distantly related to the infamous 
  dhzuntnes demons, and are superficially similar in 
  appearance. They rest of the hand of their user, and their 
  wrap their long tail around the forearm, and rest their four 
  limbs and head along each of the user’s fingers. Common 
  d’khan demons have the following attributes. 
  CHARACTERISTICS 
  ROLLS 
  AVERAGES 
  STR 
  1D8 
  4-5 
  CON 
  1D8 
  4-5 
  INT 
  3D8 
  13-14 
  POW 
  3D8 
  13-14 
  DEX 
  3D8 
  13-14 
  HIT POINTS: AV 4-5  MOVE: 1D8, MAX 10 
  AV DAMAGE BONUS: -1D4 
  ABILITIES:  
  • 
  Stinger, 1d8 damage, 40% chance to hit. 
  (Note that, unlike other demons with the stinger 
  ability, the D’khan’s poison doesn’t cause further 
  damage. Match the potency of the venom (which 
  equals the demon’s con) against the con of the 
  victim. Should the demon win, the victim will take 
  the venom’s potency as a penalty too any resistance 
  table rolls or skill check s for the demon’s con in 
  rounds. Should the target win, the venom has no 
  additional effect against this person for 1 day. 
  • 
  Manipulate 30%. 
  In addition to the normal use of this ability, anyone 
  using a D’khan to augment his or her torture skills can 
  add the demon’s manipulate ability to any art 
  (torture) rolls made while the demon is involved in 
  the procedure.  
  NEED: A D’khan must use its stinger on a living target 
  each day. If such a target is not presented by it’s user 
  during any given day, the demon will sting the user. 
  Followers of Balan often allow this to happen as a matter of 
  course; some even feel envious when the demon stings a 
  non-willing victim, and sometimes coerce the demon into 
  stinging them anyway.  
  SKILLS: Art (Torture) 35%, Dodge 30%, Hide 40%, Own 
  Plane 15%, Pick Lock 60% Scribe 30%, Summoner’s 
  Language Int X2. 
  MAGIC POINTS TO SUMMON: 38 
  Note that any follower of Balan who knows the spell 
  summon demon can gain access to a long list of names and 
  other ritual implements that make summoning a D’khan 
  substantially easier. When using these tools, a summoner 
  may gain an additional +10% to his luck roll to determine if 
  the summon is a success (this applies to summoning only 
  this particular breed of demon.) Also, the summoner may 
  also be granted access to the true names of specific D’khan 
  demons who have worked with the cult in the past. These 
  demons will have additional abilities and needs beyond 
  what the average demon of the breed might need, and will 
  be correspondingly more expensive to summon. Game 
  masters should see the gm section of this book for more 
  examples of these advanced demons. 
   
  
  CULTS OF CHAOS 
  - 17 - 
  CULT OF CHARDROS 
  The Reaper - Chaos Lord of Death and Darkness 
   
  To the members of the Cult of Chardros, their cult 
  is the only “real” cult within the Church. All of the 
  others only participate in the worship of other 
  Chaos Gods simply because they can’t cut the 
  mustard in the Cult of Chardros. They have an 
  arrogance that is almost certainly limitless. Each 
  cult members feels, with absolute certainty, that 
  they, and they alone, can one day become 
  Theocrat, and may even achieve immortality and 
  rule Pan Tang and serve Chaos for a glorious 
  eternity. The only thing in the way is a tremendous 
  body of fellow cultists that all feel the same way. 
  And most cultists feel this way even after an 
  assassin puts a knife in their back. 
  OBSERVATIONS 
  AFFILIATION 
  Church of Chaos, Pan Tang and Young Kingdoms. 
  CHARACTER OF CULT 
  MEMBERS/IDEOLOGY 
  To fully understand the psychology of a member of 
  the Cult of Chardros, it must be understood that 
  the cult, more so than any other cult within the 
  Church of Chaos, is forged out of the peculiarities 
  of the Mabden mindset.  
  To the early Mabden people, brought to the 
  Young Kingdoms during Melnibone’s war with the 
  Dharzi, the bleak island that would eventually be 
  called Pan Tang offered little in the way of 
  resources. The fledging Pan Anginas had to swiftly 
  learn that, if they wanted something (or, more to 
  the point, needed it for their survival,) they had to 
  take it. And, while it is still difficult to reconcile 
  the nature of the people of Pan Tang with these 
  humble beginnings, it can be easily understood 
  why they seemed so eager to give their allegiance 
  to the Lords of Chaos.  
  What Chaos offered the determined Mabden 
  was likely not only the tools to survive (and even 
  thrive) in the harsh, alien environment, but also 
  the Chaos gods wanted the Mabden to spread 
  Chaos throughout the Young Kingdoms. This the 
  Mabden where all too happy to do; they saw 
  Chaos as a wonderful tool, a set of beings who 
  seemed to be legitimately concerned with their 
  survival. It’s easy to see now that they where likely 
  duped into this arrangement, and were likely not 
  told what the introduction of Chaos would do to 
  their sanity. In a manner similar to the 
  Melniboneans, Chaos made everything too easy 
  for the Mabden. When they wanted something, it 
  was easier to rely on demons and magic to 
  achieve it. So, this instant gratification made the 
  Mabden, over the centuries, both lazy and reliant 
  on supernatural power to achieve their desires. 
  Slowly, as their minds where corrupted by 
  Chaos, the Mabden began to see power, in any 
  form, as the only possession worth having. Wealth 
  
  CULTS OF CHAOS 
  - 18 - 
  is fine, comfort and fine clothes are wonderful, but 
  most Mabden would gladly give up anything they 
  possess if it would give them power over another. 
  This is partly the reason why slavery is so common 
  in Pan Tang; not only is it better to make someone 
  work for you (as the Mabden are lazy,) but to have 
  power over other human beings is only right and 
  proper. To the people of Pan Tang, they already 
  rule the Young Kingdoms, as they are superior 
  creatures. It’s only a matter of time before the rest 
  of the world learns this fact.  
  Power is the prime motivating force for 
  members of the Cult of Chardros. The Cult has a 
  tremendous number of adherents. However, there 
  are only so many positions available within the 
  upper echelons on the organization, and these 
  slots only go to the most intelligent, cunning, and 
  capable of all of the candidates. So, in order to 
  progress through the ranks of the cult, a priest must 
  be able to convince his superiors that he is the 
  only possible person who can take the slot. More 
  often than not, this comes out in as being the only 
  person alive for the position; assassinations within 
  the cult are so common as to be the standard 
  operating procedure amongst those wishing to 
  gain the power the cult offers. 
  The Cult of Chardros is magically oriented. 
  They feel that, with Chaos as a patron, it is 
  important to make use of all of the tools at their 
  disposal. Any fool with a knife can put an end to a 
  troublesome rival, but since anyone can do that, it 
  befalls the cultist of Chardros to do something 
  even worse. It is not out of the ordinary for a cultist 
  of Chardros to slay a rival, and then use foul 
  magicks to bring that person back as an undead 
  servitor. This is the perfect expression of power-to 
  turn a hated rival into a willing, tireless servant. 
  This sort of power is attractive to many in the 
  Young Kingdoms, not just men of Pan Tang. 
  Outside the Demon Isle, the Cult of Chardros is 
  still the most numerous of the cults, and the 
  backstabbing, infighting, and politicking is just as 
  harsh (if not more so,) than it is in the main branch 
  of the Cult. For non Pan Tangians, the climb into 
  the upper ranks of the cult is much more difficult. 
  Positions are always given to a native Pan Tangian 
  over any other applicants, so, to ensure a position, 
  the non-native cultist must assure that no other 
  Pan Tangian cultists are around and vying for that 
  spot. Thus far, no non Pan Tangian has ever gotten 
  farther than Disciple rank, and most cultists scoff 
  at the idea of a non Pan Tangian Theocrat, but if 
  such an individual were to exist, there would be 
  no laws to prevent him from achieving the throne 
  of the most powerful office in the Young 
  Kingdoms.  
  All of these elements combine to produce a 
  large, dedicated group of power-hungry sorcerers 
  with a lust for domination and the skills to see 
  themselves raise over all others. There is a reason 
  that the “mad Pan Tangian sorcerer” is such a 
  common villain in the Stormbringer game; there 
  are so bloody many of them, and each is trying to 
  gain some edge over his fellows. Sometime, priests 
  will congregate in small cabals, usually to pool 
  their resources to topple a powerful priest whose 
  position they covet, or to pursue some obscure bit 
  of arcane lore. These groups rarely last, as each 
  person in the group will be naturally following up 
  their own leads, and working to undermine those 
  in the cabal with him. At times, they can actually 
  achieve something before collapsing, but the norm 
  is that the group violently self-destructs before 
  their ends are met. And the poor adventurers 
  caught in the crossfire… 
  The catchphrase that embodies the cult of 
  Chardros is, “The strong are strongest alone.” 
  COMMON METHODS OF 
  WORSHIP/IMPORTANT RITUALS 
  Morning and evening prayers to Chardros are 
  common. In these prayers, the cultist asks for 
  Chardros to place him above all other fellow cult 
  members, or asks for aid in some other endeavor. 
  Actual organized worship of the Lord of the Grave 
  is rare, as the members cannot trust each other 
  enough to be in the same room together. 
  Instead, acts committed in Chardros' name 
  are considered the purest form of worship a cultist 
  can offer. 
  SIZE OF CULT 
  Huge. The Church of Chaos has a prominent place 
  in nearly every country in the Young Kingdoms, 
  and the cult of Chardros is the primary cult of the 
  Church. Also, most people who practice sorcery 
  
  CULTS OF CHAOS 
  - 19 - 
  do so with Chardros as a patron, even those not 
  normally aligned with the Church of Chaos or the 
  Chardros cult. Theleb K’arna was a powerful 
  sorcerer, but was not likely a devoted member of 
  the cult. Still, he often referred to Chardros by 
  name, even swearing by the god’s name.  
  MAJOR WORSHIP CENTERS/PLACES OF 
  POWER 
  The Palace-Temple of Chaos in Pan Tang is the 
  largest center of Chardros worship in the Young 
  Kingdoms, but there are doubtless other places 
  where cultists offer secret praise to the Lord of 
  Death.  
  CURRENT GOALS & ACTIVITIES 
  Given the size of this cult, and the nature of its 
  members, there are numerous plots and schemes 
  going on at once, so many that the central body of 
  the cult in Pan Tang can’t possible keep track of 
  them all. In general, though, the tasks a cultist of 
  Chardros is expected to perform is to serve the 
  Church of Chaos, the Theocrat, and increase your 
  personal power and that of the Church. Quests for 
  specific items are often handed out as tests for 
  lower level priests, and higher level priests often 
  pursue their own goals.  
  FOLLOWERS OF CHARDROS  
  Players wishing to play a follower of Chardros 
  have many options. The most likely would be 
  using the Shaman/Priest/Cultist occupation, with 
  the exceptions note below. Also, any other 
  occupation can be used to generate of follower of 
  Chardros, with the understanding that spellcasting 
  ability is mandatory for anyone wishing to belong 
  to the cult. Non-spellcasters are sometime 
  admitted to the cult, but are quickly outpaced by 
  their colleges who can use magick. Priestly 
  characters are made with the normal rules, except 
  as noted below.  
  Since the cult is deeply entrenched with the 
  Pan Tangian mindset, it is also restrictive about 
  membership. As an outgrowth of the patriarchal 
  society from which it sprang, the cult of Chardros 
  admits only males. This differs from other cults of 
  Chaos within the Church, but the cult of Chardros 
  sees themselves as better than these cults, and is 
  certainly above any sort of ecumenicalism or 
  equality. Therefore, only male characters can be 
  members of this cult. 
  ALLEGIANCE 
  Advancement through the ranks of the cult is 
  primarily based on Chaos Allegiance, and 
  spellcasting is the swiftest way to earn this. 
  However, given the ideology of the cult, there 
  exist numerous ways of earning Allegiance points, 
  some of which are listed below: 
  • 
  Using magick to resurrect the dead - 1d8 (per 
  spell, not per body.) 
  • 
  Besting a rival – 2 points 
  • 
  Each year spent serving the Church (and 
  therefore the Theocrat) – 1 point 
  • 
  For each person made to serve you against 
  their will - 1 point (for one year’s time) 
  • 
  Killing someone who is defenseless or helpless 
  (including slaves) – 1 point 
  SKILLS 
  Fast Talk, Insight, Natural World, Oratory, Physic, 
  one class of weapon, and any two other skills as a 
  personal specialty. These priests serve the Church 
  in a variety of ways, from executioners to 
  bookkeepers, and their skills will therefore vary in 
  this respect.  
  SPELLS 
  Followers of Chardros can select spells from the 
  following list, in addition to the ones available to 
  their occupation.  
  Animate Limb (2)*, Animate Skeleton*, Brazier of 
  Power (4), Buzzard Eyes (1), Chain of Being (4), 
  Domination (1-3)**, Life in Death (5)**, Raise 
  Zombie*, Soul of Chardros (1-3), Summon Demon 
  (1), Void from Chardros (1-3)*or Witch Sight (3).  
  *=Spell from the Bronze Grimoire. **=New Spell. 
  ADDITIONAL BENEFITS 
  Given the power and prestige associated with Cult, 
  members are usually wealthy. Players start with 
  500 bronze tigers in discretionary funds. 
  
  CULTS OF CHAOS 
  - 20 - 
  New Spells 
  These are new spells for followers of the cult of 
  Chardros. 
  DOMINATION (1-3) 
  Range is hearing. Chaotic. The caster must be able 
  to communicate with the intended target, in a 
  language the target understands. If this is not the 
  case, the spell fails automatically. The caster must 
  choose the level of influence he wishes to impart 
  with this spell, based on the magic points spent: 
  • 
  Suggestion - The caster can make a simple 
  request, and expect it to be fulfilled. This is a 
  relatively minor thing, and the target will not 
  do something that is either illegal or what they 
  consider unethical. An appropriate use of this 
  level of the spell would be, “Excuse me, may I 
  see that book you are reading?” or “Take this 
  box to Harkon, and do not open it.” This spell 
  is often used on slaves to ensure that important 
  errands will not be fumbled. 
  • 
  Command - The caster can make a command 
  of someone who may or may not be normally 
  willing to acquiesce, and expect it to be 
  fulfilled. This is usually performed to make 
  sure that a recalcitrant clerk or guard doesn’t 
  hamper 
  official 
  Church 
  business. 
  An 
  appropriate use if this spell would be, “I 
  command you to let me speak to the 
  prisoner!” or “Drop your weapon, and come 
  quietly.” 
  • 
  Dominate - The caster can make a dominated 
  person perform any action, even one that the 
  person would normally never do (like jump 
  from a window or drink something they new 
  to be poisonous.) This spell is often used for 
  ready-made assassins, “Take this sword, kill 
  Harkon before dawn, and then use it on 
  yourself.”  
  The caster must succeed in a MP vs. MP test 
  to affect the spell. Failure means the spell hasn’t 
  worked, and the magic points spent are lost. The 
  spell lasts 1d8 hours, and at the end of each hour, 
  the target is allowed a POWx3 roll to shake off the 
  effects. Also, if the caster or anyone on his side 
  attacks the target, the spell immediately ends, and 
  cannot be used on the same target for 24 hours.  
  The Witch Sight spell can detect Domination 
  on a body, so long as the Domination spell is still 
  in its active duration. Each caster that knows the 
  Domination spell imbues the spell with a small bit 
  of themselves. If Witch Sight is cast on a body with 
  the Domination spell on it, the Witch Sight caster 
  can tell who is responsible for the Domination 
  spell, if they cast Witch Sight on the actual 
  Domination caster. 
  LIFE IN DEATH (5) 
  Range is sight. Chaotic. By casting this spell, a 
  recently slain body can be brought to a temporary 
  unlife. The body must still be warm (usually this 
  means it has just been slain.) If the target is not 
  dead, then the spell fails and the magic points are 
  lost. The caster casts the spell, and the body rises 
  at the beginning of the next combat round, and 
  will follow any commands spoken by the caster. 
  Treat this necromant as a zombie, with its original 
  characteristics (expect it now has an INT and POW 
  of one each,) equipment, and half percentages of 
  any weapon skills the body had before raising. The 
  mind is too far gone for any other skills to survive.  
  At the end of the spell’s duration (the caster’s 
  POW in combat rounds,) the body collapses and 
  begins to dissolve into noxious, bubbling ooze. 
  The body cannot be used for any other 
  necromantic spells, nor can it be raised from the 
  dead by any means, short of a divine invocation. 
  Note also that any equipment will likely survive, 
  and be useable, (although smelly and slimy.) Any 
  demons bound to the target of this spell are lost 
  when he or she dies, unless they were eternally 
  bound.  
  Priests of Chardros use this spell to gain more 
  use out of their bodyguards, or to give a group of 
  enemies a nasty surprise, should one of their 
  number fall in battle.  
  Spells from The Bronze Grimoire 
  These are adapted spells from the previously 
  published Stormbringer supplement The Bronze 
  Grimoire.  
  
  CULTS OF CHAOS 
  - 21 - 
  ANIMATE LIMB (2) 
   Range is 15 yards. Chaotic. This gruesome spell 
  animates one severed limb, usually an arm and 
  hand per casting. The thing attacks whoever the 
  sorcerer designates with his or her eyes, so the 
  target must visible and identifiable at the time of 
  casting.  
  An arm and hand can make Claw attacks at 
  50%, 1d4 damage, and Grapple attacks to strangle 
  at 25%. See the Spot Rules for drowning. A foot or 
  leg might attack with a kick or stomp (for 1d3 
  damage) but would probably make a better 
  diversion. A limb cannot attack with weapons. The 
  animation lasts for the caster's POW in combat 
  rounds, though the duration may be extended with 
  additional castings. Sacrificing on point of POW 
  animates the horror permanently and makes it 
  immune to decay. 
  Limbs move normally at MOV 6 and because 
  of their small size allow Hide checks at 80%. 
  Scuttling hands and arms get 80% Move Quietly, 
  but drop this to 20% for feet and legs. 
  ANIMATE SKELETON (VARIES+1 POW) 
  Range is touch. Chaotic. This spell allows the 
  caster to permanently animate a complete 
  skeleton. Quickening the skeleton costs one POW, 
  plus the magic points needed to define it. Any sort 
  of skeleton can be animated. The bones must be 
  connected by ruby-hues knotted cords to maintain 
  the articulation. 
  All ready, the sorcerer receives a Luck roll. 
  Failure requires another roll, this time on the 
  Necromantic Mishaps table. All skeletons have an 
  INT of 3 and are capable only of following their 
  creator's commands. 
  SKELETON, GRISLY SERVANT 
  CHARACTERISTIC 
  ROLLS 
  AVERAGE 
  STR 
  3D8 
   13-14 
  CON 
  NA 
   -- 
  SIZ 
  3D8 
   13-14 
  INT  
  NA 
   3 
  POW 
  NA 
   1 
  DEX 
  3D8 
   13-14 
  HIT POINTS: AV 7  
  MOVE: 1D8  
  ARMOUR: None normally, but weapons neither impale nor 
  do critical damage. Magic that does physical damage 
  affects the skeleton normally.  
  AV. DAMAGE BONUS: None 
  Weapon  
   
  Skill 
  Damage 
  Broadsword  
  40% 
  1d8+1+db 
  Small Club  
  40% 
  1d6+db 
  Brawl  
  40% 
  1d3+db (Note that a 
  skeleton has a 10% 
  chance of breaking an 
  arm or wrist each 
  time it hits with a 
  Brawl attack.) 
  MAGIC POINTS TO SUMMON: 1 POW + 24 Magic 
  Points. (Note that skills can be added, and characteristics 
  can be increased with the further expenditure of more 
  Magic Points. 
  RAISE ZOMBIE (VARIES + 1 POW) 
  Range is touch. Chaotic. This spell creates one 
  zombie under the command of the caster. It 
  requires a whole corpse with enough flesh on it to 
  allow mobility. The sorcerer draws the eight-lined 
  Seal of Chaos on the forehead, then chants from 
  sunrise to sunset. One point of POW animates the 
  corpse. As with other undead, the necromancer 
  must sacrifice Magic Points to define the zombie's 
  skills and characteristics. The sorcerer needs a 
  successful Luck roll for everything to go right. 
  Failure requires another roll, this time on the 
  Necromantic Mishaps table. 
  ZOMBIE, MINDLESS SERVANT 
  CHARACTERISTIC 
  ROLLS 
  AVERAGE 
  STR 
  4D8 
   18 
  CON 
  4D8 
   18 
  SIZ 
  3D6 
   13-14 
  POW 
  NA 
   1 
  DEX 
  2D8 
   9 
  HIT POINTS: AV 16  MOVE: 1D8 Max 5. 
  ARMOUR: None, nut impaling weapons do only one point 
  of damage, and all others do half rolled damage + spell 
  damage (if any).  
  AV. DAMAGE BONUS: +1D4 
  Weapon  
   
  Skill 
  Damage 
  Bite 
  30% 
  1d6 
  Large Club  
  20% 
  1d8+1d4 
  MAGIC POINTS TO SUMMON: 1 POW + 20 Magic 
  Points 
  NOTE: At the Gamemaster's option, zombies may also 
  carry a Necromantic Contagion, a POT 3d8 disease that is 
  delivered through the zombie's Bite attack. If this toxin 
  kills, the victim rises within 1d8 hours as a zombie with its 
  original characteristics and half its skills, plus a 30% bite 
  attack, which also carries the Contagion.  
  Necromancers can create zombies with this contagion for 
  an additional 10 Magic points. Zombies created through 
  the contagion are not under the necromancer's control, 
  although anyone who knows the Raise Zombie spell can 
  attempt to bind an uncontrolled zombie temporarily with a 
  Luck roll. 
  
  CULTS OF CHAOS 
  - 22 - 
  Pact Demon - The Vo’i’cha 
  There are a multitude of demons that serve 
  Chardros, and many of them willingly make 
  themselves available to the cult of Chardros in the 
  many planes where the Lord of Death is 
  worshipped. The Vo’i’cha, a hideous breed of 
  vulture-demons, take a perverse delight in being 
  made to serve those who follow Chardros, and 
  have aligned themselves with Chardros’s cult in 
  the Young Kingdoms.  
  AVERAGE VOICHA, GREATER DEMON 
  AVIAN, CARRION FEEDER 
  Individual demons of this breed vary 
  little from the same basic form. They are 
  essentially birdlike, although plumage 
  and beak shape can vary from demon to 
  demon. Their feathers always seem to 
  be in poor condition, as does the skin 
  that peeks out between bald patches. 
  Their eyes are cruelly intelligent and 
  malicious, and their whole face seems 
  to 
  be 
  perpetually 
  scowling. 
  Their 
  appearances are deceiving, though, and 
  these demons are capable fighters and 
  very handy servants for the followers of 
  the Lord of Death. 
  CHARACTERISTIC ROLLS 
  AV 
  STR 
  3D8 
  13-14 
  CON 
  2D8 
  9 
  SIZ 
  2D8 
  9 
  INT 
  3D8 
  13-14 
  POW 
  4D8 
  18 
  DEX 
  1D8 
  4-5 
  HIT POINTS: AV 9  
  MOVE: 1D8 
  Flight  
  AV. DAMAGE BONUS: None 
  ABILITIES: 
  • 
  Bite 50%, 1d10, damage, 5 MP 
  • 
  2xClaw, 40% 1d8+2, 8 MP 
  • 
  Emote, 3 MP (demon can perfectly 
  mimic any voice it has heard.) 
  • 
  Regenerate 1 MP. 
  Regenerates 1 MP per round (Note 
  that demon must be feeding on 
  carrion to use this ability, which is 
  why it’s cheaper than usual.) 
  NEED: Must feast upon carrion at least 
  once a day, and can only regenerate 
  while doing so. The carcass need not be 
  human, but must be dead, the ranker 
  the better. 
  SKILLS: Listen 50%, Fly 50% Own Plane 
  15%, Summoner’s Language Intx3% 
  Notes: A sorcerer can use a Vo’i’cha 
  bound to himself as the target in the 
  Buzzard 
  Eye 
  spell. 
  See 
  the 
  spell 
  description 
  on 
  page 
  147 
  of 
  the 
  Stormbringer rules. The demon may 
  attack with both claws and it’s beak in 
  the same round.  
  MP TO SUMMON: 43 
  THE NECROMANTIC MISHAPS TABLE  
  Roll  
   
   
  Effect 
  01 
  The Creature Lifts its head, tells you a secret from beyond life's 
  curtain, then slumps in death. It cannot be reanimated.  
  02-10  
  The Creature tells you a secret from beyond life's curtain that is 
  so horrible that knowing it causes you to scream out, faint, and 
  lose 1 INT.  
  11-20 
  The Creature's intelligence awakes, but nothing else. It rolls its 
  eyes and clicks its tongue, but cannot move. 
  21-30 
  Only the upper half of the torso animates. The creature can 
  drag itself around and moan. 
  31-40 
  The creature has no guiding intelligence. It stands about 
  stupidly. 
  41-50 
  The creature is a mass of spastic, twitching, thrashing limbs. It 
  can walk, but knocks over furniture as it moves. 
  51-60 
  The magic is too strong; the body immediately begins to 
  dissolve into noxious sludge, spraying you as it does. The 
  stench clings to you forever, lose 1 APP. 
  61-70 
  The magic is too strong, and the corpse explodes. You lose 3d6 
  Hit Points. 
  71-80 
  The Creature is in such cosmic pain that its shrieks can pierce 
  eardrums. Make a successful Luck roll or lose 1d8 Hit Points 
  and your hair turns white. The creature tries to end its existence 
  as quickly as possible, walking into the nearest fire, swallowing 
  acid, jumping from a castle wall, or another appropriate end. 
  81-90 
  The creature animates as you desire, but bears a burning hatred 
  towards you. It attacks immediately, and fights until destroyed. 
  91-99 
  As 81-90 above, but the creature comes back from the grave 
  every 1d8 months, reforming itself from whatever dead flesh is 
  available. To stop the attacks you must bargain with the Lords 
  of Chaos. 
  00 
  A Gate to Hell opens in the laboratory. The Barrier of Law 
  breaks down, the building your in is destroyed as monstrous 
  demons rush out of the rift. Nothing you do stops them. They 
  tear you to pieces, and drag off your twitching remains to the 
  nether realms. Alternatively, you are instead born alive into 
  another world, where you are placed in thrall to a Demon 
  Lord. Escape is possible, but beyond the scope of this table. 
  
  CULTS OF CHAOS 
  - 23 - 
  Note that any follower of Chardros who knows the spell 
  Summon Demon can gain access to a list of names and 
  other ritual implements, which are kept in the Palace-
  Temple of the Theocrat in Hwamgaarl, that make 
  summoning a Vo’i’cha easier. When using these tools, a 
  summoner may gain an additional +10% to his luck roll to 
  determine if the summon is a success (this applies to 
  summoning only this particular breed of demon.) Also, the 
  summoner may also be granted access to the True Names 
  of specific Vo’i’cha demons who have worked with the cult 
  in the past. These demons will have additional abilities and 
  needs beyond what the average demon of the breed might 
  need, and will be correspondingly more expensive to 
  summon. Game Masters should see the GM section of this 
  book for more examples of these advanced demons.  
   
  
  CULTS OF CHAOS 
  - 24 - 
  CULT OF HIONHURN 
  The Executioner - Lord of Gibbets - Lord of Guilt and 
  Bloodshed 
   
  Hionhurn is bloodthirsty and cruel, delighting in 
  nothing save the death of others. He revels not in 
  warfare, but in the actual spilling of blood. He is 
  violence given form, and exists only to slurp the 
  life force of those slain by his followers. There are 
  many people in the world who have been touched 
  by Hionhurn’s hand, making them as cruel and 
  violent as he is. These followers congregate in out 
  of the way places, seeking Hionhurn’s instructions 
  as to who will next feel the axe on their neck. All 
  souls of those slain by Hionhurn’s faithful spend 
  an eternity is mindless, blind agony, tortured 
  forever by Hionhurn’s whims. These suffering souls 
  fuel the gods’ desire for more power. 
  OBSERVATIONS 
  AFFILIATION 
  Church of Chaos. 
  CHARACTER OF CULT 
  MEMBERS/IDEOLOGY 
  By and large, the cultists of the Lord of Gibbets 
  tend to be a melancholy lot. Where as the cults of 
  other Lords of Chaos find some human elements in 
  the god, the followers of Hionhurn find no such 
  solace. They must be murderers and assassins, or 
  their god is displeased. In his very best form, 
  Hionhurn can be seen as a mercy killer, who 
  relieves the pain of life for those who cannot bear 
  it. To the bulk of his followers, though, Hionhurn 
  is the quite voice, heard in the dark of night, 
  urging them to kill, to spill blood in his name.  
  Many of His followers are murderous 
  psychopaths, frequently going on violent rampages 
  and killing sprees that spread over whole 
  continents before being stopped. They can be 
  identified by the vacant, glassy stare, blood-caked 
  features, and complete disregard for the welfare of 
  themselves or others. Others are secret assassins, 
  patiently biding their time until their Lord reveals 
  their next victim. Still others gather in groups, 
  traveling along trade routes seeking signs and 
  portent pointing out a likely victim. In any guise, 
  followers of Hionhurn have an unnerving ability to 
  recognize each other, and will often work together 
  as long as the situation warrants. 
  In countries where the worship of Chaos is 
  discouraged, 
  Hionhurn’s 
  cultists 
  will 
  often 
  masquerade as priests of other gods to lure 
  unsuspecting people to out of the way places, 
  under the guise of participating on some minor 
  religious ceremony. Once away from others, the 
  priests turn on their victim, incapacitate them, and 
  remove their head. No matter what else happens, 
  the follower of Hionhurn always takes great pains 
  to ensure that the head of the victim is removed, 
  
  CULTS OF CHAOS 
  - 25 - 
  either as a means of murder, or for afterward. 
  Some collect the heads and keep them as trophies, 
  while others simply leave it as a calling card.  
  Even beyond committed followers, Hionhurn 
  also whispers to the minds of those who perform 
  these duties in an otherwise non-religious context. 
  Many a headman finds joy in the drop of the axe, 
  and hangmen feel a thrill when the rope pops 
  tight. Assassins enjoy the plunge of the knife or the 
  first sip of poisoned wine. The Lord of Gibbets can 
  sway all of these people, regardless of the 
  affiliations, and many secretly worship without 
  even being aware of it.  
  Hionhurn is the animal inside all of us, the 
  beast that lusts for blood, the monster that enjoys 
  having 
  power 
  over 
  the 
  weak. 
  He 
  is 
  a 
  dehumanizing force in Chaos who seeks to reduce 
  all to mindless, bloodthirsty monsters. His faithful 
  are beyond redemption, living only to spill blood 
  and take heads for their Lord.  
  They feel no honor in battle, and despise fair 
  fights. All that matters is the murder, and if they 
  must strike from a hidden corner, so much the 
  better. It is the blood of others they crave, since a 
  dead cultist can only suffer an eternal agony as his 
  soul is sped to Hionhurn.  
  They rejoice when blood flows. 
  CLERICAL VESTMENTS 
  Hionhurn’s clerics wear dark brown robes - 
  frequently stained with blood. It is rumored that 
  each priest starts off with a robe of pure white, and 
  are 
  forbidden 
  to 
  wash 
  it. 
  As 
  bloodstains 
  accumulate, the garment is slowly dyed a deep 
  brownish red. Priests tend to be shaggy, in 
  emulation of their Lord, so beards, dreadlocks and 
  matted, crusted hair is also common. The 
  sacrificial axe is always at hand.  
  COMMON METHODS OF 
  WORSHIP/IMPORTANT RITUALS 
  Murder is the only form of worship Hionhurn 
  accepts, and He cares not for ritual, pomp, or 
  other frippery associated with the cults of Chaos. 
  Sometimes followers draw out the actual murder in 
  order to heighten the feelings of joy they derive 
  from the screams of the victims.  
  The Vultures in Crimson is a sect of the cult 
  of Hionhurn that has its origins in Pan Tang. They 
  are a group of religious assassins that have spread 
  to almost every corner of the Young Kingdoms. 
  The Vultures worship in two ways.  
  The first is through actual assassinations. The 
  Vultures find a person of authority, picking 
  amongst all those in a certain area. They go to 
  great pains to ensure the death of said person, the 
  bloodier the better. This is to show that no one is 
  safe from Hionhurn, no matter how mighty or how 
  high their station. When operating this way, the 
  Vultures try to refrain from the killing of others, to 
  better focus their energy on their targets. They are 
  also hired from time to time, especially in places 
  where conflict between nobles is frowned upon.  
  When not pursuing an assassination, the 
  Vultures spread out, looking for signs and omens. 
  When a sign is found, the find the person 
  indicated by this sign and put them to death. 
  While seemingly random to outsiders, these targets 
  are chosen based on very careful interpretations of 
  the omens so as to not attract a curse from 
  Hionhurn for not killing the appropriate person. 
  These targets can be anyone; from simple farmers 
  and peasants to the next person they meet on a 
  road. No one is truly safe from the predations of 
  the cultists. While operating in this manner, the 
  Vultures strike from ambush, or use guile and 
  subterfuge to lure their victim or make them 
  unaware of the danger they are in.  
  The cult offers no formal initiation. They can 
  recognize murders on sights, and that is usually all 
  the acknowledgment given to fellow cultists. Rank 
  means little, aside from the ability to make the 
  killing stroke if the murder happens in a group. 
  SIZE OF CULT 
  Small. The largest number of followers are 
  members of the Church of Chaos in Pant Tang, 
  where Hionhurn’s worship does not seem all that 
  out of place. In the Young Kingdoms, even though 
  a part of the Church of Chaos, there are not many 
  people deranged enough to make themselves 
  thralls to the Lord of Gibbets. Solitary priests and 
  agents are rare, groups of worshippers even more 
  so. 
  
  CULTS OF CHAOS 
  - 26 - 
  MAJOR WORSHIP CENTERS/PLACES OF 
  POWER 
  Somewhere on each of the continents that make 
  up the Young Kingdoms, there is a secluded place, 
  far from the habitations of men, where, in a glade 
  carpeted with bones, stands a single bloodstained 
  headman’s block. These appear on no maps, and 
  indeed might even shift positions according to 
  some magic not even great sages can predict. 
  But cultists of Hionhurn always know where 
  these blocks are, and can walk to them without 
  direction, and expect to find them with unerring 
  ease. These are places of great evil, as countless 
  murders and blood sacrifices have been performed 
  in these sacred glades over the centuries.  
  Normal folk instinctively stay away from 
  these places, possibly without even being aware of 
  what they are avoiding. To followers of Hionhurn, 
  these places are holy beyond words, places where 
  any murder brings the eyes of Hionhurn to gaze 
  upon his faithful.  
  If a cultist can lure someone to this glade and 
  perform a beheading on the block, it is said that 
  great power and an infinity of bloodshed awaits 
  the successful, while only death and torment await 
  those who fail.  
  CURRENT GOALS & ACTIVITIES 
  Even in Pant Tang, where the cult has a strong 
  central organizing body, the cult of Hionhurn 
  cares little for worldly goods and goals. They exist 
  only to slay, caring not even for their position in 
  society. The Vultures in Crimson can keep up 
  lengthy goal-directed before, but the goal is always 
  murder. These are creatures purely of their 
  moment.  
  FOLLOWERS OF HIONHURN 
  As Hionhurn whispers to the minds of those who 
  kill, any character from a martial or murderous 
  backgrounds can be made as a cultists of 
  Hionhurn. Priests can also be members of the cult. 
  In all cases, the first weapon skill available to the 
  prospective to cultist must be an axe. If a character 
  is allowed no weapon skills based on occupation, 
  then their first skill of personal specialty must also 
  be an axe of some sort.  
  ALLEGIANCE 
  Followers of Hionhurn accumulate points of Chaos 
  Allegiance normally, and will earn additional 
  points based upon the performance of the 
  following acts: 
  • 
  Being involved in the execution of another 
  person - 1 point. 
  • 
  Making the deathblow in an execution - 2 
  points (4 if you used your axe.) 
  • 
  Slaying an opponent in combat - 1 point (2 if 
  you used your axe.) 
  • 
  Sacrificing a helpless person by decapitation - 
  1 point.  
  These points stack with other actions that 
  generate Chaos Allegiance points. So, if you 
  execute someone with your axe, you’d gain 6 
  points of Chaos allegiance, 1 for sacrificing, 4 for 
  executing with your axe, and 1 for murdering (as 
  per the Allegiance rules on page 261 of the 
  Stormbringer rulebook.)  
  SKILLS 
  Followers of Hionhurn choose skills as normal for 
  their occupation. Characters from martial and 
  executioner backgrounds are the most common 
  grounds from which Hionhurn chooses his faithful, 
  but they can come from any occupation. 
   Also, 
  followers 
  of 
  Hionhurn 
  get 
  the 
  Murderous Insight skill for free during creation, at 
  a base chance equal to their POW plus INT. This 
  can be allocated skill points like any other 
  occupational skill, and raises through experience 
  normally. See the entry below for explanation of 
  this skill. 
  SPELLS 
  Followers of Hionhurn, if capable of casting spells, 
  can select spells from the list below in place of up 
  to three of the spells allowed for their occupation.  
  Cannibal’s Feast (10)*, Frailty from Hionhurn (1-
  3)**, Hell’s Razor (1-4), Horns of Hionhurn 91-3), 
  Lethargy from Vezhan (1-3)**, Muddle (1), Portent 
  (3)**, Speed of Vezhan (1-3). *=new spell. **=spell 
  from The Bronze Grimoire.  
  
  CULTS OF CHAOS 
  - 27 - 
  New Skills 
  These are new skills for followers of the cult of 
  Hionhurn. 
  MURDEROUS INSIGHT 
  This skill is only available to cultists of Hionhurn. 
  With this skill, cultists can recognize anyone who 
  has committed a murder. With regular success, the 
  user can tell if any given person has committed a 
  murder at any time in their lives, and, in general 
  terms, how that person feels out it. With a critical, 
  the user can determine exactly how long ago the 
  last murder was, exactly what they target felt, and 
  if the target is a follower of Hionhurn. Users can 
  also tell if a weapon or tool has been used as a 
  murder weapon, and get the general feel for the 
  direction of large concentrations of murderous 
  energy (such as the headman’s block mentioned 
  above.) The impression from this skill are intuitive, 
  just a feeling about the subject. The user does not 
  gain any specific information, nor does killing 
  something in self-defense count as a “murder.”  
  New Spells 
  These are new spells for followers of the cult of 
  Hionhurn. 
  CANNIBAL’S FEAST (10) 
  Range is self. Chaotic. The caster must cast this 
  spell within 5 rounds of having killed another 
  person. Once cast, the caster must then eat a 
  portion of the murder victim’s body. The effects of 
  this spell depend on the portions eaten, as listed 
  below: 
  • 
  Muscle tissue. If a large muscle group is eaten, 
  the caster will gain five points to his strength 
  characteristic.  
  • 
  Eyes. If the victim’s eyes are both eaten, the 
  caster can add 25% to each sight-based 
  perception skill. 
  • 
  Ears. If the ears are eaten, the caster can add 
  25% to each hearing-based perception skill. 
  • 
  Brain. If the caster eats the victim’s brain, he 
  has two choices. He can either permanently 
  gain a single specific bit of knowledge (i.e., 
  the password to get past the guards, etc) that 
  the victim knows, or can gain five points to his 
  or her INT characteristic. 
  • 
  Lungs. If the lungs are eaten, the caster has an 
  improved constitution, adds 2 to their MOV, 
  and can run for twice as long without needing 
  to make a CON check. 
  • 
  Heart. The caster gains a hardier body, and 
  can ignore the effects of Major Wounds. 
  Essentially, this means they will fight until 
  unconscious or dead.  
  • 
  Liver/abdominal organs. The caster gains a 
  measure of protection from poison. Half the 
  effective POT of any toxin to which the 
  character is exposed.  
  • 
  Nose. The caster will gain an ultra-sharp sense 
  of smell. He can add a bonus of 25% to any 
  scent based perception skills, and can also 
  apply this bonus to their Track skill. 
  The duration of this spell is one week, but the 
  caster cannot have any other spell cast on him, or 
  Cannibal’s Feast will immediately end. If the spell 
  is prematurely ended in this manner, it cannot be 
  cast again for a month. 
  Note also that, if a murder victim is used to 
  fuel this spell, the caster will not gain any points of 
  Chaos Allegiance for the act. 
  No matter what effect the caster chooses, the 
  use of the result will seem strange, animalistic and 
  supernatural. For example, if the caster chooses 
  the strength bonus, any exposed muscles will seem 
  to bulge and pulsate.  
  Skill bonuses granted by this spell are over an 
  above the character’s actual skill. Even if using the 
  boosted skill, the character cannot make an 
  experience check with that skill unless they would 
  have used the skill normally.  
  Spells from The Bronze Grimoire 
  These are adapted spells from the previously 
  published Stormbringer supplement The Bronze 
  Grimoire.  
  FRAILTY FROM HIONHURN (1-3) 
   Range is touch. Chaotic. Decrease effective by 
  three points per magic point cast for the duration 
  of the spell. Decreasing CON also temporarily 
  
  CULTS OF CHAOS 
  - 28 - 
  decreases hit points for the duration and makes the 
  target more susceptible to poisons, diseases, etc. If 
  the target is unwilling, caster makes an MP:MP 
  Resistance Table roll to determine the effect of the 
  spell. A decrease in CON to zero renders the 
  victim unable to move until the spell ends. 
  If the adventurer asks the maximum decrease 
  of nine points, the target’s player also rolls a D100. 
  On a result of 00, the Lords of Chaos have played 
  a trick and made the deficit permanent. In 
  compensation, the target’s player may add three 
  points to characteristics other than CON. After 
  that, Frailty of Hionhurn does not affect that 
  victim, nor may a victim cast it.  
  If of equal magic points, this spell and Horns 
  of Hionhurn can cancel each other. If of greater 
  points, the survivor spell takes full effect. 
  LETHARGY FROM VEZHAN (1-3) 
  Range is touch. Chaotic. For the duration of the 
  spell, the caster decreases maximum movement by 
  one MOV per magic point. If the target is 
  unwilling, 
  the 
  sorcerer 
  makes 
  an 
  MP:MP 
  Resistance Table roll to determine success. The 
  spell can be cast on another species, such as a 
  horse. Lethargy from Vezhan does not affect 
  Dexterity.  
  If the caster asks the maximum decrease of 
  three points, the target’s player also rolls a D100. 
  On a result of 00, the Lords of Entropy have played 
  a cruel joke and made the deficit permanent. In 
  recompense, the character may add three points to 
  any characteristic, in any combination. After that, 
  this spell does not affect that adventurer, nor may 
  he or she cast it.  
  If of equal or greater magic points, this spell 
  and Speed of Vezhan can cancel each other. If of 
  greater magic points, the survivor spell takes full 
  effect.  
  PORTENT (3) 
  Range is self. Chaotic. An omen is an occurrence 
  believed to portend the future. Caster learns 
  whether a specific course of action augers good or 
  ill. The caster describes the action or decision to 
  which the omen will apply, then awaits the 
  appearance of the omen, always before sunset of 
  the same day.  
  Specific information is not revealed. For 
  example, Chugol casts Portent and asks if he 
  should break into the Imperial Palace in Imrryr to 
  find a certain tome. An hour later, he notices that 
  water is seeping from a crack in a nearby clay 
  bowl. Chugol interprets this event to be the omen, 
  and decides that it means his plan will fail. 
  The omen and its interpretation may be clear, 
  confusing, or contradictory. A successful Idea roll 
  can identify an omen. A successful Evaluate roll 
  can clarify an omen’s meaning, though often 
  incompletely. (Cultists of Hionhurn can use their 
  Murderous Insight skill instead of both the Idea roll 
  and the Evaluate roll in interpreting the omen’s 
  meaning. They use this spell to determine if a 
  given person would make a good sacrifice.) 
   
  
  CULTS OF CHAOS 
  - 29 - 
  CULT OF MABELODE 
  The Faceless - King of the Swords 
   
  Followers of Mabelode see themselves as the foot 
  soldiers in the armies of Chaos, the backbone 
  around which any land-based military force is 
  formed. They are integral to the success in any 
  campaign against the forces of Law, and continue 
  to war against their hated enemies at all times. 
  There is no real rest for these bloodthirsty slayers, 
  only brief periods of respite between an epic, 
  ongoing conflict. Given their common use of 
  demon weapons and armor, and the insane degree 
  to which they train, followers of Mabelode are 
  often more than a match for an equal number of 
  lesser troops.  
  OBSERVATIONS 
  AFFILIATION 
  The Cult of Mabelode is affiliated with the Church 
  of Chaos. 
  CHARACTER OF CULT 
  MEMBERS/IDEOLOGY 
  At the culmination of their initiation rituals (which 
  are mainly tests of weapon skill and endurance,) a 
  follower of Mabelode dons his or her first veil, and 
  gives up his or her identity, which the high priest 
  records in a large book that is full of such names. 
  The idea behind this is that, once they become 
  members of the cult, the new initiate’s old life no 
  longer matters. They are now dread warriors of 
  Chaos, and only victory over Law matters.  
  The sword is the cult weapon for the 
  followers of Mabelode, because it is such a 
  versatile weapon, and can be used in a number of 
  different styles. This is a reflection of the Sword 
  King, who (according to cult ideology) uses only a 
  massive black sword in battles with the forces of 
  Law. All cultists use a sword of some sort almost to 
  the exclusion of any other melee weapon, and 
  many are compulsive collectors of swords from 
  around the Young Kingdoms. Followers of the 
  Sword King generally frown on the use of missile 
  weapons, and leave their use to other, lesser 
  troops.  
  While they give up their identity upon 
  initiation, cult members often express themselves 
  with the quality and ornamentation of their 
  personal arms and armor. Each cult member is 
  expected to forge their own weapons, and (if 
  capable) 
  to 
  see 
  to 
  the 
  summoning 
  and 
  maintenance of their own demons. As such, each 
  cult member’s overall appearance and capabilities 
  can vary widely. Not only does this aid in 
  identification during battles, but also allows 
  individual cultists to perform different battlefield 
  roles, which in turn aid everyone in the cultist’s 
  specific unit. This sort of individuality is 
  encouraged by the cult structure, and someone 
  performing a summoning of a particularly useful 
  demon breed is applauded and cheered.  
  
  CULTS OF CHAOS 
  - 30 - 
  The cult is organized as a series of units that 
  number between ten and twenty individual priests, 
  and lead by the highest-ranking member of the 
  unit. As members progress in rank, they might be 
  shuffled into a leadership position in another unit, 
  or kept on to serve in their own unit. This 
  encourages cultists to bond with each other in 
  order to maintain unit cohesion even within a new 
  unit. It also means that most cultists know a large 
  number of their fellows, and will likely have 
  developed strong friendships and respect for one 
  another. They never leave one of their own 
  behind, and many a priest of Law has regretted a 
  rash decision to take a follower of Mabelode 
  captive when a dozen armored warriors of Chaos 
  show up seeking to free a companion. 
  Individual priests of Mabelode are often 
  ordered to wander the Young Kingdoms alone, 
  spreading the word and serving the Sword King in 
  any place where a single warrior can go. They are 
  expected to serve as ambassadors for the cult, and 
  to send aspiring cultists to the main cult centers in 
  Dharijor for training and initiation. Even still, they 
  are tireless foes of Law, and work to destroy all 
  followers and institutions of Law they come across.  
  Individual cultists of the Sword King vary in 
  character, from grim, dour and serious, to fun, 
  cheerful and friendly. But in battle, they are in a 
  state of religious reverence, and no matter what 
  their former selves were like, they are deadly 
  warriors with abilities both fell and terrible. 
  They are the hammer that shatters those who 
  oppose Chaos, and the anvil on which humanity is 
  forged into warriors of the greatest skill and power. 
  Friend and foe alike both fear and respect the cult 
  and what they are capable of. They are the 
  nameless, faceless warriors of Chaos, and live only 
  to spill the blood of Law across the Multiverse. 
  Only great fools underestimate them, and aren’t 
  given a second chance to do it again. 
  COMMON METHODS OF 
  WORSHIP/IMPORTANT RITUALS 
  The Cult of Mabelode is unique among the cults of 
  Chaos in that they don’t have a formalized period 
  of worship, nor do they use elaborate ceremonies 
  to show their god the depth of their devotion. 
  Battle is the only place where the followers of 
  Mabelode worship, which is why they seek 
  conflict at all times. It is said that, while in a state 
  of battle-frenzy, Mabelode takes over the soul of 
  the warrior, and they are locked in a state of 
  religious bliss as they rend and slay through the 
  ranks of enemies. Followers of the Sword King thus 
  always seek battle to worship their lord. 
  When not involved in actual combat, cultists 
  train day in and day out, seeking to improve their 
  weapon 
  skills, 
  or 
  summoning 
  increasingly 
  powerful demons to spill the blood of their foes. 
  Between conflicts, the cultists become agitated, 
  and high priests must take care to prevent 
  internecine wars and factional conflict from 
  erupting.  
  VESTMENTS 
  As a god of battles, Mabelode expects his 
  followers to be armed and armored at all times. 
  Also, in keeping with the cult ideology, followers 
  must have their faces hidden from the sight of 
  others, either behind a helmet visor, beneath a 
  veil, or hidden within the shadows of a deep hood 
  or cowl. This is their most distinctive feature; 
  followers of the Sword King are easy to pick out, 
  unless they are in the company of other armored 
  warriors, which is often. 
  SIZE OF CULT 
  Large. Mabelode is one of the oldest and most 
  powerful Lords of Chaos in the Young Kingdoms, 
  and his cult is popular in all nations that worship 
  Chaos. While Pan Tang is the true center of the 
  Church of Chaos, the cult of Mabelode is strong in 
  Dharijor and Pikarayd.  
  MAJOR WORSHIP CENTERS/PLACES OF 
  POWER 
  Since there is little formal worship of Mabelode 
  from his cult, there are few temples larger or more 
  elaborate than small shrines attesting to places 
  where great deeds have been performed by cultists 
  of the Sword King. Followers are expected to make 
  a pilgrimage at least once in their lives to 
  Mabelode’s Forge, a large inland volcano on the 
  Isle of Pan Tang. It is said that demonic servitors 
  busily forge weapons in the heart of this volcano, 
  preparing for the day when the armies of Chaos 
  
  CULTS OF CHAOS 
  - 31 - 
  will sweep away all resistance in the Young 
  Kingdoms and rule for eternity.  
  Also, the Maitron Military Academy in 
  Dharijor boasts a large number of Mabelode 
  priests amongst its teaching staff, and there are 
  rumors that the underground “dueling clubs” that 
  form in and around the Academy are in fact small 
  cells of Mabelode worship.  
  CURRENT GOALS & ACTIVITIES 
  The cult of the Sword King has informants in all 
  lands of the Young Kingdoms, and any hint of 
  open warfare can attract the attention of the cult. 
  Any conflict will have followers of Mabelode 
  offering their services to both sides for free, 
  wanting only the opportunity to fight. There are 
  also small factions within the cult seeking 
  instruction for summoning special breeds of 
  demons, and other artifacts of power that would be 
  useful during war.  
  FOLLOWERS OF MABELODE 
   During character creation, any character from a 
  country that worships Chaos, and has a sword skill 
  of at least 60% can declare that his character is a 
  member of the cult of the Sword King.  
  ALLEGIANCE  
  Rank within the cult is relative - the leader of a 
  particular unit will be the follower with the highest 
  Chaos Allegiance score. Cultists with lower scores 
  are expected to do as ordered, but in practice this 
  really only occurs on the battlefield. In addition to 
  gaining Chaos Allegiance points for actions listed 
  on page 260-261 of the Stormbringer rulebook, 
  cultists of Mabelode also gain Allegiance points for 
  the following actions: 
  • 
  Teaching sword skills – 1 point per person, per 
  week. 
  • 
  Forging a sword or armor – 1 point per 
  weapon or suit. 
  • 
  Summoning a demon weapon - 1d8 points 
  • 
  Summoning a demon suit of armor - 1d8 
  points 
  • 
  Summoning a demon fighter  - 2 points 
  • 
  Going a year without another seeing your face 
  – 1 point 
  • 
  Breaking an enemy’s weapon during a fight – 
  1 point 
  • 
  Slaying someone with your sword - 1 point 
  (stacks with other points.) 
  SPELLS 
  If they can cast spells, the character can choose 
  from the following spell list in addition to their 
  own supplied by their regular occupation. 
  Demon Blade (8), Fury (1), Hell’s Armor (1-4), 
  Hell’s Bulwark (1-4), Hell’s Razor (1-4), Hell’s 
  Sharp Flame (1-4), Mabelode’s Shield (8), Sinew of 
  Mabelode (1-3), or Summon Demon (1).  
  Note that a character may still only choose 
  three total spells, but can learn any of the above 
  spells from the cult following the rules listed on 
  page 144 in the Stormbringer rulebook. The GM is 
  encouraged to work out a suitably exorbitant cost 
  for learning magic this way.  
  New Spells 
  These are new spells for followers of the cult of 
  Mabelode. 
  DEMON BLADE (8) 
  Range is touch. Chaotic. This spells allows the 
  caster to temporarily imbue his weapon with 
  Chaotic energy, which can take a variety of 
  shapes. At the time of casting, the caster must pick 
  one of the following forms, and the weapon will 
  retain this new ability until the spell’s duration 
  expires (the caster’s POW in rounds.) Note that this 
  spell cannot be cast on an weapon that contains a 
  bound demon, or is already otherwise enchanted. 
  • 
  Raw Damage -The weapon warps, making it 
  jagged and extremely sharp. When it strikes an 
  opponent, the weapon does an additional 
  1d10 points of damage. 
  • 
  Acid - The weapon weeps pus-like green acid, 
  which will do 1d4 points of damage per round 
  for 1d8 rounds after contact. Armor only 
  protects against this damage for the first round 
  of contact. Any points of damage done to a 
  weapon, shield or armor are removed from the 
  
  CULTS OF CHAOS 
  - 32 - 
  items hit points (or protection, in the case of 
  armor.) 
  • 
  Fires of Chaos - Black flames leap from the 
  blade, and do an extra 1d6 points of damage 
  per hit. Targets hit must pass a Luck roll or be 
  caught on fire, and take an extra 1d6 points of 
  damage until dead or the fires are put out 
  (make a Dexterity roll to see if the character 
  can put out the flames.) Flammable objects not 
  worn by another person are automatically 
  caught on fire. 
  • 
  Stinger - The length of the blade erupts in tiny 
  cysts, which burst upon contact with a target. 
  Treat the resulting black fluid as a contact 
  poison with a POT equal to half the POW of 
  the caster. The target will continue to take 
  damage from the poison for 1d8 rounds after 
  the last time it was hit by the weapon. 
  • 
  Icy Death - The blade of the weapon becomes 
  unnaturally cold, and saps the heat and life 
  from its victims. For every 2 points of damage 
  taken by this weapon, the target also looses a 
  single temporary point of DEX, as a creeping 
  numbness spreads through their body. Victims 
  reduced to 0 DEX are paralyzed, but are 
  painfully aware of their surroundings. DEX 
  points can be restored at a rate of 1 per hour if 
  the victim is substantially warmed (set near a 
  fire, wrapped in blankets and soaking in hot 
  water, etc.) 
  • 
  Vampyre - For every five points of damage 
  done by the weapon, the wielder gains a 
  single hit point. These phantom hit points are 
  the first lost to injury, and are not considered 
  for the purposes of determining if the wielder 
  has taken a Major Wound.  
  While this spell is in effect, the weapon and 
  the wielder count as being demons for purposes. 
  Also, the wielder will always fumble on a to hit 
  roll of 90-100. If the fumble is a roll of 99, the 
  attack does double damage to the wielder, and if it 
  is 100, it is treated as an impale. The weapon 
  automatically hits the wielder, as the demon 
  therein vents its frustration on the wielder. Roll 
  damage normally, including any damage bonus. If 
  this attack penetrates armor, the wielder takes the 
  full effect of the spell. (Note than hit points from 
  the Vampyre form are not transferred in this 
  instance.) So, this spell greatly enhances the 
  wielder’s combat prowess, but can be potentially 
  deadly. 
  Spells From The Bronze Grimoire 
  These are adapted spells from the previously 
  published Stormbringer supplement The Bronze 
  Grimoire.  
  MABELODE’S SHIELD (8) 
  Range is Self. Chaotic. Caster’s shield assumes the 
  appearance of a shimmering black plane of force. 
  The shield behaves extraordinarily in two ways: (1) 
  the physical shield will not loose damage points 
  while the spell is active, and (2) when the parry 
  roll for the shield represents a critical or an impale, 
  then the attacking weapon loses 2D8 hit points. 
  The spell endures for the caster’s POW in combat 
  rounds. 
  New Demon Abilities 
  These are new demonic abilities that are available 
  for the demons of Mabelode. 
  EXPLOSIVE DECOMPOSITION 
  The Explosive Decomposition attack has a POT 
  equal to the Sacrifice Table result for the magic 
  points spent on this ability. If a victim is touched 
  by a demon with this ability, match the POT of the 
  Explosive Decomposition attack with their CON 
  on the Resistance Table. (re-roll the POT each time 
  the attack is made.) If the attack wins out, the 
  victim takes damage equal to the POT of the 
  attack. If the victim wins, they take damage equal 
  to ½ the attack’s POT. Victims slain after taking 
  damage from this ability explode in a huge 
  fountain of blood, gore, and bits of bone. Victims 
  not slain can heal this damage at normal rates, and 
  it responds normally to magical healing. 
  At the summoner’s option, the demon can be 
  given a ranged Explosive Decomposition attack for 
  an additional magic point cost of 5 points. This has 
  a range of ten yards, does 1d10 points of damage 
  (only for penetrating armor. Will only do 1 point of 
  damage to flesh,) and has a 50% chance to hit. 
  Each magic point spent can increase the chance to 
  hit or the range (1 extra yard per point spent,) but 
  
  CULTS OF CHAOS 
  - 33 - 
  the penetration damage is fixed at 1d10. Victims 
  wounded by the ranged form must still resist the 
  POT of the ability against the CON or take damage 
  like above.  
  HORDE 
  For an additional cost of 17 magic points, the 
  summoner (or, more likely, group of summoners,) 
  can summon a horde of a particular demon breed 
  instead of just one. 1D6 of the demons appear in 
  the summoning octagon, and must be bargained 
  with. No member of the horde may be individually 
  bound. When the time for the demons to fulfill 
  their part of the bargain, the summoners can 
  attract 1d00/2 members of breed, who proceed to 
  do whatever they were bargained for. This is 
  usually something tremendously destructive. While 
  this varies from demon to demon, the price paid 
  for their services is usually paid before the time 
  when they are needed. This price is normally quite 
  gruesome, and GM’s are encouraged to come up 
  with something nasty in return for a large number 
  of demons (blood of babies, innocent souls for 
  every demon called, etc.)  
  Demon Breed - Quia’nast’ian 
  These large, faceless demons are subservient to 
  Mabelode, and are routinely summoned by the 
  Sword King’s faithful to aid in a particularly tricky 
  siege or battle. Notoriously difficult to bind, these 
  awful fiends are usually summoned in a horde. 
  They normally need only be pointed towards the 
  enemy for their summoning to pay off.  
  AVERAGE QUIA’NAST’IAN, GREATER DEMON 
  HUMANOID, PORTABLE ENGINE OF DESTRUCTION 
  Individual demons vary in appearance. Most are twisted 
  and shambling, with some limbs atrophied while others are 
  much larger than they should be. All, however, have only a 
  smooth expanse of skin where their faces should be. Skin 
  colors are usually a muted pink color, with occasional spots 
  of blue or white. 
  CHARACTERISTICS 
  ROLLS 
  AVERAGES 
  STR 
  5D8 
  22-23 
  CON 
  4D8 
  18 
  SIZ 
  5D8 
  22-23 
  INT 
  2D8 
  9 
  POW 
  4D8 
  18 
  DEX 
  3D8 
  13-14 
  HIT POINTS: AV 20  MOVE: 2D8 
  AV DAMAGE BONUS: +2D8 
  ABILITIES:  
  • 
  Explosive Decomposition. pot 1d10. Target matched 
  con to pot, takes damage like a poison. Target 
  explodes if slain 
  • 
  Demon Weapon. Demons carry great swords, which 
  do 
  2d8+2d8 
  damage. 
  Swords 
  carry 
  Explosive 
  Decomposition power. 
  • 
  Vomit Acid. Spits a corrosive acid that does 1d10 
  points of damage, with a 50% chance to hit. Demons 
  use this to burn through castle gates and bring down 
  walls.  
  • 
  Regenerates. 1 hit point per round. 
  • 
  Carapace. Blocks 1d8 points of damage. 
  SKILLS: Great Sword 60% Summoner’s Language Intx2, 
  NEED: Kill one living being daily. 
  MAGIC POINTS TO SUMMON: 53 (70 If summoned as a 
  horde.) 
   
  
  CULTS OF CHAOS 
  - 34 - 
  CULT OF PYARAY 
  The Tentacled Whisperer of Impossible Secrets - Lord of the 
  Deep 
  .
  Pyaray, alone amongst the Lords of the Higher 
  Worlds, is immune the strictures of the Balance, 
  and can roam the Million Spheres at will. His 
  agents exist in nearly every plane, every world 
  touched by one of his many tentacles of influence. 
  He sees a universe for the taking, and has his 
  priests roam countless oceans in countless worlds, 
  drowning mariners and sending ship to join the 
  Chaos Fleet, the legion of drowned sailors that 
  cruise the depths of the Multiverse’s oceans, 
  waiting for the last day of Battle with the forces of 
  Law. 
  OBSERVATIONS 
  AFFILIATION 
  The cult of Pyaray is affiliated with the Church of 
  Chaos. 
  CHARACTER OF CULT 
  MEMBERS/IDEOLOGY 
  Pyaray teaches that, so long as a man has a ship 
  and an able crew, there is no corner of the world 
  that can’t be possessed, no secret hidden by the 
  waves that can’t be discovered. All he asks in 
  return for this freedom and wealth is the 
  occasional soul consigned to an eternity of 
  darkness in the deep. They loathe the land and 
  those that live on it, and will not disembark from a 
  ship unless unavoidable. 
  Pyaray holds his masses of faithful in a fearful 
  place; in all the world, He is the only thing His 
  faithful fear. The threat that they too will be taken 
  to the Chaos Fleet instead of other victims is 
  constant reminder to reeve the oceans for the Lord. 
  All however, enjoy their duties. The power they 
  hold over any ship found in their waters keeps 
  them in a constant state of religious ecstasy.  
  Almost all followers of Pyaray are from Pan 
  Tang, and are mad with the power they hold as 
  Navy for the Demon Island. In addition to the war 
  galley’s captained by these mad priests of the 
  Deep, Pan Tangian Slave galleys typical carry a 
  large number of these men. It is their solemn duty 
  to send the dead to the deep, sink ships, steal all 
  they can for the Demon Isle, and perform other 
  tasks for the Theocrat as needed.  
  There are a few non-Pan Tangian cultists of 
  Pyaray in the Young Kingdoms. While these 
  madmen exist outside of the “official” Church, 
  they are just as fervent in their devotion, making 
  sacrifices in pools of stagnant water. Such men 
  infiltrate groups of harbor workers, ships crews and 
  fisher villages. They incite crews to mutiny, cover 
  up smuggling operations, and make routine 
  sacrifices to their Lord in exchange for their power.  
  
  CULTS OF CHAOS 
  - 35 - 
  Priests of Pyaray hold a special hatred for the 
  faithful of the Elemental Ruler Straasha, the Lord of 
  Water. Where Straasha hold the shallows of the 
  Sea, Pyaray rules the depths. Their priesthoods vie 
  against each other, constantly seeking to procure 
  more territory for their Lord. Priests of Pyaray go to 
  tremendous lengths to harm and discomfort their 
  hated rivals.  
  Pyaray holds the secrets to all that the hungry 
  Pan Tangian soul could want; knowledge, power 
  and wealth. The blood spilt, the anger, slavery, 
  and death that He covets is only a little price to 
  pay for so much benefit. In any case, His priests 
  are happy to pay, and reap their grim rewards. 
  CLERICAL VESTMENTS 
  Priests of Pyaray grow matted masses of dreadlocks 
  in their hair and beards, to better emulate the 
  tentacles of their lord. They wield great barbed 
  tridents in battle, and adorn their armor with 
  images of scales, shark’s teeth or suckers.  
  COMMON METHODS OF 
  WORSHIP/IMPORTANT RITUALS 
  All worship of Pyaray takes place on the high seas, 
  preferably with no land in sight. Nightly sacrifices 
  are made to the Lord of The Deep. The exact 
  methods vary, since the same sacrifice can grow 
  tiresome with enough repetition. Most acts are 
  traditional, like walking the plank, keelhauling or 
  being fed to sharks. On four quarterly holidays, 
  larger and more elaborate sacrifices are made. In 
  all cases, the dead of left to the embrace of the 
  sea. 
  SIZE OF CULT 
  In Pan Tang, moderate, otherwise small. While 
  there are a number of Pyaray followers in the ships 
  of Pan Tang, there aren’t many elsewhere. 
  Individual and groups of cultists can be found in 
  all port cities of the Young Kingdoms. 
  MAJOR WORSHIP CENTERS/PLACES OF 
  POWER 
  There are numerous holy shrines dedicated to 
  Pyaray scattered throughout the Young Kingdoms. 
  These are typically located in tiny islands, out of 
  the way harbors and other secret places. There are 
  far too many to catalogue here, but one such 
  shrine is detailed below. 
  The Jaws of Pyaray is a shrine located of the 
  northwest coast of Pan Tang. It is situated on a 
  jagged clump of black rock, scarcely large enough 
  to land anything larger than a rowboat on. 
  The seas around the shrine seem animated, 
  and will react in strange ways to the presence of 
  non-faithful adventurers. It will also change color, 
  texture and temperature at random. A wild mixture 
  of strangely warped and mixed sea creatures 
  replaces the normal sea life one might expect in 
  this area of the Pale Sea. There are also occasional 
  swarms of the drowned mariners who serve in the 
  Chaos Fleet.  
  The actual shrine is in the center of the isle, 
  surrounded by fingers of black rock and a 
  outcropping that resembles the jaws of a large 
  shark. It is said that, if Pyaray is displeased with 
  one visiting the shrine, the Jaws of Pyaray will 
  close over them. Whether or not this is true is 
  purely conjecture, as no non-faithful expeditions 
  to the Jaws of Pyaray have ever returned. 
  There are other such shrines throughout the 
  oceans of the Young Kingdoms, and GMs are 
  encouraged to place them in dramatically 
  appropriate locations. 
  CURRENT GOALS & ACTIVITIES 
  Priests of Pyaray care little for the politics of the 
  world, seeking only to sail and spill blood for their 
  master.  
  For long-term goals, they seem content to 
  plan raids on prominent seaports in the world. 
  These operations are met with varying degrees of 
  success, and vary in size from single ship 
  skirmishes to large-scale naval battles with dozens, 
  or even hundreds, of ships preside.  
  On occasion, a lone Priest of Pyaray might 
  quest to find some hidden lore lost beneath the 
  waves. PCs running afoul of such a character 
  would have a difficult task on their hands. 
  FOLLOWERS OF PYARAY 
  Any character that comes from the following 
  occupations may declare that they are also 
  
  CULTS OF CHAOS 
  - 36 - 
  followers of Pyaray: Minor Noble (especially in 
  Pan 
  Tang,) 
  Paid 
  Assassin/Thug, 
  Sailor, 
  Shaman/Priest/Cultist, Slave (Pan Tang only.) 
  ALLEGIANCE 
  Followers of Pyaray gain Chaos Allegiance points 
  as do any other followers of Chaos, using the rules 
  listed on page 260-261 of the Stormbringer 
  rulebook. They will also gain points of Chaos 
  Allegiance for the following actions: 
  • 
  Every ship sunk by your actions is worth 1d8 
  points. 
  • 
  Every person drowned or sacrificed by you is 
  worth 1 point.  
  • 
  Discovering valuable secrets under the sea is 
  worth 1d8 points per instance. 
  SKILLS 
  Followers of Pyaray generally will take their 
  available weapon skills in either Trident or Whip, 
  but this isn’t mandatory. Any extra skills will 
  generally be Either Sailing or Navigate. At the GMs 
  option, players selecting skills appropriate to the 
  cult of Pyaray can get a bonus of 10% to each 
  such skill during character creation. 
  SPELLS 
  Followers of Pyaray can select spells from the 
  following list, in addition to the ones available to 
  their occupation.  
  Breath of Death (6)**, Control Sea Life (varies)*, 
  Demon’s Eye (1), Guide Water (4)**, Summon 
  Drowned Dead (1d8)*. 
   *=New Spell. **=Spell from The Bronze Grimoire.  
  New Spells 
  These are new spells for followers of the cult of 
  Pyaray. 
  CONTROL SEA LIFE (VARIES) 
  Range is sight. Chaotic. This spell allows the caster 
  to have control over purely natural ocean life for 
  the spell’s duration. When cast, the caster decides 
  how many magic points to spend on the spell. 
  Each magic point gives a cumulative 10% chance 
  of success. The caster makes the percentage roll, 
  and if he succeeds, can control the actions of the 
  animals in question for the spell’s duration.  
  The number of animals the caster can control 
  is based on the size of the animal. With small 
  creatures (fish, crabs, sea gulls, etc.) this spells 
  allows the control of 1d8 individuals. Medium 
  sized creatures (larger fish, most sharks, turtles) are 
  worth 1d3. With large creatures (large sharks, 
  whales, sea serpents) the caster can only control a 
  single individual.  
  If the control roll fails, then the animal is not 
  under the caster’s control. If the roll is a Fumble, 
  the animals are enraged at the caster and will 
  attack the caster and any people with him. Once 
  successfully cast on a target, that target cannot be 
  affected by this spell for a full 24 hours after the 
  spells’ duration ends. 
  SUMMON DROWNED DEAD (1D8) 
  Range is self. Chaotic. When this spell is declared, 
  the player must roll 1d8. This is the number of 
  magic points needed to power the spell. The 
  points spent, and the Luck roll passed, 1d8 
  drowned sailors will arrive at the caster’s location 
  in 1d8 hours. Upon their arrival, they will serve 
  the caster in any manner he wishes until the spell’s 
  duration expires, which 1d8 hours after the arrival 
  of the drowned sailors. 
  If the caster chooses, he may also spend a 
  single point of POW for any number of the 
  drowned sailors. These sailors will not depart at 
  the end of the spell’s duration, and will serve the 
  caster faithfully until they are destroyed or 
  dismissed.  
  The drowned sailors are awful to look at. 
  Their bodies are bloated and water logged. Small 
  crabs still crawl along their bodies, picking off bits 
  of flesh to eat. Their eyes are either missing, or 
  glazed over and white. There is a 1% chance of an 
  adventurer recognizing one of the drowned as a 
  relative or former acquaintance.  
  Use the sailor stats on p.227 of the 
  Stormbringer rules, but dropping DEX by half and 
  giving them 1d3 points of armor. The drowned 
  take half damage from all non-magical attacks, 
  and are far too wet and squelchy to burn, so are 
  immune to heat damage. 
  
  CULTS OF CHAOS 
  - 37 - 
  Spells from The Bronze Grimoire 
  These are adapted spells from the previously 
  published Stormbringer supplement The Bronze 
  Grimoire.  
  BREATH OF DEATH (6) 
  Range is touch. Chaotic. The spell suffocates the 
  target who, for the duration of the spell, feels as if 
  drowning. The caster must first overcome the 
  target, MP:MP, on the Resistance Table. Beginning 
  at CON X6, the target must make a D100 
  suffocation roll each round as the spot rules for 
  drowning.  
  This spell is rarely known by others than 
  deranged sailors and cultists of the Whisperer. 
  Undo Magic can cancel Breath of Death. 
  GUIDE WATER (4) 
  Range is Sight. Chaotic. The caster may divert a 
  portion of an existing body of water, and cause is 
  to move across itself, across land or water, up hill 
  or down, for the caster’s POW in combat rounds 
  as if it were a single undine. In cubic yards, the 
  directable portion of the waters may not exceed 
  the sorcerer’s magic points before the spell was 
  cast. The water moves at up to MOV 8, in 
  whatever compact shape the caster dictates. At 
  that speed, 16 cubic yards could do 1d6 damage. 
   
  
  CULTS OF CHAOS 
  - 38 - 
  CULT OF SLORTAR 
  The Old - The Beautiful - Lord of Pleasures 
   
  Slortar is the eldest and one of the most powerful 
  of the Lords of Chaos. The reason for this is simple; 
  he derives great energy from his mortal followers 
  seeking out an engaging in pursuits that they find 
  pleasurable. While other gods make their followers 
  act in ways narrow of focus, Slortar only expects 
  his mass of faithful to do what comes naturally to 
  them. 
  OBSERVATIONS 
  AFFILIATION 
  Church of Chaos, Pan Tang and Young Kingdoms. 
  Also followed by countless individuals 
  CHARACTER OF CULT 
  MEMBERS/IDEOLOGY 
  While the obvious path for this expression is 
  towards sexuality, drugs and other hedonistic 
  endeavors, there are followers of Slortar who have 
  a much more subtle, although no less worshipful, 
  means of expressing their devotion to the Lord of 
  Pleasure. Anything can be a worship activity, from 
  painting, to acquiring goods and making a profit 
  from a merchant deal, to putting a hated enemy to 
  the sword. All of these things can provide pleasure 
  to the participants, and as such, devote energy to 
  the eldest god. This is also why the cult of Slortar 
  is arguable the largest in the Young Kingdoms; 
  even the faithful of others gods find some activities 
  pleasurable, and by engaging in them they are 
  unwittingly worshiping Slortar as well. 
  Slortar teaches his faithful that all beings seek 
  out pleasure, but only those who willingly follow 
  Slortar are truly free to experience any pleasure 
  they desire. Anyone who opposes the cult are 
  hypocrites; they still follow their own pursuits of 
  pleasure, even while instruction others not to do 
  the same. Lawful countries tend towards the 
  thinking that pleasure is a distraction from 
  “proper” Lawful devotion, perhaps rightly so, since 
  pursuing pleasure is secret Slortar worship. Thus, 
  the cult of Slortar tends towards subversion and 
  corruption. Wise priests of Slortar know that 
  everything can be had and the price is not always 
  in simply money. 
  In countries open to Chaos, the cult of Slortar 
  operates openly, actively recruiting new members 
  with promised of sex, drugs, or access to any 
  number of vices with which they ensnare the 
  unwary. 
  In Lawful countries, the cult is often 
  undergrounds, seeking quite places where there 
  members can engage in the activates that the 
  authorities deny. Even so, the cult works to 
  undermine the authority in the area by discovering 
  the secret desires of the Lawful priests and Agents, 
  and working towards bringing these individuals 
  within the arms of the cult. Many can be bought 
  
  CULTS OF CHAOS 
  - 39 - 
  off, since simple greed is easy enough to pander 
  to. Others can be swayed with the promise of sex, 
  the ability to indulge in illegal activities, such as 
  theft, murder or drug use. For the corrupted, it 
  soon becomes easier, not to mention more fun, to 
  join the cult in total rather than attempt to buck 
  the system. 
  The cult of Slortar also operates complicated 
  smuggling operations, bringing any and all goods 
  to those who will pay for them. These operations 
  span the Young Kingdoms, and not a single port in 
  the world is exempt from the cult’s influence.  
  Cult members pursue their pleasures with 
  reckless abandon. Even their own lives are of little 
  importance, since they believe that Slortar will 
  supply them with undreamt of pleasure in the next 
  world. Self-destructive behavior is considered the 
  highest form of sacrifice a cultist can perform, 
  slowly giving themselves to their god while 
  engaging in pleasure. No intervention can help 
  save such a person, as their lives spin away in a 
  dance of ruin and pleasant destruction. 
  CLERICAL VESTMENTS 
  Followers of Slortar tend towards the finest 
  clothing they can get their hands on. Comfortable 
  fabrics like velour and silk are common, as are 
  intricate embroidery and bright colors. Often, their 
  clothing is stained with the remnants of a previous 
  night’s worship. On Pan Tang, the followers of 
  Slortar practice ritual disfigurement, to make the 
  beauty of their god that much more pronounced 
  by contrast.  
  Individual cultists tend to be marked by 
  whatever their prime pleasure is: gluttons tend to 
  be fat and eating; imbibers are usually drunk; drug 
  users are either high or just coming down. 
  Pleasure is a constant pursuit, but thankfully can 
  be done while acting in other ways.  
  COMMON METHODS OF 
  WORSHIP/IMPORTANT RITUALS 
  Worship Slortar by the pursuit of pleasure is a 
  constant thing, but there are also mass worship 
  services. These are at least monthly, sometimes 
  more frequently. There are no hard and fast rules 
  when these services occur, since any day is as 
  good as any other. 
  These services are massive, bacchanalian 
  affairs that can last for days, or even weeks. All 
  manner of pleasure are available for the taking; 
  master musicians play wondrous music, fine art is 
  put on display, sumptuous banquets of rare and 
  exotic foods and wines are served and members 
  are given the opportunity to participate in almost 
  every indulgent act imaginable, and even a few 
  that are not.  
  These parties tend to wax and wane, and 
  eventually even the hardiest cultist must return to 
  other affairs. For many, these services are their first 
  taste of what Slortar offers his faithful. It is usually 
  enough to convince any lay person to join the 
  ranks of the cult. 
  SIZE OF CULT 
  Huge. Even as a part of the official Church of 
  Chaos, the cult of Slortar has many, many more 
  adherents than appear on Church rosters.  
  MAJOR WORSHIP CENTERS/PLACES OF 
  POWER 
  The largest concentration of Slortar cultists is the 
  nation of Argimiliar, where the bulk of the nobility 
  worship Slortar as a god of hedonism and 
  excessive pleasure. Pockets of worshipers can also 
  be found in Vilmir, where Slortar is popular 
  amongst the downtrodden, and in Ilmiora. Lesser 
  concentrations are found the world over. 
  CURRENT GOALS & ACTIVITIES 
  More than any other cult in the Young Kingdoms, 
  the cult of Slortar actively works to convert others 
  to their faith. In Cadsandria, the cult holds open to 
  the public festivals of debauchery. In Vilmir, the 
  cult covertly works to corrupt that country’s 
  religious authorities by providing fuel for secret 
  vices. Once authorities are cult members, the cult 
  can operate more or less in the open. If all else 
  fails, the cult simply pursues a life of pleasure and 
  excess, with long term planning taking a little too 
  much forethought. 
  
  CULTS OF CHAOS 
  - 40 - 
  FOLLOWERS OF SLORTAR 
  The cult of Slortar draws recruits from all walks of 
  life. As such, any character can declare that he or 
  she is a member of the cult. Since a character’s 
  Chaos Allegiance score measures standing within 
  the cult, it takes dedication to the pursuit of 
  pleasure to gain any influence. Character creation 
  will continue as normal, excepting that a cult 
  member can replace the spells with which they 
  begin play with any of those listed below. 
  All cult members also get an Evaluate skill as 
  an occupational skill in addition to their other 
  skills. If an occupation already has the Evaluate 
  skill, the character gets an extra 20% to any skill 
  points they put towards this skill. Note that this 
  can take a character’s skill over 80% at the time of 
  creation. It takes a keen eye to determine the value 
  of goods, and these cultists, more so than most, 
  need to be especially careful with their wares. No 
  one wants to take dodgy drugs or expose 
  themselves to a diseased prostitute if they can help 
  it. 
  Also, each character must pick at least three 
  forms of pleasure that they engage in with any 
  degree of regularity. These may be chosen from 
  the list below, or invented by the player or GM.  
  • 
  The first pleasure is a minor one, but must be 
  performed daily. This might be smoking a 
  fairly innocuous drug, eating a particular type 
  of food, or any number of other things. 
  • 
  The second pleasure is something that must be 
  done weekly. These may be of similar type 
  than the minor pleasure, but also must be 
  more pronounced in magnitude. Taking a 
  large dose of powerful hallucinogen, eating a 
  barrel of pickles, or engaging in a multi-person 
  orgy is typical. These acts should be still 
  pleasurable, but take dedication and fortitude 
  to complete with any degree of regularity. 
  • 
   The third pleasure need only be performed 
  once a year, but takes a great deal of trial, 
  practice and skill to accomplish. Such 
  pleasures might be converting a priest of Law 
  to the worship of Slortar, tracking down and 
  consuming a rare drug found only in the Forest 
  of Troos or on Melnibone, or achieving 
  mastery in a particular skill (getting it up to 
  90%.) The pursuit of these high-end pleasures 
  is what drives the cult, and each year members 
  seek to outdo themselves and each other in 
  accomplishing the greatest feat of pleasure. 
  ALLEGIANCE 
  Followers of Slortar gain Chaos allegiance points 
  normally, as listed on page 260-261 of the 
  Stormbringer rulebook. They also gain additional 
  points of Chaos Allegiance based on the following 
  actions: 
  • 
  Obtaining a work of art or other beautiful 
  thing. Worth 1 point. 
  • 
  Destroying a work of art or written work. 
  Worth 2 points. 
  • 
   Dutifully participating in the three pleasures 
  chosen during character creation for a whole 
  year. Worth 1 point. 
  • 
  For every pleasure after the first three 
  performed for a whole year. Worth one point 
  each. 
  • 
  Disfiguring yourself. Worth 1d8 points per 
  instance. 
  • 
  Disfiguring others. Worth 1d6 per each 
  instance. 
  SPELLS 
  Members of the cult of Slortar may pick up to three 
  of the spells listed below in place of the ones 
  normally 
  associated 
  with 
  their 
  particular 
  occupation. (Note that characters needn’t pick any 
  spells, and can still advance through the ranks of 
  the cult without every learning to cast magic at 
  all.) 
  Captive Slumber (3)**, Compulsion (3)*, Ignorance 
  from Slortar (1-3)**, Liken Person (4)**, Liken 
  Shape (4), Rapturing Touch (4)*, Slortar’s Grasp 
  (10)*, Shatter (3)**, Wisdom of Slortar (1-3), Witch 
  Sight (3).  
   *=New Spell. **=Spell from The Bronze Grimoire. 
  New Spells 
  These are new spells for followers of the cult of 
  Slortar. 
  
  CULTS OF CHAOS 
  - 41 - 
  COMPULSION (3) 
  Range is Touch. Chaotic. The caster must 
  overcome the target’s POW with his or her own. If 
  the caster wins, the victim will, for the spells’ 
  duration, be compelled to perform any act of 
  pleasure chosen by the caster. Each time a 
  different compulsion is made, the victim can shake 
  off the spell’s effects with an INTx3 roll. While this 
  spell isn’t addictive, whatever pleasure is forced 
  upon the victim might be.  
  THE ONE HUNDRED PLEASURES OF SLORTAR 
  Drinking wine 
  Playing an instrument 
  Making a profit 
  Besting an adversary. 
  Hanging out with friends. 
  Playing games of chance. 
  Collecting something. 
  Flogging. 
  Having power over others 
  Taking drugs. 
  Exercise. 
  Eating. 
  Urinating / defecating. 
  Buggery. 
  Learning something new. 
  Sailing. 
  Horseback Riding. 
  Dating. 
  Sex. 
  Dancing. 
  Singing. 
  Sadism. 
  Masochism. 
  Bondage. 
  Discipline. 
  Torture. 
  Planning Parties. 
  Attending Parties. 
  Smoking. 
  Cutting. 
  Swordplay. 
  Wrestling. 
  Inspiring disgust in others. 
  Stealing. 
  Winning. 
  Bestiality. 
  Gardening. 
  Lighting things on fire. 
  Fishing. 
  Mugging. 
  Murder. 
  Painting. 
  Warfare. 
  Hunting. 
  Learning and using magic. 
  Reading. 
  Sculpting. 
  Playing practical jokes. 
  Manipulating others. 
  Disfiguring beautiful people. 
  Fashion. 
  Participating in politics. 
  Solving puzzles. 
  Embarrassing priests. 
  Enforcing your will on others. 
  Spanking. 
  Serving others. 
  Cross-dressing. 
  Cannibalism. 
  Frotery. 
  Going without sleep. 
  Sloth. 
  Frightening others 
  Deliberately confusing others. 
  Traveling. 
  Corrupting the young. 
  Vandalism. 
  Sabotage. 
  Debating. 
  Sports.  
  Inciting others to riot. 
  Research/discovery. 
  Shoplifting. 
  Destroying the works of others. 
  Raising animals/husbandry. 
  Cooking for others. 
  Nurturing the sick. 
  Raising children. 
  Eating children. 
  Officiating religious ceremonies. 
  Committing blood sacrifice. 
  Convincing others of your divinity. 
  Making lewd jokes in public.  
  Protecting others from harm. 
  Incest. 
  Lying.  
  Cheating. 
  Coprophilia. 
  Passing gas in crowded places. 
  Loving pets/slaves. 
  Racing. 
  Listening to music. 
  Masturbation. 
  Getting body modifications (tattoos, piercings, etc.) 
  Creating something new and exciting 
  Disturbing the final resting places of dead people. 
  Golden Showers/waterworks. 
  Tricking people into eating disgusting things. 
  Impersonating a priest of Law. 
  Leaving bodily wastes in places where others might find them. 
  
  CULTS OF CHAOS 
  - 42 - 
  RAPTURING TOUCH (4) 
  Range is touch. Chaotic. For the spell’s duration, 
  each person touched by the caster must match his 
  or her POW with the caster’s. If the caster wins, an 
  intense feeling of joy, pleasure and lust that 
  smothers all other conscious thought overwhelms 
  the victim. This feeling of pleasure is more than 
  purely sexual; it has spiritual components as well. 
  Affected individuals are unable to act for 21 minus 
  their POW in combat rounds. Each round, the 
  victim is allowed an INTx3 roll to snap out of it.  
  After the spells is over, the victim must make 
  a Luck Roll. If this roll fails, the victim has become 
  addicted to the overwhelming feelings of pleasure 
  the spell engenders, and will seek out the caster 
  for a repeated casting. The caster is often more 
  than willing to comply. Note that if the victim 
  snaps out of the spell before it has run its course, 
  there is no chance of addiction.  
  If the victim is unfortunate enough to fumble 
  their Luck Roll, their mind had been overloaded 
  by the pleasures of the spell, and the victim dies 
  drooling and twitching with an expression of joy 
  on their face. 
  SLORTAR’S GRASP (10) 
  Range is touch. Chaotic. This spell allows the 
  caster to give an addition of his or her choice to 
  the target. After casting, the caster must overcome 
  the victim’s MP with those of the victim on the 
  Resistance table.  
  If the caster wins, he can, for the spell’s 
  duration, mentally implant an addiction to any 
  substance or action desired into he victim. The 
  victim must then make an INTx3 roll to avoid 
  engaging in the act. Make this roll every 5 combat 
  rounds of the spell’s duration. If the victim 
  successfully resist, this spell cannot be cast on 
  them again for a whole month. 
  If the victim falls to the spell, he or she has a 
  chance of becoming addicted to the substance or 
  act. For any addictive drugs, the roll needed to 
  resist the addiction is the normal POT of the drug, 
  matched against he victim’s CON. For normally 
  non-addictive acts and substances, the POT for 
  resisting the addiction is equal to one half the 
  caster’s POW, matched against the victim’s. 
  This spell is often used to help break the will 
  of recalcitrant members of Lawful clergy and bring 
  them within the cult’s grasp. Breaking these 
  addictions can be done, but eh process is long, 
  fraught with health dangers, and will not 
  automatically succeed.  
  Spells from The Bronze Grimoire 
  These are adapted spells from the previously 
  published Stormbringer supplement The Bronze 
  Grimoire.  
  CAPTIVE SLUMBER (3).  
  Range is sight. Chaotic. Causes someone to fall 
  into a deep sleep for sixty minutes minus the 
  target’s CON in minutes. The caster must first 
  overcome the target’s magic points with their own 
  (using the Resistance Table). The victim is unaware 
  of what occurs while asleep under this spell.  
  If the victim is to be amenable to simple non-
  threatening commands (such as that he or she walk 
  from point to point, remain quiet, or climb steps), 
  then the caster must also successfully match 
  POW:POW on the Resistance Table. At each 
  command, allow the sleeper a chance of INTx2 or 
  less to awake. 
  The victim will not speak or respond to 
  questions, or act against his or her interest. Only 
  the caster can command the victim.  
  IGNORANCE FROM SLORTAR (1-3) 
  Range is touch. Chaotic. The spell temporarily 
  reduces the effect of the characteristic INT by three 
  per magic point spent. Decreasing INT would also 
  temporarily decrease the Idea roll, as well as the 
  number of spells memorized. Thus, lowering INT 
  from 18 to 12 would reduce the number of spells 
  memorized to 12. (It is possible to cast while less 
  than INT 16, of course.) 
  If the target is unwilling, caster compares 
  current MPs against the MPs of the target to 
  determine success. A decrease in INT to zero 
  leaves the victim a babbling idiot for the duration 
  of the spell. 
  If the sorcerer requests the maximum 
  decrease of nine points, the target’s player rolls 
  d100. On a result of 00, the Lords of Chaos have 
  
  CULTS OF CHAOS 
  - 43 - 
  played a trick and made the change permanent. In 
  recompense, the player may add three points to 
  characteristics to any characteristic other than INT, 
  in any combination. After that, this spell can no 
  longer affect the adventurer, nor may he or she 
  cast it. 
  If of equal magic points, this spell and 
  Wisdom of Slortar can cancel each other. If of 
  greater magic points, the survivor takes full effect. 
  LIKEN PERSON (4) 
  Range is touch. Chaotic. This spell allows the 
  target 
  to 
  copy 
  exactly 
  another 
  person’s 
  appearance. The target’s face shifts and moves like 
  putty, hair lengthens or shortens and changes 
  color, etc., and apparent Size changes to suit the 
  disguise. The caster’s spells, skills, etc., remain the 
  same, as does his or her actual size, hit points, etc. 
  If the target is touched by another person, the false 
  likening shimmers and disappears. Duration is the 
  caster’s POW in minutes. 
  SHATTER (3) 
  Range is touch. Chaotic. This spell makes an 
  object or surface brittle. It can be of the caster’s 
  POW or less in square yards. The object or surface 
  then needs on a kick, the thrust of a sword, or a 
  blow from a hammer, etc., for it to shatter into 
  fragments and dust. If an area is thick, such as the 
  wall of a cave, then the portion that shatters is no 
  more than a yard deep. Successive spells would 
  dig more deeply.  
  If an object (such as a shield) is in someone’s 
  possession, the caster must first match his magic 
  points against the possessor’s on the Resistance 
  Table. 
  This spell does not work on living or dead 
  flesh, enchantments, demons or demon-inhabited 
  things. The effect of one or more Shatters can be 
  repaired with the equivalent number of Make 
  Whole spells. Undo Magic has no effect on 
  Shatter.  
   
  
  CULTS OF CHAOS 
  - 44 - 
  CULT OF XIOMBARG 
  Queen of the Swords 
   
  Asexual Xiombarg is the Sword Queen, a deity of 
  battle, conflict and cunning. It often assumes a 
  female guise, and the bulk of its followers are 
  women. They refer to their god with a female 
  pronoun, but in fact this deity is alien to human 
  understanding. It assumes the female shape so that 
  people can try to grasp part of its essence.  
  OBSERVATIONS 
  AFFILIATION 
  Church of Chaos. Within Pan Tang, the worship of 
  Xiombarg is not considered part of official Church 
  doctrine. In the Young Kingdoms, most churches 
  of Chaos replace Balo the Jester with Xiombarg 
  within the Chaotic pantheon. 
  CHARACTER OF CULT 
  MEMBERS/IDEOLOGY 
  For her human cult in the Young Kingdoms, 
  Xiombarg represents a path to power for those 
  who, under most circumstances, would have none. 
  She is the patron of bored housewives, women 
  who are married off to cement family obligations, 
  and all those who seek love or vengeance from 
  another. Such people find strength in Xiomabrg’s 
  arms, and her priests teach weapons skills and 
  sorcery so that people can enact the vengeance 
  and hatred they feel towards oppressors.  
  While technically a part of the Church of 
  Chaos, this is in name only, and the Cult of 
  Xiombarg tends towards secrecy and isolation, 
  even from each other. Recruitment into the cult is 
  a lengthy process, since the places where the cult 
  has the most power are places where the worship 
  of Chaos faces the strictest punishments. Secrecy 
  and subtly are the bywords of these groups, since 
  exposure often means death at the hands of hated 
  enemies. 
  Being a god of battles, Xiombarg teaches her 
  followers skill at arms, but also of tactics and 
  strategy. Followers often attack form ambush with 
  overwhelming 
  numerical 
  advantages, 
  stage 
  lengthy guerilla campaigns, and make use of 
  assassination to achieve their goals. They never 
  participate in a fair fight, since a fair fight means a 
  50% chance of losing. They only fight when they 
  are assured victory. At all other times, they are 
  elusive, always dancing just outside the edge of 
  perception. 
  Xiombarg also teaches her followers a 
  particularly cruel sense of humor. They design 
  elaborate, humiliating punishments for those they 
  wish to destroy, so that the victim is left alone and 
  defenseless before a final assault is launched.  
  The cult operates in cells, with each cell 
  having little or no contact with others. These 
  operate within a particular geographic area. 
  Recruits are often found in finishing schools, 
  
  CULTS OF CHAOS 
  - 45 - 
  amongst the nobility, and in loveless marriages. 
  The cult teaches these women (and the few men 
  that wish to join,) that they have true power, since 
  most people see them as no threat until it’s far too 
  late. These women make use of what influence 
  they have over their husbands and household for 
  the good of the cell, and are taught sorcery and 
  weapon skills in return. Many a husband has lost 
  his life to a dagger in the dark from his “harmless” 
  wife.  
  Men who join the cult do so for many of 
  same reasons women do; power. Such men often 
  see themselves as having been passed over, stuck 
  in marriages they didn’t want, or looked over for 
  inheritance or position in favor of older siblings. 
  Many choose to become eunuchs once they enter 
  the cult, to better emulate their master.  
  The most dangerous enemy is the one you 
  don’t see or suspect, and Xiombarg teaches her 
  faithful to be this enemy. 
  CLERICAL VESTMENTS 
  A typical cultist is almost impossible to distinguish 
  from the regular populace. Such trappings as ritual 
  paraphernalia 
  and 
  robes 
  are 
  markers 
  of 
  membership, which is something the cult avoids. 
  As such, there is no unifying image that marks 
  a member of Xiombarg’s cult. However, most 
  develop a feeling of superiority over others, often 
  far outstripping their station in life. They will also 
  show a betraying unity with each other, which can 
  also cross class boundaries. 
  Members carry a ritual knife on their person, 
  usually concealed, and are taught in its use as a 
  fighting weapon.  
  Worship services are held in clothing 
  appropriate to the season, and are observed at a 
  member’s home, behind closed doors. Such 
  meetings are disguised as “Women’s clubs” to 
  dissuade outsiders. 
  COMMON METHODS OF 
  WORSHIP/IMPORTANT RITUALS 
  Weapons skills are central to the tenets of the cult 
  because they are a means by which their members 
  can attain power over their lives and environment.  
  Part of every weekly or monthly worship 
  service is devoted to weapons training and fighting 
  in armor. Effigies of male authority figures are 
  burnt, defaced, or otherwise destroyed, symbolic 
  of the cult members taking power away from those 
  who possess it.  
   Actual worship of Xiombarg tends towards 
  meditation and quiet reflection. Some say that 
  Xiombarg communicates to them, granting them 
  visions of rewards and eternal life on other planes. 
  In many notable instances, the Sword Queen is 
  said to have spoken through the mouth of one of 
  her followers, instructing that cell towards greater 
  goals.  
  SIZE OF CULT 
  Small. The nature of the cult, and the position it 
  takes in society prevents it from gaining the size 
  and notoriety of other cults of Chaos. 
  MAJOR WORSHIP CENTERS/PLACES OF 
  POWER 
  Nearly every large city has an active cell of 
  Xiombarg cultists. Each goes by a different name, 
  and operates under a different guise, but they do 
  exist. The cult is especially popular in Lawful 
  countries, where women are downtrodden and 
  disenfranchised by the predominantly male power 
  structure.  
  Strangely enough, these same attitudes make 
  the cult popular in Pan Tang, where women fair 
  even worse than their sisters in Lawful countries. 
  Secret cells of the Sword Queen’s faithful operate 
  at night, in secret, using a vast network of slaves to 
  hide their activities.  
  CURRENT GOALS & ACTIVITIES 
  To numerous to catalogue. In general, the cult 
  works towards empowering their members though 
  assassination, politics and the careful use of 
  sorcery. These members in turn assist the cult in 
  “liberating” other women from the shackles of 
  oppression. The methods for these operations vary 
  from cell to cell. For an example, see the Shying 
  Violets section of the GM section of this book.  
  
  CULTS OF CHAOS 
  - 46 - 
  FOLLOWERS OF XIOMBARG 
  Characters wishing to play members of the cult of 
  Xiombarg can choose any occupation listed on 
  pages 72-73 of the Stormbringer rulebook. The 
  cult recruits from all walks of life; their only 
  requirement is that the cultist be looking to 
  increase their personal power. Assassins are 
  common, as are nobles and priests. The vast bulk 
  of the cult is female, but a male PC can gain 
  membership if he has a background in common 
  with the cult’s ideology.  
  ALLEGIANCE 
  Followers of Xiombarg gain points of Chaos 
  allegiance the same way as other followers of 
  Chaos, with the following acts giving the indicated 
  amount of Chaos Allegiance.  
  • 
  Committing a particularly cruel act of revenge 
  is worth an extra 1d4 points. 
  • 
  Killing someone who was a former lover is 
  worth 2d4 point. 
  • 
  If the act of revenge involves the slaying of a 
  former lover, the character will get 4d4 points 
  total for the whole act.  
  SKILLS 
  A wide variety of skills are appreciated by the cult. 
  Individual members can focus on any skills they 
  desire, since any skill can be put to good use. 
  Also, members are expected to have at least some 
  skill in a single class of weapon. This is often a 
  dagger, but sword skills are common as well.  
  SPELLS 
  Members of the cult, regardless of occupation, can 
  also receive instruction to learn any of the spells 
  below in place of the ones listed for their 
  occupation. Note that characters are limited to 
  three spells to start with. Characters can also 
  choose to forgo the use of spells if they wish. 
  Affliction (4)**, Clumsiness from Xiombarg (1-3)**, 
  Deftness of Cran Liret (1-4)**, Demon’s Ear (1), 
  Demon’s Eye (1), Enthrall (4)*, Hell’s Razor (1-4), 
  Liken Person (4)**, Phantom Illness (5)*, Scry (4)**, 
  Suppleness of Xiombarg (1-3) 
   *=new spell. **=spell from The Bronze Grimoire.  
  Since most cells operate within rigid lawful 
  regimes, demonic summoning is considered too 
  risky, and normally refuses to teach the Summon 
  Demon spell to members. 
  New Spells 
  These are new spells for followers of the cult of 
  Xiombarg. 
  ENTHRALL (4) 
  Range is touch. Chaotic. The caster must touch the 
  target and look him or her in the eyes. Match their 
  POW’s on the Resistance table. If the caster wins, 
  the target becomes fascinated with the caster, 
  regards them as a friend and confidant, and will 
  generally be well disposed towards him or her.  
  If the target wins, he or she feels strangely 
  wary about the caster, for reason they can’t 
  explain. The caster may try again, but each time 
  he or she fails the target becomes increasingly 
  wary of them. 
  Duration is the caster’s POW in minutes. 
  PHANTOM ILLNESS (5) 
   Range is sight. Chaotic. The target is the spell 
  must be a person the caster knows very well, 
  preferably someone they’ve had sexual relations 
  with. Match POW’s on the resistance Table.  
  If the caster wins, the victim will immediately 
  feel violently ill, with stomach cramps, nausea, 
  diarrhea, sweats and fever. These symptoms are 
  generated by the spell, and are not actually 
  harmful. 
  If the victim wins, the spell has no effect. The 
  target feels momentarily flushed, but this passes.  
  Duration is the caster’s POW in days. 
  Repeated castings can keep the target feeling ill 
  indefinitely.  
  Spells from The Bronze Grimoire 
  These are adapted spells from the previously 
  published Stormbringer supplement The Bronze 
  Grimoire.  
  
  CULTS OF CHAOS 
  - 47 - 
  AFFLICTION 
  Range is touch. Chaotic. This is cast on any 
  weapon. Damage done by the ensorcelled weapon 
  leaves festering wounds that heal slowly, 1d2-1 hit 
  points per week. Any exertion by the victim causes 
  wounds to re-open, resulting in a further 1d8 hit 
  points of damage.  
  If Heal is cast on such a wound, the caster 
  must first receive a successful POW:POW 
  Resistance Table roll or the spell has no effect and 
  the magic points are lost. For convenience, use 
  POW 16 as the passive value. 
  The Physik skill has no effect on this spell. 
  The Suture ability acts normally.  
  (Assassins of Xiombarg cast this spell on their 
  weapons right before attempting a murder. If the 
  target gets away, the spell will likely kill them 
  later, or at least leave them helpless for a further 
  attempt.) 
  CLUMSINESS FROM XIOMBARG 
  Range 
  is 
  Touch. 
  Chaotic. 
  Reduces 
  the 
  characteristic DEX by three points for each magic 
  point spent, and decreases Dodge by six percent 
  per point. Thus Clumsiness of Xiombarg 2 
  subtracts 6 points from DEX and twelve percent 
  from Dodge for the duration of the spell. 
  Decreasing DEX also temporarily affects the 
  Dexterity 
  Roll, 
  and 
  could 
  also 
  affect 
  the 
  character’s ability to wield a weapon (see the 
  minimum STR/DEX for each weapon.) If DEX falls 
  to zero, the victim is unable to accomplish any 
  physical task without also receiving a successful 
  Luck roll. 
  If the Victim is unwilling, the caster compares 
  MP’s on the Resistance Table to determine the 
  spell’s success. If the sorcerer requests the 
  maximum decrease of nine points, the target’s 
  player rolls a D100. On a result of 00, the Lords of 
  Entropy have played a cruel joke and made the 
  change permanent. After that, this spell does not 
  affect the adventurer, nor may he or she cast it. In 
  recompense, the player may add three points to 
  characteristics 
  other 
  than 
  DEX, 
  in 
  any 
  combination.  
  If equal magic points, this spell can 
  Suppleness of Xiombarg can cancel each other. If 
  of greater magic points, the survivor spell takes full 
  effect. 
  (This spell is quite useful to the cult of 
  Xiombarg. In addition to it’s combat relates 
  application, it can also be used to convince 
  someone that they are becoming ill and clumsy, or 
  convince a recalcitrant husband to let his wife 
  handle their affairs until his palsy goes away.) 
  DEFTNESS OF CRAN LIRET (1-4) 
   Range is touch. Chaotic. For each magic point 
  cast, the spell increases by 20 percentiles the effect 
  of the craft Sleight of Hand, Conceal Object, or 
  Pick Lock. The caster chooses which. The effect 
  lasts for the caster’s POW in combat rounds. 
  LIKEN PERSON (4) 
   Range is touch. Chaotic. This spell allows the 
  target 
  to 
  copy 
  exactly 
  another 
  person’s 
  appearance. The target’s face shifts and moves like 
  putty, hair lengthens or shortens and changes 
  color, etc., and apparent Size also changes to suit 
  the disguise. The caster’s spells, skills, etc., remain 
  the same, as does his or her size, hit points etc. If 
  the target is touched by another person, the false 
  likening shimmers and disappears. Duration of the 
  caster’s POW in minutes.  
  SCRY (4) 
  Range is self. Chaotic. For the duration, caster 
  observes events anywhere in the Young Kingdoms. 
  The caster looks into a clear surface, such as a still 
  pond, a mirror, a lens, or a crystal ball. The future 
  pr past cannot be viewed, nor can other planes. 
  Events occur in real time, for a maximum of POW 
  in minutes. The sorcerer must have some 
  familiarity with either the place or the person 
  being spied upon. No sounds can be heard. Witch 
  Sight can detect the presence of a Scry spell, and 
  Undo Magic (4) can undo it. 
   
  
   
  - 48 - 
  GAMEMASTER’S 
  SECTION 
  The Rewards of Faithful Service 
  
  CULTS OF CHAOS 
  - 49 - 
  SECRETS OF ARIOCH 
  Trial – Summoning – Rebirth 
   
  While there is always differences for individual 
  cultists, for the most part, members of the cult of 
  Arioch are content to serve their Lord’s will in the 
  Young Kingdoms and elsewhere, and increasing 
  their own influence and wealth. Cult doctrine 
  insists that Arioch rewards those who faithfully 
  serve him, and also asserts that this is why 
  Melnibone conquered so much of the Multiverse 
  while under Arioch’s patronage.  
  As such, the followers of the Lord of the 
  Seven Darks tend to sort of selfish and insular. 
  They pursue goals for their god, but these goals are 
  gotten at by the cultist’s own mind, so there is a 
  certain amount of overlap between what the cultist 
  wants and what Arioch wants. Also, the GM 
  should ensure that there is conflict between 
  members of the same cult. Invariably, there will be 
  cult members who lust after the same resources, 
  and wars between factions are frequent. It is 
  thought that such infighting amuses Arioch, and 
  that He wishes only the best and most powerful of 
  his faithful to serve Him in the Young Kingdoms. 
  At best, Arioch’s followers are altruistic sorcerers 
  who use their power and influence to help others 
  (Chaos worship is attractive to someone how sees 
  it as benevolent.) At worst, though, the cult of 
  Arioch can be selfish and uncaring about others, 
  letting countless innocents die if it helps them 
  achieve their ends.  
  In places where an active Temple of Arioch 
  exists, there will always be dark whispers about 
  the temple and its practices. In particular, at the 
  University in Cadsandria, rumors circulate about 
  the cult and its aims. Students who are initiated 
  into the cult are instructed to say nothing to their 
  fellows about it. Secrecy breeds power, and the 
  less people know about the cult the better. In other 
  places, the cult of Arioch works either through 
  individuals Agents and cells to bring about 
  outcomes pleasing to Arioch. These cells are often 
  at war with cults of the main Church of Chaos, and 
  the fighting between them can be even more 
  pronounced than either cult’s attentions to their 
  actual target.  
  It is also worth noting that relations between 
  the Church of Chaos and the cult of Arioch are 
  mutually antagonistic. The Church sees the cult of 
  Arioch as a threat to their image of what the future 
  of the Young Kingdoms should be, while the cult 
  sees the Church as a collection of barbaric 
  madmen, who see only the ugly side of Chaos, not 
  it’s beauty (ala Melnibone,) nor it’s vibrant living 
  qualities.  
  SECRET GOALS 
  The overriding goal for the cult of Arioch is to 
  serve as their master’s hand in all things. There are 
  a number of different factions within the cult that 
  have a peculiar ways of interpreting Arioch’s will, 
  but that is expected with personal feelings get 
  involved. However, all priests do have one 
  instruction that must be followed in preference of 
  
  CULTS OF CHAOS 
  - 50 - 
  all others; any hint of an item or book that tells of 
  the location of the runeswords Stormbringer and 
  Mournblade must be followed up. Arioch covets 
  these potent weapons, but for reasons his priests 
  have been unable to fathom. It is assumed that 
  they are to be used against the forces of Law. 
  DARK RITUALS OF ARIOCH 
  Proper initiation into the cult can only be 
  performed at a temple, and most hopeful initiates 
  travel to the main temple in Cadsandria for their 
  initiation. The actual initiation comes in three 
  phases: a trial, a summoning, and a rebirth. 
  The trial phase is the longest, and it is here 
  where the candidate’s main worth for the cult is 
  gauged. Each candidate is given a task to perform 
  and a month in which to do it. They are to tell no 
  one of this task, and must accomplish it without 
  anyone becoming aware of the task. Should the 
  candidate be unable to accomplish this goal in the 
  allotted time, they have proven themselves 
  unworthy of initiation, and are never contacted by 
  the cult again.  
  The trial is a test of the candidate’s initiative, 
  subtlety and ingenuity. This is a measure of their 
  use to the cult in the future. Common tasks seem 
  almost like fraternity pranks: steal the high priest’s 
  prayer book from a temple of Law; break into a 
  certain noble’s house and touch his nose while he 
  sleeps; or gain access to the rare books room at the 
  University Library. None of these tasks are 
  especially dangerous, but teach prospective 
  initiates the sort of things they might be expected 
  to do should Arioch have a need.  
  The summoning is fairly straightforward. The 
  candidate must summon a demon in front of a 
  assembly of priests. This always performed in the 
  temple’s summoning chambers, and the priests are 
  present to ensure that nothing untoward happens. 
  Candidates who are incapable of sorcery are 
  exempted from this test, but may never be more 
  than lay members of the cult. If a candidate does 
  not know the Summon Demon spell, it can be 
  taught form an elder priest, with the cost of serving 
  as that priest’s body servant for a year.  
  If this test is passed, the candidate is moved 
  along to the rebirth. During this ritual, all of the 
  temple’s priests assemble in a specially prepared 
  chamber. In the middle of this chamber is a wide 
  basin, large enough to hold a single person. The 
  candidate is strapped to the bottom of this basin, 
  which is then filled with the collected blood from 
  the temple’s fountain. The blood is piped in from 
  the fountain, and all of the priests chant a hymn to 
  Arioch while the basin fills. The candidate must 
  hold his or her breath for 5 rounds, after which 
  they feel a strange tugging sensation pulling them 
  downward.  
  At this point, the subjective experience 
  varies. Many priests tell of their initiation, and 
  describe swimming in a vast sea of blood, 
  witnessing strange demonic creatures. Others 
  describe an alien world of spirals and bright 
  colors, and still others have a vision of Arioch 
  himself. Many also tell of receiving special 
  instruction from the Duke of Hell, instructions 
  which color the rest of their time in the cult. If the 
  GM wishes a special message for a PC priest, this 
  would be a good time to pass one on. 
  After a period of time, the basin is drained. In 
  cases where the initiate has not been accepted, the 
  basin is empty. If the initiate has been accepted, 
  they stand, covered in the blood of their fellow 
  priests, reborn through their blood into he 
  fellowship of Arioch.  
  Lay members are also initiated in this way. 
  Prospective Agents of Arioch also undergo a 
  similar re-birth ritual, only the vision granted 
  during the immersion is a trial of some sort, usually 
  a test of their loyalty to the Lord of the Seven 
  Darks. 
  DEMON PACTS OF ARIOCH 
  Numerous breeds of demons serve Arioch, and 
  most priests believe that, when they die, heir souls 
  will be re-born as immortal servants of the Lord of 
  the Seven Darks. As such, they make extensive use 
  of demons, counting most as a re-incarnated soul 
  of an Arioch cultist from somewhere in the 
  Multiverse. As such, PC priests may start the game 
  with (at the GM’s option,) a lesser demon item, 
  bound and instructed to follower their instructions. 
  
  CULTS OF CHAOS 
  - 51 - 
  This is exactly the same proceeding given in the 
  Stormbringer rulebook on page 60.  
  Also, PC and NPC priests of Arioch who are 
  unable to summon demons on their own can ask 
  the elder priests to summon a demon for them, if 
  said demon is going to be used to further Arioch’s 
  aims. This might take a bit of quick talking on the 
  character’s part. Such demons will be the weakest 
  possible to be of help, and usually only instructed 
  to perform a given task once. Demon weapons are 
  almost never given out this way, but other demons 
  might be. Characters are required to offer some 
  sort of payment for this service, the particulars of 
  this are left up to the GM, bearing in mind that the 
  cult doesn’t normally need pure wealth. 
  These demons are also given abilities the 
  recipient does not know about, and will likely 
  report what happened during the time they were in 
  the character’s hands. These priests aren’t stupid, 
  and will want to know when their servants use the 
  Duke of Hell’s resources. 
  
  CULTS OF CHAOS 
  - 52 - 
  SECRETS OF BALAN 
  The Cult of Pain 
   
  As with all of the other cults in this book, the 
  followers of Balan have a number of secrets to 
  which the newly initiated (i.e. PC’s) would not be 
  privy. Due to the nature of this organization, its 
  members don’t have the same sort of world-
  spanning interests as some of the other cults. The 
  clergy is usually too wrapped up in their own 
  pursuit of pain and sensation to work on the same 
  grand level as other priests. However, they do 
  have a few tricks that they use on lower level 
  followers, both to keep them in line and make sure 
  that important information gets passed along the 
  cult’s chain of command. 
  DEMON PACTS OF BALAN 
  High level cult members often work in concert to 
  summon demons for their lower level initiates, 
  especially those who are not capable of doing to 
  on their own. These elder priests use the Chain of 
  Being spell to summon and bind a D’Khan demon, 
  which is commanded to faithfully follow the 
  priests to which it is given. However, this act isn’t 
  quiet as altruistic as it may seem. Often, these 
  demons have powers that they have been 
  instructed to not perform for their new masters. 
  These abilities are secret until they are used, and 
  since the demon is not normally bound to the user, 
  it won’t obey them if they tell it to stop. Some of 
  the more common “extra” abilities are as follows: 
  • 
  Darkness - if an initiate is not following the 
  instructions of his or her superiors, they are 
  often singled out for special instruction. In this 
  instance, the demon produces an area of 
  darkness centered on itself, while other priests 
  move in (with helmets containing demons that 
  see by heat or sound,) and attack the now-
  blinded wayward follower. This attack isn’t 
  usually fatal, but serves as a reminder that they 
  can be targeted at any time. 
  • 
  Drain Intellect, Muscle or Soul - If any of these 
  abilities are given to a D’Khan, it is only one, 
  and one that had the bets chance of success 
  when used on the target. This is usually Drain 
  Muscle, as the demon is normally wrapped 
  around the character arm, and the CON drain 
  happens automatically. These abilities are 
  sometimes used as a second warning to a 
  wayward priest, and are only carried out to 
  their fatal ends if the priest cannot get away 
  from the demon.  
  • 
  Explode - Demons with this ability are given to 
  initiates who aren’t entirely trusted. The 
  explode ability is boosted with an enormous 
  amount of magic points, making the resulting 
  explosion almost certainly fatal. Sometimes, 
  the initiate is told of the explosion, and given a 
  specific task to perform within a set amount of 
  time in order to have the demon not explode 
  at the specified time. Also, most D’Khan are 
  instructed to explode if their user decides to be 
  rid of them and try to cut the demon away 
  
  CULTS OF CHAOS 
  - 53 - 
  from their arm, but not if they are killed 
  otherwise. It’s been rumored that some priests 
  will give their charges demons with this 
  ability, and have them constantly on the run, 
  performing an endless string of errands in 
  order 
  to 
  remain 
  alive. 
  They 
  say 
  the 
  psychological stress this produces is some of 
  the most exquisite pain imaginable.  
  In addition to these abilities, D’Khan with 
  larger characteristic values are summoned, usually 
  a higher POW to perform a better Drain Soul 
  attack, or a higher STR if it needs to wrestle with 
  its owner for one reason or another. Also, many 
  priests of Balan have learned a spell that allows 
  them to experience the perceptions of any demon 
  they have bound.  
  INFERNAL PERCEPTION (4) 
  Range unlimited. Chaotic. After this spell is cast, 
  the caster can see, hear, smell, touch and taste 
  everything that a demon he or she has personally 
  bound is experiencing. Range is no object, but the 
  bound demon must be on the same plane as the 
  caster. Also, skills related to senses are limited to 
  the percentages of those skills actually possessed 
  by the demon. Normally, this spell is used to 
  eavesdrop on torture session, to make sure that the 
  caster knows exactly what is being said, and to 
  check technique. However, other uses for this 
  spell will no doubt come up during play. Also, the 
  caster can use this spell to command the demon to 
  activate one of its abilities (i.e., one of those listed 
  above.) Note that, while it isn’t necessary to be a 
  follower of Balan to cast this spell, the priests of 
  the Lord of Pain developed this spell and are very 
  jealous of its use by others. Only those members of 
  the Cult of Pain who have reached Disciple rank 
  (and Agents) are allowed to learn this spell, or to 
  even know about it.  
  IRON HELM OF KARDO V’ASH 
  Kardo V’ash is something of as mythic figure 
  amongst the followers of the Lord of Pain. While 
  his early life and rise through the ranks of the cult 
  are mostly unknown, what little is known had 
  become canonical amongst the faithful.  
  V’ash was born in Pan Tang, the son of a 
  minor nobleman and a Vilmirian slave-girl. V’ash’s 
  actually nobility was negligible, but, being a Pan 
  Tangian male, he was automatically inducted into 
  the Church of Chaos. Like many of his peers, V’ash 
  grew in power under the tutelage of the priests of 
  Chaos, and, on his 12th birthday, was initiated in 
  the Cult of Balan. There is little note of him in the 
  histories of the cult from this time period. He was 
  assumed to be an apt, but not stellar, pupil, and 
  was mostly beneath notice of his superiors.  
  What is known is that, during V’ash’s 
  instruction in the Temple, his father fell out of 
  favor with the Theocrat. The exact cause of this 
  dispute is unknown, and probably not even 
  noteworthy; the Theocrat is well known to be a 
  fickle man, and something as simple as not likely 
  the elder V’ash’s style of dress could have set him 
  off. Things like this happen quite often on the 
  Demon Isle. In any case, the V’ash family holdings 
  were confiscated and redistributed. Kardo’s father 
  was made into a screaming stature, and his mother 
  and siblings where sacrificed on the altar of Chaos 
  in the Palace-Temple. Kardo was spared this fate, 
  presumably by being simply overlooked. In 
  essence, he was lucky. 
  It is said that Kardo V’ash participated in the 
  sacrifice of his family, but this tale is almost surely 
  apocryphal, as he was not high enough within the 
  Church to be allowed into the main worship 
  chambers in the Palace Temple, much less operate 
  in any official role. What is known is that, after this 
  time, Kardo was becoming increasingly dissatisfied 
  with his life on Pan Tang. He was growing weary 
  of the political maneuvering that was needed to 
  grow within the cult, and life on Pan Tang was 
  lonely for him. He had no source of financing 
  outside of his stipend, and didn’t’ even have a 
  home of his own. However, his devotion to the 
  Lord of Pain was unwavering, and he thought he 
  might be better served exploring his relationship to 
  the Divine Pain in seclusion, away from the 
  distractions of Hwamgaarl.  
  The priests over him were delighted that 
  Kardo V’ash wished to leave the Pan Tang, as his 
  absence would allow for another initiate to take 
  his place. In truth, V’ash was likely troublesome 
  for the priests, in that he wasn’t interested in 
  
  CULTS OF CHAOS 
  - 54 - 
  playing their petty games with each other. By 
  removing himself from the situation, he could be 
  replaced with a pawn more amenable to the 
  desires of the older priests. He was gifted with a 
  cache of gems and D’Khan demon bound to serve 
  him, and was sent off into the Young Kingdoms.  
  The motivation for the priest’s actions is a 
  matter of speculation to this day. It is possible that 
  the priests somehow knew of what was to become 
  of Kardo V’ash, and sent him along his way with a 
  demon that would allow them to follow his 
  actions, and be able to track him down should he 
  achieve his destiny. Others feel that the priests 
  where merely following normal protocol, and 
  when Kardo V’ash made his miraculous discovery, 
  they simply choose to take advantage of it. 
  After 
  leaving 
  Hwamgaarl, 
  Kardo 
  V’ash 
  traveled the Young Kingdoms, seeking a new form 
  of pain. Each time he thought he discovered 
  something new, he would experience it himself, 
  and then use it on others, until he thought he 
  understood that particular form of pain in detail. 
  He continued this work for years, and eventually, 
  grew jaded. He felt as thought he had experienced 
  every imaginable torture.  
  Also during this time, V’ash developed a 
  sizable cadre of followers. He instructed them in 
  the ways and rituals of the Cult, and used them as 
  willing guineas pigs for his own meticulous 
  experiments. Once V’ash realized that he seemed 
  to know all there was to know about pain, he 
  developed a plan. No man could know the art of 
  pain better than Balan himself, and Kardo was 
  intent on asking the Father of Misery himself how 
  to proceed.  
  The torture Kardo V’ash put himself through, 
  with the help of his followers, is so lengthy and 
  grotesque that there is not sufficient length in this 
  volume to illustrate even a fraction of it all. In the 
  end, though, after weeks of near constant agony, 
  Kardo V’ash was suspended eight feet from the 
  ground by metal hooks through his flesh. There he 
  hung until the pain of his injuries was even more 
  than he could stand, and life left him. At some 
  point, members of his band came to check on him, 
  only to find the body missing from the hooks.  
  Without V’ash charismatic leadership, his 
  followers quickly fractured into a number of small 
  groups, each appointing a member to operate as 
  head of the cult in Kardo’s absence. There was 
  considerable 
  infighting 
  amongst 
  the 
  group 
  members, and there numbers dwindled as they 
  fought to show each other the true meaning of 
  pain. This branch of the cult would surely have 
  died out if Kardo V’ash hadn’t returned from the 
  dead. He had transformed during his absence. His 
  body was flayed and dripping with blood, and he 
  bore an immense and heavy iron helm, which was 
  designed to mimic the iron mask that the priests of 
  the Lord of Pain wear. He drew each of the groups 
  together, and reunited them under his rule. It was 
  only then that he told them what had transpired 
  after his disappearance.  
  He told them that, while he was dying on the 
  hooks, the pain he felt had become so intense that 
  it blotted out all thought. He had become pain 
  itself, and, in that moment, was united completely 
  with Balan. He was drawn away from the Young 
  Kingdoms, and transcended the flesh. When he 
  was finally aware again, he found himself inside a 
  cavern that could hold the entire world. Inside that 
  cavern with him was an enormous figure, bound in 
  barbed wire and suspended form the roof of the 
  cave. It writhed and wailed in agony, and Kardo 
  V’ash knew he had found his god.  
  There were also a number of human sized 
  masses also bound up in the wire, and each was 
  writhing and bleeding as well. These, Kardo felt, 
  were champions of Balan, whose pain was eternal, 
  just as their presence with their god was eternal. 
  This was the promise of Balan; pain eternal and 
  life eternal. Kardo told his followers that we must 
  suffer to live, and make others know that they 
  suffer for Balan; for human misery feeds the Lord 
  of Pain.  
  Kardo ran under the bleeding mass, and 
  bathed in the hot, sticky rain that pelted him from 
  above. At one point, a large drop of blood landed 
  directly on his head, and immediately began to 
  dissolve the iron mask he had bolted to his face 
  years ago. This blood began to coagulate, and, as 
  it hardened, shaped itself into the iron helm he 
  now wore. 
  While wearing this helm, Kardo said, he was 
  constantly in glorious agony, and his connection 
  to the Lord of Pain was much more intimate. He 
  
  CULTS OF CHAOS 
  - 55 - 
  could feel the suffering of others, and knew how to 
  amplify that suffering in order to please his god. 
  The weeping wounds in his flesh fed the mask, 
  which kept them open. He had achieved a special 
  union with the Lord of Pain, and, should he 
  continue to serve faithfully, would live forever, 
  wrapped up and bound to his lord.  
  Immediately after Kardo’s absence, the priests 
  of Balan used their sorcery to keep tabs on him, 
  and eventually discovered the tale of the Iron 
  Helm, and what it represented. Each coveted the 
  union Kardo had achieved with the Lord of Pain, 
  and desired the Helm for themselves. Thus the 
  conflict between the two separate factions of the 
  cult began-Kardo’s followers tried to use his 
  methods to achieve the same union with the Lord 
  of Pain, and the orthodox Cult of Pain tried to gain 
  the information for themselves. Kardo himself 
  vanished, and is assumed to have died at the 
  hands of the priests of the Church of Chaos. His 
  Iron Helm, however, was never recovered, and 
  still serves as a potent motivator for the Cult of 
  Pain’s activities throughout the Young Kingdoms. 
  Cult members scour the world, looking for 
  information that will lead them to the Helm, and 
  each faction tries to stymie the efforts of the others.  
  THE IRON HELM 
  The helm itself, should the GM decide to allow it 
  to re-surface, has the following powers. When 
  worn, bearer of the Helm behaves as though under 
  constant Blessed Enervation and Pain Divine 
  spells. It also allows the wearer to cast the Agony 
  spell, even if not normally able to cast spells. This 
  coasts the normal number of magic points. 
  Wearing the Helm counts as having a helmet on 
  for the purposes of armor values. 
  However, the pain caused by wearing the 
  Helm is so great that the wearer must succeed in a 
  Luck roll every round or be rendered inactive by 
  the intense, glorious pain. Once put on, the Iron 
  Helm may not be removed unless the wearer is 
  dead. It fits any size person, regardless of SIZ stat, 
  gender or Race. Also, the Iron Helm causes the 
  user to loose Law or Balance allegiance points if 
  not already a follower of Chaos, exactly the same 
  way as Pan Tangian plate armor does (see page 
  120 of the Stormbringer rules.) 
  The current location of the Helm is unknown. 
  Common rumors indicate that it is lost on the 
  Marshes of Mist on the Western Continent. Others 
  maintain that it is the hands of Doctor Jest, after 
  Kardo 
  V’ash 
  was 
  captured 
  breaking 
  into 
  Monshanjik Tower. Since the end of Kardo V’ash is 
  unknown, it is also not known how many people 
  have worn the Helm since his death. Indeed, V’ash 
  might even live still.  
  KARDO V’ASH’S NOTEBOOK 
  This bound folio manuscript is written in Common, 
  presumably by Kardo V’ash. It details his travels in 
  the Young Kingdoms, and lists in graphic detail the 
  tortures inflicted on himself and others in pursuit 
  of his god. Additionally, it lists the exact rituals 
  and tortures used leading up to his transcendent 
  vision of the Lord of Pain. 
  Anyone reading the work, which takes 1d8 
  months, may make checks in Art (Torture), Physik, 
  and Potions. Readers might also be able to glean 
  enough information to piece together the spells of 
  Balan listed elsewhere in this book, including the 
  Ritual of Transcendence. Should a reader attempt 
  to follow the ritual, it will likely kill then unless 
  they have at least 50 points of Chaos Allegiance 
  and are dedicated to Balan. If they meet these 
  criteria, though, they have a POW x3 chance of 
  having the same visions that Kardo V’ash had, 
  although GM’s should come up with a suitable 
  reward other than the Iron Helm for such devoted 
  adventurers.  
  
  CULTS OF CHAOS 
  - 56 - 
  SECRETS OF 
  CHARDROS 
  The Influence of the United Masses 
   
  For an individual cultist, the cult of Chardros’ 
  sheer size is a large hindrance. Indeed, since each 
  cultist must always be on his or her best game, 
  each and every day, burn out and desperation are 
  exceedingly common. Also, even the best and 
  brightest members of the cult must understand that 
  the top seat only has room for one person, and that 
  position is almost never open. Many cultists 
  realize this sad fact early in their careers, and 
  many of them drop out of the race for position, 
  rather than face burn out and death at the hands of 
  their fellows, or even be taken out by a pack of 
  eager young priests who covet their positions.  
  To some members of the cult, the fatalistic 
  nature of their worship indicates that this result is 
  inevitable, and is, in fact, the core principle 
  around which the cult revolves. The life of a cultist 
  is a mirror for the life of others in general; always 
  fighting for position, striving to eke out a meager 
  bit of influence or power, mainly to keep them 
  from being overpowered by something else. 
  However, this way of life is ultimately for naught, 
  as even the most powerful sorcerer will ultimately 
  die, or be otherwise removed from the race in 
  which they have immersed themselves. Thus, life 
  is constantly moving, growing, and evolving, 
  hurtling towards death at increasingly greater 
  speeds. It is this rapid, rabid energy that feeds 
  Chardros - the lust for power that he inspires in his 
  followers causes them to enter a state of frenzied 
  activity, and the number of cultists working for 
  personal gain causes the rest of the world to adjust 
  to the ripples they cause, which in turn causes 
  greater ripples. These ripples are an increase in 
  Chaos in the Young Kingdoms, which all of the 
  Lords of Chaos enjoy. 
  Thus, the cult of Chardros is the largest and 
  most influential cult, being the greatest force of 
  entropy in the world. That they bring about the 
  ultimately expression of Chaos (i.e. the complete 
  dissolution of the whole world) speaks to the 
  power of this cult. This large group of psychotic 
  madmen is Chaos in its most destructive form, and 
  they are death for every living thing in the Young 
  Kingdoms. 
  Their 
  influence 
  can 
  be 
  seen 
  everywhere. GM’s are encouraged to do all they 
  can to drive this point home to the players. As the 
  game progresses, more and more places should fall 
  into Chaos as the cultists of Chardros undermine 
  the structure of the world as they play amongst 
  themselves. Even a single cultist operating miles 
  away can set events in motion that affect the PC’s.  
  For example, let’s assume that a single cultist 
  is operating in Isle of the Purple Towns. Perhaps 
  
  CULTS OF CHAOS 
  - 57 - 
  he has set himself up in Kariss, well away from the 
  larger temples of Law in Menii. He begins using 
  his magicks to animate the dead, and builds up a 
  sizable base of operations. In order to deal with 
  this threat, the Church of Law in the Isle sends a 
  number of agents and priests to Kariss, with hopes 
  of rooting out the evil festering the north. This shift 
  in focus will allow criminals in other parts of the 
  Isle become more brazen, as there are fewer 
  people to keep them in line. More drugs can be 
  smuggled into the Isle, an increase in banditry 
  along the main roads will likely take place, and 
  the populace will think the Church is slipping in its 
  tasks.  
  In an effort to take care of these problems, the 
  power structure of the Isle becomes destabilized, 
  and the merchants and the nobles each blame the 
  other for the problems, and begin jockeying for 
  position to take advantage of the situation. Each 
  will try to gain popular support for themselves, and 
  try to make the others look bad in the public eye. 
  So, rather than dealing with the actual problem 
  (the necromancer in the north,) the two factions 
  begin a bitter campaign of politicking. This lack of 
  focus in the government leaves the average person 
  feeling lost and confused, which leads to an 
  increase in violence amongst the people. If the 
  situation gets too bad, the Church will step in and 
  try to restore order, using even more resources to 
  do so. 
  And what of the cultist? He’ll leave a large 
  number of animated dead behind, keeping one 
  step ahead of his hunters. He knows that staying in 
  Kariss for long would result in his death, so he 
  keeps in the move. He might travel to Menii and 
  try to destabilize the local government even more, 
  but this is risky. He might also move to another 
  country entirely, and begin the process over again. 
  Perhaps he travels to Cadsandria, and uses some of 
  the same tricks. Perhaps this time he manages to 
  get into the University Library and steal a priceless 
  tome, and is able to track down a powerful 
  artifact, which he uses in the next country he 
  visits. 
  The point of this is that even a single cultist 
  can do so much damage to an area as to be a 
  serious threat. Given the size of the cult, though, 
  there will likely not be just a single operative in a 
  country working to bring it down. There might be 
  two, or four, or even twenty. Sure, sometimes their 
  efforts will run counter to each other, but the 
  ripples they cause can turn into tidal waves of 
  Chaos easily enough. The smart cultist realizes that 
  they can even use a destabilized country to their 
  advantage. Perhaps a Lawful government can be 
  torn down, with a pawn of the Church of Chaos 
  installed in his or her place. Such a cultist would 
  reap large rewards form the Theocrat and the 
  Church should this happen.  
  There isn’t a corner of the Young Kingdoms 
  that isn’t touched by the ripples of Chaos caused 
  by the cultists of Chardros, and the GM should 
  keep this in mind when designing adventures. 
  Once the PC’s get involved in the plots and plans 
  of a cultist of Chardros (or even if they are 
  Chardros cultists,) the adventures practically write 
  themselves. Besides, pursuing a powerful sorcerer 
  across the face of the Young Kingdoms (or even 
  into other planes,) can be an exciting ride for both 
  the players and the GM. 
  Also, GM’s should bear in mind that a 
  number of cultists drop out of the cult and flee Pan 
  Tang, rather than face death as a cult member. 
  Given that there is only a single Theocrat, and the 
  current one isn’t exactly fond of sharing power, 
  there should be a handful of Chardros cultists who 
  are nearly as powerful as the Theocrat, operating 
  outside Pan Tang for their own amusement. One 
  such priest is detailed below. 
  THE LIFE AND RISE TO POWER 
  OF BISHOP ALDOMAR CHU 
  Aldomar Chu was born in Pan Tang to a noble 
  related to the Theocrat, which placed Aldomar in 
  line for the throne of Pan Tang. Encouraged by his 
  father, Aldomar joined the cult of Chardros as soon 
  as he was old enough. He was an apt pupil, 
  mastering sorcery early on, and using it to do away 
  with troublesome rivals for the few positions 
  available to young priests. He was particularly 
  adept at animating the dead, and developed a 
  habit of using this ability on adversaries after he 
  had them slain. 
  
  CULTS OF CHAOS 
  - 58 - 
  However, when it came time for his formal 
  initiation into the ranks of the Priesthood, a 
  number of his rivals banded together and 
  influenced their priestly patron to give Aldomar an 
  impossible task before he was fully initiated. Tasks 
  before initiation are common, and many of 
  Aldomar’s rivals had minor quests they were to 
  perform (like visiting the Unholy Fortress). 
  Aldomar, however, was given the task of finding 
  the one thing in the Young Kingdoms that was 
  completely unique, bringing it to the Palace-
  Temple, and presenting it to a group of elder 
  priests for their approval. 
  Many of Aldomar’s contemporaries would 
  have balked at the task (this was where the idea 
  had come from,) but Aldomar flinched a little, 
  paused, and responded that he would find the 
  something unique and bring it to the Palace-
  Temple before the appointed limit. His rivals were 
  intrigued, but still felt that the task was impossible, 
  and that Aldomar would be out of their hair soon.  
  Aldomar, of course, had other ideas. He saw 
  this event for what it was; a naked attempt to have 
  him ousted from the cult before his real power 
  could grow. He was disappointed in his fellows, 
  because the ploy lacked subtlety. He knew who 
  the responsible parties were, and knew also that 
  their patron’s in the cult had acquiesced to their 
  request, hoping to see their favorites installed in 
  the position. So, in true Pan Tangian fashion, 
  Aldomar determined that he’d turn this setback 
  into something that would bring him power. He 
  pondered his solution for days, almost losing his 
  life to an assassination attempt that he was too 
  distracted to see coming. Unless he came up with 
  a plan soon, his rivals would all accomplish their 
  appointed tasks sooner than he, and he’d be out of 
  the cult before he had even begun. 
  While out in the streets of Hwamgaarl, 
  Aldomar witnessed the solution to his dilemma 
  walk past him. That day, the Theocrat was 
  traveling the city with his full entourage, making a 
  show of power to remind his people who was in 
  charge. At one point, the Theocrat actually looked 
  Aldomar right in the eyes for a few seconds before 
  moving on. It was then that Aldomar discovered 
  his path to power: there was, at any time, only a 
  single Theocrat of the Church of Chaos. There 
  have been others in the past, but as of the present 
  moment, the Theocrat was completely unique.  
  Aldomar then used his noble position and his 
  contacts in the Church to start rumors that his 
  rivals' patrons were involved in an assassination 
  plot against the Theocrat. Aldomar even planned 
  and staged a few attempts to break into the Palace-
  Temple after nightfall. These would be assassins 
  where charmed into revealing false information 
  when caught, and died on the altars of Chaos 
  before their true missions (and employer) could be 
  revealed.  
  On the appointed day, when Aldomar was to 
  show his unique item to his higher-ups in the 
  Church for initiation, the Theocrat and cadre of 
  elite soldiers stormed the section of the Palace-
  Temple where the initiation was to take place. As 
  the 
  “guilty” 
  priests 
  were 
  taken 
  away 
  for 
  questioning, Aldomar revealed that the Theocrat 
  was the one unique thing in the world, both in 
  name and position. Since this could hardly be 
  argued, Aldomar was allowed to enter the ranks of 
  the cult proper, where he had a long and 
  successful career. 
  His rivals were allowed entry into the cult to 
  fulfill the empty places left by the deaths of their 
  patrons. Aldomar spent a great deal of time and 
  effort ensuring the deaths of each of these men. 
  Since they had once united against him, he 
  couldn’t possibly trust them in the future. So, it 
  would be better to have them removed and 
  replaced by more trustworthy people. 
  Aldomar eventual grew in power that he 
  could have potentially taken the Theocrat’s 
  position. But, rather than seek this position out, he 
  thought he could serve Chardros better alive and 
  out in the Young Kingdoms, away from the politics 
  of the Church. If Aldomar had become the 
  Theocrat, he’d be a known entity, and would 
  therefore be limited in what he could do. As an 
  independent agent outside Hwamgaarl, there was 
  no real limit to what he could accomplish.  
  So, rather than risk his life for a prize he 
  didn’t want, Aldomar fled Pan Tang, taking as 
  much of his accumulated arcane lore with him. 
  His current location is unknown and unguessed at, 
  as he is a mystery to all but the most learned of 
  people. In all likelihood, Aldomar uses magic to 
  
  CULTS OF CHAOS 
  - 59 - 
  conceal his Pan Tangian heritage, and is working 
  as an advisor to any of a number of countries in 
  the Young Kingdoms. In this way, he can continue 
  to help bring the world to its knees. 
  ALDOMAR CHU, PRIEST AND AGENT OF CHARDROS 
  CHAOS 438, BALANCE 50, LAW 12 
  STR 12 CON 17 SIZ 14 INT 23 POW 27 DEX 13 APP 
  13 
  HIT POINTS: 16 
  ARMOUR: See below 
  DAMAGE BONUS: +1D4 
  Weapon  
   
  Skill 
  Damage 
  Demon Dagger 
   90%  
  1d4+2+db+weapon 
  (see below) 
  Demon Broadsword 
  120% 
  1d8+1+db+weapon 
  (see below) 
  ARMOR: Chu wears either his older demon Pan Tangian 
  Plate armor (2d8+1+1d10 helmet on,) or any of a number 
  of suits of leather armor he owns. These are tailored to fit in 
  with local style and custom, so that he may wear it in 
  public without attracting unwanted attention. Despite 
  differences in style, these all function with the same rules. 
  They are soft leather, and protect for 1d6+1d8 points of 
  damage. Note that his suit of Purple Towner armor is 
  actually Sea leather. 
  SPELLS: Aldomar knows or has access to all Chaotic spells 
  in the Stormbringer rules. He also knows of the Chardros 
  specific spells from the relevant section of this book, as 
  well as all of the spells from the Bronze Grimoire 
  Necromancy section that deal with raising creatures from 
  the dead or creating them from other materials. Note also 
  that Chu has designed an improved version of Liken Shape 
  that allows him to remain in his altered form for 24 hours, 
  and the spell isn’t canceled when someone else touches 
  him. This costs him 5 magic points, and is usually cast the 
  first thing in the morning upon waking. This spell is also in 
  his grimoires, and can therefore be stolen by enterprising 
  PC’s.  
  SKILLS: Art (Torture) 70%, Bargain 63%, Common Tongue 
  115%, Dodge 50%, Fast Talk 115%, High Speech 50%, 
  Insight 79%, Mabden 90%, Melnibonean 60%, Million 
  Spheres 35%, Oratory 90%, Physik 50%, Young Kingdoms 
  80%.  
  CURRENT GOALS AND ACTIVITIES: Chu’s current 
  location is unknown, but it is assumed to be in one of the 
  Young Kingdom’s capital cities. He has heard of the 
  Theocrat’s Skull (see below,) and is looking for information 
  on obtaining this powerful artifact. 
  LESSER DEMON DAGGER  
  Plain and functional, Chu keeps this on his person at all 
  times. Its appearance is designed to look non-Chaotic. The 
  Chaos sign is very small and set on the bottom of the 
  pommel. 
  INT 2 POW 7 
  ABILITIES: Demon Weapon, adds 1d8. Bleeder (new 
  ability, costs three magic points,) if wounded, target bleeds 
  from injury for 1 hp per round until dead or healed with 
  either magic or Physik.  
  LESSER DEMON BROADSWORD 
  The blade of this sword is set with random jagged edges, 
  and small demonic faces roll along the surface like oil. 
  Obviously chaotic, Chu only uses this weapon is the direst 
  of circumstances. 
  INT 4 POW 9 
  ABILITIES: Demon Weapon, adds 1d10 Damage 
  THE THEOCRAT’S SKULL 
  Deep within the innermost places of the Palace-
  Temple in Hwamgaarl, there lies a casket in which 
  the bones of every person who has ever served at 
  the Theocrat of Pan Tang are interred. This is the 
  Holiest of Holies for the Church of Chaos, a 
  marker that commemorates the link between their 
  ancestor worship with the veneration of Chaos. It 
  also serves as a reminder that the office of the 
  Theocrat is an unbroken chain since the time of 
  Pan Tang’s founding. Nothing is more sacred to 
  the followers of Chardros, and, when it was defiled 
  centuries ago, no act was more denounced. 
  The 
  identity 
  of 
  the 
  thief 
  was 
  never 
  determined, although it is assumed that the person 
  was a sorcerer of no small skill to be able to get so 
  far into the Palace-Temple without being detected 
  by the numerous guards, demonic and otherwise, 
  that lie in wait there is the darkness. In fact, the 
  theft went unnoticed for a long time, possible 
  years, since there were no signs that the inner 
  chamber had been breached. 
  When the chamber housing the Holiest of 
  Holies was at last opened for an important ritual, 
  the casket was found overturned, and the 
  hundreds of bones scattered about the room with 
  no care. As the bones where cataloged and re-
  interred, one was found to be missing; the Skull of 
  the First Theocrat. 
  Unbeknownst to the Priests of Chaos, the 
  Skull, being an object of worship for hundreds of 
  years, had taken on a number of curious 
  properties, which would make it a grand prize for 
  someone who knew about them. It is assumed that 
  the thief somehow knew of these properties, and 
  was guided to the skull by forces unknown. Many 
  have speculated that Chardros himself led a 
  promising Agent to the skull, but the reasoning 
  behind this assertion has been found lacking. 
  
  CULTS OF CHAOS 
  - 60 - 
  Regardless of the reasoning behind the theft, 
  the Skull is still out in the Young Kingdoms, and 
  the Church of Chaos is offering an immense 
  reward for any who find it and return it to the 
  Church. It should be easy enough to find-one need 
  simply follow one’s nose. 
  Skull of the Theocrat 
  The skull is unremarkable in appearance; it could 
  easily be confused for any ordinary skull, except 
  for the fact that it is completely impervious to 
  damage. There is also an aura of gloom and chill 
  around 
  the 
  skull, 
  which 
  may 
  aid 
  in 
  its 
  identification. 
  The skull will manifest its powers constantly, 
  and only be attuning it to can someone attempt to 
  control them. In order to achieve the attunement, a 
  sorcerer of at least POW 17 must spend a whole 
  day meditating on the skull, and sacrifice a single 
  point of POW. Once attuned, the user can attempt 
  to control the manifestation of each power, at the 
  listed magic point cost. 
  POWER DRAIN 
  The skull sucks the life out of any living beings 
  within 1 mile of it. Every night at midnight, all 
  beings within the area of effect must make a 
  POWx1 check or lose a single magic point. For 
  each month that passes, the magic point loss 
  increases by one. If any being is drained of more 
  magic points that they have, the skull drains the 
  excess from the target’s POW, which only 
  regenerates after a month out of the area.  
  If attuned, a user can use the skull to rapidly 
  drain the life from any specific person with the 
  area of effect. For each magic point spend by this 
  attack, the caster can drain a number of magic 
  points (and then POW) as the Roll Table on page 
  163 of the Stormbringer rules. The GM should 
  make a Luck roll for the user when this power is 
  used. If this roll fails, the user looses half the POW 
  rolled for the target. (The target is also drained.)  
  ANIMATION 
  Any being drained of POW by the skull will rise as 
  a zombie (with half of the owner’s original skills 
  and stats, except POW, which is one) one day after 
  the final drain. More dangerously, any interred 
  body within the area of effect will also rise as 
  either a skeleton or zombie with base stats and 
  skills.) These creations are uncontrolled, and will 
  attack any being they find.  
  If attuned, the user can channel magic points 
  into a body (through the skull) with a percentage 
  chance equal to the number listed on the Roll 
  Table on 163 of successfully creating a skeleton or 
  a zombie, depending on the condition of the body. 
  These undead are under the user’s control 
  (although, in any area where the skull has already 
  been in use, which zombies are controllable and 
  which aren’t can be a bit of a gamble.) The GM 
  should make a Luck Roll for the user when this 
  power is used. If this roll fails, the skull casts the 
  Army of the Dead (from the Bronze Grimoire) spell 
  on all bodies with in the area of effect. This will 
  almost certainly drain all the magic points from the 
  user. For those without the Bronze Grimoire, this 
  spell takes one magic point to raise as a zombie 
  every corpse within 50 yards of the caster. If this is 
  too many corpses for the caster’s magic points, he 
  or she is rendered unconscious by the spell, and 
  the raised zombies are still created. However, if 
  this roll is a critical result, the Skull immediately 
  casts the Chardros’s Eternal Gift spell (making him 
  a liche), and makes the user immune to any further 
  effects 
  All living beings within the area of effect will 
  experience strange, dark dreams, mood swings, 
  and chills while being drained. There will also be 
  larger and increasing numbers of undead in the 
  area, starting with small animals and children, but 
  progressing to the elderly, the ill, and eventually 
  normally healthy adults. The stench from rotting 
  bodies will also be nearly unbearable. Also, 
  would-be controllers of this enchantment are often 
  counted amongst its victims.  
  There is no known way to destroy the skull, 
  although GM’s should listen to enterprising PC’s 
  and determine if their proposed solution will work. 
  While the skull is invulnerable, there might be a 
  devise of some sort to dampen the area of effect, 
  or cancel it out entirely. Also, the Skull isn’t tied to 
  the Young Kingdoms. A demon in service to a rival 
  Chaos Lord might be all too happy to take the skull 
  to another plane, as demons are largely immune to 
  
  CULTS OF CHAOS 
  - 61 - 
  the Skull’s effects. The Skull might also prove 
  vulnerable to an immense amount of damage 
  (such as being attacked by Stormbringer, or taken 
  to Kakatal’s palace in the heart of the sun and 
  melted.)  
   
  
  CULTS OF CHAOS 
  - 62 - 
  SECRETS OF 
  HIONHURN 
  Splintered Factions under the Executioner’s Blade 
   
  Given the nature of this cult, and the psychology 
  of individual cultists, there is very little room 
  within the cult for secret agendas or intra-factional 
  conflicts. True, factions do develop, but more out 
  of an alignment of purpose as opposed to a need 
  for secrecy within the ranks of the cult.  
  The factions that develop within the cult 
  always have some sort of motivating factor behind 
  their inception. Two such factions will be 
  illustrated below. In addition to committing ritual 
  murder to please Hionhurn, these factions also 
  work to corrupt people into the cult, using the 
  enchantments mentioned below.  
  THE BROTHERHOOD OF 
  HEADSMEN 
  This faction of Hionhurn cultists operates in secret 
  within the Northern continent, mainly in Vilmir, 
  but also in Ilmiora. Their favored mode of 
  operation consists of waylaying lone or small 
  groups of travelers on the roads the criss-cross the 
  Northern Continent, and performing acts of ritual 
  decapitation on all victims.  
  They never murder in the same area twice in 
  a row, and, so far, have been able to stay one step 
  ahead of the authorities investigating the murders. 
  Their success is, in part, due to the number of 
  Headsmen 
  members 
  that 
  are 
  part 
  of 
  the 
  investigational groups. They secretly undermine 
  the investigation, and make sure that the legitimate 
  authorities will never catch on. 
  In addition to these activities, the Headsmen 
  are the current keepers of enchanted weapon 
  called The Headman’s Axe, an evil weapon that 
  tempts its users to further acts of murder. The 
  Headsmen take great pains to leave this axe were 
  Lawful executioners, ordained by the Church, can 
  use it to execute criminals and undesirables. After 
  a time, this influence of the weapon makes them 
  indulge in other, less sanctioned executions, until 
  they are as much a part of the cult of Hionhurn as 
  any other member. 
  At such time, the Headmen will approach the 
  prospective cultist, take the axe back, and move it 
  to another locale, so that the cycle begins anew.  
  THE HEADMAN’S AXE 
  This two handed axe has appears as one might 
  expect a weapon of Law to look; its plain and 
  functional, with no embellishments or designs 
  marring its perfect surface. This design is 
  
  CULTS OF CHAOS 
  - 63 - 
  intentional, to make it look like an axe a Lawful 
  executioner would want to use. 
  If the axe is available to a person performing 
  an execution, he or she must match their POW 
  against a POT of 16 on the Resistance table. If they 
  pass, they’ll use whatever weapon they wish. If 
  they fail, however, they’ll pick up The Headman’s 
  Axe and use it in the execution.  
  When used to execute someone, The 
  Headmen’s Axe will always result in a single 
  killing blow, regardless of the executioner’s skill or 
  any other factors. Even if the user can resist the 
  POT of the weapon, they might still find 
  themselves wanting to use the Axe, since it makes 
  their job so much easier. 
  Each time the Axe is used in an execution, its 
  effective POT is increased by one for the person 
  who performed the execution (note that, in cases 
  of multiple people performing executions, the 
  weapon’s POT might be different for different 
  people.) When the weapon’s POT reaches 20, the 
  user will think of it as “their” Axe, and want to 
  carry it with them always. 
  From then on, the user must resist the 
  weapon’s POT each time an opportunity to use the 
  Axe comes up. At first, this manifests as a desire to 
  execute anyone guilty of a crime, even it they are 
  supposed to die by another means. Each time this 
  resistance roll is failed, the POT for that user 
  increases by one.  
  If the POT reached 25, the user has been 
  completely overcome by the Axe, and will seek to 
  use it on anyone who angers him or presents any 
  sort of obstacle to the user’s continued possession 
  of the Axe. During this time, the user will be 
  plagued with dreams of murder, flowing blood and 
  the screams of the dieing. Even while waking, they 
  will hear voices, which seem to come from the 
  Axe, urging them to kill people nearby. 
  Eventually, the user will be too much of a 
  threat to the local populace, and will either be 
  killed (sometimes by a new user of the Axe) or run 
  out of town. Should the latter occur, the Headmen 
  will be watching and waiting for a time to 
  approach their new Brother. The Axe will find a 
  new home, and the process will start all over. 
  If used in combat, treat The Headman’s Axe 
  as a Lormyrian axe that has a permanent version of 
  Hell’s Razor (4) cast on it (i.e. add 4 points of 
  damage to any damage done, up to the maximum 
  damage 
  for 
  the 
  weapon, 
  18 
  hit 
  points.) 
  Additionally, any roll of 01 to hit with The 
  Headman’s Axe will always sever the head of a 
  human shaped opponent, regardless of armor. If 
  the target can make a critical dodge, this is instead 
  treated at a critical hit (i.e. double normal 
  damage.) The Axe has 30 hit points, and will loose 
  all magical properties if broken. 
  If the Axe’s POT gets to 20 or above, the user 
  will also accumulate points of Chaos Allegiance as 
  though they were a follower of Hionhurn, 
  although at half the rate of a committed follower. 
  THE VULTURES IN CRIMSON 
  This sect of religious assassins is renowned and 
  feared all over the Young Kingdoms. So little is 
  known about their methods or organization, and 
  this ignorance breeds fear. The cult teaches that no 
  one is beyond their reach, and nothing will keep a 
  Crimson Assassin from his or her target. 
  Very little actual information is known in 
  common circles about the Vultures. It is known 
  that they sect originates in Pan Tang, where 
  members of the cult of Hionhurn use the network 
  of Crimson Assassins in the Young Kingdoms to 
  reach targets that Pan Tang can’t. Beyond this fact, 
  any other information is based in conjecture and 
  dodgy information.  
  There is some speculation that the Vultures 
  operate as an assassination arm of the Pan Tangian 
  government, and that the religious motivations 
  have been tacked onto the group to add an aura of 
  unwholesomeness. This is presumably to make 
  Lawful authorities fear reprisal from the sect.  
  The Crimson Assassins are reputedly all 
  sorcerers of great skill, who know spells and 
  techniques that no other sorcerer has ever been 
  able to decipher. They can disappear in the blink 
  of an eye, and appear several yards away. This 
  makes them incredibly hard to counter, and aids in 
  the pursuit of their targets. The truth behind this 
  rumor is that, while a number of assassins are 
  
  CULTS OF CHAOS 
  - 64 - 
  sorcerers, the effects commonly attributed to the 
  cult are the result of a highly effective tactic where 
  a number of assassins work together. One might 
  get a guard to follow them, and duck into a 
  shadowy alcove, while another assassin makes 
  himself visible. Since they all wear the same garb, 
  it appears as though the assassin has jumped 
  several yards ahead. 
  The sect’s supposed use of sorcery isn’t 
  limited to disappearing and teleportation. People 
  who have defended against a cult’s attack have 
  reported that the assassins seem to know the 
  layout of any building they operate in, know the 
  guard rotation schedules, and even some secret 
  passages of which residents aren’t aware. It is 
  assumed that this knowledge is gained via sorcery, 
  and cannot be defended against.  
  In fact, this knowledge isn’t supernatural. The 
  sect has eyes and ears in every nation of the Young 
  Kingdoms, and its operatives are present in the 
  staff of any noble, official, or anyone of import. If 
  that individual is targeted for assassination, these 
  resources are tapped in order to gain knowledge of 
  the area. The Crimson Assassins only attack when 
  well prepared.  
  The exact method by which the Vultures in 
  Crimson choose their targets is not known. Most 
  people suspect that a form of divination is 
  involved, while others assert that the victims are 
  chosen at random, since the forces of Chaos are 
  inherently unorganized. (This is a comforting 
  thought to the enemies of Chaos, which is, 
  unfortunately, wrong.) Victims are really chosen 
  amongst those who are a thorn in the side of Pan 
  Tang, and anyone who might be moved into a 
  position to threaten Pan Tang or her schemes.  
  A fact not commonly known about the 
  Vultures in Crimson is that each assassin is a 
  devout worshipper of Hionhurn, who try to curb 
  their thirst for violence to channel that energy into 
  a single murder. This sect then must operate 
  differently than the rest of the cult of Hionhurn, 
  since a trail of bodies would lead to hidden 
  assassins, or their network of informants. 
  PCs might become targets of the Vultures in 
  Crimson, especially if they work against the 
  designs of Pan Tang or members of the Church of 
  Chaos. The sect also operates in the trafficking of 
  information, since their network of informants 
  knows things most people don’t. PCs might find 
  the Vultures to be a surprising source of info if they 
  find themselves operating in a city where the 
  Vultures have a target. Of course, the PCs might 
  find themselves to be targets, or may even find that 
  they and the Vultures are workings towards the 
  same goals, in which case the Vultures would 
  make a valuable, if uneasy, ally. 
  THE GREY GIANT 
  Not every cultists of Hionhurn is a member of a 
  vast network of cultists. Hionhurn works to subvert 
  any who kill others, and can often turn someone to 
  His worship without that person ever seeing 
  another cult member. 
  Such was the case with Gregor Stoutheart, a 
  Purple Towner bounty hunter who has turned to 
  the worship of Hionhurn. He stalks the upper 
  reaches of Tarkesh, where the locals refer to him 
  as the Grey Giant.  
  Stoutheart’s tale starts off simple enough. He 
  was born in Karris, the eldest son of a peasant 
  family under fealty to a minor Sea King of the 
  Purple Towns. One summer, he was working with 
  his father, hauling grain grown on their master’s 
  farm to Menii for sale at the Market in that city. 
  Along the way, they stopped at an inn and where 
  allowed to sleep in stable with the horses. 
  During the night, Stoutheart and his father 
  were awoken by a commotion amongst the horses. 
  The animals were agitated because someone had 
  broken into the stable and was in the process of 
  transferring ownership of a fine animal to himself. 
  The thief got away before either man could do 
  anything, but Stoutheart, who had always been a 
  decent tracker, took off into the night to pursue the 
  thief, while his father stayed behind to explain the 
  situation to the people who owned the inn and the 
  animal. 
  Naturally, the people staying in the inn 
  assumed this was all some sort of trick, and that 
  Stoutheart had in fact stolen the horse. Gregor’s 
  father was going to be sent off to the local sheriff 
  by morning, and was being led away when 
  Stoutheart returned, mounted on the stolen horse, 
  
  CULTS OF CHAOS 
  - 65 - 
  covered in blood. He seemed dazed, and it was 
  assumed by the people present that he had been 
  wounded apprehending the thief. All was forgiven, 
  and Gregor and his father went on to Menii. The 
  body of the thief was never found.  
  Word made it back to the Sea Lord who 
  employed Gregor of what had transpired. If what 
  he heard were true, then young Gregor would 
  likely make an excellent bounty hunter. He had 
  Gregor track down debtors and people who had 
  defaulted on loans. Gregor never missed a mark, 
  and was able to track down and extract every cent 
  the Sea Lord was owed. 
  News of Gregor’s skill spread, and he was 
  soon operating as a freelance bounty hunter for the 
  wealthy and influential of the Purple Towns. His 
  travels took him all over, even once to Imrryr, and 
  he had an astonishing success rate. He pursued 
  deadbeats, escaped killers, and all manner of 
  desperate people who ran to escape their 
  problems. 
  Unknown to his many employers, as Gregor 
  got older, he started to develop a rather unhealthy 
  appetite. When he was pursuing a mark, he found 
  himself wishing the mark would resist, so that 
  Gregor could kill him without attracting undo 
  attention. He was disturbed by these feelings, but 
  seemed powerless to counteract them. At night, he 
  was plagued by dreams of his first murder, when 
  he had tracked the horse thief down. In his 
  dreams, Gregor strangled the thief, butchered him, 
  and ate large portions of the muscle. 
  He killed a number of his marks, those who 
  resisted capture anyway, and would secretly eat 
  small bits of them. He found this process grimly 
  satisfying, but would always insist that it would not 
  happen with the next mark. But, try as he might, 
  he couldn’t help himself. Eventually, he actually 
  started killing marks, even those who didn’t resist 
  capture. He would report to his employers that the 
  mark had resisted, and it was necessary to kill 
  them. Naturally, he didn’t let on that he was also 
  eating more and more of the bodies, disposing of 
  the inedible bits.  
  If people noticed that Gregor was resorting to 
  killing more and more as he aged, they didn’t say 
  anything. He got results, and that was all that 
  mattered. If anything, this made Gregor’s condition 
  worse. He knew that he’d eventually start wanting 
  to kill people other than his marks, and the he’d be 
  no better than those he used to hunt for a living.  
  So, full of self-loathing for what he had 
  become, Gregor begin formulating plans for 
  suicide. He made several attempts but always 
  stopped himself at the last minute. He was a 
  miserable wreck, alone and without any support. 
  But, he was good at what he did, so his employers 
  didn’t care. 
  But, one fateful day, members of the dreaded 
  Vilmirian 
  Inquisition 
  approached 
  Gregor. 
  It 
  seemed there was a serial killer loose in Vilmir, 
  who was always too far ahead of the authorities to 
  be caught. Gregor was charged with finding this 
  individual and bringing him to justice. 
  The killer was a serial cannibal who called 
  himself the Jackal. His victims were from all over 
  Vilmir. He was fond of children and young girls, 
  and would leave his victim’s gnawed bones on the 
  doorsteps of their families when he was done with 
  them. 
  Gregor sprang into action, heading for Vilmir. 
  Soon, though, his investigations took on a 
  decidedly strange aspect. The Jackal seemed to 
  know about Gregor, including the bounty hunter’s 
  peculiar appetites. The killer would leave Gregor 
  notes, which talked about “being of kindred 
  spirit,” and more ominously, “worshiping at the 
  same shrine.” Gregor didn’t know what this last 
  phrase meant, but he continued to follow the clues 
  the Jackal would leave for him. It became apparent 
  that the Jackal was leading Gregor to something, 
  but Gregor didn’t care. If he died, then his 
  suffering would end. 
  Gregor pursued the Jackal, even when the 
  trail led out of Vilmir and into Ilmiora. From there, 
  the trail of clues and dismembered bodies led 
  across the Pale Sea into Tarkesh. Each step further 
  made Gregor less and less human, and, towards 
  the end of his quest, he was as much a murder as 
  his quarry. The voice in his head at last had 
  become too much for him, and he succumbed to 
  the infernal hunger that gnawed at his belly. 
  It was in the ice-capped mountains of 
  northern Tarkesh when Gregor finally caught up to 
  his elusive quarry. Months had passed since 
  entering Tarkesh, and Gregor was certain he’d be 
  
  CULTS OF CHAOS 
  - 66 - 
  able to catch the Jackal. One morning, before the 
  sun had risen and night still slept on the world, 
  Gregor found the Jackal’s camp, situated deep in a 
  high mountain cave. He found the Jackal, a 
  surprisingly small man, lying on his side, facing 
  the dying embers of a small campfire.  
  When the Jackal made no movement to 
  indicate he had heard Gregor’s approach, the 
  hunter stole into the cave, drew his knife, and 
  rolled the Jackal over. 
  Before he could plunge the killing blow, 
  Gregor saw the worst sight he had ever seen. The 
  Jackal had slit his own throat, grinning as he took 
  Gregor’s prize away. This grin still marred his face, 
  even thought it was half-covered in congealed 
  blood. 
  Gregor’s rage consumed him. He tore about 
  the meager campsite, wrecking what he could 
  reach and burning anything that would burn. He 
  stabbed the Jackal’s body several time, and was 
  about to chuck the body into the growing bonfire, 
  when he noticed a rolled up piece of paper tucked 
  into the breast pocket of the Jackal’s vest.  
  Despite several knife holes and copious 
  bloodstains, Gregor could still make out the bulk 
  of the latter. It was addressed to him, and, in the 
  tiny, neat script, the Jackal addressed him thusly: 
  Gregor, 
  I know what you are. I’ve always 
  known, because we are the same. I’m 
  certain you’ve felt it, the kinship we share. 
  I can only assume that is why you’ve 
  followed me to this cold, barren place. 
  Try to understand why I took my life. 
  It as not yours to take, you see. My soul is 
  sworn to another, the Voice that Whispers. 
  He seeks your soul as well, but I’m certain 
  you understand this as well.  
  I have but one message for you. Heed 
  the Voice. It will guide you to safety and 
  keep you from those who’d harm you, or 
  keep you from your task. It led me to you, 
  and led us both here. My life was to help 
  make you what you are. I have succeeded, 
  as you’ll never be welcomed back in 
  society after people realize what you’ve 
  done. You have no choice but to heed. 
  If you haven’t already done so, you 
  need to eat my flesh. It’s the only food for 
  miles, and will help you in ways you can’t 
  imagine. Be sure to eat anything that isn’t 
  bone, or you’ll not survive the winter. 
   We’ll meet again, 
  The Jackal. 
  Gregor crumpled up the note and tossed it 
  into the flames. He looked at the body, still 
  grinning at nothing, all gray flesh and glassy eyes. 
  He knew the truth in the letter. Gregor had 
  assumed that the final confrontation with the 
  Jackal would cost him his life, and had not 
  planned to survive the encounter. As such, he had 
  no food or water, other than melted snow. He had 
  only two choices: die, either by starving or 
  committing suicide like the Jackal had; or he could 
  follow the Jackal’s instruction, and consume his 
  body.  
  Just then, Gregor’s stomach rumbled, and he 
  knew that this choice he had already made a long 
  time ago. He stepped towards the body, drawing 
  his knife. 
  Gregor did survive the winter, and it was 
  shortly thereafter that he began terrorizing the 
  villages in the northern reaches of Tarkesh. The 
  intervening winter had done strange things to 
  Gregor’s body and mind, and the already large 
  man was now huge, gray skinned, and seemingly 
  immune to the cold. The monster he had become 
  was devoid of any human feelings of mercy and 
  humanity. He now lives only to kill and feed. 
  GREGOR STOUTHEART, THE GRAY GIANT. SERIAL KILLER 
  AND CANNIBAL. 
  CHAOS 108, BALANCE 5, LAW 20 
  STR 12(17) CON 13 SIZ 13(18) INT 12 POW16 DEX 
  14 APP 10 
  HIT POINTS: 16 
  ARMOUR: None 
  DAMAGE BONUS: +1D6 
  Weapon  
   
  Skill 
  Damage 
  Wood Axe 
   
  120% 
  1d8+2+db 
  Hunting Knife  
   
  90% 
   1d4+2+db 
  SKILLS: Bargain 60%, Dodge 100%, Hide 80%, Murderous 
  Insight 50%, Natural World 50%, Young Kingdoms 50%. 
  SPELLS: Cannibal’s Feast (10). Note that Gregor counts as 
  being permanently affected by the effects numbered 1 and 
  six, this being part of the power gained from eating the 
  Jackal. He can therefore not choose to enact these effects, 
  but can use the spell to enact others. 
  
  CULTS OF CHAOS 
  - 67 - 
  SPECIAL EFFECTS: Eating the Jackal’s body has giving 
  Gregor a number of special effects. As mentioned above, 
  he is permanently affected by part of the Cannibal’s Feast 
  spell. In addition, he has grown much larger, increasing his 
  SIZ by five. He also is immune to the cold, and can be 
  outside in any extremely cold temperature with no risk of 
  dying from exposure. He will also take no damage from any 
  magical effect that uses cold to effect damage. 
  USING THE GRAY GIANT 
  Gregor works well as an elusive adversary for a PC 
  from a Lawful background. He might be leading a 
  PC bounty hunter down the same path he took 
  with the Jackal.  
  PCs who have been exposed to the influence 
  of Hionhurn might feel pulled towards Tarkesh for 
  some reason, only becoming aware when they 
  hear tales or see the handiwork of the Gray Giant. 
  The sight of red blood over white snow can awake 
  certain hungers the PC might not know they’ve 
  had. And, assuming that they can finally slay the 
  Gray Giant, the urge to eat from his body might be 
  more than the PC can take. 
  If they do manage it, the GM should take care 
  to notice if they seem to be drawing any pleasure 
  from the kill. Hionhurn is always accepting 
  promising recruits. 
   
  
  CULTS OF CHAOS 
  - 68 - 
  SECRETS OF 
  MABELODE 
  Nameless Fury in the Name of the King 
   
  As far as cults of Chaos go, the Cult of the Sword 
  King can, more or less, be taken at face value. 
  When a cultist joins the ranks, he or she gives up 
  their identity, and with it their personal ambitions 
  for wealth, fame and recognition. Granted, this 
  process isn’t always perfect, and most cultists seek 
  admiration for the other members of their unit. But, 
  members of the Sword King’s cult do not trend to 
  have 
  the 
  same 
  level 
  of 
  megalomaniacal 
  grandiosity commonly found in other cults.  
  In fact, when not actually involved in battle, 
  these cultists tend to be relatively normal people. 
  For the most part, they go about the business of 
  training and summoning. They’re always on the 
  lookout for conflicts in which to get involved, but, 
  with a few notable exceptions, they don’t go 
  looking for fights where they might not otherwise 
  exist.  
  The exceptions for this are cult members form 
  Pan Tang. These followers tend to be violent and 
  bloodthirsty, and there are several instances in the 
  history of the Young Kingdoms where conflicts 
  between 
  nations 
  have 
  been 
  prompted 
  by 
  meddlesome followers of Mabelode itching to go 
  to war. In particular, several years before Elric 
  takes the Ruby Throne, a series of nasty border 
  skirmishes between Vilmir and Ilmiora erupted, 
  only to have a number of units of Mabelode 
  cultists show up on the battlefield, attacking 
  people on both sides of the conflict. Sometimes 
  such involvements by the cult are attempts to find 
  new recruits amongst the members of either side, 
  but often they are simply excuses to fight and 
  worship. 
  SECRET GOALS 
  Thankfully, not many. The cult’s individual units 
  are often left to their own devices, but any time 
  spent on neither training nor warfare is considered 
  a waste. So the Sword King’s faithful are not 
  commonly involved in secret plots or plans 
  (unless, of course, these plans might lead to 
  warfare.) By and large, the cult isn’t about secret 
  deals and politics, and working towards secret 
  goals only hampers their training. To a Sword King 
  cultist, they need nothing other than basic 
  weapons and armor. Their faith in the Sword king 
  is enough to see them through any conflict, and if 
  they live to see another dawn, so much the better. 
  THE SWORD KING’S FURY 
  While there are little formal ceremonies in this 
  cult, worshippers do speak of a phenomenon, 
  
  CULTS OF CHAOS 
  - 69 - 
  where followers of the Sword King apparently are 
  overcome by visions of battle and bloodshed. 
  During battle, if a cultist gives in to these visions, it 
  is said that Mabelode takes possession of the 
  chosen Warrior, prompting him to great deeds of 
  might and carnage. 
  The GM is encouraged to allow the Sword 
  King’s Fury to take over a PC or NPC Mabelode 
  cultist at dramatically appropriate moments of the 
  adventure. While under its effects, the character 
  will act as though under the Fury spell (that is, one 
  extra attack, cannot parry or dodge, ignores 
  injuries until dead), receive a bonus of +30% for 
  each attack, and, if a Luck roll is passed at the end 
  of the Sword King’s Fury, instantly heal all damage 
  taken.  
  The Sword King’s Fury lasts until the GM 
  decides it is no longer needed. After the effects 
  have passed, the character will pass out for 21-
  CON hours, his or her body taxed to its limits by 
  the terrible energy and bloodlust that flowed 
  through them. 
  Characters wishing to bring on an episode of 
  the Sword King’s Fury must have accomplished a 
  great deal of carnage already to attract Mabelode’s 
  attention. If the GM decides that this is the case, 
  he or she secretly rolls the player’s POW X3. If this 
  roll fails, the Sword King is unimpressed, and will 
  not listen to any further entreaties. If it passes, the 
  Fury takes full effect.  
  While under the Sword King’s influence, the 
  character is subjected to vision of warfare from all 
  over the Multiverse. While part of their mind will 
  still be aware of the conflict happening around 
  them, they will also be fighting in countless wars 
  across the planes, sometime fighting strange alien 
  beings or mechanical devices. Their weapons 
  might shift into rifles and pistols in their hands, 
  and the character might even be taken to another 
  world to fight in the battle he or she has witnessed. 
  Being transported to another world is seen as a 
  sign of great favor for the character, and their 
  name will be entered into a book of great heroes 
  after the battle.  
  Being affected by the Sword King’s Fury will 
  also double any Mabelode Allegiance earned 
  during its duration.  
  DEMON PACTS OF MABELODE 
  Many units of the Sword King’s cultists have made 
  pacts with a single Que’Nast’Ian demon for aid 
  when such a demon would be beneficial to their 
  cause. The cost for calling upon these awful 
  creatures varies, but often a member of the unit to 
  offer him or herself to the demon for single 
  combat. This usually results in the cultists being 
  reduced to a red paste, but sometimes a very 
  strong fighter can defeat the demon.  
  In any case, the demon will usually perform 
  whatever task for which it has been called before 
  trying to collect its price.  
   
  
  CULTS OF CHAOS 
  - 70 - 
  SECRETS OF PYARAY 
  Cursed Sailors of an Undersea God 
   
  Thankfully, the cult of Pyaray has little care or 
  inclination to pursue long-term goals or participate 
  in the nasty power politics that characterize other 
  branches of the Church of Chaos. The followers of 
  the whisperer think that such concerns are petty 
  distraction, things that must be dealt with. While 
  they don’t necessarily see themselves as any better 
  than the other cults, they are disdainful of anything 
  that prevents them from sailing the seas again.  
  To this end, priests of Pyaray spend months at 
  a time patrolling the seas of the Young Kingdoms, 
  only putting into Port in Hwamgaarl to resupply, 
  drop off captured slaves, and allow the crew a 
  very brief respite from the arduous task of crewing 
  a Pan Tangian galley. Even under these conditions, 
  priests stay on board their vessels or in the harbor 
  district, straying into Hwamgaarl proper only when 
  it would be foolish or fatal to not do so, such as a 
  mandatory audience with the Theocrat.  
  While away from Pan Tang, these priests hold 
  absolute sway over ever aspect of the ship’s 
  course. They have orders to patrol certain sections 
  of the Young Kingdoms before returning to Pan 
  Tang, but are given a fair amount of leeway 
  otherwise to purse their own goals. As one of the 
  most powerful nations in the Young Kingdoms, 
  there is very little real threat of attack on Pan Tang, 
  so naval patrols are not so tightly regimented that a 
  handful of ships not showing up on time will not 
  ruin the island’s security.  
  PATROLS OF THE CULT 
  A typical naval patrol series is outlined below. This 
  is intended to give GMs some insight as to where 
  Pan Tangian ships would be in the world, and 
  what their motivation might be. Statistics for a 
  typical priest of Pyaray and his crew of cutthroats 
  are also provided.  
  Western Continent Patrol 
  Total time at sea, in average conditions, of this leg 
  is 12 days. However, this does not take into 
  account, adverse weather, navigational errors, or 
  extended encounters with other ships or forces. 
  GMs should figure an even two weeks for this leg, 
  give or take a few days to account for unforeseen 
  circumstances. 
  HWAMGAARL TO DHAKOS 
  Travel time is five days. The patrol vessel sails 
  south from Hwamgaarl, skirting around the edges 
  of the Dragon Sea to minimize contact with sea 
  serpents and other nautical weirdness from the sea 
  around Melnibone. Dhakos is the capital of 
  Jharkor, a Lawful nation. If the captain fails a Luck 
  Roll, the galley has run across a ship from Jharkor’s 
  navy, and must flee or engage. If the Navy vessel is 
  not encountered, the galley stands a good chance 
  of happening upon a trading vessel from one of the 
  other countries in the Western Continent, and will 
  
  CULTS OF CHAOS 
  - 71 - 
  pursue and engage at all costs. Any peoples 
  captured will be chained in the galley to replace 
  slaves that died during the pursuit. Those that 
  survive the journey to Hwamgaarl will be made 
  slaves upon arrival. The captain will also make a 
  number of sacrifices to the Lord of the Deep from 
  amongst the captured. 
  DHAKOS TO GROMOORVA 
  Travel time is two days. Gromoorva is the capital 
  of Dharijor, which is a Chaotic nation aligned with 
  Pan Tang. The galley will not pursue or engage 
  Dharijoran vessels unless provoked. Other ships 
  will be engaged as above. The second reason for 
  this leg of the journey is to remind the Dharijoran 
  people where their loyalties lie. Ships badly in 
  need of supplies might put into port here, but this 
  is rare. 
  GROMOORVA TO BANARVA 
  Travel time is one day. The galley is not likely to 
  encounter many ships in this part of the sea, but 
  any that they do find will likely have an escort of 
  brave Tarkeshite sailors for protection. The galley 
  captain isn’t likely to back down, but the 
  additional soldiers will make taking a ship, and its 
  crew and passengers, all the more difficult.  
  BANARVA TO HWAMGAARL 
  Travel time is four days. This leg of the patrol 
  requires the galley to sail through the relatively 
  narrow opening to the Great Western Bay, through 
  which all ships seeking port on the Western 
  Continent must pass. The likelihood of an 
  encounter is great, and many galley captains find 
  that the best picking can be found during this leg 
  of their patrol.  
  Northern Continent Patrol 
  For this leg of the patrol, total time at sea averages 
  29 days. This is the longest and most arduous leg 
  of the patrol, but also the most rewarding. 
  Captains returning to Hwamgaarl with a full 
  complement of slaves and loot can expect an 
  invitation to the Palace-Temple of the Theocrat as 
  a reward for faithful service. Time at sea varies, 
  and can be as long as two months, if conditions 
  and encounters prove problematic. 
  HWAMGAARL TO MENII 
  Travel time is 10 days. This is the longest leg of 
  this patrol, but also the mostly likely to produce 
  prey ships. Menii is the busiest trading post in the 
  Young Kingdoms, and a Pan Tangian galley can 
  almost always find decent pickings in this part of 
  the sea. In fact, if things go well enough, the galley 
  might be full with enough slaves and loot to head 
  back to Hwamgaarl without finishing the patrol. 
  MENII TO JADMAR 
  Travel time is six days. Jadmar, the Capital of 
  Vilmir, has a large standing Navy, and this leg of 
  the patrol is the most dangerous for the galley. 
  There is a good likelihood of ship encounters, but 
  they are more likely to be naval vessels as trading 
  ships. Pan Tangian captains are brave, but not 
  fools. They will flee if outnumbered. Vilmirian 
  ships are a good source of slaves (in particular, red 
  hair, which is common amongst Vilmirians, is 
  attractive and exotic to Pan Tangian nobles.)  
  JADMAR TO ILMAR 
  Travel time is eight days. The galley must skirt 
  around a broad peninsula that shoots out from 
  southern Vilmir, and will reeve along the coast 
  while doing so. When they arrive in the seas 
  around Ilmar, the galley is usually packed with 
  slaves and loot, and will often head for homeport, 
  instead of attacking ships in the seas around Ilmar. 
  This is not always the case, however, and a 
  cunning galley captain will feign indifference to 
  local ships to lure them closer for a kill. Ilmiora 
  lacks a strong naval presence, and what ships that 
  are here will likely be simple trading vessels.  
  ILMAR TO HWAMGAARL 
  Travel time is 5 days. This leg of the journey is 
  normally devoid of encounters with other ships. As 
  the galley gets closer to Pan Tang, there are fewer 
  and fewer ships in the waters. The crew will 
  remain wary, though, on guard for any strange 
  manifestations from in and around Pan Tang. The 
  waters are tainted by blood and evil magic, and 
  attract all manner of strange animals. 
  
  CULTS OF CHAOS 
  - 72 - 
  Southern Continent Patrol 
  Total time at sea for this leg is 26 days, which can 
  vary like the other legs of the patrol. Ships in the 
  Pan Tangian Navy make an entire patrol sweep 
  over the course of roughly three months, given a 
  few weeks downtime in Hwamgaarl, and sent out 
  again. To avoid establishing a predictable pattern, 
  the order in which they patrol changes each time, 
  as do the order within the different patrols. 
  Particularly dangerous places, like Jadmar, are 
  sometimes avoided entirely.  
  HWAMGAARL TO MENII 
  Travel time is ten days. Menii, being the busiest 
  port, gets a second dose of attention from Pan 
  Tangian galleys. The journey here is also fraught 
  with danger, since they must skirt around 
  Melnibonean water to avoid the hazards found 
  there.  
  MENII TO CADSANDRIA 
  Travel time is three days. These waters practically 
  swarm with merchant traffic, accompanied by 
  ships of stout sailors for protection. Pan Tangian 
  galleys always outclass these vessels, and the 
  prizes found in this area of the Young Kingdoms 
  can the richest of all.  
  CADSANDRIA TO RASCHIL 
  Travel time is 4 days. These waters are much the 
  same as those between Menii and Cadsandria. In 
  addition, the galley is within sight of the 
  Argimiliarian coastline, and will raid there for 
  slaves and supplies as needed.  
  RASCHIL TO HWAMGAARL 
  Travel time is nine days. This is the longest trip 
  home for the galley, and the most dangerous. The 
  galley must go around Melnibone, either to the 
  north (which adds three days to their journey,) or 
  to the south, (which means cutting briefly through 
  the 
  Boiling 
  Sea, 
  which 
  is 
  dangerous, 
  uncomfortable, and potentially fatal.) The long 
  way home is usually the one chosen, although 
  captains might have other plans for this leg of the 
  trip. An occasional venture into the Boiling Sea, 
  has proven lucrative in the past.  
  THE COLD EMBRACE – A SHIP 
  OF THE CHAOS FLEET 
  Below are the game statistics for the crew of a Pan 
  Tangian galley. GMs are encouraged to use these 
  as needed, especially when a PC ship runs afoul of 
  the deadly reavers. 
  The Cold Embrace is a Pan Tangian slave 
  galley. It is an ancient ship, having sailed the seas 
  of the Young Kingdoms for over 300 years. It has 
  had a series of captains, of which the most recent 
  is a priest and Agent of Pyaray named Yin-Tom 
  D’ash. When it leaves Hwamgaarl, The Cold 
  Embrace has a full complement of 500 chained 
  galley slaves, 100 warriors of the Pan Tangian 
  Navy, and 60 officers. In addition, Yin-Tom keeps 
  a cadre of 10 lesser priests of Pyaray, as his 
  personal staff, to assist in sacrifices and the 
  occasional summoning.  
  The figurehead of The Cold Embrace shows 
  an 
  octopus 
  with 
  obvious 
  chaotic 
  features 
  enveloping a hapless human sailor, who reaches 
  outward and appears to scream. The sails are 
  ripped and patched in places, but still bear the red 
  Arrows of Chaos, leaving no doubt to this massive 
  ship’s allegiance.  
  The ship’s crew attacks any vessel they find. 
  The ship’s victims often hear and smell the ship 
  well before an encounter with it. The stench from 
  the slave galleys billows out from the ship like a 
  cloud, smelling of hot metal and the rancid, 
  oniony odor of filthy human bodies. On quiet seas, 
  the sound of moaning, screaming slaves and the 
  rhythmic pounding of drums to set the ship’s pace 
  presage the approach of The Cold Embrace.  
  THE CAPTAIN 
  Despite the ship’s bulk, Captain D’ash can make it 
  surprisingly manoeuvrable, able to come about 
  and pursue just about any ship in the seas. Captain 
  D’ash seeks prisoners and loot, but will gladly 
  oblige those who wish to die rather than be 
  captured. The priests of Pyaray make blood 
  sacrifices after each ship found and sunk, in thanks 
  to the Whisperer. The captain of enemy vessels is 
  usually lashed to the mast and sent to the deep 
  
  CULTS OF CHAOS 
  - 73 - 
  with his ship, to serve Pyaray in his cold, lightless 
  Hell.  
  CAPTAIN YIN-TOM D’ASH 
  PRIEST AND CHAMPION OF THE WHISPERER 
  Captain D’ash is an imposing sight. He’s huge, covered in 
  dreadlocks, and always wears his suit of demon-bound Pan 
  Tangian plate, even while on his ship. He’s also noted for 
  his cruelty, even amongst his crew. He brokes no talk of 
  mutiny, and will not hesitate to send troublesome crewmen 
  to their deaths at the sea’s bottom. He’s implacable while 
  pursuing a goal, and would make an excellent campaign 
  villain. 
  CHAOS 333 
  BALANCE 15 
  LAW 23 
  STR 13 CON 12 SIZ 16 INT 16 POW 18 DEX 13 
  APP 10 
  HIT POINTS: 14 
  ARMOUR: 2d8+1d10. Pan 
  Tangian demon plate (see below) 
  DAMAGE BONUS: +1D4 
  Weapon  
   
  Skill 
  Damage 
  Demon Trident 
   
  120% 
  1d6+2+db+d8 
  +poison (see below.) 
  Demon Whip 
    60%  
  1d3-1+1d6+plus 
  entangle. 
  SKILLS: Bargain 60%, Dodge 60%, Insight 50%, Natural 
  World 45%, Navigate 100%, Oratory 60%, Potions 30%, 
  Sailing 100%, Young Kingdoms 60%. 
  SPELLS: Bounty of Straasha (4), Breath of Death (6) Chain 
  of Being (4), Chaos Warp (4), Control Sea Life (varies), 
  Guide Water (4), Summon Demon (1), Summon Drowned 
  Dead (1d8), Summon Elemental (1). 
  BOUND DEMONS AND ELEMENTALS: Undine bound 
  into gold ring on right hand. D’ash keeps this creature in 
  case he falls overboard while in his armor. The ring is a 
  simple gold band with a series of screaming faces on it.  
  MP to summon: 28 
  THE SHARK 
  Lesser demon, bound into trident. D’ash named this demon 
  after its appearance when summoned, which was a purplish 
  vapor vaguely composed into a shark’s shape.  
  INT 4 POW 15 CON 21 
  ABILITIES:  
  • 
  Demon Weapon. Adds 1d8 damage. 
  • 
  Paralyze. Demon matches his CON of 21 against the 
  CON of the victim. If demon wins, victim is paralyzed 
  until they can roll a CONx1 roll at the start of each 
  round.  
  NEED: Demon weapon must be bathed in blood at least 
  once a day. D’ash keeps a supply of slaves on board for 
  this. 
  THE ARM 
  Lesser demon, bound into whip. D’ash named this weapon 
  after the Arms of Pyaray, since the whip has taken on a 
  tentacle-like nature since the demon was bound into it. 
  INT 5 POW 22 
  ABILITIES: 
  • 
  Demon Weapon. Adds 1d6 Damage. 
  • 
  Entangle. Instead of dealing damage with a successful 
  hit, D’ash can have the whip entangle a foe. By 
  keeping the entangled foe off balance, D’ash can 
  reduce their Dodge and weapon skills by half. The 
  whip can be cut. It has four hit points. 
  NEED: Demon whip must touch human flesh at least once 
  a day. It feels cold and clammy. D’ash normally keeps it on 
  his person, and lets it slither over his body until needed. 
  THE SCALES 
  Lesser demon, bound into armor. Since binding this demon 
  into his armor, D’ash has noted an accumulation of tiny sea 
  lice on it. These lice are in fact manifestations of the demon 
  bound therein, and scuttle over the surface of the armor to 
  add protection whenever the D’ash is hit by a foe. They link 
  together with overlapping carapaces, forming considerable 
  protection, despite their individual size.  
  INT 4 POW 5 APP 10 
  ABILITIES: Demon Armor. Adds 1d10 points of armor.  
  NEED: The armor must be soaked in seawater for at least 2 
  hours a day. As a result, it’s very rusty, but still functional. 
  THE CREW 
  The crew of The Cold Embrace is a somber lot. 
  Their fate is to die in combat, or drown as a 
  sacrifice to Pyaray. Still their fear of D’ash keeps 
  them in line. 
  SAILORS OF THE COLD EMBRACE 
  A typical Pan Tangian sailor has the following stats. For 
  officers, increase all skills by 25%. These are hard men, 
  cruel and resentful. 
  STR 12 CON 13 SIZ 14 INT 12 POW 10 DEX 13 
  APP 9 
  HIT POINTS: 14 
  ARMOUR: None 
  DAMAGE BONUS: None 
  Weapon  
  Skill 
  Damage 
  Cutlass   
  45% 
   1d6+2 
  Dagger   
  40% 
   1d4+2 
  SKILLS: Climb 75%, Jump 50%, Natural World 35%, Sailing 
  60%, Swim 60%, Wire Walk 35%. 
  PAN TANGIAN MARINES 
  There are roughly 100 of these warriors on board the 
  Embrace. They do the bulk of the ship’s fighting. They still 
  wear metal armor, seeing the chance of drowning at sea a 
  welcome chance to serve Chaos forever. 
  STR 13 CON 14 SIZ 13 INT 10 POW 9 DEX 11 
  APP 10 
  HIT POINTS: 14 
  ARMOUR: 2d8+1 Pan Tangian 
  Plate, Helm On. 
  DAMAGE BONUS: +1D4 
  Weapon  
  Skill 
  Damage 
  Sea Axe   
  50% 
  2d6+2+db 
  Cutlass   
  55% 
  1d6+2+db 
  
  CULTS OF CHAOS 
  - 74 - 
  Full Shield  
  50% 
  kb+1d4+db 
  Hunting Bow  
  60% 
  1d6+1+1/2db 
  SKILLS: Climb 50%, Dodge 50%, Jump 45%, Sailing 30%, 
  Swim 30% (not that it’ll do them any good.)  
  OVERSEER 
  Treat the Overseer as a Pan Tangian Marine, but with a cat-
  o-nine-tails instead of a cutlass. The cat does 1d6 points of 
  damage. 
  GALLEY SLAVES 
  These poor wretches are from all over the Young 
  Kingdoms. Some die after capture, but others are chained 
  to the oars. There are close to 500 slaves in the galleys, 
  monitored by an overseer. 
  STR 7 CON 7 SIZ 10 INT 10 POW 4 DEX 11 APP 8 
  HIT POINTS: 9 
  ARMOUR: None 
  DAMAGE BONUS: -1D4 
  Weapon  
  Skill 
  Damage 
  Fist  
   
  25% 
  1d3-1d4 
  SKILLS: Any, but at base chance. 
  PRIESTS OF PYARAY 
  D’ash keeps a cadre of lesser priests on board. They serve a 
  variety of functions, from assisting in summoning to 
  officiating sacrifices and other rites while at sea. This sort of 
  position is typical of newly initiated priests. If they can 
  survive 5 years at sea, then they’ll have accumulated 
  enough Allegiance to go on to other positions. 
  STR 12 CON 14 SIZ 14 INT 16 POW 16 DEX12  
  APP 10 
  HIT POINTS: 14 
  ARMOUR: 2d8+1, Pan Tangian 
  Plate 
  DAMAGE BONUS: +1D4 
  Weapon  
  Skill 
  Damage 
  Whip  
   
  45% 
  1d3-1+db+entangle 
  Trident 
   
  65% 
  1d6+2+db 
  Dagger   
  40% 
  1d4+2+db 
  SPELLS: Chain of Being (4), Bounty of Straasha (4), Breath 
  of Death (6), Summon Elemental (1) and Summon Demon 
  (1). 
  SKILLS: Climb 50%, Dodge 50%, Jump 45%, Sailing 30%, 
  Swim 30%  
  THE EVER-HUNGRY 
  D’ash and his crew spill so much blood into the 
  waters of the Young Kingdoms that The Cold 
  Embrace has a large number of sharks that follow 
  it through the waters of the Young Kingdoms. 
  These fish have grown huge from feeding on 
  sacrifices thrown into the water, and are almost 
  always in a state of feeding frenzy. Any character 
  falling into the water with these beasts must pass a 
  Luck Roll to avoid attracting 1d6 of these animals. 
  MEDIUM SIZED SHARKS. 
  Statistics for these creatures can be found on page 222 of 
  the Stormbringer rulebook.  
  LARGE SHARKS 
  These behemoths are creatures of legend. They can swallow 
  people whole, attack small boats, and make short work of 
  any thing they decide to be food. 
  STR 45 CON 32 SIZ 45 INT 2 POW 14 DEX 10 
  HIT POINTS: 39 
  ARMOUR: 1d8 Thick Skin 
  DAMAGE BONUS: +5d6 MOV 10 (SWIMMING) 
  Weapon  
  Skill 
  Damage 
  Bite  
   
  75% 
  2d6+db 
  SKILLS: Jump 45%, Search 50%, Smell Blood 80%, Track 
  30%. 
   
  
  CULTS OF CHAOS 
  - 75 - 
  SECRETS OF 
  SLORTAR 
  In the Worship of Secret Pleasures 
   
  People attracted to the cult of Slortar tend to be, 
  amongst other things, seekers of pleasure and 
  thrills. 
  Such 
  individuals 
  also 
  tend 
  to 
  be 
  inordinately charismatic people, and those with 
  the greatest charisma and force of character 
  typically find themselves at the high levels of the 
  cult’s ranks. In many ways, the cult of Slortar is a 
  cult of personality, since the head of any 
  individual cult will hold the bulk of his faithful in 
  awe. Such a person has tremendous power in their 
  hands, and usually aren’t afraid to sacrifice 
  younger, less experienced cult members to foil the 
  authorities. 
  The cult is attractive to new members for a lot 
  of reasons that are obvious. The hedonistic aspects 
  of the cult attract the bulk of its adherents, and the 
  focus on pleasure provides a great deal of comfort 
  to those who must toil daily for their existence. 
  These reasons alone are often enough to convert 
  someone to the cult, since many people find 
  comfort, aid, and succor in Slortar’s loving arms.  
  Other attractive aspects of the cult may not 
  be quite so obvious. In places where the cult 
  operates openly, such as Cadsandria, membership 
  in the cult’s inner circle is reserved for the wealthy 
  elite of that society. True, there are many, many 
  people swelling the masses of the cult who aren’t 
  in the inner circle. But admission to this group is 
  something of a status symbol. Having other people 
  feel envious of your position is rarified sort of 
  pleasure, and something that many nobles enjoy 
  immensely.  
  Still, the cult does attract a large number of 
  what Lawful regimes consider “undesirable,” those 
  who are marginalized or otherwise have no proper 
  place. Vandals, brigands, even murderers all have 
  a place in the cult, and an aspiring cult leader will 
  recognize the skills such people can bring to the 
  cult. 
  Unbeknownst to most of its members, the cult 
  of Slortar also breeds a race of half-demons, using 
  cult member’s bodily fluids and magical energy to 
  produce theses foul offspring. Half-demon children 
  are raised in secret cult monasteries throughout the 
  Young Kingdoms, often operating as orphanages to 
  encourage the adoption of the demon-children. 
  Whether this is for some secret goal, or is just a 
  method to increase the amount of Chaos in the 
  Young Kingdoms is left up to the individual GM.  
  DARK RITUALS OF SLORTAR 
  The process by which half-demons are conceived 
  and born (as practiced by the cult of Slortar) is 
  
  CULTS OF CHAOS 
  - 76 - 
  lengthy and involved. There are three steps, each 
  entailing 
  substantial 
  magical 
  and 
  financial 
  resources. 
  STEP 1: OBTAINING SAMPLES 
  The cult maintains a sizable body of ritual 
  prostitutes, whose duty is supposedly to bring 
  pleasure to any who ask for it. However, 
  unbeknownst to their customers, these prostitutes 
  know certain magicks that allow them to retain the 
  emissions of their customers, and expel them later, 
  fresh as though just spilled, into a prepared vessel 
  at the end of the day. 
  Attractive people with spell casting abilities 
  are a prized commodity amongst the cult. Even is 
  a holy prostitute cannot cast spells, it can be cast 
  on them by another.  
  At the end of the day, the prostitutes will 
  converge on the house of the priest in charge of 
  their work, and expel the colleted fluids into a 
  large basin or jar. These vessels contain demons 
  with the ability to keep the contents fresh, in a 
  manner similar to that of the spell listed above. 
  Once the vessel is full, it is taken to the cult’s 
  main center of worship. It will likely be placed in 
  storage until the other requirements for the 
  creation of the half-demon have been acquired. 
  STEP 2: ACCUMULATING MAGIC POINTS 
  In addition to the collection of semen, the cult also 
  needs copious amounts of magical energy to 
  accomplish the half-demon ritual. This is collected 
  at the monthly revels that function as worship 
  meetings.  
  The high priest of the cult will often know a 
  spell that enchants an object to siphon a minute 
  amount of magic points from anyone within a 
  certain range. These magic points are stored in the 
  object until they are needed.  
  Aside from the casting of the actual spell, this 
  step in the process is the easiest, and is normally 
  only performed a couple of times before the actual 
  summoning attempt. 
  STEP 3: SUMMONING THE MOTHER-
  DEMON 
  This is the last part of the process, and is also the 
  most time-consuming and arduous for the priests 
  of Slortar. At this point, a grand summoning must 
  be performed to bring a demon of immense power 
  to the Young Kingdoms. 
  The summoning for the Mother-Demon works 
  just like a regular summoning, only that the magic 
  point requirements for the Mother-Demon are 
  huge. She requires at least 50 magic points to 
  summon, with each additional magic point added 
  giving the summoning a 1% chance of succeeding. 
  Thus, to be certain of a success, the summoner 
  must have access to at least 150 magic points. 
  Note that magic points accumulated through Step 
  #2 of this process cannot be used for this 
  requirement. 
  While her appearance varies at each 
  summoning, 
  the 
  Mother-Demon 
  is 
  always 
  obviously and obscenely female. In one form, she 
  takes the shape of a massive ambulatory vagina, 
  while at other times she is a regal, although huge, 
  statuesque beauty. In either form, her swollen, 
  distended labia guard a fanged, drooling mouth 
  that eagerly slurps up the collected semen after the 
  magic point sacrifice is paid.  
  Once summoned, the Mother-Demon will 
  bargain with her summoners. The accumulated 
  magic points from Step #2 are her price, which she 
  will accept with a successful Luck Roll on the part 
  of the summoner. At this point, the accumulated 
  magic points and semen from Step #1 are given to 
  her, and she departs this world.  
  After the ritual insemination, the Mother-
  Demon vanishes to gestate her offspring in her 
  own plane. The gestation period varies, and can 
  take as long as two years from the date of the 
  ritual. During this time, the Mother-Demon refuses 
  all summonings, and will under no circumstances 
  be brought to the Young Kingdoms. 
  When the gestation period is over, the 
  Mother-Demon will give the high Priest of Slortar 
  that summoned her a sign, indicating that the time 
  of birth is approaching. Another summoning is 
  held, this time with only a relatively minor (20 
  points) magic point sacrifice. When she arrives 
  again, the entire ritual chamber is flooded with 
  
  CULTS OF CHAOS 
  - 77 - 
  sticky amniotic fluid, and the demon-child is born 
  into the world. This process will take 1d8 hours, 
  and will likely tax all the priests present.  
  Once the child is born, the Mother-Demon 
  leaves the Young Kingdoms, and will not answer 
  another summons for a year. Thus, the number of 
  half-demon children in the Young Kingdoms is 
  limited, both by the expense involved in their 
  creation, and by the nature of the Mother-Demon.  
  There are a few new spells and demon 
  abilities involved in this process, which are 
  detailed below. Note that these spells and abilities 
  are not well know, and it is up to the GM to 
  decide if a player would have access to them. 
  New Spells 
  These are new spells for followers of the cult of 
  Slortar. 
  UNNATURAL RETENTION (1) 
  Range is touch. Chaotic. While under the effects of 
  this spell, no substance placed in the body of the 
  target will age, be digested, or undergo any of the 
  normal processes associated with it. These 
  substances are held in a sort of magical stasis, and, 
  at any time, can be expelled from the body. Once 
  expelled, they will behave normally. 
  If the target is unwilling, the caster must 
  overcome his or her target’s Magic Points on the 
  Resistance Table. 
  The spell’s duration is half the caster’s POW 
  in hours. At the end of the duration, all substances 
  held in the body will begin to behave normally 
  (that is, food will be digested, and so on.) 
  Holy prostitutes of Slortar use this spell to 
  collect semen from unsuspecting donors. There are 
  other uses for this spell, which its certain 
  enterprising players can come up with. Note that 
  food consumed while under the effects of this spell 
  will not be digested, and will therefore provide no 
  nutrition for the eater. The victim will feel stuffed 
  to the gills, but will soon begin to starve if the spell 
  is cast over and over again. 
  ENDURING FRESHNESS (10) 
  Range is touch. Chaotic. Enchants a vessel that, if 
  airtight, will prevent the decay or corruption of 
  any item contained inside. This can be up to a 
  gallon in volume. Once the vessel is closed, the 
  spell takes affect, and will keep its contents fresh 
  indefinitely, until the bottle is opened or broken.  
  New Demonic Ability 
  This is a new demonic ability available for the 
  demons of Slortar. 
  SPAWN 
  The cost of this ability is fixed at 10 magic 
  points. The demon most also have some way of 
  draining away characteristic points from a target 
  (i.e. Drain Soul, Exsanguinate.) The demon can use 
  points drained either in the way its ability 
  describes, or it can use the points on a one-to-one 
  basis as magic points for creating new demons.  
  For example, if a demon were to drain 8 
  magic points from someone with a Drain Soul 
  attack, it can use those 8 magic points to birth a 
  new demon worth 8 points from itself. Points can 
  be stored up for ten rounds, and then must be 
  spent or used in some other way.  
  Demons created in this manner are not 
  bound to the owner of the parent demon, and will 
  continue to grow as time goes by. These baby 
  demons 
  must 
  have 
  the 
  same 
  method 
  of 
  characteristic draining as the parent demon, and 
  can use gained points to increase its own 
  characteristics/ abilities until it matches the parent 
  demon. Once it has also learned the Spawn 
  ability, the child demon will be able to spawn new 
  demons itself.  
  New Enchantment 
  This is an enchantment available to those who 
  worship Slortar. 
  SLORTAR’S EMPTY BASIN 
  A shallow bowl that resembles a wash basin, the 
  Empty Basin is a powerful enchantment that drains 
  away and stores magic points.  
  All surfaces of the basin are engraved with 
  images 
  of 
  base 
  and 
  debauched 
  behavior, 
  culminating in a stylistic depiction of an orgy in 
  the bowls central depression. It is a light terracotta 
  
  CULTS OF CHAOS 
  - 78 - 
  color, resistant to damage, and of unknowable 
  antiquity.  
  If the basin is kept empty, it will incite all 
  those around it to engage is some act of carnal 
  desire to licentious behavior. All people within 
  100 yards of the Basin must resist a POT of 16 with 
  their own Magic Points. If they fail, they’ll feel an 
  impulse to engage in some form of pleasurable 
  activity. If they give in to this impulse, at the start 
  of the act, the Basin will drain away a single magic 
  point. The target will experience this drain as a 
  sort of shuddering spasm of joy, not quite orgasmic 
  but close.  
  At the completion of this act, the Basin will 
  again attempt to influence the character to act. 
  This time, it will be more difficult to resist the urge, 
  since the target will be minus a single magic point. 
  Once again, if the target fails to resist, they’ll act in 
  a pleasurable manner, losing a magic point at the 
  start of the act. 
  The basin can hold roughly 100 magic points 
  before becoming satiated. It can hold these points 
  indefinitely, and any sorcerer capable of casting 
  spells can use the magic points in the Basin as 
  their own. This makes the Basin handy for demon 
  summoning, where a large pool of magic points 
  can be accumulated very fast. It can also be used 
  to provide the Mother-Demon incentive to spawn 
  the cult’s half-demon characters. 
  The Basin is solid and sturdy, but can be 
  broken by persistent adventurers. Any blow doing 
  ten points of damage or more will cause it to 
  shatter, exploding into a shower of white-hot 
  ceramic fragments. This will do 1d6 points of 
  damage for every 10 magic points currently held 
  to all targets within 50 yards of the bowl.  
  The Empty Basin is currently in the possession 
  of The Purple Tongue, a cult of Slortar operating in 
  Pickarayd. This branch of the cult is busily 
  churning out half-demons as fast as they can, and 
  storing them in an orphanage in the highlands of 
  that country. They have somewhere between one 
  and two dozen half-demons of various ages, most 
  of which are being groomed for places within the 
  cult. 
  New Demons 
  These new demons are available for those who 
  worship Slortar. 
  THE MOTHER-DEMON 
   An ancient demon, huge and powerful. No stats 
  can do this being justice. She is impervious to 
  almost all weapons, and can choose to destroy up 
  to 1d8 opponents in a combat round, unless they 
  can dodge away from her attacks (which always 
  hit.) If she chooses, she may also take those who 
  please her away, subjecting them to awful magical 
  operations, making them something other than 
  human. 
  She is revered by the cult of Slortar, rather 
  than worshipped in her own right (although there 
  are some who secretly offer her worship) because 
  of the service she offers the cult. Her motives are 
  alien and unknowable. She might choose to 
  destroy a cult as soon as help it. Only the sacrifice 
  of magic points seems to offer her any solace, and 
  a cult without a sufficient sacrifice will feel her 
  heartless wrath.  
  She knows all spells associated with the cult 
  of Slortar, as well as Chaos Warp and Curse of 
  Chaos. She will sometimes bestow a demonic 
  feature open a priest whom she favors. 
  The summoning of the Mother-Demon isn’t 
  really a summoning per se. She is far too powerful 
  to be compelled to the Young Kingdoms by mere 
  human sorcerers. She can be called and cajoled 
  into manifestation, but this is at her pleasure.  
  DEMON CONCUBINES 
  A demon concubine is a status symbol for 
  members of the cult of Slortar. The summoning 
  and binding of one of these beasts is quite a feat, 
  and his or her fellows afford any sorcerer who can 
  maintain them great esteem. 
  AVERAGE DEMON CONCUBINE, LESSER DEMON, 
  HUMANOID, NAUGHTY PLAYTHINGS 
  Concubines can be of any shape or appearance, and some 
  can even switch freely between genders at their master’s 
  command. Exotic skin tones are common features, as are 
  feathers, scales, or animal eyes. Adept in the ways of love, 
  a demon concubine can take an aspiring sorcerer farther 
  into the mysteries of Slortar’s pleasures than most human 
  minds can handle. 
  
  CULTS OF CHAOS 
  - 79 - 
  CHARACTERISTIC 
  ROLLS 
  AVERAGE 
  STR 
  2D8 
   8-10 
  CON 
  3D8 
  13-14 
  SIZ 
  2D8 
   8-10 
  INT 
  3D8 
  13-14 
  POW 
  3D8 
  13-14 
  DEX 
  3D8 
  13-14 
  APP 
  5D8 
  22-23 
  HIT POINTS: AV 11-12 
  MOVE: 8 
  AV. DAMAGE BONUS: NONE 
  ABILITIES:  
  • 
  Drain Soul, POW:POW roll per round, drains 1d8 MP 
  per round, then drains POW. 
  • 
  Knowledge (secrets of love.) Demon knows all there 
  is to know the art of lovemaking, including 
  knowledge from other planes and dealing with non-
  human species. 
  • 
  Spawn, the demon can use stored magic points from 
  their Drain Soul ability to make new minor demons, 
  which are birthed from its body. Note that a demon 
  must have at least 17 mp to spawn a demon-child; 
  one for each d8 for the spawn’s characteristics, and 
  ten for the Drain Soul ability.  
  • 
  Shape Change, the demon can alter its gender from 
  male to female at will. It can take no other shapes, 
  unless given other shapes during summoning (see 
  page 172 of the Stormbringer rules for more 
  information about this.) 
  SKILLS: Listen 20%, Move Quietly 20%, Own Plane 15%, 
  Summoner’s Language INT x2. 
  NEED: Demon concubines have ravenous sexual appetites, 
  and must satisfy their carnal desires at least once a day to 
  keep them happy. They will actively pursue more than one 
  encounter a day, though, and can swiftly exhaust the 
  stamina of their summoner. 
  MAGIC POINTS TO SUMMON: 59-61, depending on 
  SIZ. 
  CREATING HALF-DEMON 
  CHARACTERS 
  At the GMs option, players can make half-demon 
  characters 
  during 
  character 
  creation. 
  Note 
  however that these beings are rare, and whole 
  groups of them working together would almost 
  never happen. 
  A 
  half-demon 
  may 
  roll 
  any 
  three 
  characteristics on d8s instead of d6s. For each 
  characteristic rolled this way, add 1 point of Chaos 
  Allegiance to the character’s score. 
  Additionally, the player can sacrifice any and 
  all skill points during character creation to 
  purchase demon abilities, at a cost of 25 skill 
  points for a single magic point’s worth of demon 
  abilities. Treat these abilities as though they had 
  been received through the Chaos Warp spell, only 
  without the normal POW loss. For each full magic 
  point earned by giving up skill points, the 
  character gains another Chaos Allegiance point.  
  Any time the half-demon gets a chance to 
  have any characteristic increase, they may, if they 
  choose, instead buy a new demon ability with a 
  magic point cost equal to the points gained to the 
  characteristic. Note that this is in place of the 
  characteristic gain, not as a supplement to it. They 
  will also gain a single point of Chaos Allegiance 
  for each point of attribute spent in this manner. 
  GMs may also secretly determine that a 
  character is a very human seeming half-demon 
  (even without the player knowing.) Such a being 
  might be drawn towards Chaos, but might also 
  wish to distance itself from that force. Until the 
  exact nature of the character is revealed, the GM is 
  encouraged to have demonic abilities manifest at 
  dramatically appropriate moments, or at any time 
  the character is exposed to strong Chaotic energy 
  (spells, demons, etc.) If the character discovers his 
  true heritage, from then on they may behave like a 
  half-demon character, as described above. 
   
  
  CULTS OF CHAOS 
  - 80 - 
  SECRETS OF 
  XIOMBARG 
  The Power behind Thrones 
   
  While the cult of Xiombarg does offer its members 
  a number of benefits, these do not come without a 
  cost. By joining the cult, the members trade one 
  form of servitude for another, and Xiombarg can 
  be, like any Lord of Chaos, a cruel and fickle 
  mistress. The high priest of a cell rules that cell 
  absolutely, answering only to Xiombarg. Many 
  develop inflamed senses of self-importance, and it 
  is not uncommon for the cells to be seen as 
  extensions of the high priest. This works 
  wonderfully for the priest, but her underlings 
  typically are less than thrilled when their own 
  desires are glossed over in favor of supporting 
  those of their mistress.  
  The method the cult uses to gain power and 
  influence for its members tends towards violence 
  and murder, in keeping with Xiombarg’s title of the 
  Sword Queen. However, only so many nobles in 
  kingdom can die under mysterious circumstances 
  before attracting unwanted attention. Eventually, 
  most cells attract too much attention, and must 
  contend with nosy authorities investigating the 
  cult’s activities. If these figures are also disposed, 
  this attracts even more attention. At some point, 
  the cell members must decide to flee and relocate 
  to another area. In this way, Xiombarg keeps her 
  faithful isolated and constantly on the move. Even 
  fellow cell members might turn another in for 
  freedom, and eventually the individual cultist is 
  left with no support but that from their god. And 
  this is when the true nature of the cult comes out. 
  At this point, cultists are so indoctrinated in 
  the idea that power comes from violence and 
  manipulation that they cannot any longer live 
  around normal people. At such times, the become 
  wandering agents of destruction. Some try to form 
  new cells in new cities, and meet with varying 
  degrees of success. Eventually, the cultist will not 
  be welcome in any part of the Young Kingdoms, 
  and can only plea to Xiombarg for help and 
  support. 
  To these requests, the Queen of Swords is 
  only too happy to oblige. Supplicants are whisked 
  away to other world, often transformed into 
  hideous animal-human hybrids under the guise of 
  being better able to live in their new environment. 
  As their time away from human form grows, their 
  human minds fade, until they are simply mindless 
  beasts in thrall to Chaos.  
  This is how Xiombarg rewards her faithful. 
  They are trained up to be effective soldiers for her 
  armies, and the Sword Queen makes them remove 
  themselves from human society, until they have 
  nowhere else to go but straight into her arms.  
  
  CULTS OF CHAOS 
  - 81 - 
  Xiombarg will often hint at this fate by 
  rewarding 
  faithful 
  cultists 
  with 
  animalistic 
  mutations while still operating within human 
  cities. Such cultists refuse to see the disfiguring 
  mutations as anything but signs of favor, and work 
  even hard to enmesh themselves into Xiombarg’s 
  plans.  
  THE REWARDS OF XIOMBARG 
  GMs wishing to emulate the Sword Queen’s fickle 
  sense of humor can use the following procedure. 
  Each time the cultist makes a successful Allegiance 
  check, the Gm should secretly make a Luck roll for 
  the cultist. If the roll fails, then Xiombarg’s 
  attention has been attracted, and she bestows the 
  cultist with one of the mutations listed below. GMs 
  should roll a D10, or pick one that is particularly 
  appropriate.  
  1-3 - The cultist’s body or mind is invigorated 
  with the power of Chaos. They immediately 
  gain a single point to any characteristic.  
  4 - Carnivorous. The cultist develops an 
  overwhelming preference for meat, and will 
  not be pleased with any other food. As her 
  Allegiance points increase, this desire for 
  meat turns into a desire for fresher meat, and 
  eventually raw meat.  
  5 - Animal features. The cultist’s face takes on a 
  slight animalistic cast. This can be any 
  animal. As Allegiance grows, this cast 
  becomes more and more pronounced.  
  6 - Dark Hunger. The character develops an 
  extreme sexual appetite. This starts of 
  relatively normal, but as Allegiance grows, 
  becomes increasingly deviant. She will 
  eventually desire anything she sees. 
  7 - Bloodlust. When angered or stresses, the 
  character is prone to violent actions. If 
  blood is pilled before them, they must make 
  a POWX5 roll to resist being enraged, and 
  respond as though under the effects of the 
  Fury spell. Character may also develop a 
  desire to drink blood. 
  8 - Night eyes. The character can now see in 
  the dark as though it was daytime, but their 
  eyes will shine in strong light like those of 
  an animal. Colors lose their sheen, and, 
  everything looks flat and dull.  
  9 - Mutation. One of the character’s limbs 
  develops an animal appearance. This might 
  be claws, a tentacle, or extra hair, at the 
  GMs option. Claws and tentacles might be 
  used to attack (30% base chance, 1d6+db 
  damage,) or be disfiguring and completely 
  useless. 
  10 - Hide bound. Each time this result is rolled, 
  the character gains one step on the Roll 
  table in natural armor as their skin hardens, 
  develops scales or plates of bone. The first 
  time, this is worth 1d2 natural armor, 1d4 
  the next, 1d6 after that, and so on.  
  Each obvious physical mutation costs the 
  character one point of APP. Reduced to zero APP, 
  the character becomes a mindless spawn of Chaos. 
  Such characters are considered demons, and can 
  be summoned and bound like normal.  
  THE SHYING VIOLET SOCIETY – 
  A CULT OF XIOMBARG CELL 
  The Shying Violets is the name of a group of the 
  wives and daughters of wealthy nobles and 
  merchant families operating on the Island of the 
  Purple Towns. Morgan Cleareyes, the eldest 
  daughter of a prominent Purple Town merchant 
  family, formed this group several years ago.  
  Cleareyes was a student of science at a 
  monastery dedicated to Arkyn in the mountains of 
  the central Purple Town island. She was, by all 
  accounts, and apt pupil, skilled in numbers and 
  figures. She also volunteered in the monastery 
  library, helping to keep track of the books and 
  artifacts held therein. 
  She left the monastery before her education 
  was complete, and returned o the Menii to assist 
  her family in operating its busy merchant business. 
  To her chagrin, her father, Luscious Tightpurse, 
  was a devout follower of Goldar, and would not 
  allow a woman to be too intimately involved in 
  the family fortunes. She was instructed to stay 
  away from family affairs, and focus her attentions 
  
  CULTS OF CHAOS 
  - 82 - 
  on more “womanly” things, such as looking for a 
  suitable husband to increase her family’s holdings.  
  Playing the role of the dutiful daughter, 
  Cleareyes formed the Shying Violets, which had 
  the expressed goal of organizing activities so that 
  young men and women in the Isle could meet and 
  fall in love. It would also provide good places for 
  wealthy businessmen to meet and make deals. 
  These gatherings have proven to be quiet popular, 
  and Cleareyes and the Violets are in high demand 
  in Purple Towner society, which is exactly what 
  Clear eyes 
  wishes. 
  The 
  truth 
  behind this 
  organization is, of course, much more sinister. 
  Morgan Cleareyes always harbored a great 
  deal of resentment towards the culture that 
  brought her up. She felt that her brother’s were 
  unfairly initiated into the family business, and that 
  her brains, skill and insight were not given a 
  chance to prove themselves. She hated being 
  moved to the monastery after arguing with her 
  father, and sought a means to improve her life. Or 
  at least alleviate the boredom that was her 
  constant companion in the monastery. 
  One day while working in the monastery 
  library, Cleareyes made a startling discovery. 
  There was a secret passageway in the library that 
  led down into the ground beneath. There she 
  discovered a collection of tomes and artifacts that 
  made the main library collection pale in 
  comparison. Fearing discovery, she left, covering 
  her tracks so that no one would notice the 
  intrusion. 
  She did a bit of digging amongst the monks, 
  and discovered that the monastery was once the 
  holding place for dangerous artifacts of Chaos, 
  with the idea that the monks would give each 
  artifact careful scientific study. However, over the 
  years, no new artifacts where brought to the 
  monastery, and eventually those who knew of the 
  existing collection died off without telling where it 
  could be found. The collection was known about 
  by reputation, but no one, save Cleareyes, had any 
  idea where it might be. 
  So, Morgan Cleareyes had found her 
  boredom relief. Night after night, she left her cell 
  and stole into the hidden chamber to pick amongst 
  the musty tomes, seeking and finding knowledge 
  that wore away at her sanity. She returned to one 
  book again and again, The Lexicon of Chaos, and 
  learnt all she could about the worship of the Lords 
  of Entropy. Thinking she had found a way out of 
  her 
  boring, 
  prosaic 
  life, 
  she 
  attempted 
  a 
  summoning in the bowels of the monastery, 
  perhaps not thinking anything would happen.  
  At a critical juncture, though, something went 
  wrong. Instead of pulling a demon into this world, 
  Morgan Cleareyes was sucked out of hers. She 
  drifted amongst the spheres for a time, seemingly 
  dragged along by some outside force. 
  The Sword Queen was aware of the girl, and 
  her lust for power and adventure. When the 
  summoning went awry, it brought the girl to one of 
  its domains.  
  What transpired during this time is purely 
  conjectural. It is known that when Cleareyes was 
  returned to the monastery, she was a devout 
  servant of Xiombarg, and was committed to 
  bringing others to the god. She left the monastery, 
  feigning homesickness. 
  Her desire to help in the family business was 
  a rouse to get involved enough to eventually take 
  over. She thought that, with her families resources 
  behind her, her worship of Xiombarg could spread 
  much farther than it could without. 
  When her father rebuffed her, Cleareyes was 
  not put off. She figured that if she couldn’t have 
  her father’ company, she could work to take over 
  every wealthy family in the Purples Towns.  
  The Shying Violets where initially only 
  organizing parties. But, at these functions, 
  Cleareyes was looking for potential recruits for her 
  cult of Xiombarg. She found many, mostly jaded 
  housewives and wealthy matrons. She took one 
  initiate, then two, and then more. Cleareyes is very 
  convincing, and few turned her offers down. Those 
  who did refuse met with untimely and unfortunate 
  accidents. Soon Cleareyes had a sizable and loyal 
  following, and she began to put her plan into 
  action. 
  Each member of the cult was expected to 
  pressure their husbands into making sure that they 
  dealt only with the husbands of other members. 
  This was done easily enough using purely 
  mundane means, and the occasional bit of sorcery 
  to help smooth things along. By working together, 
  
  CULTS OF CHAOS 
  - 83 - 
  the cell was able to make their husbands 
  companies grow to substantial profits. 
  The cult was also responsible for the 
  misfortunes that fell upon competitor’s ships and 
  families. In this regard, the cell was operating 
  rather like an ordinary merchant cartel, albeit one 
  with a more magical arsenal.  
  The next stage, though, was a bit worse. Now 
  that the cell members where more or less in 
  control of the operations of various business in the 
  Isle, the cell began removing the husbands from 
  the picture, and handing control over to the cult 
  members. Some of these transfers of power were 
  very public, but others were private. Influential 
  members would come down with mysterious 
  ailments, and their wives supposedly passing their 
  wishes along. 
  This is how the situation stands now. The cult 
  is consolidating their power in the Isles, and more 
  and more merchants are becoming unavailable. 
  It’s only a matter of time before someone starts to 
  notice. And when Morgan Cleareyes starts to 
  mutate, the cult is going to take on a decidedly 
  unwholesome nature. 
  USING THE SHYING VIOLETS 
  This group makes an excellent introductory point 
  to a campaign involving politics of the Young 
  Kingdoms. Even if a group has no female PCs, a 
  GM can still have them run afoul of the society's 
  members. 
  For example, suppose one of the PCs attracts 
  the attention of beautiful young women of a minor 
  noble house while in the Purple Towns. She 
  generally makes herself useful tot the group, 
  perhaps speaking to her father about loosening 
  import taxes on goods brought into the Isle. When 
  a third party wishes the adventurers to perform a 
  task of dubious legality, the noblewomen can 
  vouch for the third party, indicating that they have 
  a stellar reputation and would never do anything 
  to jeopardize others. However, the maiden is 
  secretly a member of the Shying Violet’s inner cult 
  of Xiombarg, and is making use of the adventurers 
  to ferry goods to all corners of the Young 
  Kingdoms. And, even if this comes to light, they 
  surely won’t blame the noblewoman. This is an 
  excellent opportunity to play with your character’s 
  ideals and biases. 
  Also, the characters might be hired to look 
  into the increasing number of murders and 
  disappearances amongst the nobility and merchant 
  families of the Purple Towns. All signs seem to 
  point to the Shying Violets, which should seem 
  absurd to the adventurers, and their employers. 
  Also, an “informant” might come forward with 
  information implicating another merchant cartel in 
  the murders, indicating that this cartel was seeking 
  to divert attention away from itself to the Violets.  
  If the PCs begin working against the new 
  cartel, they will attract a lot of attention for 
  themselves. In this way, the Violets make their 
  adversaries work against each other, while 
  maintaining the veneer of innocence that keeps 
  them safe. 
  GMs should work to play up the innocent girl 
  angle of the Violets. This will keep the players 
  from taking the group seriously, which will make 
  the eventual reprisal all the more shocking. 
  SECRET GOALS 
  Morgan Cleareyes is currently seeking to establish 
  Violet chapter houses all over the Purple Towns. 
  Since the nobility of the Isles sees the groups as a 
  great benefit, they have substantial funding.  
  Aside from Menii, most of the houses are in 
  rather out of the way places on the far shores of 
  the Isle. Cleareyes indicates that she wished the 
  Violets to have a presence all over the Isle to better 
  serve the nobles and merchants that get so much 
  out of the society’s services. 
  Any PC with magical knowledge, if faced 
  with a map of the Isle with the Violet chapter 
  houses in place will note (with and Idea Roll) that 
  the houses all form the points of a sign of Chaos, 
  with the middle point somewhere in the central 
  highlands of the Isle. This middle point is found to 
  lay right over the monastery where Cleareyes first 
  made her pact with Chaos. 
  Cleareyes plans to use the chapter houses for 
  the society as mass altars to Chaos, and, on a night 
  of a conjunction in the Million Spheres, have 
  sacrifices performed at each house, while she and 
  a select few perform awful rites at the monastery. If 
  
  CULTS OF CHAOS 
  - 84 - 
  all goes well, a “font of Chaos” will emerge at the 
  central point, and, should anyone bathe in it, they 
  will gain vast cosmic power. Cleareyes read of this 
  in the Lexicon of Chaos, and any PC that reads this 
  tome will know of the rituals needed.  
  If the font is opened, anyone with can bathe 
  in it. The effects are based on how many of the 
  altars are functioning and receiving sacrifices: 
  1 - One altar contributes only a bit of energy. 
  Anyone bathing in it gains a single point 
  of Chaos Allegiance, and adds one point 
  to each characteristic.  
  2 - Two altars contribute 2 points to each 
  characteristic, 
  2 
  points 
  of 
  Chaos 
  Allegiance, and a single demonic ability 
  with a cost of 3 points or less. 
  3 - Three altars contribute 3 characteristic 
  points, 9 points of Chaos Allegiance, and 
  any combination of demonic abilities of a 
  cost of 5 points or less. 
  4 -  Four altars ass 4 characteristic points, 16 
  Chaos Allegiance, and any number of 
  demonic abilities not costing more than 
  10 points together, 
  5 - Five Altars add 5 to each characteristic, 
  25 Chaos Allegiance, and any number of 
  demonic abilities up to a cost of 20 points 
  total. Regardless of other factors, and 
  character who bathes in a font of this 
  level or higher will immediately count as 
  a champion of Chaos for all purposes.  
  6 - Six Altars add 6 to each characteristic, 36 
  points of Chaos Allegiance, and demon 
  abilities of up to 30 points. 
  7 - Seven Altars add 7 to each characteristic, 
  add 49 points of Chaos Allegiance, and 
  demon abilities of up to 40 points. 
  8 - Eight Altars add 8 to each characteristic, 
  64 points of Chaos Allegiance, and 
  demon abilities of up to 50 points. 
  For an altar to contribute energy to this 
  process, it must be consecrated, and no less than 
  20 people must be involved in a sacrifice of some 
  sort. This can be the traditional type with blood 
  and knives, but might also be sexual in nature.  
  Also, the font is only open for 30 rounds, and 
  a character must be in it to all ten to gain even the 
  slightest effect. If any altar is stopped from 
  contributing during the process, its effects are lost. 
  At the end of the 30 rounds, any characters who 
  gain power from it are considered demons, and 
  can be summoned and bound as normal.  
  Naturally, PCs might allow the process to 
  happen, and bathe in the font themselves when 
  the time comes. GMs should take to care to only 
  let this happen to very lucky and careful PCs, since 
  the tremendous power gained can make for some 
  difficulties in the future. 
  This set-up is designed to be played out as a 
  mini-campaign, or perhaps a diversion from a 
  longer story arch. Also, an immortal sorcerer in the 
  form of Morgan Cleareyes can be a thorn in the 
  PCs side for a long time to come. 
  MORGAN CLEAREYES 
  WEALTHY SOCIALITE AND XIOMBARG CULTIST 
  CHAOS 30, BALANCE 2, LAW 10 
  STR 10 CON 13 SIZ 13 INT 17 POW 18 DEX 14  
  APP 17 
  HIT POINTS: 13 
  ARMOUR: None - wears a suit of 
  leather and ring (1d6+1, helm on) 
  if situation warrants.  
  DAMAGE BONUS: NONE 
  Weapon  
   
  Skill 
  Damage 
  Dagger 
   
  120% 
    1d4+2 
  SKILLS: Art (Conversation) 80%, Bargain 60%, Craft 
  (Sleight of Hand) 55%, Dodge 75%, Evaluate 60% Fast Talk 
  65%, Insight 70%, Listen 50%, Million Spheres 10%, 
  Natural World 35%, Oratory 70%, Ride 70%, Search 50% 
  SPELLS: Morgan Cleareyes knows all of the spells 
  associated with the Xiombarg cult, mentioned in the player 
  section for this cult. She also knows Witch Sight (3) and 
  Summon Demon (1). She is loathe to actually use a 
  summoning, since her last one went so poorly, but might 
  do it if adventurers prove particularly meddlesome.  
  CONTACTS/ALLIES: Given her position in Purple Towner 
  society, Cleareyes has contacts in just about every facet of 
  life. Any statistics needed can be found in the Young 
  Kingdom’s Digest, on pages 221-228 of the Stormbringer 
  rulebook.  
  Any members of her cult can be found in the 
  same section of the book, but replace any spells 
  with appropriate ones from the Xiombarg cult 
  section. In particular, Morgan has trained a pair of 
  assassins in the mysteries of the cult. These two 
  women are her constant companions, and do the 
  bulk of her dirty work. Use the assassin stats in the 
  
  CULTS OF CHAOS 
  - 85 - 
  Young Kingdoms Digest, but add 30% to each 
  weapon 
  skill, 
  and 
  replace 
  their 
  Bonds 
  Unbreakable (3) spell with one from the Xiombarg 
  cult section. 
  
SOURCE: textdata/thevault/Stormbringer [multi]/Stormbringer - Chaos Cults of the Young Kingdom (Monograph #308).pdf