TEXT: Cults of the Young Kingdoms
  
  Copyright Information
  Cults of the Young Kindoms ©2010 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission 
  of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing 
  subject to its licence from Issaries, Inc.  This game product contains no Open Game Content. No portion of this work may be reproduced in any form 
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  under the copyright laws of the United Kingdom. This product is a work of fiction. Any similarity to actual people, organisations, places or events is 
  purely coincidental.
  RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in the USA.
  Author(s)
  Lawrence Whitaker & Pete Nash
  Editor
  Charlotte Law
  Layout and Graphic Design
  Will Chapman
  Cover Illustration
  Carlo Bocchio
  Interior Illustrations 
  Ryan Portillo, Jake Murray, Matt Morrow & David Griffith
  Proofreading 
  Nick Robinson
  Playtesters 
  James Carrington, John White, Chris Donnelly, Chris 
  Furness, Bruce Mason, Ben Quant, Douglas W. Wacker, 
  Ioan Wigmore
  Special Thanks
  Pete Nash, John White & Michael Moorcock
  Credits
  Contents
  introduction	
  2
  Benefits	
  4
  Cults	of	Chaos	
  15
  Cults	of	the	Elements	
  64
  Cults	of	Law	
  76
  Personality	Cults	
  102
  Index	
  117
  Cults of the Young Kingdoms
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  This book concerns the cults of the Young Kingdoms: mankind’s 
  largely futile attempt to codify and venerate the various powers of 
  the Multiverse in a bid to understand them, his own place in the 
  world and find a means to explaining the larger questions of life, 
  death and existence after death.
  Futile? Almost certainly. Whilst the Lords of Law, Chaos and the 
  Elements need and require veneration in order to sustain their 
  continued existence, they care little for most mortals. The gods 
  of the Young Kingdoms did not create man in their own image 
  and nor do they seek to offer hope in eternal life beyond the veil 
  of existence. At best the Lords of the Higher Planes are uncaring 
  and distant. At worst they are manipulative, selfish and concerned 
  only with how mortals can be used in the Eternal Struggle, as 
  already outlined in the  Elric of Melniboné Core Rulebook. Elric 
  himself explains it best:
  ‘Would that we’d never met, Shaarilla of the Dancing Mist. For 
  a while, you gave me hope – I had thought to be at last at peace 
  with myself. But, because of you. I am left more hopeless than 
  before. There is no salvation in this world – only malevolent 
  doom!’
  This book expands upon the material found in the Cults chapter of 
  the Elric of Melniboné Core Rulebook. Herein you will find more 
  information concerning the natures of the Lords of the Higher 
  Planes, new cults, new Gifts and Compulsions, new religious 
  approaches and new professions related to them. Essentially, this 
  book is for those Elric Games Masters and Adventurers who wish 
  to immerse themselves in the ways of Law, Chaos, Elements and 
  other supernatural forces abroad in the Young Kingdoms. It aims 
  to extrapolate material from the Elric saga, adding depth to the 
  intrigue that Michael Moorcock has created, allowing Games 
  Masters and Players to become greater exponents of the higher 
  powers as their Adventurers struggle to make sense of the world 
  around them.
  In the Elric of Melniboné Core Rulebook general approaches to 
  the higher powers are presented and cults dedicated to one or 
  more patron lords. Cults of the Young Kingdoms focuses squarely 
  on the latter: cults that venerate one or more specific gods or 
  higher powers that encourage established relationships and Pacts. 
  The benefits for mortals are clearly defined: access to knowledge, 
  influence and power mirroring that of the patron served. The 
  benefits for the god are more oblique. The Lords of the Higher 
  Powers require worship and veneration to perpetuate their own 
  existence to a large extent but they are not wholly reliant upon 
  it. However, separated from the physical realms by compromises 
  made in aeons past, they need mortal agents to enact their agendas 
  on their behalf and their agendas are rarely explained. Arioch 
  himself articulates this on several occasions to Elric:
  ‘It is impossible, sweetest of my slaves. There are other matters 
  afoot in the Realm of Chaos. Matters of enormous moment to 
  which I have already referred. I offer only my blessings.’
  But this negligence does not prevent humans and other races 
  from worship. It is a mortal need, it seems. Moreover it is a 
  mortal need to codify and ritualise such behaviour in the hope of 
  attaining greater insight and a closer relationship with the object 
  of veneration.
  This book, then, explains these codifications, these cults and offers 
  them as tools for those Elric of Melniboné players and Games 
  Masters who wish to see Pacts made with such beings.
  Notes	Concerning	
  the	Earlier	Edition
  This book is a considerable update of the earlier edition of Cults 
  of the Young Kingdoms. Subtle changes have been made to the 
  listed cults and each now has a myth associated with it.
  Some cults included in the earlier edition have not been included 
  in this edition simply due to reasons of space: these include the 
  Mereghn and the societies of Quarzhasaat. It is envisioned that 
  these will be covered in a separate supplement or in Signs & 
  Portents. If you have the earlier edition, the cults that appear 
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  there that do not appear here are by no means redundant and 
  can continue to be used, although a little conversion work may 
  be necessary to bring them into line with the cults in this volume.
  New	Cults	and	Canon
  Certain new cults have been included in this edition. The names 
  may not be instantly familiar but are referred to in the Elric saga 
  albeit obscurely. Students of the Eternal Champion saga will 
  also find references to the Corum saga here and there, where it 
  is appropriate to intersect those stories and myths with the Elric 
  cycle.
  Cult	Structure
  The structure of the cults found in these pages is based on the 
  structure described in the RuneQuest Core Rulebook and the 
  Cults chapter of the Elric of Melniboné Core Rulebook. It is as 
  follows:
  Name
  The name of the cult. This is often the same as the god venerated 
  but not always.
  Purpose and History
  What the cult seeks to attain and its history in the Young 
  Kingdoms.
  Myths
  At least one key myth held true by the cult, with its Mythic 
  Resonance and any behavioural lessons that the myth enforces.
  Beliefs
  What the cult believes and how it acts, both towards its own 
  members and the world in general.
  Worshippers
  The core worshippers of the cult.
  Membership Requirements
  Specific requirements for membership of the cult. An entry 
  of ‘Standard’ indicates that the standard cult membership 
  requirements, as described in the RuneQuest Core Rulebook, 
  apply.
  Benefits
  What benefits the cult offers to its members and how these apply 
  at different stages of membership.
  Gifts and Compulsions
  The Gifts and Compulsions specific to the cult. Both Gifts and 
  Compulsions are given more detail in the Benefits chapter.
  Cult Skills
  Skills held important for membership by the cult and which are 
  taught to its members.
  Cult Runes and Magic
  What Runes and Magic the cult has access to and teaches.
  Heroic Abilities Available
  The Heroic Abilities available to champions of the cult.
  Retribution
  What may happen to cult members who cede membership and 
  choose to ally themselves with another force.
  Politics and Relationships
  How the cult relates to other cults, including alliances and 
  enmities.
  About the Myths in Elric of Melniboné
  Every cult in this book has a myth associated with it. 
  Each is a subjective truth as the cult perceives it. Myths 
  are contradictory in many cases and competing myths are 
  often the source of cult tensions and enmities.
  In a world where the Lords of Law and Chaos shape entire 
  universes, each with a singular agenda, there can never 
  be an objective truth save for the ones mortals create for 
  themselves. Myths help shape and explain the current state 
  of being and, in many cases, their origins can be traced to 
  real events. In other cases they are no more than stories 
  created to explain and reinforce behaviour.
  Games Masters must decide whether or not a cult’s myth is 
  subjective and based on real events. Either way, the myths 
  are bound to the psyche of the worshippers meaning that 
  they can be experienced as DreamQuests with the right 
  magic. However, the nature of the DreamQuest might 
  be subtly or fundamentally different to the underlying 
  myth, depending on whether or not the Games Master has 
  decided on the nature of its subjectivity and core basis in 
  tangible history.
  
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  Benefits
  This chapter offers details on the myriad Gifts, 
  Compulsions, Heroic Abilities and other benefits 
  membership of a cult confers.
  What	Makes	a	
  Cultist?
  The cults are by no means widespread. The Young 
  Kingdoms’ towns and cities are not filled with temples, 
  churches or cathedrals dedicated to the Lords of the Higher 
  Powers; dutiful worshippers do not flock to ceremonies 
  and high holy days, following proscribed religious routines 
  or ecumenical doctrine. Most of the Young Kingdoms’ 
  populace is blissfully unaware of the Eternal Struggle, going 
  about their drab, daily lives ignorant of the higher powers 
  waging war above, around and, sometimes, through them.
  Cultists then, are the most ardent and enlightened. Something 
  within them has been awakened, turning them towards a 
  dedicated course of worship and service. Sometimes even 
  the word ‘worship’ is too strong, because many cultists never 
  utter so much as a prayer or offer anything approaching a 
  sacrifice (whether physical or spiritual), save the portion 
  of their own souls that are mortgaged in exchange for 
  temporal power. Cultists, whether they follow Law, Chaos, 
  the Elements or even a personality cult, such as Aubec or 
  Terhali, are pursuing a specific agenda from an informed 
  position. Following one of the Higher Powers is a matter of 
  choice more than culture.
  Any Adventurer deciding to join a cult is likely to make 
  this choice based on one, or a combination of, several factors:
  •	
  Cultural leanings. Pan Tangians are indoctrinated into the 
  worship of Chaos from an early age; Oinians and Yuites 
  are aware of the Dhoz ancestors constantly; the people 
  of Vilmir see the stagnancy of the Lawful church daily. 
  Cultural background certainly shapes the likely disposition 
  an individual has but does not necessarily guarantee it. There 
  will be Pan Tangians who observe Law or the Elementals; 
  Vilmirians who sense the power of Chaos and feel drawn to 
  it. Cultural leanings suggest the likely affiliation of a person 
  but it is not an absolute dictate.
  •	
  Demonstrations of power. All the higher powers are capable 
  of demonstrating their capabilities through supernatural 
  manifestations and displays of magic. Those who witness 
  
  5
  these demonstrations are more likely to be swayed into 
  worship than those who have not. Has your Adventurer 
  been exposed to the appearance of a Lord of Law or Chaos 
  at sometime in his past? Is this what has contributed to your 
  current affiliation?
  •	
  Desperate circumstances. The Young Kingdoms is a brutal 
  place and everyone suffers some form of distress or crisis 
  that appears to offer no hope or respite. Law and Chaos take 
  advantage of such events, either directly, but usually through 
  the timely presence of an existing cultist who explains and 
  demonstrates how their affiliation can offer that much 
  needed hope or redemption. This is how souls are snared and 
  captured. The demonstration of the powers of a cult, to those 
  who are in the most dire need of salvation, are often the most 
  forceful and persuasive methods of recruitment.
  If your Adventurer is going to join a cult before play begins, 
  spend some time considering what factors have contributed 
  to his decision. The three factors mentioned previously are 
  the most common reasons but others exist and some will be 
  specific to an event or circumstance. Joining a cult should not 
  be a light undertaking; it needs context and a driving event: 
  both are excellent contributors to defining your Adventurer’s 
  saga and development.
  Gifts	and	
  Compulsions
  Each cult has a certain set of Gifts and Compulsions associated 
  with its membership. These are the typical, most likely Gifts and 
  Compulsions offered and imposed by that cult but by no means 
  are they the only ones. If, as the Games Master, you feel a Gift or 
  Compulsion from a different cult fits a particular Adventurer or 
  set of circumstances, then by all means use it. The Lords of the 
  Higher Planes are fickle and devious, taking a perverse pleasure in 
  the things given to their mortal adherents.
  This section lists all the Gifts and Compulsions available through 
  the various cults. The table notes which cults are likely to offer 
  the Gift or Compulsion; if a cult’s initial (C for Chaos, L for Law, 
  A for Air, E for Earth, F for Fire, W for Water and so on) is not 
  listed, it indicates that the Gift or Compulsion is contrary to the 
  cult’s nature (a demon feature will never be offered as a Gift by a 
  Lawful cult, for example).
  Gifts
  All Gifts are bought with Dedicated POW. In general one point of 
  Dedicated POW buys one Gift, although it is possible to enhance 
  that Gift with a further purchase. The Cost entry of the Cult Gifts 
  table shows what the base and enhanced cost is for each Gift.
  Cult Gifts 
  Gift
  Effect
  Cults
  Cost
  Abstinence
  Exist without one requirement, for example air, food, 
  water, sleep.
  All
  1 POW
  Animal Familiar
  The recipient receives the companionship of a natural 
  animal (choose from the animals listed in either the 
  Creatures of Law and Chaos chapter, or agree a creature 
  from RuneQuest Monsters) with a SIZ in D6 no greater 
  than the POW spent on this Gift. The familiar obeys 
  simple commands but will not go against its nature. If a 
  further point of POW is invested, the creature can speak 
  with its master.
  A, E, C, L
  1 POW per D6 of SIZ; additional 1 
  POW for a talking creature.
  Automaton
  Gain a self powered automaton as a servant. 
  L
  1 POW per 20 Characteristic/Armour 
  Points invested in the automaton’s 
  assembly.
  Change Gender
  The Adventurer changes from male to female or vice-
  versa. All Characteristics and skills remain the same 
  but the voice and physical functions of the new sex are 
  gained.
  C, L
  1 POW to change gender once, 2 
  POW to change a second time, 3 
  POW to change a third and so forth.
  Chaotic Blessing
  Roll once on the demon features table.
  C
  1 POW for the first blessing, an 
  additional 2 POW for a second, 3 for 
  a third and so forth.
  Combat Acuity
  Increase Combat Actions by +1.
  All
  1 POW for the first, 2 POW for the 
  second and so forth.
  Divine Training
  Raise a cult skill to 100%.
  All
  1 POW the first skill, 2 POW for the 
  second, 3 for a third and so forth.
  Elemental
  Gain an elemental helper that may be called once per 
  adventure.
  All 
  (element 
  appropriate 
  to the cult)
  1 POW per metre of the elemental’s 
  size.
  
  6
  Endurance
  Endure any pain. Never needs to check Resilience to 
  prevent unconsciousness when wounded and immune to 
  torture.
  E, F, C, L
  1 POW.
  Enhanced Learning Results of Improvement Rolls are doubled (thus, a failed 
  Improvement roll means a skill advances by 2 points; 
  successful Improvements improves skill by x2 1D4+1.
  C, L
  1 POW for one Improvement Roll; 2 
  POW for a second, 3 POW for the a 
  third. Thus, an Adventurer who wants 
  3 enhanced Improvement Rolls must 
  spend 6 POW on this Gift.
  Eternal Life
  The recipient will not die of natural causes during the 
  lifetime of the Gift, although they are still vulnerable to 
  death through violence.
  C, L
  1 POW. 
  Fate
  The recipient is capable of appraising, with reasonable 
  accuracy, the likely fate of someone he meets. He does 
  not gain prophecy about the individual but gains a 
  general impression as to whether the individual will be 
  prosperous, lead a full life, die peacefully and so on.
  All
  1 POW.
  Healing
  The agent regenerates 1D3 Hit Points to a hit location 
  of the players choice each Combat Round, whilst he is 
  still alive. He need not be conscious for the regeneration 
  to work but if a wound is sufficient to kill him, the 
  regeneration ability will not restore him to life.
  C, L
  1 POW.
  Heroic Ability
  The Adventurer receives a Heroic Ability pertinent to 
  the cult.
  All
  1 POW.
  Horde
  May at a future point, when summoning a demonic or 
  elemental being, call forth an army of the same entities, 
  equal in number to the sorcerer’s remaining Magic 
  Points, per POW invested in the Gift.
  A, E, F, 
  W, C
  1 POW. One use. Once used, this 
  Gift can only be regained if the cultist 
  qualifies for a further Gift and if he 
  has dedicated POW remaining. It 
  costs 1 additional POW each time the 
  Gift is taken again.
  Increased Damage 
  Modifier
  Increased Damage Modifier. The agent’s Damage 
  Modifier is recalculated, based on the sum of STR, SIZ 
  and POW.
  All
  1 POW.
  Increased Health
  Increased Health. The Adventurer’s Hit Points are 
  recalculated, based on the sum of CON, SIZ and POW.
  All
  1 POW.
  Increased Reactions The Adventurer adds his critical score in a weapon to his 
  Strike Rank (for example, an Adventurer with a weapon 
  skill of 60% would add +6 to his Strike Rank).
  All
  1 POW.
  Innate Luck 
  When rolling for any Skill Test, the Adventurer can 
  choose which way to read the D100 result. For example, 
  a roll of 90 could be read as 09. Note: if double digits, 
  such as 00, 11, 22 and so forth, are rolled, the result 
  cannot be reinterpreted.
  All
  1 POW.
  Invulnerability 
  Adventurer is invulnerable to damage from one, 
  specified, sorcerously created or summoned creature.
  A, E, F, L, 
  W
  1 POW for the first named creature, 
  2 POW for the second, 3 for the third 
  and so forth.
  Magical Recovery
  Magic Points regenerated at twice usual rate.
  C
  1 POW.
  Multiversal Polyglot Understand any language spoken to you. You cannot, 
  however, read or write the language and your replies 
  are always in your own language but translated into the 
  second tongue.
  C, L
  1 POW.
  Gift
  Effect
  Cults
  Cost
  
  7
  Perfection
  Raise a Characteristic by 1d6 (any POW gained is 
  automatically forfeit to that deity), up to the human 
  maximum, including SIZ.
  L
  Costs 1 POW the first time, 2 the 
  second and so on.
  Physical Recovery
  Hit Points healed at twice usual rate.
  L
  1 POW.
  Return Loved One
  A loved one is brought back from death. Their POW 
  automatically belongs to the god and the resurrected 
  person serves the patron’s agenda completely.
  C
  1 POW the first time, 2 the second 
  and so forth. The cost increases even if 
  used on different loved ones.
  Rune
  Gain use of one rune as taught by the cult at its base 
  percentage.
  All
  1 POW.
  Rune Mastery
  The cost to invoke a specific Rune is always 1MP, 
  although the size of the effect is still limited by how 
  many MPs they have remaining.
  All
  1 POW.
  Sanctuary
  The deity provides the recipient with a magical structure 
  or plane as a residence. 1 POW buys a villa or manse; 
  2 POW buys a castle; 3 POW a city and so forth. The 
  property always belongs to the deity and can be removed 
  at any time if the deity so chooses. The residence may 
  have further powers as desired.
  C, L
  Initial cost is variable.
  1 POW for Hidden (residence itself 
  cannot be perceived); 1 POW for 
  Movement (flying, rolling, crawling 
  and so on); 1 POW for Shifting 
  (interdimensionally); 1 POW for 
  Isolation (residents cannot be located 
  magically); 1 POW for Impregnability 
  (access cannot be forced, save at the 
  deity level), 1 POW for Peacefulness 
  (residents suffer no violence or 
  insanity).
  Second Life
  Return from the dead once (all POW sacrificed to other 
  entities and their Gifts are lost).
  C
  1 POW the first time, 2 the second 
  and so forth.
  Sense Enemies. 
  Sixth Sense. The Adventurer is immediately aware of the 
  enemies of the cult and those who would directly harm him.
  All
  1 POW.
  Sense Million 
  Spheres
  Aware of weaknesses in the fabric of reality. Can 
  spot gates and portals to other planes on a successful 
  Perception test.
  C, L
  1 POW.
  Slave
  Gain a demonic servant (available to the cult), which 
  may be summoned for one task per adventure.
  C
  1 POW per Magic Point required to 
  summon such a demon.
  Summon
  Some cults have a specific creature from the Creatures 
  chapter that can be summoned. This Gift allows 
  one creature of the particular type mentioned to be 
  summoned. No summoning roll is necessary but the 
  Command skill is still used to direct the creature’s 
  actions.
  B, C, L
  1 POW for the first summoning,
  2 POW for the second and so forth.
  Tireless
  Never suffer the effects of fatigue.
  All
  1 POW.
  Ward 
  Gain total invulnerability to one form of harm. Each 
  time this Gift is taken a new form of harm is selected 
  (for example: swords, spears, arrows, fire, poison, a 
  specific rune and so forth).
  C, L
  1 POW the first time, 2 the second, 3 
  the third and so forth.
  Weapon of the 
  Faith
  The Adventurer is Gifted a weapon that adds the POW 
  invested in the Pact to its Damage. Thus, an Adventurer 
  who has dedicated 6 POW to his patron gains +6 
  damage. If the weapon is broken or lost, then so is the 
  Gift.
  All
  1 POW for every 2 points dedicated to 
  the Pact. (Thus, if an Adventurer has 6 
  POW dedicated and wants to achieve 
  the full bonus of +6 damage, it costs 3 
  POW to obtain this Gift).
  Witch Sight
  Develop Witch Sight ability (see page 54 of the Elric of 
  Melniboné Core Rulebook).
  C
  1 POW.
  Youth
  Return to a young body, reversing all aging effects.
  C, L
  1 POW.
  Gift
  Effect
  Cults
  Cost
  
  8
  Compulsions
  For every Gift there is a Compulsion. Accepting a Gift from a 
  Cult means that a Compulsion comes with it; and, sometimes, 
  a Compulsion is mandatory even without the benefit of a Gift. 
  Compulsions are always tailored to reflect the nature of the cult, 
  or its patron, in some way. The cult descriptions provide such 
  specific examples and those that follow have been made slightly 
  more generic for reference.
  Compulsions, unlike Gifts, quite often do not have specific 
  game mechanics dictating how they work. This is deliberate; 
  Compulsions are often based on perception and motivation that 
  require role-playing, not mechanics, to implement. An Adventurer 
  might not be aware of the depth of a particular affliction, for 
  example, or a Compulsion might skew his ideals.
  Games Masters should always be aware of the Compulsions that 
  Adventurers carry and use judgement to remind them when 
  a Compulsion may dictate the way they act, feel or respond in 
  a given situation. Penalties to skills are always a useful way of 
  applying game mechanics to a Compulsion’s manifestation and 
  the depth of the Pact is always a guide to how deeply a progressive 
  Compulsion affects skills. 
  Therefore, as a general rule a Compulsion, if used in this way, 
  penalises an appropriate skill by –10% for every 20% of a Pact 
  (round to the nearest). For example, an Adventurer who Hates 
  Pan Tang and has a Pact of 60% can expect skills such as Courtesy 
  and Influence to be subject to a –30% penalty whenever the 
  Adventurer has to deal with Pan Tangians or those allied to them. 
  Again, use judgement to modify the penalty if the circumstances 
  warrant it; our Pan Tang Hater might suffer only a –15% penalty 
  when dealing with Dharijorians, for example; or  –60% when 
  being forced to deal with his Pan Tangian arch-enemy.
  Compulsions
  Compulsion
  Effect
  Cults
  Absolute Mercy
  May not kill any enemy, no matter how hated.
  A, L
  Acute Depression
  Become increasingly morose. As the Pact skill increases, behaviour becomes more depressive 
  until it reaches the suicidal at the 95% level or greater.
  C, L
  Acute Hydrophobia
  Develop fear of water (cannot approach large bodies of water; must make a Persistence test to 
  avoid fleeing in fear or being rooted to the spot in terror).
  E
  Acute Insomnia
  Unable to sleep for fear of never waking. Become gaunt-eyed, cadaverously thin and intensely 
  paranoid of even one’s closest associates.
  C, L
  Agoraphobia
  Develop Agoraphobia. Cannot abide wide-open spaces where Lassa’s spies can watch.
  C, E, F, L
  Armour Reduction
  Never wear footwear or armour on the limbs.
  E, C, L
  Armour Rejection
  Cannot wear armour of any kind; must always wear loose-fitting clothes or robes.
  A, L
  Asphyxiation
  Foes must be killed by asphyxiation so they do not steal any more of Lassa’s precious air. They 
  may be brought to the point of death by other means.
  A
  Attention Deficit
  Unable to concentrate for long periods. Tasks requiring periods of concentration take twice as 
  long to complete.
  A, C
  Avian Veneration
  Never eat the flesh of any bird or winged creature.
  A
  Black Widow
  Develop the need to kill any male lover. Requires Persistence test to control the desire. Subtract 
  the Pact percentage from the Persistence skill before the test is made.
  (Females 
  Only) C
  Blood Sacrifice
  Blood sacrifice to Chaos Lord every week.
  C
  Bone Collector
  Collect, and constantly count, the bones of dead things. Wear prized bones around the body.
  C
  Brine Addiction
  Desire to consume gallons of water at a time to slake an unquenchable thirst. +1 SIZ, –1 CON 
  for every 20 points of the Pact skill.
  C, W
  Burial
  Bury all foes alive, in sacrifice to Grome.
  E
  Carnal Murderer
  Overwhelming desire to kill the person one has just enjoyed carnal relations with. Requires 
  Persistence test to control the desire. Subtract the Pact percentage from the Persistence skill 
  before the test is made.
  C
  Challenge Chaos
  Become broodingly obsessed with carving new lands from Chaos, just as Aubec did.
  L
  Chaos Phobia
  Become increasingly paranoid about the influence of Chaos, seeing it everywhere; in secret 
  symbols, the way people talk; the things they do.
  L
  Chaotic Disdain
  Develop an increasing disdain for the known Lords of Chaos, save your own patron.
  C
  Chaste
  Undertake a vow of chastity.
  A, L
  Chivalrous
  Refuse to act in any way that contradicts the laws of chivalry.
  L
  
  9
  Chromophobia
  Aversion to a particular colour in all its forms. Cannot wear that colour or stand to be in the 
  company of any who does so.
  C, L
  Claustrophobia
  Develop claustrophobia. Cannot enter any space of less than three times SIZ willingly; stricken 
  with panic if forced into such a space.
  A, L, W
  Close Combat 
  Pacificism
  Never enter into hand-to-hand combat.
  A, F, L
  Collector
  Collect and catalogue obscure objects constantly.
  L
  Colour Obsessed
  Wear nothing but a specific colour or hue. The skin must be dyed completely to a shade of that 
  colour. Lose 1D4 CHA.
  C, L
  Compulsive 
  Swimmer
  Unable to cross any stream or river via a bridge, must always wade or swim. Must swim or be 
  immersed in water at least once a day.
  W
  Corpse-Like
  Skin becomes cadaverously pale and suffers rapid weight-loss. Lose 1D4 CHA and 1D4 SIZ. 
  C, L
  Curse of Maluk
  Must put-out one eye (–1 DEX, –1 CHA).
  C
  Deck-Bound
  Hatred of land. One cannot abide the solidity of the ground for any length of time and must 
  return to the list and sway of the deck to gain comfort.
  C
  Dedicated Lover
  Fall hopelessly in love with one particular individual. Pledge heart and soul to serve her.
  All
  Demonic Fervour
  You know that it is your destiny to become one of Chaos’s half-breed demonic courtiers.
  C
  Dread
  Visions of terrible carnage that disturb the sleep and leave the dreamer feeling worthless and 
  drained.
  All
  Drowning
  Drown all foes in sacrifice to Straasha.
  W
  Empire Builder
  Become obsessed with challenging an empire and replacing it with a regime that embodies your 
  cult’s qualities.
  C, L
  Eternal Flame
  Donation of 1D4 points of permanent POW to sustain Kakatal’s eternal flame; driven partially 
  insane as a result.
  F
  Expose Skull
  Expose a section of own skull (–1HP to Head Hit Location).
  C
  Fear of Death
  Increasing fear of death. As the Pact skill increases the fear of death grows stronger until the 
  individual is unable to act for fear of accident, murder or assassination.
  C
  Flaying
  Flay or singe the skin from the body, leaving the flesh raw, –1HP to all locations.
  C, F
  Forbidden 
  Knowledge
  Increasing knowledge of Chaos or Law leads to insanity. Become increasingly more insane for 
  every 20 points in the Pact.
  C, L
  Forgetful
  Lose short-term memory (–1 INT).
  C
  Forgo Shield
  Never use a shield.
  C, L
  Gluttony
  Cannot stop eating or drinking. Becoming corpulently fat. +1 SIZ and –1 CON for every 20 
  points in Pact skill.
  C
  Hate Arioch
  Hatred of Arioch. He has abandoned both Melniboné and the world. Those who venerate him 
  must be killed.
  C, L
  Hate Armour
  Never wear armour.
  All
  Hate Pan Tang
  Hatred of Pan Tang. This upstart nation must be prevented from realising its own ambitions at 
  all costs.
  All
  Healing
  Must always offer healing to those who need it – even enemies.
  A, L
  Human Sacrifice
  Human sacrifice to Chaos Lord every week.
  C
  Hydrophobic
  Must never come into contact with water, save for drinking.
  E
  Hyperactive
  Unable to remain still, save when asleep. Must make a successful Resilience test (reduced by the 
  percentage of the Pact) whenever forced to remain motionless.
  C, A
  Immolation
  Burn all foes in sacrifice to Kakatal.
  F
  Insect Phobia
  Irrational fear of rodents, spiders and insects, believing them to be the spies of the male Lords 
  of Chaos (which, of course, they may be).
  C, L
  Insomnia
  Sleep is almost impossible; fatigue constantly builds. 
  All
  Jealousy
  Uncontrollable, irrational obsession over some trivial matter: a jealousy over a lover, or the 
  tendency to find a slight where none occurred.
  All
  Kleptomania
  Become compelled to steal – magical and sorcerous items, naturally but also mundane things 
  that could very easily be bought.
  C, L
  Compulsion
  Effect
  Cults
  
  10
  Knowledge Eater
  Overwhelming desire to consume brains, intent on the belief that the knowledge they contain 
  can be absorbed.
  C
  Law Triumphant
  Never surrender to Chaos but always accept the surrender of an unarmed opponent.
  L
  Lawyer
  Quote laws and doctrines at people ad-nauseum. Constantly correct the use of grammar, 
  pronunciation and so forth.
  L
  Lust for a Goddess
  Lust for a goddess. Her sensuous beauty torments your every waking and sleeping moment. It 
  is your destiny to become one of her lovers, regardless of your current gender.
  A, C, L
  Man Hater
  Compelled to betray the plans and schemes of every man one encounters. Requires Persistence 
  test to control the desire. Subtract the Pact percentage from the Persistence skill before the test 
  is made.
  (Females 
  Only) C, L
  Mechanical Fetish
  Develop an unhealthy fascination with machinery, regardless of its origin. Doubly fascinated by 
  implements of torture.
  C, L
  Melnibonéan Traits
  Become as arrogant as any Melnibonéan, developing complete disdain for ‘mere’ humans. 
  Develop Melnibonéan eccentricities, quirks and mannerisms.
  C
  Merciful
  Show mercy to any defeated enemy, no matter what their crime, status of degree of enmity 
  towards you.
  A, E, F, L, 
  W
  Merciless
  Never surrender or accept the surrender of any foe.
  C, L
  Murder Kin
  Develop the overwhelming desire to slay loved ones.
  C
  Need to Kill
  Kill once per week. Failure to do so results in the loss of one point of POW.
  C
  Never Ending 
  Search
  Obsessed with finding the ultimate location for something lost to your cult.
  All
  Nightmares
  Experience terrifying dreams and sleepless nights. Awake suffering from one level of fatigue.
  All
  Obsessive 
  Compulsive
  Develop Obsessive Compulsive Disorder. Must check everything several times. Must complete 
  simple, everyday tasks in a set order. Eat the same foods in the same places at the same times.
  L
  Paranoia
  Become increasingly paranoid. Friends and colleagues are inferior beings jealous of your 
  impending god-hood. As your Pact skill grows, so does your paranoia, eventually becoming 
  murderous.
  All
  Pattern Obsessed
  Becomes obsessed with the shapes and geometries of things, seeking to study and understand 
  every nuance and every angle.
  L
  Pedantic
  Obsessed with detail. Study every word and every letter without fail. Tasks involving study and 
  concentration take twice as long to accomplish.
  L
  Perfectionist
  Develop an uncontrollable anger and violent temper if things are not done perfectly – and they 
  never are. No one can meet the cultist’s impossibly high standards.
  L
  Phobia
  Develop an irrational fear of three separate things: the dark, the cold, spiders, rats and so forth.
  C, L
  Piscine Diet
  Eat only fish.
  W, L
  Piscine Sight
  Develop fish eyes, –3 CHA, perfect underwater vision.
  C, W
  Piscine 
  Transformation
  Develop gills and vestigial fins, accompanied everywhere by the dreadful smell of rotting fish.
  C, W
  Piscophobic
  Never eat fish or other creature of the water.
  E
  Pyaray’s Call
  Growing compulsion to join with the undead fleet. As the Pact skill rises, so the calling of 
  Pyaray becomes ever stronger until, at 100%, it becomes irresistible and the individual throws 
  himself into watery oblivion.
  C
  Pyaray’s Curse
  Sleep is disturbed by the moaning of the souls drifting down to Pyaray, calling for mercy and 
  screaming as they are chained to the oars of the undead galleys. The sounds stay within the 
  mind long after sleep has passed.
  C
  Pyarayic Phobia
  Fear of Chaos and Pyaray’s undead fleet.
  W
  Pyromania
  Become obsessed with starting fires, opposed all those who try to extinguish them.
  F
  Pyrophobia
  Fear of fire and naked flames. Unable to bear being close to controlled sources of fire; terrified 
  to the point of fleeing any uncontrolled sources of fire.
  A, C, L
  Rancid
  Develop foul body odour or unsightly sores and buboes (–1 CHA).
  C, L, E
  Rapist
  Overwhelming desire to commit rape on either sex. Requires Persistence test to control the 
  desire. Subtract the Pact percentage from the Persistence skill before the test is made.
  C
  Compulsion
  Effect
  Cults
  
  11
  Resurrection
  Morbid fascination with bringing the dead back to life to question them on Chardros or 
  Hionhurn’s plans. Spends hours with corpses trying to revive them. As Pact skill increases, 
  develop physical affection for one particular corpse.
  C
  Retributional
  Notice every transgression of every law no matter how small or inconsequential. Seek the 
  maximum punishment possible in every instance and develop an ongoing grudge against these 
  law-breakers.
  L
  Ritual Scarring
  Sacrifice one point of CHA (through ritual scarring).
  All
  Sadism
  Can only be happy when inflicting physical pain on innocents. Revel and delight in their 
  screams. But these screams haunt the dreams leading to development of fear of those tortured 
  waiting in hell to inflict the same fate.
  C
  Scorching
  Skin becomes cracked and broken, as though scorched, –1 CHA.
  F
  Sea-Drawn
  Craves the seas or rivers. If confined to land for more than a few days, becomes panicked and 
  sullen.
  W
  Secretive
  Become intensely secretive and jealous of information gained. Takes unusual and risky 
  measures to protect even the most trivial knowledge.
  C, L
  Self Harmer
  Obsession with self-harm. Arms and legs constantly cut and sliced, hair pulled out at the roots, 
  teeth self-extracted and so forth.
  C
  Self Mutilation
  Driven to self-mutilation on a daily basis. Lose one CHA for every 10% of the Pact skill. 
  Mutilations become more bizarre and extreme.
  C, L
  Self-Pitying
  Destined to sorrow. Nothing brings comfort or pleasure. All dreams are nightmares, all 
  experiences fleeting and unfulfilling. Life is futile. Retirement to the realm of the patron is the 
  only solace.
  C, L
  Servant of Myshella
  Become obsessed with becoming a Hero of Myshella, placing yourself completely at her service. L
  Sex Obsession
  Unable to derive self-sexual gratification under any circumstances. Become enraged and over-
  more obsessed with sex and self-gratification as a result.
  C
  Silence of Maluk
  Must stitch-shut the mouth (–1 CHA). Must communicate through half-audible mumbles, the 
  written word and sign language.
  C
  Single Tongue
  Refuse to speak in any language other than Low Speech, High Speech or Mong (which has no 
  written form).
  C
  Skyclad
  Never wear clothing – save for a loincloth to protect modesty.
  E
  Stalwart
  Never dodge a blow.
  C, L
  Straasha’s Suffering
  Weeps almost constantly at the injustices Grome and Pyaray have heaped on Straasha by 
  cutting-off lakes from the sea and haunting the depths of the oceans.
  W
  Sword Rule 
  Paranoia
  The world is set to become a dominion of the male Sword Rulers. All adherents to the Sword 
  Rulers must be destroyed.
  L, some C
  Target
  Become a known and visible target to those who serve your enemies.
  All
  Tedious
  Become an oppressive bore on one particular subject, imparting all knowledge about it in long, 
  rambling, tedious eulogies.
  L
  Terraphobia
  Develop a fear of dirt and the soil. Must bathe or wash regularly (every few hours).
  W, L
  Tic
  Develop a nervous tic, mannerism or speech impediment.
  All
  Tovik’s Armour
  Wear only leather armour, as Tovik himself wore.
  L
  Unclean
  Fear clean water.
  C, E
  Unkillable
  Develop the overwhelming belief that one is invulnerable to mortal weapons.
  C, L
  Urban Vengeance
  Gain an increasing desire to visit a certain city and destroy it. Imrryr, say, or Tanelorn.
  C, L
  Vegetarian
  Eat only vegetables.
  E, L
  Vigil
  Undergo a regular vigil of 3 days and 3 nights.
  L
  Violent Temper
  Develop a vile, argumentative and violent temper threatening to destabilise all attempts to 
  remain calm.
  C, L
  Water Consumer
  Drink only water.
  W
  Waterlogged
  Skin becomes bloated, blotched and translucent, as though submerged in brine for months. –2 
  CHA.
  C
  Whisperer’s Beard
  Tentacles form in place of a beard, –3 CHA.
  C, W
  Compulsion
  Effect
  Cults
  
  12
  Heroic	Abilities
  Cults create champions: those who serve the cause and become 
  favoured vassals of their patron Lord. Elric is Arioch’s earthly 
  champion, for example, and Gaynor the Damned is the champion 
  of many different lords.
  Adventurers in Elric of Melniboné can become champions 
  through progress within a cult and, as heroes of that cult, may gain 
  Heroic Abilities either as a benefit of their position or through 
  specific quests or DreamQuests.
  The Heroic Abilities detailed in the RuneQuest Core Rulebook 
  are available and this section defines several more.
  Advantage of Numbers
  Requirements: DEX 15 or higher, Combat Style or Evade 70% 
  or higher.
  Hero Points: 5.
  Duration: A number of Combat Rounds equal to DEX.
  The Adventurer is adept at fighting large groups of enemies at 
  once, using the press of foes to his advantage. Enemies fight 
  themselves, getting in each other’s way and blocking their own 
  attacks as the Adventurer nimbly dances through the carnage. 
  For the duration of the ability’s effect, he gains an extra Combat 
  Action each round that can only be spent on parrying and evading 
  attacks. This extra Combat Action cannot be used to avoid attacks 
  from the first foe to attack the Adventurer in a round.
  Animal Ally
  Requirements: POW 15 or higher, Lore (Regional) or Survival 
  70%.
  Hero Points: 5.
  Duration: Permanent.
  The Adventurer has won the loyalty of an animal ally of some 
  sort. Common animal allies include dogs, horses, crows and 
  wolves. This animal is drawn to the Adventurer and will help him 
  to the best of its ability. It might attack foes, carry a message, 
  warn him of an ambush or track down lost allies. The animal is 
  not necessarily trained in any way and may not always obey the 
  Adventurer, nor is the animal obviously supernatural in any way. 
  If the animal is attacked or mistreated, it may flee. By spending 
  a Magic Point, the Adventurer can summon the animal ally at a 
  distance (it knows its friend is in need). Magic Points can also be 
  spent to protect the animal (each Magic Point spent reduces the 
  damage suffered by the animal by one point).
  Commanding Voice
  Requirements: CHA 15+, Influence 70% or higher.
  Hero Points: 5.
  Duration: 1 round.
  The Adventurer’s voice has the ring of command and lesser men 
  leap to attention when he speaks. The Adventurer gains a +40% 
  bonus to Influence attempts when trying to take charge in a 
  crisis or when ordering subordinates around (not necessarily his 
  subordinates but anyone used to being part of a hierarchy).
  Devilish Charm
  Requirements: CHA 15 or higher, Influence 70% or higher.
  Hero Points: 5.
  Duration: 1 round.
  The Adventurer has a roguish charm and daring that is irresistible 
  and puts others off their guard. He may use the Influence skill 
  even on his worst enemies – for example, trying to Influence 
  someone just after trying to kill them, by spinning some specious 
  and elaborate argument masking the true facts. 
  Dream Theft Immunity
  Requirements: POW 15 or Higher. Persistence 70% or higher.
  Hero Points: 5.
  Duration: Permanent.
  The Adventurer is immune to dream theft of any type and is also 
  immune to the attacks of Dream Demons.
  Eidetic Memory
  Requirements: INT 15+, Persistence 70% or higher.
  Hero Points: 5.
  Duration: 1 round.
  By spending a Magic Point, the Adventurer can recall perfectly 
  anything he has ever seen, even if he only glimpsed it for a 
  moment. More Magic Points are needed to recall especially subtle 
  details. Just being able to perfectly recall an event does not mean 
  the Adventurer automatically knows everything about it – he may 
  have failed to spot some clue, or it may have been too dark to read 
  all of a page of text, even if the Adventurer saw some of it. The 
  GM has final authority over all uses of eidetic memory.
  Forgettable
  Requirements: CHA 15+, Stealth 50% or higher, Disguise 50% 
  or higher.
  Hero Points: 5.
  Duration: 1 round.
  You have a knack for blending into the crowd, so much so that 
  others overlook you and forget you. Anyone who meets you must 
  make a successful Insight test to remember anything more than 
  the most basic details (‘I think he was… average, really’). You 
  may also vanish into a crowd as long as your appearance vaguely 
  matches that of the people around you – you cannot hide in a 
  crowd if you are the only one wearing plate armour, for example.
  
  13
  Madness of Purpose
  Requirements: POW 15 or higher. Insight 70% or higher.
  Hero Points: 5.
  Duration: Once per day.
  The Adventurer’s utter disregard for the worth of all things, 
  including his life and the lives of others, allows him to risk his life 
  in an insane fashion if it furthers his goals. The Adventurer may 
  succeed automatically at one Resilience or Persistence check per 
  day, with the exception of checks made to resist sorcery.
  Master of Own Fate
  Requirements: CHA 15 or higher. Insight 70% or higher.
  Hero Points: 5.
  Duration: Once Per Day.
  You have been handed your own fate. It is yours to determine. 
  You cannot be manipulated by any god although the god that may 
  have granted you this gift cannot be denied a service if he or she 
  requests it of you. For you, nothing is predetermined; your doom 
  is your own.
  Once per day you may select the outcome of any skill used either 
  by you or someone else. You determine if that skill is a critical 
  success, success, failure or fumble. If you do not use this ability in 
  one day, it is lost: one cannot stock-pile uses for later use.
  Player of the Great Game
  Requirements: CHA 15 or higher. Influence, Lore (Arioch) or 
  Lore (Chaos) 70%.
  Hero Points: 8.
  Duration: Permanent.
  Arioch has shared with you the secrets of the Eternal Struggle 
  and you are now one of the privileged few to understand the 
  complexities of the Multiverse and how Chaos and Law constantly 
  battle for supremacy. This knowledge courses through you as an 
  almost tangible aura, marking you out as special. You gain a bonus 
  of +20% to the following skills:
  •	
  Lore (Million Spheres)
  •	
  Oratory
  •	
  Perception
  •	
  Seduction
  Rune Immunity
  Requirements: Magic Points 15 or higher. Persistence 70% or 
  higher.
  Hero Points: 5.
  Duration: 1 Round.
  The Adventurer is naturally resistant to the effects of one Rune 
  used against him. The Rune must be specified, hence there are 
  many variations of this ability. Usually a hero with this ability will 
  choose a Rune associated with his cult.
  Scientific Genius
  Requirements: INT 15 or higher, Mechanisms 50% or higher, 
  Engineering 50% or higher and Rune of Law 50% or higher.
  Hero Points: 3.
  Duration: Special.
  The Adventurer’s research into the arts of Arkyn has allowed him 
  to understand the basic principles behind mechanical science. The 
  Adventurer can build automata in half the usual time, although 
  the Magic Point cost to power it is still the same.
  Sense Supernatural
  Requirements: POW 15 or higher, Perception 70% or higher.
  Hero Points: 3.
  Duration: A number of rounds equal to the Adventurer’s POW.
  The Adventurer can sense the presence of the supernatural. He 
  cannot discern its location and this ability does not allow him 
  to infallibly tell who the evildoer is but for the duration of this 
  ability, the Adventurer can smell evil. He may use his Perception 
  score instead of Insight when trying to determine if someone is 
  trustworthy and he can detect the presence of supernatural effects 
  or creatures, even invisible ones.
  
  14
  Soul Sever 
  Requirements: POW dedicated to Pact must be 8 or higher; 
  Weapon Skill 90% or higher.
  Hero Points: 10.
  Duration: Once per Day.
  Your weapons strike for minimal damage against Hit Points. 
  However, normal rolled damage is applied to the opponent’s 
  Magic Points. When these fall to –2 or below, the victim’s 
  soul is severed from the body and sent directly to the Hells 
  of your Patron
  If the body of the victim is still relatively uninjured, it continues 
  to function, zombie-like, stumbling around aimlessly, moaning, 
  shrieking and flailing, until it starves to death. The soul-less body 
  cannot be commanded or manipulated by you.
  Spirit Sight
  Requirements: POW 15 or higher, Perception 90% or higher, 
  Scent Evil.
  Hero Points: 5.
  Duration: 1 round.
  The Adventurer is so attuned to the supernatural that they 
  can project their senses onto the spirit plane. The Adventurer 
  can see, and may even be able to communicate with, spirits 
  within a range of metres equal to the Adventurer’s POW. 
  This ability functions much like the Spirit Walking skill but 
  is limited to the Acolyte level actions (see RuneQuest Core 
  Rulebook, Page 46). An Adventurer who possesses both Spirit 
  Sight and the Spirit Walking skill gains a +20% bonus to his 
  Spirit Walking rolls.
  The Adventurer can also see where a soul has been hidden or 
  currently resides.
  Steely Glare
  Requirements: CHA 15 or higher, Influence, Brawn or Insight 
  70% or higher.
  Hero Points: 5.
  Duration: 1 round.
  The Adventurer can intimidate his opponent with a savage glare. 
  Using Steely Glare is a free action. The opponent must make an 
  opposed Persistence test against the Adventurer’s Influence; if he 
  fails, he suffers a –25% penalty to his attack rolls this round.
  Sudden Strike
  Requirements: DEX 15 or higher, any one melee Combat Style 
  90%.
  Hero Points: 10.
  Duration: 1 round.
  The Adventurer explodes into action, attacking many foes at 
  once. The Adventurer gets three extra Combat Actions, which can 
  only be used for attacks. No foe may be attacked more than once 
  with these bonus Combat Actions. The Adventurer also gains a +5 
  bonus to Strike Rank for this round only. Sudden Strike may only 
  be activated in the first round of a combat.
  Zeal
  Requirements: CON 15 or higher, Resilience 90% or higher.
  Hero Points: 5.
  Duration: 1 Round.
  You may ignore the effects of Serious or Major Wounds for the 
  round; you do not need to drop weapons if your arm is incapacitated, 
  your movement is not hindered by your maimed leg and you do 
  not need to make Resilience tests to stay conscious if your chest, 
  head or abdomen are wounded. The benefits of this Preternatural 
  Gift only last for one turn; you will have to spend another Magic 
  Point next round to keep fighting without penalties.
  
  15
  c
  h
  a
  p
  t
  e
  r
  t
  w
  o
  Cults of Chaos
  ;
  A war rages throughout the Multiverse and the forces of Chaos 
  seek to perpetuate the struggle – not to win it. The cults of 
  Chaos fight a steady battle of attrition against the forces of order, 
  employing malice and subtlety to erode Law’s grasp on the Young 
  Kingdoms. Before Pan Tang brings its own, unruly anarchy 
  into the frame, ultimately signalling the world’s doom, Chaos is 
  content to work at a steady pace, gnawing at Law’s power like a 
  dog patiently worrying an ancient, unremitting, bone.
  Chaos is not represented by grand temples and churches in the 
  Young Kingdoms. Only two exceptions exist: the shrines to a 
  variety of Chaos Lords in Imrryr and Hwamgaarl; elsewhere, 
  Chaos is content with small, discreet shrines or none at all. Its 
  adherents meet in secretive, out of the way places, conferring 
  over a hastily scratched symbol of Chaos – eight arrows radiating 
  from a central hub – or some other totem or relic of their cult. 
  Worship and veneration is private and unostentatious. Agendas 
  are hushed and discussed in oblique tones. Ceremonies and rituals 
  are intense but not necessarily elaborate. Creativity and freedom 
  from restraint are valued far more than the trappings of ritual 
  and doctrine. Chaos has certain rules, guidelines, but the personal 
  dedication to the cause is of far greater importance than robes, 
  incense, idols and grovelling prayers.
  Chaos is as much an ideal and a philosophy as it is a faith or 
  religion. It perpetuates because ideas and philosophies constantly 
  change and evolve. Rituals and accoutrements, such as temples, 
  fixed shrines and monolithic relics, are immovable and stagnate. 
  In time, such symbols rot or crumble. Ideas, on the other hand, 
  change and are transferred.
  As does Chaos.
  The	War	of	Chaos
  In the Young Kingdoms, certain Lords of Chaos are well 
  known: Arioch, Chardhros, Mabelode, Xiombarg and so on. 
  But Melniboné, Chaos’s strongest and oldest mortal ally, knows 
  of several others whose names have been largely forgotten. The 
  reason for the ascendancy of one set of Chaos Lords over another is 
  due to, Melnibonéan scholars believe, a war in hell, fought before 
  the compromise forged at R’lin K’ren A’a, which established the 
  rules of the Cosmic Struggle.
  Seven Lords of Chaos met their doom in this civil war: Aesma, 
  Alastor, Haborym, Marthrim, Nizilf’km, Saebos and Verdelet. 
  These, myths and DreamQuests tell, were the progenitors of 
  Arioch and his brethren. They were forgers of universes and 
  commanders of vast power. They represented the unchainable 
  spirit of Chaos and could not be forced to enter into rules 
  concerning the supremacy of the Multiverse. They sought total 
  control. But some, like Slortar and Arioch, knew that, without 
  Law, without a continual fight, neither Law nor Chaos could 
  perpetuate. These elder Lords of Chaos would doom the entire 
  cause of Chaos. They were confronted. War resulted. Arioch, 
  the Sword Rulers and the other, now familiar Lords of Chaos 
  prevailed and the likes of Aesma and Marthrim were deposed, 
  although not killed. Their names were largely forgotten and their 
  veneration confined to a few mad sorcerers of the Dragon Isle who 
  sought-out their secrets and embraced the collective insanity of 
  these deposed gods.
  The cults of these gods are included in this chapter. They have 
  little representation in the Elric saga, save as names Elric calls 
  upon when battling the Mist Giant, Bellbane, but their very 
  
  16
  names imply an existence, even one that is forgotten. These Elder 
  Lords of Chaos can thus form part of the cult canon available to 
  those Adventurers who choose to serve Chaos. And, who knows: 
  as the forces of Law and Chaos prepare for their final battle, these 
  Elder Lords may be preparing their own agents and battle-lines to 
  stand with (or even oppose) the accepted Lords of Chaos as they 
  wage war for the fate of the Multiverse.
  Temples,	Shrines	
  and	Other	
  Accoutrements
  It is possible to wander the streets of most major cities of the 
  Young Kingdoms and be completely oblivious to the influence of 
  Chaos. There will be no insanely designed, demon-raised temples; 
  no hideous statues or idols. In cities such as Ilmar, Raschil or 
  Andlermain, where Chaos most certainly enjoys representation, 
  there is barely any evidence of its presence. Cultists know where 
  to gather through discreet signs: a concealed symbol or rune; 
  perhaps a pattern of clashing colours or a particular building’s 
  name (‘Terhali’s Refuge’ for an inn; or ‘The House of Crimson’ 
  for a merchant hall). Chaos gathers where subtlety has greater 
  assurance. Its principal residence is in the souls of those who 
  follow it.
  Priests of Chaos are not to be found in garish robes or draped 
  in obscene jewellery. Their rank is most likely represented by 
  their Compulsions and habits. Ceremonies are hushed affairs – 
  relatively simple but heavy with meaning – and always focused 
  on the cult’s agenda. When a sacrifice of some description is 
  required (as it often is: Lords of Chaos demand Blood and Souls), 
  it is conducted in a straight-forward, business-like manner. The 
  Lords of Entropy do not demand hair-tearing exhortations; they 
  demand the blood and the soul. Everything else is extraneous.
  Pan Tang
  The exception to all of the above is Pan Tang and its capital, 
  Hwamgaarl. Here, the entire nation is devoted to Chaos. The 
  Screaming Statues that watch over the harbour are an apt example 
  of the ostentatious approach to worship. In the insane city of 
  Hwamgaarl, where the worship of Chaos is no secret, the bizarre, 
  disturbing temples, defying mortal geometry, are very much in 
  evidence. Leering statues and idols peer down on the cramped 
  streets, some of them moving as people pass beneath them and the 
  screams and cries of the doomed (both reluctantly and voluntarily) 
  echo long and hard around the grim buildings and narrow alleys.
  In Pan Tang the accoutrements of Chaotic veneration are in 
  abundance. Pan Tang is unconcerned with outside interference 
  and has no desire to do anything but revel in its adoration of 
  the Lords of Entropy. Blood clouds the sewers as voluminously 
  as urine. The acrid scent of death, mingled with exotic herbs 
  and narcotics, wafts over the city like a blasphemous perfume, 
  heady and forbidden. Priests display their allegiances in their 
  gaudy dress and personal disfigurements and mutilations. The 
  mad are celebrated as the ultimate examples of Chaotic devotion, 
  their rabid, pained cries and moans encouraged by the half-mad 
  populace that is eager to see how the gods they worship touch 
  their most beloved adherents.
  If an adherent of Chaos seeks accoutrements and overt 
  demonstrations of Chaos’s true energy, Hwamgaarl is the place 
  to come.
  The Hall of Many Ways – A 
  Notable Chaos Temple of Hwamgaarl
  Most Chaos temples in Hwamgaarl are dedicated to more than 
  one god, housing shrines and altars for a variety of cults or simply 
  for casual worship. The largest temples are complexes of many 
  floors, usually built either with eight sides, or with eight wings 
  radiating from a central hub in emulation of the symbol of Chaos. 
  Smaller temples are dedicated to only one or two gods, or a single 
  cult, and might be built to an aesthetic pleasing to the builder or 
  some other design satisfying the nature of the cult.
  
  17
  Architectural styles and motifs are always bizarre and disturbing: 
  eyeless, leering faces, hideous demonic representations and human 
  indulgence suffering in all its forms. Human bone is a favoured 
  incorporation and the Gate of Ivory, the main entrance into the 
  grand Hall of Many Ways is composed of the fused skeletons of 
  several hundred slaves, sacrifices and other unfortunates (many of 
  them the original builders of the main structure).
  Hall of Many Ways
  Eight wings radiate from a central, circular tower of obsidian, 
  each wing made from a different material and each dedicated 
  to a different cult or god with shrines, offices and suites for the 
  faithful. The Hall of Many Ways dominates the skyline close to 
  the Theocrat’s palace (which is, itself, a shrine of Chaos) and its 
  countless rooms, chambers, dungeons and passages challenge the 
  sanity of outsiders and locals alike.
  Central Hub
  Entered by the Gate of Ivory, an enormous arched affair made of 
  human bone, one enters the Central Hub where acolytes wearing 
  masks depicting distorted human features (some masks are made 
  of human flesh; others of stone or metal), greet every entrant 
  and demand a sacrifice. The sacrifice must be carried out there 
  and then but must always be in blood. A sliced thumb is every 
  bit agreeable as the sliced throat of a slave brought along for the 
  purpose and the blood is collected in a vast central reservoir in 
  the centre of the hall, causing the air to reek with its metallic 
  stench. Once the sacrifice is made, visitors may take one of the 
  eight staircases leading into the wings where veneration of the 
  Lords of Chaos takes place.
  Deathbringers
  The Deathbringers’ wing is a major shrine of the Deathbringer 
  cult, a popular cult in Pan Tang and Dharijor. Scythes, gallows, 
  gibbets and nooses decorate the dark, rough-hewn rock of the 
  stairwell that leads up to the main worship hall. Here, an immense 
  representation of Chardros dominates the room; a statue of sickly 
  white marble showing the Chaos Lord as a grim-faced, but not 
  unattractive, youth seated on a throne of human skulls, a scythe 
  lying across his lap. Surrounding the statue are smaller rooms and 
  galleries dedicated to Hionhurn and Chardros’s lesser aspects: the 
  Avenger, the General, the Gatekeeper of Hell, the Scythe, the 
  Chain and the Axe.
  Above the worship hall are rooms and suites occupied by the 
  upper echelons of the cult and areas for personal sacrifice and 
  training.
  The whole wing echoes to soft moans, gasps and cries of pain. The 
  scent and oppression of death hangs around it like a cloud and 
  in some of the chambers and small, mausoleum-like shrines, the 
  barriers between the Young Kingdoms and the planes governed 
  by Chardros and those greater demons who act as his vassals are 
  somewhat thin, aiding the sorcery of the Makers of Knots and 
  Chains.
  Halls of Indulgence
  The many layers of this wing are home to those who revel in the 
  pleasures Chaos has to offer: gluttony, abandon, creation… any 
  pleasure one wishes to experience can be found in the Halls of 
  Indulgence. Shrines to Slortar and Balaan, plus several minor 
  barons and earls of Hell, proliferate and the whole wing is suffused 
  with a vast array of enticing scents, from the headiest wines 
  through the most hallucinatory narcotics (bought, or stolen, from 
  dreaming Imrryr). At the centre of it all is the Nympharium, 
  where a continual orgy is in progress and every gratification can 
  be enjoyed. Some have not left this room for decades and their 
  fate is sealed: a quivering, groaning, writhing mass of pale-pink 
  flesh dominates one end of the Nympharium, where dozens of 
  hedonistic Pan Tangians have spent so long together in sexual 
  congress that their bodies have melded together into a single, 
  orgasming heap. One need not join the mass; other couplings are 
  available but if one should be drawn to it (and judging by the 
  sounds of pleasure it emits, the finest sensations are to be had), the 
  indulger must make an opposed test with his Resilience against 
  the mass’s Persistence of 90%. If the test fails, then the Adventurer 
  begins to bond with it; withdrawing incurs 1D4 points of damage 
  to 1D3 random locations (but always including the Abdomen). 
  If the test is fumbled, then the Adventurer becomes a permanent 
  participant, forever joined to the orgiastic morass, sapped of 
  intelligence and will and being steadily incorporated into its form, 
  limb-by-limb, until it forms a permanent part of the whole.
  The Halls of Indulgence are addictive in, and of, themselves. For 
  every day that one spends in here a Persistence roll must be made, at a 
  penalty of –10% for each day spent beyond the first. If the Persistence 
  test is failed, then the Adventurer cannot leave the Halls for that day 
  and, even if he does, their lure constantly plays on the mind as a 
  Compulsion, beckoning the unfortunate back to its delights. 
  Scriptorium of Maluk
  This wing is a single, mighty library where the one-eyed, mute, 
  scribes of Hwamgaarl sit in silent rows – hundreds of them – 
  creating scrolls and books of staggering beauty and complexity, 
  extolling the rites and traditions of Chaos (accurate and contrived) 
  as decreed by the current theocrat and dozens of predecessors. Each 
  finished work is scrutinised by a separate scholar who frantically 
  edits, approves or rejects the work and, once it reaches a stage of 
  satisfaction, is filed away in one of thousands of slots or spaces in 
  the shelves and racks that stretch between the floor and the roof.
  Those who bear the current theocrat’s seal may request a particular 
  work for personal study, although, with no accurate cataloguing 
  system, retrieving a work might take weeks, months or years. 
  Frustrated scholars return daily to check on the progress of a search 
  whilst others, successful recipients of a tome they require, squat in 
  the dimly-lit reading cells, pouring over the words, attempting to 
  glean meaning from the work they have requested.
  Anyone spending time in study of a particular tome in the 
  scriptorium must spend a week in study to gain a 1D6-1% increase 
  
  18
  in a particular Lore that interests them. If the improvement roll is 
  zero then the tome holds nothing of interest or use. Waiting for a 
  written work to be traced requires a 1D100 roll to be made, the 
  result indicating the number of days it takes to locate the work 
  requested.
  Maze of Hwarma’gaal
  Chardros is Pan Tang’s patron Lord of Chaos but it is the minor 
  duke of Chaos, Hwarma’gaal, that is the city’s guardian. It was his 
  fiendish invention that created the screaming statues lining the 
  city’s walls and this twisted hall, filled with criss-crossing staircases, 
  numerous mezzanines and landings, concealed nooks, crannies 
  and alcoves, is his own particular temple. Negotiating the maze of 
  stairs and rooms, one comes at last to the roof, which overlooks the 
  whole of the city and Hwarma’gaal’s statue; a vast, bronze eye, its 
  pupil divided by the symbol of Chaos, gazing out over the twisted 
  buildings. Hwarma’gaal has only a small cult led by the theocrat 
  himself and it is dedicated to realising Hwamgaarl’s perpetual 
  glory and ascension to the capital of an empire to rival that of 
  the Bright Empire. Hwarma’gaal, according to Pan Tangian lore, 
  controls several planes where the Mabden rule and his purpose in 
  bringing the Mabden of Pan Tang to the Young Kingdoms was to 
  find a seat for this empire and extend its rule. The various levels 
  of the maze mirror the complexity of Hwarma’gaal’s will in the 
  planes he controls and climbing through them to reach the statue 
  at the top symbolic of the Mabden’s overall struggle to rule as far 
  and as wide as they can. Climbing the maze is a pilgrimage of all 
  adherents to the city cult of Hwarma’gaal and many lose their way 
  in trying to negotiate the myriad passages. Guides and route maps 
  are unreliable because the interior architecture changes in subtle 
  ways from one to the next but those who succeed in making eight 
  separate tests against their Pact (Hwarma’gaal) are considered 
  successful in reaching the summit of the maze. Each failed test 
  represents a day of being lost amongst the stairs, passages and 
  shifting levels.
  Roost of Vezhan
  An enormous chamber without interior floors and given over to 
  the worship of Vezhan, the King with Wings. Here, thousands 
  of birds of all types, shapes, sizes and colours flap, glide, hop, 
  squawk, peck and squabble, creating a barely tolerable cacophony. 
  The floor is covered in their stinking droppings and a small army 
  of slaves struggle with small, silver shovels, attempting to control 
  the guano, which is burned on numerous small pyres circling the 
  perimeter of the roost. The smoke is pungent and yellow-tinged, 
  curling up to the single vent in the ceiling of the wing, hundreds 
  of metres above the floor.
  Vezhan is represented by a crudely formed statue made from gold, 
  his features indistinct but his wings are finely detailed, stretched 
  to their full, 20 metre span. The idol dominates the centre of the 
  hall and is, inevitably, guano-covered although the slaves tend and 
  polish it, doing their most to keep it free of the excrement.
  Halls of the Sword Rulers
  The final three wings of the Hall of Many Ways are dedicated to 
  the Sword Rulers: Mabelode, Xiombarg and Arioch. Mabelode’s is 
  the largest; a majestic, steel and iron-wreathed edifice where every 
  footfall clangs on floors and decks of metal. Those who venerate 
  Mabelode the Faceless offer their worship and sacrifices here, 
  praying before one of the countless squat, bulbous, faceless idols 
  representing the King of the Swords that are scattered throughout 
  this metal labyrinth.
  Xiombarg’s Hall is divided into eight levels, each being a shrine to 
  one of the Queen of the Sword’s representations. 
  •	
  In the first she is represented in her male aspect – an 
  armoured, eight-armed monstrosity with steel serpents for 
  hair and swords wreathed in black flame. 
  •	
  In the second she is the Queen Resplendent – a woman of 
  incredible beauty, voluptuous and superior, her hair of black 
  iron clothing her alabaster nakedness whilst her bejewelled 
  feet trample her enemies beneath her. 
  •	
  In the third she is the lion-faced demon fighting the forces of 
  Order with her twin scimitars 
  •	
  In her fourth, the Concubine of Chaos, wife of Mabelode, 
  sculpted in blood-red marble preparing to accept the King of 
  the Sword’s embrace. 
  •	
  In the fifth representation she is the leering, skull-faced demon 
  with hair of fire, marauding through many worlds (each 
  represented by a fist-sized pearl), her greatsword swinging 
  pendulum-like as reality itself is severed and reformed. 
  •	
  In her sixth aspect she is the seven-faced Tormentor of Time, 
  causing it to flow in contorted ways and, spending any length 
  of time in here, worshippers lose all track of time and may 
  even emerge believing that they have travelled backwards 
  through it. 
  •	
  In the seventh aspect Xiombarg is the Begetter of Heroes, 
  a pregnant, faceless sow spawning champions of Chaos in 
  all their demonic splendour, each born from her capacious 
  womb with a sword in hand. 
  •	
  Finally, Xiombarg’s most triumphant aspect is as the Empress 
  of Swords, the entire Multiverse under her rule and the floor 
  of the shrine is made up of one million tiles, each bearing 
  a unique symbol said to name every plane of the Million 
  Spheres. Above it, a statue of silver, marble and ivory, Empress 
  Xiombarg rides in her chariot, Mabelode and Arioch as her 
  sword carriers, a look of beautiful, grim superiority etched on 
  her gorgeous face, as she surveys the conquered realms.
  Arioch’s Hall venerates Arioch as the Knight of the Swords, 
  depicting him as Xiombarg’s subservient champion. The 
  representations of Arioch portray him as a handsome, armoured 
  warrior bearing two huge runeswords as he carves new lands of 
  Chaos out of the ordered realms of Law. In the frieze that runs 
  the length of the southern wall of the wing, Arioch is shown in 
  direct opposition to Earl Aubec, the two clearly being different 
  aspects of the same person. Xiombarg in her Empress aspect 
  
  19
  opposes Myshella and the symbolic dualism is calculating and 
  deliberate. Portraying Duke Arioch as a Chaos version of Aubec is 
  a clear challenge to those who still venerate the Lormyrian hero, 
  whilst, at the same time, devaluing Arioch’s role in the Chaotic 
  dukedoms – a clear challenge to the position Arioch maintained 
  in the Bright Empire.
  Melnibone
  Once, the vast and extensive towers of the Dreaming City hosted 
  hundreds of temples and shrines to the Lords of Chaos, many of 
  whom have been forgotten or even destroyed in the petulant wars 
  that the Lords of Entropy fight amongst themselves. Indeed, such 
  was the extent of the veneration for Chaos in Imrryr, the gods 
  themselves often trod the streets of the city, feeling welcomed to 
  walk amongst their faithful.
  Chaos was worshipped with sophistication in Imrryr. All the 
  cruelties and blasphemies one associates and expects from Pan Tang 
  were present; in fact, Imrryr pioneered them but the approach 
  Melniboné took to its rites and ceremonies were conducted with 
  artistry, thoughtfulness, attention to detail and aimed to achieve 
  something that was unique and highly cultured, whilst, at the 
  same time, venerating and reflecting the wants, needs and desires 
  of the Chaos Lord being worshipped.
  Melnibonéan temples and shrines, then, were, and are, far 
  removed from the edifices found in Pan Tang, which are gaudy 
  and primitive in comparison. The temples dedicated to Arioch 
  are sedate, relaxing affairs, almost like art galleries but hung with 
  living works of art and works in progress. Indeed, some temples 
  appear to be, and are, residential homes, where veneration and 
  contemplation of Chaos is performed within the mind, aided 
  by good wine, strong drugs and creative sexual congress. This is 
  particularly so of those cults venerating Anara, the Six Breasted; 
  her shrines are bedrooms, boudoirs and bordellos and worship is 
  performed through the act of love (the more energetic, creative 
  and sado-masochistic the better) – not through any particular set 
  of prayers or rituals.
  The worship of Chaos and hence the way it is represented 
  throughout Imrryr, is based very much on creativity and the 
  celebration of individual desires. Few are compelled to worship 
  Arioch, Chardros, Anara or any of the other Dukes of Hell in any 
  proscribed way. Temples and shrines are therefore a mixture of the 
  innocuous and the awe-inspiring, depending on the whim of the 
  worshipper. Like Chaos itself, consistency is irrelevant; personal 
  expression is foremost.
  Aesma
  Aesma, Mother of Chaos, is believed to be the mother of all the 
  Lords of Chaos and the driving force behind the Eternal War 
  with Law. Known by a variety of names, including the Womb of 
  Entropy, The Hag and Aesma The Seductress, Giver of Pleasures 
  and Tearer of Hearts. She is all things to all men and all women 
  and all who gaze upon her are consumed by lust. Her promise 
  is the Dark Orgy of the Kharonata Halls, where her faithful 
  are transported during obscene mating rituals that provide 
  unparalleled pleasure. Aesma’s consort is Slortar.
  Purpose and History
  Revered primarily in Imrryr and Hwamgaarl, Aesma’s small, 
  devoted cult believes that the progeny of the ritual orgies held 
  in her name are demons destined to rule the world. All children 
  resulting from the orgies – and there are many – are born with a 
  Demon Feature and frequently disappear taken, it is believed, in 
  the Kharonata Halls to serve Aesma directly. The cult has little 
  purpose but to indulge itself but is quite distinct from the cult 
  of Ecstatic Indulgence as it serves Aesma only and not a slew of 
  Chaos Lords.
  This is also an old cult with its roots in primal fertility rituals 
  practised by Melniboné when the empire was in its infancy. 
  Aesma, then, was misunderstood and believed to be a benevolent 
  goddess of grain and crop. It was only later, when the fertility 
  rituals became more orgiastic and extreme, and the first demon 
  children born, that Aesma’s true nature was understood. Terhali, 
  the Jade Empress of Melniboné, is believed to have been the result 
  of the Dark Orgy although Terhali was a disciple of Xiombarg 
  and not Aesma.
  Myths
  The Mother of Chaos (Mythic Resonance 70%): The 
  Gratification of Chaos
  From the stuff of Chaos Aesma arose, perfect and resolute. She 
  needed no consort but desired one and so spawned Slortar with 
  whom she mated. Each mating produced a Lord or Lady of Chaos 
  and when they mated more were born. Aesma accepted any and 
  all lovers. Her appetite could never be diminished. In each of her 
  children she inculcated the nature of Chaos and gave each a role 
  whilst she reserved for herself that of Mother and Sister.
  She built for herself the Kharonata Halls: a city of immense size 
  and beauty that occupied an entire realm. In its countless rooms 
  Lords and Ladies of Chaos were born, given purpose and allowed 
  to repose. At the heart of the Halls, attended by dancing pipers 
  of insane intellect, Aesma writhed and birthed, 1,000 eager lovers 
  clawing at her immense and welcoming body.
  As her children developed their own roles and agendas Aesma 
  became distant from them and ceased to care: only her lovers, 
  dancers and demon children provided any form of amusement. 
  As Aesma ceased the care, so did the Lords of Chaos. Slortar was 
  first, because he was spurned first; but others followed in his wake 
  and soon the Lords of Chaos deserted Kharonata and conquered 
  realms elsewhere.
  
  20
  Kharonata squats at the heart of the Multiverse and is reached 
  through the ecstatic writhings of the Dark Orgy. To undertake the 
  orgy is to DreamQuest and dwell in the Kharonata Halls where 
  the most faithful are chosen to service Aesma. From her, and for 
  her, Chaos will fight and prevail over Law – even though Aesma 
  herself has forgotten all about Law’s existence, such is her focus on 
  the pleasures she continually craves.
  Beliefs
  Cultists believe that the Dark Orgy connects them with Aesma 
  and they are correct. Those who take part in it have a chance equal 
  to their Persistence of DreamQuesting to Kharonata where they 
  undergo congress with Aesma herself. Those who fail a subsequent 
  Persistence roll against the Resonance of the DreamQuest (70%) 
  remain in Kharonata whilst their bodies remain on the mortal 
  plane, rutting idiotically and incessantly. Many never awake from 
  the DreamQuest and starve to death. Few care.
  Worshippers
  Pleasure-seekers and demon-obsessives.
  Membership
  The cult has only Initiates and Priestesses, Aesma’s Daughters. 
  Initiates must pledge at least three points of POW to the Pact 
  with Aesma, receiving a Gift and a Compulsion automatically. 
  Priestesses must have successfully conducted the Kharonata 
  DreamQuest and emerged, and have given birth to a child from 
  the Dark Orgy. Priestesses lead the Dark Orgy, determining when 
  it starts, where it is held and when it ends – if ever.
  Gifts and Compulsions
  Every Initiate receives a Gift and must accept at least one 
  Compulsion, the first always being the desire to partake in the 
  Dark Orgy whenever summoned to do so.
  Gifts
  Abstinence
  Change Gender
  Chaotic Blessing
  Endurance
  Slave
  Tireless
  Youth
  Compulsions
  Acute Insomnia
  Black Widow
  Blood Sacrifice
  Carnal Murderer
  Dedicated Lover
  Demonic Fervour
  Gluttony
  Lust for a Goddess
  Nightmare
  Paranoia
  Rapist
  Sadism
  Sex Obsession
  Cult Skills
  Acrobatics, Athletics, Lore (Aesma), Lore (Chaos), Insight, 
  Persistence, Resilience, Seduction.
  Cult Runes and Magic
  The cult teaches no Runes but does teach Command and 
  Summon (Demon of Desire).
  Heroic Abilities Available
  None.
  Retribution
  None.
  Politics and Relationships
  Members of Aesma’s cult may also be members of the Cult of 
  Ecstatic Indulgence. It has no other relationships.
  Alastar
  Alastar is the weaver of the doom of mortals. On his loom he 
  crafts the stuff of Chaos into realms and other forms, and on 
  the same loom weaves the fate of men into a cloth that clothes 
  them from birth. He knows, it is said, the path each and every 
  mortal will take and the millions of cloths he has woven hang in 
  his gloomy workshop, charting the fate of each and every man, 
  woman and child.
  Those who please Alastar are given their own cloth, which is to 
  say, their fate is made their own. Alastar’s devotees are wandering, 
  half-mad prophets and sages who have glimpsed the millions of 
  individual fates and wept their despair, only to be handed their 
  own fate to make with it what they will.
  Purpose and History
  Mortals have always believed one of two things: that no one 
  commands their fate, or that their fate is sealed from birth with 
  all events being part of some greater tapestry. Alastar’s followers 
  believe that Alastar is the weaver of these tapestries and their 
  unraveller. Through Alastar all things become clear and the only 
  way to become the master of one’s destiny is to venerate Alastar 
  and gain control of the tapestry he has woven for them.
  Alastar fulfils the need amongst mortals for answers and 
  confirmation. That that confirmation may be of little comfort 
  
  21
  is of no consequence: Alastar’s existence is proof enough that 
  a higher lord controls all destinies, spun out of the stuff of the 
  Multiverse and unchangeable unless Alastar wills it.
  As a Lord of Chaos, Alastar occupies a curious place. He has not, 
  and cannot, weave the fate of the Lords of the Higher Planes 
  but he can weave the destinies of those who serve them and so, 
  obliquely, Alastar has control over them. Before the conclave at 
  R’lin K’ren A’a, Arioch asked Alastar to weave the fate of the 
  Eternal Struggle. He did so but would not reveal its pattern to 
  Arioch. In rage Arioch condemned Alastar to become one with 
  his loom, unable to cease weaving but always to weave destinies 
  that would serve Arioch and those who shared his views. Alastar 
  is thus doomed by his own hand to weave the fates of the Eternal 
  Champions and other agents who serve the Higher Powers.
  Myths
  Alastar Weaves the Multiverse (Mythic Resonance 80%) – All 
  Fates are Personal: The first cloth Alastar wove was his own. In 
  its pattern he saw the nature of Chaos: to Fight Without Winning, 
  and saw that for this to come to pass pawns would be necessary. 
  In many realms surrounding his workshop were mortals who 
  dwelt in blissful ignorance, without direction or purpose, existing 
  sometimes in idylls and sometimes in states of war. For each 
  Alastar wove a piece of cloth, which set a course for all of mortal 
  kind. He offered the cloth to the mortals closest to his workshop 
  and they accepted, forming clothes for themselves. These mortals 
  were thus bound to the fates Alastar had woven even though they 
  had no concept of what had befallen them.
  The Lords of Chaos were pleased with Alastar’s work because now 
  mortals were forced to worship them. Arioch went to Alastar’s 
  workshop. ‘You must weave the ultimate doom: that of the 
  Eternal Struggle. We must know its outcome.’
  ‘There is no outcome,’ Alastar said, not looking up from his 
  weaving.
  ‘Even for the Lords of Law? Would you not weave their fate?’
  ‘No. Not even for Law. It weaves its own.’
  ‘Then how are we to prevail in the battles to come?’ Arioch asked, 
  peevishly.
  ‘We cannot know. We can only guess. Only mortals can decide 
  that outcome and each has his own cloth to follow.’
  ‘Then weave for me cloth that will make mortals serve Chaos.’ 
  Arioch demanded.
  ‘I weave what I weave. I do not question it or control it. The 
  pattern is not of my design, only my assembly.’
  ‘Then you will never leave here,’ Arioch said. ‘You will weave 
  until All Things End, if they ever do. You have, by denying me, 
  woven your own fate.’ Alastar simply shrugged. From his loom he 
  took a length of cloth, which was pure white. He held it up and 
  regarded it. Arioch, still angry, was also curious. ‘What is that?’ 
  He demanded to know.
  ‘This, I think, is the cloth that will have an influence on many 
  things, in many times, in many ways. Your own ways included.’ 
  He hung the cloth above his loom.
  ‘But it is blank,’ Arioch pointed out. Alastar smiled for the one 
  and only time.
  ‘No. It is white.’ He said. ‘It has the capacity to be all colours, all 
  patterns, in all ways. You fear it, Arioch, I think.’
  And Arioch said nothing.
  Beliefs
  Alastar’s devotees believe that Chaos has control over the destiny 
  over all mortals, no matter what their allegiance and only those 
  who worship Alastar have any hope of gaining self-determination. 
  Of course, as worshiping Alastar is part of destiny, cultists also 
  believe that they have been selected by the Lords of Chaos to gain 
  control over their own fate and are thus special in ways all other 
  mortals are not.
  The cult also believes that it is possible to determine the fate of 
  an individual from their manner, habits, style of dress and so on. 
  Alastar cultists therefore spend a great deal of time in noticing 
  such things and a common habit is to subject all newly-met 
  strangers to a lengthy appraisal (abstracted as an Insight roll) in 
  a bid to determine their fate. Some, who have the Fate Gift, are 
  more accurate than others in this regard.
  Worshippers
  Alastar’s worshippers are those who believe they are in some way 
  special to all others. Such people are born with this feeling and, 
  indeed, it is woven into their fabric by Alastar himself. When 
  such individuals learn of Alastar’s existence it is something of an 
  awakening – a realisation that one is truly different. Worshippers 
  therefore tend to carry themselves with a somewhat superior 
  attitude that grows stronger as the Pact deepens.
  The cult also believes that, at some appropriate point, Alastar will 
  give the faithful their own fate, removing it from the realm of the 
  gods and creating true self-determination. This is the goal of all 
  cultists.
  Membership
  Standard.
  
  22
  The cult has no temples; simply collections of like-minded 
  individuals who are at different stages of ‘awakening’ as represented 
  by their cult rank. It is common for Alastar cultists to congregate 
  on an informal basis to exchange knowledge and information that 
  will help them gain their own fate. High Lords/Priests of the cult 
  are those who have DreamQuested to reach Alastar’s workshop and 
  be gifted their own destiny. Such individuals are feted indeed and 
  carry with them an aura that sets them apart from the rank and file.
  Benefits
  Alastar’s cult offers Gifts and Compulsions, plus Runes and a 
  single Heroic Ability. The Heroic Ability is only available to those 
  who complete the Workshop DreamQuest in which they must 
  pass each of Alastar’s eight challenges (which are always random; 
  use the system found in the Elric of Melniboné Core Rulebook 
  for DreamQuest challenges).
  Gifts and Compulsions
  Every Initiate to the cult must take one Gift and one Compulsion. 
  Further Gifts and Compulsions are entirely optional.
  Gifts
  Combat Acuity
  Divine Training
  Enhanced Learning
  Fate
  Innate Luck
  Sense Enemies
  Witch Sight
  Compulsions
  Acute Depression
  Demonic Fervour
  Dread
  Forbidden Knowledge
  Forgetful
  Hate Arioch
  Never Ending Search
  Nightmares
  Phobia
  Self-Pitying
  Cult Skills
  Insight, Lore (Alastar), Lore (Chaos), Lore (Million Spheres), 
  Meditation, Perception.
  Cult Runes and Magic
  The cult teaches the following Runes: Bewilderment, Chaos, 
  Contact and Sight.
  Heroic Abilities Available
  The cult has a single, unique, Heroic Ability: Master of Own Fate. 
  Its description can be found on page 13 of the Benefits chapter. 
  The Heroic Ability is only available to those who complete the 
  Workshop DreamQuest in which they must pass each of Alastar’s 
  eight challenges.
  Retribution
  The cult does not punish those who leave its path: this is, of course, 
  all part of destiny. However, at initiation, part of the ritual is the 
  appraisal ritual, which determines whether or not the candidate 
  will leave. Those who will are simply not accepted.
  Politics and Relationships
  Alastar’s cult despises Arioch but is sometimes called upon by 
  other cults for insight and knowledge. It holds no formal alliances, 
  however.
  Arioch
  Foremost of the Lords of Chaos, Arioch goes by many titles 
  and has long been a patron demon of mortals, especially 
  Melniboné where he inveigled his way into their psyche almost 
  10,000 years ago, as the Bright Empire began to form. It was 
  he who seduced the Mernii towards Chaos and in return he 
  acted as the direct patron of many emperors and sorcerers, 
  ensuring his name and influence became synonymous with the 
  people of the Dreaming City.
  Purpose and History
  Arioch is pre-eminent amongst the Lords of Chaos in the Young 
  Kingdoms. He appears to command the nobles of Entropy and 
  seems to be the most predisposed to taking an interest in mortal 
  affairs. Certainly as the patron demon of Melniboné his position 
  has been communicated far and wide so that many people, when 
  thinking of Chaos, think only of Arioch and never of the many 
  others who serve alongside him.
  Herald of Chaos
  If the myths of Melniboné are to be believed, Arioch brought the 
  influence of Chaos into the world. It was Arioch that engineered 
  the summit at R’lin K’ren A’a, where the terms of the Eternal 
  Struggle were forged and he who negotiated the exodus of the 
  Mernii from the city so that the summit could take place. Later, 
  Arioch seduced various incarnations of the Mernii silverskin 
  hero (White Crow, Elrik, and other variations) into using the 
  swords Stormbringer and Mournblade to combat various enemies 
  who plagued the earliest centuries of the Bright Empire. When 
  Melniboné finally cleaved to Chaos, it was to Arioch that the first 
  emperors pledged their allegiance, gaining the use of the Black 
  Blades as part of the bargain, despite knowing their importance.
  Patron of Melniboné
  As the Bright Empire developed and Melniboné dedicated 
  itself wholeheartedly to Chaos, Arioch’s influence changed. 
  He became an enabler and a tutor, assisting Melniboné in its 
  pursuit of knowledge and power, helping them to become the 
  
  23
  greatest race of sorcerers seen in any plane of existence. Arioch 
  became almost a companion to the Ruby Emperors; an adviser 
  and counsellor, rather than an aloof and omnipotent god. In this 
  aspect Arioch guided Imrryr to the heights of its power and the 
  love between him and the people of the Dragon Isle matured into 
  a perpetual compact that has served subsequent emperors up to, 
  and including, Elric himself.
  Sword Ruler
  The third aspect of Arioch is that of the Sword Ruler. This is his 
  most commonly acknowledged aspect beyond Melniboné for the 
  simple reason that the deep, loving, counselling aspect is reserved 
  solely for Melnibonéans. Humankind cannot comprehend, or 
  enjoy, anything like the love and comradeship Arioch offers to 
  the elder race. Humans must content themselves with Arioch’s 
  role as one of the Blade Triumvirate; the Knight of the Swords, 
  champion of Queen Xiombarg and King Mabelode. In this aspect 
  Arioch is a subservient deity; a warrior and a champion of Chaos 
  rather than an all-seeing, all-powerful ruler god. He is a war-chief 
  and, since the decline of Melniboné and the rise of heroes like 
  Earl Aubec, Arioch, Knight of the Swords has been depicted by 
  the Chaotic faithful as the direct reflection of Aubec of Malador’s 
  Lawful allegiance. Those who worship Arioch as a Sword Ruler 
  see him as a hero reclaiming what has been stolen – not as some 
  scheming demon intent on wanton destruction. Arioch’s worship 
  in this aspect is dealt with more fully in the Knight of the Swords 
  cult, later.
  Messenger of the Court of Hell
  The fourth aspect of Arioch is as the spokesman of Hell. Many 
  isolated sorcerers and adherents of Chaos believe Arioch is not 
  a ruler of any kind but a powerful messenger representing an 
  altogether more powerful and dangerous authority (Slortar, 
  perhaps, or even a Chaos Lord more ancient and, as yet, 
  unknown). It is this aspect that most appeals to the isolated; those 
  hungry for esoteric knowledge, obscure answers and an insight 
  into the powers that Chaos can promise for those who cleave to its 
  notions (if not necessarily its ideals). Here, Arioch delivers cryptic 
  warnings, promises, hints and revelations of the nature of the 
  Eternal Struggle, peppered with remnants of the kind of sorcery 
  once so liberally scattered amongst the ruling elite of Melniboné.
  Lord of the Seven Darks
  A fifth aspect represents Arioch not as the beautiful, arch, 
  knowledgeable noble of Chaos but as a leering, malevolent 
  demon squatting on the edges of the reality, revelling in unrest 
  and confusion. This is Arioch at his most base and raw – a demon 
  of greater stature but essentially no different to the kinds of beasts 
  residing in realms of pure Chaos that are conjured to harm, harry 
  and hamper. This aspect has no temples or shrines save for carved 
  idols secreted in caverns, ruins and overgrown, gloomy forests. 
  The idols are typically hewn from blocks of dark stone and depict 
  Arioch as a paunchy, leering, gap-mouthed being with many eyes 
  and fat-fingered hands crossed over a distended belly. This is the 
  Lord of the Seven Darks and an image rejected by Melnibonéans 
  but embraced by the simple and primitive such as the clans of 
  Pikarayd and western Dorel. This Arioch offers nothing but a 
  bleak assurance that Chaos is lurking at the edges of the world, 
  awaiting a time when it will fully assert its power. Worshipping 
  the Lord of the Seven Darks is to dabble in witchcraft and deep 
  superstition, an essential ignorance of Chaos’s true powers, 
  potential and agenda.
  Myths
  The Coming of Arioch (Mythic Resonance 80%) – The 
  Duplicity and Benevolence of Chaos; How Arioch Loves his 
  Favoured: In those early days Arioch was a stray force upon the 
  world, bending it subtly to his agenda – which was always secretive 
  and always of great conceit. The Mernii, a malleable, intelligent, 
  open people were special to him and foremost was White Crow, 
  a renegade, like Arioch, who hungered for knowledge and power 
  – although White Crow neither realised it nor would have 
  acknowledged it.
  To the Mernii Arioch brought knowledge of the Black Blades 
  and the Actoriois – both treasures they would come to appreciate 
  and loathe in equal measure. Later he brought knowledge in the 
  form of sorcery and the arcane and, with long years of careful 
  nurturing, the Mernii turned to Chaos as a source of power and 
  faith, forging great alliances with many Lords of Chaos.
  As the Melnibonéans came to rule the world, Arioch guided them 
  and abetted them. Sometimes his influence was overt but, mostly, 
  it was subtle and intricate; it was always Arioch’s way.
  As the Knight of the Swords he showed Melniboné the power 
  of arms and battle. As the Lord of the Crimson Hells he showed 
  them the paths to demons who would aid them in their conquest 
  of many realms. As the Lord of the Seven Darks he corrupted 
  seven emperors and so deepened Melniboné’s reliance on Chaos.
  He allowed the Dragon Folk to worship other gods: the elemental 
  Lords and his cousins in the Court of Chaos. This suited his 
  agenda and increased his control. Some fell from Arioch’s grace, 
  like Terhali the Jade Empress who usurped Arioch’s standing and 
  replaced it with that of the Empress Xiombarg. Arioch’s vengeance 
  made use of many mortal heroes who never knew what role they 
  played in defeating those who came between Arioch and his 
  schemes. His guises upon the earth were many too: the youth, the 
  dark-skinned concubine, the blood-red raven and, occasionally, as 
  White Crow himself.
  When Melniboné battled the Dharzi Arioch stood aside and 
  watched. This battle amused him and he sensed both a weakening 
  and a defeat which, he decided, would work to his advantage. 
  Heroes of Imrryr called for Arioch’s help and found it wanting. 
  After the battle Arioch removed himself entirely because he sensed 
  new schemes would unfold that would require different agents 
  and a different approach.
  
  24
  That time is Now. Melniboné’s influence is in decay and Arioch 
  returns to craft new champions with new deceits and new lies. 
  He works in ways subtle and ingenious still and is ever receptive 
  to those who love him and revere him, delivering him Blood and 
  Souls, which are rewarded with inclusion in his grand scheme for 
  the Eternal Battle.
  Beliefs
  Worshippers of Arioch in any of his aspects share a set of common 
  beliefs.
  •	
  Arioch is a creature of rare power and wisdom, even though 
  his place in the court of Chaos is never clearly defined.
  •	
  His province is disinformation and misdirection. His presence 
  signifies trickery and guile, the playing of obscure games and 
  the exploitation of his worshippers.
  •	
  Arioch is well-versed in the Eternal Struggle and knows far 
  more than he can, or wants to, share.
  •	
  Arioch’s chief desire is Blood and Souls. These feed him and 
  bring him pleasure. It is the ultimate sacrifice and that is what 
  he demands in return for his patronage.
  The beliefs of the various aspects are:
  Herald of Chaos
  Arioch brought Chaos to the world to create purpose and difference. 
  Before his arrival the world was simple and uncomplicated, 
  unaware of its potential and thus prone to the predations of those 
  who would exploit its simplicity. The world was a plaything of Law 
  and the Elementals, who abused and neglected those who trusted 
  them. Arioch saw through their schemes and, by cultivating an 
  alliance with the Mernii, brought the world out of a Dark Age 
  and into a world of light, rampant with possibility and creativity. 
  Arioch broke the linear and freed the world from the simplistic 
  desires of the Elemental Rulers and the grim slavery promised by 
  those who championed Law. He brought magic and possibility, 
  chance, risk and potential. Without him, the world would have 
  stagnated and died.
  Patron of Melniboné
  Arioch is the pre-eminence of Chaos. The most powerful and 
  capricious of the Dukes of Hell he loves deeply and with passion 
  and, to those who pledge their allegiance, he offers untold 
  knowledge and power, demanding only Blood and Souls in 
  return. Arioch showed Melniboné the path to greatness and glory. 
  He guided emperors and heroes. Without Arioch, there would 
  have been no Bright Empire and no 10,000 year rule. Instead, the 
  world would have fallen to the likes of the Karasim, the Falkryn 
  and the stale precepts of Law that allow for no deviation and 
  creativity.
  Sword Ruler
  The Knight of the Swords is the custodian of the Black Blades of 
  Fate, wielded by Mabelode and Xiombarg against their enemies. 
  He is the Champion of the Court of the Swords who rides out 
  in crusade against those who would impose their rule and inflict 
  tedious conformity where diversity ought to exist. He is a warrior 
  with a certain chivalry and charm but also a keeper of secrets who 
  delights in his exclusive knowledge. He is not the most powerful 
  of the Sword Rulers but is the weapon of their power, representing 
  their energy and resolve in the face of many enemies.
  Messenger of the Court of Hell
  Arioch serves a higher court of many, many rulers. He is the 
  custodian of arcane knowledge and chief sorcerer in a court of 
  sorcerers. He teaches some of his secrets to those who are prepared 
  to honour him with their own souls and lay down the souls of 
  others in thankful sacrifice. He charms and beguiles but teaches 
  others how to do the same. The raw power of magic flows through 
  Arioch and he teaches sorcery as a way of manipulating magic 
  for useful ends. He delivers the messages of the Higher Planes 
  in abstract ways that no single mind is intended to master or 
  understand. Through him, the secrets of Fate and Multiverse are 
  knowable – but only to those prepared to bend their own wills 
  beyond the bland capabilities of the mundane human intellect.
  Lord of the Seven Darks
  Arioch cares little for the world but watches it with wry amusement. 
  Humans are his slaves; when he can be bothered to deal with them 
  and if his slaves serve him well, he offers a few rewards to help 
  alleviate the grimness of the world, which is ultimately hostile 
  and unforgiving.
  Worshippers
  Arioch is only worshipped as a singular deity on Melniboné, either 
  in the Herald or Patron aspects but sometimes as the Messenger 
  aspect. Since the Bright Empire receded the Messenger aspect has 
  come more to the fore and the Patron aspect has, like the empire, 
  gone into decline, mirroring Melniboné’s solipsism. When Elric 
  takes the Ruby Throne worship of Arioch is almost forgotten and 
  those who do worship Arioch do so in isolation and futility: as 
  they have forgotten Arioch, he has forgotten them.
  Elsewhere, a few isolated Arioch cultists and would-be sorcerers 
  can be found around the Young Kingdoms, venerating the 
  Messenger aspect in the hope of achieving sorcerous and arcane 
  wisdom in the same way as the Melnibonéans. These worshippers 
  tend to be isolated scholars leading hermetic existences that suit 
  their arcane studies and rituals. Such worshippers tend to be 
  feared and shunned by simpler people – understandably so when 
  one considers that Arioch demands Blood and Souls if he is to 
  part with any of his secrets.
  Otherwise Arioch forms part of the Sword Ruler cult and his adherents 
  model themselves on Arioch’s role as the Knight of the Swords. The 
  cult is not especially numerous but its adherents are more fanatical. 
  The Knight of the Swords is dealt with in separate detail later.
  The Lord of the Seven Darks is venerated by a few scattered clans 
  and tribes of Pikarayd and Dorel but worship practices are not 
  
  25
  extensive. Arioch’s name is invoked to avert misfortune or as a 
  general curse but there are few rites associated with his worship.
  None of the aspects of Arioch have any specific ranks attached to 
  them, with the exception of the Knight of the Swords. The over-
  riding principle of Arioch’s worship is individuality and creativity. 
  Arioch has no interest in hierarchies, priests and other disciplined 
  approaches to worship. As long as one pledges singular devotion 
  and service and offers Blood and Souls, Arioch is satisfied.
  Membership Requirements
  Standard.
  Arioch’s worshippers must fulfil several key duties. Two are 
  common to all aspects but the remainder depends on the aspect 
  worshipped. The common duties are:
  •	
  Serve Arioch with singular devotion, proven through 
  sacrificing Blood and Souls.
  •	
  Perpetuate the Eternal Struggle, preparing always for war.
  Herald of Chaos
  •	
  Spread the wisdom and message of Chaos throughout the world, 
  introducing its influence in subtle ways wherever possible.
  •	
  Subvert the simple and the ordinary; bend the linear. Introduce 
  contradiction and complexity with every opportunity
  •	
  Operate with an easy smile and open nature but guard 
  everything thought and felt; let no-one know the true agenda
  Patron of Melniboné
  •	
  Acknowledge and venerate the Pact that Arioch established 
  with the Dragon Isle 10,000 years ago. Allow no others to 
  come between Arioch and that Pact.
  •	
  Promote the glory of the Bright Empire and Arioch as its 
  patron. Reverse its stagnation so that the Golden Days of 
  Imrryr will be returned.
  •	
  Manipulate lesser mortals to work for you and for the glory of 
  Arioch and the Bright Empire. Cultivate greatness and awe.
  Sword Ruler
  •	
  Prepare for the final battle with Law. Build an army to assist 
  in the fight.
  •	
  Reclaim the Ordered Lands of the south for Chaos.
  •	
  Oppose the schemes of those who venerate the hero Aubec. 
  Consider Myshella an invader Empress and enemy.
  •	
  Trust only in the sword.
  Messenger of the Court of Hell
  •	
  Be aware of the Great Game and the Eternal Struggle. 
  Prepare to be used as an agent of the cause but do not try to 
  understand your role.
  •	
  Study, learn and gain knowledge but share nothing. Every 
  scrap of information contributes towards the Cosmic Game 
  and furthers the Eternal Struggle.
  •	
  Act cryptically and with complexity. Understanding is 
  irrelevant; only the accumulation of knowledge.
  Lord of the Seven Darks
  •	
  Fear Arioch’s power and the power of those who serve him.
  •	
  Erect a simple representation of Arioch in areas that strike 
  fear, or have witnessed fearful events, so that Arioch might 
  guard them.
  Benefits
  The benefits of worshipping Arioch come in the form of Gifts, 
  Compulsions, skills, magical and arcane knowledge.
  Gifts and Compulsions
  A Gift can be taken at each rank but must also be accompanied 
  by a Compulsion.
  Gifts
  Abstinence (any)
  Change Gender
  Chaotic Blessing
  Divine Training 
  Eternal Life
  Rune Mastery
  Sanctuary
  Sense Enemy
  Slave
  Youth
  Compulsions
  Blood sacrifice to Arioch once per week.
  Human sacrifice to Arioch once per week.
  Develop a fear of the simple. Only things possessed of complexity 
  can be trusted.
  Develop an irrational fear of three separate things: the dark, the 
  cold, spiders, rats and so forth.
  Become increasingly morose. As the Pact skill increases, behaviour 
  becomes more depressive until it reaches the suicidal at the 95% 
  level or greater.
  Develop a nervous tic, mannerism or speech impediment.
  Develop the overwhelming desire to slay loved ones.
  Speak in convoluted, secretive, arch and knowing ways – always 
  hinting at things you know but are forbidden to articulate.
  Loathe and despise those you consider to be lesser in stature and 
  importance than yourself. Become uninterested by the plight and 
  suffering of such people.
  Cult Skills
  Arioch’s adherents treat cult skills differently to other cults. Each 
  cult skill listed here gains a permanent, automatic bonus equal to 
  the amount of POW dedicated to the Pact with Arioch. 
  Additionally, each skill gains a temporary bonus if Blood 
  and Souls are sacrificed to Arioch. The bonus is equal to the 
  POW of any human/sapient creature sacrificed and a third of 
  the POW of any warm-blooded animal. The bonus lasts for 
  a number of Combat Rounds equal to the amount of POW 
  dedicated to the pact.
  
  26
  Athletics, Evade, Language (High Speech), Lore (Arioch), Lore 
  (Chaos), Sword Combat Styles.
  Cult Runes and Magic
  Arioch’s faithful are able to learn the following sorcerous skills 
  and Runes if they can find a suitable teacher. Any cultist who 
  follows the Herald or Messenger aspects is duty-bound to teach 
  these sorcerous skills to any fellow cultists who come seeking such 
  knowledge.
  Command, Summoning Ritual (Demon of Combat).
  Runes of Alarm, Bewilderment, Chaos, Confinement, Darkness, 
  Dissolution, Passing.
  Heroic Abilities Available
  The following Heroic Abilities must be achieved through 
  DreamQuesting into the Coming of Arioch myth.
  Devilish Charm, Heroic Aura, Madness of Purpose, Player of the 
  Great Game.
  Retribution
  Arioch demands complete loyalty. If he does not receive it or if 
  his patronage is rejected, he reacts with petulance, removing all 
  help and benefits but ensuring that Compulsions remain in force 
  and become heightened. Arioch may even manifest at opportune 
  times to taunt the recalcitrant devotee or apostate with promises 
  of how profitable the relationship could have been if only trust 
  could have been maintained. It is not in Arioch’s nature to take 
  a straightforward, violent revenge; but revenge is always taken, is 
  always prolonged, is usually devious and is always subtle.
  Politics and Relationships
  The perpetuation of the Eternal Struggle is foremost on 
  Arioch’s agenda and his worshippers are important pawns in its 
  continuation. The cult aims to oppose and thwart Law at every 
  possible turn but for the most part its aim is to provide Arioch 
  with the Blood and Souls he craves so he can wage the war at the 
  supernatural level.
  As the cult is largely secretive and isolated in nature, there is little 
  scope for internal dissent or disagreement. Those venerating 
  Arioch get on with their business with no concern for others 
  unless their own, particular, agendas are threatened.
  There is a blanket acceptance that Arioch has many forms, many 
  aspects and many natures. Being a Lord of Chaos this is his 
  prerogative and it is futile to argue over Arioch’s true meaning or 
  purpose: mortals are destined only ever to guess at his motives, 
  never to know the complete truth. Arioch is enigmatic and 
  capricious; his worshippers accept this and do not try to impose 
  one view or agenda on others who venerate him.
  With the exception of the Sword Rulers the cult of Arioch does 
  not concern itself with any of the other Chaos cults. Arioch’s 
  worshippers are assured and purposeful and do not need to rely on 
  any other cults to fulfil their aims. Other Chaos cults are treated 
  with a modicum of respect but, ultimately, with a certain disdain. 
  Arioch represents the highest rank of nobility within Chaos and 
  there is little need to fraternise with others.
  The cults of Law and the Elementals are viewed with utter 
  contempt. Law opposes Chaos and must be battled; the Elements 
  are selfish and irrelevant in the face of the powers Arioch himself 
  wields. In fact, the Elemental Lords only wield influence because 
  Arioch tolerates them and permits them to do so. If he commanded 
  that they be battled and destroyed, then his worshippers would 
  seek to bring about his wish.
  However there is a certain degree of resentment for Grome. The 
  Earth King took and hid the Black Blades from Arioch, which 
  inconvenienced him for quite a long time. Those who venerate 
  Grome are not to be trusted and, perhaps, punished for opposing 
  Arioch’s plans and trying to hide Stormbringer and Mournblade 
  from the emperors of the Bright Empire.
  Azure	Sisterhood
  Sorana spoke the necessary word which took her 
  immediately into the blue half-world with which she was 
  so familiar. There were no other colours in it, but many, 
  many shades of blue. Here she waited until Eequor noticed 
  her presence. In the timelessness, she could not tell how 
  long she had waited.
  — The Bane of the Black Sword
  Eequor is a Duchess of Chaos, the Blue Lady of Disdain, the bitter 
  and insular goddess who seeks power but is constantly denied it 
  by her cousins such as Arioch and Mabelode. As a consequence of 
  her embittered nature, Eequor hates all men and her worshippers 
  are encouraged to do the same. Man is an imperfect creature, vain, 
  brutal and blunt, and his domination of the female sex must be 
  brought to an end. As creators and bearers of life, women are 
  destined to inherent the Multiverse and Eequor is their champion. 
  She is a supernatural focus for female rage and resentment but, as 
  is typical with the Lords of Chaos, she employs guile and subtlety 
  to achieve her ends.
  Purpose and History
  The Lady Eequor is an isolated duchess of Chaos, remote 
  and aloof. For reasons unknown she is unconcerned with the 
  Eternal Struggle, preferring to remain in her own, blue-seeped 
  world, sorrowing, bitter and alone. Her hatred is not reserved 
  for the Lords of Law but for the male Lords of Chaos and 
  Eequor seeks revenge against them and dominance over them 
  – particularly Arioch and Mabelode, with whom she maintains 
  simmering feuds.
  
  27
  The cult is not widespread but its adherents are vociferous. In 
  Melniboné the cult is viewed as an amusing diversion but Eequor 
  is considered infinitely inferior to goddesses such as Xiombarg 
  and her champion Terhali the Jade Empress. In Pan Tang, where 
  women are treated as chattels, the worship of Eequor is illegal and 
  punishable by death. However, that has not prevented a secret 
  sect of the Azure Sisterhood from existing in Hwamgaarl and the 
  draconian approach to the cult only reinforces the Sisterhood’s 
  beliefs that men seek only to repress women and treat them as 
  slaves.
  Elsewhere the cult is isolated to those women who are, themselves, 
  lonely or embittered in some way. The city state of Karlaak is 
  rumoured to support a sect of the Azure Sisterhood, which holds a 
  dreadful grudge against the powerful Voashoon family. Similarly, 
  sects have appeared in Cadsandria and Andlermaign where the 
  disenfranchised women of the city feel aggrieved at the way Law 
  disregards their contributions to Argimiliar’s growing power.
  The symbol and colour of the cult is blue, in all its forms. Eequor’s 
  realm is entirely blue and in her most common incarnation 
  the goddess manifests as a terrifyingly beautiful, blue-skinned 
  maiden. Her followers typically clad themselves in blue in Eequor’s 
  honour, abhorring the colour red which, to them, symbolises male 
  arrogance and aggression. Blue Maidens are dedicated to Eequor’s 
  dominance over the male Lords of the Chaos and, of course, 
  the male Lords of Law. The earth is destined to be inherited by 
  women, for they are the bearers of life.
  Eequor is the one Chaos ruler who allows her faithful to step 
  into her azure realm from time-to-time. Acolytes and above can, 
  through a deep sleep achieved through inhaling the burned petals 
  of the blue lotus, enter Eequor’s house where they may seek her 
  advice and be directed by her agenda.
  Myths
  Eequor’s 
  Lover 
  (Mythic 
  Resonance 
  70%) 
  – 
  The 
  Untrustworthiness of Men:
  Eequor found for herself a mortal lover; a man of outstanding 
  beauty and intellect who kept her enthralled but, for all her 
  demands and skill, refused to truly love her. Eequor tried 
  everything in her power to make him return her love; she showered 
  him with gifts, power and wealth. She made him a king in several 
  worlds and an emperor in a whole universe of her own creation. 
  Still he would not love her.
  Eequor decided that her attentions were pushing him away and 
  she retired to her azure realm to wait for him to come to her. But 
  with each visit he seemed more distant and less enamoured of her 
  and, one day, she could accept no more. She followed him back to 
  his palace and hid in his chamber, to see what things he whispered 
  in the night and if any of his dreams were of her.
  That night a lover came to him; a long-haired figure who slid into 
  his bed and caressed him, kissed him and loved him. Eequor’s 
  jealousy could not be contained; she burst from her hiding place 
  and threw herself at his lover, digging her nails deep into her 
  eyes, sinking her teeth into soft flesh and tearing. When she was 
  finished she was covered in crimson blood – as was every surface 
  of the chamber and her love. She looked at the figure she had torn 
  asunder and saw it was a young man; long-haired, high cheek-
  boned, beautiful. Her lover stared at her, tears seeping down his 
  cheeks and his eyes were filled with hatred. ‘You have taken away 
  from me all that you can take demon but you shall not have my 
  soul!’ And he took a dagger from beneath his pillow and plunged 
  it into his neck, allowing his lifeblood to mingle with that of his 
  dead paramour.
  Eequor left the palace still covered in crimson. She hated its sight 
  and hated all men who had played her for a fool and rejected her 
  generosity, her loyalty, her love. She washed the blood from her 
  body in a stream and returned to her blue world where she poured 
  her hatred of men into everything she created. She surrounded 
  herself with women – women lovers, women servants, women 
  warriors. Man, she concluded, is weak and without trust; a twisted 
  creature without the capacity to recognise what he is offered.
  All men are doomed.
  
  28
  Beliefs
  The Blue Maidens revel in the duplicity and deceit their goddess 
  embodies and traditionally dress in nothing but the colours of 
  Eequor. The core belief is that men are weak and malleable, 
  there to be used and exploited whenever the opportunity arises. 
  Worship is popular in all chaotically-aligned nations of the Young 
  Kingdoms.
  In Pan Tang, the cult believes that the Mabden empire seeks male 
  domination of the Multiverse and must therefore be overthrown 
  or, at the least, controlled by Eequor’s faithful. Elsewhere, the 
  cult seeks to undermine the schemes of men and uses guile and 
  duplicity to manipulate male agendas so that Eequor’s power can 
  be extended stealthily and effectively.
  Worshippers
  Eequor’s cult consists entirely of women. In Pan Tang the cult is 
  outlawed but an illegal underground temple continues to venerate 
  Eequor and the women of Pan Tang wear blue in ingenious and 
  subtle ways to avoid the persecution of the theocracy. Any woman 
  can join the cult but, when forming her Pact with Eequor, must 
  swear to do everything in her power to subvert male dominance 
  and refuse to let herself be any man’s chattel, possession or 
  plaything.
  Membership
  The cult is only open to female worshippers. The ranks of the cult 
  go by the following names:
  Azure Sister (Lay Member)
  Sister of the Azure Veil (Initiate)
  Sister of the Azure Robe (Acolyte)
  Sister of the Azure Sceptre (Priestess)
  Sister of the Azure Crown (Champion)
  Azure Sister
  Azure Sisters need not enter into a Pact with Eequor but are 
  expected to do the cult’s bidding and must wear blue as the 
  primary colour. They must attend religious ceremonies and place 
  themselves in positions where men can be influenced. No other 
  benefits are accorded until they become Sisters of the Azure Veil.
  Sister of the Azure Veil
  Sisters of the Azure Veil must enter into a Pact with Eequor 
  and swear the oath of allegiance to the cult whereby all men are 
  considered the enemy, particularly those who follow the male 
  Chaos Lords. Benefits, as described later, begin to accrue at this 
  stage and every Veiled Sister is given a diaphanous veil of azure 
  silk, which is to be worn at cult ceremonies and when performing 
  cult magic.
  When forming the Pact, at least two points of POW must be 
  dedicated to Eequor.
  Sister of the Azure Robe
  Sisters of the Azure Robe are those adherents who have managed 
  to work their way into a social position whereby the schemes 
  of men can be readily influenced and affected. The following 
  conditions apply:
  •	
  Dedication of a further point of POW to the Pact.
  •	
  Knowledge of six cult skills at 50% or greater.
  •	
  Lore (Eequor) 70% or greater.
  Each Robed Sister is given a robe of brilliant azure silk, which 
  must be worn, with the veil, at all cult ceremonies. Further cult 
  benefits are described later.
  Sister of the Azure Sceptre
  The priestesses of the cult, the Sceptred Sisters, lead the cult’s 
  ceremonies and receive Eequor’s wisdom directly so that the cult’s 
  agenda can be pursued effectively. They command Robed and 
  Veiled sisters and are granted a white and blue sceptre as a mark 
  of their rank. It is not necessary for Robed Sisters to immediately 
  progress to the role of priestess; they may become Crowned Sisters 
  if they do not wish to become ceremonial leaders.
  To become a Sister of the Azure Sceptre the following conditions 
  must be met:
  •	
  Dedication of a further point of POW to the Pact.
  •	
  Knowledge of six cult skills at 70% or greater.
  •	
  Knowledge of two Runes or one Summoning at 50% or 
  greater.
  •	
  Lore (Eequor) 90% or greater.
  Sister of the Azure Crown
  Eequor’s champions are skilled Adventurers who have proved 
  themselves to be arch manipulators of men and have successfully 
  thwarted or influenced male schemes to Eequor’s complete 
  advantage. Crowned Sisters conduct Eequor’s most important 
  work across the Multiverse and receive their direction directly 
  from Eequor herself. Every Crowned Sister is given a diamond 
  and sapphire tiara as a mark of their rank.
  •	
  Dedication of a further point of POW to the Pact.
  •	
  Knowledge of six cult skills at 90% or greater.
  •	
  Knowledge of two Runes or one Summoning at 70% or 
  greater.
  •	
  Lore (Eequor) 100% or greater.
  Duties
  The general duties of all cult members are as follows: 
  •	
  Be the lackey, chattel or plaything of no man, ever.
  •	
  Learn the schemes of men and disrupt them. 
  •	
  Advance Eequor’s agenda.
  •	
  Attend cult ceremonies.
  •	
  Discover the whereabouts of Tanelorn.
  
  29
  Specific duties, by Rank, are:
  Azure Sister
  To listen, watch and understand the activities of men so that their 
  schemes can be influenced by the Veiled and Robed Sisters.
  Sister of the Azure Veil
  •	
  Attain positions of influence within male societies. 
  •	
  Work towards affecting their schemes or informing the 
  Robed, Sceptred and Crowned Sisters of schemes that require 
  deeper experience and manipulation.
  Sister of the Azure Robe
  The Robed Sisters are expected to support the Veiled Sisters and 
  to specifically advance Eequor’s power by recruiting more women 
  to the cult, extolling its benefits and highlighting the exploitative 
  nature of the male sex. 
  Sister of the Azure Sceptre
  The cult’s priestesses have the following specific ecumenical duties:
  •	
  Establish a shrine or temple dedicated to Eequor.
  •	
  Hold regular (monthly) ceremonies of worship. The ceremony 
  should include prayers to Eequor, reports on the way the 
  schemes of men have been manipulated and thwarted, and 
  assignments dispensed for members to participate in.
  Sister of the Azure Crown
  The Crowned Sisters act directly on Eequor’s behalf, venturing 
  out to assure the supremacy of the Blue Lady of Disdain over 
  her rival Lords of Chaos. Crowned Sisters are expected to have 
  attained positions of significant power and influence, and to use 
  all their abilities to further Eequor’s desires.
  Benefits
  Benefits are given in the form of Gifts and Compulsions, Cult 
  Skills, Runes, Summonings and access to Eequor’s azure realm – 
  there to shelter from male predation and to receive audience with 
  the Blue Lady of Disdain directly.
  Sister of the Azure Veil
  Veiled Sisters receive a Gift and Compulsion, plus their diaphanous 
  blue veil as a mark of their rank.
  Sister of the Azure Robe
  Robed sisters gain a further Gift and Compulsion and are taught a 
  cult Rune to its starting percentage. They may also enter Eequor’s 
  realm and use it as a sanctuary although they cannot gain direct 
  audience with the Blue Lady. It requires a successful Pact (Eequor) 
  test to move into Eequor’s dimension and the Sister can remain 
  there for a number of days equal to her free Magic Points.
  Sister of the Azure Sceptre
  Sceptred Sisters gain a further Gift and Compulsion and are 
  taught a further cult Rune and one of the cult Summonings. They 
  may also enter Eequor’s realm and use it as a sanctuary and gain 
  direct audience with the Blue Lady. It requires a successful Pact 
  (Eequor) test to move into Eequor’s dimension and the Sister can 
  remain there for a number of days equal to her free Magic Points. 
  If an audience with Eequor is taken, then the Pact skill is increased 
  by 1D4%.
  Sister of the Azure Crown
  Crowned sisters gain a further Gift and Compulsion and are 
  taught a further cult Rune and one of the cult Summonings. They 
  may also enter Eequor’s realm and use it as a sanctuary and gain 
  direct audience with the Blue Lady. It requires a successful Pact 
  (Eequor) test to move into Eequor’s dimension and the Sister can 
  remain there indefinitely. If an audience with Eequor is taken, 
  then the Pact skill is increased by 1D4%. If this takes the Pact 
  above 100%, there is a chance that the Crowned Sister is required 
  to remain within the Blue Realm indefinitely as one of Eequor’s 
  handmaidens. This is effectively apotheosis, as described on page 
  94 of the Elric of Melniboné Core Rulebook.
  Crowned Sisters also gain one cult Heroic Ability.
  Gifts and Compulsions
  Gifts and Compulsions accrue as per rank, described earlier.
  Gifts
  Abstinence (Sleep)
  Animal Familiar
  Extended Life
  Perfection
  Return Loved One
  Rune Mastery (Woman, Man)
  Sanctuary
  Youth
  Compulsions
  Black Widow.
  Chastity.
  Chromophobia – Colour Red.
  Betray the plans and schemes of every man one encounters. 
  Requires Persistence test to control the desire. Subtract the Pact 
  percentage from the Persistence skill before the test is made.
  Destined for sorrow – Nothing brings comfort or pleasure. All 
  dreams are nightmares, all experiences fleeting and unfulfilling. Life 
  is futile. Retirement to the Azure realm of Eequor is the only solace.
  Irrational Fear – Rodents, Spiders and Insects.
  Uncontrollable, irrational obsession over some trivial matter – 
  a jealousy over a lover, or the tendency to find a slight where 
  none occurred.
  
  30
  Cult Skills
  Art (any), Evaluate, Influence, Language (High Speech), Lore 
  (Chaos), Lore (Eequor), Lore (Regional), Seduction, Stealth, 
  Sword and Dagger Combat Styles.
  Cult Runes and Magic
  The cult of the Azure Sisterhood teaches the following:
  Runes of Air, Bewilderment, Chaos, Contact, Earth, Enhancement 
  (CHA), Man, Passing, Sleep, Taste, Touch, Water, Woman.
  Demons of Desire, Elementals (sylphs and gnomes)
  Command, Summoning Ritual (Demon of Desire), Summoning 
  Ritual (Gnomes),Summoning Ritual (Sylph)
  Summon Elenoin
  Heroic Abilities
  Devilish Charm, Disease Immunity, Linguist, Madness of 
  Purpose, Poison Immunity.
  Retribution
  Betraying Eequor is to betray womanhood. Once a member of the 
  cult, one is tied for ever to its agenda. Any member is considered 
  to have betrayed the cult if any of the following occurs:
  •	
  She allows herself to be willingly used by any man.
  •	
  She pledges allegiance to another Lord of Chaos.
  •	
  She breaks a Compulsion or cult vow.
  Retribution takes the form of a concerted vendetta by three of 
  Eequor’s Crowned Sisters who make it their task to capture the 
  traitor and deliver her to the Azure Realm. Here Eequor torment’s 
  the traitor’s soul for eternity, subjecting it to every painful and 
  sorrowful punishment imaginable, causing it to feel every 
  injury womanhood has sustained throughout millennia of male 
  domination.
  Politics and Relationships
  The Azure Sisterhood despises, and is despised by, the male 
  dominated Chaos cults but occasionally the Sisterhood’s talents 
  are considered useful, resulting in temporary alliances. The cults 
  of Xiombarg are most ready to forge such alliances, although the 
  Azure Sisterhood views Xiombarg as a feckless god that cannot 
  decide upon which gender to favour.
  The cult of Miggea is, strangely, admired by the Azure Sisters. 
  Although Miggea is a goddess of Law her uncompromising 
  attitude reflects many of Eequor’s own ideals and so, whilst the 
  two cults are ostensibly enemies, a mutual respect exists between 
  them.
  Blood	Brothers
  Out of all this rose an island of dark blue rock. Upon the 
  rock was a building, a great castle all colored scarlet. And the 
  scarlet rippled as if water had somehow been molded into a 
  permanent shape. A familiar, salty smell came from the scarlet 
  castle.
  …The figure was fat, about twice as broad as an ordinary 
  man. It had a head which was essentially human but from 
  which boar-like tusks sprouted. It moved over the rippling 
  scarlet surface on bowed, thick legs, naked but for a tabard 
  embroidered with a design not immediately recognizable. It 
  was grinning at them. ‘I have been short of guests,’ it grunted. 
  ‘Are you mine?’
  — The King of the Swords
  Duke Teer, a minor noble of Chaos, is a vassal of Mabelode but all 
  his efforts are consumed with the building of his dreadful castle 
  of blood. The Eternal Struggle might rage around him but Teer’s 
  castle is all that matters to the boar-headed Chaos Lord. Even 
  direct requests for aid by the Sword Rulers themselves are denied. 
  All that matters is obtaining blood; more and more of it. And the 
  Multiverse has blood in abundance.
  Purpose and History
  ‘You have not heard of Teer’s Castle? How strange! Why, my 
  pretty mortal, it is built of blood—it is built all of blood. 
  Many thousands have died to make my castle. I must slay 
  many thousands more before it is properly completed. Blood, 
  my dear—blood and blood and blood! Can you not sniff its 
  delicious tang? What you sniff is blood. What you see—it is all 
  blood. Mortal blood — immortal blood — it all mingles. All 
  blood is equal when it goes to build Teer’s Castle, eh? Why, you 
  have blood enough for part of a small wall of a tower. I could 
  make a room from all three of you. You would be astonished 
  to learn how far blood can be made to stretch as a building 
  material. And it is tasty, eh?’
  — The King of the Swords
  Such is Teer’s desire to improve his castle that he requires human 
  agents to collect blood on his behalf. These are the Blood Brothers 
  and Sisters; those who have pledged to help Teer build his castle 
  and scour the Million Spheres for more blood to be transmitted 
  to Teer’s ghastly realm. Those who cleave to Teer find themselves 
  becoming as obsessive as he is about the completion of the castle. 
  The craving for blood strengthens as the Pact increases and Blood 
  Brothers go to extraordinary lengths to obtain blood for their 
  master.
  What purpose the castle serves is unknown but clearly Mabelode 
  finds Teer’s dedication to it worthwhile and, perhaps, amusing 
  because the King of the Swords chooses not to intervene in 
  Teer’s plans. Teer will provide his followers to Mabelode’s service 
  
  31
  whenever the need arises – just as long as he is not required to turn 
  his attention away from his castle personally.
  Myths
  Teer Builds His Castle (Mythic Resonance 70%) – The Trust 
  of Lord Mabelode; the Denial of Lady Xiombarg: Teer worked 
  hard, labouring on the castles that each Lord of Chaos made for 
  himself, directing the slaves who built these magnificent edifices 
  in a myriad of different planes. When he had completed the castles 
  for the Sword Rulers he was asked what he sought as a reward. ‘I 
  wish to be a duke of hell,’ he said. And it was done.
  He also asked for a castle of his own but Xiombarg refused: ‘You 
  would build something so large and beautiful that it would dwarf 
  the castles built for us.’
  Teer was angered at this but could not rebel against the Lords of 
  Chaos he loved above all others. Instead he asked to retire to a 
  place where he might rest and this was granted. It was here that 
  Teer decided he would build his own castle regardless but not of 
  stones or bones, as the castles he had made for others, but of some 
  new material that the Lords of Chaos would not expect. He chose 
  blood.
  Mabelode came one day whilst Teer flowed blood into moulds 
  and raised the walls. ‘A fine defence, Duke Teer. Is this a bastion 
  of Chaos?’
  ‘It is my lord.’ Teer said.
  ‘And if my armies are beset by foes they can climb behind its walls 
  for safety?’
  ‘Undoubtedly, my lord.’
  ‘And you would never use such a fine, fine edifice against us, my 
  beloved Duke Teer?’
  ‘Never, my lord!’
  And so Teer was left to raise his red castle, watched slyly by 
  Mabelode who chose not to interfere and kept the Castle of 
  Blood secret from Lady Xiombarg who would, undoubtedly, have 
  destroyed it. Thus were Mabelode and Teer made allies.
  Beliefs
  Blood is the ultimate building material. Teer needs every ounce 
  of blood available – mortal and immortal. When the castle is 
  complete, every Blood Brother shall have a suite within its walls 
  and be entertained for eternity in most opulent ways conceivable.
  Worshippers
  Members of the cult are likely to have been introduced to it via 
  the Sword Rulers cult. Any Initiate of Mabelode’s sect of the 
  Sword Rulers cult can opt for immediate initiation into the Blood 
  Brothers and, likewise, agents of Teer may be co-opted into the 
  Sword Rulers’ sect of Mabelode. 
  Blood Brothers tend to work in isolation and do not gather in 
  groups. Their grisly work is frequently viewed with disdain by 
  other cults because Teer’s obsession with his castle detracts from 
  the overall struggle with Law. Teer’s worshippers are therefore 
  secretive and spread far and wide across the Young Kingdoms. 
  Their activities are often mistaken for those of the Death Bringers 
  or other Chaos cults. Teer’s promise to his worshippers is that 
  they will join him when his castle is complete and spend eternity 
  revelling at his side, indulging in every available pleasure.
  Membership
  The cult maintains no ranks or hierarchy and requires no 
  ceremonies. Any blood taken by a Blood Brother is sent 
  immediately to Teer and that is sufficient. The benefits of cult 
  membership are outlined here.
  Duties
  The duty is to provide blood; it is also the only Compulsion the 
  cult levies. The stronger the Pact becomes, the stronger the desire 
  for blood. Initiates must enter into a Pact with Teer and once 
  they have done so, they crave blood themselves and drinking it 
  is the purest way to send it across the Multiverse to their boar-
  headed master. One must drink the blood of a creature a number 
  of times per week for every 20 points (or fraction thereof) in the 
  Pact skill. If this is not achieved the cultist starts to lose one Hit 
  Point from every location for each day of abstinence. When all 
  Hit Points reach zero the cultist is too weak to move and Teer 
  comes personally to take the last of their blood for use in his 
  castle.
  Benefits
  Blood Brothers gain Gifts according to the POW dedicated to the 
  cult. Heroic Abilities are also granted as described later.
  Gifts and Compulsions
  Gifts
  Animal Familiar (always a boar or pig)
  Endurance
  Increased Damage Modifier
  Increased Reactions
  Poison Immunity
  Rune Mastery (Cult Runes)
  Sanctuary
  Sense Million Spheres
  Compulsions
  Armour Rejection
  Attention Deficit
  Blood Sacrifice
  Carnal Murderer
  
  32
  Corpse-Like
  Demonic Fervour
  Dread
  Empire Builder
  Cult Skills
  For every 2 points in the Pact with Teer, the adherent gains a 
  bonus of +1% to one of the following cult skills for every point of 
  POW invested in the Pact. This is an automatic bonus and reflects 
  the strength of kinsmanship the disciple feels with Teer.
  Dagger, Evade, Influence, Lore (Chaos), Lore (Teer), Seduction, 
  Stealth, Unarmed.
  Cult Runes and Magic
  Instead of taking a bonus to Cult skills, as outlined previously, 
  Blood Brothers can instead opt to learn one Cult Rune for every 
  point of POW dedicated to the Pact, at its base percentage. The 
  cult’s Runes are:
  Chaos, Hearing, Sight, Silence and Speed.
  The cult does not know any Summonings but these can be learned 
  through alliances with the Sword Rulers cult.
  Heroic Abilities
  Instead of taking a bonus to skills or learning Runes, the adherent 
  may instead choose one of the following Heroic Abilities.
  Dead Eye, Madness of Purpose, Wall Leaping.
  Retribution
  Failure to deliver blood to Teer results in the disciple sustaining 
  physical damage as described in Duties. If the Blood Brother 
  actively betrays the cult in some way, Teer sends agents to drain 
  every drop of the traitor’s blood, along with that of his friends, 
  family and loved ones.
  Politics and Relationships
  Most cults are suspicious of the Blood Brothers’ agenda although 
  the Sword Rulers are generally more sympathetic due to Teer’s 
  past allegiances. Favours offered to the Sword Rulers by Blood 
  Brothers are always repaid in access to fresh blood.
  Death	Bringers
  Then there emerged from the huge forest a great figure, naked 
  and gnarled like the trunk of a tree, green as lime, but the face 
  was jovial. ‘Greetings, unhappy renegades,’ it said.
  The giant advanced carelessly towards them, unhurried. ‘It 
  will please me to exact the price of your crimes from you,’ it 
  said, ‘for I am Hionhurn the Executioner. You will find your 
  death pleasant - but your fate unbearable.’ And he came closer, 
  his clawed hands outstretched.
  — The Bane of the Black Sword
  The Death Bringers venerate the two principal Lords of Death and 
  desolation: Chardros the Reaper and Hionhurn the Executioner. 
  Its members revel not just in the heat of battle but casual violence 
  for its own sake, retribution, revenge, cold-blooded murder, 
  execution and, in a twisted way, the ultimate justice death offers. 
  To the Death Bringers, death is a release from the confines of the 
  mortal world and a passage into the dreadful, exhilarating realms 
  of Chaos where souls are used to create the armies of Hell as much 
  as they provide sustenance for the Lords of Chaos.
  Purpose and History
  Grim-faced Chardros and the green giant Hionhurn received 
  little recognition during the Bright Empire’s height. Certainly 
  the Melnibonéans viewed death as part of a passage into the 
  glittering realms of Chaos but sought no reason to celebrate it 
  in the veneration of such dismal gods. Melniboné’s sophisticated 
  tastes favour artistry, complexity and erudition; not the finality 
  and doom offered by both the Reaper and Executioner. To this 
  extent, both were – and are – considered minor Lords of Chaos 
  by the Melnibonéan nobility. It took the vindictive, savage and 
  simple mindset of the Mabden to elevate both Lords of Chaos 
  into a more major role.
  The cult of the Death Bringer cult has its roots in Pan Tang. Here, 
  death is commonplace and not just the death of the body. Pan 
  Tang seeks to kill the remnants of the Bright Empire so that it can 
  be replaced by one of Mabden sensibilities. The Death Bringers 
  fulfil this hankering with their unswerving commitment to 
  delivering death. The cult is far from noble; it does not recognise 
  any right to a good, clean and noble death. Death is a process that 
  must be entrained as expediently as possible. Notions of nobility 
  and honour do not enter into the equation.
  As Lords of Chaos, Chardros and Hionhurn are very different in 
  nature, although they concern themselves with the same ultimate 
  goal: the reaping and despatch of mortal souls.
  Chardros the Reaper
  Portrayed as a reaper of souls, bearing an immense, soul-severing 
  scythe, Chardros is the unrelenting harbinger of Life’s End. 
  Chaos is concerned with unfettered creation and mutability but 
  Chardros’s province is in using the death of the mortal form to 
  free the soul, which is the raw material for achieving creation and 
  change. Souls, separated from the physical form, are malleable 
  and delicious. They sustain the Lords of Chaos as food sustains 
  the mortal form but are also pliable models to be reshaped and 
  reconditioned. All souls taken are dedicated to Chardros with the 
  blood-curdling battle cry, or soul-chilling whisper ‘The Scythe! 
  
  33
  The Scythe’ the moment before the killing starts. The undisputed 
  aim of the sect is to damn as many souls as possible to Chardros’ 
  grim realms where they will be tortured and twisted into demonic 
  servants, to serve in the Army of Chaos.
  When Chardros receives a soul that has been dedicated to him, 
  he judges it by eye, deciding on whether or not the soul should 
  be consumed or sent to one of the Grey Hells that form his 
  dominion, to be there transformed into a warrior of Entropy. 
  Chardros does not understand mercy and hears no appeals. He is 
  single-minded of purpose and impossible to placate. He demands 
  souls and if he is refused them, comes in person with his scythe to 
  claim what he has been promised. Chardros cannot be bargained 
  with or evaded. He relishes the opportunity to hunt for a soul 
  himself and gains the greatest satisfaction from severing it from 
  its wretched body, dangling the doomed spirit before his cracked, 
  bony, expressionless face and judging its fate with an unerring eye.
  Members of the Chardros sect view life with complete disdain, 
  even their own, considering mortal existence to be nothing more 
  than a transitory state and that death is the ultimate fulfilment. 
  Their mission on earth is to speed that transition for as many as 
  possible, before, finally, offering their own soul to Chardros as the 
  greatest personal sacrifice. This is not to say that members of this 
  sect of the Death Bringers are suicidal; they want to live as long 
  as possible so that more death can be delivered. However they do 
  understand, and welcome, the fact that one day Chardros will 
  require their souls.
  Hionhurn the Executioner
  Hionhurn punishes and executes. He exacts revenge and demands 
  retribution. The souls he claims are as damned as any but not to 
  the Armies of Chaos. Those slain by Hionhurn, or slain in his 
  name, are thrown into the Green Hells where Hionhurn’s children 
  writhe and strain, demanding fresh souls to torment and torture. 
  Hionhurn views death as pure punishment with no noble purpose 
  save for the satisfaction it brings to the Children of the Green 
  Hells.
  He values the souls of the guilty above the souls of the innocent 
  but in essence there is little difference once a damned soul 
  reaches the Green Hells. Hionhurn likes to have a basis for 
  inflicting punishment – and even the smallest, most innocuous 
  of misdemeanours warrants the fullest of punishments. But then 
  Hionhurn does not believe that anyone is free of guilt; no life is 
  blameless.
  To this end Hionhurn’s sect appeals to those who make death 
  their living. He is patron to some assassins (although, curiously, 
  not always the Mereghn for they are anything but religiously 
  fanatical), executioners, those engaged in blood-vendettas and 
  those for whom revenge has become a personal, all-consuming 
  crusade. In fact, Hionhurn’s children, stretching their languid 
  minds out from the Green Hells, have a keen sense for those 
  who are being consumed by the need for revenge. They enter the 
  dreams of the tormented and whisper sweet thoughts encouraging 
  vengeance and retribution, offering hints as to how their father 
  can, for a small piece of the soul, assist the Revenger to enact 
  their Tragedy. Many who serve Hionhurn are snared in this way, 
  pledging allegiance in return for short-term satisfaction, only 
  to find themselves duped into becoming guilty parties, ripe for 
  Hionhurn’s own punishment. 
  Myths
  Chardhros Creates Death (Mythic Resonance 80%) – The 
  True Nature of Death:
  It is known that the Lords of Chaos are immortal but ever-
  changing. To them, death is another state of existence and, until 
  Lord Chardhros came into being, it never existed.
  Chardhros discovered death through his hatred for life. All things, 
  when he came into being, were immortal and he sensed in some a 
  yearning for respite, the ultimate change. Thus he created Scythe, 
  with which to part the soul from the body, because that is what 
  perpetuates the state of life: the continued marriage of spirit of 
  flesh. Scythe was forged from the stuff of Chaos and was sharp 
  enough to sever entire worlds from their life-force.
  To test Scythe he created a world and populated it with things of 
  flesh and soul. They served him and revered him and he watched 
  this veneration with detachment. Then, when the time was right, 
  he appeared to them as the Shrouded Man, carrying Scythe, his 
  vassal, Lord Hionhurn, at his side. He called the race he had 
  created Mortals although, at that time, had no clear meaning for 
  the word.
  He severed, one-by-one, the souls of each Mortal he encountered, 
  sending their souls to his halls of Hell and leaving their bodies 
  limp and lifeless. Lord Hionhurn severed the head of each mortal 
  with his axe, as proof that the soul could not be returned. When 
  every Mortal was dead, Chardhros descended to his halls and 
  gathered the souls unto him as his cloak of grey and spoke to 
  them.
  ‘Life is a gift from us. It is not your right. I give and I take away. 
  Know this, and accept it, and I grant you an afterlife of pleasure 
  in service only to me. You will never know hunger and you will 
  never know pain.’
  And Mortals knew the sense of it and accepted it. And let their 
  world die with them.
  Then, to the Mortal world, came a new force that was known as 
  Law. Law looked around it, at the million corpses and tried to 
  reattach the severed souls. Sometimes it was successful but mostly 
  it was not: with the unsuccessful ones it created dreadful ghouls 
  that wailed because they had been taken from Hell and rejoined 
  with bodies that were useless to them for they were rotten and 
  hungry. Eventually Lord Chardhros was forced to lead his faithful 
  from the Dead Halls to confront Law on the Plains of Weeping, 
  where the first massacre had occurred. Two great armies ranked 
  
  34
  against each other. At the head of the army of Law, was Mirath, 
  Lord of Life. At the head of the other was Chardhros, Lord of 
  Death.
  ‘I come to challenge this knew power and misery you have 
  brought, Lord Chardhros,’ Mirath proclaimed.
  ‘Then your soul will join the ranks of my faithful,’ Chardhros 
  replied, because he was certain that Scythe would sever even the 
  soul of a Lord of Chaos.
  When the two armies met and battled, the army of Chardhros 
  could fight without respite but the army of Law soon tired and 
  was slaughtered. Mirath retreated in fear as Chardhros challenged 
  him with Scythe.
  So was Law driven from Chardhros’s realm and Chardhros 
  brought Death to all other realms ruled by Chaos. He taught the 
  other Lords the power of Blood and Souls and all were grateful. 
  Truly was Chardhros the greatest of all Chaos Lords!
  Beliefs
  Whichever sect the Death Bringer follows, the same beliefs are 
  shared.
  •	
  Life is an illusion. Death, and what lies beyond, is the only 
  truth.
  •	
  The physical body is a prison; the soul must be freed.
  •	
  Souls are the raw material of creation and possibility. Only 
  through death can they realise their potential.
  •	
  The only true and just punishment is death.
  •	
  Revenge, and the need for it, is the gateway to redemption.
  •	
  Death cannot be avoided. It should be welcomed.
  •	
  The Eternal Struggle is the struggle between Life and Death. 
  Death, in its permanence, will prevail.
  Worshippers
  The cult attracts those who enjoy casual violence and death for 
  its own sake. It offers a righteous excuse for visiting violence and 
  appeals to those who are seduced by both the nature of Chaos and 
  satisfaction inflicting suffering and death brings.
  Membership
  Standard.
  All Death Bringers must choose either the sect of Chardros or the 
  sect of Hionhurn. The two cannot be followed together because 
  they have separate agendas.
  Cult Ranks
  Stalker (Lay member)
  Stealer of Life (Initiate)
  Maker of Knots (Acolyte)
  Maker of Chains (Priest)
  Lord of Death (High Lord/Champion)
  Stalker
  As Lay Members, Stalkers have not yet made a Pact and so, whilst 
  they follow the cult, their own souls are not yet doomed.
  Stealer of Life
  To become a Stealer of Life, the Initiate needs to kill one person and 
  dedicate that kill to either Chardros or Hionhurn. The strength of 
  their Pact, made at the moment of the kill, is based on their CHA 
  and personally dedicated POW but also on the POW of the person 
  killed. Thus, a warrior with a CHA of 10 who dedicates three of 
  his own points of POW to the Pact and kills an opponent with 
  POW 12, establishes a Pact of 25%. Only the POW he dedicates 
  personally can be used for Gifts. All further kills increase the Pact by 
  only 1%, irrespective of the POW of the victim.
  Maker of Knots
  The Makers of Knots actively engage in the cult’s business at a 
  more sophisticated level than simply bringing death to worthy 
  individuals. They literally weave the strands of fate and doom, 
  directing their efforts at groups and associations that require the 
  attention of Chardros’s scythe or Hionhurn’s axe and noose.
  Knot Makers must fulfil the following criteria:
  •	
  A Pact of 50% or greater.
  •	
  Have made, and dedicated, at least five kills to their Patron.
  Maker of Chains
  The Death Bringers cult does not maintain a formal priest 
  hierarchy; it has no proscribed rituals, ceremonies or holy days. 
  Instead, Chain Makers are those who actively seek and recruit 
  new followers for the Death Bringers, sowing the seeds of revenge, 
  engineering death through Knot Makers and Life Stealers, and 
  ensuring a steady supply of souls for Chardros and Hionhurn.
  Chain Makers must fulfil the following criteria:
  •	
  A Pact of 70% or greater.
  •	
  Know at least five of the Cult Skills at 50% or higher 
  (including one weapon skill).
  Lord of Death
  The champions of the cult are almost the personification of their 
  patrons; grim-faced, wreathed in shadow and consumed by the 
  need to reap souls for their lord. Lords of Death prepare for the 
  day when the Armies of Hell are theirs to command and the 
  reaping of the world – bringing about its very end – will begin.
  Death Lords must fulfil the following criteria:
  •	
  Pact of 90% or greater.
  •	
  Know all the cult skills at 50% of higher.
  •	
  Have brought about the demise of one influential or important figure.
  Duties
  The key duties have been described previously. However, in 
  addition to bringing death, cult adherents have several other 
  duties to fulfil, irrespective of their rank.
  
  35
  •	
  Send souls to Hell. Kill all who oppose Chaos.
  •	
  Find and murder the agents and champions of Arkyn 
  and Donblas and all those who aid them.
  •	
  Prepare for the Final Battle when Hell itself shall be 
  unleashed into the world.
  Every Death Bringer cultist is aware of the importance of the 
  Eternal Struggle and is keen to play his part in Chaos’s name. For 
  them, the Eternal Struggle is triumph, not merely perpetuation 
  and triumph results in death in all its glory being loosed upon the 
  world and especially upon the forces of Order. It is the duty of 
  every Death Bringer to prepare for his role in the final battle and 
  to strengthen Hell’s armies with souls in readiness for it.
  Benefits
  Cult benefits come in the form of Gifts and Compulsions, Cult 
  Skills, Runes and Summonings, Heroic Abilities and Cult Secrets.
  Stealer of Life
  •	
  Life Stealers gain a Compulsion and a Gift.
  •	
  Training in all cult skills is at half the normal cost.
  Maker of Knots
  •	
  Knot Makers gain a further Gift and Compulsion.
  •	
  The cult also teaches one Rune to its starting percentage.
  •	
  Further training in sorcery skills is available at half the usual 
  cost.
  Maker of Chains
  •	
  Chain Makers gain a further Gift and Compulsion.
  •	
  The cult teaches a second Rune to its starting percentage.
  •	
  The cult teaches a Summoning to its starting percentage.
  •	
  Further training in sorcery skills is available at half the usual 
  cost.
  •	
  Learn one Cult Secret.
  Lord of Death
  •	
  Death Lords gain a further Gift and Compulsion.
  •	
  The cult teaches a third Rune to its starting percentage.
  •	
  The cult teaches a second Summoning to its starting 
  percentage.
  •	
  Further training in sorcery skills is available at half the usual 
  cost.
  •	
  The Death Lord may choose a Heroic Ability.
  •	
  Learn one Cult secret.
  Gifts and Compulsions
  Although the cult is divided into two sects, Gifts and Compulsions 
  are common to both Chardros and Hionhurn.
  Gifts
  Animal Familiar
  Chaotic Blessing
  Combat Acuity
  Divine Training (Cult Skills)
  Endurance
  Horde
  Increased Damage Modifier
  Poison Immunity
  Slave
  Weapon of the Faith
  Compulsions
  Acute Insomnia.
  Armour Rejection.
  Bone Collector and constantly count, the bones of dead things. 
  Wear prized bones around the body.
  Corpse-like.
  Desire to murder a loved one.
  Expose a section of own skull (–1HP to Head Hit Location).
  Fear of Death. 
  Kill once per week. Failure to do so results in the loss of one 
  point of POW.
  Resurrection.
  Cult Skills
  All Axe Combat Styles, Evade, Garrotte/Strangle Cord, Language 
  (High Speech), Lore (Chaos), Lore (Death Bringers), Perception, 
  Resilience.
  Cult Runes and Magic
  Runes of Alarm, Animate, Chaos, Cold, Confinement, Darkness, 
  Dissolution, Passing, Raising and Silence.
  The cult also teaches Command and Summon (Demons of 
  Combat, Demons of Knowledge, Demons of Protection).
  Heroic Abilities
  Disease Immunity, Loremaster, Madness of Purpose, Slaying 
  Touch, Soul Sever. 
  Cult Secrets
  •	
  The horrors visited upon dead souls in the torture chambers 
  of Chardros and Hionhurn are beyond compare. All demons 
  are the twisted souls of those slaughtered in the name of 
  Chaos. There is no escape from eternal agony. Hell spills-over 
  and soon the demons will seek a way to earth.
  •	
  At the northern edge of the world, hidden amongst the 
  mountains overlooking the Weeping Waste, is a hidden 
  valley. Within that valley is a temple of death, made from the 
  skull of a slain god. Walking into that temple leads one to the 
  very mouth of Hell where Chardros himself waits, scythe in 
  hand, guarding and judging the souls delivered to him. His 
  faithful may pass beyond and into Hell itself and may return, 
  if they are prepared to dedicate their souls utterly to him.
  •	
  Hionhurn knows the guilt of every mortal on earth. For the 
  right price – which is always blood or souls – he will divulge 
  
  36
  what he knows about a single mortal. Even the deepest secret 
  is within his knowledge and he keeps every ounce of guilt as 
  a mouthful of wine that he stores in a vast chalice of obsidian 
  deep within his realm.
  •	
  The souls of those who follow Law are as damned as the souls 
  of those who follow Chaos. The Lords of Law know this and 
  keep it from their adherents; they fear the power within the 
  soul because souls are malleable and filled with potential. 
  This is why they seek bodily perfection, because the body 
  must obey certain laws. However, the unfettered soul is a 
  threat to Law and so they seek to damn every soul that comes 
  into their possession, so that they can perpetuate their power 
  over mortals.
  Retribution
  Crossing the cult through betrayal or apostation can result in 
  only one outcome. It falls to the Chain Makers to hunt down, 
  and deliver unto their patron, those who turn against Chaos. 
  Naturally enough the full resources of the cult (Summonings, 
  the dreadful dreams of Hionhurn’s children…) are employed in 
  such a service and doubly damned are those who would betray 
  the Bringers of Death.
  Politics and Relationships
  The sects of Chardros and Hionhurn have little to do with each 
  other directly but in the shared pursuit of souls and death, they 
  work together when needs dictate and neither sect is antagonistic 
  to the other.
  The Death Bringers are a dark and shadowy institution within 
  the legions of Chaos. In Pan Tang the cult is an essential tool 
  of Mabden policy but in the 
  wider Young Kingdoms few 
  understand its nature and would 
  not wish to comprehend it. The 
  other cults of Chaos steer clear 
  of the Death Bringers because, 
  even though they share an 
  allegiance to Chaos, no one, 
  not even devout adherents of 
  the Lords of Entropy, are above 
  the calling and concern of the 
  Reaper and Executioner.
  Amongst the cults of Law, the 
  Death Bringers are targets for 
  the righteous knights of Arkyn, 
  Donblas and Tovik who, on the 
  face of it, oppose the callous 
  contempt for life that the Death 
  Bringers espouse. Yet in truth, 
  it is fear that drives them – fear 
  that the Death Bringers offer 
  clandestine strength within the boundaries of Hell that Law is 
  unable to counter easily. The Death Bringers understand too well, 
  though, that the Lords of Law know that death is a betrayal of 
  Law and that is why they oppose it.
  Curiously the Lady Miggea, that insane mistress of Law, does not 
  view Chardros and Hionhurn with the same fear and hatred. Of 
  all the Lords of Law she understands death is a part of a process 
  that must, in all truth, be embraced by Law. Even the most 
  perfect things have an end point and so she directs her attentions 
  elsewhere, allowing the Death Bringers to do what they must.
  Ecstatic	Indulgence
  From the galleries, the music grows louder and more complex 
  as the slaves; specially trained and surgically operated upon 
  to sing but one perfect note each, are stimulated to more 
  passionate efforts. Even the young emperor is moved by the 
  sinister harmony of their song which in few ways resembles 
  anything previously uttered by the human voice. Why should 
  their pain produce such marvellous beauty? he wonders. Or is 
  all beauty created through pain? Is that the secret of great art, 
  both human and Melnibonéan?
  — Elric of Melniboné
  The cult of Balaan and Slortar the Old. Worshipped 
  enthusiastically on Melniboné and Pan Tang, this cult views 
  Slortar as the master of unearthly, ecstatically painful delights and 
  Balaan his apprentice, although in some sects the two are equals 
  and aspects of the same being where Balaan is the lord of pain and 
  torture and Slortar the bringer of all indulgences. No perversion, 
  
  37
  predation or sado-masochistic act is too extreme and in Pan Tang 
  cult members seek to outdo each other in what they can endure or 
  inflict on others (usually slaves) without the subject dying.
  Prayers are always offered to either Balaan or Slortar before acts 
  of indulgence are committed. Blood sacrifices are frequent and 
  ceremonies venerating either god frequently descend into orgies 
  of dreadful sexual depravity.
  Purpose and History
  Chaos is a hedonistic doctrine promoting self-satisfaction and 
  interests ahead of a common good. In Melniboné this has been 
  raised to a form of high art, utterly inventive, amorally complex 
  and fixated on the realisation of pleasures that should be beyond 
  the limitations of the mortal frame. The Cult of Ecstatic Indulgence 
  has its roots firmly buried in Imrryr and, as the Bright Empire 
  controlled the known world, the cult followed in the empire’s wake.
  The cult’s purpose is to pursue every conceivable pleasure and 
  indulgence, and to create new ones when the old become boring. Its 
  patrons are Slortar (in both his Old and Beautiful aspects), Balaan 
  the Grim, Six-Breasted Arnara of Unmatched Eroticism and a host 
  of specialised demon lords and princes who grant untold pleasures 
  to the faithful. Manifestations of the cult can be found across the 
  Young Kingdoms, even in those regions now ostensibly under the 
  aegis of Law. Many brothels and gambling dens have some form 
  of shrine to one or other of these deities since they symbolise the 
  possibilities of pleasure and signal a devotion to its attainment.
  Yet it is in Imrryr, Hwamgaarl and Gromoorva where the cult 
  thrives. Its temples are pleasure houses where every conceivable 
  indulgence can be manifest. In Imrryr, Demons of Desire are 
  summoned to add spice to erotic encounters; in the laboratories 
  and torture chambers Balaan’s name is invoked before the tools of 
  the trade are employed so that the experience for the torturer and 
  the victim can be heightened. In Hwamgaarl, orgiastic festivals 
  dedicated to the patrons of the cult fill the vast Pleasure Domes 
  and the delights to be found in these days-long affairs are enough 
  to drive men past the brink of sanity. In Gromoorva, where, it is 
  said, the best brothels are to be found, the acts of physical love are 
  enshrined as re-enactments of divine couplings.
  This is a cult of hedonists, thrill-seekers, sadists, masochists, 
  prostitutes, gigolos, depravity and insane curiosity. It panders to, 
  and encourages, the basest desires and whilst it offers temporary 
  fulfilment and gratification, is essentially an ungratifying and 
  unfulfilling institution: one is always left wanting more, wanting 
  something different. Once is too much and 100 times is not 
  enough. Those who dedicate their souls to the gods of Ecstatic 
  Indulgence find that the promises of the ultimate pleasure are 
  easily offered but never attained. Only the gods themselves can 
  ever know the ultimate in fulfilment.
  The cult is separate to that of Aesma, even though there is a 
  common theme. Those rejected by Aesma are frequently drawn 
  to the cult of Ecstatic Indulgence instead.
  Slortar the Beautiful
  To Melnibonéans, Slortar is a manifestation of brilliance and 
  physical beauty. His raw aspect is that of Chaos’s scintillating 
  luminescence and is reflected in Imrryr’s gleaming and wondrous 
  spires. Those who venerate him seek to emulate his presence in 
  their fashions, styles and countenance. Many undergo constant 
  surgical and sorcerous transformation to render themselves more 
  comely, elegant and radiant. To them, imperfections, no matter 
  how small, are ugly and they must surround themselves at all 
  times with things that are as beautiful as themselves.
  Slortar the Old
  Adherents of Slortar’s aspect as Slortar the Old venerate Slortar 
  as the master of unearthly, ecstatically painful delights. Pain 
  derives from beauty and beauty from pain. They will endure any 
  deliberate agony (and inflict it) in pursuit of the blessed pleasures 
  such suffering achieves either through its eventual alleviation or 
  through transcendence of physical pain into a spiritual ecstasy of 
  the kind only the Lords of Chaos themselves must experience. 
  Drugs of all kinds figure in their experimentation, as do methods 
  and modes of torture and self-harm.
  Balaan the Grim
  As the apprentice to Slortar the Old, Balaan is the master torturer; 
  the Lord of Chaos who, through the delicate and skilled infliction 
  of agony achieves self-realisation and undeniable ecstasy as pain 
  gives way to the divine truths of the Multiverse. In Melnibonéan 
  myth, Balaan developed the Chaos Wheels – the huge golden 
  wheels of torture – to entertain Slortar. He gave the gift to the 
  early Bright Emperors and they experimented enthusiastically 
  with the devices, gaining pleasure both from observing the results 
  of those subjected to its breakings and from being broken upon 
  it themselves.
  Arnara the Six Breasted
  The Chaos Mother of erotic endeavour, Arnara is a large 
  Melnibonéan cult, even now, and her veneration extends 
  across the Young Kingdoms into the brothels, bordellos and 
  bed chambers of those who delight in fornication in all its 
  myriad incarnations. Those who dedicate their souls to her 
  experience Arnara’s own caress at the height of the physical 
  act of love and are, momentarily, transported to her Halls of 
  Eroticism in the Amber Planes where every waking moment is 
  one of sheer orgasm.
  Myths
  The Dream of Oom-Mju (Mythic Resonance 75%) – What 
  Awaits the Faithful:
  On a bleak moorland, on a bleak plane, beyond the edge of the 
  Sea of Time, stands the Great Hall of Oom-Mju. It is shaped as a 
  great dome, or breast, surrounded by slender minarets that mimic 
  the male member. To reach Oom-Mju requires deep dreaming 
  and a regard only for personal pleasure.
  
  38
  Slortar built Oom-Mju and many live within its halls, feasting, 
  gorging, rutting and killing. Slortar’s servants deliver every 
  indulgence and grant every whim – wish for it and it is yours! To 
  visit Oom-Mju is to remain for 1,000 days, even though, through 
  dreaming, one emerges after hours. In that time, every experience 
  will be satiated, presided over by lion-faced Slortar and his Eternal 
  Concubines, tattooed and accepting, especially of mortals for 
  whom they lust.
  Beneath Oom-Mju are the Amber Planes, where Arnara the Six 
  Breasted reclines, attended by her immortal servants who take her 
  milk and empty it into the rivers that flow through Slortar’s grand 
  halls. Bathing in the milk of the Amber Plane grants eternal life 
  but one always considers Arnara mother thereafter, forsaking all 
  other family.
  Within the minarets of Oom-Mju are the chambers of Lord 
  Balaan, dark places where the foes of Chaos are tortured for 
  eternity in a variety of inventive ways. Lord Balaan constantly 
  seeks new ways to inflict pain and is keen to demonstrate his arts 
  to those who dream their way into his halls and chambers. All 
  the foes one has slain can be found here, shackled and ready for 
  further tortures to be visited upon them and Lord Balaan watches 
  with intent, rewarding the most inventive uses of the many tools 
  he provides – flenses, needles, scalpels, knives, brands and every 
  other tool of the torturers heart.
  To DreamQuest to Oom-Mju is to surrender to despair and 
  emerge gratified.
  Beliefs
  The cult of Ecstatic Indulgence has many beliefs – because every 
  individual has their own ideas of what constitutes pleasure and 
  fulfilment. However the common beliefs of the cult are:
  •	
  Only Chaos can bring true pleasure. Law denies it.
  •	
  Pleasure and pain are irrevocably linked. One cannot be 
  achieved without the other.
  •	
  Personal desires should be unfettered and encouraged. 
  One should not deny oneself pleasure of any form.
  •	
  Extremes of experience bring one closer to the gods. 
  Mundane experiences are a mere shadow of what can 
  be attained.
  •	
  One can never have too much of a Good Thing.
  Worshippers
  The cult appeals to anyone who seeks pleasure for its own sake 
  and sees personal gratification as the over-riding priority of life. It 
  attracts those who seek physical perfection, the ultimate in sexual 
  gratification, sadists, masochists (and combinations of the two), 
  dominatrix, those who desire only to be dominated, gluttons, 
  drunkards, drug addicts, thrill-seekers, whores, gigolos and those 
  who delight in the suffering of others.
  The cult has no ranks but countless temples – for every boudoir, 
  whorehouse and torture chamber is a shrine or temple to ecstatic 
  indulgence. The true temple lies within the pleasures one 
  experiences through veneration of the cult and so every man and 
  woman is a personal shrine to the sublime.
  Becoming a member of the cult involves forming a Pact with 
  one of the cult’s gods. The only duties adherents need to perform 
  are to pursue pleasure, as represented by the patron deity, to the 
  fullest and to always surrender to whatever pleasure is on offer, 
  irrespective of the circumstances.
  Benefits
  Every new adherent to the cult receives a Gift and a Compulsion. 
  For every 20% the Pact develops by, adherents choose one from 
  the following:
  •	
  A further Gift and Compulsion.
  •	
  A Cult Skill, learned at its base value, or improved by 10%.
  •	
  A Cult Rune or Summoning, learned at its base value, or 
  improved by 10% (the Pact must be 50% or greater).
  •	
  A Heroic Ability (the Pact must be 80% or greater).
  In addition, the different gods provide their faithful with the 
  following benefit once and once only.
  Slortar the Beautiful
  Every point of POW dedicated to the Pact is also added to the 
  adherent’s CHA.
  Slortar the Old
  Every point of POW dedicated to the Pact is also added to the 
  adherent’s Resilience skill.
  Balaan the Grim
  The adherent learns the skill Lore (Torture) at its base percentage 
  of INT x2. If he already has the skill, it increases by 10% plus the 
  amount of POW dedicated to the Pact.
  Arnara the Six Breasted
  The adherent learns the Seduction skill at its base percentage. If 
  he already has the skill, it increases by 10% plus the amount of 
  POW dedicated to the Pact.
  Gifts and Compulsions
  Gifts
  Change Gender
  Chaotic Blessing
  Endurance
  Perfection
  Sanctuary
  Second Life
  Slave
  Youth
  
  39
  Compulsions
  Carnal Murderer
  Close Combat Pacifism
  Demonic Fervour
  Flaying
  Gluttony
  Human Sacrifice
  Insomnia
  Jealousy
  Kleptomania
  Lust for a Goddess
  Rapist
  Sadism
  Self Harmer
  Self Mutilation
  Self-Pitying
  Sex Obsession
  Cult Skills
  Art(any), Dagger, Evaluate, Influence, Language (High Speech), 
  Language (Low Speech), Lore (Balaan and Slortar), Lore (Chaos), 
  Lore (Torture), Seduction.
  Heroic Abilities
  Heroic Abilities are granted as described and to those who 
  undertake the Oom-Mju DreamQuest. One must fulfil the 
  requirements of the ability.
  Empathic Wound, Madness of Purpose, Tireless.
  Cult Runes and Magic
  The cult teaches the Runes of Beast (choose one), Bewilderment, 
  Chaos, Confinement, Man, Reduction, Silence, Taste, Touch, 
  Truth, Woman.
  The cult also teaches Command, Summoning Ritual (Demon of Desire).
  Retribution
  The cult reserves no special punishments for those who lapse from 
  its ranks.
  Politics and Relationships
  The cult does not involve itself in any political agenda. It has no 
  interest in the Eternal Struggle and is focused solely on obtaining 
  pleasure. All other issues are irrelevant.
  The cult of Ecstatic Indulgence has no significant relations with 
  any of the other Chaos cults and due to its self-centred nature, 
  has no inclinations towards developing them. The cults of Law 
  despise the cult, naturally enough, because its practices embody 
  everything that Law detests. The shrines and temples of the cult 
  are frequent targets for Lawful extremists even though the cult of 
  Ecstatic Indulgence poses no direct threat to any of the Lawful 
  cults. However, some adherents of the sects of Slortar the Old 
  and Balaan take great pleasure in the capture and slow, hedonist 
  corruption of Lawful agents, introducing them gleefully to the 
  delights of Chaotic pleasure.
  Haborym
  Haborym of the Fires That Destroy is a Lord of Chaos that 
  challenged the Sword Rulers for control of their empire. The 
  Lord of Flame has no relation to Kakatal, Elemental Lord of Fire, 
  and is, instead, a brutal higher demon that controls the very fires 
  of Hell unleashing them upon the surface world as a means of 
  cleansing his foes.
  Purpose and History
  Haborym serves no purpose other than to destroy. He occupies 
  a fiery realm of Hell where all conflagrations serve him directly. 
  In the Earth’s earliest days Haborym scoured the surface with his 
  uncontrollable flames destroying all that other Lords of Chaos 
  created or held dear. When challenged by the Sword Rulers he 
  turned his wrath upon them, scouring their worlds with flame 
  until Lord Mabelode defeated Haborym and encased him in a 
  coffin of obsidian that was then cast back into hell to languish 
  amongst the fires Haborym had previously controlled.
  The cult appeals to those who enjoy the destruction of flame – not 
  its ability to create and nurture. Its worship is restricted, being 
  confined to a small minority of insane priests in Imrryr and a 
  larger group in Pan Tang and Pikarayd. 
  Terarn Gashtek, the Flamebringer, is an eastern worshipper of 
  Haborym and used the eastland sorcerer, Drinij Bara, to bring to 
  bear the powers of Dag Gadden the Destroyer, a favoured demon 
  of Haborym’s creation. 
  Myths
  Haborym Challenges the Sword Rulers (Mythic Resonance 
  60%) – The Cleansing of All Foes: Haborym hated the world 
  because all within it did not belong to him. He controlled the 
  secret of fire, having stolen it from Lord Kakatal, and he kept 
  the secret to himself, creating a realm of hell where fire swept 
  across every surface and devoured everything that went before it. 
  Having nothing but a wrathful nature Haborym caused a great 
  gash in the earth and let his hell-fires spill forth, scorching the 
  land and turning forests to cinders and rivers to boiling flows of 
  lava. He even caused the sea to boil and the Boiling Ocean is of 
  his creation.
  Presently the Sword Rulers saw this destruction and ordered a halt. 
  Haborym would not attend to reason and, when Lord Mabelode 
  sent demons of the depths to devour the flaming monsters that 
  scorched the earth and sky, Haborym turned his wrath upon the 
  planes of the Sword Rulers.
  
  40
  In the first battle Dag Gadden rose up and liquefied the citadel 
  sacred to Lady Xiombarg. Next Haborym himself incinerated 
  the many temples of Chaos that worshiped Lord Arioch. Finally 
  Haborym confronted Lord Mabelode and demanded surrender. 
  Lord Mabelode refused and they battled upon the Planes of Glass, 
  sword against whip of fire; shield against spears of flame. When 
  Haborym prepared to send his howling demons of hell against 
  Lord Mabelode’s position, Mabelode tricked Haborym with 
  sorcery and encased him in a coffin of obsidian, along with Dag 
  Gadden and the rest of his Hell Men. The coffin was thrown into 
  hell and left there, amongst the eternal flames Haborym had once 
  commanded but, trapped in obsidian, Haborym was powerless 
  to call for aid. And he remains thus: and flames rage around him 
  constantly.
  Beliefs
  Those who worship Haborym believe wholeheartedly in wanton 
  destruction through the use of fire. To reduce something to ash 
  and cinder is the ultimate expression of Chaotic destruction. All 
  other forms are mere shadows and weaknesses perpetrated by 
  weak gods.
  The cult seeks tirelessly to find a way of freeing Haborym from 
  his obsidian prison so that he can cleanse the world in the name 
  of Chaos.
  Worshippers
  Insane pyromaniacs, arsonists and those who loathe the world.
  Membership
  Standard.
  Haborym’s small cults are scattered and insular but take the same 
  approach to worship. Initiates must submit to having the skin 
  singed from their bodies in rites that take a dreadful toll. To pass 
  the initiation rite the applicant must endure 1D8+1 points of 
  damage to each and every Hit Location. The damage sustained 
  is permanent and cannot be healed naturally; such is the extent 
  of the burning and the subsequent agony. However, every point 
  of POW dedicated to Haborym as part of the Pact restores one 
  Hit Point of damage to each location, ameliorating the pain but 
  leaving behind the scars. The initiation rite also applies 1D8+1 
  damage to CHA (to a minimum of one point) although the Pact 
  Skill will always be based on the pre-rite CHA score.
  When an Initiate reaches the rank of Acolyte he is allowed to don 
  the flame-red armour permitted of Haborym’s faithful. This is a 
  suit of red platemail that is worn constantly.
  At High Priest and High Lord level the armour is engraved 
  with the Rune of Fire and the wearer becomes impervious to 
  all fire damage regardless of the strength of the blaze. Plate-clad 
  champions of the cult can wade through lava unscathed and are 
  utterly impervious to salamanders and other creatures using flame 
  as a weapon.
  Gifts and Compulsions
  A Gift may be taken at each rank, from Initiate onwards. A 
  Compulsion accompanies every Gift.
  Gifts
  Abstinence (Water)
  Combat Acuity
  Divine Training
  Invulnerability (Salamanders)
  Rune (Fire)
  Rune Mastery
  Ward (Fire and Flame)
  Compulsions
  Acute Depression
  Blood Sacrifice
  Hydrophobic
  Immolation
  Nightmares
  Sword Rule Paranoia
  Urban Vengeance
  Cult Skills
  Sword and Whip Combat Style; Mace and Whip Combat Style. 
  Athletics, Brawn, Lore (Chaos), Lore (Haborym), Resilience, 
  Persistence.
  Cult Runes and Magic
  The cult teaches the Runes of Chaos, Dissolution and Fire.
  The cult also teaches Command and the special summoning of 
  Summon Hellmen (starting percentage as per any Summoning 
  Ritual).
  Summon Hellmen
  Magic Point Cost: 8 per Hellman
  Requisites/Components: Rune of Fire (minimum 50%)
  The Hellmen of Haborym are a terrifying sight. Those truly dead 
  souls claimed by Haborym are remade into human-shaped beings 
  composed entirely of cinders and ash, their forms held together by 
  the fires of Haborym’s hells.
  Hellmen obey the commands of the summoner, carrying out their 
  orders tirelessly, ruthlessly and to the letter. Their bodies grind, 
  hiss and spit as they move, flame spilling through the cracks and 
  fissures in their cinder and ash skin. Their eyes and mouths are 
  gaping holes filled with the fires of hell and the air around them 
  crackles with the unholy heat.
  All Hellmen are immune to attacks based on fire. However they 
  sustain half damage from mundane weapons and normal damage 
  from attacks based on water or ice. 
  
  41
  Hellmen spit fire up to their POW in metres. The fire causes 1D6 
  points of damage. If a Hellman succeeds in a successful Unarmed 
  attack, it can try to use its Grasp of Fire attack on its next Combat 
  Action. The Hellman expels fire through the fissures in its hands 
  attempting to ignite the flammable areas of the opponent’s 
  clothing or armour. If successful, the Grasp attack sets light to the 
  victim and 1D3 locations adjacent to the one struck by the initial 
  Unarmed attack suffer 1D6 points of damage per Combat Round 
  until the fire can be extinguished. Armour offers no protection.
  Heroic Abilities Available
  None.
  Retribution
  Once one has committed to Haborym’s worship, it cannot be 
  undone. Those who turn away from Haborym immediately regain 
  all the damage inflicted during their initiation, the POW dedicated 
  to the Pact ceasing to provide any protection. Apostates live out 
  what is left of their miserable lives in a state of perpetual agony.
  Politics and Relationships
  The cult of Kakatal loathes the existence of Haborym’s cult. So 
  do the Sword Rulers who seek-out Haborym cultists in order to 
  exterminate them. Thus enclaves are insular and try to remove 
  themselves from contact with their enemies. Temples to Haborym 
  are thus located in isolated places well away from civilisation 
  (mountains, caves, desolate valleys, and so forth).
  Hwarma’gaal	–	City	
  Cult	of	Pan	Tang
  The Mabden people of Pan Tang are not native to the Young 
  Kingdoms. They hail, originally, from a distant plane where 
  the barbarian culture of the brutal Mabden dominates, having 
  overthrown the gentler, more sophisticated elder race that once 
  ruled wisely and justly. In those distant realms the Mabden 
  worship all manner of Chaos gods, including the Sword Rulers 
  and the god known as Hwarma’gaal, a minor vassal of both 
  Mabelode and Xiombarg, but powerful nonetheless and the Duke 
  of Hell charged with helping the Mabden to expand their empire 
  and that of the Sword Rulers.
  Purpose and History
  Pan Tangian legend has it that Hwama found the Young Kingdoms 
  and brought the Tang tribe of Mabden to them 1,000 years ago. 
  Here, the dominant elder race, the Melnibonéans, fought for their 
  survival against the Lords of Dharzi and ignored the arrival of 
  this strange, swarthy race of humans who, to them, were simply 
  another tribe of barbarians. The Mabden settled the island off the 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D8+14
  23
  1–3
  Right Leg
  2/6
  CON
  2D8+2
  11
  4–6
  Left Leg
  2/6
  SIZ
  2D8+6
  15
  7–9
  Abdomen
  2/7
  INT
  2
  2
  10–12
  Chest
  2/8
  POW
  2D8+2
  11
  13–15
  Right Arm
  2/5
  DEX
  2D8+5
  14
  16–18
  Left Arm
  2/5
  CHA
  —
  —
  19–20
  Head
  2/6
  Combat Actions
  2
  Typical Armour:  Ash. No Armour Penalty
  Damage Modifier
  +1D6
  Magic Points
  11
  Traits:  Breathe Flame, Dark Sight, Formidable Natural Weapons, 
  Night Sight, Poison Immunity
  Movement
  6m
  Strike Rank
  +9
  Skills:   Athletics 35%, Brawn 75%, Persistence 100%,  Resilience 
  65%, Unarmed 50%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Shortspear  
   
  M 
  L 
  1D8+1+1D6 
  4/5
  Target Shield 
   
  L 
  S 
  1D6+1D6 
  4/10
  Combat Styles
  Spear and Shield 75%, Spit Fire 40%, Unarmed 50%.
  Hellmen
  
  42
  coast of present day Dharijor and named it Pan Tang (‘Place of 
  the Tang Tribe’, in the Mabden language). Hwama’s powers were 
  accentuated here and the Lord of Chaos helped raise the first of 
  the Mabden cities, which was named Hwamgaarl in his honour. 
  The city invests all Hwama’gaarl’s ancient cruelty and barbarity 
  but coats it in a veneer of twisted civility. Whatever the trappings, 
  Hwamgaarl is still a city of Chaos and its people are but one step 
  removed from their barbarian ancestors.
  The city cult of Hwarma’gaal venerates the Chaos god as both an 
  ancestor of the Mabden people and the founder of the Mabden 
  Empire in the Young Kingdoms. It is Hwama’gaarl’s will that the 
  Mabden spread across the world and dominate it in the name 
  of the Sword Rulers and Chaos. All cities, particularly those of 
  Melniboné, should be made into a likeness of Hwamgaarl, and 
  Hwarma’gaal should become their city god. It is therefore a stated 
  aim of Pan Tang’s theocracy to establish a temple or shrine to 
  Hwarma’gaal in each and every city of the Young Kingdoms, 
  thereby demonstrating the dominance of the Mabden over both 
  Young Kingdoms humans and Melniboné.
  The cult’s specific purpose is the defence and protection of 
  Hwamgaarl and to establish the city as the capital of the Mabden 
  Empire. Hwarma’gaal can be invoked to defend the city if it 
  is attacked and much of the magic that has been used to raise 
  the city’s grotesque buildings and create its infamous Screaming 
  Statues is Hwama’gaarl’s own sorcery. Hwama’s presence pervades 
  every street and shadow of Hwamgaarl; countless shrines (blank-
  eyed, leering-mouthed faces) are found amongst its buildings 
  and the theocrat of Pan Tang is considered as his High Priest, 
  communing regularly with the Chaos Lord.
  Hwama’s power is drawn directly from every inhabitant of Pan 
  Tang. Everyone born in the city is a Lay Member of the cult and 
  expected to offer veneration to Lord Hwarma’gaal. He draws 
  ample power from this ambient veneration to protect the city 
  and lend sorcerous power to the theocrat but those who worship 
  him directly, pledging part of their own souls, are the sweetest 
  of his worshippers and may, eventually, draw upon some of 
  Hwama’gaarl’s latent power for their own ends.
  Hwama’s influence is felt in any city where he has at least a shrine 
  and eight worshippers. Known shrines and temples are found 
  in each of Dharijor’s cities, and also within Ryfel and Chalal in 
  Pikarayd but other, more secretive, shrines might be encountered 
  in any of the Young Kingdoms’ cities or city states.
  Myths
  Hwama and the Eight Tribes (Mythic Resonance 70%) – The 
  Treachery of Law:
  The Mabden lived in peace with the Lords of Chaos until Law 
  came to seize what it could.
  The glades were plentiful and peaceful, with a myriad of creatures 
  amongst them. Lord T’aargano of Law came and made all the 
  creatures the same. Then he turned his attentions to the myriad 
  tribes of the Mabden and tried to make them alike, too, but Lord 
  Hwama, who was revered by all the tribes, challenged him and 
  war was made far and wide across the Mabden isles.
  As war was a new state, Lord Hwama, who had little experience 
  of it and was peaceful, called upon the Dukes of Hell to help 
  create an army to repel T’aargano’s treachery. The Sword Rulers 
  answered the call and each took a tribe from the original eight 
  tribes of the Mabden and made them into warriors who could 
  fight Law. These were fierce men and women who fought side-by-
  side with the demons that the Sword Rulers also sent. Together 
  they waged a terrible war against Law, laying waste to their camps 
  and driving the soldiers of T’aargano, who could not think for 
  themselves, into the sea.
  When all was finished, the lands of the Mabden were doomed. 
  T’aargano had been defeated but his work was done. All things 
  were the same and the remaining tribes of the Mabden, which had 
  not been made warriors, were dead. Even the corpses looked alike. 
  Hwama wept for his people.
  He took the last three tribes and made one tribe, which was the 
  Tang. Even Hwama could not restore the Mabden lands to what 
  they had been and so he scoured the Multiverse for a new home. 
  He found one upon a lonely, mist-shrouded isle on a young 
  world. He raised the city of Gaarl in one night, so the Tang would 
  have a place to live, and took some of the bodies of the fallen 
  tribes and made of them sentries that would scream if T’aargano 
  ever returned to take vengeance. Then he brought the Tang to the 
  isle and they named it Pan Tang and the city Hwama had built 
  as Hwamgaarl. Here they remain, as warriors and magicians still, 
  ever watchful for T’aargano’s treachery.
  Beliefs
  Hwarma’gaal guards the capital of the great Mabden Empire. 
  Whilst Hwama lives, Hwamgaarl will never fall and the empire 
  of the Mabden shall expand throughout every city of every plane. 
  By pledging allegiance to Lord Hwama, the greater glory of Pan 
  Tang is assured.
  Worshippers
  Standard.
  Anyone born within the walls of Hwamgaarl is automatically a 
  Lay Member of Hwarma’gaal and is eligible to join the cult as an 
  Initiate. Outsiders may still join the cult but must be prepared 
  to offer a minimum of 2 POW to form the Pact (Hwarma’gaal).
  The cult has only four ranks: Lay Members, Initiates, Priests and 
  High Priest. The High Priest is always the current theocrat and he 
  chooses the Priests who serve under him. There are never more 
  and never less than eight Priests.
  Lay members
  Those born in Hwamgaarl’s walls, whether Pan Tangian or not.
  
  43
  Initiates
  Those who dedicate part of their soul to Pan Tang’s glory. Native 
  Hwamgaarlians need only dedicate one point of POW to the Pact 
  but outsiders must dedicate a minimum of two POW.
  Priests
  The active clergy of Hwarma’gaal, the Priests number eight in 
  total and are chosen by the theocrat himself. To be eligible as a 
  Priest of Hwarma’gaal the Pact must be 70% or higher and with at 
  least four POW dedicated to it. The Priest must also have served 
  Pan Tang faithfully, and Hwarma’gaal specifically, for eight years 
  and must have assisted in establishing a shrine to the god in one 
  city that is considered as an enemy of Pan Tang.
  High Priest
  The theocrat himself. This is currently Jagreen Lern and he has 
  the right to appoint Priests, remove them from office (a grisly 
  affair, usually involving the sacked Priests becoming one of 
  Hwamgaarl’s Screaming Statues) and commune directly with 
  both Hwarma’gaal and the other Lords of Chaos.
  Duties
  Initiates of Hwarma’gaal are expected to visit Hwamgaarl once 
  a year and reside in its walls for at least eight days. There is no 
  additional duty, save to maintain the belief that Hwamgaarl is a 
  holy city and centre of the glorious Mabden Empire.
  If an Initiate wants to be considered for the Priesthood, then he 
  must set-up a shrine to Hwarma’gaal in an enemy city, thereby 
  extending the god’s influence. The shrine must be protected and 
  undiscovered for at least a year.
  Priests of Hwarma’gaal are expected to devote their lives completely 
  to the city god, spending the rest of their days in Hwamgaarl’s 
  walls and assisting the theocrat in planning Pan Tang’s expansion. 
  Travel outside Hwamgaarl is possible but only on errands and 
  assignments commanded by the theocrat personally.
  Benefits
  Only Initiates and Priests gain direct benefits from venerating 
  Hwarma’gaal.
  Initiates
  •	
  One Gift and one Compulsion.
  •	
  Training in the cult’s skills free of charge.
  •	
  Learning either two of the cult’s Runes or one Summoning at 
  the base percentage.
  Priests
  •	
  One Gift and one Compulsion.
  •	
  Training in the cult’s skills free of charge.
  •	
  Training in all of the cult’s Runes and Summonings to their 
  base percentage.
  •	
  All sorcerous skills cast used within Hwamgaarl’s walls benefit 
  from a bonus equal to half the Priest’s Pact (Hwarma’gaal). 
  Sorcerous skills cast outside Hwamgaarl but in a city where a 
  shrine to the god has been established gain a bonus equal to 
  a quarter of the Pact.
  Gifts and Compulsions
  Gifts and Compulsion are gained as per cult rank.
  Gifts
  Divine Training
  Elemental
  Rune Mastery
  Sanctuary
  Sense Enemies
  Slave
  Compulsions
  Agoraphobia
  Armour Rejection
  Blood Sacrifice to Hwama
  Chaotic Disdain
  Close Combat Pacifism
  Empire Builder
  Cult Skills
  Influence, Language (High Speech), Language (Low Speech), 
  Language (Mabden), Lore (Chaos), Lore (Hwarma’gaal), Lore 
  (Mabden), Streetwise.
  Cult Runes and Magic
  The cult teaches the Runes of Alarm, Barring, Chaos, 
  Confinement, Silence and Warding.
  It also teaches: Command, Summoning (Demon of Desire), 
  Summoning (Demon of Knowledge).
  Retribution
  Those who betray the cult are hunted down by agents hand-
  picked for the task by the theocrat. They are hauled back to 
  Hwamgaarl where they face Hwama’gaarl’s personal wrath and 
  are transformed into one of the city’s infamous Screaming Statues, 
  spending the rest of eternity in immobile agony atop Hwamgaarl’s 
  walls, where they may reflect on their treachery at leisure.
  Politics and Relationships
  Whilst the cult of Hwarma’gaal is an important cult in Pan Tang 
  and the theocrat is its High Priest, other cults have far greater 
  importance and significance. There are some who believe that 
  Hwarma’gaal should be placed in a position of higher importance, 
  above the other Lords of Chaos but would be very careful in 
  voicing such opinions…
  
  44
  Marthrim
  Lord Marthrim is an Elder Lord of Chaos, deposed aeons ago but 
  still known to certain scholars of Chaos in Melniboné, Pan Tang 
  and Phum.
  Purpose and History
  Lord Marthrim is known as The Shaper. Myths tell that he defined 
  the Shapes of all life but could settle on no fixed form for any of 
  his creations. From him are born the Oonai and other chimera; 
  changing, mutating things that grow to despise even themselves. 
  So too did Marthrim despise his own form – so much so that The 
  Shaper became the Denier and he so hated his own malleability 
  that he sought complete destruction of all things so that, as a 
  formless consciousness, he could begin again.
  Marthrim was imprisoned by Slortar the Old. His imprisonment 
  was that which he most abhorred: a fixed, unchanging form so 
  hateful in appearance and so despairing in mind that Marthrim’s 
  power would be curbed. Marthrim became so mired in self-
  loathing that he dared not exercise his powers. Slortar’s strategy 
  worked for long ages; until, that is, mortals discovered for 
  themselves self-loathing and despair at their own limitations. 
  Through the weakened barriers such emotions create, Marthrim’s 
  power is free to influence those who share his pain and are a part 
  of the same prison he occupies. Those who loathe themselves, 
  who yearn for change and transcendence, are the ones who find 
  solace in Marthrim’s patronage – for he represents the cruelty of 
  the Multiverse; the cruelty of the Balance and such cruelty must 
  be battled, even if it leads to further despair and self-hatred.
  Myths
  The Eight Forms of Marthrim (Mythic Resonance 75%) – 
  The Cruelty of the Multiverse: Marthrim created eight shapes 
  and abhorred them all. He melded them together and reforged 
  them. Every permutation was more hateful than the last. In some 
  Marthrim gave the power to change continually, never remaining 
  in the same form for more than a few minutes before becoming 
  something else. Even this was loathsome and the creatures that 
  arose from his actions hated even themselves.
  Marthrim took each of the eight original forms and imposed 
  them upon himself. He combined mammal and fish; humanoid 
  and bird; spirit and plant; reptile and insect. He was composed 
  of all these things and his appearance and nature drove him mad. 
  He thus blamed all around him for the lack of sympathy and 
  found only the laughter of his fellow gods. This created hate and 
  rage, and Marthrim used these powers to tear at the nature of 
  the Court of Chaos. Many things died. Many realms were torn 
  asunder. When, finally, Slortar subdued him with trickery and 
  sorcery, Marthrim could fight no more.
  Slortar made Marthrim’s form stay in its final configuration, which 
  was so dreadful to behold even the Lords of Chaos could not gaze 
  upon it. Marthrim skulked to the final plane of Hell where he 
  had shaped his original eight forms and sank into a silent, eternal 
  loathing. In time he was forgotten and even forgot himself.
  Marthrim was awakened by the mortal Oorum of Melniboné, the 
  depressive cousin of the emperor. Deformed from birth he was 
  mocked and loathed by the specimens of perfection that walked 
  the Court of the Ruby Throne. Oorum, hunchbacked and hate-
  filled, retired to the halls of Ool’nag’nagn and consoled himself 
  with the grimoires found within. There he discovered Marthrim 
  and summoned him. Marthrim came reluctantly but saw in 
  Oorum a mortal that shared his own self-loathing. Marthrim 
  gifted Oorum knowledge and Oorum took that knowledge and 
  left Imrryr, finding a new home for himself in distant ruins at 
  the edge of the Bright Empire. There he gathered the similarly 
  disfigured, the similarly dispossessed. Worship of Marthrim 
  intensified and solace was found. A family of Chaos was formed 
  and, although small, it perpetuates to this day, with the immortal 
  mad King Oorum, High Priest of Marthrim, as its leader.
  Beliefs
  The physical form is hateful. The Multiverse is cruel. All must be 
  destroyed so that Marthrim can reshape it. The eight forms must 
  become the One Form. From it will spring new creations that 
  
  45
  bear no resemblance to the things that walk, crawl, fly, swim or 
  ooze. Until that time, self-change is the only expression possible.
  Worshippers
  The depressed; the self-loathers; the dissatisfied and disaffected; 
  those whom the Multiverse does not understand. Marthrim is also 
  the Lord of the Change and those creatures such as the chimerical 
  oonai are part of his original shaping. King Oorum is the High 
  Priest of the cult and communes directly with Marthrim. Oorum 
  resides in the ziggurat of Qyroon, a temple made of ruins 
  somewhere in the far south of the world close to where all turns to 
  Chaos. Qyroon merges with the plane of hell Marthrim himself 
  occupies and Oorum and Marthrim are almost as one being – 
  a hint of what will emerge when Marthrim forces all things to 
  reform.
  Membership
  The cult has only two ranks: Initiates and Priests. Priests must 
  have dedicated at least half of their POW to Marthrim’s worship. 
  Initiates can dedicate any amount they wish but can seek no 
  advancement or favour from Oorum unless they are prepared to 
  accept the inevitability of change.
  Gifts and Compulsions
  Gifts can be taken in exchange for the usual POW costs. Whether 
  a Gift is taken or not, all members of the cult gain a Compulsion 
  and an additional Compulsion accompanies each Gift.
  Gifts
  Change Gender
  Chaotic Blessing
  Endurance
  Eternal Life
  Rune
  Sanctuary
  Compulsions
  Acute Depression
  Acute Insomnia
  Agoraphobia
  Attention Deficit
  Corpse-Like
  Demonic Fervour
  Flaying
  Gluttony
  Jealousy
  Nightmares
  Paranoia
  Ritual Scarring
  Sadism
  Self Harmer
  Self Mutilation
  Cult Skills
  Lore (Chaos), Lore (Marthrim), Persistence, Resilience, Streetwise.
  Cult Runes and Magic
  The following Runes are taught by the cult – or may be taken at 
  the base percentage as a Gift:
  Animate
  Beasts
  Chaos
  Domination
  Melding
  The cult also teaches Command and Summon (Demon of Desire, 
  Demon of Knowledge).
  Heroic Abilities Available
  None.
  Retribution
  The cult is too fragmented and self-loathing to maintain any 
  serious retribution against those who leave the cult. However all 
  Gifts are lost whilst all Compulsions remain.
  Politics and Relationships
  The cult of Marthrim has no alliances with any known cults. It is 
  insular and concerned only with its own agenda.
  Mashabak
  A lesser known Lord of Chaos but, in Melniboné at least, a 
  significant one. For thousands of years Lord Mashabak has been a 
  patron demon of the royal line particularly amongst those bearing 
  the name Sadric; and, indeed, Elric’s own father took Mashabak 
  as his own, patron, Lord of Chaos.
  Purpose and History
  Mashabak is a shadowy figure amongst the Lords of Hell. Once 
  a protégé of Arioch, Mashabak rose in greatness by inculcating 
  allegiances amongst the inhuman races of the Multiverse finding 
  favour within Melniboné. As Mashabak’s power grew, so he 
  challenged Arioch for dominance in certain affairs and fell out of 
  favour with the Lord of the Crimson Hells.
  The cult of Mashabak is a niche one in the Young Kingdoms. 
  A few Melnibonéans know of it as do various students of Chaos 
  scattered across the world (he is revered in Phum, for instance) 
  but in general the cult is little regarded. This makes it peevish. 
  Mashabak has been denied his true role in the Eternal Struggle 
  and is its most able general. Mashabak is a master of deception, 
  
  46
  Oorum
  The deformed son of a Melnibonéan nobleman, Oorum is extremely old, extremely twisted and extremely bitter. His body is a 
  cruel, hulking parody of a human form: his back is massively hunched, forcing him to walk with a peculiar, sideways gait and a 
  large goitre formed at the juncture of neck and shoulder on his right hand side has developed narrow, slatted eyes and a small, 
  unspeaking gash of a mouth. Oorum consults it in High Speech often and claims it to be an avatar of Marthrim himself – or a 
  Demon of Knowledge that has melded itself with Oorum’s misshapen body.
  Oorum is centuries old. His Gift of Eternal Life keeps him forever from natural death although the experience of continued 
  existence has deepened his insanity and bitterness. He is attracted to the ugly and deformed and he hates beauty and symmetry 
  with a murderous passion. As a Melnibonéan he is a skilled sorcerer and, as Priest of Marthrim, is representative of his Lord’s 
  insane despair.
  Oorum rarely leaves the isolated, sprawling ziggurat of Qyroon in the ruins of a forgotten Bright Empire city, Ool’nag’nagn, in 
  the far south of the Young Kingdoms. Here he surrounds himself with sinister, deformed courtiers and demonic servants sent 
  by Marthrim as gifts. His days are spent in melding together different forms in search of a ‘One Form’ that will replace his own, 
  tortured body.
  Value
  1D20
  Hit Location
  AP/HP
  STR
  13
  1–3
  Right Leg
  –/7
  CON
  16
  4–6
  Left Leg
  –/7
  SIZ
  16
  7–9
  Abdomen
  –/8
  INT
  13
  10–12
  Chest
  –/9
  POW
  19 (10 dedicated)
  13–15
  Right Arm
  –/6
  DEX
  11
  16–18
  Left Arm
  –/6
  CHA
  1
  19–20
  Head
  3/7
  Combat Actions
  2
  Typical Armour:  None.
  Damage Modifier
  +1D2
  Magic Points
  9
  Traits: Intensely deformed. Demonic feature (head-like goitre).
  Movement
  5m
  Strike Rank
  +12
  Skills:  Athletics 39%, Brawn 90%, Culture (Melniboné) 75%, 
  Evade 40%,  Language (Common) 85%, Language (High Speech) 
  95%, Language (Low Speech) 100%, Lore (Chaos) 80%, Lore 
  (Marthrim) 100%, Perception 112%, Persistence 95%, Resilience 
  85%, Sleight 45%, Stealth 15%, Survival 40%, Tracking 25%
  Runes (all at 90%):  Animate, Beasts, Chaos, Domination, 
  Melding
  Command 80%, Summon (Demons of Desire and Knowledge) 
  80%.
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage   
  AP/HP
  Battleaxe  
   
  M 
  M 
  1D8+1+1D2 
  4/8
  Head Butt 
   
  S 
  T 
  1D6+1D2 
  As for Head
  Target Shield 
   
  L 
  S 
  1D6+1D2 
  4/10
  Combat Styles
  Axe and Shield 112%, Head Butt 60%.
  
  47
  duplicity and cunning and these qualities are fostered in the few 
  members of the cult. Mashabak hides, lurks, plots and schemes. 
  Those loyal to him are made party to them and Mashabak retains 
  a close relationship with his adherents.
  Myths
  The Disciple of Arioch (Mythic Resonance 70%) – Subtlety 
  and Patience: When Arioch required a spy he sent for Mashabak. 
  He needed to scour many realms and many hells, because 
  Mashabak was hidden but eventually Arioch found him amongst 
  the Mernii and brought him to the Crimson Hells so that his 
  tuition might begin.
  Mashabak learned the Three Subterfuges: Concealment of the 
  Mind, Concealment of the Body and Concealment of the Soul. 
  Next Arioch taught him the secret of Patience – something lost 
  to all of the Lords of Chaos, save Arioch and now Mashabak. 
  Finally, Arioch laid bare his plans for the Eternal Struggle so that 
  Mashabak might gather intelligence from across the Multiverse 
  that would place Chaos at an advantage wherever Law held 
  strength.
  ‘Give me an army and I will conquer them,’ Mashabak demanded.
  ‘Ah, sweet Mashabak, most prized of my students, I have another 
  general in mind for that task and he is not yet prepared. Of you, I 
  ask the greatest thing: to know the Mind of Law.’
  ‘I have hidden and listened for too long.’ Mashabak said. ‘I wish 
  to fight. To lead the armies of Chaos against the armies of Law. 
  Am I not ready?’
  ‘No.’ Said Arioch and banished Mashabak for his insolence.
  Mashabak turned his hatred towards his former master and 
  went into hiding again but this time amongst those realms held 
  dear to Arioch. He gathered followers and turned them against 
  Arioch and gathered kings and emperors to his service. Mashabak 
  used Patience and the Three Subterfuges to steal away realms 
  from Arioch, challenging him to oppose. But Arioch had other 
  concerns and did not trust to Mashabak’s capabilities. So it was 
  that Mashabak gained in power and influence but in subtle ways 
  and subtle means.
  Beliefs
  Mashabak’s followers believe that Lord Mashabak and Arioch 
  are engaged in a war of wits and subtleties. Mashabak will win 
  and lead the armies of Chaos, subverting Arioch’s own schemes. 
  They believe in stealth and secrets. They believe in patiently 
  waiting for the right moment, weighing-up causes, effects and 
  consequences, acting judiciously and never betraying what they 
  are thinking. Most of all they seek to challenge and subvert 
  Arioch’s supremacy in the Multiverse and, for that, are willing to 
  take many calculated risks.
  Worshippers
  Certain families in the Melnibonéan royal bloodline; disaffected 
  worshippers of Arioch; travellers of the Multiverse who have been 
  seduced by Mashabak’s stealth.
  Membership
  Standard.
  The cult has no ranks, no Priests and no Acolytes. All are Initiates 
  although those who develop their Pact to at least 80% become 
  Champions of Mashabak and gain a personal and intimate 
  relationship with their patron lord.
  Benefits
  All Initiates gain Gifts and at least one Compulsion. Champions 
  of Mashabak gain visitations in dream form from Mashabak 
  himself who directs their actions and quests.
  Gifts and Compulsions
  Cultists may take Gifts but must take a Compulsion to accompany 
  each Gift. Available Gifts and Compulsions are as follows:
  Gifts
  Abstinence
  Divine Training
  Endurance
  Increased Damage Modifier. 
  Heroic Ability. 
  Rune (choosing from either the Rune of Concealment, Darkness 
  or Deception)
  Rune Mastery
  Compulsions
  Chaotic Disdain
  Dedicated Lover
  Empire Builder
  Fear of Death
  Hate Arioch
  Human Sacrifice
  Cult Skills
  Sword Combat Styles, Dagger and Knife Combat Styles, Archery.
  Evade, Insight, Lore (Chaos), Lore (Mashabak), Meditation, 
  Stealth.
  Cult Runes and Magic
  The cult teaches the Runes of Concealment, Darkness and 
  Deception. To learn one or more Runes, they must be taken as 
  Gifts. The Rune skill begins at the base Rune Casting percentage.
  The cult also teaches Command and Summon (Demon of 
  Knowledge).
  
  48
  Heroic Abilities Available
  Champions of Mashabak may take one Heroic Ability from the 
  following without needing to meet the ability’s requirements. 
  However, it costs one point of Dedicated POW for the first ability, 
  two for the second and three for the third.
  Sense Supernatural
  Steely Glare
  Zeal
  Retribution
  Mashabak always claims the souls of those who betray him. Every 
  year there is a chance equal to the Pact score that Mashabak 
  attempts to claim the apostate cultist as though he was undergoing 
  apotheosis. Alternatively active champions will seek-out the 
  apostate to kill him or Mashabak’s behalf.
  Politics and Relationships
  The cult works singularly and has no alliances with any of the 
  other Chaos cults. All cults venerating Arioch are hated and 
  disdained. Likewise, Mashabak’s cult is disdained by other cults 
  and is hated by Arioch.
  Narjhan
  Now, most of these troubled travellers who dwelt in peaceful 
  Tanelorn had thrown off earlier allegiances to the Lords of 
  Chaos who, as gods, took more than a mild interest in the 
  affairs of men. It happened, therefore, that these same Lords 
  grew to resent the unlikely city of Tanelorn and, not for the first 
  time decided to act against it.
  They instructed one of their number (more they could not, 
  then, send) Lord Narjhan, to journey to Nadsokor, the City of 
  Beggars, which had an old grudge against Tanelorn and raise 
  an army that would attack undefended Tanelorn and destroy 
  it and its inhabitants. So he did this, arming his ragged army 
  and promising them many things.
  — To Rescue Tanelorn
  Narjhan is a Chaos Lord of Hatred and Manipulation. He is 
  associated with Nadsokor, the beggar city, but is not its patron – 
  merely its manipulator. To hate and to continue hating is the only 
  duty a follower of Narjhan needs to fulfil. If that hatred can, in 
  some way, be neutralised, or turned to forgiveness, then Narjhan’s 
  hold is weakened or broken – but see Benefits.
  Purpose and History
  The beggars of the Young Kingdoms, particularly residents of the 
  ghastly city of Nadsokor, have had little need for gods in their 
  history. Gods have forsaken them, cursed them and driven them 
  to the depths of degenerative despair. What use is a god to a 
  beggar? Will he put coin in the begging bowl? Will he cure addled 
  limbs and broken minds? Will he lift leprosy or simply spread 
  its contagion? No. Gods are remote and uncaring for any save 
  those strong enough to enact their will – particularly the Lords 
  of Chaos.
  It is strange, then, that the beggars of Nadsokor are so easily rallied 
  by Lord Narjhan, who comes to them with the sole purpose of 
  leading an army to destroy Tanelorn and punish those who had 
  turned away from the path of Chaos. Narjhan’s power lies in his 
  ability to create hatred in the heart and exploit it for the ends of 
  Chaos. As a god, he is, himself, insubstantial, requiring the guise 
  of a black armoured and helmeted warrior to sustain a physical 
  presence but his personality and ethereal form is that of pure 
  hatred. Any who pledge their souls to Narjhan succumb to this 
  pure, unadulterated hatred: for Law, for the Cosmic Balance, for 
  reason itself. Narjhan is Chaos’s Herald of Hatred and it is his 
  duty to create fanatics who will, when the Lords of Chaos demand 
  it, rise against the object of the hatred Narjhan has inculcated.
  Thus, whilst Narjhan’s chief worshippers in the Young Kingdoms 
  have been beggars, any who give way to hate, or wish to gain 
  strength from hatred, can worship him. Nadsokor’s beggars, 
  already wretched and seething, welcome hate readily, especially for 
  those who have not succumbed to their own, wretched existence. 
  Narjhan’s influence amongst beggars is therefore half-way assured 
  but by no means guaranteed and Narjhan himself had to spend 
  time fostering and fanning the existing hatred to create the beggar 
  army that he then used to assault Tanelorn.
  Myths
  Narjhan and Tanelorn (Mythic Resonance 60%) – Why 
  Tanelorn Must Fall:
  Narjhan took to journeying, sometimes in the guise of a warrior 
  and sometimes in the guise of a beggar. It mattered little. Crossing 
  a blasted desert one day he saw in the distance a great and beautiful 
  city. ‘Ho! This must be a refuge of Arioch or Xiombarg,’ he said 
  to himself, ‘I will find here welcome, warmth and wenches.’ He 
  anticipated his rest there with a glad heart.
  As he neared the city’s walls he observed guards on the battlements 
  and many colourful standards flying. Not one of them displayed 
  the symbol of Chaos and now Narjhan was wary but sought rest 
  any way, even if this was not a city of Chaos. The gate keepers 
  watched the approach of this black-armoured warrior and called 
  down to him.
  ‘Tanelorn greets you, traveller.’
  ‘Tanelorn? This is not, then, the great city of Verneron-Hu, built 
  by Arioch? Or wondrous Gomorrah?’ Narjhan replied. At this the 
  gatekeeper became restless.
  ‘We know of these places. They are the work of Chaos and Chaos 
  is not welcome here – no gods are. This is Tanelorn, a city of peace. 
  If you seek the attentions of Chaos, look elsewhere traveller.’
  
  49
  Narjhan glared at the walls of the city, understanding it a little 
  more. And he rode on.
  In another time Narjhan took the form of a beggar and was forced 
  to flee when Lady Miggea’s wolves sought his soul. He hobbled 
  through a thick forest but came eventually to a clearing and saw 
  the walls of the great city and knew it to be Tanelorn. ‘Perhaps,’ 
  Narjhan speculated to himself, ‘Chaos now owns this place, 
  because it should not be here.’
  As he approached the walls, the wolves of Miggea baying in 
  the distance, the guards closed the gates to him. ‘I need refuge!’ 
  Narjhan cried. ‘Take pity on a poor beggar.’
  ‘Beggar or not,’ the guards replied, ‘you bring Miggea in your 
  wake. She hates this place and needs little excuse to raise force 
  against it. We would give you shelter but have not the might to 
  withstand Miggea’s armies!’
  And the wolves of Miggea caught up with Narjhan and tore him to 
  shreds before the walls of Tanelorn whilst Miggea watched and laughed.
  Ending his travels Narjhan looked back on his experiences. He 
  had encountered no love, no charity. He had experienced only 
  selfishness and disdain. Tanelorn had the worst of it. He expelled 
  all notions of love and tolerance from his heart and replaced them 
  with hatred so intense that he was consumed by it – and it felt 
  good. His vengeance on Tanelorn would be slow but it would be 
  painful. The city would not reject him again.
  Beliefs
  There is only the belief in the power of hatred within Narjhan’s 
  cult. Hatred takes many forms but always has a single, defined 
  object. The overwhelming direction of hate is against Law and 
  the Cosmic Balance but those who venerate Narjhan direct their 
  hatred against whatever target they have chosen with absolute 
  intensity. There is no concept of an Eternal Struggle amongst 
  Narjhan’s followers; only the need to vent their hatred to its fullest. 
  Bereft of Narjhan’s guidance, those who follow him quickly fall 
  into complete despair.
  Worshippers
  Any with hatred in their hearts, or who wish to gain strength form 
  hatred, worship Narjhan. This includes most beggars and often 
  includes those who have suffered at the hands of society.
  The cult has no ranks or orders; individuals pursue their hatred 
  unswervingly once a Pact has been made with Narjhan.
  Nadsokor and Narjhan
  All of Nadsokor’s beggars worship Narjhan, who promises many 
  things: freedom from drudgery, disease and servitude, the riches 
  of Tanelorn and a dozen other cities; beggars to become princes 
  in the new empire arising from Chaos. Beggars, seeking whatever 
  scraps they can, fall for Narjhan’s promises heavily but rarely, if 
  ever, will they be held true.
  Narjhan is viewed as the one god who can, and will, alleviate 
  misery. He is considered a god of righteousness where many 
  others have failed. He is a faint beacon of hope in a city and 
  world where little exists. Beggars bless their bowls in his name 
  and offer ‘Narjhan’s blessings’ to all those who deposit a coin but 
  their worship is typically fair-weather, since all beggars seek proof 
  above reassurances (of which they have had plenty).
  All those who wish to reside in Nadsokor must pledge allegiance 
  to Narjhan, in Urish’s name, but that is the extent of their Pact, 
  usually. Urish hand-picks those he wants to progress in the cult 
  and, as a selfish king, the one person he wants to progress the most 
  is himself.
  Members of the cult of Narjhan are expected to give half of their 
  earnings to King Urish. In return they gain free training in the 
  cult’s skills of: Club, Evaluate, Influence, Language (Opish), Lore 
  (Chaos), Lore (Nadsokor), Lore (World), Staff, Streetwise
  Benefits
  Anyone who chooses to worship Narjhan must state, specifically, 
  what it is they hate. This can be a person, a place, an ideal or 
  something else altogether. POW is dedicated to the Pact and one 
  Gift is automatically granted from the following table. A further 
  Gift is granted for every additional point of POW invested in the 
  Pact, or for every 20% the Pact improves by.
  Gifts and Compulsions
  The only Compulsion Narjhan imposes is that of Single Minded 
  Obsession with the object of the hatred. The adherent is 
  committed to destroying whatever it is he hates and pursues his 
  obsession regardless of all other duties, feelings or commitments. 
  The longer it takes to destroy the object of the hatred, the stronger 
  the Compulsion grows until the adherent is completely consumed 
  by the desire to destroy. Sleep, food, family, comfort; all become 
  irrelevant whilst the object of the hatred persists. The adherent 
  becomes increasingly dishevelled, crazed, ugly and wretched. 
  Life ceases to have meaning beyond destroying that which is 
  hated. Anyone or anything that gets in the way is an enemy to 
  be destroyed.
  Gifts
  Abstinence
  Chaotic Blessing
  Combat Acuity
  Endurance
  Eternal Life (the object of the hatred becomes an eternal quest, 
  requiring immortality to pursue)
  Second Life (even death cannot overcome the burning hatred in 
  the adherent’s soul)
  Tireless
  
  50
  Cult Skills
  For every two points in the Pact with Narjhan, the adherent gains 
  a bonus of +1% to one of the following cult skills for every point 
  of POW invested in the Pact. This is an automatic bonus and 
  reflects the strength of hatred those who worship Narjhan feel.
  Sword, Club, Dagger, and Staff Combat Styles, Evaluate, 
  Influence, Lore (Chaos), Lore (Nadsokor), Lore (Narjhan), Lore 
  (World), Streetwise.
  Retribution
  If the hatred a Narjhan worshipper feels is neutralised or removed, 
  Narjhan himself inculcates a hatred of the traitor in a number of 
  other worshippers equal to the POW the traitor had devoted to 
  his Pact. These new enemies make the traitor the focus of their 
  loathing, hunting him down with the intent of murder to appease 
  Narjhan’s wrath.
  Hatred can be removed or neutralised by a Dreamthief. 
  Treat the hatred as a dream from Imador – the Land of New 
  Ambition (intensity of 5D4).
  Politics and Relationships
  Hatred is always useful to Chaos and whilst Narjhan is a singular 
  god and his worshippers are without formal cult direction, other 
  cults of Chaos are happy to make use of the hate-driven to achieve 
  their own ends.
  Saebos
  Saebos is the Watcher of All Realms. The moon is thought to be 
  his baleful eye, watching over the Earth and all other realms where 
  Chaos rules. In this way he can see the outcome of the Eternal 
  Struggle across a million different planes but has no influence, 
  directly, over any of them. That he refuses to intervene led to his 
  exile, above the Earth, forever watching, by other Lords of Chaos.
  Purpose and History
  This is a moon-worshipping cult. It is popular in Pikarayd, 
  Dharijor, Phum and some more primitive cultures who do not 
  realise that Saebos is a Lord of Chaos. Saebos’s purpose is to witness 
  the outcome of the Eternal Struggle but never to reveal it. Through 
  this knowledge, one can become a traveller of the Million Spheres 
  working on Saebos’s behalf, gathering information and knowledge.
  Saebos is present only in those realms where there is also a moon. 
  If a moon is absent, then so is Saebos.
  Myths
  Saebos becomes Lord of the Night (Mythic Resonance 75%): 
  When the Earth was formed, Saebos was formed with it but pulled 
  away so that he would be apart from what happened beneath. His 
  form took that of an orb, pale and ever watchful, closing once 
  every 30 days so that the Lord might rest.
  Lord Kakatal of the Flaming Eye was jealous of this new presence 
  and condemned Saebos to appear only when Kakatal was not 
  present: this is why the sun and moon are rarely seen in the 
  sky together. As a result, Saebos also became the Lord of the 
  Night, just as Kakatal is the Lord of the Day. All things that 
  walk or crawl in the darkness hours are sacred to Saebos and are 
  his watchers.
  Lord Saebos watches many places, many realms, at once. His 
  eye stretches across the Million Spheres and illuminates the 
  Moonbeam Roads. His presence in a place symbolises the presence 
  of Chaos and its ability to see all things no matter how obscure.
  Conscious that Saebos sees all, the Lords of Law decided to attack 
  him. They made spells and machines that would cause him to fall 
  from the sky and into the sun, burning to nothingness. Saebos 
  watched their great spell machine being built and appeared to do 
  nothing. Then, on the eve of their launch, he caused the tides to 
  swell and come crashing down on the shores of the island where 
  the Lords of Law had built their weapons. The island was drowned 
  and with it those who served Law. Law never again sought to 
  challenge Lord Saebos’s position in the sky.
  Later a Lord of Chaos blamed Lord Saebos for not intervening 
  when Law attacked and conquered realms of Chaos in another 
  sphere. Saebos was called to account. ‘I watch,’ he said. ‘I do not 
  interfere.’
  ‘We lost much,’ protested the Court of Hell.
  ‘Then conquer more of what belongs to Law,’ Saebos suggested. 
  ‘But do not hold me responsible for your lack of preparation and 
  protection.’
  The Lords of Chaos decided to leave Saebos well alone and not 
  rely upon him for anything. So it has always been and so Saebos 
  watches eternally as the moon, confined to the sphere of the 
  Night.
  Beliefs
  The cult of Saebos believes that his light creates the Moonbeam 
  Roads that connect the Million Spheres. Those faithful to him 
  gain the power to walk these pathways, traversing many worlds 
  as easily as traversing their own. To serve Saebos is to become a 
  wanderer and a watcher but never to interfere – even if Chaos 
  would benefit. Worshippers of Saebos revere the moon as a 
  symbol of Chaos hanging over the world, and many others, and 
  consider it a source of their powers. Contained within the moon 
  are many additional worlds, which may be hells, populated with 
  creatures Saebos has created to keep him entertained during his 
  eternal vigil.
  
  51
  Worshippers
  Moon-fanatics, itinerants, certain travellers of the Million Spheres.
  Membership
  Standard.
  The cult has several ranks, named as follows:
  Initiates – Pilgrims
  Acolytes – Wanderers
  High Priests – Missionaries
  High Lords – Emissaries
  All ranks must pledge POW to the Pact (Saebos) as per the 
  standard RuneQuest limitations. 
  Benefits
  Pilgrims – A walking staff carved from ash and topped with a 
  crescent moon of red iron. The staff acts as a quarterstaff weapon.
  Wanderers – An amulet carved with the Rune of Contact. The 
  Rune is activated at the Wanderer’s Pact percentage although 
  Magic Points must be invested as normal.
  Missionaries – A crystal which, when placed to the eye, reveals 
  the presence of gates and portals leading to other realms and the 
  Moonbeam Roads. It costs one Magic Point to use the crystal but 
  no skill roll is needed.
  Emissaries – A bracelet or torque engraved with the Rune of 
  Speed. The Rune is activated at the Emissary’s Pact percentage 
  although Magic Points must be invested as normal.
  Gifts and Compulsions
  Each rank receives a Compulsion and may also receive a Gift, if 
  desired. All Pilgrims must take a Gift, as must Emissaries.
  Gifts
  Animal Familiar
  Divine Training
  Enhanced Learning
  Eternal Life
  Multiversal Polyglot
  Sanctuary
  Compulsions
  Attention Deficit
  Forgetful
  Kleptomania
  Never Ending Search
  Secretive
  Cult Skills
  Quarterstaff Combat Style. Evaluate, Insight, Lore (Chaos), Lore 
  (Million Spheres), Lore (Saebos), Navigate.
  Cult Runes and Magic
  The cult teaches the Runes of Contact and Transfer.
  It also teaches Command and Summon (Demon of Transport).
  Heroic Abilities Available
  Emissaries and Missionaries may perform the Saebos DreamQuest, 
  recreating the creation of the moon in order to gain the Heroic 
  Aura or Commanding Voice Heroic Abilities, if they meet the 
  ability’s requirements.
  Retribution
  Saebos cannot take action against followers who become apostate. 
  However all Gifts are lost although Compulsions remain.
  Politics and Relationships
  The cult of Kakatal is antagonistic towards Saebos although this 
  antagonism means that the cult of Lassa is sympathetic towards 
  Saebos cultists. As the cult is one of the more peaceful and 
  ambivalent amongst the chaos cults, it tends to go unopposed by 
  all but the most ardent worshippers of Law.
  Silent	Watchers
  At last Teshwan spoke. ‘Now,’ he said decisively. ‘Here’s the 
  situation in which we have decided to place you. You may leave 
  only if you can create something which it has never occurred 
  to us to create.’
  ‘But you, surely, are the Masters of Creation?’ said Elric in 
  puzzlement. ‘How may I do this?’
  ‘Your first statement is not strictly true and in qualifying it I 
  can give you a hint of the answer to your question. We of Chaos 
  cannot make anything new — we may only experiment with 
  combinations of that already created. Do you understand?’
  ‘I do,’ said Elric.
  ‘Only the Greatest Power, of which we know little more 
  than do humans, can create fresh conceptions. The Greatest 
  Power holds both Law and Chaos in perpetual balance, 
  making us war only so that the scale will not be tilted too 
  far to one side. We wish not for power—only for variety. 
  Thus every time we weary of our domain and let our old 
  creations fade and conceive new ones. If you can bring a fresh 
  element to our domain, we shall free you. We create jokes and 
  
  52
  paradoxes. Conceive a better joke and a better paradox for 
  our entertainment and you may leave here.’
  — The Last Enchantment
  For eternity, and across the Multiverse, Chaos continually strives 
  to understand the true nature of the Cosmic Struggle – to 
  interpret its rules, unfold its secrets and to gain an edge in the 
  Eternal Battle that must, through the Cosmic Balance’s decree, 
  be fought between the two powers. Of all the Lords of Chaos 
  two strive the hardest to underpin the understanding of the plans 
  of the Balance and the Lords of Law; Maluk and Teshwan, who, 
  together, are known as the Silent Watchers.
  Purpose and History
  Maluk is a grim, secretive god concerning himself with arcane 
  knowledge and esoterica. Teshwan is more affable, likable even, 
  and concerned with putting that knowledge to creative use. 
  Between them they accumulate knowledge on behalf of the Lords 
  of Chaos and then use it to gain an advantage over the Lords of 
  Law. Maluk is in charge of gathering information and detail and 
  is obsessed with it; Teshwan, on the other hand, is responsible 
  for the creative use of knowledge to consolidate power – both for 
  Chaos and for himself and Maluk, his brother.
  The Silent Watchers are therefore very much concerned with what 
  happens in the mortal world. Disciples of the cult receive their 
  instruction through Teshwan although Maluk generally decides 
  what needs to be discovered. Teshwan aids his worshippers with 
  the ability to transport anyone they mark directly into the Silent 
  Watchers’ realm: a vast and lonely expanse of flat, grey stone, 
  sunless but with a bright, white sky above. Here Maluk and 
  Teshwan accompanied, sometimes, by other Lords of Chaos, 
  rest in preparation for the time when the world will be reformed 
  into a fresh variety of patterns. This is known as the Time of the 
  Changes and the history of the Young Kingdoms occupies part 
  of this strange time. Maluk obsessively gathers knowledge and 
  studies it, seeking new answers, new permutations and new ways 
  of perpetuating the Eternal Struggle, whilst Teshwan experiments 
  with the knowledge, creating new lands, new creatures and new 
  thoughts from those that already exist. The Silent Watchers watch, 
  experiment, study and prepare. That is their role and mortals, for 
  all their frailty and lack of imagination, are a key to it.
  This is thus a cult of arcane secrets, forbidden research and 
  attempting to understand the agenda of Chaos and its true nature. 
  The cult predominates in Pan Tang, Pikarayd and is gaining ground 
  in Argimiliar, especially in Cadsandria where the university offers 
  fertile conditions for pursuing such knowledge and gaining new 
  adherents, and in Ilmiora, where the work of the Mereghn interests 
  and intrigues Maluk and Teshwan.
  Silent Watchers are often used as ambassadors and advisers to 
  those who Chaos wishes to corrupt. Cultists are adept at handling 
  knowledge and misinformation in the pursuit and exercise of 
  power. They tend to be shadowy, unseen manipulators, the quiet 
  whisper in the ear of a noble at a crucial time, or the source of a 
  decision that appears beneficial but serves to further only Chaos. 
  Silent Watchers love to gather secrets and information from 
  other cults, including Chaos, and to place their own people in 
  influential positions to secretly manipulate the agendas of even 
  their supposed allies.
  Of particular interest is the knowledge being compiled by the 
  cults of Arkyn and Donblas and how these lawful secrets can be 
  perverted to the services of Chaos. Agents of the Silent Watchers 
  are abroad in Vilmir and Ilmiora, quietly observing and, where 
  possible, corrupting those who handle such knowledge.
  Those who join the Silent Watchers pledge their souls to serve 
  either Maluk or Teshwan. The two sects share similar beliefs but 
  have different agendas, reflecting their separate natures. However 
  for all intents and purposes the members of the two sects within 
  the Silent Watchers are co-operative.
  Myths
  Balo’s Riddle (Mythic Resonance 55%) – the Patience of 
  Teshwan:
  Balo, that twisted jester that comes and goes between Chaos and 
  Law, loyal to neither but meddlesome in both agendas, visited 
  
  Rank
  Maluk
  Teshwan
  Lay Member
  Reader
  Watcher
  Initiate
  Borrower
  Maker
  Acolyte
  Understander
  Refiner
  Priest
  Interpreter
  Shaper
  Champion
  Grand Master of 
  Whispered Knowledge
  Changer
  53
  Teshwan and Maluk and gave them a riddle: ‘What is possessed 
  by Chaos and Law but understood by neither?’ Balo asked. Maluk 
  could not answer, his mouth stitched shut so that he would not 
  give away any of his secrets. Teshwan, though, pondered the 
  question.
  ‘There is much common ground between us. More than either 
  of us would care to admit,’ he replied. ‘But what is beyond the 
  understanding of either of us? It is an inconceivable notion. We 
  know and understand all things. Are we not gods?’
  ‘There is an answer but I feel it is beyond you,’ Balo said in a 
  mocking tone. At this, Teshwan grew angry.
  ‘Do not question my faculties, you worm. No one in the Court of 
  Hell would complain if I flayed your soul.’
  Balo shrugged and smiled. ‘Very well, I retract the accusation. But 
  the question remains, nonetheless.’
  Teshwan pondered this. He pondered for so long that Balo left 
  and returned each year to await an answer. It was many centuries 
  in coming.
  ‘The answer,’ Teshwan said, finally, ‘is simple.’
  ‘Then what is it?’ Balo asked impatiently, hopping from one foot 
  to the other.
  ‘The answer is: ‘Each Other.’
  ‘Bravo,’ Balo said, for Teshwan was correct. ‘But why did it take 
  you so long?’
  ‘Oh, I knew the answer straight away,’ Teshwan said. ‘But I also 
  knew that you would immediately return to the Lords of Law and 
  use the answer against me. I needed the time.’
  ‘I bow to your insight,’ Balo said, because Teshwan was correct: 
  he had, indeed, flitted back to the Lords of Law and bragged that 
  there was a riddle beyond the Lords of Chaos, who delighted in 
  them.
  ‘Indeed. And now Law will continue to underestimate us, which 
  is a necessary part of the Eternal Struggle.’ Teshwan said. ‘And 
  thwarts your own prank. Besides, I needed time for something 
  else.’
  ‘What would that be?’ Balo asked in a mocking tone. Teshwan 
  smiled.
  ‘A spell. But it has been cast now. Look down.’
  And Balo looked to his feet which, in the time they had spent 
  talking, had merged with the ground, so that it was impossible to 
  tell what was the earth and what was the flesh of the god. ‘I think I 
  have ensured that you will not be returning so eagerly to the Lords 
  of Law to gloat and posture,’ Teshwan said. ‘And you will make an 
  excellent companion for the rest of my statues.’
  And all the statues surrounding Balo laughed, as one. Balo, 
  though, could only seethe.
  Beliefs
  The common beliefs of the cult are as follows:
  •	
  All knowledge is power.
  •	
  All knowledge can be recreated, reframed or fashioned to 
  reflect the goals of Chaos.
  •	
  Knowledge is essential to the Eternal Struggle.
  •	
  In these times, Chaos must rest and conserve its energies; the 
  time for definitive struggle is not yet at hand.
  Maluk
  •	
  There is nothing that cannot be known.
  •	
  Once something is known, it cannot be unknown.
  •	
  No one knows everything but within the realm of Chaos, 
  knowledge of everything is an attainable goal.
  Teshwan
  •	
  Chaos cannot create something entirely new but new creations 
  can be shaped through changing what already exists.
  •	
  Variety is desirable; permanence is a threat.
  •	
  Beauty lies in change; ugliness in conformity.
  Worshippers
  The Silent Watchers cult appeals to Students of Chaos, archivists, 
  spies, agitators and those who seek, desire and covet knowledge for 
  its own sake and for selfish ends. The sect of Teshwan especially 
  appeals to those who delight in experimentation and the creation 
  of new hybrids from existing things. Therefore this is very much a 
  cult that appeals to sorcerers and those who aspire to be sorcerers.
  Membership
  Standard.
  The sects have different names for their ranks:
  Readers and Watchers
  The Lay Members of both sects need only specify their desire to 
  venerate either Maluk or Teshwan to be accepted as Lay Members 
  of the cult. Lay Members are expected to report any information 
  
  54
  of potential interest to higher ranks of the cult but have no specific 
  duties otherwise.
  Borrowers and Makers
  The Initiates of the cult, Borrowers (Maluk) and Makers 
  (Teshwan) are considered the foot soldiers in the acquisition of 
  knowledge and its use to further the Silent Watchers’ agendas. 
  The following are requirements for Initiate status
  •	
  One Lore skill of 50% or greater.
  •	
  Dedicate at least two points of POW to the Pact with Maluk 
  and three points of POW if dedicating to Teshwan.
  Understanders and Refiners
  The Acolytes of the cult study, codify and experiment with 
  the knowledge that the cult collects on behalf of its gods. This 
  is sometimes with cult direction and sometimes with direction 
  given by either Maluk or Teshwan. Understanders and Refiners 
  are responsible for checking facts, seeing what new combinations 
  can be produced and retrieving certain commodities (tomes, texts, 
  scrolls, experiments and so forth) from the cults of Law, Chaos 
  and elsewhere.
  To become an Understander or Refiner, the following conditions 
  need to be met:
  •	
  Know at least six cult skills at 50% or higher.
  •	
  Pact skills (Maluk or Teshwan) at 50% or higher.
  •	
  Have been a Borrower or Maker for at least two years.
  Interpreters and Shapers
  The equivalent of the Priest rank, Interpreters and Shapers are 
  responsible for interpreting Maluk and Teshwan’s desires and 
  translating these into cult policy and agenda. It is up to these 
  ranks to identify where crucial information is located, what guards 
  it and to arrange for its retrieval to be added to the cult’s archives.
  •	
  Know at least six cult skills at 60% or higher OR two cult 
  Runes and a cult Summoning at 60% or higher.
  •	
  Pact skills (Maluk or Teshwan) at 60% or higher.
  •	
  Have been an Understander or Refiner for at least two years.
  Grand Master of Whispered Knowledge and 
  Changer
  The cult champions have attained a considerable understanding 
  of Maluk and Teshwan’s agendas and are in a position to act with 
  the full authority of their patron.
  •	
  Know at least six cult skills at 70% or higher OR two cult 
  Runes and a cult Summoning at 70% or higher.
  •	
  Pact skills (Maluk or Teshwan) at 70% or higher.
  •	
  Have been an Interpreter or Shaper for at least two years.
  Duties
  The general duties of each rank within the cult have been defined. 
  However, there are several additional duties that all ranks within 
  the Silent Watchers are expected to perform.
  •	
  Watch, listen to and, if possible, infiltrate other cults to learn 
  their secrets and plans. Any cult is a target for such intrigue.
  •	
  Be wary of the Mereghn and their agenda. Sometimes it will 
  be useful to supply them with information; at other times to 
  withhold it; and at others, to steal it.
  •	
  Learn and understand everything about the Lawful Precepts 
  upheld by the cults of Arkyn and Donblas.
  •	
  Discover the precise nature of the Twelve Symbols of Reason; 
  determine how these can be shaped to the advantage of the 
  Eternal Struggle.
  Benefits
  Benefits offered are in the form of Gifts, Compulsions, Cult Skills, 
  Runes, Summonings and Heroic Abilities. In the case of Teshwan, 
  there is also the Transfer to Kaneloon ability, described later.
  Borrowers and Makers
  •	
  One Gift and Compulsion. 
  •	
  Training in cult skills is also offered free where the skill(s) 
  support a specific mission or objective.
  Understanders and Refiners
  •	
  One Gift and Compulsion. 
  •	
  Training in cult skills is also offered free where the skill(s) 
  support a specific mission or objective.
  •	
  Understanders and Refiners may also learn cult Runes and 
  Summonings and are taught one Rune or Summoning to its 
  base percentage – if the adherent has Language (High Speech) 
  with which to use it.
  Interpreters and Shapers
  •	
  One Gift and Compulsion. 
  •	
  Training in cult skills is also offered free where the skill(s) 
  support a specific mission or objective.
  •	
  Understanders and Refiners may also develop a cult Rune or 
  Summoning by 1D4+1%, or learn another to its base percentage.
  •	
  Shapers are also granted the Transfer to Kaneloon ability as 
  part of their Pact (Teshwan).
  Grand Master of Whispered Knowledge and 
  Changer
  •	
  One Gift and Compulsion. 
  •	
  Training in cult skills is also offered free where the skill(s) 
  support a specific mission or objective.
  •	
  Understanders and Refiners may also develop a cult Rune or 
  Summoning by 1D4+1%, or learn another to its base percentage.
  •	
  One cult Heroic Ability.
  
  55
  Transfer to Kaneloon
  Shapers and above are granted this unique ability. It enables them 
  to transport one individual, themselves included, to Teshwan’s 
  bleak and featureless realm and his cryptically named fortress of 
  Kaneloon (see Boxed Text, nearby). The chance of success requires 
  the cultist to pit his Pact (Teshwan) skill against the opponent’s 
  Persistence or, if he has one, Pact skill. If the Silent Watcher is 
  successful, then the opponent finds himself within Teshwan’s 
  realm, ultimately to wander into Teshwan’s fortress. If the opposed 
  test fails, the ability has no effect. It costs no Magic Points to use 
  the ability but the Silent Watcher’s Pact (Teshwan) increases by a 
  number of percentiles equal to the available Magic Points of the 
  victim transferred. So, sending people to Kaneloon increases the 
  disciple’s standing but also hastens potential apotheosis – so the 
  ability must be used shrewdly.
  If the cultist wishes to transfer himself, it requires a simple test 
  against his Pact (Teshwan). If the attempt fails, it cannot be made 
  again until 24 hours have passed.
  Gifts and Compulsions
  Gifts and Compulsion are accrued as per cult rank.
  Gifts
  Divine Training (Cult Skills)
  Enhanced Learning (Cult Skills, Runes and Summonings)
  Extended Life
  Multiversal Polyglot
  Rune Mastery (Cult Runes)
  Sanctuary
  Slave
  Tireless
  Compulsions
  Curse of Maluk – Must put-out one eye (–1 DEX, –1 CHA) – 
  Maluk Only; or, must stitch-shut the mouth (–1 CHA). Must 
  communicate through half-audible mumbles, the written word, 
  and sign language – Maluk Only
  Insanity.
  Knowledge Eater.
  Obsessive/Compulsive – Become intensely secretive and jealous 
  of information gained. Take unusual and risky measures to 
  protect even the most trivial knowledge.
  Refuse to speak in any language other than High Speech.
  Refuse to speak in any language other than Low Speech.
  Refuse to speak in any language other than Mong.
  Secretive.
  Self Harmer.
  Cult Skills
  Art (any), Courtesy, Evaluate, Influence, Language (High Speech), 
  Language (Low Speech), Lore (Chaos), Lore (Cryptography), Lore 
  (Maluk), Lore (Million Spheres), Lore (World), Perception, Stealth.
  Heroic Abilities Available
  Devilish Charm, Linguist, Loremaster, Madness of Purpose.
  Cult Magic
  The cult teaches: Bewilderment, Chaos, Contact, Enhancement 
  (INT), Hearing, Sight, Silence.
  The cult also teaches: Command, Summoning (Demon of 
  Desire), Summoning (Demon of Knowledge), Summoning 
  (Demon of Transport).
  Retribution
  Betraying the cult brings straightforward retribution.
  Adherents of Maluk are automatically struck deaf, dumb and 
  blind with their faces becoming sealed inside a blank, fleshy shell.
  Adherents of Teshwan are transported to Kaneloon and subjected 
  to each one of Teshwan’s trials.
  Politics and Relationships
  Most Chaos cults are wary of the Silent Watchers because the 
  cult attempts to manipulate others for Maluk and Teshwan’s 
  somewhat obscure ends. Few people, if any, understand what 
  Teshwan, in particular, is attempting to do, except experiment for 
  its own sake and both his and Maluk’s, agendas are often at odds 
  with the wider, higher, Lords of Chaos.
  Yet the Silent Watchers have their undoubted uses against the 
  cults of Law. Their tenacity in discovering the true nature of 
  Law’s precepts is valuable to many and so the Silent Watchers are 
  tolerated, if not precisely trusted.
  The	Whisperers
  ‘We must continue to strive, until we are conquered. I 
  remember that Straasha the Sea King, said, if Lord Pyaray, 
  commander of the Ships of Hell, is slain, the ships themselves 
  will no longer be able to exist I have a mind to put that to 
  the test…’
  — Stormbringer
  The oceans of the Young Kingdoms are commanded by two 
  powers: Lord Straasha, who controls the upper waters and 
  Lord Pyaray who controls the depths. The two maintain an 
  uneasy distance but Pyaray claims as his own all those doomed 
  sailors who meet their deaths at sea, taking their bodies and 
  souls into the murky, tumultuous depths to act as the crew 
  for the Fleet of Hell. Pyaray’s dread rule is long-known to the 
  mariners of the Young Kingdoms and most humans are fearful 
  of his powers and intentions.
  
  56
  Kaneloon?
  ‘The Lords of Chaos are fickle. If you wished to stay they might not let you. Now that you are resolved to leave, they might 
  keep you here. Farewell. You will find me therein!’ He lifted his sword and pointed. A great palace of greenstone appeared at 
  once. The man vanished.
  ‘This, at least, will save me from boredom,’ Elric said philosophically, and rode towards the palace. The many-pinnacled 
  building towered above him, its highest points hazy and seeming to possess many forms, shifting as if blown by a wind. At the 
  great arch of the entrance a huge giant, semi-transparent, with a red, scintillating skin, blocked his way. Over the archway, as 
  if hanging in the air above the giant’s proud head, was the Symbol of Chaos, a circle which produced many arrows pointing 
  in all directions.
  ‘Who visits the Palace of Kaneloon at the Time of the Change?’ enquired the giant in a voice like limbo’s music.
  — The Last Enchantment
  Teshwan’s enigmatic fortress on his bleak, flat plane is called Kaneloon, a name it shares with Myshella’s own fortress at the edge of 
  the world. This is one of Teshwan’s many perverse jokes; indeed, his fortress is a representation of Kaneloon but has been altered so 
  that it fits the creative urges of Chaos and is merely a simulacrum of the real castle, which belongs, obviously, to Law.
  Those who are brought to Kaneloon are faced with a conference of the Lords of Chaos, led by Teshwan himself. The other Lords 
  present vary but they do not identify themselves, leaving the talking to Lord Teshwan. Teshwan, forever experimenting, seeks 
  several things from those sent to him. What any Adventurer faced with Teshwan must do depends on the Lord of Chaos’s particular 
  whim. The table on page 57 will determine the outcome.
  Purpose and History
  For Melniboné, Pyaray was once a patron demon, his blessing 
  carved into the mighty battle barges, the marines of the Imrryrian 
  navy and their stern captains and admirals, devotees of Pyaray’s 
  dreadful aquatic cult. With the Bright Empire’s demise, Pyaray’s 
  worship is less forceful than it once was but the battle barges are 
  still living representations of the grim Chaos fleet and their crews 
  still offer veneration to the Tentacled Whisperer.
  Pan Tang maintains its veneration and the cult of the Whisperer 
  is active in two ways. First, every ship in the Pan Tangian fleet is 
  dedicated to Pyaray’s service and it is the doom of all those who 
  sail in the Pan Tangian navy to continue their service in the Fleet 
  of Hell upon their death. In the second way, Pan Tang venerates 
  Vetehin, the Chaotic patron of the mermen who frequent the 
  coasts of Pan Tang and the Straits of Chaos. Vetehin is one of 
  Pyaray’s vassals and the mermen do his bidding. The veneration of 
  Vetehin secures an alliance between the Mabden and the mermen 
  and one of Pan Tang’s standards is Vetehin’s merman crest.
  The third sect of the Whisperers’ cult venerates Artigkern. This 
  monstrous Lord of Chaos is the Drinker of Oceans and it is within 
  his capacity to drain life from worlds. Artigkern maintains enmity 
  with Straasha, for the Chaos Lord covets Straasha’s unnamed sister, 
  mistress of the upper currents and favourable tides. Artigkern was 
  denied Straasha’s sister in the early years of the Bright Empire 
  but still he seeks to capture her soul and although he has not 
  manifested upon the Young Kingdoms in almost 9,000 years, his 
  yearning is still as strong. Pyaray, master of the depths, encourages 
  Artigkern’s insane desire, since it would place Straasha in his 
  direct power and so the Tentacled One sends forth whispers to 
  encourage devotion to Artigkern, finding willing devotees on the 
  shores of the Young Kingdoms.
  Until the Chaos Fleet is summoned to support the Armies of 
  Hell, Pyaray has no overt interest in perpetuating the Eternal 
  Struggle. His main concern is dominance over Straasha so that 
  the oceans of the world become part of his watery empire. In 
  several planes Pyaray has already achieved this dominance, 
  creating boiling, ever-changing oceans where his fleet prowls the 
  waves in search of new souls, the lands eroded away until the 
  entire plane is one, vast, ocean of Chaos. In those planes where 
  Straasha has achieved complete domination of the waters, Pyaray 
  seeks to gain a foothold, sending his agents, both living and dead, 
  to corrupt the waters and seize control of the murky depths. This 
  battle is played-out across the Multiverse, with Pyaray having 
  little concern for the Lords of Law which (Pyaray knows), if they 
  had their way, would turn every place into an arid world of never 
  changing, featureless dry land.
  Those who join the cult of the Whisperers, whether they favour 
  Artigkern, Vetehin, or Pyaray himself, effectively pledge their 
  souls to the Chaos Fleet. In life they can venerate any of the 
  aquatic Chaos gods but in death, Pyaray always claims their souls 
  and finds for them a ship to crew.
  
  57
  Teshwan’s Trials
  1D8
  Nature of Trial
  Game Effects
  1
  Game of Creation
  The Adventurer must attempt to create something that the Lords of Chaos have been unable to create 
  – something unique and imaginative. To represent this game, the Adventurer must make a 1D100 
  roll. If the roll is less than either his INT or his POW, he has successfully created something that the 
  Lords of Chaos have not conceived and is allowed to return to the Young Kingdoms. If the roll is a 
  critical success, then the Lords of Chaos are impressed and reward the Adventurer with one randomly 
  chosen Gift from the Gifts table.
  If the test fails or fumbles, then the Adventurer must remain forever in Kaneloon as an immobilised 
  statue – one of many Teshwan has collected over millennia.
  2
  Surrender All 
  Knowledge
  Teshwan drains the Adventurer of all Lore skills, reducing the Adventurer’s Lore percentages to their 
  base values. The Adventurer is then returned to the Young Kingdoms, with only hazy memories of 
  what has happened.
  3
  Surrender Specific 
  Knowledge
  Teshwan drains the Adventurer of a single Lore skill, reducing it to zero. The Adventurer is then 
  returned to the Young Kingdoms, with only hazy memories of what has happened.
  4
  Undertake a Quest 
  for Teshwan
  Teshwan sets the Adventurer a quest to complete. The quest is usually hazardous and usually involves 
  retrieving information that he and Maluk cannot obtain through other means. The quest may 
  take place on any plane of the Multiverse; if the Adventurer succeeds, he is returned to the Young 
  Kingdoms. If he fails, then the Adventurer must remain forever in Kaneloon as an immobilised statue 
  – one of many Teshwan has collected over millennia.
  5
  Undergo 
  Experimentation
  The Lords of Chaos subject the Adventurer to many hideous experiments in Chaotic creativity. The 
  experimentation ends with the Adventurer receiving 1D4-1 Demon Features, as described in the table 
  on pages 119–120 of Elric of Melniboné.
  6
  Remain a prisoner 
  of Kaneloon
  The Adventurer must remain forever in Kaneloon as an immobilised statue – one of many Teshwan 
  has collected over millennia. There is no resisting Teshwan’s will and the Adventurer becomes a statue 
  for eternity – unless a companion can affect a rescue or bargain with Teshwan in some way.
  7
  Fight a Duel
  The Lords of Chaos summon a Demon of Combat with a value of 2D4 Magic Points. The 
  Adventurer must fight it to the death. If the Adventurer fails, his soul is consumed by the demon. 
  If he succeeds, he is returned to the Young Kingdoms and rewarded with one randomly chosen Gift 
  from the Gifts table.
  8
  Entertain the Lords 
  of Chaos
  The Adventurer must perform some creative act: a song, a dance, recount a story. He must make a test 
  against one appropriate skill (Sing, Artistic Expression and so forth). If he succeeds, he is allowed to 
  return to the Young Kingdoms. If the roll is a critical success, then the Lords of Chaos are impressed 
  and reward the Adventurer with one randomly chosen Gift from the Gifts table.
  If the test fails or fumbles, then the Adventurer must remain forever in Kaneloon as an immobilised 
  statue – one of many Teshwan has collected over millennia.
  Myths
  How Pyaray Came to Rule (Mythic Resonance 80%) – The 
  Power of Pyaray:
  It followed that, in a great war between Law and Chaos, certain 
  Lords of Entropy fell. One such as Pyaray. He fell with his immense 
  and dreadful city and crashed into the waters of the world, where 
  he sank to the depths. Far from being a doom for Pyaray, this was 
  a blessing, because he could not be reached by his foes of Law and 
  he found a new realm to conquer: that of the ocean depths.
  Lord Straasha, ruling the waves above, tried to fight Pyaray but 
  Pyaray created the mermen, who are merciless fighters, to wage 
  war against the undines. And, safe in his undersea city, Pyaray 
  could not be touched by the angered Lord of the Elements.
  But the fall to the oceans did take some toll upon Lord Pyaray. 
  His soul was split from his physical form and Pyaray had no way 
  of rejoining the two. Instead Pyaray found a gem at the bottom 
  of the ocean and placed his soul into it and then attached the gem 
  to his body at the head. Thus is Pyaray’s soul visible to all but 
  protected behind an unbreakable gem that may once have been 
  the property of Straasha or Grome.
  From his nameless city Pyaray sent Artigkern abroad in the 
  Multiverse to devour more oceans to add to Pyaray’s realm. 
  And, as mortals took to the seas and inevitably drowned, 
  Pyaray took their souls to crew his dread fleet, which moors 
  at the bottom of the ocean close to the Nameless City that is 
  Pyaray’s home. Lord Vetehin and his mermen scour the oceans 
  for secrets and knowledge, which they whisper to Pyaray in 
  dread rituals that mortals sometimes imitate. All that happens 
  
  58
  in, and through, the waters of the world, returns, in time, to 
  Pyaray’s ears.
  Beliefs
  The Whisperers share the following beliefs:
  •	
  Pyaray is the true master of the oceans. Straasha is his enemy.
  •	
  The infinite variety found in the sea is the result of Pyaray’s 
  glory – not Straasha’s grace.
  •	
  The seas of the world are simply parts of a greater ocean that 
  flows through the Million Spheres – and Pyaray’s empire will 
  dominate this single vast ocean; only then will the Eternal 
  Struggle be won.
  •	
  If Straasha and Pyaray have any common belief it is that Law 
  would turn every world into a waterless desert, devoid of life.
  •	
  It is Artigkern’s right to drain oceans so that the Elemental 
  Lords can be denied: Straasha’s realms will be drunk and 
  Kakatal’s eye – the sun – extinguished when the Drinker of 
  Oceans spits out what it has consumed.
  •	
  Every ocean consumed by Artigkern flows into Pyaray’s 
  greater empire, the upper currents cleansed of Straasha’s 
  simplistic influence.
  •	
  Lord Vetehin commands the mermen as the auxiliary for the 
  Chaos Fleet. They are foremost in the battle for the control 
  of the oceans.
  Worshippers
  The sign of the Whisperer is the many tentacled octopus 
  associated with Pyaray and worshippers’ ships carry the symbol 
  as their figurehead. Human sacrifice is common – captured sailors 
  or slaves – with drowning and keel-hauling the favoured forms of 
  execution. Worshippers nevertheless fear their god, knowing that 
  their souls are damned to crew the war galleys of Chaos on these 
  seas or others where Pyaray holds dominance.
  The cult of the Whisperers is strong amongst the sailors of 
  Dharijor and dominates the entire Pan Tangian navy. Rogue 
  pirates and slavers, forever chasing temporal power, find easy 
  means of dominating the waves by venerating the Whisperer and 
  his vassals. Every ship they pledge to Pyaray makes them stronger, 
  faster and richer.
  Membership
  The cult has no special ranks. The three sects of Pyaray, Vetehin 
  and Artigkern do not differentiate between their worshippers 
  although the captains of ships are considered to act as priests for 
  the cult, deciding when, and what, to sacrifice to their patron. 
  Lay Members are any who choose to sail with a doomed ship and 
  its captain but those who choose to form a Pact are immediately 
  doomed to become part of the crews of Hell’s fleet.
  Benefits of the cult of the Whisperers depend on the sect and the 
  degree of the Pact. See Benefits.
  The key duty of every Whisperer is to oppose Straasha and send as 
  many souls to join the Chaos Fleet as possible. Additional duties 
  by sect are described here.
  Artigkern
  Search for Straasha’s sister and identify her whereabouts to 
  Artigkern. Sacrifice souls so that the Devourer of Oceans can rise 
  up and claim her as his bride.
  Pyaray
  Extend Pyaray’s reach by sending ships and souls to the murky 
  depths of the world’s oceans. Find gateways to other planes where 
  Pyaray has not yet achieved dominance so that he can engage 
  Straasha’s power across the Multiverse.
  Vetehin
  Vetehin’s sect consists almost completely of mermen and their 
  duty is to bring souls down into the depths of the Straits of 
  Chaos for sacrifice at Vetehin’s undersea temple. A few human 
  worshippers who have the capability to adopt a merman form 
  take this as their principle duty and actively seek small boats to 
  attack for fresh souls.
  Benefits
  Adherents of the cult gain a Gift and Compulsion when they form 
  a Pact with one of the Chaos Lords of the cult. Further benefits 
  accrue at the following points:
  •	
  Pact is 50% or greater: one further Gift and Compulsion; 
  one cult Rune.
  •	
  Pact is 70% or greater: one further Gift and Compulsion; one 
  cult Summoning.
  •	
  Pact is 90% or greater: one further Gift and Compulsion; one 
  cult Rune; one cult Summoning; one Heroic Ability.
  Gifts and Compulsions
  Gifts and Compulsions accrue as per Benefits, earlier.
  Gift
  Abstinence (Water)
  Chaotic Blessing (the feature obtained always relates to the patron 
  deity – so tentacles for Pyaray, fish features for Artigkern, an 
  merman features for Vetehin)
  Combat Acuity
  Divine Training
  Enchantment
  Endurance
  Horde
  Rune Mastery (Water)
  Sense Million Spheres
  Ward
  
  59
  Compulsion
  Claustrophobia
  Compulsive Swimmer
  Corpse-Like
  Deck-Bound
  Need to Kill
  Piscine Diet
  Piscine Sight
  Piscine Transformation
  Pyaray’s Call
  Pyaray’s Curse
  Rancid
  Cult Skills
  All Axe, Spear and Shield Combat Styles. Athletics, Boating, 
  Language (High Speech), Lore (Artigkern), Lore (Chaos), Lore 
  (Deep Water), Lore (Pyaray), Lore (Vetehin), Shiphandling, 
  Survival, Swim.
  Heroic Abilities Available
  Heroic Abilities require the Champion to quest to Pyaray’s 
  Nameless City and return alive, having delivered to Pyaray a secret 
  hitherto unknown.
  Heroic Aura, Madness of Purpose, Wall Leaping.
  Cult Runes
  The Whisperers teach: Runes of Beasts (Fish and Sea Serpents), 
  Chaos, Cold, Passing, Protection, Raising, Speed, Warding and 
  Water.
  Command, Summoning (Demon of Combat), Summoning 
  (Demon of Protection), Summoning (Demon of Transport).
  Summon Merman (Vetehin Whisperers only), Summon Sea 
  Serpent (Artigkern and Pyaray Whisperers only).
  Cult Secrets
  Pyaray’s soul is held in one of the jewel-like eyes covering his 
  squid-like body. Location of the major ship graveyards, although 
  these may only be reached with Pyaray’s blessing.
  Retribution
  Once one has pledged allegiance to Pyaray or one of his vassals, 
  there is no escape. Anyone attempting to leave the cult, or who 
  betrays it, is not immediately pursued but as soon as he takes to 
  the open ocean for any reason, attacks are sent by the patron deity 
  who has been betrayed. Such attacks therefore involve mermen in 
  the case of Vetehin, sea-serpents in the case of Artigkern (or even 
  Artigkern himself, who attempts to swallow whole any boat the 
  traitor sails on) or, in the case of Pyaray, a ship specifically raised 
  from the Chaos Fleet, which pursues the traitor and any who aid 
  him, tirelessly until he is caught and dragged to the murky depths.
  All such retributional attacks are relentless and targeted against 
  the treacherous soul.
  Politics and Relationships
  The Whisperers is a powerful cult within Dharijor and Pan Tang, 
  acknowledged at the highest levels of government. The cult acts in 
  the interests of the gods of the cult and executes policy on behalf 
  of Dharijor’s king and Pan Tang’s theocrat. Other cults know 
  better than to obstruct the work of the Whisperers!
  The Whisperers need no alliances with the other cults of Chaos. 
  Pyaray has a clear agenda and his worshippers know that, 
  ultimately, they are doomed to join his undead fleet. Other cults 
  are respected but their agendas, and even the agenda of the Eternal 
  Struggle, is secondary to Pyaray’s dominance over Straasha.
  Verdelet
  Verdelet is the Lord of Chaos associated with insects. His popular 
  representation is of a being composed of maggots, flies, beetles 
  and other crawling things and the giant insects found in the 
  Young Kingdoms and elsewhere are said to be his creations.
  
  60
  Sea Serpents
  Sea serpents and sea monsters are mentioned in the saga but never described. As creatures of Pyaray they are undoubtedly Chaotic 
  in origin and may even exhibit intelligence, like dragons. Large, scaly and serpentine, they cruise the depths of the oceans feeding 
  on lesser marine creatures and awaiting either the command of Pyaray or the tell-tale thump of galley-oars on water, or the distant 
  crack and swish of sail canvas, as a sign to seek surface prey.
  The first sign of any sea serpent attack is likely to be a single hump slicing the water as the beast circles the ship. Then a glimpse 
  of a spined tail slipping back into the water. When the attack comes it is an explosion of water and the roaring of the monster as 
  it crunches timber, intending to sink the ship and pick-off the crew a mouthful at a time as they swim for their lives.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D8+40
  67
  1–3 
  Tail 
  7/26
  CON
  12D8+6
  60
  4 
  Right Hind Flipper
  7/26
  SIZ
  10D8+24
  69
  5 
  Left Hind Flipper
  7/26
  INT
  2D8
  9
  6–9 
  Hind quarters 
  7/27
  POW
  3D8
  14
  10–14 
  Fore quarters 
  7/28
  DEX
  2D8+8
  17
  15 
  Right Front Flipper
  7/26
  CHA
  3D8
  14
  16 
  Left Front Flipper 
  7/26
  17–20 
  Head/Neck 
  7/26
  Combat Actions
  3
  Typical Armour:  Tough scales. No Armour Penalty. 
  Damage Modifier
  +3D12
  Magic Points
  14
  Traits:   Formidable Natural Weapons
  Movement
  20m
  Strike Rank
  +13
  Skills:   Athletics 120%, Brawn 90%, Persistence 80%, 
  Resilience 80%, Swim 120%, Tracking 90%, Unarmed 55%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage AP/HP  
  Bite 
   
  E 
  VL 
  1D10+3D12 
  As for Head
  Tail 
   
  E 
  VL 
  1D20+3D12 
  As for Tail
  Combat Styles
  Unarmed 55%
  Verdelet’s cult is unpopular in civilised nations and found, 
  predominantly, amongst certain primitive and barbarian tribes in 
  Pikarayd and Dorel – although Pan Tang has a smattering of Verdelet 
  worshippers who keep all manner of insects as pets and familiars.
  Purpose and History
  Verdelet’s purpose is nothing more than the representation of 
  insects and crawling and flying creatures that so often disgust 
  and repel. His history is obscure: the existence of the Beast Lords 
  that govern each species of insect suggest that Verdelet commands 
  only demonic forms and that natural insects are outside of his 
  influence. That insectile forms are often found in demons and 
  creatures of the various hells suggests that the arrangement is 
  somewhat more complex and Verdelet may have corrupted the 
  nature of insects to some extent.
  When the world was very young, and all mortals were of a 
  primitive nature, Verdelet’s influence was widespread. As the 
  world aged, and mortals came to proliferate, it has become less-
  so. Nevertheless, the Lord of the Flies is still found in many 
  representations across the world even though his cults are confined 
  to more primitive regions.
  Myths
  The Infestation (Mythic Resonance 60%) – The Supremacy 
  of Insects:
  The first things to move upon the earth were the insects. They 
  obeyed Verdelet unquestioningly and Verdelet saw to it that they 
  conquered and ruled. Later, when other Lords of Chaos educated 
  mortals and gave them many gifts, Verdelet’s insect realms were 
  
  61
  forced into retreat and then underground. The champions of each 
  insect came to Verdelet and pleaded for him to murder the two-
  legged mortals. Verdelet refused. ‘Feast on their bodies; lay your 
  eggs in their rotting corpses. You disgust them. There is no need 
  for murder.’
  Some were unhappy with this decision and went their own ways. 
  Others stayed true to Verdelet and remain so. Verdelet showed 
  them how both the living and the dead could be exploited by 
  crawling kind and they set about their work of infestation – tents, 
  houses, towns, cities, cemeteries, living and dead bodies – with 
  zeal. For every insect killed, Verdelet creates 1,000 more and all 
  are tied to Verdelet through their communal minds and many-
  faceted eyes.
  When the Earth lies broken and rotten, Verdelet will come again 
  to claim the world and once more insects shall rule unopposed!
  Beliefs
  Worshippers of Verdelet believe that all insects are aspects of 
  Verdelet himself and killing them is forbidden. The Beast Lords 
  of Insects are denied and considered betrayers of Verdelet’s gifts. 
  Insects are considered a high form of life – resistant to most 
  disasters and survivors to the last, Verdelet’s human worshippers 
  seek to become like the insects they venerate.
  Worshippers
  Primitives, entomologists.
  Membership
  Standard.
  The cult has no ranks as such but advancing within the cult is still 
  measured although the benefits of doing so are unorthodox.
  Benefits
  Initiates take a Gift and a Compulsion. However, as they progress 
  in terms of development, moving to the equivalent of Acolyte, 
  Priest and so on, they become increasingly like the insects Verdelet 
  commands. As the Pact deepens, so does the behaviour: Verdelet 
  worshippers feed on carrion, faeces, rotten flesh, rotten vegetation 
  and so on.
  By the time the cultist has reached the equivalent of High Lord 
  he takes on physical Characteristics also. Roll on the table above 
  to determine how.
  Gifts and Compulsions
  Initiates gain a Gift(s) and a Compulsion. Each additional Gift 
  also attracts a Compulsion.
  Gifts
  Abstinence
  Animal Familiar
  Chaotic Blessing
  Endurance
  Healing
  Horde
  Increased Health
  Increased Reactions.
  Invulnerability
  Sense Enemies
  Compulsions
  Acute Depression
  Agoraphobia
  Armour Reduction
  Carnal Murderer
  Empire Builder
  Features of Verdelet
  1D8
  Feature of Verdelet.
  1
  Insectile wings. These do not provide flight but cannot be hidden easily.
  2
  Compound eyes. CHA is reduced automatically to 3 but Perception increases by 20%.
  3
  Feelers/antennae. These sprout from the forehead. CHA is reduced by half but the recipient becomes receptive to wind, 
  vibration, heat, changes in air density and so forth. Perception increases by 30%.
  4
  Chitinous Shell. The recipient develops a chitin coating across 1D6+1 Hit Locations. The chitin offers 2 points of 
  natural armour, at no Armour Penalty.
  5
  Insectile limbs. The arms or legs (determine randomly: an odd dice roll indicates arms; even indicates legs) transform 
  into the segmented limbs of an insect such as an ant or fly. DEX is reduced by half but the recipient grows an additional 
  1D4 of the same limb, with Hit Points to match the existing, transformed limb. If extra arms are grown then the 
  recipient retains whatever Combat Actions he had before the reduction in DEX (but cannot gain more). If legs are 
  grown, then the recipient’s Movement increases by +2.
  6
  Segmented body. The chest and abdomen become segmented and highly flexible. Hit Points remain as before but SIZ 
  increases by +1 and Resilience increases by +20%.
  7
  Proboscis. The mouth and nose transform into a proboscis. The recipient can only feed on liquefied foods. CHA drops 
  to 1.
  8
  Hive Mind. The recipient becomes part of the massive hive mind intellect of Verdelet. He can communicate with (but 
  not necessarily command) all insects and is aware of any knowledge they might gather on Verdelet’s behalf.
  
  62
  Knowledge Eater
  Merciless
  Murder Kin
  Stalwart
  Unclean
  Cult Skills
  Athletics, Evade, Lore (Chaos), Lore (Insects), Lore (Verdelet), 
  Persistence, Resilience, Unarmed.
  Cult Runes and Magic
  The cult does not teach any Runes. It does teach Command and 
  Summon (Demon of Combat and Demon of Protection). Any 
  demons summoned are of an insectile nature.
  Heroic Abilities Available
  None.
  Retribution
  Those who leave the cult feel Verdelet’s wrath. First, regardless 
  of rank, the apostate gains one of Verdelet’s features. Then, over 
  the course of the next year, if he does not return to the fold, he 
  starts to transform completely into an insect. The final act of 
  transformation takes place eight days before the year is up: the 
  apostate creates a cocoon for himself and lies, motionless. On the 
  eighth day the cocoon breaks open and 1,000, tiny, scuttling, ants, 
  beetles, flies or other insects burst forth. Each, if examined closely, 
  has the human head of the apostate rather than an insectile head.
  Politics and Relationships
  The cult has no relationships with any other Chaos cults.
  Vezhan,	Lord	of	the	
  Wings
  They pressed on through the bounding, blossoming scenery as 
  it erupted and changed around them. Once they saw a huge 
  winged figure in the sky, smoky yellow, and roughly man-
  shaped.
  ‘Vezhan,’ Lamsar said, ‘let’s hope he did not see us.’
  ‘Vezhan!’ Rackhir whispered the name - for it was to Vezhan 
  that he had once been loyal.
  — To Save Tanelorn
  Vezhan is not a Lord of Chaos that occupies the central hierarchy 
  but is potent nonetheless. He rules several planes close to that of 
  the Earth but carries little direct influence in the Young Kingdoms 
  himself. He is venerated in Phum and certain parts of Argimiliar 
  but few know his name.
  Purpose and History
  Vezhan is the enemy of Lassa, Lady of the Air. He considers the 
  skies of the Multiverse as his domain and his favourite incarnation 
  is as a winged man, vast in size and often viewed as a semi-corporeal 
  mist. In the planes where he rules, the sylphs and other elementals 
  have been captured and tortured, twisted into terrifying demons 
  of combat that serve Vezhan utterly but remembering their old 
  allegiance to Lassa Air Mother. In response, Lassa hates Vezhan 
  and has, in the past, waged successful war against him in the 
  Young Kingdoms. The Myyrhn and the Karasim, both followers 
  of Lassa, have fought Vezhan in the Bright Empire’s dim and 
  distant history before, even, the rise of Imrryr.
  In the Young Kingdoms, and particularly amongst the warrior 
  priests of Phum, Vezhan’s war against Lassa is now resurging again. 
  Shifts in the Million Spheres are helping Vezhan gain power and 
  he senses a time when war will be waged again and, this time, to 
  his own advantage. He thus attempts to recruit human agents to 
  his cause, charging them with subverting Lassa and killing the 
  hated Myyrhn whenever the opportunity arises.
  Myths
  The War With Lassa (Mythic Resonance 60%) – The 
  Ingratitude of the Air:
  In Vezhan’s realms all is within the sky. Landmasses float and even 
  rivers and lakes occupy a place in the air. There is no wind, unless 
  Vezhan wishes it, and the sky is the colour of honey.
  To Lassa this is abhorrent. Vezhan offered to share his realm 
  with the Lady of the Air but she chose to reject Vezhan’s 
  generosity and so incurred his enmity. First he enslaved the 
  birds, creating from them fearful creatures like the Iqari. Next 
  he enslaved the breezes, the sylphs, and twisted them into small, 
  hopping, biting demons that skulk amongst the airborne hills. 
  When Lassa sent the h’haarshaan to free the sylphs, Vezhan 
  enslaved them and created the fighting demons that resemble 
  tornadoes but which are filled with teeth and claws. He sent all 
  his demons against Lassa and drove her sobbing from all the 
  realms he ruled.
  And now Vezhan sees before him many worlds where Lassa 
  continues to challenge his generosity. She will not share. Even 
  the great fire demon, known as The Kakatal, has been made 
  an enemy. Vezhan went to Kakatal and proposed an alliance, 
  which has been fruitful and so now Vezhan commands demons 
  of the air and demons of fire with which to purge Lassa’s 
  insouciance.
  
  63
  Beliefs
  Worshippers of Vezhan believe that he creates new worlds 
  unconstrained by the traditional rules that keep the earth and the 
  sky separate. They believe in his war with the Elemental Lady of 
  the Air and that she should be conquered so that she will become 
  Vezhan’s slave. Lassa, it is believed, ultimately serves Law and Law 
  is the enemy. Others will fight those battles; Vezhan’s concern is 
  with Lassa, those who serve her and those who revere her.
  Worshippers
  Warrior Priests of Phum, obscure cultists in the southern 
  continent, those who hate the elements.
  Membership
  Standard.
  The cult has no special names for its ranks and no special 
  considerations beyond the standard membership requirements 
  for a rank. Champions of the cult as known as Wing Lords and 
  High Priests (which are very few in number) direct general worship 
  amongst the small numbers of cultists who follow Vezhan ardently.
  Benefits
  No special benefits accrue, save for Gifts and Compulsions.
  Gifts and Compulsions
  Although POW must be dedicated to a Pact, there is no 
  requirement to take either a Gift or a Compulsion. If one chooses 
  to, the following are available:
  Gifts
  Abstinence (Air).
  Animal Familiar – This is always a malevolent bird such as a crow, 
  vulture and so forth.
  Elemental –This is always a Salamander; part of the alliance with 
  Kakatal.
  Horde – This may be applied to either an elemental, animal 
  familiar or a slave.
  Sense Enemies – Those allied with Lassa.
  Slave – This is always a demon of combat. Moreover, the demon 
  is always winged.
  Compulsions
  Acute Depression
  Agoraphobia
  Armour Rejection
  Colour Obsessed
  Dread
  Immolation
  Cult Skills
  Archery and Ranged Combat Styles. Athletics, Evade, Language 
  (High Speech), Lore (Chaos), Lore (Vezhan), Perception, 
  Resilience.
  Cult Runes and Magic
  The cult teaches the Runes of Barring, Reduction (DEX) and 
  Speed. High Priests of Vezhan’s cult provide the necessary teaching 
  to Initiates and higher.
  The cult also teaches Command and Summon (Demon of 
  Combat).
  Heroic Abilities Available
  High Lords of the cult may be gifted a Heroic Ability if they fulfil 
  a quest that directly damages Lassa and her servants. The recipient 
  must also fulfil the ability’s requirements. Abilities available are:
  Dead Eye
  Madness of Purpose
  Rune Immunity (Air) or Rune Immunity (Fire)
  Retribution
  Those who leave the cult earn Vezhan’s hatred. He sends winged 
  demons in pursuit of apostates and, of course, cult champions.
  Politics and Relationships
  The cult shares an alliance with Kakatal. This is informal at best 
  but Vezhan’s worshippers are usually viewed with some friendship 
  and may be able to learn fire cult magic and skills.
  
  64
  ;
  c
  h
  a
  p
  t
  e
  r
  t
  h
  r
  e
  e
  Cults of the 
  Elements
  Worship of the Elemental and Nature Lords is limited in the 
  Young Kingdoms. Out of the civilised races only Melniboné 
  chose to forge affiliations with these gods and the human worship 
  has remained limited to the more primitive, barbarian cultures 
  of the world, such as the tribes of the Weeping Waste, Dorel and 
  southern Pikarayd.
  Elsewhere Elemental veneration is the province of isolated 
  sorcerers and shamans who understand the true power that these 
  supernatural nobles represent and, preferring to have no truck 
  with the forces of Law and Chaos, offer their allegiance to the 
  Lords of Nature instead. Within the cities and towns of the Young 
  Kingdoms, the Elementals are sadly neglected; only Tarkesh, 
  and its veneration of Lord Straasha, comes close to retaining any 
  spiritual unity with the Elemental Lords.
  The structure of the Elemental Cults is therefore highly fluid. 
  Worship practices of Grome, say, vary hugely between the 
  Weeping Waste and Dorel. Straasha’s veneration in Tarkesh is 
  far more structured than his treatment in Pikarayd. The ways in 
  which Elemental veneration differ are explored here.
  The	Elements	in	
  Dorel
  The brooding Dorelites venerate Queen Lashaar the Air Mother 
  and her consort King Grome the Earth Father. Under Dorel’s 
  wide, grey skies, Lashaar is mistress of all and from the way her 
  unruly children, the gales, howl around the moorlands it is clear 
  to all that she is a harsh mistress.
  Grome, her husband, does his wife’s bidding. His territory, the 
  land, is shaped by Lashaar’s fierce tongue and rasping grasp. 
  The land is fully subordinate to the air and whereas Queen 
  Lashaar is wild and tempestuous, King Grome is sluggish and 
  docile; a battered husband afraid of upsetting or offending his 
  demanding wife.
  Dorelites do not raise temples to either of their gods. The shamans 
  find that wide-open spaces, hill-tops, valleys and ravines suffice. 
  Animal sacrifices to both gods are common but structured rituals 
  and ceremonies infrequent and brief. Lashaar is entreated not to 
  make the rains too hard, the winds too strong or the snows too 
  deep. Grome is urged to send fresh, green shoots that the people 
  and livestock can eat and the blood of the sacrificial animals is 
  poured into holes bored into the ground so as to raise Grome 
  from his sluggish repose.
  Kakatal and Straasha are not venerated in Dorel, although Dorelite 
  myths cast them as forgotten lovers of Queen Lashaar and the 
  occasional prayer is offered to Kakatal as a way of acknowledging 
  the frail light that he manages to shed across Grome’s gloomy 
  landscape.
  The	Elements	in	
  Melniboné
  Despite the Dragon Isle’s allegiance with Chaos the Elemental 
  Lords are given high regard and veneration, particularly within 
  the imperial court.
  When Melniboné was young, it faced a variety of threats that 
  involved the Elemental Rulers in some way. In those days of 
  youthful empire, the influence of both Chaos and Law was weak 
  but the Elemental Lords were as strong as they always had been 
  and watched this strange race grow in power and curiosity.
  The Mernii were forced to barter with Lord Grome in order 
  to gain the release of their ships when the emperor refused to 
  return the Black Sword to the Earth King’s protection. It took the 
  ingenuity of the hero, White Crow, to placate the god but in so 
  doing the first of the Elemental Pacts was forged.
  When the Chaos monstrosity Artigkern threatened to drain the 
  world’s oceans, besotted with Straasha’s sister, Prince Elrik found 
  a way to free the Elemental Princess and so gained Straasha’s 
  
  65
  friendship. Of all the Elemental Pacts forged, Straasha’s has been 
  the most enduring and the Melnibonéans have long venerated 
  Straasha above the other Elemental Lords.
  When the winds of the Lady Lassa were captured and imprisoned, 
  it was the silverskin prince who freed them and so gained the 
  enduring friendship of the goddess of the air, even though he had 
  to battle the fierce Karasim.
  And, when the Black Blade’s presence was felt once again in the 
  world, the blade stolen by the Mernii’s enemies, it was the Fire 
  Lords who showed Melniboné’s hero the relationship between the 
  forces of Law, Chaos and the Cosmic Balance and, once again, 
  entered into an enduring pact with the Dragon Isle.
  So the history of the Elemental Lords and Melniboné is indelibly 
  linked. Whilst Chaos became the force of choice for Imrryr, the 
  pacts with the Elementals were never forgotten and every emperor 
  has, as part of his training, undertaken the four dreamquests, 
  which re-enact the forging of these special relationships. Through 
  the emperors’ knowledge and appreciation of the Elemental 
  Powers, the old pacts have endured, even whilst the worship of 
  Chaos became more ardent.
  The	Elements	in	
  Pikarayd
  Chaos’s worship gains in popularity in impoverished, strife-
  torn Pikarayd but Grome and Straasha are still venerated by the 
  warring clans. Along the coast of the Chalal peninsular, Straasha 
  is worshipped in astounding cliff-top temples whereas inland the 
  caves and sink-holes of the rugged landscape are home to the 
  Grome-worshipping hermits who rail against the sea-worshippers 
  with a spitting, venom-filled hatred.
  Straasha is considered the god of storms that batter Pikarayd’s 
  sullen coasts. He is not the restful sea god of other cultures but a 
  lord of violent waves sent to attack and erode Grome’s kingdom of 
  earth and rock, bruising the land into submission. Some consider 
  that Straasha is losing this elemental battle and these nay-sayers are 
  the ones who now turn to the veneration of the Whisperers, the 
  Chaos gods of the sea, swayed by the prophecies of Pan Tangian 
  emissaries and the mysterious Heirophant who rallies a variety of 
  tribes in the interior.
  The tribes of the central plains consider Grome as Pikarayd’s 
  father; a strong, gruff voice that gives the warriors strength and 
  purpose. Blood sacrifices to Grome are frequent – usually the 
  blood of enemy clans as they are butchered in the frequent tribal 
  wars afflicting this barbaric country. Warriors daub themselves in 
  the red earth in a bid to channel Grome’s Earth-Blood, taking-on 
  some of the Elemental Lord’s direct strength in a bid to subdue 
  their enemies. Here, Grome is a god of vengeance and might, not 
  the tamed, subdued lackey of Dorel’s beloved Queen Lashaar.
  The	Elements	in	
  Shazar	and	the	Silent	
  Lands
  Whilst civilised Shazar worships Law these days, its original 
  allegiance was to all the elements. Kakatal is the Life Giving sun 
  whose fire brings warmth and comfort, encouraging the crops of 
  the western plains. Lassa sweeps the world clean with her gentle 
  winds, calming King Kakatal’s occasional tantrums with her cool 
  breeze. Grome is the steadfast Earth-Father, stoic but yielding, 
  loving life but somehow sorrowful. And mighty Straasha, 
  threading the land with his rivers and streams, becomes the 
  tempestuous Dragon Sea, throwing his strength against Grome’s 
  defiant Serpents’ Teeth.
  As Law’s influence has spread, the veneration of the Elemental 
  Lords has retreated, becoming the province of the peasants and 
  farmers of the Shazarian hinterland. Law is coming to dominate 
  but the simpler cultures of Shazar still readily venerate the 
  Elements dutifully and diligently, needing little in the way of 
  Law’s explanation that the land, sea, wind and sun exist through 
  the application of order and conditional progress.
  Further south, in the primitive Silent Lands, the ancient (and 
  now threatened) Pukwadji still venerate Grome’s glory. This 
  diminutive race of people have always occupied a special place 
  in the Earth Father’s heart and they still make their homes close 
  to the hills and cliffs that are threaded with caverns and tunnels. 
  These natural fissures, the Pukwadji know, lead into Grome’s 
  great Earth Hall where he guards the secrets of the world. The 
  few remaining Pukwadj hail Grome personally in everything they 
  do and are rewarded still by his manifestation from time-to-time. 
  For them, there is no other god worth venerating; Grome is alive 
  and vital, looking after his poor Pukwadji children just as he has 
  always done for the past 10,000 years.
  The	Elements	in	the	
  Sighing	Desert	and	
  the	Weeping	Waste
  The vast Sighing Desert welcomes few gods and the nomadic 
  tribes of the desert lands maintain a curious mix of religion that 
  combines the veneration of the Star Gods, ancestral spirits and 
  Lords Kakatal and Lassa. Kakatal holds a special place for the 
  desert nomads, because his single, fierce eye watches them daily, 
  scrutinising everything they do. At night he hands his duties to 
  the Elithior – the Star Gods – and they, with access to the Dream 
  Realms, send the dreams that are so valued by the Dream Thieves 
  who come from the east and other places. Kakatal, they believe, is 
  still trying to seduce the Lady of the Air, mistress Lassa, who has 
  eluded his advances since the world was young. She toys with his 
  affections and skitters across the desert, sighing and moaning with 
  
  66
  every clumsy pass the Sun Lord makes, attempting to entice her 
  to his great Sky Yurt. She is a sensual goddess and, when excited, 
  whips the sand into a scouring frenzy in a coy bid to conceal her 
  desires for the Lord Kakatal.
  Further south, beyond the mountains, the rain-soaked plateau 
  of the Weeping Waste, the barbarian tribes believe that Straasha 
  and Grome are still locked in battle to define the shape of the 
  world. The Weeping Waste is their last battleground and beyond 
  its borders is nothing but hell-warped chaos and doom. Grome 
  holds steadfast, refusing to allow Straasha, who weeps constantly 
  in desperation, to shape the plateau into a vast and glistening lake. 
  Grome takes strength from the people and, in reward for their 
  loyalty, channels his power through the Ancestors. Heroes of the 
  Wastelander tribes are buried with great reverence and their spirits 
  taken into Grome’s great, ancestral halls where their wisdom can 
  still benefits the tribes.
  Those tribes that venerate Straasha believe that Grome mocks 
  and cheats their Lord and this is why Straasha weeps constant 
  tears for the lands he is denied. The Wastelanders placate Straasha 
  not because he is considered the rightful ruler of the Weeping 
  Waste but because they want to avert his undoubted wrath at 
  Grome’s continual dominance of the ground below. They would 
  see the two great Elemental Lords at peace, so that the lands of the 
  plateau will be spared the incessant tears and bring an end to the 
  feuds that beset the nomadic tribes.
  Temples	of	the	
  Elementals
  The Elemental Lords have no requirement for churches, temples 
  or shrines. The elements serving them are the only temples needed 
  and those who worship them have no desire to erect buildings in 
  order to edify their worship.
  When worship is undertaken, the elements in question are 
  brought to the fore. Grome worshippers choose caves, ravines and 
  tunnels, the natural entrances to Grome’s kingdom. Rites include 
  the bathing in soil, mud or dust and the prayers and chants are 
  sombre, low and repetitive.
  Fire worshippers light braziers or build huge pyres, sometimes in 
  the form of wicker men, which are filled with sacrifices to the 
  Lord of Flames. The more ardent worshippers willingly scorch 
  and char their flesh but for most, the heat of the fires is enough to 
  show their devotion to Kakatal.
  Air worshippers gather beneath the wide-open skies, often finding 
  wind-chastened hill-tops so that Lassa and her children can 
  whirl around them as their songs lift to her billowing domain. 
  Adherents of Lassa’s cults cannot bear the confines of buildings or 
  structures and value freedom of movement and expression to the 
  constricting nature of permanent dwellings.
  Straasha’s worshippers fill chalices and cauldrons with water, or 
  conduct their rituals waist-deep in streams or rivers, or with the 
  surf of the sea tugging at their thighs. Submerging the head is a 
  common ritual amongst Straasha’s faithful, an act which identifies 
  the adherent to the Lord of the Water and brings the soul of man 
  and Elemental Lord closer together.
  Cult	of	Kakatal
  Quickly, Theleb K’aarna marshalled his thoughts and, with 
  trembling hands, began to make strange passes in the air and 
  promise unhealthy pacts with whichever of the powerful fire 
  elementals would help him this once. He promised himself to 
  eternal death for the sake of a few more years of life.
  — The Stealer of Souls
  Kakatal is the elemental lord of fire. His domain is the sun but he 
  is present in all flames and also at the centre of the world, which 
  boils and seethes, occasionally demonstrating its power through 
  the eruption of volcanoes.
  Purpose and History
  The Lord of the Fire is aloof from the world but alive within 
  and above it. His power is the sun and the molten rock at the 
  world’s heart. His spirit is the flame that burns within men’s 
  hearts for temporal power and the incendiary lusts they can barely 
  control. Kakatal is a free and restless spirit, given to both random 
  destruction and the infectious joy of life itself.
  
  67
  Kakatal is not widely worshipped in the Young Kingdoms. Some 
  tribes of the Sighing Desert and the Weeping Waste offer worship 
  and tribute but they are small in number. There is an isolated cult 
  in Yu that believes the Boiling Sea is the result of Kakatal fighting 
  a battle for control of the earth with Straasha but worship has not 
  spread far. He has been worshipped primarily in Melniboné but 
  even now, that worship has been mostly forgotten.
  Where he is worshipped his symbol is often considered to be sun, 
  the great eye of Kakatal that watches over the earth and gives it 
  life. Most temples or shrines are filled with braziers burning night 
  and day, creating a barely endurable heat. Worshippers are often 
  burned or scorched across their bodies and must undergo some 
  form of trial by fire to advance within the cult.
  In truth, then, Kakatal’s worship is confined to a few pyromancers, 
  like Theleb K’aarna, who know that, when harnessed, Kakatal’s 
  power is great and grim indeed. Theleb K’aarna, though, is not 
  a dedicated student of Lord Kakatal and even Elric himself never 
  calls upon the Lord of Flames to aid him, wary of Kakatal’s ability 
  for, and delight in, random destruction.
  Myths
  The Two Natures of Kakatal (Mythic Resonance 80%):
  The sun was first and had two natures. One nature wished to be 
  bright and witnessed by all and the other wished to be hidden and 
  secretive, guarding its powers from sight. Thus Kakatal became 
  two beings. The gregarious god blazed at the centre of the universe 
  and the reclusive god was swallowed by Grome and burned within 
  the earth, occasionally coming to the surface through certain, 
  scared mountains or when Grome himself demanded that Inner 
  Kakatal demonstrate his power.
  Kakatal of the Sky is the giver of life and light. Inner Kakatal is 
  the lord of the sacred fires and the salamanders; his gift was the 
  gift of fire to mortals.
  Now it happened that Grome sought a consort and that consort 
  was a thing of winds called Lassa. The two coupled and Lassa 
  wreathed the world in her winds, which extinguished the 
  flames of Inner Kakatal. This enraged the Fire God and he took 
  retribution by burning the sylphs that Lassa allowed to roam free 
  across Grome’s surface. From then onwards Kakatal and Lassa 
  were enemies and remain so. Kakatal’s salamanders need air to 
  survive and this consumes the sylphs. Sylphs seek to extinguish all 
  flames, which are the birth stages of salamanders and so they kill 
  Kakatal’s young.
  Beliefs
  Like all elementals, the beliefs of the Kakatal cult are simple 
  enough.
  •	
  Kakatal is the Heart of the Sun and the Heart of the Earth.
  •	
  Lassa is his enemy, though he has battled Grome and Straasha 
  too.
  •	
  Eternal life and eternal damnation are Kakatal’s gifts. But 
  when placated he sends warmth and comfort to those who 
  give him thanks.
  Worshippers
  There are few dedicated cults to Kakatal, although in primitive 
  communities, like Yu, and nomadic ones, like the nomads of the 
  Sighing Desert, Kakatal is venerated in a casual fashion as both a 
  giver and taker of life.
  Membership
  Standard. The cult ranks are as follows:
  Brand (Lay Member)
  Fire Starter (Initiate)
  Flame Breather (Acolyte)
  Sun Mover (Priest)
  Fire-Son (Champion)
  Brand
  Brands need only recognise and offer basic worship to Kakatal. 
  No other duties are expected of them.
  Fire Starter
  Fire Starters take part in active rituals to Kakatal, usually acting 
  as torch-bearers and pyre-lighters. Where the cult must act in 
  Kakatal’s name, Fire Starters form the core of the group.
  Becoming a Fire Starter requires only the dedication of POW to 
  form a Pact (Kakatal) with the Fire Lord.
  Flame Breather
  Flame Breathers lead certain ceremonies in veneration of Kakatal. 
  They are also active agents on Kakatal’s behalf.
  Requirements to become a Fire Breather are:
  •	
  Pact (Kakatal) 50% or higher.
  •	
  One cult skill 50% or higher.
  Sun Mover
  In those primitive cultures where Kakatal is worshipped, the Sun 
  Mover is the priest/shaman of the cult and there is usually no more 
  than one. He leads the key ceremonies of the cult, typically on 
  the solstice days where the days lengthen and shorten as Kakatal’s 
  influence waxes and wanes.
  •	
  Pact (Kakatal) 70% or higher.
  •	
  Lore (Kakatal) 70% or higher.
  •	
  Summon (Salamander) 50% or higher.
  Fire-Son
  The Fire Sons are Kakatal’s radiant champions. They are few in 
  number and often actively engaged on quests to bring Kakatal’s 
  
  68
  light, truth and flame to the darkest areas of the world. Their 
  devotion leaves them scarred and burned, so often disturbing to 
  look upon.
  •	
  Pact (Kakatal) 90% or higher.
  •	
  Lore (Kakatal) 70% or higher.
  •	
  Four Cult Skills 50% or higher.
  •	
  Summon (Salamander) 50% or higher.
  Duties
  The key duty of all of Kakatal’s adherents is to maintain the flame 
  of the world alive and vital. Kakatal does not require live sacrifices 
  but is never one to complain when they are made, because the 
  eternal fire always requires fuel. Additional duties for all active 
  worshippers include:
  •	
  Let all fires extinguish themselves through natural causes.
  •	
  Never venerate Lassa, who would deny Kakatal the oxygen 
  of life.
  Benefits
  Benefits accrue as follows:
  Fire Starters
  •	
  One Gift and one Compulsion. 
  •	
  Cult skills are taught at no cost.
  Flame Breathers
  •	
  One Gift and one Compulsion. 
  •	
  Cult skills are taught at no cost. 
  •	
  May be taught cult Runes and Summonings if the Sun Mover 
  considers them worthy of the honour.
  Sun Movers
  •	
  One Gift and one Compulsion.
  •	
  Cult skills are taught at no cost.
  •	
  A new Sun Mover is always taught two cult Runes and the 
  cult’s summonings to the base percentage.
  Fire Sons
  •	
  One Gift and one Compulsion. 
  •	
  Cult skills are taught at no cost. 
  •	
  Fire Sons may be taught cult Runes and Summonings if the 
  Sun Mover considers them worthy of the honour.
  •	
  One Legendary Ability.
  Gifts and Compulsions
  Gifts and Compulsions accrue as per cult rank.
  Gifts
  Divine Training (Cult Skills)
  Elemental (salamander)
  Enchantment
  Extended Life
  Increased Health
  Invulnerability (Fire)
  Rune Mastery (Fire, Light)
  Youth
  Compulsion
  Agoraphobia
  Close Combat Pacifism
  Donation of 1D4 points of permanent POW to sustain Kakatal’s 
  eternal flame; driven partially insane as a result
  Fear of Death
  Firestarter
  Immolation
  Scorching
  Cult Skills
  All Spear and Bow Combat Styles, Craft (Blacksmith), Influence, 
  Language (High Speech*), Lore (Haborym), Lore (Kakatal), 
  Mechanisms, Resilience.
  *Only the High Speech necessary to casting cult runes and 
  summonings is taught. It cannot be used to cast magic of other 
  runes.
  Cult Magic
  Runes of Fire, Heat, Light, Protection and Purity.
  The cult also teaches Command, Summoning Ritual (Salamander).
  Heroic Abilities Available
  Empathic Wound, Heroic Aura, Madness of Purpose.
  Retribution
  Dedicated cults of Kakatal are vengeful towards those who leave 
  the cult or betray its nature. Fire Sons are generally despatched to 
  immolate the traitor or, at the very least, bring him back to the 
  cult so that his soul can be cleansed with fire and sent screaming 
  unto Kakatal’s fiery realm.
  Politics and Relationships
  The cult is isolated with little in the way of meaningful relationships 
  with the other Elemental cults. Only Grome, who seems to 
  understand the need for fire’s cleansing properties (but is wary of 
  the destruction it can bring), appears to offer anything approaching 
  sympathy for the cult. The cults of Lassa, on the contrary, see 
  Kakatal as a thief and destroyer and consider the cult its enemy.
  Cult	of	Lassa
  Then a great wave erupted out of the placid sea, rising higher 
  and higher until it towered over the vessel. With a surging 
  crash, the water smashed down on the boat, lifted it and bore 
  it out to sea. Sitting blank-eyed in the stem, Elric still crooned 
  his hideous song of sorcery as the spirits of the air plucked at 
  
  69
  the sail and sent the boat flying over the water faster than 
  any mortal ship could speed. And all the while, the deafening, 
  unholy shriek of the released elementals filled the air about 
  the boat as the shore vanished and open sea was all that was 
  visible.
  — The Weird of the White Wolf
  The crackling blaze of fire, the strength of rock and stone, the 
  crash of waves against a floundering ship’s timbers; these things 
  seem immediate and overwhelming, and so they are, but Lassa’s 
  power – that of the air, that of the wind; the gales, hurricanes and 
  tornadoes – is every bit as immediate and destructive as that of 
  her brothers.
  Everything on the earth revolves around Lassa. The air she 
  moves provides oxygen for life; if she so desired it, the air could 
  be removed from a region, suffocating all within. When Lassa 
  decides to release her unruly sons and brothers – Misha and 
  Graoll – or her errant husband, Lord Shoashooan, her power is 
  direct and devastating. Lassa is a goddess of great gentleness and 
  comfort; a healer and refresher of the soul. But, when moved to 
  anger, her powers can uproot trees and buildings, propel huge 
  blocks of debris like missiles and sap the strength from even the 
  strongest lungs.
  Those who venerate Lassa know her power and respect it. The fair 
  race of Myrrhn, winged and gentle, take great care to placate her. 
  The barbarians of Dorel consider her to be the most powerful of 
  all the Elemental Lords – as does Elric – and all who come into 
  contact with her power know of its capabilities and tread lightly 
  around them.
  Purpose and History
  Lassa is the goddess of wide-open spaces. She is the goddess of 
  cooling breezes and ferocious storms. She represents life, freedom 
  and ferocity. She is as capricious as any Lord of Chaos but is 
  loving and joyful too, neither revelling in what her power can do, 
  nor denying it.
  Just as Grome and Straasha are engaged in rivalry for the surface 
  world, Lassa is engaged in rivalry with Lord Kakatal. Kakatal’s 
  fire consumes Lassa’s beloved air and scorches life. The fumes 
  of his fires polluted the sylphs and choke the breezes, which he 
  uses to fan the flames of his casual destruction. Their enmity is 
  less vocal than that between earth and water but perhaps, like 
  Kakatal’s blazing heart, more intense. There is little evidence of 
  a grudging accord between the two Elemental Lords and Lassa 
  has far more in common with Straasha and Grome than with the 
  Lord of Flames. She distrusts abuse and both Grome and Straasha 
  rely on Lassa’s constant breath to promote life – whereas Kakatal 
  needs it only to bring about destruction and pollution.
  Lassa has long been an ally of Melniboné. Their Pact was formed 
  when Prince Elric released Shaarnasaa, the Southern Wind and 
  one of Lassa’s beloved daughters from the grasp of the Karasim 
  horde. That act of kindness (a well-trodden DreamQuest for 
  Melniboné’s emperors) sealed the alliance between the Air Lord 
  and the Dragon Lords. The Pact has endured and so it is that Lassa 
  is still venerated on the Dragon Isle and celebrated in Melniboné’s 
  open spaces, air-powered musical instruments and in the freedom 
  brought by the wind.
  Lassa has many children and many consorts. Some are worshipped 
  in place of her; others are considered aspects of her divine being, 
  which are called upon by aeromancers for specific reasons. The air 
  gods associated with Lassa are as follows:
  Lord Shoashooan
  Shoashooan, the Demon Wind, the Son Stealer, the Lord of the 
  Tornadoes, the undisputed ruler of the prairie, before whom 
  all spirits and creatures of the plains were powerless. Lord 
  Shoashooan in all his writhing, twisting, shouting forms, his 
  bestial features glaring out of his swirling body.
  — The Skrayling Tree
  Also known as Misha by some, and considered Lassa’s consort in 
  certain quarters (and her anarchic brother in others), Shoashooan 
  is the rasping devil-wind that haunts prairies such as the Sighing 
  Desert and the Weeping Waste. His form is a whirling, mutating, 
  almost bestial whirlwind that displays Shoashooan’s contorted, 
  malevolent face. Despite the Elemental Lords’ distance from 
  Chaos, Lord Shoashooan is the one Elemental prepared to form 
  an allegiance with the Lords of Entropy. His nature is chaotic at 
  heart and as petulantly destructive as many of the Chaos Lords.
  He is feared by the tribes of the desert and the prairie, rather 
  than worshipped, although those who understand the Elementals 
  know that Shoashooan is better placated than enraged. So it is 
  that prayers and offerings are made to him, in a bid to divert the 
  dreadful destruction he can inflict.
  Shoashooan’s sibling is the growling, equally temperamental, 
  Graoll, who afflicts the waves as Shoashooan afflicts the land.
  Lady Shaarnasaa, Queen of the South Wind
  As powerful as Lord Shoashooan, her brother, but with Lassa’s 
  benevolence, Shaarnasaa is the queen of the southern winds that 
  bring cold but gentle winds to calm Kakatal’s heat when it reaches 
  its summer heights. Captured and imprisoned by the sorcerer 
  Ederic, a prince of the Mernii, who sought to replace his brother 
  as the emperor, she was freed by Prince Elric and the Myrrhn and 
  so pledged to assist the emperors of Melniboné whenever the need 
  arose.
  Shaarnasaa is a queen of healing and blessing. She is neither 
  petulant nor capricious and, unlike her brother, cares for life and 
  will not take it senselessly.
  She is venerated in the southern continent and on the Isle of 
  Purple Towns, where her power is strongest.
  
  70
  If game mechanics for Shaarnasaa are required, she is, like 
  Shoashooan, a 12 Magic Point air elemental. She has, however, 
  the power of Healing with which she can heal up to 1D6 Hit 
  Points of damage to all locations per summoning.
  Myths
  The War Between Lassa and Kakatal (Mythic Resonance 
  75%) – Fire Can Never be Controlled: Lassa was born on the 
  day that the world began to turn. With its rotation she came 
  into life first as the breeze, then as the wind and finally as the 
  hurricane. When she returned to rest the world was made and she 
  had breathed life into and across it. Lord Grome loved her and 
  Lord Straasha respected her. But one lord, Kakatal, did not like 
  this soothing presence upon the world and made Lassa his enemy 
  – even though she offered words of kindness and friendship to the 
  violent Lord of Fire.
  When Grome and Straasha went to war in a bid to reshape the 
  earth, Lassa sided with Lord Grome, her consort and protector, 
  and Lord Kakatal sided with Straasha. Grome and Straasha 
  fought for the shape of the world; Lassa and Kakatal fought for 
  the world’s spirit and heart. Lassa countered the fierce fire demons 
  with her sons and daughters who, unruly and boisterous, revelled 
  in the war between all the lords of the elements.
  Finally the world had it shaped and Grome and Straasha settled 
  into a reluctant peace; but Kakatal would have none of this and 
  continued his war with Lassa, seeking to burn her from the 
  earth. Both lords are matched in power and neither can prevail 
  but the ancient enmity persists because Kakatal both above and 
  within the world seeks complete dominance from Lassa’s cooling, 
  soothing winds.
  Beliefs
  Lassa’s adherents believe in freedom – of expression, of action, of 
  belief. In this sense they reflect some of the nature of Chaos but 
  their belief is tempered by a gentleness not normally associated 
  with Entropy. Worshippers of Lassa avoid constricting ceremonies 
  and rituals, preferring individual expression to show their devotion 
  to Queen Lassa.
  In Pikarayd, Dorel and the Weeping Waste, Lord Shoashooan 
  is venerated and it is believed that placating him prevents the 
  destruction of the air from afflicting the land. Similar veneration 
  is offered in the Isle of Purple Towns to Lord Graoll who, in his 
  fury, antagonises Straasha and creates the howling, destructive 
  storms that wreck ships and condemn innocent sailors to Pyaray’s 
  watery depths.
  Adherents espouse the following core beliefs:
  •	
  All life is free and should remain thus.
  •	
  Detail constrains – life is a big picture for living!
  •	
  Kakatal denies life with flames and smoke but is still 
  essential to it.
  •	
  The feud between Grome and Straasha should be assuaged by 
  Lassa’s healing touch.
  Worshippers
  Worship is most common amongst the barbarian cultures of 
  the Young Kingdoms but sects are found in the Isle of Purple 
  Towns, western Jharkor, southern Argimiliar (Andlermaign) and 
  Game Mechanics for Lord Shoashooan
  Lord Shoashooan can be summoned as per any other sylph. 
  However, he is always treated as a 12 Magic Point sylph 
  summoning (see the Elric of Melniboné Core Rulebook) 
  with the following additional abilities:
  Physical Manifestation
  Shoashooan can assume a whirling, changing, physical 
  form, always with a bestial face and ‘keen, excited eyes’. 
  No mortal can command him to assume such a form and 
  when he chooses to do so it takes 1D4 Combat Rounds 
  for it to take effect. However, when he does physically 
  manifest he has the Characteristics of a 12 Magic Point 
  Demon of Combat.
  Pact (Chaos) 50+3D10%
  Lord Shoashooan makes and breaks Pacts with Chaos 
  according to his own agenda. He makes a Pact with the 
  principles of Chaos rather than any particular Lord but 
  when engaged in such a Pact, he manifests the following 
  Gifts and Compulsions:
  •	
  Endure any pain. Never needs to check Resilience to 
  prevent unconsciousness when wounded and immune 
  to torture.
  •	
  Regenerates 1D3 Hit Points each Combat Round, 
  whilst he is still alive. He need not be conscious for 
  the regeneration to work but if a wound is sufficient 
  to kill him, the regeneration ability will not restore 
  him to life.
  •	
  Requires a Blood Sacrifice for each manifestation.
  •	
  Consumed with dominating an entire region or realm. 
  Shoashooan must test against his Pact every round. If 
  he fails, Lassa herself manifests to rein-in her unruly 
  consort – and her power far exceeds his.
  Lord Graoll, Shoashooan’s brother, should be treated 
  similarly, although his province is the sea.
  
  71
  the more remote edges of Lormyr. She is a goddess of nomads, 
  sailors, hunters and all who value freedom. Lassa is also the lady 
  of healing and healers. Physicians and chirugeons venerate her as 
  a healing goddess.
  Sub-cults emphasising Shoashooan, Shaarnasaa and Graoll often 
  accompany cults of Lassa, especially in those regions where 
  whirlwinds strike the scrubland, or where warfare is seen as a 
  legitimate expression of freedom.
  Membership
  Standard. Cult ranks are as follows:
  Breath of Lassa (Lay Member)
  Wind Bearer (Initiate)
  Wind Holder (Acolyte)
  Wind Singer (Priest or Shaman)
  Wind Dancer (Champion)
  Breath of Lassa 
  Lay Members follow the core beliefs of the cult but have no 
  obligation to undertake any special veneration.
  Wind Bearer 
  As with other Elemental cults, Wind Bearers are active in pursuing 
  their veneration, seeking out freedom and using open spaces, 
  wind-swept peaks and the like to open themselves to Lassa’s 
  blessing.
  Becoming a Wind Bearer requires the worshipper to dedicated 
  POW and enter a Pact (Lassa).
  Wind Holder 
  Wind Holders are more devout than Wind Bearers believing that 
  Lassa’s very own breath is within them. Some claim to have had 
  personal visions or visitations of Lassa but otherwise their duties 
  are as for Wind Bearers.
  To be able to claim the title of Wind Holder, the following 
  requirements are needed:
  •	
  Pact (Lassa) 50% or greater.
  •	
  One cult skill at 50% or greater.
  Wind Singer 
  Lassa’s priests are certain that Lassa’s divine breath fills their lungs. 
  They are often distracted, save for when channelling Lassa’s 
  blessings and urge others to venerate the Lady of the Winds. 
  Wind Singers can, establish separate Pacts with Shoashooan and 
  Shaarnasaa, if they wish, calling on either for Divine Intervention 
  just as they might call upon Lassa.
  •	
  Pact (Lassa) 70% or greater.
  •	
  Lore (Lassa) 70% or greater.
  •	
  One cult skill at 50% or greater.
  •	
  Summon Sylph at 50% or greater.
  Wind Dancer 
  Wind Dancers have dedicated themselves almost wholly to either 
  Lassa, Shoashooan or Shaarnasaa. They are genuine free-spirits, 
  unwilling and unable to be confined or controlled. Their wind 
  god is the only one who can direct their actions.
  •	
  Pact (appropriate wind god) 90% or higher.
  •	
  Lore (appropriate wind god) 70% or higher.
  •	
  Four Cult Skills 50% or higher.
  •	
  Summon Sylph 50% or higher.
  Duties
  The duties for all who venerate Lassa are straightforward. Core 
  duties for all are:
  •	
  Preserve freedom.
  •	
  Heal the sick.
  •	
  Eat no creature of the air.
  •	
  Free any birds from captivity.
  •	
  Root-out worshippers of Kakatal and convert them to a path 
  of life.
  •	
  Extinguish all fires which threaten life.
  Wind Singers and Dancers are expected to offer thanks to Lassa at 
  any available opportunity and especially when entering a new area 
  or region where her influence is plainly strong. Additionally both 
  ranks are expected to oppose captivity of any kind, freeing anyone 
  or anything that has been incarcerated.
  Benefits
  Benefits accrue in the form of Gifts, Compulsions, Cult Skills, 
  Runes, Summonings and Legendary Abilities.
  Wind Bearer 
  •	
  One Gift and one Compulsion. 
  •	
  Cult skills are taught at no cost.
  Wind Holder 
  •	
  One Gift and one Compulsion. 
  •	
  Cult skills are taught at no cost. 
  •	
  May be taught cult Runes and Summonings if the Wind 
  Singer considers them worthy of the honour.
  Wind Singer 
  •	
  One Gift and one Compulsion.
  •	
  Cult skills are taught at no cost.
  •	
  A new shaman is always taught two cult Runes and the cult’s 
  summonings to the base percentage.
  
  72
  Wind Dancer 
  •	
  One Gift and one Compulsion. 
  •	
  Cult skills are taught at no cost. 
  •	
  Wind Dancers may be taught cult Runes and Summonings if 
  the Wind Singer considers them worthy of the honour.
  •	
  One Legendary Ability.
  Gifts and Compulsions
  Gifts and Compulsions accrue as per cult rank.
  Gift
  Abstinence (Air)
  Divine Training (Cult Skills)
  Elemental (Sylph)
  Perfection
  Rune Mastery (Air)
  Sanctuary
  Ward (Fire)
  Youth
  Compulsions
  Armour Rejection
  Attention Deficit
  Claustrophobia
  Healing
  Hyperactive 
  Merciful
  Skyclad
  Vegetarian
  Cult Skills
  Spear, Sword and Bow Combat Styles, Acrobatics, Athletics, 
  Boating, Dance, First Aid, Healing, Language (High Speech*), 
  Lore (Lassa), Lore (Weather), Play Instrument, Shiphandling.
  *Only the High Speech necessary to casting cult runes and 
  summonings is taught. It cannot be used to cast magic of other runes.
  Cult Magic
  Runes of Air, Beast (Birds), Contact, Enhancement (DEX), 
  Purity, Sight and Speed.
  Lassa and her subcults also teach: Command, Summoning 
  Ritual (Sylph), Summoning Ritual (Sharma), Summoning Ritual 
  (h’Haar’shann), Summon Boatmen of Xerxelenes.
  Heroic Abilities Available
  Dead Eye, Devilish Charm, Empathic Wound, Heroic Aura, 
  Tireless.
  Retribution
  Lassa take no retribution against those who lapse from her 
  veneration, although she is always greatly saddened. Shoashooan 
  and Graoll, however, are not so merciful. They send a h’Haar’shann 
  – a 10 Magic Point sylph – to attack anyone who has made, and 
  broken, a Pact with them.
  Politics and Relationships
  Grome and Straasha are considered allied cults. In Dorel, Grome 
  is considered subservient to Lassa. The cult of Kakatal is feared 
  and reviled but viewed with sorrow and pity as much as anger.
  Cult	of	Straasha
  Gaynor’s followers fell back screaming for orders. Gaynor knew 
  he could not possibly begin to fight King Straasha. A heavy, 
  wet movement brought water running around our feet. King 
  Straasha stepped ashore. His huge body walked, step by liquid 
  step, up the great prospect towards us. If that weight of water 
  should lose its form, it would drown us entirely.
  — The Dreamthief’s Daughter
  Purpose and History
  Of all the Elemental Lords, King Straasha is the most beset. His 
  ocean is plagued by Pyaray’s intentions and the threat of the 
  doomed fleet at the seabed. Pyaray’s brother, Artigkern, lurks as 
  a shadow, threatening to consume Straasha’s realms, ever lusting 
  for the Elemental Lord’s sister. And, where the land meets the 
  sea, petulant, obstinate Grome, moss-bearded lord of the earth, 
  broods over how the brothers have quarrelled and what Grome 
  has lost in the process.
  Yet for all these travails, Straasha is a benevolent god. The sea, his 
  realm, fills the world and laps over and out of it, gushing through 
  the Multiverse in an endless ocean that, whilst intangible to most, 
  is still Straasha’s realm. Straasha flows through the Multiverse in 
  a steady, constant current, watching the progress of mortals as 
  they make their tender ways through life, beset by the likes of 
  Pyaray on the one hand and Pozz-man-Llyr (sometimes a friend, 
  sometimes an enemy) on the other. Straasha cares for mortals in 
  ways the other Elemental Lords do not. The sea is all-wise and 
  all-spanning. Land, fire and air are seemingly finite commodities 
  but the sea – the sea is like fate itself and Straasha is the source of 
  its wisdom and kindness. Straasha is all-powerful; he can shape 
  the land, if he chooses; he does not need air or wind and fire is of 
  little concern to him. Straasha spreads where land cannot and his 
  streams are like arteries through Grome’s great world. Here, then, 
  lies the secret behind Pyaray’s jealousy: Straasha is a masterful 
  element and he encompasses the Multiverse beyond the scope of 
  his brothers and sister. If Pyaray and other Lords of Chaos could 
  wrest control of the oceans from Straasha, then the spread of 
  Chaos would be insidious and complete.
  Law knows this and whilst unconcerned, for now, with Straasha’s 
  dominion, there are some planes where Law rules that have had 
  their seas and oceans turned to controllable, predictable dust. 
  Straasha is as wary of Law as he is of Chaos. He trusts only the 
  
  73
  other Elements because, whilst they have had their battles, they 
  are, ultimately, predictable and know their limitations. Law and 
  Chaos do not – or if they do, choose not to accept them. Mighty 
  Straasha, in his wisdom, instils this into those who dedicate 
  themselves to him: trust neither power, for, ultimately, it has no 
  use for you. I, on the other hand, see all, am everywhere and care.
  Straasha considers himself to be a generous god. His waters provide 
  bounty and the storms that rock the waves are usually the doing 
  of the unruly Air Elementals whom Lassa has failed to control; or 
  Grome’s grumblings, far beneath the sea-bed, causing the waves 
  to rise and devastate his own coasts. Straasha welcomes mortals 
  onto his surface, wishes them safe passage but rarely interferes – 
  unless Pyaray decides to seize those who have pledged their souls 
  to Straasha. And when Straasha is moved to wrath, his power is 
  formidable. The sea is like a weapon and Straasha wields it with 
  ferocity when pressed to do so. Yet it takes much to move Straasha 
  so. These days mortals are unwilling to make the old pacts, like 
  those established by the Mernii, and it saddens him somewhat. 
  Although Straasha cannot foretell the future, he has some inkling 
  of it, because fate flows through him and he knows that, soon, a 
  time will come when mortals will wish they had paid Good King 
  Straasha more attention.
  Myths
  Straasha Makes the World (Mythic Resonance 80%) – 
  Straasha’s Grace and Bounty: In the beginning the world was 
  water and Lord Straasha commanded all. He brought life to his 
  vast oceans and all was at peace.
  Then a new god came into the realm of Straasha who called 
  himself Grome. From the seabed he raised an island, which 
  Straasha allowed but then he raised more and soon had formed 
  a continent. Lord Grome enticed things from the sea to come 
  to live upon this place, which he called Land and Lord Straasha 
  allowed this because he could cause his rivers and lakes to form 
  upon Land.
  But Lord Grome became greedy. He wanted Land to fill the entire 
  world and for Straasha to have dominion only through the rivers 
  and lakes: this Lord Straasha could not allow and so the two Lords 
  of the Elements went to war in a bid to determine the final shape 
  of the earth.
  Their war caused many changes. Continents rose and fell; seas 
  grew and ebbed. Then, a balance became between them: there 
  was an equal amount of land and sea and 
  Lord Straasha called a truce with his 
  enemy. Grudgingly Grome agreed and so 
  the current shape of the world is fixed and 
  will not change until some other form or 
  force chooses to reshape it. Lord Straasha’s 
  compact with Lord Grome ensures 
  stability and peace, even though Grome 
  would command all to be turned to earth 
  and rock if he could manage it.
  Beliefs
  Straasha is the Lord of all water. It obeys 
  his laws and those who venerate Straasha 
  respect the same laws. Straasha is the king 
  of all Elementals; his power flows around 
  and beneath the world, perhaps even Time 
  itself is part of Straasha’s domain. Grome 
  is his enemy but he has been defeated and 
  now the two are reconciled as brothers. 
  Lassa is Straasha’s sister and Kakatal is 
  Straasha’s estranged brother, forced into 
  exile after attempting to burn the ocean in 
  the south west.
  Straasha preserves life through his bounty 
  and grace for those who take to the sea. 
  Now that he has become King of the 
  Elements his chief enemy is Pyaray who 
  attempts to pervert Straasha’s realm with 
  
  74
  his vile Chaos Fleet and aquatic sorcery. Sea monsters and fish 
  demons battle Straasha’s emissaries – the whales – whilst the 
  mermen of Chaos battle both men and Straasha’s children, the 
  dolphins. Straasha’s soldiers are the sharks and eels, fierce battlers 
  of the deep, but they are prone to Chaos’s influence and some 
  have turned upon Straasha, becoming cunning demons in their 
  own right.
  Straasha’s worshippers know that a battle rages in the depths of 
  the ocean. They hope Straasha’s might will prevail to prevent the 
  dead from rising in their sunken ships; they hope Straasha will 
  save them from a similar doom.
  Worshippers
  Straasha is worshipped throughout the Young Kingdoms, 
  including civilised ports and trading centres, as well as the river 
  traders of Lormyr. The cult has no particular sects or subdivisions; 
  King Straasha is present wherever there is water and his worship is 
  wherever water is important to the people.
  Where an organised temple to Straasha exists (in the Isle of Purple 
  Towns, say, or in the City of the Yellow Coast), the cult ranks are 
  as follows:
  Membership
  Standard. Cult ranks are:
  Stream Son/Daughter (Lay Member)
  River Son/Daughter (Initiate)
  Lake Son/Daughter (Acolyte)
  Ocean Son/Daughter (Priest)
  Straasha Son/Daughter (Champion)
  Stream Son/Daughter 
  Lay Members acknowledge Straasha’s supremacy over the other 
  elements and partake in rites and festivals arranged or decreed by the 
  priests but otherwise have no specific obligations towards the cult.
  River Son/Daughter 
  River Sons pledge allegiance to Straasha as King of the Oceans. 
  They focus on developing their knowledge of Straasha’s laws and 
  undertake to serve Straasha in his battles against Pyaray and the 
  Whisperer gods.
  Requirements for initiation are simply to make a Pact (Straasha) 
  with a dedication of POW.
  Lake Son/Daughter 
  Lake Sons take an active part in furthering Straasha’s agenda. They 
  are frequently explorers or boat/ship captains or officers. To them 
  falls the duty of observing Straasha’s law over the waters of the 
  world and they must lead their crews in respecting Straasha’s place 
  as King of the Elements.
  •	
  Pact (Straasha) 50% or higher.
  •	
  Lore (Straasha) 50% or higher.
  •	
  Three cult skills at 50% or higher.
  Ocean Son/Daughter 
  Ocean Sons lead the followers of the cult in worship. This mostly 
  involves prayers before a ship dedicated to Straasha sets sail, or 
  giving thanks for a bountiful catch. Priests believe that they are 
  the earthly representatives of Straasha and, if they serve dutifully, 
  will be preserved in his realm upon death.
  •	
  Pact (Straasha) 70% or higher.
  •	
  Lore (Straasha) 70% or higher.
  •	
  Three cult skills at 70% or higher.
  •	
  Summon Undine at 50% or higher.
  Straasha Son/Daughter 
  Straasha’s Sons have pledged to battle the forces that beset the Lord 
  of the Waves at every turn. They make it their business to oppose 
  Chaos and, occasionally, Law, where it conflicts with Straasha’s will 
  and needs. These are Adventurers who believe in Straasha’s presence 
  throughout the Million Spheres and recognised their own place in 
  furthering the eternal battle that plagues the oceans of the Multiverse.
  •	
  Pact (Straasha) 90% or higher.
  •	
  Lore (Straasha) 90% or higher.
  •	
  Two cult skills at 90% or higher.
  •	
  Summon Undine at 50% or higher.
  Duties
  Duties are common to all who venerate Straasha:
  •	
  Respect the sea.
  •	
  Consider Straasha the father of all life and King of the 
  Elements.
  •	
  Give thanks for his mercy every time one places one’s trust 
  in the water.
  •	
  Consign the dead to Straasha’s bosom; do not surrender them 
  to Grome.
  Priests and Champions are charged with actively opposing 
  Straasha’s enemies – whatever form these take. In the case of 
  priests, ensuring that the faithful give thanks to Straasha is 
  enough but for Champions, Straasha’s Sons, this means involving 
  themselves in danger to prevent Chaos and Law from gaining 
  dominion over the oceans.
  Benefits
  Benefits accrue by rank and take the form of Gifts, Compulsions, 
  Cult Skills, Runes and Summonings and Legendary Abilities.
  River Son/Daughter 
  •	
  One Gift and one Compulsion. 
  •	
  Cult skills are taught at no cost.
  
  75
  Lake Son/Daughter 
  •	
  One Gift and one Compulsion. 
  •	
  Cult skills are taught at no cost. 
  •	
  May be taught cult Runes and Summonings if the Ocean Son 
  considers them worthy of the honour.
  Ocean Son/Daughter 
  •	
  One Gift and one Compulsion.
  •	
  Cult skills are taught at no cost.
  •	
  A new priest is always taught two cult Runes and the cult’s 
  summonings to the base percentage.
  Straasha Son/Daughter 
  •	
  One Gift and one Compulsion. 
  •	
  Cult skills are taught at no cost. 
  •	
  Sons of Straasha may be taught cult Runes and Summonings 
  if the Ocean Son considers them worthy of the honour.
  •	
  One Legendary Ability.
  Gifts and Compulsions
  Gifts and Compulsion accrue through cult ranks.
  Gifts
  Abstinence (Water)
  Elemental (Undine)
  Enchantment
  One use of the Ship That Sails Over Sea and Land (3 POW)
  Poison Immunity
  Return Loved One
  Rune Mastery (Water),
  Second Life
  Compulsions
  Compulsive Swimmer
  Deck Bound
  Piscine Diet
  Pyarayic Phobia 
  Sea Drawn 
  Terra Phobia
  Water Consumer
  Weeps almost constantly at the injustices Grome has heaped on 
  Straasha by cutting-off lakes from the sea
  Cult Skills
  Spear, Sword and Bow Combat Styles, Boating, Dodge, Language 
  (High Speech*), Lore (Fish), Lore (Sea and Tides), Lore (Straasha), 
  Shiphandling.
  *Only the High Speech necessary to casting cult runes and 
  summonings is taught. It cannot be used to cast magic of other 
  runes.
  Cult Magic
  Runes of Beast (Fish), Passing, Purity, Silence, Speed and Water.
  The cult also teaches Command, Summoning Ritual (Undine)
  Heroic Abilities Available
  Disease Immunity, Heroic Aura, Poison Immunity.
  Retribution
  Straasha is merciful and those who betray the cult are not pursued. 
  However, leaving Straasha’s service dooms the soul to the Undead 
  Fleet of Pyaray, regardless of where death occurs.
  Politics and Relationships
  The cult is undeniably arrogant, considering itself above the other 
  Elemental Cults. The cults of Grome are typically antagonistic 
  although those of Lassa and Kakatal take a more ambivalent stance 
  to Straasha’s arrogance. This, they believe, is a quarrel between the 
  Land and Sea.
  The cult of the Whisperers is the undisputed enemy, since they 
  bring death to the waves and challenge for the supremacy of the 
  oceans. It is the duty of every high-ranking water cultist to oppose 
  the Whisperers’ influence at every opportunity.
  The cult of Pozz-man-Llyr, in Tarkesh, is viewed as an allied 
  cult. Whilst Straasha claims no allegiance with Pozz-man-Llyr, it 
  is recognised that this particular Lord of Law also opposes the 
  enemy Pyaray and so his agents should be treated with respect 
  and, sometimes, friendship. However this does not hold true for 
  the remaining cults of Law, which the cult of Straasha believes 
  neglects the sea and have no place for the King of the Elements in 
  their grandiose plans.
  
  76
  ;
  c
  h
  a
  p
  t
  e
  r
  f
  o
  u
  r
  Cults of Law
  The White Lords of the Higher Worlds, enemies of Chaos, were 
  marvelously beautiful, with bodies of such symmetry that they 
  could not be earthly. Only Law could create such perfection 
  and, Elric thought, such perfection defeated progress. That the 
  twin forces complemented one another was now plainer than 
  ever before, and for either to gain complete ascendancy over 
  the other meant entropy or stagnation for the cosmos. Even 
  though Law might dominate the earth, Chaos must be present, 
  and vice versa.
  ‘The Lords of Law were accoutered for war. They had made 
  this apparent in their choice of earth-like garb. Fine metals 
  and silks — or their like on this plane — gleamed on their 
  perfect bodies. Slender weapons were at their sides and their 
  overpoweringly beautiful faces seemed to glow with purpose. 
  The tallest stepped forward. ‘So, Sepiriz, you have brought the 
  one whose destiny it is to aid us. Greetings. Elric of Melniboné. 
  Though spawn of Chaos you be, we have cause to welcome you. 
  Do you recognise me? The one whom your earthly mythology 
  calls Donblas the Justice Maker.
  — Stormbringer
  Law	in	the	Young	
  Kingdoms
  Law does not represent ‘good’, ‘evil’, ‘right’ or ‘wrong’. It represents 
  a way of being, an ideal. As Chaos represents unfettered creativity 
  and change, Law represents a linear, unbending path leading, 
  ultimately, to stagnation – a doom as sure as any invited by Chaos.
  After 10,000 years of largely Chaotic domination it was inevitable 
  that the Young Kingdoms would embrace Law when they finally 
  broke free from Melnibonéan imperialism. Champions of Law, 
  like Aubec and Myshella, helped pave the way for a more general 
  acceptance of Law’s intent and, as the southern continent turned 
  to Law’s veneration, so would others follow. Once Chaos’s grip 
  on the world was fractured, so it became easier for Law to slip 
  between the cracks.
  It achieved a certain dominance in the Young Kingdoms not 
  through showing that humankind could progress through peace, 
  love and harmony but by demonstrating that Chaos led to 
  decadence and insouciance, as Melniboné conveniently proved, 
  and that humankind could find its own prosperity through 
  ordered progress, pursuit of the physical laws governing the plane 
  of the earth and imposing systems and processes where, previously, 
  none had existed, in order to secure control.
  And control is what Law strives to do. Control is power and 
  might; something that is uncontrolled is reckless and destructive. 
  Control involves the application of logic, the anticipation of 
  consequences, the eradication of spontaneity and the single-
  minded pursuit of perfection. Of course, Law being Law, the 
  Young Kingdom’s realisation of precisely what Law means has 
  been a centuries-long process and, Law being Law, careful 
  control has been exercised over what the people of the Young 
  Kingdoms understand about Law’s true nature. The process 
  went like this:
  First, Law showed possibility – by engaging Earl Aubec to carve 
  new lands from Chaos.
  Next, Law demonstrated capability – by assisting Lormyr and 
  Queen Eloarde of Klant to challenge and defeat Melniboné.
  After that, it demonstrated consistency – by introducing the 
  worship of Law as a system that could be applied across the 
  merging nations.
  And after that, Law demonstrated control – by giving to the 
  proponents of Law the strength and knowledge to control those 
  who were weaker and imperfect.
  Law is now at the beginning of stagnation. Melniboné is 
  impotent; there are no great empires in the Young Kingdoms; Pan 
  Tang is a lurking threat but considered inconsequential – after all, 
  if Law could triumph over Melniboné, what kind of challenge 
  would some upstart Mabden pose?
  
  77
  Law has, in some quarters, become complacent. In others it 
  has become overbearing and intolerant. But across the Young 
  Kingdoms Law’s influence has caused the Cosmic Balance to tip 
  sufficiently enough to trigger an essential need for equilibrium. 
  This comes in the re-emergence of Chaos – in the shape of Elric 
  and the form of imperialistic, barbaric Pan Tang. Just as Chaos was 
  challenged by Law, at the dawn of the Young Kingdoms, so Law 
  must be challenged by Chaos. This is a time of change and a time 
  of war. The allegiances are shifting and the battle-lines being drawn.
  Law In… Argimiliar and Vilmir
  Law has its strongest influence in Argimiliar and Vilmir. In the cities 
  of Cadsandria, Jadmar, Vilmiro and Old Hrolmar, the worship 
  of Law is enshrined in its churches and cathedrals, supported by 
  a bureaucratic state that works to precisely defined principles, 
  systems, processes, permits, licenses and rules. Books and scrolls 
  codify knowledge and learning but an equal number govern the 
  rules to be abided by to access that knowledge. Councillors and 
  senators argue for days on trivial points or order, citing complex 
  legislative codes that are as arcane as any spell or rune of Chaos. 
  Permission is required for any activity that the state believes 
  requires regulation and taxes are levied on the number of windows 
  a house has, how many hearths burn beneath its chimneys, how 
  may wheels a cart has and how many horses pull it. Physical 
  beauty, perfection and ostentation are prized over the plain, the 
  uneven and the disadvantaged. Wealth finances grand schemes 
  and public monuments but rarely the poorest who scrabble for 
  a living amongst the wealthy patriarchs and their concubines. 
  Art, science and culture are the province of the monied and the 
  high born – considered beyond the understanding of the humble 
  countrymen. Arrogance, pomposity and pedantry are treated 
  more highly than hard work and plain speaking.
  And such is the happiness that Law creates in these nations, its 
  militias must work hard to contain the populace, with ever more 
  draconian punishments for non-compliance and restlessness. 
  Privateers from Vilmir roam the eastern sea-ways in search of 
  plunder that is taken back to swell the coffers of the church, state, 
  merchants and property owners. Argimilian private armies seek 
  ways of extending their country’s influence over neighbouring 
  Filkhar and sleepy Lormyr.
  In these two nations Law exhibits its capability, consistency and 
  control with ruthless efficiency and little concern for justice.
  Law In… Filkhar and the Purple 
  Towns
  In Filkhar and the Isle of Purple Towns, only Law’s possibility 
  and capability have been allowed to prevail. As a result, these two 
  nations are hard-working, prosperous, tolerant and adaptable. 
  The church of Law is very much in evidence but its control is 
  not total and the people of Raschil and Menii enjoy freedoms 
  denied to their compatriots in Vilmir and Argimiliar. Markets 
  and trade are regulated but not strangled by bureaucracy; laws 
  and punishments exist but are tempered with justice and mercy. 
  Creativity and enterprise are encouraged within individuals and 
  are not dismissed as evidence of recklessness or insanity; nor does 
  the state consider itself to be responsible for controlling creativity 
  and enterprise. People may come and go; the plain and ugly run 
  shoulders with the wealthy and beautiful. Filkhar and Menii are 
  lands of promise and opportunity.
  Law In… Jharkor and Ilmiora
  Here, Law’s influence is almost as relaxed as in Filkhar and the 
  Purple Towns but exhibits some of the control found in Vilmir 
  and Argimiliar. The Church of Law holds definite sway with its 
  priests and prelates offering profound advice to the monarch and 
  city-state rulers. Rules and regulations govern trade and profit, 
  with a healthy tax supporting church and state alike, but neither 
  producing the absolute burden of Vilmir’s labyrinthine systems, 
  or the Purple Town’s notorious free markets. The church of Law 
  advises but does not control; Jharkor’s king and Ilmiora’s city 
  princes and senators still hold the balance of power and are careful 
  not to follow Vilmir’s example of state imposition.
  Both nations are havens for entrepreneurs and free-thinkers. 
  Individual excellence is valued and those with something 
  worthwhile to say are listened to. But Jharkor is still a Lawful 
  monarchy and the great cities of Bakshaan and Ilmar are ordered, 
  structured metropolises. The influence of Chaos is tolerated to a 
  small degree (witness Nikorn of Ilmar’s ability to recruit Theleb 
  K’aarna to protect his interests; note the same sorcerer’s presence 
  in Princess Yishana’s bed-chamber) but both nations are confident 
  enough in Law’s strength to believe that Chaos cannot seize hold.
  Law In… Lormyr and Shazar
  Elric nodded. ‘Lormyr’s years of turbulence ended when she 
  cast off Melniboné’s shackles and was first to proclaim herself a 
  free nation. I have a liking for this restful landscape. It soothes 
  me. Now we have another reason for finding the sorcerer before 
  he begins to stir his brew of corruption.’
  — The Vanishing Tower
  In Lormyr and Shazar – nations that were the first to establish 
  independence from Melniboné, Law’s power has slipped 
  into comfortable complacency. Here, in these regions, Law 
  demonstrated possibility and capability, allowing Lormyr to 
  carve for itself an empire in the south and to turn Shazar from a 
  sleepy backwater province into a respected state of man. But, with 
  time, that capability and possibility has lapsed into quiet reserve. 
  Lormyr’s imperial ambitions died with those monarchs who first 
  held them and Shazar has seen no need to expand beyond its 
  southern, marshy border or its northerly frontier with the larger, 
  more ambitious Jharkor. Law’s influence has created order, and 
  limited prosperity also, but its principles have not been pursued 
  beyond these boundaries. In both nations the church of Law is 
  represented but is neither ambitious nor completely solipsistic. 
  The cities of Iosaz, Ramasaz and Aflitain are gracious and almost 
  
  78
  genteel but hint at glories long-past and are now relatively 
  comfortable, fading places where the everyday pace of life has 
  lapsed into a comfortable equilibrium – hinting at the steady 
  hand of the Cosmic Balance. Both Lormyr and Shazar strive to 
  maintain ideals of chivalry and nobility, as evinced by the great 
  hero Aubec.
  Here, Law’s dominance has resulted in relative harmony and 
  peaceful existence. Its power has clearly stagnated, as have both 
  nations’ old glories, but neither Lormyr nor Shazar actively 
  pursued consistency and control to the degrees practiced in 
  Argimiliar and Vilmir. Hence, they have become nations of sense 
  and reason.
  Law In… Tarkesh
  Northerly Tarkesh, home to the swarthy, dark-skinned, silk-clad 
  ship lords, pay lip service to Law, recognising only Pozz-mann-
  Llyr, a minor Lawful Duke who considers the sea his realm and 
  seeks to keep it ordered (naturally becoming an enemy of Pyaray 
  and, occasionally, Straasha). However, Straasha too is equally 
  recognised and so the church of Law and the temples of Straasha 
  are found side-by-side in Banarva and Nio, with Tarkeshites 
  offering prayers and homage at one before flocking next door to 
  redress the balance. In Tarkesh, Law exercises only possibility; 
  given time, it might take hold as it has done in Vilmir but, for 
  now, the pragmatic and straightforward people of Tarkesh have 
  little time for the vagaries of gods and struggles: living in the 
  shadow of Dharijor and Pan Tang, life is hard enough without the 
  need for further complications and regulations to diminish their 
  stretched reserves.
  The	Church	of	Law
  The Church of Law is a structured organisation but is uncentralised; 
  that is, there is no cardinal prelate or other singular individual 
  who controls the entire church from an exalted position. The 
  church in each region is autonomous and, whilst the structure is 
  broadly the same, local variations are inevitably found.
  Law does not require complex rituals, prayers and ceremonies 
  for its veneration; where these exist they are human inventions 
  and subject to local variety. What Law does require is compliance 
  and consistency. What this means in practice is that anyone can 
  nominally say they follow Law and accept what it stands for but 
  for any form of power to be derived from the Lords of Law, one 
  must be consistent in one’s beliefs and practices and comply with 
  the structures of the local church. Lay Members are therefore 
  numerous but only Initiates – those who have pledged themselves 
  to Law’s service – gain any direct benefits from a church or patron 
  deity.
  Law adores grand gestures, so its shrines, temples, churches and 
  cathedrals are frequently ostentatious, impressive affairs, making 
  their mark on the local landscape. The symbols of Law, the 
  arrow and triangle, are found in abundance. Law’s buildings are 
  frequently pyramids, ziggurats, arrow-like towers, or towers with 
  arrow-shaped spires. Ceremonial carvings of intricate, geometric 
  designs adorn the walls inside and out, and huge, sweeping 
  entrances, reached by many stairs, welcome the faithful into the 
  cavernous halls that echo loudly and resonantly (for all halls of 
  Law are blessed with perfect acoustics).
  The Halls of Law Defined
  Shrine – A small place of veneration, a room or single storey 
  building dedicated to a single Lord of Law. Often maintained by 
  a single priest but sometimes with no one at all in attendance.
  Church – A larger, symmetrical structure containing shrines to 
  different aspects of the same Lord of Law but still dedicated to 
  just one deity.
  Temple – A large, multi-storey structure with a permanent staff 
  and containing several shrines to different Lawful Lords in a 
  variety of aspects. The temple staff may also include monks; those 
  who have chosen a life of permanent dedication to the Lawful 
  ideal and do not leave the temple’s confines.
  Cathedral – A huge, imposing building acting as the focal point 
  for Lawful veneration and served by a full-time retinue of priests 
  (but not monks). Cathedrals contain many shrines and generally 
  house bureaucratic institutions.
  If a Hall of Law is required in a hurry, the table on the following 
  page can be used to quickly determine the composition of the 
  hall, its staff and additional facilities.
  The Priesthood
  Initiates are not priests. That accolade is reserved for Acolytes and 
  the Priest rank itself. Monks are always Acolytes, having dedicated 
  themselves to Law’s service and the abbot is always of the Priest 
  rank.
  Most Lawful cults have their own names for ranks; there is no 
  single naming structure found throughout the province of Law 
  although rites and ceremonies are consistent from one place to 
  another. Priestly duties vary between cults but essentially revolve 
  around research, advising the local ruler (or, in the case of Vilmir, 
  controlling the local ruler) and bureaucratic administration such 
  as book keeping and tax reconciliation. Some Lawful priests, 
  usually Acolytes, are active proselytisers, abroad in the community 
  converting those lost souls who have been tinged with Chaos or 
  diverted by the ‘pagan’ religions of the Elements.
  The field work of the cults – assignments targeting Chaos and 
  others enemies of Law – is handled by the Initiates and champions 
  of the cult. Many Initiates have no interest in becoming priests 
  but it is the given process that, to become a champion of the 
  cult, one must have spent time in priestly service before one can 
  be considered for the champion rank. So, Acolytes are allowed 
  to choose between advancing to the Priest rank or concentrating 
  
  79
  Random Halls of Law
  Shrine
  Church
  Temple
  Cathedral
  Usual Staff
  0 or 1
  1D3
  1D6+2
  2D6+6
  Cult Rank and Cult Skill 
  Levels
  Acolyte
  Lore (Law), 
  Lore (Deity) 
  50+2D10%
  1 x High Priest, Lore 
  (Law), Lore (Deity) 
  75+2D10%
  1 x Acolyte
  Lore (Law), Lore (Deity) 
  50+2D10%
  1 x Initiate, Lore (Law), 
  Lore (Deity) 30+2D10%
  1 x Champion or 
  Lord, Lore (Law), Lore 
  (Deity) 80+2D10% OR
  1 x High Priest, Lore 
  (Law), Lore (Deity) 
  75+2D10%
  1 x Acolyte
  Lore (Law), Lore 
  (Deity) 50+2D10%
  1 x Initiate, Lore 
  (Law), Lore (Deity) 
  30+2D10%
  1 x Champion or Lord, 
  Lore (Law), Lore (Deity) 
  80+2D10%, 1 x High Priest, 
  Lore (Law), Lore (Deity) 
  75+2D10%
  3 x Acolytes
  Lore (Law), Lore (Deity) 
  50+2D10%
   4x Initiates, Lore (Law), Lore 
  (Deity) 30+2D10%
  Shrines
  —
  1D3
  1D3+1
  1D6+2
  Training Facilities?
  No
  No
  Yes
  Yes
  Library/Scriptorium
  No
  40% chance, but small 
  (10+1D20 scrolls and 
  books)
  Yes, medium (50+2D20 
  scrolls and books)
  Yes, large (100+2D100 scrolls 
  and books)
  Lodgings/Sanctuary
  No
  No
  Yes – 2D3 beds
  Yes – 10+1D20 beds
  Stables
  No
  Yes – 1D4 mounts
  Yes – 1D6+6 mounts
  Yes – 2D6+12 mounts
  Infirmary
  No
  No
  Yes – 1 member of 
  general staff with First 
  Aid at 50+2D10% and 
  Healing at 30+2D10%
  Yes – 1 member of general 
  staff with First Aid at 
  50+2D10% and Healing at 
  30+2D10%, plus 1D4+1 
  Nurses or equivalent with 
  First Aid at 60+2D10% and 
  Healing at 40+2D10%
  their energies on becoming a champion. Most Acolytes who 
  choose to become Priests stay as Priests, serving Law dutifully 
  within the confines of a community and building of Law but 
  some Priests, those with outgoing and adventurous natures, do 
  manage to progress to the status of champion.
  The Priest ranks, however, command the cults of Law. Not the 
  champions. Champions are trouble-shooters and devout knights 
  of the White Lords. Although the Priest rank has no separate 
  internal delineations, there is a clear hierarchy based on length of 
  service and the value of the Lore (specific Lord of Law) and Lore 
  (Law). The higher the sum of the two Lore skills, then the more 
  senior the priest, with length of priestly service further increasing 
  seniority.
  Arkyn
  The cult of Arkyn venerates two gods; Arkyn himself, in one of 
  two aspects, and Shalod, a deposed Lord of Law who fled those 
  realms conquered by the Sword Rulers.
  Purpose and History
  Lord Arkyn of Law has many guises and many aspects but in the 
  Young Kingdoms only two are recognised and venerated: Arkyn 
  the Meticulous, who views the world through the beauty of 
  symmetry and geometry, and is patron of those who study the 
  mathematical arts, and Arkyn the White, who actively opposes 
  the Sword Rulers and the rise of the brutal Mabden.
  Shalod has but one aspect: Shalod the Deposed. A ruler of a plane 
  conquered by Xiombarg, Shalod was a general with many allies 
  from many planes but none of these were sufficient to withstand 
  the might of Xiombarg’s armies which drove Shalod from his 
  realm and forced him to take sanctuary within the halls of Arkyn.
  Myths
  Arkyn the Meticulous (Mythic Resonance 75%) – The Birth 
  of the Young Kingdoms: When Arkyn first revealed himself to 
  humankind, the Young Kingdoms were not fully established. 
  War raged in the south, where Queen Eloarde of Klant fought 
  against both Melniboné and the barbarian Filks to Lormyr’s east. 
  Elsewhere, Melniboné still held sway although the great war they 
  had fought with the Dharzi had left them weakened.
  Arkyn travelled the world in the guise of an old philosopher, 
  accompanied by three disciples: Shalod, Tovik and Miggea. He 
  began in the Lormyrian province of Klant, where he taught 
  mathematics and geometry to the sage of Queen Eloarde’s court, 
  so that they could make sense of the Melnibonéan cities and 
  
  80
  buildings that confounded their logic. He showed how they could 
  be rebuilt in sensible, symmetrical ways and gave them the sacred 
  tools of the ruler, the set-square, the level and the weighted line.
  Next he travelled to Aflitain and helped devise the building of a 
  new palace for Queen Oanash and her two sisters. Here, he used 
  pyramids to construct a building of such grandeur and equilibrium 
  that the queen and her two fractious sisters immediately ceased 
  their squabbling and became rulers-in-common. Arkyn and his 
  disciples then travelled into the land of the Jharks and found 
  Mabelode in residence at the city of Dhakos, which was still ruled 
  by Melniboné. Arkyn recognised Mabelode as his old enemy 
  who ruled over 15 planes that had once been Arkyn’s dominion 
  before Chaos usurped him. Arkyn thus made weapons of perfect 
  symmetry and balance for Tovik, his champion, and sent him to 
  battle Mabelode, whilst Miggea diverted the Melnibonéan consul 
  who had summoned the Sword Ruler. Tovik prevailed in his battle 
  against Mabelode and so Dhakos bay was formed. But Miggea 
  found that the Melnibonéan consul was a powerful sorcerer who 
  had mighty allies from many planes and although her diversion 
  was successful, the experience drove her mad.
  Arkyn could travel no further in the west and so he, Shalod and 
  Tovik sailed east in a golden ship that skimmed above the waves. 
  Miggea returned to Dolwic, her home realm, to try to regain her 
  sanity. Arkyn brought reason, logic and symmetry to the Vilm, 
  who had suffered terribly in the war against the Dharzi and were 
  being tormented by their Melnibonéan overlords. In Jadmar 
  Shalod went to speak with the Melnibonéan governor and the 
  two found common ground: Shalod learned that, thousands of 
  years before, the Melnibonéans had followed the Cosmic Balance 
  and, the governor believed, might once have followed Law before 
  they arrived on this plane of existence. Shalod recorded these 
  discussions and bound the first book, which is now a sacred 
  treasure of the Church of Law although much of its wisdom is 
  difficult to define since it is written in a language of numbers, 
  rather than words.
  Arkyn’s work in the world was done and he gave to the Vilm, just 
  as he had gifted the Lormyrians, the basics of symmetry, geometry 
  and mathematics. He taught them how to counter Chaos with 
  order and sense and, confident that Law’s will had now been 
  established here, sailed with Tovik and Shalod on the golden boat 
  into the sunset, returning to the planes and realms where Law 
  holds permanent sway.
  Arkyn the White Lord (Mythic Resonance 75%) – Arrival of 
  the Mabden:
  Arkyn ruled 15 distant planes where he was a just and good Lord. 
  The planes were ordered and cultured, and several races, perfect 
  in their beauty and symmetry, co-existed without the need for 
  conquest or domination. Everyone had a place and understood 
  what that was.
  The Mabden came from some other plane and brought with 
  them their gods of Chaos: Arioch, Xiombarg and Mabelode. The 
  Mabden were ugly and barbaric, and did not want to learn or 
  understand the principles of Arkyn’s great realms and so set about 
  destroying everything they could find. The Sword Rulers aided 
  these battles and although Lord Arkyn and his disciples fought 
  magnificently, all was reduced to ruin and Lord Arkyn, the White 
  Lord, was forced into exile. The Mabden conquered all and laid 
  waste to everything.
  Somehow the Mabden found a way to reach the Young Kingdoms 
  and arrived here during the great war that eventually crippled the 
  demon-worshipping Melnibonéans. The Mabden brought the 
  Sword Rulers but Lord Arkyn the White arrived before them 
  and fought a secret war that still continues, limiting the Sword 
  Rulers’ power. It grows more difficult for Arkyn to exist in the 
  Young Kingdoms but his wisdom and strategy guides the minds 
  and hands of the faithful. It is the duty of those who worship 
  Arkyn the White to battle the Mabden and the Sword Rulers on 
  his behalf, containing their presence to the blasphemous isle of 
  Pan Tang, which is a reflection of the ruin they have engineered in 
  Lord Arkyn’s original realms.
  Shalod the Defeated (Mythic Resonance 80%) – Triumph of 
  the Sword Rulers:
  Lord Shalod the Wise ruled over a just and fair plane with many 
  allies amongst mortal races who both counselled and venerated 
  him: a god and an equal. So secure in his position was Shalod, so 
  secure in his own wisdom, he ignored the warnings of others that 
  the Sword Rulers, in particular Xiombarg, Queen of the Swords, 
  were coming to claim Shalod’s world.
  Realms fell to the Sword Rulers: the warnings intensified. Still 
  Shalod would not prepare for war. Now, even his allies counselled 
  him to ready the armies. Shalod believed that the army of Chaos 
  would run foul of certain defences that had protected the realm’s 
  borders for an aeon but his confidence was misplaced. Queen 
  Xiombarg’s chariots broke down the barriers as easily as swatting 
  aside a troublesome insect and surged into Shalod’s realm, killing 
  and mutating everything they encountered.
  Finally Shalod readied his army and rallied his allies and met the 
  invaders on a broad, wide plain, confident of victory. Shalod’s 
  army was well trained, well-armoured and fought to a style and 
  formation of Shalod’s own devising.
  His army fell. And was slaughtered.
  His army fell because Shalod did not prepare for sheer weight 
  of numbers – which Chaos had, and which Chaos continued to 
  have as it mutated the fallen of Shalod’s allies. Shalod also did not 
  prepare for the ferocity of Chaos. Chaos fought to no pattern, 
  with little order and with utterly no restraint. Shalod’s patterns 
  and formations were useless against such a massive, ferocious 
  horde and soon his troops were surrounded, fallen upon and torn 
  to ribbons.
  The place of this battle became known as the Plane of Blood, 
  because so much blood was spilled that it covered, entirely, the 
  whole of the region.
  
  81
  Shalod was forced to flee for his life. Queen Xiombarg’s war 
  chariot, the Empress of Chaos herself at the reins of the fell beasts 
  that drew it, came looking for Shalod. He hid amongst corpses 
  and then hid amongst refugees and, at last, recovered to his temple 
  palace where he used certain spells to vacate his plane, leaving it to 
  the mercy of Xiombarg.
  Shalod found sanctuary with Arkyn and became his general 
  and companion. The two planned a way to liberate the fallen 
  territories of Law from the Sword Rulers and so there is common 
  cause between the two Lords of Law. Even though Shalod is little 
  know in the Young Kingdoms, tales of his struggle and valiant 
  stand against Xiombarg are recounted throughout the temples 
  and churches, bringing more and more worshippers to his cause.
  Beliefs
  The beliefs of Arkyn’s cult differ between the two sects but hold 
  several tenets at their core:
  •	
  Arkyn was deposed by the Sword Rulers.
  •	
  He created symmetry, mathematics and geometry.
  •	
  His worshippers must work to restore Arkyn to his realms, 
  ending his exile.
  Arkyn the Meticulous
  •	
  All can be explained mathematically. Numbers are the 
  language of the Multiverse; formulae and equations the divine 
  music of truth. Mathematics cannot lie or be corrupted.
  •	
  The true way is the four-fold way: Method, Observations, 
  Results and Conclusions.
  •	
  All things should be viewed from the four-fold way. 
  Conclusions determine action.
  •	
  Every structure must conform to the principles of mathematics 
  and bear the imprint of Arkyn’s divine numbers: 1, 7, 21 and 49.
  •	
  Shalod, Tovik and Miggea are Arkyn’s disciples. Their wisdom 
  is his wisdom but none are as great or as powerful as Lord 
  Arkyn.
  Arkyn the White Lord and Shalod
  •	
  The Mabden are Arkyn’s enemy and the enemy of humankind.
  •	
  The Sword Rulers must be destroyed. There can be no other 
  outcome.
  •	
  Arkyn prepares for a great and final battle. When he is 
  victorious, the lands of the Young Kingdoms will be absorbed 
  into the realms taken from him by the Sword Rulers. The 
  15 planes shall become one plane and the Mabden will be 
  eradicated. The new plane will be a plane of perfection.
  •	
  All worshippers of Arkyn must fight the war against Chaos. It 
  must be fought with stealth and guile. The Sword Rulers are 
  cunning; Arkyn’s faithful must be more cunning still.
  Worshippers
  The cult of Arkyn is found across the Young Kingdoms. Larger 
  temples support both sects of the cult and include laboratories 
  where priests experiment with their latest discoveries whilst 
  smaller ones are dedicated to more bibliographic study. As 
  Lord Arkyn embodies symmetry, his temples are built to strict 
  symmetrical and geometric templates, wonders of engineering 
  and architecture.
  Membership
  Standard for all sects of the cult.
  Arkyn the Meticulous
  Arkyn’s 
  worshippers 
  are 
  mathematicians, 
  scientists 
  and 
  philosophers. They seek to understand the underlying principles 
  of the Multiverse and put them to practice in the every day. 
  This cult embodies thinkers and doers, numbering scholars, 
  philosophers, mathematicians and engineers amongst its ranks. It 
  offers a rational, considered approach based on the Four Fold Way 
  with conjecture being either proved or disproved.
  The sect has specific titles for its ranks: members are Initiates, 
  Acolytes, Priests and champions.
  •	
  Initiates must enter into a Pact (Arkyn) but have no other 
  requirements for entry.
  •	
  Acolytes must have Pact (Arkyn) at 50% or greater and 50% 
  or greater in one of the cult’s skills.
  •	
  Priests must have Pact (Arkyn) at 70% and know 7 of the 
  cult’s skills (including Lore (Arkyn)) at 50% or higher.
  •	
  Champions must have Pact (Arkyn) at 90% or greater and 
  know three of the cult’s skills at 70% and a further 5 at 50%.
  Arkyn the White and Shalod
  The sect of Arkyn the White venerates Arkyn the general who 
  will defeat the Sword Rulers. It is a martial sect but one that still 
  acknowledges Arkyn’s talents for mathematics and geometry. It 
  is their belief that a single, grand theorem can be applied to any 
  battle in order to determine its outcome.
  Cult Ranks
  White Pages (Initiates)
  White Squires (Acolytes)
  White Priests (Priests)
  White Knights (Champions)
  A monastic branch of the White Squires, the White Brothers, exists 
  in Vilmir. These warrior-monks spend their days in contemplation 
  and martial training, preparing for the final battle. Their studies 
  concentrate on cracking Arkyn’s Theorem of Strategic Battle.
  The entry requirements for each rank mirror those for Arkyn the 
  Meticulous. However, for the White Squires, one of the cult skills 
  must be Martial Arts.
  Duties
  The duties per rank apply to both sects within the Cult of Arkyn.
  
  82
  All
  Venerate Arkyn weekly, attending worship privately or at a public 
  ceremony at a shrine, temple or cathedral.
  Initiates
  Follow all orders or commands issued by Champions, Priests and 
  Acolytes.
  Donate 10% of all income to the cult of Arkyn.
  Acolytes
  Follow all orders or commands issued by Champions and Priests.
  Donate 50% of all income to the cult of Arkyn.
  Spread Arkyn’s glory through proselytising and making new 
  converts to the faith.
  Priests
  Follow all orders or commands issued by higher ranking Priests.
  Donate 90% of all income to the cult of Arkyn.
  Lead ceremonies in veneration of Arkyn.
  Champions
  Donate 90% of all income to the cult of Arkyn.
  Undertake Arkyn’s work as dictated by the Priests of the cult.
  Benefits
  Benefits accrue in the form of Gifts, Compulsions, Cult Skills, 
  Runes and Legendary Abilities.
  Initiates
  •	
  One Gift and one Compulsion.
  •	
  Training in cult skills at 50% of the usual rate.
  Acolytes
  •	
  One Gift and one Compulsion.
  •	
  Training in cult skills at 25% of the usual rate.
  •	
  May learn cult Runes.
  Priests
  •	
  One Gift and one Compulsion.
  •	
  Free training in cult skills.
  •	
  May learn cult Runes.
  Champions
  •	
  As for Priests, plus the Champion may take one Legendary 
  Ability.
  Gifts and Compulsions
  Gifts and Compulsion accrue as per cult ranks.
  Gifts
  Automaton
  Combat Acuity (Arkyn the White and Shalod only)
  Enchantment
  Extended Life
  Perfection
  Sanctuary
  Youth
  Compulsion
  Collector
  Insanity
  Nervous Tic
  Obsessed with numbers, formulae and equations. Fascinated by 
  the numerical values of things, spending hours trying to work out 
  how they fit into Arkyn’s universal theorems.
  Pattern Obsessed
  Perfectionist
  Tedious
  Cult Skills
  Craft, Engineering, Evaluate, First Aid, Healing, Language 
  (High Speech), Language (Low Speech), Lore (all basic Lores), 
  Lore (Arkyn), Lore (Logic), Lore (Mathematics), Lore (Million 
  Spheres), Lore (Philosophy), Lore (Physics), Mechanisms, 
  Unarmed (White Lord sect only). 
  Cult Magic
  The cult teaches all Runes with the exceptions of Chaos, Darkness, 
  Raising and Reduction.
  Heroic Abilities Available
  Loremaster, Madness of Purpose, Scientific Genius, Tireless.
  Only Champions are able to attain Heroic Abilities and they 
  must complete a quest against a Chaos of the devising of the High 
  Priest of the cult.
  Retribution
  The cult does not exact specific retribution from those who stray 
  from Arkyn’s path. However, all cult Gifts (but not Compulsions) 
  cease if the adherent leaves the cult.
  Politics and Relationships
  The two sects of the cult are complementary and co-operative, 
  although the different interpretations of Arkyn’s purpose 
  occasionally leads to schisms between the sects. The principal 
  bone of contention being Arkyn’s eventual wish to absorb the 
  Young Kingdoms into a single realm; this is not always a popular 
  theory and the White Brothers hold that the realms will remain 
  separate but accessible by the White Gates that will allow all of 
  Arkyn’s faithful to roam the planes where he rules.
  What is not in dispute is that the Sword Rulers are the enemy 
  and the Mabden of Pan Tang their emissaries. The cult of Arkyn 
  despises the King, Queen and Knight of the Swords vehemently 
  and considers Pan Tang a canker on the world. Vilmirian 
  privateers are financed by the cult of Arkyn to raid Pan Tangian 
  
  83
  vessels that stray from their home waters – taking piracy back to 
  the pirates. Elsewhere, champions of the White Lord undertake 
  dangerous quests to exterminate the agents of the Sword Rulers, 
  thereby preventing the spread of the Mabden.
  Justice	Makers	–	
  Donblas
  The Lords of Law reached the spot where their ancient 
  enemies were assembled and Elric heard Lord Donblas’s 
  voice carry up to him. ‘You of Chaos have defied the edict 
  of the Cosmic Balance and sought complete dominance of 
  this planet. Destiny denies you this — for the earth’s life is 
  over and it must be resurrected in a new form where your 
  influence will be weak.
  A sweet, mocking voice came from the ranks of Chaos. It was 
  the voice of Slortar the Old. ‘You presume too much, brother. 
  The fate of the earth has not yet been finally decided. Our 
  meeting will result in that decision — nothing else. If we win. 
  Chaos shall rule. If you succeed in banishing us, then paltry 
  Law bereft of possibility will gain ascendancy. But we shall 
  win—though Fate herself complains!
  ‘Then let this thing be settled.’ replied Lord Donblas. And 
  Elric saw the shining Lords of Law advance towards their dark 
  opponents.
  — Stormbringer
  Arkyn’s power might be revered but for many, Lord Donblas of 
  the White Lords, the Justice Maker, is the Lord of Law and his 
  power exemplifies all that Law stands for.
  An aloof deity for the most part, Donblas concerns himself with 
  the nature of the Eternal Struggle and calculating the way true 
  justice should prevail upon the plane of the earth. He is certainly 
  the enemy of Chaos and he certainly embodies perfection but 
  Donblas has never considered himself above negotiating and 
  reasoning with the Lords of Chaos (note, for example, how 
  Slortar refers to Donblas as ‘brother’ in their brief exchange in the 
  previous quotation).
  Purpose and History
  It was Donblas who represented Law at the summit of R’lin 
  K’ren A’a. Here, along with Arioch and others, Donblas agreed 
  that the Eternal Struggle would be waged above and around the 
  world and not through the affairs of men. His justice and skills 
  in negotiation secured certain agreements from Chaos that, for a 
  while, held firm. Throughout the reign of the Bright Empire and 
  then the more recent history of the Young Kingdoms Donblas 
  has kept to his side of the bargain, refusing to directly manifest 
  in the world despite pleas and prayers from his many faithful. 
  Instead, Donblas has sent soothing words through dreams, visions 
  and images, all the while conveying his prescription of Lawful 
  justice so that mankind might be guided by the Twelve Symbols 
  of Reason – the essential precepts of Law.
  Donblas’s worshippers are concerned with law, doctrine and 
  applying the Twelve Symbols of Reason specifically and precisely. 
  They are advisers, counsellors, magistrates and judges. Frequently 
  they are the power behind the throne and, at their most extreme, 
  proponents of expulsions, purges and, sometimes, executions 
  in the course of achieving purity and perfection. The cult is 
  widespread across the Young Kingdoms. Every lawful nation has 
  at least one temple to Donblas that also serves as a courthouse. 
  Guilds are regulated by the cult, with permits for trade and 
  practise granted only to those who meet the stringent codes and 
  guidelines it has decreed.
  As advisers and counsellors, the cult of Donblas is expert in 
  inveigling itself into positions of influence within courts, senates 
  and guild chambers. In this way it ensures that Donblas’s 
  doctrines are threaded, silk-like, through all manner of domestic 
  and foreign policy. In the most extreme cases (Vilmir, primarily, 
  but also in Argimiliar), the Church of Donblas and the state are so 
  inextricably intertwined that the cult is the state. The cult is adept 
  at marrying its members into titled families, securing influential 
  positions for its own members and offering to shoulder the 
  burden of state whilst supplying some feckless king or prince with 
  
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  a handsome enough annuity so that he need not concern himself 
  with the day-to-day running of his country.
  The cult is also concerned with rooting-out Chaos in all its forms. 
  In Argimiliar’s later years it is the cult of Donblas that leads the 
  pogroms against anyone considered to be Chaotically tainted. At 
  such extremes the cult maintains networks of spies and informers 
  to bring all pertinent information to the cult’s leaders, so that 
  confessions, trials and punishments may be carried through 
  according to Donblas’s doctrines.
  The Twelve Symbols of Reason
  Acceptance
  The acceptance that the Twelve Symbols of Reason represent 
  the fundamental truth of the Multiverse is the first step towards 
  understanding Law.
  Birth
  All things are born; not all things die. Birth is an act of creation 
  and is the second step towards understanding Law.
  Consistency
  All things conform to fundamental rules that describe what they 
  are. These rules are consistent and anything that shifts from 
  consistency is intolerable, for it has received the stamp of Chaos.
  Despair
  All things despair in the face of Chaos, for Chaos encourages it. 
  To face one’s despair and overcome it, is the third step towards 
  understanding Law.
  Hate
  Hatred drives but does not always destroy. Hatred has a place 
  in the heart, as does love. Without hatred, nothing would be 
  challenged and some things, such as Chaos, require hatred to be 
  challenged with effectiveness.
  Hope
  With hope comes progress. Without hope, only uncontrolled 
  change can prevail.
  Justice
  Without justice there is only anarchy. Man cannot create justice 
  for himself because he exists in a natural state of war. Justice must 
  be imposed so that understanding can take root. Justice is the 
  fourth step towards understanding Law.
  Life
  Life exists within physical confines and conforms to certain 
  rules. The act of living reinforces the rules all mortal life should 
  conform to. Those beings that flout the rules are not truly alive 
  and are things of Chaos.
  Love
  As hatred drives, so does love. One cannot exist without the other 
  but both are equally destructive. Love and Hate, in a Just world, 
  find balance.
  Perfection
  Everyone and everything must strive to be the best it can be. 
  Perfection in all things is the essence of Law. The pursuit of 
  perfection drives men to learn, to create, to improve and thus 
  establish progress. There can be no progress without perfection 
  and no perfection without progress.
  Permanence
  When a thing is made, it is made in permanence. To remove 
  permanence is to break down the tenets of Law. All things must 
  be made permanent; temporal existence has no value. Change for 
  change’s sake is the essence of anarchy.
  Rejection
  Rejection of all that does not conform to the Twelve Symbols 
  of Reason. Reject anarchy, falsehood and unfettered change. 
  Learning to reject all that is not just is the sixth step towards 
  understanding Law.
  Myths
  The Negotiations of Donblas (Mythic Resonance 90%) – The 
  Power of the Twelve Symbols of Reason: When the First Lord 
  created the other lords he required a speaker on his behalf. A new 
  power, which called itself Chaos, was arising and challenging 
  wherever Law had its realms. This new power sought war, not 
  reason, but Law did not want to raise its armies until reason had 
  been exhausted. Thus was Lord Donblas created: to be the reason 
  of Law.
  His first act was to create the Symbol of Law, which was a single, 
  unwavering arrow. Then he took the symbol and divided it into 
  the Twelve Symbols, which became the foundation of reason and 
  being. Armed with these, Lord Donblas travelled to the meeting 
  place where Chaos had assembled, to discuss the terms of the 
  Cosmic Struggle.
  Chaos suggested first a war to decide the victor of the Cosmic 
  Struggle. Donblas countered this with Acceptance, proving that 
  Law accepted the Lords of Chaos as a power in the multiverse. 
  Next the Lords of Chaos suggested death, because this was a 
  power they has created. Donblas countered with life, because he 
  knew that was a power Chaos also understood.
  So the Lords of Chaos proposed change, because they believed 
  that the Lords of Law could not abide it. Lord Donblas proposed 
  permanence – that the outcome of the Cosmic Struggle would be 
  stability. At this the Lords of Chaos baulked and proposed beauty 
  
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  – because that would pander to Law’s desire for beauty. Lord 
  Donblas produced perfection, which was something the Lords of 
  Chaos could not attain in their ever-changing state.
  And so the debate continued with Donblas countering every 
  weapon the Lords of Chaos produced until the Twelve Symbols 
  of Reason had been placed in the open and Chaos had no means 
  left to argue.
  ‘Then we have reached an impasse,’ Lord Arioch declared. ‘We 
  must both retreat and find a new way of reaching an outcome.’ To 
  this Donblas agreed and both Law and Chaos retreated but Lord 
  Donblas left behind the Twelve Symbols of Reason as a barrier to 
  either power returning and claiming complete victory over the 
  other.
  So it is that the world is stable but around it swirls Chaos and 
  entropy. It is the Twelve Symbols of Reason that keep all in check, 
  all in its rightful state and the power of Law is guaranteed in the 
  world.
  Beliefs
  Donblas’s followers believe in the faithful and accurate application 
  of the Twelve Symbols of Reason in all things. Law’s dominance is 
  paramount and there is no room for any power upon on the earth 
  that varies from the Twelve Symbols in any shape or form.
  The Elemental Lords are a primitive, pagan pantheon that 
  inhibits progress and rational thought. Their deals are selfish and 
  thus inherently Chaotic. If the Lords of the Elements have any 
  form of allegiance, it is more to Chaos than to Law.
  But Chaos itself is the true enemy. Chaos is the enemy of reason, 
  consistency, justice and honour. Its sole purpose is to warp and 
  mutate for its own ends and it cannot, therefore, abide by any 
  of the Twelve Symbols even for an instant. Chaos is the enemy 
  of permanence and life; it is the enemy of stability and order. It 
  enslaves through the perversion of reason and destroys through 
  the scorning of injustice. Chaos cannot be tolerated, no matter 
  what the Cosmic Balance decrees.
  The worshippers believe that, whilst balance and equilibrium are 
  fine ideals, the ultimate justice of Donblas, and the application 
  of the Twelve Symbols of Reason, are better substitutes. Through 
  them, the world can exist without the need for tolerating the 
  selfish, pagan ways of the Elementals or the perversions of Chaos. 
  Donblas on his own, as the Justice Maker, brings balance – but 
  balance through the complete application of Law.
  Worshippers
  The cult is concerned with rooting-out Chaos and opponents of 
  the Twelve Symbols of Reason. In Argimiliar’s later years it is the 
  cult of Donblas that leads the pogroms against anyone considered 
  to be Chaotically tainted. At such extremes the cult maintains 
  networks of spies and informers to bring all pertinent information 
  to the cult’s leaders, so that confessions, trials and punishments 
  may be carried through according to Donblas’s doctrines.
  Worshippers are therefore a wide mix of people: those who simply 
  believe in the power and rule of Law; those who enjoy the pursuit 
  of, and exercise of power; philosophers, academics, righteous 
  warriors and religious zealots who know that control to the surest 
  route to influence.
  Membership
  Standard. The cult ranks are:
  Fellows (Lay Members)
  Brothers (Initiates)
  Magistrates (Acolytes)
  Judges/Priests (Priests)
  Grand Masters of Justice
  Fellows
  Anyone who believes in the Twelve Symbols and Donblas’s general 
  principles is considered a Fellow of the Church of Donblas. 
  Most of Donblas’s worshippers are fellows who simply concern 
  themselves with observing the general tenets of Law, attending 
  ceremonies but otherwise play no active role in the workings of 
  the cult.
  Brothers
  Brothers swear an oath and make a Pact to serve Donblas and 
  the Twelve Symbols of Reason. Those who consider themselves 
  particularly devout take monastic orders and spend their entire 
  lives in study of the Twelve Symbols and how they should be 
  applied. These Brothers of Reason strive to draft the ultimate, 
  single expression of the relationship between the Twelve Symbols 
  and are certain that, from this expression, a Rune will emerge that 
  fully embodies the complete power of Law.
  Becoming a Brother requires the Fellow to make a Pact (Donblas) 
  and to place himself at the service of the church.
  Magistrate
  Magistrates have spent several years as Brothers and have 
  developed a fine understanding of justice. They are advisers and 
  counsellors at a low to middle level, acting as arbitrators and 
  justices to dispense legislation and adjudicate disputes.
  A Magistrate has spent at least five years as a Brother and has 
  developed the following skills to at least 50%: Influence, Lore 
  (Donblas), Lore (Law), Pact (Donblas).
  If the Magistrate is part of the monastic Brothers of Reason, his 
  title is simply Acolyte and in place of Influence he must have Lore 
  (Twelve Symbols of Reason) at 50% or greater.
  
  86
  Judges/Priests
  To progress from the Magistrate stage, the adherent must choose 
  his path. Judges become full-time counsellors, advisers and legal 
  judges, responsible for administering legal and political power. 
  Priests concern themselves with religious doctrine, particularly in 
  fighting Chaos and the other enemies of Law.
  To become either a Judge or Priest, the following conditions need 
  to be met:
  •	
  Pact (Donblas) 70% or higher.
  •	
  Influence, Lore (Donblas), Lore (Law) 70% or higher.
  •	
  Perception 50% or higher.
  Grand Masters of Justice
  Grand Masters are the heads of temples, churches and judiciaries. 
  They make and dictate laws and policies; politically, legally and 
  religiously. They are essentially theocrats but always stop short of 
  wielding supreme executive authority, preferring to have either 
  a monarch, regent or other ceremonial figurehead in place to 
  represent the will and spirit of the country. True power, however, 
  lies with the Grand Masters.
  Grand Masters meet the following conditions:
  •	
  Pact (Donblas) 90% or higher.
  •	
  Influence, Lore (Donblas), Lore (Law) 90% or higher.
  •	
  Perception 70% or higher.
  •	
  At least two Runes at the starting percentage.
  Duties
  All members of the cult are expected to oppose Chaos and the 
  influence of any of the ‘pagan’ faiths (anything not rooted in the 
  veneration of Law…) in all its forms. One must live an ordered and 
  ‘just’ life, although precisely what defines a ‘just’ life is often at the 
  interpretation of the cult’s upper echelons. Every member of the 
  cult should also abide by the Twelve Symbols of Reason although 
  only the Brothers of Reason are every tested on their ability to 
  adhere to the principles and demonstrate their duty to them.
  Duties at other ranks are as follows:
  Brothers (Initiates)
  •	
  Attend weekly rituals and sermons.
  •	
  Study the Twelve Symbols and understand how they define 
  the path of Law.
  •	
  Obey the commands of Magistrates and Judges.
  •	
  Watch for, and Report, all transgressions against Law. Hold 
  back no information and spare no heretic.
  Magistrates (Acolytes)
  •	
  Uphold Donblas’s teachings via the Twelve Symbols of 
  Reason.
  •	
  Uphold the Law as proscribed by the cult and ratified by the 
  state.
  •	
  Act as an arbitrator and agent of the Church as so directed 
  by the Church.
  •	
  Identify and punish all heretics as proscribed by the cult and 
  ratified by the state.
  Judges/Priests (Priests)
  •	
  Offer counsel and guidance to the rulers of the region.
  •	
  Formulate laws and edicts to be ratified by the ruler and 
  church council.
  •	
  Preside over courts of justice in order to advise the ruler and 
  dispense justice.
  •	
  Preside over courts of duty where heretics are questioned and 
  punished.
  •	
  Espouse the Twelve Symbols of Reasons in all actions.
  Grand Masters of Justice
  •	
  Serve of the Ruling Council of the Church.
  •	
  Advise and direct the ruler of the nation according to 
  Donblas’s will and tenets.
  •	
  Prepare for the final struggle, which will see Donblas and 
  justice triumph over Chaos and anarchy.
  Benefits
  Benefits occur in the form of Gifts, Compulsions, Cult Skills, 
  Runes and Legendary Abilities.
  Brothers (Initiates)
  •	
  One Gift and one Compulsion.
  •	
  Training in Cult Skills at half normal rates.
  Magistrates (Acolytes)
  •	
  One Gift and one Compulsion.
  •	
  Training in Cult Skills at half normal rates.
  •	
  May learn Cult Runes with training at normal costs.
  Judges/Priests (Priests)
  •	
  One Gift and one Compulsion.
  •	
  Training in Cult Skills at half normal rates.
  •	
  May learn Cult Runes with training at half normal costs.
  Grand Masters of Justice
  •	
  One Gift and one Compulsion.
  •	
  Training in Cult Skills at half normal rates.
  •	
  May learn Cult Runes with training at normal costs.
  •	
  One Legendary Ability OR learn Command and Summon 
  (Oonai) at the starting percentage.
  Gifts and Compulsions
  Gifts and Compulsions accrue as per cult rank.
  Gifts
  Abstinence (Sleep)
  Animal Familiar
  Automata
  
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  Divine Training (Cult Skills)
  Enhanced Learning
  Extended Life
  Compulsions
  Chaos Phobia
  Detail Obsessed
  Lawyer
  Nervous Tic
  Obsessive Compulsive
  Perfection
  Retributional
  Cult Skills
  All Sword Combat Styles, Bow, Influence, Language (High 
  Speech), Language (Low Speech), Lore (Donblas), Lore (Law), 
  Oratory, Perception.
  Cult Magic
  Alarm, Confinement, Hearing, Law, Light, Man, Passing, 
  Protection, Purity, Sight, Truth, Woman.
  The cult also teaches Command, Summon Oonai (Law Speakers 
  and Champions only).
  Legendary Abilities Available
  Devilish Charm, Linguist, Loremaster.
  Retribution
  Leaving or betraying the cult is heresy and punishable by a trial 
  and then death. Champions of the cult of Donblas are mobilised 
  to find and capture all such traitors with long, elaborate show-
  trials being staged to show, in intricate detail, how the accused has 
  fallen foul of Chaos and betrayed the Twelve Symbols of Reason. 
  Death takes a variety of forms, which include hanging, flogging, 
  drowning and crushing.
  Politics and Relationships
  This cult specialises in politics. Its highest members are astute 
  politicians with an eye for the main chance and a keen taste for 
  power and influence. The cult makes it its business to infiltrate 
  the major and minor functions of state, attempting to ensure that 
  the will of Donblas is threaded into every walk of life.
  The cult does not restrict itself to just political institutions. 
  Schools, academies and universities are part of the framework of 
  Law and serve to both educate generally whilst, at the same time, 
  establish faithful servants of Donblas who will, one day, become 
  fully-fledged Brothers of the cult.
  The cult of Donblas views itself as superior to the cult of Arkyn, 
  which it views as somewhat mired in esotericism and a pre-
  occupation with Arkyn’s battle to re-establish his old regimes in 
  some obscure corner of the Multiverse. Donblas’s Twelve Symbols 
  of Reason are all that is needed to guide the true rule of Law and 
  so whilst the sects of Arkyn are certainly considered as allies, they 
  are viewed with a degree of disdain by the Donblasians.
  The cult of Miggea is viewed as dangerous and almost heretical. 
  Miggea clearly fell from the path of the Twelve Symbols aeons ago 
  and her madness is, to the most ardent adherents of Donblas, a 
  taint of Chaos. The cult of Tovik, however, is viewed with pride 
  and good-will; these stalwart knights are needed by the Justice 
  Makers to take the fight to Chaos and the cult of Donblas is 
  careful to maintain good relations.
  Miggea
  Lord Blare uttered an unruly laugh. ‘The famous Duchess 
  Miggea of Dolwic. One of the most ancient of Law’s aristocrats.’
  ‘Law? Surely Law resists such injustice?’
  ‘Aggressive senility isn’t only a characteristic of Chaos in its 
  decline. Both forces obey the laws of the Multiverse. They grow 
  strong and virile, then decline and die. And, in their dying, 
  they are often desperate for life. At any price. All past loyalties 
  and understanding disappear, and they become little more 
  than appetites, preying upon the living in order to sustain their 
  own corrupted souls. Even the noblest Lords and Ladies of Law 
  can suffer this corruption, often when Chaos is at her most 
  vigorous and dynamic.’
  — The Dreamthief’s Daughter
  Purpose and History
  Lady Miggea, Duchess of Dolwic, is one of the most ancient 
  Lords of Law. In her youth she was possessed of an insightful, 
  virile intellect, easily the equal of Arkyn and Donblas, whom 
  she names as brothers. Her purpose, her crusade, was to bring 
  the rule of Law into those realms where Chaos had always held 
  sway, freeing the people from the tyranny of the numinous and 
  wretchedness of uncertainty.
  She fought with cunning and guile, charm and an easy ability to 
  attract loyalty and devotion. Miggea was successful in her work: 
  across the Multiverse she established an empire of reason where 
  he banners fluttered and where the supreme anarchy of Chaos 
  was relegated to background noise, creating peace, prosperity and 
  kindliness. Entire realms served her, venerating her name; indeed 
  they still do. The love for Miggea was unbounded and for many 
  cycles of time her name, more than the names of Arkyn and 
  Donblas, echoed as the word of Law.
  
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  But, Time erodes all things, even the Lords of the higher Worlds. 
  Miggea established consistency and constancy in her realms, 
  unifying Time itself, but at an unexpected cost. Miggea herself 
  aged. Her body, of course, changed little, save becoming more like 
  the she-wolf she has always used as her standard, but her mind 
  became steadily more senile and, as the Time cycle she had created 
  advanced, so her sanity was eroded by it. Eventually, Miggea 
  became mad. A single purpose replaced reasoned thought. Order 
  was no longer the order found in life; the only acceptable order 
  to Miggea is the order found in death. She began with her home 
  realm of Dolwic, once vibrant and filled with natural life. She 
  cleansed Dolwic of all nature, transforming her once beautiful, 
  bounteous realm into a barren land of crumbling limestone and 
  cinder. All life, save her own, perished and Miggea established the 
  kind of empty, desolate order that only Law can produce when its 
  aims achieve a single, dreadful focus.
  She turned her gaze to the other worlds of her realm, having made 
  Dolwic into the image of perfect order. Selecting her champions, 
  her knights, she moved through each world, one-by-one, cleansing 
  it of any taint. Those who had pledged loyalty to Miggea had no 
  choice but to assist; they would not and could not refuse to aid her. 
  Miggea has moved through, perhaps, 1,000 planes draining them 
  of everything life needs to perpetuate: plants, animals, water… 
  her quest is to bring similar order throughout the Multiverse, to 
  challenge life itself and replace it with the true order of death.
  Several symbols exist in the Multiverse, which challenge Miggea’s 
  crusade. The first is Tanelorn, the Eternal City, the City of the 
  Balance. Tanelorn celebrates life, peace and free will. To Miggea’s 
  demented old mind it is a threat to her plans and must be 
  eradicated. Her goal is to destroy Tanelorn – either by razing it, 
  or by starving it to death. She cares not which. Only that the city 
  falls.
  The next symbol that has become a focus of her obsession is 
  the Black Sword, in whatever shape or form it takes. The Black 
  Sword feeds on souls and thus is the perfect weapon to create 
  order, because whatever it leaves behind is cleansed of every trace 
  of life. Miggea desires the Black Sword as much as she desires the 
  destruction of Tanelorn. She can construct replicas, or farun, but 
  they have not the same qualities as the true Black Blade (they are, 
  for a start, the colour of diseased ivory, etched with black runes). 
  Attaining an incarnation of the Black Sword, by whatever name it 
  possesses – Stormbringer, Mournblade, Ravenbrand – is the next 
  of her insane goals.
  And third is the pursuit of the cup, the chalice or the grail. This 
  vessel, which can heal all life, restoring it, replenishing it, can only 
  be destroyed by the Black Sword. The grail, like the Black Sword, 
  is elusive, skittering throughout the Multiverse leaving myths and 
  legends in its wake. Its form changes, as does it name, but the grail 
  is real and, as a creation of the Cosmic Balance, the only thing 
  capable of true creation – the creation of life. Miggea demands it 
  and the sword, so that the former can be sundered by the latter.
  Miggea, like all Lords of the Higher Powers, works through 
  human agents. She demands total loyalty and those who pledge 
  themselves to her service bind their souls to her irrevocably. 
  Miggea never releases from the pact, save through death and she 
  finds a need for each and every one of her servants. There are 
  thousands of planes to be cleansed of life and, although only her 
  most determined knights know of Miggea’s true agenda (and, 
  perhaps, fear it), any who Pact with Miggea are immediately 
  swamped with the fullest devotion to her.
  In the Young Kingdoms Miggea’s cultists are responsible for 
  initiating crusades against those who reject Law. Purges of 
  barbarian lands have seen elemental-aligned tribes crushed or 
  scattered for defying the White Lords. Suicidal attacks against 
  Pan Tangian and Dharijorian pirates might have been attributed 
  to Donblas but Miggea’s fanatics have been the motivators. Her 
  agitators and insurgents are everywhere, watching, waiting and 
  striking without mercy.
  A sect of Miggea is growing steadily in Argimiliar under the 
  direction of Duke (later to be King) Hozel. As fanatical as 
  Miggea’s own madness, this sect, under Hozel’s control, is attuned 
  to Miggea’s deepest desire to cleanse the world of all life. Hozel’s 
  knights have focused their attention on the Elemental and Plant 
  Lords, plotting to destroy the Elemental cults before taking holy 
  war to those who follow Chaos.
  Myths
  The Hated Eternal City (Mythic Resonance 80%) – Why 
  Tanelorn Must Perish:
  Miggea listened to the posturings of Arkyn, the weepings of 
  Shalod, the mercies of Mirath, her sister and the tedious principles 
  of Donblas. None made sense to her. All were concerned with 
  aspects of Law and not its true form. This concerned Miggea. If 
  her brothers and sisters could not understand what the true nature 
  of Law was, then how was the Eternal Struggle to be won?
  She retired to her manse at Dolwic and cleaned herself. This was 
  the Purging. She purged from herself all notions of morality, 
  virtue and emotion. She emerged clear-minded: true Law, she 
  understood, was an absence of all things that introduced diversity 
  and deviation. The source of diversity and deviation was life 
  itself, which could never be controlled. True Law, she knew, was 
  the province of only one being: herself. Others might come to 
  realise the same state of being but mortals would also introduce 
  change and diversity, which cannot be tolerated. Life itself must 
  be eradicated.
  She began with Dolwic. This she cleansed with blasting winds. 
  Then she turned her attention to other, nearby realms. One-by-
  one she reduced them to barren and sterile environments where 
  nothing stirred. Then she came across one realm that refused to 
  be so cleansed. Everything in this realm fell to her powers save 
  
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  for one place, a city, which called itself Tanelorn. Her magic 
  could not destroy it and it defied her plans for absolute Law. She 
  raged against it and Tanelorn resisted. She sent armies and they 
  perished because Tanelorn consisted of many champions, from 
  many times, many realms, with many weapons that were part of 
  the Cosmic Balance. While Tanelorn had these champions and 
  their weapons – many of which were strange swords that intrigued 
  her – Miggea could not realise her senile dream of complete and 
  utter Law.
  She decided that she needed a champion of her own. First came 
  the Doomed Prince who served many powers: Law and Chaos. 
  He saw the truth of Miggea’s scheme and served her willingly. 
  Next came Brother Wolf, who also believed in the destruction 
  of all things for the sake of his pack. Miggea took Brother Wolf 
  into her fold and made him part of her army. Brother Wolf went 
  far and wide and brought other champions to supplement the 
  Doomed Prince. Miggea armed each one with a sword to counter 
  the black blades of Tanelorn’s champions. These were the farun 
  and they numbered as many as necessary, with each champion 
  being gifted one.
  Her army of champions assembled and armed, Miggea moves 
  now to destroy the Eternal City, wherever it places itself in the 
  Multiverse.
  Beliefs
  The most ardent of Miggea’s faithful have come to believe that 
  life itself is an aberration. Whilst life persists, Law cannot be 
  achieved – and that is surely the prize of the Eternal Struggle. 
  This is an uncomfortable belief for many of Miggea’s adherents 
  but the Duchess of Dolwic has promised that her knights shall be 
  exempt from this ultimate state of affairs, being raised, inevitably, 
  to immortality, as nobles of the Court of Law, so that Miggea’s 
  work can be extended and her single ideal of perfect Law pursued.
  Further beliefs of Miggea’s worshippers include:
  •	
  Tanelorn must be destroyed. It is the most potent symbol of 
  the Cosmic Balance and is thus the enemy of all that Law 
  stands for.
  •	
  The Black Swords, Stormbringer and Mournblade, long the 
  tools of Chaos, are much more complex weapons that can be 
  wielded equally by Law. Two champions of Miggea will arise 
  who are capable of using these mighty swords and with them 
  Miggea will be able to hunt down, and destroy, the eternal 
  chalice known as the Grail.
  •	
  The Grail is the bowl of all life. Whilst it exists, Law cannot 
  rule unchallenged. It is therefore the duty of every disciple 
  of Miggea to hunt for the Grail and bring it to her realm of 
  Dolwic so that it can be readied for destruction by the Black 
  Blades.
  •	
  Arkyn and Donblas are weak and ineffectual. The myth that 
  Miggea served Arkyn is a lie; he served her and surrendered 
  his 15 realms to the Sword Rulers, thereby demonstrating 
  his inability to serve the cause of Law. His worshippers are 
  misguided fools. Donblas, on the other hand, is of more 
  noble purpose but his insistence on justice through the 
  pathetic Twelve Symbols of Reason is misguided. Absolute 
  Law requires absolute sacrifice!
  Worshippers
  Miggea’s worship has dwindled in the Young Kingdoms but her 
  cult still exists in remote places. Her worshippers are fanatics 
  and zealots, often finding Arkyn and Donblas’s cults too lenient 
  or unexacting. They seek the absolute imposition of Law, its 
  complete dominance of the Multiverse and the eradication of all 
  opposition to Law’s aims. There can be no exceptions; all beliefs 
  are heretical in Miggea’s eyes and there can be no surrender in the 
  fight against Chaos. Even the Cosmic Balance is irrelevant.
  Membership
  Standard. Cult ranks are known by the following names:
  Son/Daughter of Dolwic (Lay Member)
  Brother/Sister of Dolwic (Initiate)
  Magistrate of Dolwic (Acolyte)
  Law Speaker of Dolwic (Warrior Priest)
  Knight of Dolwic (Champion)
  Son/Daughter of Dolwic
  The cult accepts Lay Members, who are considered Sons or 
  Daughters of Dolwic but only the rank of Brother of Dolwic and 
  above carries any real weight and recognition. Miggea demands 
  complete loyalty from her supporters and a true supporter is 
  prepared to pledge his soul to Miggea.
  Brother/Sister of Dolwic
  Brothers of Dolwic have entered into a Pact with Miggea, pledging 
  at least four points of POW to it. From the moment of initiation, 
  the Brother or Sister is expected to challenge every enemy of 
  Miggea’s aims, including other supporters of Law. Brothers of 
  Dolwic are the foot soldiers of Miggea’s army and expected to 
  unquestioningly lay-down their lives in her name.
  Magistrate of Dolwic
  Those achieving the rank of Magistrate do not arbitrate matters 
  of justice; they are focused instead on finding the true location of 
  the Black Blades, the Grail and the city of Tanelorn. Everything 
  they do must be directed towards these three goals. Magistrates 
  may draw upon Sons of Dolwic and Brothers as needs see fit to 
  assist their work and it is common for a Magistrate to focus on 
  one, particular, goal, assisted by a loyal cadre of Sons and Brothers 
  of Dolwic.
  To become a Magistrate the following conditions need to be met:
  •	
  Pact (Miggea) 50% or higher, with at least 5 POW dedicated 
  to the Pact.
  •	
  At least three Cult skills at 50% of higher, including one Lore.
  •	
  Active service as a Brother of Dolwic for 3 years.
  
  90
  Law Speaker of Dolwic
  The Law Speakers are the officers of Miggea’s army. These are 
  warrior priests who will help lead Miggea’s Holy War. They are 
  tacticians and strategists, trouble-shooters and evangelists. Their 
  loyalty to Miggea must be absolute and they are key to delivering 
  the ultimate voice of Law to the Multiverse.
  To become a Law Speaker the following conditions need to be 
  met:
  •	
  Pact (Miggea) 70% or higher, with at least 6 POW dedicated 
  to the Pact.
  •	
  At least three Cult skills at 70% of higher, including one Lore.
  •	
  One Cult Rune at 50%.
  •	
  Active service as a Magistrate of Dolwic for 3 years.
  Knight of Dolwic
  The Knights of Dolwic are Miggea’s truest, loyalist champions. 
  They are selected by Miggea herself from amongst the Law Speakers 
  and the only requirement to become a Knight is the dedication of 
  all remaining POW to the Pact, thereby demonstrating complete 
  loyalty. The Knights serve Miggea directly, moving across the 
  Multiverse in pursuit of the Swords, the Grail and the City, as well 
  as enforcing Miggea’s cleansing of those worlds under her control.
  As the requirement is for all POW to be dedicated to the Pact, this 
  does, in effect, curtail the use of the Runes that Miggea’s faithful 
  might know and use. Knights of Dolwic are therefore gifted a 
  small, finite source of Magic Points that can be used in their 
  endeavours. See Benefits.
  Duty is everything to Miggea’s cult. Miggea’s will is absolute and 
  every member of the cult is honour and soul-bound to serve it. 
  Specific duties pertain to each rank of the cult, as follows:
  Brother/Sister of Dolwic
  •	
  Discover and disrupt the activities of any who are Miggea’s 
  enemies.
  •	
  Watch and listen for signs relating to the Sword, the Chalice 
  and the City.
  Magistrate of Dolwic
  •	
  Dedicated all time to finding the Sword, the Chalice and the 
  City. Concentration on one of these is permissible.
  •	
  Use all means available and necessary in pursuit of these 
  quests.
  Law Speaker of Dolwic
  •	
  Prepare the Army of Miggea for war.
  •	
  Seek out and destroy the opposing agents of Chaos, the 
  Elements and any other enemy of Miggea.
  Knight of Dolwic
  •	
  Serve Miggea directly.
  •	
  Scour the Multiverse for her enemies.
  The Damnation of the Knights of Miggea
  Dry wind whispered through a palace built of bones. 
  Many of those bones still had rotting flesh clinging to 
  them: The bones of horses. The bones of men. From the 
  evidence, the bones of all those Knights of Law who 
  had so recently threatened us. Who had thundered so 
  forcefully past us in pursuit of the little white hare. 
  Their silver armour was scattered around the building, 
  thousands of breastplates, helmets, greaves, gauntlets. 
  Their lances and swords lay half-buried in the pale ash. 
  Miggea had expected the ultimate sacrifice from her 
  loyal followers, and she had received it.
  Keeps and domes and battlements and buttresses were 
  shaped from the recently living bodies of men and horses 
  from which strips of flesh and fur and linen fluttered 
  like banners in the erratic wind. And the terrible 
  howling continued. All the grief in all the realms of the 
  Multiverse. All the frustration. All the despair. All the 
  wounded ambition.’
  — The Dreamthief’s Daughter
  The reward for serving Miggea so loyally is death. Even her 
  most beloved knights are not to be spared Miggea’s senile 
  version of Law. Miggea’s castle of bones is made from her 
  most faithful servants who, once they have fulfilled their 
  purpose (or failed it), are brought to the barren realm of 
  Dolwic to be grafted into the castle.
  No knight can resist this fate; he has already given his soul 
  unto Miggea. Most tragically, he will never likely know 
  his fate. At the Games Master’s discretion, any Knight 
  of Dolwic Adventurer can be allowed an occasional test 
  against his Pact (Miggea). If the test is a critical success, 
  then he is allowed a fleeting, horror-filled glimpse of 
  the castle of bones he will one day join. This dreadful 
  premonition might come in the form of a dream, or a 
  waking flashback when the knight encounters a fortress, 
  a skeleton, or some other object that might trigger a brief, 
  grievous insight into his doom…
  •	
  Deliver Miggea’s ultimate force of Law to those realms that 
  have lapsed from her true vision.
  Benefits
  Benefits accrue in the form of Gifts, Compulsions, Cult Skills, 
  Runes, Summonings and Legendary Abilities.
  Brother/Sister of Dolwic
  •	
  One Gift and one Compulsion.
  •	
  Training in Cult Skills at half normal cost.
  
  91
  Magistrate of Dolwic
  •	
  One Gift and one Compulsion.
  •	
  Training in Cult Skills at half normal cost.
  •	
  Training in one Rune to its base percentage at no cost. Other 
  Runes can be learned at half normal cost.
  Law Speaker of Dolwic
  •	
  One Gift and one Compulsion.
  •	
  Training in Cult Skills at half normal cost.
  •	
  Training in a second Rune to its base percentage at no cost. 
  •	
  Learn Summon Oonai at its base percentage, OR Become 
  Wolf Warrior, OR choose one Legendary Ability.
  Knight of Dolwic
  •	
  One Gift and one Compulsion.
  •	
  Learn Become Wolf Warrior.
  •	
  Choose one Legendary Ability.
  •	
  Amulet of Miggea. Every Knight of Dolwic, in return for 
  pledging his soul, is given an amulet blessed by Miggea 
  herself. This amulet must be worn at all times and is charged 
  with 10+1D10 Magic Points, which can be used to power 
  Runes, Summonings and other magical abilities. Once the 
  amulet’s reserves are depleted, they cannot be replenished.
  Gifts and Compulsions
  Gifts and Compulsions accrue as per cult rank.
  Gifts
  Abstinence (choose)
  Animal Familiar
  Perfection
  Return Loved One
  Sanctuary
  Second Life
  Ward
  Weapon of the Faith
  Compulsions
  Chaos Phobia
  Hate Tanelorn
  Lust for Miggea
  Nervous Tic
  Never surrender, or accept the surrender, of any foe
  Obsessive Compulsive
  Perfection
  Target
  Cult Skills
  All Sword Combat Styles, Dagger, Flail of Law (all flails, maces 
  and bludgeoning weapons), Polearms; Athletics, Influence, 
  Language (High Speech), Lore (Law), Lore (Miggea), Lore 
  (Million Spheres), Resilience, Unarmed.
  Cult Magic
  Miggea’s cult teaches the Runes of Beast (Wolf), Confinement, 
  Enhancement (CON, DEX, STR), Heat, Law, Man, Passing, 
  Protection, Reflection, Truth, Warding, Woman.
  The cult also teaches: Control, Summon Oonai
  Heroic Abilities Available
  Battle Fury, Heroic Aura, Madness of Purpose.
  Cult Secrets
  The secrets of the cult are known only by Miggea’s champions and 
  they are sworn not to reveal them to the lower orders.
  •	
  Knights of Dolwic can be summoned to any plane of 
  the Multiverse where Miggea has influence, to fight in 
  her crusades.
  •	
  The Grail is rumoured to be in the possession or 
  safekeeping of the Von Bek family – humans inhabiting 
  a different plane of existence.
  •	
  Prince Gaynor of Mirenburg, also known as the 
  Damned, is one of Miggea’s most beloved Champions.
  •	
  Miggea is not just senile but also insane – so much so 
  that the other Lords of Law have nothing to do with her.
  Retribution
  It is forbidden to leave the cult. Any who do so, or betray Miggea 
  in any form, pay with their souls. Miggea herself claims the 
  adherent, sending her pure-white She Wolves to drag the traitor 
  back to Dolwic where his body is used to strengthen her castle.
  Politics and Relationships
  Miggea’s madness is held in contempt by many worshippers of 
  Law because it is quite plain to them that Miggea is deranged. 
  Her single minded purpose is Law at its absolute extreme and her 
  plans threaten everything the other cults of Law seek to achieve 
  in the Young Kingdoms. However, the cult of Donblas finds the 
  stridency of the Miggea cult useful from time-to-time, especially 
  in those situations where unyielding brutality is necessary and it 
  would be better for Donblas not to be involved.
  The cult of Arkyn distances itself from Miggea’s cult, believing 
  that, until Arkyn has returned and defeated the Sword Rulers, 
  Miggea’s senility can never be cured. Miggea’s adherents reject this 
  arrogance, often reminding the sects of Arkyn that he was the one 
  deposed by Chaos; never Miggea…
  Mirath
  Lady Mirath is the Lawful deity of life, death and time. She 
  decrees how long each creature lives and all paths eventually end 
  
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  Become Wolf Warrior
  This magical ability allows the adherent to transform himself into a wolf, Miggea’s sacred creature. The transformation 
  requires Magic Points to effect, with each Magic Point invested in the spell contributing +3 to the base SIZ of the final 
  transformation. (for example, investing one Magic Point allows a transformation into a wolf of 2D6+6, two Magic Points 
  2D6+9, three Magic Points 2D6+12 and so forth). For the spell to be successful, the adherent must make a successful Pact 
  (Miggea) test. If the test fails, the adherent loses one Magic Point; if the test is fumbled the adherent loses all the Magic Points 
  that he intended to devote to the transformation.
  The adherent takes on the physical Characteristics of the wolf as outlined but retains his own INT and POW and the ability 
  to speak. The skills listed for the wolf below temporarily replace those of the adherent.
  It takes one Combat Round per Magic Point for the transformation to take effect and the adherent remains in wolf form 
  for one hour per Magic Point thereafter. The adherent must be naked for the transformation to occur; if clothed or wearing 
  armour the spell will not work.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+3
  14
  1–2
  Right Hind Leg
  2/5
  CON
  3D6+3
  14
  3–4
  Left Hind Leg
  2/5
  SIZ
  2D6+3
  10
  5–7
  Hindquarters
  2/6
  DEX
  3D6+3
  14
  8–10
  Forequarters
  2/6
  11–13
  Right Front Leg
  2/5
  14–16
  Left Front Leg
  2/5
  17–20
  Head
  2/5
  Combat Actions
  3
  Typical Armour: Fur and Hide (AP 2)
  Damage Modifier
  0
  Magic Points
  As per human
  Traits:  Night Sight
  Movement
  10m
  Strike Rank
  +3 to human 
  form
  Skills:  Athletics 80%, Evade 55%, Perception 60%, Persistence 
  43%, Resilience 52%, Stealth 55%, Survival 40%, Tracking 
  60%.
  Weapons
  Type 
   
  Size 
  Reach 
  Weapon Skill 
   
  Damage  
  AP/HP
  Bite 
   
  M 
  T 
  60%+STR 
   
  1D8 
   
  As for Head
  Claw 
   
  M 
  M 
  60%+STR and DEX 
  1D3 
   
  As for Leg
  at the gate of her twilight kingdom. Mirath can be compassionate 
  as well as cruel, for she ends suffering and sorrow as well as 
  bringing joy. Her priests are present at weddings, births, deaths 
  and funerals. They also practice the arts of healing, knowing that 
  no intervention slows Mirath from claiming a destined soul.
  Purpose and History
  Mirath is said to be the sister of Miggea and there may be truth 
  behind this belief. Where Miggea seeks destruction alone, Mirath 
  seeks control over life and the span allotted to it. Mirath, it is said, 
  knows the precise time of death of each individual although she 
  never reveals what she knows. She knows, also, the precise span of 
  the Multiverse and this is her greatest secret.
  As a deity she is worshipped as a goddess of the healing arts and 
  all arts associated with both life and death. Her rituals are used 
  at the birthing of infants and the interring of the dead. As most 
  Lords of Law are sterile and distant, Mirath’s presence is necessary 
  as she represents the proximity of Law as a healing and nurturing 
  force – even though she also symbolises natural death and the 
  limitations of time.
  Myths
  Mirath and the Priest (Mythic Resonance 80%) – Mirath Sees 
  All Things: A priest of Law entered the glittering plane where the 
  Lords of Law dwell, intent on discovering answers. Dreams had 
  
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  plagued him and he sought release through Mirath’s wisdom. He 
  came to her palace: a brilliant ziggurat of white and gold marble 
  and was welcomed to her halls.
  Mirath sent servants to bathe him, feed him and give him clean 
  clothes. Then she welcomed the priest to her chamber and there 
  they conversed. The priest had to avert his eyes, such was Mirath’s 
  brilliance and beauty. ‘I dream terrible dreams oh Lady of Life,’ 
  he sobbed.
  ‘Tell me of them,’ Mirath said, soothingly. The priest told her that 
  he dreamed of an immense and dreadful battle that would result 
  in the world taking on a new shape. Mirath listened until he had 
  finished. ‘What you dream is what will happen,’ Mirath said. ‘It 
  is my duty to give all things a span of time and determine what 
  shape they will take when that span of time is exhausted. What 
  you see is what I wanted you to see.’
  ‘Then my world will be destroyed?’ The priest wailed. Mirath 
  offered a sad smile.
  ‘It will progress. It will improve. That is the way of Law.’
  ‘Will I die?’ He asked. Mirath did not answer. Instead she took the 
  priest’s hand and led him through bright corridors to the summit 
  of the temple and a chamber that was open to the cloudless sky 
  above. Here was a globe of crystal and upon its surface were many 
  continents and islands, surrounded by a brilliant sea of blue. 
  Clouds skitted across the surface.
  ‘This is the Globe of Nations to Come,’ Mirath said. ‘There 
  are many worlds and the beholder always sees the future of his 
  own world. Tell me, what do 
  you see?’
  ‘I see a place of beauty and 
  peace,’ the priest said. ‘I would 
  want to live in such a place.’
  ‘It 
  is 
  beautiful 
  indeed,’ 
  Mirath said. ‘It is a world of 
  Law. Chaos has no influence 
  there. All things are perfect.’
  ‘What is my span of life?’ 
  Asked the priest. Mirath 
  sighed.
  ‘I will not answer that. It is 
  not right for you to know.’
  The priest felt cheated at this. 
  It was the answer he had come 
  to seek. He asked to be alone 
  with the Globe of Nations to 
  Come and Mirath permitted 
  it. When she had left, he took the globe and hid it in his robe and 
  then chanted his spells to return him to his home, taking the globe 
  with him. There, he gave it to his queen as a gift and, the very next 
  day, he died, alone, in his bed.
  In her ziggurat of white marble and gold, Mirath sighed as she 
  felt the priest’s death. She went to the chamber where they had 
  gazed upon the globe. From around her neck she took her string 
  of pearls and separated one from the string. She pressed it to her 
  lips and it grew until it resembled the Globe of Nations to Come 
  in size and its surface changed to show whatever form the world 
  of the beholder would take. She set it down on its plinth and 
  returned to her chamber to wait for the next thief to arrive.
  Beliefs
  Worshippers of Mirath believe that the Pale Lady controls all 
  aspects of life and death. Upon death the soul is transported to 
  her realm where a paradise awaits and there is no suffering, no 
  pain and eternal life. They also believe that Mirath can, at will, 
  reincarnate any soul that she deems needs to lead a mortal life 
  again and therefore one must lead a good and just life, to achieve 
  paradise without delay.
  She is also viewed as a patron of the healing arts. She taught 
  mortals the skills of first aid and healing and taught them to make 
  medicines from herbs and plants, which, naturally, she placed 
  upon the earth for this purpose.
  Worshippers
  Healers, carers and those who crave an afterlife of goodness and 
  freedom from suffering.
  
  94
  Her cult is open to both males and females but tend to attract 
  the latter more than the former. The cult is especially strong in 
  Gorjhan, Old Hrolmar, Vilmiro, Karlaak and the eastern land of 
  Anakhazan (where the priest of the myth is said to have come 
  from).
  Membership Requirements
  Standard.
  The cult’s ranks are as follows:
  Blessed of Mirath (Lay Members)
  Disciples of Mirath (Initiates)
  Priest/Priestess of Mirath (Acolytes)
  Father/Mother of Mirath (High Priest)
  Brother/Sister of Mirath (Champion)
  Benefits
  Ranks receive no special benefits save for the Gift that is 
  automatically conferred upon attaining a new rank. A Compulsion 
  always accompanies the Gift.
  High Priests and Champions can DreamQuest for Heroic 
  Abilities, if they fulfil the requirements.
  Gifts and Compulsions
  Gifts
  Divine Training
  Endurance
  Enhanced Learning
  Eternal Life
  Fate
  Healing
  Increased Health
  Compulsions
  Absolute Mercy
  Armour Rejection
  Chaste
  Chivalrous
  Close Combat Pacificism
  Dedicated Lover
  Forgo Shield
  Law Triumphant
  Merciful
  Cult Skills
  Athletics, First Aid, Healing, Lore (Herbs), Lore (Law), Lore 
  (Mirath).
  Cult Runes and Magic
  Mirath’s cult teaches the following Runes: Contact, Enhancement, 
  Law, Man, Purity, Sleep, Woman.
  Heroic Abilities Available
  Disease Immunity, Empathic Wound, Loremaster, Poison 
  Immunity, Reincarnation, Tireless.
  Retribution
  Mirath’s cult never takes retribution against those who fall from 
  its path. Saddened, yes; vengeful – never.
  Politics and Relationships
  The cult abhors and is abhorred by, cultists of Chardhros. The 
  two Lords are believed to have warred once and Mirath lost the 
  battle, which weakened her influence on the world.
  The cult is also cool in its relations with that of Miggea, which 
  seeks doom and destruction as the absolute expression of lawful 
  progress.
  The	Unrelenting	
  Knights	of	Tovik
  Tovik does not appear in the Elric saga as a named Lord of Law, 
  but is one of the many minor Lords of Law who are known to 
  exist in addition to those so named.
  ‘Now I understand why these arms decorate her chamber,’ 
  Moonglum said. ‘According to legend, these are the shields and 
  weapons of all those who loved Myshella and championed her 
  cause.’
  — The Vanishing Tower
  Purpose and History
  Law has ever had need of exemplary warriors and Tovik of Law 
  is one such example. His history predates the Young Kingdoms; 
  in fact it almost predates this entire cycle of Time and begins 
  in those early, early days when the race that would become the 
  Melnibonéans, the Mernii, had newly arrived on this plane of the 
  earth, mere refugees from some greater calamity abroad in the 
  Million Spheres.
  Tovik is a purely martial cult of Law. Its members follow strict 
  codes of honour and chivalry but train and fight with fervour in 
  the name of the White Lords. The cult serves as guards for the 
  cults of Arkyn and Donblas and carries out missions and quests 
  on their behalf. In Lormyr this cult is known as the Knights of 
  Malador and Aubec is considered to be an aspect of Tovik, for 
  both men served Myshella and it is possible, they believe, that 
  Aubec was Tovik, reincarnated.
  Knights of Tovik believe in rigour and discipline. The anarchy of 
  Chaos is abhorrent to them and they see the forces of the Chaotic 
  cults as an undisciplined, but dangerous, rabble. The codes of 
  warfare and valour instilled into the Knights of Tovik convince 
  
  95
  them that any Chaos foe cannot possibly be a match for their 
  righteousness.
  Members of the cult are expected to fight Chaos wherever it arises. 
  Initiates are often hired out as bodyguards, mercenaries, explorers, 
  trouble-shooters and men-at-arms. This is an adventurous cult 
  that honours its members and trains them well.
  Myths
  Tovik and Myshella (Mythic Resonance 75%) – The Need to 
  Fight for Law: Tovik was a prince of the Mernii. Young, idealistic 
  and a servant of the Cosmic Balance. He had, it was claimed, 
  liberated the Runestaff from one Vhanasdasriak, an inhuman 
  sorcerer who threatened a race where the Eldren and the Vadhagh 
  ruled as allies. Amongst his own people, Tovik was a hero; proud, 
  cultured, chivalrous, handsome and betrothed to his beloved 
  Merizhandt, a Mernii princess.
  To the Mernii the world was young and full of promise. Tovik 
  left R’lin K’ren A’a (and this was centuries before the Lords of 
  Law and Chaos sequestered it for their own ends) and travelled 
  east in search of the indigenous peoples. He came across many 
  settlements inhabited by those who were friendly, ambivalent 
  and openly hostile. Prince Tovik fought for his life, the life of 
  others and risked his soul against fierce, confused monsters and 
  benevolent but ultimately untrustworthy, sorcerers who, like 
  him, had fled some Multiversal catastrophe. As Tovik travelled, 
  he learned much.
  Presently he came to a castle on the coast of the southern continent. 
  Tired, hungry and wounded, after having escaped the trickery of 
  a trio of well-meaning but somewhat deranged, magicians, Tovik 
  stumbled into the castle, finding it already outfitted to greet him. 
  A banqueting table stood ready, laden with fine foods and jugs of 
  good, sweet wine; a fire roared in the hearth and, waiting for him, 
  a woman of incandescent beauty, dressed in diaphanous robes of 
  scarlet: Myshella, Empress of the Dawn, welcomed Tovik to her 
  castle, Kaneloon. She fed him, bathed him, laughed with him 
  and, in time, made love to him. All the while, fair Merizhandt 
  awaited Tovik’s return but in Myshella’s embrace, Tovik forgot his 
  betrothal.
  Tovik was one of the first of Myshella seduced champions to go 
  forth from Kaneloon and to forge new lands from the stuff of 
  Chaos. Tovik’s strength and courage was so great, his efforts so 
  successful, that, when he returned to Kaneloon, he was radiant 
  with power and possibility. Myshella offered herself to him once 
  more but even she could not satisfy him. ‘You are ceasing to be 
  mortal, Prince Tovik,’ Myshella said. ‘Your soul is transcending, 
  just as you have caused Chaos to transcend its primal state and 
  become ordered.’
  Tovik understood what Myshella meant and wept. His mortality 
  was no more; he was becoming immortal, having undergone a 
  strange and unique alteration. He no longer had any place on 
  the earth. ‘You shall become a mighty warrior of Law,’ Myshella 
  said, without emotion. ‘Your place is amongst the Champions of 
  Order – not with the Cosmic Balance and no longer with your 
  own people.’
  ‘Or,’ Tovik remarked, bitterly, ‘With you, enchantress.’
  And Myshella could not answer. They slept together for one 
  last, desperate time and, when Tovik awoke, another woman, 
  accompanied by a she-wolf with pure white fur and crimson 
  eyes, greeted him. ‘Come with me, Tovik,’ the Duchess of Law 
  said, ‘and I will train you to lead the armies of Law in the Eternal 
  Struggle. Myshella prepared you well; now it is time for Miggea 
  to take control.’
  And so Tovik, once a prince of the Mernii, left the mortal realm 
  altogether and became a Duke of the Lords of Law, a leader 
  of its armies against Chaos. And every night, until her death, 
  Merizhandt stood on the balcony of her tower in the city of R’lin 
  K’ren A’a and prayed to the Cosmic Balance for her fair prince’s 
  return.
  Beliefs
  The cult believes firmly that Tovik was once mortal and became 
  a god through his bravery and chivalry. He was Myshella’s one, 
  true love and Miggea tutored him in the ways of the Lords of the 
  Higher Worlds, loving him like a son, before she grew senile with 
  age. Even now Miggea loves Tovik, even though Tovik cannot 
  comprehend her own, tragic, spiral into madness.
  The cult also believes that Tovik, Aubec and all the other heroes 
  who served Myshella are but one aspect of the same hero. 
  Through serving Tovik, it is believed by all members of the cult 
  that, they, too, might be called upon to serve Myshella and so 
  prove themselves to be part of that same Champion of Law.
  But their key belief is in the Eternal Struggle. This is a warrior’s 
  cult dedicated to vanquishing Chaos and bringing reasoned order 
  to the world. The codes of chivalry are followed closely by the 
  Knight of Tovik and they share much in common with those who 
  follow Aubec’s cult.
  Worshippers
  Righteous warriors from across the Young Kingdoms but 
  with concentrations in Ilmiora, Jharkor, Lormyr and Filkhar. 
  Jharkorians believe that Tovik bested Mabelode at the battle of 
  Dhakos and created Dhakos Bay.
  In these countries the cult of Tovik maintains barracks attached to 
  either one of the churches of Arkyn or Donblas, or as part of the 
  regional militia or army. In Lormyr and Filkhar, where Aubec is 
  venerated, barracks to Tovik often contain a shrine to Aubec (and 
  vice versa).
  
  96
  Membership
  Standard. Cult ranks are as follows:
  Shield of Tovik (Lay Member)
  Sword of Tovik (Initiate)
  Hammer of Tovik (Acolyte)
  Battle Priest of Tovik (Warrior Priest)
  Knight of Tovik (Champion)
  Shield of Tovik
  Shields of Tovik are those young warriors who wish to prove 
  themselves worthy of serving as Swords within the cult. They 
  train in the cult’s barracks and spend around a year preparing for 
  entry into the cult.
  Sword of Tovik 
  Swords are the rank-and-file of the Unrelenting Knights; the 
  lowest rank of Tovik’s serving army.
  Swords of Tovik are required to undergo a vigil of three days and 
  three nights, wherein they fast and do nothing but contemplate 
  the reason of Law. For some, the vigil becomes a Compulsion; but 
  all Swords must undergo it. A Pact is then made with Tovik but 
  only a single POW is required to make it binding.
  Hammer of Tovik 
  Hammers of Tovik are the non-commissioned officers of the 
  cult, responsible for co-ordinating the Swords and maintaining 
  discipline. To become a Hammer, a Sword must meet the 
  following requirements:
  •	
  Pact (Tovik) 50%.
  •	
  Six Cult Skills at 50%.
  •	
  Have served as a Sword for at least three years.
  Battle Priest of Tovik
  Battle Priests are the officers of the cult, operating with both 
  military and religious power. Highly chivalrous, disciplined and 
  dedicated to the cause of Law. To become a Battle Priest, the 
  following requirements must be met:
  •	
  Pact (Tovik) 70%.
  •	
  Six Cult Skills at 70%.
  •	
  Have served as a Hammer for at least three years.
  •	
  Know at least two cult Runes.
  Knight of Tovik
  The Knights of Tovik are the epitome of the Lawful knight: chivalrous, 
  resplendent, brave and cunning warriors. They are commanders of 
  men and leaders of the righteous crusades against Chaos.
  •	
  Pact (Tovik) 90%.
  •	
  Six Cult Skills at 90%.
  •	
  Have served as a Battle Priest for at least 3 years.
  •	
  Know at least 2 cult Runes at 50%.
  Duties
  The principal duties of the cult are to protect the churches and 
  temples of Law and to serve the cults of Arkyn and Donblas. The 
  Knights of Tovik have no other specific duties except to serve as 
  the loyal soldiers of Law.
  Benefits
  Cult benefits accrue by rank in the form of Gifts, Compulsions, 
  Cult Skills, Runes and Legendary Abilities.
  Sword of Tovik 
  •	
  One Gift and one Compulsion.
  •	
  Training in cult skills at half normal cost.
  Hammer of Tovik
  •	
  One Gift and one Compulsion.
  •	
  Training in cult skills at half normal cost.
  •	
  May start to learn cult Runes.
  Battle Priest of Tovik
  •	
  One Gift and one Compulsion.
  •	
  Training in cult skills at half normal cost.
  •	
  One Rune at base percentage.
  Knight of Tovik
  •	
  One Gift and one Compulsion.
  •	
  Training in cult skills at half normal cost.
  •	
  One Legendary Ability.
  Gifts and Compulsions
  Gifts and Compulsions accrue as per cult rank.
  Gifts
  Automaton
  Combat Acuity
  Divine Training (Cult Skills)
  Enchantment
  Innate Luck
  Perfection
  Weapon of the Faith
  Compulsion
  Chastity
  Eternal Love
  Nervous Tic
  Never surrender to Chaos but always accept the surrender of an 
  unarmed opponent
  Perfection
  Vigil
  Wear only leather armour, as Tovik himself wore
  Cult Skills
  All weapons, Evade, Language (High Speech), Lore (Chivalry), 
  Lore (Law), Lore (Tovik), Unarmed.
  
  97
  Cult Runes
  The cult teaches the Runes of: Alarm, Bewilderment, Contact, 
  Law, Light, Protection, Purity, Reflection, Truth.
  Heroic Abilities
  Arrow Cutting, Born to the Saddle, Duellist, Heroic Aura, 
  Tireless.
  Retribution
  The cult does not seek retribution against those who leave its 
  ranks but traitors are hunted down to be tried by the courts of 
  Donblas.
  Politics and Relationships
  The Knights of Tovik are held in high regard across the 
  church of Law. As a warrior force they are effective and, 
  being devout to Law, the ideal protectors of the other cults. 
  These are fervent warriors of the cause but they lack the 
  single-minded obsession of the cult of Miggea and are therefore 
  considered to be more trustworthy.
  Pozz-man-Llyr
  Pozz-man-Llyr does not appear in the Elric saga as a 
  named Lord of Law, but is one of the many minor Lords 
  of Law who are known to exist in addition to those so 
  named.
  ‘We sail on a supernatural sea,’ said another, holding 
  out a gloved hand for the jug. Elric passed it to him. 
  ‘In Hasghan, where I come from, we have a legend of a 
  Bewitched Sea. If a mariner finds himself sailing in 
  those waters he may never return and will be lost for 
  eternity.’
  — Sailor on the Sea of Fate
  Purpose and History
  The sailors of Tarkesh are a superstitious lot who believe that 
  the oceans of the world mirror precisely the complexity of the 
  Multiverse. Within the oceans an eternal struggle is being waged 
  between the Elements and the forces of Law and Chaos for the 
  control of the water. The Elements are represented by Lord 
  Straasha, Chaos by Pyaray and the Whisperers and Law by Pozz-
  man-Llyr. As a result of this eternal battle the seas are tempestuous 
  and treacherous; Straasha rules the upper currents but Pyaray and 
  Pozz-man-Llyr struggle for the depths and their war causes the 
  mighty tides and turbulence that create huge, ferocious waves, 
  squalls and the other hazards that must be braved by the Young 
  Kingdoms’ mariners.
  Law itself, they believe, is not overly concerned with the oceans. 
  Water is an unruly element that cannot be readily shaped or 
  ordered. The major Lords of Law are therefore fearful of Lord 
  Straasha’s domain and have little to do with it. But Pozz-man-Llyr 
  is different. A minor Duke of Order who is the eternal sailor and 
  his golden boat plies the ocean that exists between worlds, using 
  his vast nets of silk and iron to capture the creatures of Chaos and 
  haul them to a vast whirlpool leading directly into the many hells. 
  Pozz-man-Llyr therefore cleanses the oceans of the Multiverse but 
  cannot impose order upon the water, for it is Straasha’s domain.
  Pozz-man-Llyr is also the god of boat-builders. As a Lord of Law 
  he understands the requirements for building the perfect boat; 
  light, robust, water-tight and capable of hauling cargo at speed. 
  Tarkesh’s boat builders regularly make a dedication to Pozz-man-
  Llyr before beginning a new build, in the hope that his wisdom 
  will make the vessel as good as it possibly can be.
  Myths
  The Warrior, the Ship and the Net (Mythic Resonance 70%) 
  – The Fight Against Chaos on the Sea: Pozz-Man-Llyr lived in 
  peace by a grey sea, which stretched for eternity. He had no desire 
  to sail its waters because he had all he needed on the land. His wife 
  was the fair lady of the waves, a gift from Lord Straasha, whom 
  Pozz-Man-Llyr had once honoured.
  
  98
  One morning as Pozz-Man-Llyr wandered the beach, finding 
  shells to fashion into a necklace for his wife, a great disturbance 
  came upon the calm waves and a monster reared from the ocean, 
  it had many heads and many mouths. It struck the beach where 
  Pozz-Man-Llyr walked and stalked towards him. Pozz-Man-Llyr 
  had no sword because he had never needed one. He had only the 
  shells he carried in his pouch. ‘Someone must help me,’ he cried, 
  fearing for his fair wife. ‘This thing of Chaos is too strong!’
  A man of great beauty and a perfect face appeared beside Pozz-
  Man-Llyr, walking from the dunes. His armour was of white and 
  his shield gleamed in the sun. ‘I am Shalod,’ the man said. ‘We 
  will face this thing together.’
  Shalod of Law handed Pozz-Man-Llyr an axe and together they 
  engaged the monster, hacking and slicing at its many heads, many 
  mouths, many tentacles and many arms. After a day and a night 
  the monster was dead and Pozz-Man-Llyr thanked the golden 
  haired man who had come to his aid. ‘What service can I perform 
  for you?’ He asked.
  ‘I am a traveller recently deposed from my own lands,’ Shalod 
  said. ‘I am seeking the Hall of Great Arkyn, my brother, but I 
  cannot cross this ocean. Can you help me in that regard?’
  Now Pozz-Man-Llyr had seen this Arkyn once before and the two 
  had enjoyed an agreeable meeting. ‘I was given wisdom by Lord 
  Straasha of the waves,’ Pozz-Man-Llyr said. ‘He showed me how 
  to build a chariot that will cross the waves.’ And so together the 
  men cut wood, shaped it, fastened it and made it fast against the 
  water. Pozz-Man-Llyr’s wife fed them and entertained them and 
  blessed the hull of the ship with her water magic. The next day, 
  Pozz-Man-Llyr sailed with Shalod across the gloomy waters to the 
  island where the Hall of Great Arkyn arose.
  Arkyn welcomed both men and was saddened to learn of Shalod’s 
  defeat at the hands of Chaos and the attack upon Pozz-Man-
  Llyr’s beach. He gave Pozz-Man-Llyr a net, woven of gold. ‘This 
  net will ensnare any creature that Pyaray of Chaos sends against 
  you. Dredge it into the waves and you will catch many of these 
  monsters. Take them to the whirlpool that lies south of here and 
  open the net above it. Then will your beaches be safe.’
  And so Pozz-Man-Llyr did as Arkyn commanded and rid the 
  ocean of many monsters. In time he had many sons with his 
  wife and he taught them the secret of the Ship and the Boat and 
  together they continued to clear the sea of monsters.
  Beliefs
  The oceans of the Young Kingdoms are an extension of the vast 
  ocean that flows between the worlds. Like the surface world the 
  ocean has many aspects, many dimensions, and is a battle-ground 
  between Law and Chaos.
  Pozz-man-Llyr, in his golden boat, sweeps the oceans clean of the 
  taint of Chaos, restoring it to Lord Straasha. Pyaray is Pozz-man-
  Llyr’s enemy and it is Pozz-man-Llyr’s aim to scupper the Fleet of 
  Chaos so that it can never seize control of the surface ocean, or 
  bring piracy to the ocean between the worlds.
  Worshippers
  The cult of Pozz-man-Llyr is confined to Tarkesh although small 
  shrines can be found in Dhakos and Aflitain. Worship is informal; 
  there are no priests and the cult has no defined hierarchy. Pozz-
  man-Llyr is seen as a travelling god who has no need for structured 
  rituals. His temple is the ocean itself and worshippers demonstrate 
  their veneration by placing their trust in him when they set sail.
  For boat-builders and shipwrights, it is traditional for a brace of 
  fresh fish to be placed at Pozz-man-Llyr’s shrine as an offering, in 
  exchange for the blessing of a boat about to be built.
  Anyone can worship Pozz-man-Llyr and dedicate themselves to 
  his service through establishing a Pact. As there are no ranks or 
  priests within the cult, benefits are handled slightly differently. 
  See Benefits.
  Duties
  •	
  Build good, sturdy boats according to the principles of 
  woodworking, mathematics and physics.
  •	
  Keep the seas swept of Chaos.
  •	
  Be the enemy of the Whisperers.
  •	
  Consider Straasha an ally. The sea is his realm.
  Benefits
  Worshippers of Pozz-man-Llyr gain a Gift and Compulsion from 
  venerating Pozz-man-Llyr when the Pact is established but only 
  gain a further Gift and Compulsion when the value of the Pact 
  exceeds 70%.
  For every point of POW dedicated to the Pact, the adherent may 
  add half his Pact skill as a bonus to one Cult Skill. 
  
  99
  So, a Tarkeshite sea captain with Pact (Pozz-man-Llyr) 60% and 
  three points of POW dedicated to the Pact could add a +30% to 
  three cult skills.
  The cult has no runes or summonings but Pozz-man-Llyr seems 
  to be a very active god and if called with Divine Intervention has 
  been known to offer direct aid.
  Gifts and Compulsions
  As per Benefits.
  Gifts
  Divine Training
  Enhanced Learning
  Increased Health
  Sense Enemies
  Sense Million Spheres
  Tireless
  Compulsions
  Armour Rejection
  Challenge Chaos
  Chaos Phobia
  Deck-Bound
  Merciful
  Never use a shield
  Cult Skills
  Athletics, Boating, Craft (Boat/Ship Building), Lore (Law), Lore 
  (Pozz-man-Llyr), Lore (Sea), Shiphandling, Survival.
  Retribution
  The cult takes no retribution against those who betray its ways, 
  although Tarkeshite superstition hold that traitors are doomed to 
  forever sail the Million Spheres, never knowing land and never 
  knowing fresh water.
  Politics and Relationships
  The cult is naturally the sworn enemy of the Whisperers but given 
  the Whisperers’ power and influence through its veneration in 
  Pan Tang and Dharijor, the cult of Pozz-man-Llyr is somewhat 
  ineffectual in comparison. The cult has no great navies to oppose 
  the pirate vessels of Pan Tang but Tarkesh does build ships that 
  can out-run the war galleys of the Pan Tangian fleets.
  As a cult of Law, Pozz-man-Llyr stands almost alone. He is 
  unrecognised much outside of Tarkesh, although some of the 
  legends concerning Arkyn do refer to the boat builder who 
  created Arkyn’s golden boat and this is taken to mean Pozz-man-
  Llyr. The other cults of Law have only feelings of ambivalence to 
  this Tarkeshite cult.
  The alliance with Straasha is strong, however. Many Tarkeshites 
  worship both Straasha and Pozz-man-Llyr and there is no 
  antagonism between the two cults.
  T’aargano
  T’aargano is the Lord of Nature and Spirits. His worship is limited 
  as those who venerate nature and tend to follow the elemental 
  cults. However amongst many primitive and nomadic cultures 
  that follow Law, he is a frequently venerated lord as he is believed 
  to be the guardian of the spirit world, acting as the gatekeeper 
  between the realms of Law, the spirit plane (or Grey Planes) and 
  the mundane world.
  Purpose and History
  T’aargano is the guardian of the natural world and the spirit 
  world. Sacred to him are flora, fauna and spirits – because all living 
  things and many non-living things, possess a spirit or soul. His 
  purpose is to guard their safety against the perversions of Chaos 
  even though this role brings him into conflict with the elemental 
  rulers and the Beast Lords, both of whom lay similar claims.
  T’aargano is an old Lord of Law, forgotten by many but greatly 
  revered by those who know of his presence. It is possible that he 
  predates gods such as Arkyn and Donblas and he may even be the 
  first Lord of Law. Whatever his age or status with the hierarchy of 
  the Lawful Lords, T’aargano is a fierce but aloof deity who cares 
  more for animals, plants and what becomes of the mortal spirit 
  than he does for mortals themselves.
  In the earliest days of the Bright Empire, before the Mernii turned 
  to Chaos, T’aargano was revered more widely although, at that 
  time, it was not known which of the powers he represented. The 
  Mernii made Pacts with T’aargano as readily as they made Pacts 
  with the elemental and beast rulers and this granted them their 
  earliest form of magic: Spirit Magic; powers that fell into grave 
  disuse when Chaos introduced sorcery to their ways.
  T’aargano’s realm is that strange, timeless world where all spirits 
  reside. He sees the Multiverse through the eyes of the spirits and 
  
  100
  can inhabit each spirit to gain access to the material world. Flesh 
  and blood that is knowing and corruptible is abhorrent to him. 
  Sapient species hold little interest unless they are in a spirit form 
  or divorced from their physical bodies where he can see into their 
  true natures and where their true natures cannot be interfered 
  with by other forces.
  T’aargano did not create the spirit world but became its guardian 
  when the Lords of Chaos came to plunder it so that more souls 
  could be condemned to their many hells. He led the great battles 
  that established the boundaries between the spirit plane and the 
  underworlds and he was known then as the Great Spirit Walker 
  or Grandfather Shaman. He taught the primitive mortals of the 
  world how to revere the spirits and communicate with them in 
  the hope that they would learn and grow. 
  Myths
  T’aargano Summons Great Ancestor (Mythic Resonance 77%):
  T’aargano was in his castle of sand when the first demons invaded 
  the spirit realm. They came in an army that butchered first the 
  nature spirits and then turned their claws on the animal spirits. 
  The spirits had no defence against the demons and, on the 
  mundane world, plague, pestilence and death struck all at once, 
  creating a decaying wilderness.
  This was before men came to exist. It is before we can recall.
  The animal spirits fled to their lodges and hides and the demon 
  army congregated at T’aargano’s castle. At their head was a Lord 
  of Chaos with no face. He demanded that T’aargano surrender 
  his realm unto Chaos and it would become a part of hell. ‘Hell 
  is not to be feared,’ the Faceless God said. ‘It offers unbridled 
  possibilities.’
  T’aargano did not listen to such sweet beguiling words. Already 
  he was summoning the Great Ancestor, the One Spirit from 
  which all spirits emerged and which is all things to all forms of 
  life. Great Ancestor is the Great Tree, the Lord of Beasts and the 
  ancestor, even, of human kind. Only Great Ancestor could defeat 
  the Faceless God and his minions.
  T’aargano sang the ancient songs that brought into existence the 
  cosmos and even himself. He chanted and swayed as around him 
  the demon army began to destroy his castle of sand grain-by-grain. 
  Around him and within him Great Ancestor heeded the call. He 
  came first as the whirlwind, which blasted the demons far and wide. 
  Next he came as the firestorm, which scorched them and turned 
  them to ashes. Then he came as the Hammer of Life and smashed 
  them. Finally he came as the Wave and washed their repellent 
  remains from the spirit world, plunging them back to their hells.
  The Faceless God stood his ground and, when Great Ancestor was 
  done, he was forced to surrender at T’aargano’s feet, chained and 
  shackled so that he dark bladed swords were beyond use.
  ‘There shall always be distance between the world of spirits and 
  the world of demons,’ T’aargano said. ‘The natural path of the 
  soul is to come here. You seek to deny them that. I cannot kill you 
  for you are a god and thus immortal. I also know that it is in your 
  nature to crave the power that spirits bring. Your doom will be to 
  fight for the fate of every spirit and every soul. No living thing 
  shall ever be condemned to hell unless it has made a willing pact 
  with you and your kind. All things of freedom shall come here 
  and be protected by me. Go now, or Great Ancestor shall bind 
  you into eternity and you shall never deliver this message to your 
  brethren.’
  And so the Faceless God left, chastised and beaten, and it became 
  the way of things that certain gods will try to barter for souls when 
  all of T’aargano’s realm awaits them naturally.
  Beliefs
  Worshippers of T’aargano believe that the mortal form is but a 
  shell. True reality lies in the spirit realm. Life is but a proving 
  ground. Those who fail are those who bond themselves to one 
  god or another, including the Lords of Law. Thus, T’aargano’s 
  worshippers do not enter into any Pact with their deity but await 
  a natural passage into his domain upon death. In the meantime, 
  those who remain true to T’aargano’s calling are permitted access 
  to the spirit world and to call upon the spirits to aid them when 
  the time is right to do so.
  Worshippers
  The cult of T’aargano is a shamanic cult but one that, through 
  the original veneration of the Mernii, is found in more civilised 
  societies than the traditional spirit and ancestor cults. T’aargano’s 
  worshippers are more mystics than shaman, although they 
  command similar magics and hold similar beliefs.
  Membership Requirements
  Membership is only open to those who demonstrate a natural 
  affinity with the spirit world, represented by a minimum POW 
  of 15 or some other symbol (such as a Background Event) or 
  demonstration. Those with POW 15 or higher may join the cult 
  as Followers. The ranks are as follows:
  Follower (Initiate)
  Mystic (Fervent Member)
  Seer (High Lord/Priest)
  
  101
  Benefits
  No Pact is made. Progression through the ranks is as per the 
  RuneQuest Core Rulebook and the benefits of each rank for a 
  spirit cult are accrued. However the following additional benefits 
  accrue with each rank.
  Follower
  •	
  One Gift and one Compulsion. 
  •	
  Skill of Spirit Walking at the base value.
  Mystic
  •	
  One Gift.
  •	
  Skill of Spirit Binding at the base value.
  Seer 
  •	
  One Gift and one Compulsion.
  •	
  One Heroic Ability.
  The duties of T’aargano’s worshippers are simple: venerate all 
  spirits, refrain from the injury of wildlife and enter into no Pact 
  or relationship save that of T’aargano
  Gifts and Compulsions
  Gifts and Compulsions accrue as per cult rank.
  Gifts
  Abstinence
  Animal Familiar
  Divine Training
  Fate
  Innate Luck
  Perfection
  Sense Enemies
  Tireless
  Compulsions
  Absolute Mercy
  Armour Rejection
  Challenge Chaos
  Chaste
  Close Combat Pacificism
  Collector
  Healing
  Merciful
  Pedantic
  Secretive
  Cult Skills
  Insight, Lore (Law), Lore (T’aargano), Meditation, Spirit Binding, 
  Spirit Walking, Survival.
  Cult Runes and Magic
  The cult teaches no Runes; only its Spirit Magic.
  Heroic Abilities Available
  Defiant Leap, Disease Immunity, Empathic Wound, Loremaster, 
  Poison Immunity, Wall Leaping.
  Retribution
  None. However, those who lapse from T’aargano’s path lose their 
  Spirit Walking and Binding abilities and are denied access to the 
  spirit plane. They are doomed to reincarnate throughout eternity, 
  forever saddled with the knowledge of what could have been 
  theirs.
  Politics and Relationships
  This is a solitary cult with no closer ties with any of the other 
  cults of Law. T’aargano mystics are seen as eccentric, lesser-
  cousins to other cultists of Law and they do nothing to dispel 
  that impression, often leading hermetic existences or keeping 
  themselves aloof from the more orthodox practises of Law.
  
  102
  ;
  c
  h
  a
  p
  t
  e
  r
  f
  i
  v
  e
  Personality Cults
  This chapter provides cults that do not fall into the Eternal 
  Struggle and reflect personalities, ideals and so forth. As some of 
  these cults do not focus on a deity per se, Divine Intervention 
  is often not possible but this does not diminish the necessity 
  or existence of such cults. Belonging to a cause or venerating a 
  particular person is common in the Young Kingdoms.
  Personality cults tend be based on specific, remarkable individuals 
  who, in some way, challenged the existing order and shaped a 
  new one. One curious example is that of Earl Aubec of Malador. 
  An enemy of the Bright Empire and Chaos, he is, nevertheless, 
  revered amongst some sections of Melnibonéan society simply 
  because he displayed the kind of bravery that, irrespective of its 
  allegiance, deserves recognition and honour. Elric himself is noted 
  as entering battle against pirates with ‘a five-foot broadsword 
  which, it was said, had belonged to a human hero called 
  Aubec.’ And with the same weapon he faces his cousin, Yyrkoon. 
  Even Melniboné, so ancient that it views humans as upstarts, 
  can recognise individual bravery and heroism to the point where 
  it makes a lasting impression (even if Aubec’s own beliefs and 
  allegiances were contrary to the Bright Empire’s own).
  Personality cults, then, do not necessarily believe that the spirit 
  of the individual guides and advises but his deeds demonstrate 
  ideals that are worthy of the commemoration and his personality 
  was strong enough to warrant continued reverence and devotion 
  to similar causes.
  These cults are not supported by myths. However, anyone 
  who joins a personality cult gains the Passion Love (Cult) at its 
  base percentage as described in the Elric of Melniboné Core 
  Rulebook. This passion can be used to enforce cult behaviour and 
  offer insight in a similar way to Mythic Resonance.
  Cult	of	Terhali
  ‘…Terhali, the Green Empress, who had ruled the Bright 
  Empire from the year 8406 after its foundation until 9011. 
  Her longevity and green-tinged skin and hair had marked her 
  out. She had been a powerful sorceress, even by Melnibonéan 
  standards. She was also reputed the daughter of a union 
  between Emperor Iuntric X and a demon.’
  — Stormbringer
  Terhali’s cult is specifically an ancestor/personality cult but is also 
  considered to be a sorcerers’ cult and a sub-cult of both Xiombarg 
  in her incarnations as a single Lord of Chaos and as one of the 
  Sword Rulers.
  Melnibonéan Ancestor Cults
  The Dragon Lords have several ancestor cults, including 
  Terhali, the ‘black ringletted’ Rondar IV and ‘horror-
  burdened’ Kahan Vn. Terhali is described here and her 
  description forms a useful template for the similar ancestor 
  cults of the Dragon Isle.
  Purpose and History
  An empress of the Bright Empire for 605 years, Terhali was a 
  notorious leader of her people, a devout worshipper of Xiombarg 
  and owed her remarkable lifespan to both the natural longevity of 
  the Melnibonéans and her half demon ancestry.
  She was born into the royal line as the only daughter of her father, 
  Iuntric X, and the demon-queen Vah’ah’nessa. Terhali possessed 
  the noble bearing and physique of her father but the green skin, 
  phenomenal intellect and duplicitous personality of her mother. 
  She was not destined to be empress; her three brothers stood 
  before in line for the Ruby Throne but one-by-one her siblings 
  met with unfortunate fates leaving the way clear for her to ascend 
  upon her father’s death (which was similarly unfortunate and 
  untimely).
  As empress, she supplanted Arioch’s role as patron demon of 
  Melniboné with Xiombarg, an action that alienated many nobles 
  and the Lord of the Seven Darks himself. Arioch became Terhali’s 
  direct enemy but, as this meant going against one of his equals in 
  
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  the realms of the Higher Powers, and a fellow Sword Ruler, he was 
  formed to act in clandestine ways. For 300 years an internecine 
  struggle between the cults of Arioch and Xiombarg was waged, 
  with Terhali revelling in the infamy.
  During her reign Terhali decided that Imrryr was not grand 
  enough for her rule and so she built a new capital, Yagala, which 
  overlooked the wide bay leading into the Meadows of Lassitude 
  on Melniboné’s western coast. Yagala was built of solid gold by 
  demon consorts and its streets glittered with jewels and slabs of 
  silver. Terhali’s inner court was filled with demon lovers, lackeys 
  and servants. The outer court was populated by the obsequious 
  sorcerers and flunkeys who sought personal gain by pledging 
  allegiance to Terhali’s rule. Only Xiombarg could be worshipped 
  in Yagala’s golden streets and her image was everywhere. Those 
  who opposed Terhali or denied Xiombarg found themselves in 
  the gold and silver dungeons and torture chambers, the playthings 
  and meals of her demonic and human followers. Melniboné, 
  under Terhali’s six century rule, was a dark and terrible place. That 
  terror spilled across the Bright Empire and, during this period, 
  Melniboné was arguably at the height of its cruelty.
  Terhali encouraged the study of sorcery and was an accomplished 
  sorceress herself. She sought to establish the earth and all planes 
  close to it as worlds loyal to the Sword Rulers and her crusades in 
  the name of Xiombarg crossed – and destroyed – worlds.
  Eventually though, Terhali’s reign was brought to an end. An 
  exiled Melnibonéan nobleman, a silverskin known as the White 
  Raven, led a band of sorcerers and Dragon Princes against Terhali, 
  Lord Arioch aiding their schemes. White Raven sought not to 
  destroy Terhali herself but rather to attack her city, Yagala. The 
  sorcerers he led sealed the city from the outside and White Raven 
  called upon Arioch and the army of the Seven Darks to rid the 
  world of Terhali’s influence. Yagala disappeared. Terhali’s reign was 
  no more and the Bright Empire returned its allegiance to Arioch.
  The cult of Terhali persisted but was outlawed for centuries. Its 
  followers, in the distant years, hid all across the Bright Empire 
  and so Terhali’s veneration spread with them. Shrines to the Jade 
  Empress are found in secret places all over the Young Kingdoms, 
  not least in temples dedicated to Xiombarg and the Sword Rulers. 
  As memory of Terhali faded, so did the hatred of the cult and 
  in time veneration of Terhali became acceptable again, with the 
  Jade Empress being worshipped as an ancestral demi-god who 
  advanced the Bright Empire’s influence far and wide in the 
  Multiverse.
  Beliefs
  The cult has several core beliefs:
  •	
  Terhali was Xiombarg’s earth-bound representation and a 
  Princess of the Sword Rulers.
  •	
  Her half-Melnibonéan and half-demon lineage signalled the 
  birth of a new race that was cruelly curtailed.
  •	
  Melniboné was at the height of its powers under her rule. If 
  she could be returned, the Bright Empire would rise again.
  •	
  Arioch and the remaining Lords of Chaos were lesser beings 
  when faced with Xiombarg’s might; Xiombarg should be the 
  ascendant goddess of Chaos in the world, not Arioch.
  The cult therefore seeks to return Terhali to the plane (for they 
  do not believe she is dead) of the Young Kingdoms, so that the 
  Bright Empire can be restored with Yagala as its capital. They wish 
  to see the earth become a Sword World under Xiombarg’s control 
  and all other Lords of Chaos to become mere vassals to her glory.
  Worshippers
  In the age of the Young Kingdoms, veneration of Terhali is confined 
  to sorcerers who seek to advance their pacts with Xiombarg and 
  those Melnibonéans who claim descent from Terhali’s line. Terhali 
  birthed some 80 children during her lifetime, not all of them pure 
  Melnibonéan and the Jade Empress’s lineage is still present in the 
  bloodlines of the Dragon Isle.
  The cult has no Lay Members; one is either an adherent of Terhali 
  or one is not. The hierarchy within the cult is as follows:
  Cult Ranks
  Initiate of Jade (Initiate)
  Citizen of Yagala (Acolyte)
  Jade Sorcerer (Sorcerer-Priest) or Jade Sword (Warrior-Priest)
  Duke/Duchess of Yagala (Champion)
  It is common for worshippers of Terhali to either have a jade 
  representation of her in a private, home shrine, or to carry a small 
  figurine, made of jade or opal, on their person.
  Initiate of Jade
  Jade Initiates must have a minimum of four points of POW 
  dedicated to Terhali. Alternatively, if they are already in a Pact 
  with Xiombarg, then a lower POW dedication to the Terhali Pact 
  is permissible as long as the balancing amount comes from the 
  Xiombarg Pact.
  Initiation into the cult confers a Gift and a Compulsion (see 
  Benefits). Initiates are also eligible to learn magic – both Runes 
  and Summonings – taught by the cult.
  Citizen of Yagala
  To become a Citizen of Yagala the following conditions must be satisfied:
  •	
  Pact (Terhali) of 50% or greater.
  •	
  Development of one Rune to 50% or greater.
  •	
  Development of one demon Summoning to 50% or greater.
  •	
  High Speech at 70% or greater.
  Citizens receive a further Compulsion but may also take a further 
  Gift. Any points of CHA sacrificed through tattooing counts 
  towards the POW value of the Gift.
  
  104
  Jade Sorcerer (Sorcerer-Priest) or Jade Sword 
  (Warrior-Priest)
  Jade Sorcerers and Swords must fulfil the following conditions:
  •	
  Pact (Terhali) of 70% or greater.
  •	
  Development of one Rune to 70% or greater, or one sword 
  skill to 90% or greater.
  •	
  Development of one demon Summoning to 70% or greater.
  •	
  High Speech at 90% or greater.
  Jade Sorcerers and Swords receive a Compulsion and a Gift.
  Duke/Duchess of Yagala
  No more than four Dukes or Duchesses exist at any one time.
  Becoming a Duke of Yagala requires the following:
  •	
  Pact (Terhali) of 90% or greater.
  •	
  Development of one Rune to 90% or greater and one sword 
  skill to 100% or greater.
  •	
  Development of one demon Summoning to 90% or greater 
  and a second at 70%.
  •	
  High Speech at 100% or greater.
  The Dukes of Yagala are the targets of many enemies – usually 
  champions of Arioch and Mabelode – and so they travel incognito, 
  often spending a great deal of time abroad in the Multiverse 
  searching for Yagala’s whereabouts. They convene, once per year, 
  on the Silent Lands, where, for 24 hours, an illusion of Yagala is 
  conjured as a reminder of what they seek to return.
  Dukes of Yagala receive a Gift and Compulsion.
  Duties
  Regular worship is expected of all ranks, with Terhali being 
  offered gifts, promises, exhortations, prayers and, occasionally, 
  sacrifices. At the ceremonies the Jade Sorcerers summon demons 
  and demand news of where Terhali is kept prisoner and engage 
  in the kinds of orgiastic rites that made Terhali’s city of Yagala 
  (in)famous.
  Jade Initiates
  Initiates are expected to offer regular worship, eight times a year, 
  to Terhali through ceremonies performed at a temple dedicated 
  solely to her or at a shrine within a Xiombarg temple. Temples are 
  found in Imrryr, Dharijor (once a major province of the Bright 
  Empire during Terhali’s reign), northern Ilmiora (though they are 
  well-hidden from the prying eyes of Law) and Pikarayd.
  All Initiates must wear green in their dress and some form of jade 
  jewellery, usually a ring or pendant.
  Citizens of Yagala
  Citizens are expected to spread the news of Terhali’s continued 
  greatness and expected return to the masses. Opposition to the 
  male Sword Rulers is mandatory and the aim is to propagate 
  the rising of the Jade Empire Terhali will bring when Yagala is 
  returned from its exile.
  Citizens of Yagala are expected to dye parts of their skin jade 
  green, or adorn themselves with jade green tattoos. The more 
  fanatical adherents of the cult have their entire bodies tattooed 
  green in commemoration of the Jade Empress. If a Citizen of 
  Yagala does this, then they lose 1D3 points of CHA but may add 
  the points lost to their Pact (Terhali) value as though dedicating 
  further POW. 
  Jade Sorcerers and Jade Swords
  Jade Sorcerers and Swords are the enforcers of the cult. Sorcerers lead 
  Initiate and Citizen worship and Swords are expected to actively battle 
  for the cult. Both are expected to advance the cult’s aims through 
  specific quests and missions – usually against the male Sword Ruler 
  cults and others who oppose Terhali’s memory and glory.
  Jade Sorcerers and Swords are expected to communicate only in 
  High Speech, disdaining even the Low Speech of Melniboné. 
  Everything they do should honour Terhali and pave the way for 
  her return, including dedicating time and energy to the location 
  of Yagala and discovering how the city of gold can be brought 
  back to the Young Kingdoms.
  Dukes of Yagala
  The Dukes of Yagala are the driving forces behind the cult. Their 
  soul purpose is to find and bring back Terhali so that the Jade 
  Empire can be forged. They believe her return will result in civil 
  war between the Sword Rulers and so the world must be prepared 
  for a battle of the like unseen since the height of the Bright Empire.
  Benefits
  The benefits of cult membership are listed for each rank, previously. 
  The overwhelming benefit that all adherents to the cult expect is 
  to become courtiers to Empress Terhali when she returns to the 
  Young Kingdoms and reclaims her empire, forging a new age of 
  Melnibonéan and sorcery-led domination of the world.
  Gifts and Compulsions
  These accrue as per cult ranks.
  Gift
  Chaotic Blessing
  Divine Training
  Elemental
  Magical Recovery
  Neutralise Rune
  Resurrection 
  Rune
  Sanctuary
  Sense Million Spheres
  Slave
  Summon
  Witch Sight
  
  105
  Compulsions
  Armour Rejection
  Demonic fervour 
  Dread
  Hatred of Arioch
  Hatred of Pan Tang
  Jealousy
  Lust for Terhali
  Obsessed with finding the ultimate location for the city of Yagala 
  when it returns; this may or may not be within Melniboné’s 
  borders
  Paranoia
  Unkillable
  Wear nothing but green; the skin must be dyed completely to a 
  shade of jade
  Cult Skills
  The cult teaches the following skills
  All Sword Combat Styles, Language (High Speech), Lore (Chaos), 
  Lore (Million Spheres), Lore (Sword Rulers), Lore (Terhali), 
  Seduction.
  Cult Magic
  The cult of Terhali teaches the following Runes: Chaos, Contact, 
  Man, Protection, Raising, Woman.
  The cult teaches the following summonings: Command (Demon 
  of Combat, Demon of Desire, Demon of Transport), Summon 
  Creatures of Matik.
  Retribution
  Leaving the cult is considered an act of betrayal. All acts of betrayal 
  result in the traitor being hunted by a Demon of either Combat 
  or Desire invested with eight Magic Points. The demon does not 
  seek to kill the traitor, only to capture. However, the captured 
  traitor is taken by the demon to one of Xiombarg’s prison hells 
  where all Terhali’s enemies, when she was present, were sent for 
  torture and worse. When Terhali’s rule is restored, all traitors will 
  be presented to her for judgement and punishment.
  Politics
  The cult clearly holds the remains of the Bright Empire in 
  contempt. Terhali might rule still, and the Bright Empire 
  would never have fallen, if her glorious empire had continued. 
  Melnibonéans who engage in their selfish ennui are weak and 
  unworthy of further life. Only those who seek the return of 
  Empire are worthy of respect. The key political aim of the cult is 
  therefore to replace what Melniboné has become with the vitality 
  it experienced under Terhali and then to completely subjugate the 
  Young Kingdoms, instituting a world ruled by the Jade Empress 
  and Lady Xiombarg of Chaos. Then, the Jade Empire will turn its 
  attentions to Law and destroy it once and for all.
  Relationships
  The cult is at the heart of an essential schism between the Sword 
  Rulers. Not all who venerate Xiombarg are sympathetic to the 
  cult of Terhali’s aims, but those venerating Arioch and Mabelode 
  despise Terhali’s cult and would have it stamped out.
  In Imrryr, the cult is tolerated as long as it remains a cult 
  venerating a glorious ancestor; certainly the desire for Yagala to 
  be brought back from wherever it has been consigned is seen 
  as dangerous, threatening the Dreaming City’s position but the 
  emperors of Melniboné are confident that Yagala and Terhali, are 
  so far beyond reach that the cult’s objectives are ultimately futile.
  So, Where is Terhali and Yagala?
  When Yagala was attacked and banished from the Bright 
  Empire, the entire city was moved to a version of the earth 
  very different to that of the Young Kingdoms. The city 
  now resides in a world dominated by the Hyperboreans 
  and is submerged in a lake outside a country known as 
  Koth. The world of the Hyperboreans is primitive and 
  violent – reflecting the world Terhali knew when she 
  reigned. For now, the Jade Empress is entombed in her 
  city and held within the Sighing Lake but in that world 
  there are sorcerers who are drawn to the legends of the 
  sunken city and may release Terhali from her doom. If that 
  happens, she would be free to contact her faithful across 
  the Million Spheres and set in motion sorcery of her own 
  that would return Yagala to the Young Kingdoms.
  Spell	Thieves
  ‘Human? I, human? I am not human, madam — though I be 
  a mortal, ‘tis true. I am of older blood, the blood of the Bright 
  Empire itself, the blood of R’lin K’ren A’a which Cran Liret 
  mocked, not understanding what it was he laughed at.’
  — Elric at the End of Time
  Purpose and History
  Cran Liret was one of the Bright Empire’s most eminent sorcerers. 
  As his power grew, so did his arrogance until he rashly believed 
  that he was above the Emperor and occupied an equal status 
  with the Lords of Chaos. His early career was spent in assisting 
  the Bright Empire’s expansion and administration through the 
  powerful manipulation of the raw stuff of Chaos, harvested from 
  the edge of the world. His natural nemesis was Myshella, Empress 
  of the Dawn and, for a time, they were even lovers.
  As his sorcerous skills developed over the course of centuries, 
  Cran Liret learned to project his essence across the Multiverse 
  and, in so doing, discovered planes of existence where certain 
  machineries had been employed to specifically shape Chaotic 
  energy. Cran Liret stole those secrets and brought them back 
  
  106
  to the Young Kingdoms and his base on Sorcerers’ Isle. Here, 
  he crafted his infamous Chaos Engines which he used to warp, 
  mutate, enhance and complicate all manner of life without regard 
  for its consequences: only the results mattered. His powers over 
  creation expanded and as his arrogance increased he believed he 
  was truly untouchable. He used his capabilities to steal the closely 
  guarded secrets of Melniboné’s other powerful sorcerers, as well 
  as the energies and secrets of sorcerers from across the Million 
  Spheres. If he had not have been stopped, Cran Liret would, 
  undoubtedly, have become the greatest sorcerer in the Multiverse 
  and, quite possibly, achieved ascension to the Higher Realms as a 
  Lord of Chaos.
  His arrogance and his theft was his undoing. Melniboné tired of 
  his growing power and sent battle barges and dragons to halt his 
  progress. The might of Melniboné engaged the demonic might of 
  the Chaos Engines at Sorcerers’ Isle and the battle was terrible in 
  its form. Demons and elementals captured and enhanced by Cran 
  Liret’s Chaos machinery clashed with the dragons and elite forces 
  of the Bright Empire which, naturally, brought its own sorcery to 
  bear. The outcome was by no means inevitable and it is thought 
  by the historians of Imrryr that the Lords of Chaos themselves 
  were petitioned to end the Spell Thief’s reign. Eventually, Cran 
  Liret was defeated and his body discovered in front of the Chaos 
  Engine known as The Forge.
  From that point on, Sorcerers’ Isle became a misty, moody, derelict 
  island and Cran Liret’s name became simply another name in 
  Melniboné’s illustrious history.
  Yet Cran Liret is not dead. His body was destroyed, yes, but the 
  Thief of Spells used his own machines to capture his soul and hold 
  it in suspension, conscious and scheming, an arrogant wraith of 
  the Moonbeam Roads. Cran Liret cries out for physical form so 
  that he may stride the earth once again and visit all manner of 
  doom on the descendents of those who took arms against him. 
  His conscience is still active and it sends forth messages, carried 
  as dreams, to lure the perfect, unwitting body, to Sorcerers’ Isle. 
  Cran Liret seeks a worthy body to carry his fabulous essence; 
  something young, strong, virile and attractive. He cares little if 
  the body is human or Melnibonéan – only that it is worthy in 
  his own, twisted schemes. The messages he sends, in the form 
  of dreams, weave through the Multiverse, infecting the sleep of 
  random individuals who, night after night, feel compelled to 
  seek-out Sorcerers’ Isle and present themselves to The Forge, 
  where their bodies might merge with Cran Liret’s soul. To date, 
  Cran Liret has failed to find a body that meets his requirements, 
  but all those who have failed to impress the imprisoned sorcerer 
  have become his devotees, treating Cran Liret like a god. Despite 
  having failed to offer him their bodies, they have still forfeited 
  their souls and become disciples of the Spell Thief cult. So now 
  they search the Young Kingdoms and other planes, looking for the 
  perfect vessel for their demi-god’s soul and stealing all manner of 
  sorcerous magic and power both in honour of their master and to 
  add to his already immense libraries.
  Cran Liret’s singular influence might be trapped but his doomed 
  disciples wander the earth in his stead, seeking ways to release him 
  – and if they succeed, his power and crazed ambition is such that 
  he will claim his place alongside the Lords of Chaos and become 
  a god.
  Beliefs
  The Spell Thieves believe that Cran Liret is a Chaos Lord in 
  waiting. He is proof-positive that a mortal being can become a 
  god and the disciples of the cult therefore have two aims: to bring 
  Cran Liret physically back to the world and then to follow in his 
  footsteps and become gods too, vassals of their Lord in Waiting.
  Through this belief the cult has understood that immortality is 
  attainable, that power need not be transient and that the Lords 
  of Chaos can be met with, and challenged by, ambition and 
  knowledge. Cran Liret is therefore worshipped both as an example 
  of transcendence and transformation as well as a fledgling Chaos 
  Lord. The cult believes that faithfulness to Cran Liret will result 
  in their own transformation into minor dukes of Chaos, rewarded 
  with their own worlds and hells to rule over.
  But before that reward, cult members know that Cran Liret 
  has a revenge to enact. The royal line of Melniboné and many 
  
  107
  of its nobles, moved against the Spell Thief – and they must be 
  punished. The cult therefore makes it its business to scour the 
  world in search of the descendents of those who took part in the 
  Battle of Sorcerers’ Isle so that they can be identified accurately 
  once Cran Liret achieves physical form once again.
  Worshippers
  Anyone can become one of Cran Liret’s worshippers. The cult is 
  a mixture of those unfortunates who have been infected by Cran 
  Liret’s dream messages, those who have stumbled upon the Spell 
  Thief’s teachings and actively sought-out the cult and those who 
  have been seduced into joining the cult by existing cultists who 
  spread the insolent promise of transformation and transcendence 
  to the ranks of the Lords of Entropy.
  Cultists therefore come from across the Young Kingdoms and 
  planes of existence beyond it. Those unaffected by dreams (see 
  ‘The Spell Thief’s Dreams’, nearby) are likely to be individuals 
  drawn naturally to the promise of Chaos who desire immediate 
  power followed by transcendence to godhood. Thus, worshippers 
  tend to be ambitious, sometimes crazed, and lured by all that 
  Chaos has to offer. The Spell Thief cult is attractive to Pan 
  Tangians, Dharijorians, some Melnibonéans and anyone who 
  craves personal advancement and the potential for immortality.
  The krettii, those bestial savages of Sorcerers’ Isle, are also Cran 
  Liret worshippers but only in the most barbaric sense and none of 
  them ever reach the active stages of the cult, although cultists do 
  gain immunity from their aggression and champions of the cult 
  can even command them.
  Cult Ranks
  Worshippers (Krettii)
  Spell Thieves (Initiates)
  Engineers (Acolytes)
  Revengers (Champions)
  The cult has only one priest – Maligaunt.
  Spell Thieves
  Initiates into the cult arise in one of three ways. 
  •	
  They have successfully sought-out the cult and visited 
  Sorcerers’ Isle of their own volition.
  •	
  They have been recruited into the cult by an existing cultist 
  who has taken them (willingly or otherwise) to Sorcerers’ Isle.
  •	
  Cran Liret’s incessant searching for the perfect vessel for his 
  mighty intellect and soul have visited the potential Initiate as 
  disturbing dreams, culminating in an overwhelming desire to 
  travel to Sorcerers’ Isle.
  The initiation process/ritual is the same regardless of the way in 
  which the cultist has reached the extensive ruins of Cran Liret’s 
  fortress on Sorcerers’ Isle.
  •	
  The candidate is greeted by Maligaunt, Cran Liret’s demonic 
  servant who is also the High Priest of the cult.
  •	
  The candidate is placed, willingly or otherwise, into the 
  Chaos Engine known as the Savant. This engine is linked to 
  the Forge, which holds Cran Liret’s soul.
  •	
  Cran Liret assesses the body and mind of the candidate. 
  Irrespective of the candidate’s qualities, it will be found 
  wanting (Cran Liret is a most demanding sorcerer).
  •	
  The mind of the candidate, if it is resistant, is broken by 
  the Savant. This involves the candidate resisting the Savant’s 
  Break Mind and Soul ability of 150% with their Persistence 
  in an opposed contest. If the candidate resists, then Maligaunt 
  releases them and tries to kill them physically.
  •	
  If the candidate is receptive, or has his mind and soul broken, 
  then the purpose of the cult is communicated by Cran Liret 
  himself. A minimum of five points of POW is taken to form 
  the Pact (Cran Liret) – more, if the candidate is willing and 
  wills it, to prove dedication.
  •	
  The Savant imposes the Gifts and Compulsion.
  Once the initiation is complete, the candidate emerges from the 
  Savant as Cran Liret’s servant. A tearful Maligaunt welcomes the 
  new Initiate and he is instructed to go forth into the world to find 
  the perfect vessel for Cran Liret’s vast intellect and to steal spells, 
  magical knowledge and other information that will enable Cran 
  Liret to take revenge against those who imprisoned him.
  Engineers 
  The Acolytes of the cult are inculcated into the true nature of Cran 
  Liret’s power by Maligaunt. To become an Engineer (or Chaos 
  Engineer), the cultist must satisfy all of the following conditions:
  •	
  Pact (Cran Liret) 50% or greater.
  •	
  Have sacrificed eight points of POW to the Pact, or be 
  prepared to do so.
  •	
  Have brought back at least four potential vessels for Cran 
  Liret’s consideration (which may or may not have become 
  Initiates into the cult).
  •	
  Obtained, or assisted in obtaining, information relating to 
  Cran Liret’s enemies’ descendents and where they can be 
  found.
  Engineers are taught some of Cran Liret’s sorcerous knowledge in 
  return for their continued devotion to the Pact. They must also 
  accept a further Compulsion and may take a further Gift.
  Priest
  The cult of the Spell Thieves has only one priest: the demon 
  Maligaunt, a cadaverous, devious, knowledge demon that, 
  through powerful pacts, is chained to the Young Kingdoms until 
  Cran Liret chooses to release him. Maligaunt is devoted to Cran 
  Liret’s cause, being both a loving disciple and resentful prisoner. 
  Maligaunt, like Cran Liret, cannot leave Sorcerers’ Isle but most 
  likely would not even if the power was granted to him. The 
  faithful demon loves Cran Liret like a father.
  
  108
  Maligaunt, Demon (Knowledge) 
  High Priest of the Spell Thieves (10MP summoning)
  Maligaunt is tall and spindle-thin. His head is almost bald, save for a few wisps of pale hair that flutter behind his scalp whether 
  a breeze exists or not. His face borders on the skeletal and his eyes shine with a golden light. As demons go, he is human enough 
  to gaze upon but he possesses incredible strength and reflexes, making him a fearsome opponent in combat. His Need is to 
  consume his weight in excrement each month and he has cleverly worked the collection of Krettii waste into the religious rituals 
  conducted in Cran Liret’s name. He feasts in private when he has precisely the right quantity and, as a result, the scent of faeces 
  always accompanies him.
  Value
  1D20
  Hit Location
  AP/HP
  STR
  15
  1–3
  Right Leg
  –/9
  CON
  23
  4–6
  Left Leg
  –/9
  SIZ
  19
  7–9
  Abdomen
  –/10
  INT
  38
  10–12
  Chest
  –/11
  POW
  34
  13–15
  Right Arm
  –/8
  DEX
  31
  16–18
  Left Arm
  –/8
  CHA
  16
  19–20
  Head
  –/9
  Combat Actions
  6
  Typical Armour: None
  Damage Modifier
  +1D4
  Magic Points
  34
  Traits:  Nerveless – Maligaunt feels no pain and is unaffected by 
  Serious Wounds
  Maligaunt can see 4 years into the past and 4 days into the 
  future with an accuracy of 114%
  Movement
  8m
  Strike Rank
  +35
  Skills: Athletics 46%, Influence 48%, Language (High Speech) 
  114%, Language (Low Speech) 114%, Lore (Bright Empire) 
  114%, Lore (Chaos) 114%, Lore (Chaos Engines) 114%, Lore 
  (Cran Liret) 114%, Lore (Krettii) 114%, Persistence 102%, 
  Resilience 69%.
  Pact (Cran Liret) 100%
  Rune of Dissolution 102%
  Command (Krettii only) 102%
  Gifts and Compulsions 
  Immortal
  Serve Cran Liret for eternity
  Must consume faeces every day as sustenance
  Combat Styles
  None
  
  109
  Revenger (Champion)
  Revengers are expected to act as Cran Liret’s direct representatives 
  abroad in the Multiverse. Cran Liret himself commands them 
  and their escapades take them across many planes as they actively 
  hunt-down and destroy all those who are descended from the 
  Melnibonéan forces (and those who colluded with them – which 
  includes petulant and victimised sorcerers from other planes of 
  existence) responsible for ending Cran Liret’s reign.
  To become a Revenger, all of the following conditions must be 
  fulfilled:
  •	
  Pact (Cran Liret) 70% or greater.
  •	
  Have sacrificed 10 points of POW to the Pact or be prepared 
  to do so.
  •	
  Have brought back at least 10 potential vessels for Cran 
  Liret’s consideration (which may or may not have become 
  Initiates into the cult).
  •	
  Obtained, or assisted in obtaining, information relating to 
  Cran Liret’s enemies’ descendents and where they can be 
  found.
  •	
  Have developed one sorcery skill (a Rune or Summoning) to 
  90% or greater.
  •	
  Know all the skills of the Spell Thief cult.
  Revengers must accept another Compulsion and may take a 
  further Gift if they so wish. Further benefits are discussed later.
  Duties
  Members of the Spell Thief cult are expected to perform the 
  following duties:
  All
  •	
  Make a pilgrimage to Sorcerers’ Isle once per year and give 
  grovelling thanks to Cran Liret.
  •	
  Identify, and bring to Sorcerers’ Isle, potential bodies for 
  Cran Liret’s soul to inhabit. Male or female; he cares little. 
  Those unsuitable for possession may become new Initiates or 
  be killed and fed to the krettii.
  •	
  Actively engage in learning everything possible about Cran 
  Liret’s enemies and their descendents.
  •	
  Prepare for waging war (covert, overt and sorcerous) against 
  the ungrateful idiots who caused Cran Liret’s demise.
  Spell Thieves
  As previous. 
  Engineers
  •	
  As for previous but to also actively seek-out those with 
  sorcerous knowledge, understand their capabilities and 
  return with this information to Cran Liret so that he can 
  make a judgement on whether or not what they know is 
  worth stealing.
  •	
  Seek out, and understand, devices, artefacts or machines that 
  have been used in the manipulation of Chaos and its energies.
  Revengers
  •	
  As for previous but to undertake all tasks as directly ordered 
  by Cran Liret himself, including the murder/assassination of 
  specific individuals.
  •	
  Actively work to undermine the efforts of rival sorcerers, 
  including murder, if necessary.
  •	
  Actively work to undermine any attempts made by Melniboné 
  or its inhabitants to rebuild the Bright Empire.
  Benefits
  Benefits come in several forms: Gifts (and, correspondingly, 
  Compulsions); training in mundane skills Cran Liret values; 
  magical instruction; secrets known only to Cran Liret and 
  imparted only to his most loyal and faithful servants.
  Gifts and Compulsions
  Available on attaining a new rank, or on a further dedication of 
  POW to the Pact.
  Gift
  Animal Familiar
  Chaotic Blessing
  Divine Training
  Eternal Life
  Rune
  Second Life
  Sense Million Spheres
  Slave
  Neutralise Rune
  Witch Sight
  Compulsions
  Chaotic Disdain
  Corpse-Like
  Hate Imrryr
  Insomnia
  Kleptomania
  Mechanical Fetish
  Melnibonéan Traits
  Paranoid
  Pyrophobia
  Target (Law and Cran Liret’s enemies)
  Cult Skills
  Skills are taught by Maligaunt and other (Non-Player Character) 
  agents of the cult. The favoured skills of the cult are:
  Language (High Speech), Language (Low Speech), Lore (Million 
  Spheres), Lore (World), Stealth.
  Cult Magic
  Cran Liret is capable of casting all Runes and Summonings 
  at 90%. However, trapped in his Forge, he is able to provide 
  sorcerous training via the Savant in the following disciplines:
  
  110
  Runes: Chaos, Contact, Darkness, Deception, Leeching, Passing, 
  Raising.
  Summonings: Demon of Desire, Demon of Knowledge; Control.
  Secrets
  When a cultist reaches the rank of Revenger, he receives knowledge 
  of one secret for every five points of POW dedicated to his Pact 
  with Cran Liret. Secrets are rolled randomly. Whether the secrets 
  are true or not is entirely within the province of the Games Master.
  Retribution 
  Betraying or leaving the cult of the Spell Thieves results in the 
  apostate becoming the immediate target of every single one of 
  Cran Liret’s loyal agents. They stop at nothing to hunt-down and 
  kill (slowly and painfully) traitors. In addition Cran Liret sends 
  tortuous nightmares to haunt those who betray him – dreams of 
  such potency that have their dreadful birthplaces in the seventh, 
  unnamed Dream Realm.
  Politics
  Cran Liret was an arrogant sorcerer and his cult reflects his 
  arrogance. Its members believe that Cran Liret is a living god, the 
  equal of the Lords of Chaos, and that they will be made into living 
  gods through helping Cran Liret achieve his grand ambition – to 
  rule the Multiverse.
  For this reason the cult of the Spell Thieves is abhorred by most 
  other cults of Chaos and is viewed as being especially dangerous 
  by the very few Melnibonéans who are sober enough to consider 
  such things. Yet despite its arrogance, the cult is still considered 
  a potent force because Cran Liret was such a remarkable sorcerer 
  and scholar of the Multiverse. For all their hatred and disdain of 
  the Spell Thieves, the other cults of Chaos tolerate its practices 
  and, from time-to-time, seek the help of its agents in their own 
  agendas.
  Internally the cult is a fractured mess. Members of the cult vie with 
  each other for the attentions of Maligaunt and Cran Liret, always 
  Secrets of Cran Liret
  1D10
  Secret
  1
  Only a Melnibonéan of the direct royal line is good enough to become the vessel of Cran Liret’s soul.
  2
  The Lords of Law seek the destruction of the Young Kingdoms and intend to use Melniboné to achieve this goal. 
  Melniboné must therefore be destroyed and its populace put to death.
  3
  Cran Liret has scattered eight Chaos Engines throughout the Multiverse. Three are in the Young Kingdoms but others 
  are hidden in planes close by. If brought together in one place, their combined power will transform those faithful to 
  Cran Liret into a Duke of Chaos with the powers of creation and ability to commune with the Lords of Hell directly.
  4
  Cran Liret’s treasure hoard, buried deep below the ruins, was untouched by Melniboné’s destruction. Amongst the 
  treasures are Cran Liret’s Chaos Engine grimoires and a Dragon Horn, stolen from the Dyvim dragon masters of 
  Imrryr.
  5
  Cran Liret knows the location of the Dead Gods’ Book, along with the incantations necessary to open it without the 
  pages crumbling to dust. He will teach it to a worthy student.
  6
  One of Cran Liret’s pacts was with Pyaray. When Melniboné attacked him, he called upon Pyaray to assist and the 
  Whisperer of Impossible Secrets sank an entire battle barge off the coast of Sorcerers’ Isle. It is intact, albeit crewed by 
  the doomed souls of its sailors and can be raised if Pyaray is appeased in the right ways.
  7
  On the plane known to Melnibonéans as Anorashoon there lives a race of sorcerer-hermits who have the ability to 
  create miniature worlds that are held in glass bottles. Their magic is too strong to steal but they are worshipped like 
  gods in Anorashoon, by the bestial race not unlike the krettii.
  8
  Within Cran Liret’s hidden treasure hoard, below the ruins of the island, is a Dream Couch taken from Imrryr. Those 
  who use it gain access to the Three Year Dream of Emerald, which the Empress Terhali used to tame three minor 
  dukes of Chaos who threatened rebellion against the Bright Empire. Taking the dreamquest prepares the sleeper for 
  god-hood.
  9
  Six planes close to that of the Young Kingdoms are ruled by senile Lords of Law who are wavering in their conviction 
  to their cause. These are the planes Cran Liret intends to conquer once he is free and he intends to place one of his 
  Champions on each plane as its demi-god ruler of Chaos. But first, each of the senile Lords of Law must be destroyed 
  – which can only be accomplished with the weapon known as the Spear of Miggea. 
  10
  The Dharzi Overlord Angh-an-Nagha lives still, his body encased in a sarcophagus of jet buried somewhere on the Isle 
  of Purple Towns. Cran Liret used the same principles of the sarcophagus for designing the Forge, his own tomb, so he 
  knows that Angh-an-Nagha is alive but sleeping. If awakened, he would seek revenge on Melniboné.
  
  111
  seeking to advance their personal standing 
  at the expense of the other worshippers. 
  Cran Liret delights in such petty jealousies 
  and, through Maligaunt, plays groups of 
  worshippers off against each other as a form 
  of bizarre entertainment or game. Spell 
  Thief cultists find it difficult to co-operate 
  in anything but very small, tightly-knit 
  groups and it is common to find several such 
  groups sent independently in pursuit of the 
  same prize, just for Cran Liret’s personal 
  amusement.
  Relationships
  The Spell Thieves treat the other cults of 
  Chaos with disdain but regard them as 
  valuable sources of information and potential 
  theft.
  Law is hated but only slightly more than the 
  other Chaos cults. Curiously, Cran Liret has 
  grudging respect for the cult of Miggea – a 
  Duchess of Law who is every bit as power-
  hungry, arrogant and selfish as himself.
  Of the elemental cults, Cran Liret is 
  unconcerned. He knows that the elementals 
  refrain from becoming involved in the grand 
  schemes of the Eternal Struggle and he has decided that, once he 
  has achieved apotheosis, he will strike bargains with the Elemental 
  Lords that will force them to renege their age-old pacts with 
  Imrryr.
  Dragon	Cults
  ‘Melnibonéans claimed direct kinship with the Phoorn 
  dragons. In another age they had shared the same names, the 
  same quarters, the same power. In ancient history, it was said 
  dragons had ruled Melniboné as kings. Whatever the truth, 
  Elric and his kind could drink dragon venom, which killed 
  most other creatures. The venom was so powerful that it ignited 
  in the air as soon as it spewed from the dragons’ mouths. I 
  knew all this, because Elric knew it.’
  — The Dreamthief’s Daughter
  To the people of Melniboné the dragons are far more than simply 
  a race of mighty creatures that helped Imrryr build an empire: 
  they are blood-kin, ancestors even, that are revered as strongly as 
  any god. The affix ‘Dyvim’ means Dragonlord and all who bear 
  that title – emperors and nobles of the court of Melniboné – are 
  all members of that most elite of Melnibonéan cults: the Cult of 
  the Dragon, or Dragon-Kin.
  Purpose and History
  The dragons of Melniboné are older than the race who reveres 
  them and wiser too. In the earliest days of the Mernii, before the 
  people migrated to the island that would be named Melniboné, 
  there was a sense amongst many that the Mernii were separated 
  from a race that, inhuman, like them, was both alien and brother. 
  Their migration to Melniboné was no accident: seers of the Mernii 
  detected an ancient calling that spoke to the residual kinship and 
  directed them to the island where the dragons slumbered – as 
  though waiting for their smaller, mortal brothers to arrive.
  The dragons reached out in dreams to the awe-struck Mernii and 
  there, in dreams, the first bond between dragons and mortals 
  was born. This was a unique relationship: no other race but the 
  Mernii could have melded minds and souls so eloquently with the 
  dragons. This was a bond that not even the Lords of Chaos, who 
  watched, curiously, could break. This was a bond that the Lords 
  of Chaos could not even share with the dragons. The dragons, the 
  phoorn, were aloof from all such matters and scornful of gods. 
  But, the Mernii, they loved.
  The Mernii learned DreamQuesting from the phoorn and, 
  through it, developed the ability to control and rouse the dragons 
  from their long slumbers. Those first riders, the first Dyvim (a 
  word which means Dragon-Kin more than it does Dragonlord) 
  
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  took the dragons out across the world to explore – not to plunder 
  or destroy. The primitives they encountered were dumbfounded 
  and even worshipped the Dyvim as gods. The legends of dragons 
  had always been strong but no one had ever contemplated that the 
  dragons could be controlled. This reverence for the Dyvim sowed 
  strong seeds for the peaceful empire that the Mernii created.
  Foes from the east attacked the Mernii and forced them into the 
  defence of their fledgling empire. At first the Dyvim flew out to 
  scare and deter but the barbarians who came to destroy were not so 
  primitive or superstitious. The Falkryn, as they were known, were 
  battle-hardened and commanded their own sorcery and this is 
  what faced the Dyvim as they sought to protect their lands. It was 
  then that the dragons unleashed their most potent weapon: the 
  dreadful venom that ignited on contact with the air and scorched 
  the Falkryn ranks so badly that the army was forced to retreat. 
  Their empire defended, the Dyvim returned but also found that 
  using the dragons in this way forced them to sleep for many years 
  so that venom reserves could be rebuilt.
  In time the Dragonlords learned how to use the might of the 
  dragons tactically, allowing some to sleep and some to wake so 
  that a reserve of battle-ready dragons was always to hand. When 
  the Mernii warred amongst themselves, the Melnibonéans arose, 
  allied with Chaos and the Dyvim sided with them. This meant 
  that Chaos itself – and it may have been part of their agenda from 
  the start – gained the dragons as one of their tools in the Eternal 
  Struggle.
  In the era of the Young Kingdoms the power of the Dragonlords 
  is still potent but following the war with the Dharzi the dragons 
  have been left all but spent. Only a handful are wakeful enough 
  to call upon and the sight of Imrryr’s dragons soaring across 
  the skies is but a distant memory. The cult exists to tend to the 
  slumbering dragons, engaging in DreamQuests with them and 
  remain prepared for when Melniboné will next need to call upon 
  the phoorn.
  Myths
  The dragons are a race more ancient than any in the myriad 
  worlds. The Great Dragon, First Phoorn, may even have created 
  the Multiverse as part of a vast and complex dream and all mortals 
  live within that dream. In some realms the dragons are masters, 
  needing never to sleep to regain their powers and ruling all things 
  with an intellect that cannot be comprehended.
  The dragons of the original realm at the heart of the Multiverse 
  grew restless and needed to explore. They flew the Moonbeam 
  Roads between the Millions Spheres and found new lands where 
  new eggs were laid and new territories commanded. In one such 
  realm they came across a tall, proud, fair race that did not fear 
  them and treated them as they would any sentient species. This 
  drew the phoorn to this strange, small, bipedal people and a 
  kinship developed. The mortals watched the eggs of the dragons 
  and guarded them whilst the dragons slept or dreamed themselves 
  into new realms.
  Something caused the races of mortals and dragons to flee this idyll: 
  a great and terrible power that sought to corrupt both. The dragons 
  were forced to flee in one direction and the mortals in another. 
  They became lost, a million worlds and ages between them, but 
  that old and primitive kinship grew stronger rather than weaker.
  When the mortals settled a new realm they faced many trials alone 
  and began to forget the kinship with the phoorn – although it 
  always tugged at their hearts and souls. Finally, in dreams, one 
  dragon called out to the prophet of the mortals and showed that 
  the phoorn occupied the same reality and only geography now 
  divided them. The people, calling themselves the Mernii, crossed 
  an ocean to find the secluded island where the phoorn had taken 
  to their caves and slept.
  Mortal and dragon were united again.
  Beliefs
  The philosophy of the dragon cult is simple: to protect and honour 
  their kin, sharing experiences and growing as brothers and sisters. 
  The Dragonlords believe that they and the dragons are all part of 
  the same consciousness and, perhaps, even the same species. This 
  strength of belief creates the emotional and intellectual bond that 
  allows the Dyvim to control and ride the dragons and the dragons 
  are happy to be commanded – gently, lovingly – by their riders.
  It is believed that, when a Dragonlord dies, his soul merges with 
  that of the dragon in an eternal DreamQuest known as the Dream 
  of All Ages. The soul becomes one with the dragon and is reborn 
  as a dragon, albeit in a separate reality. Thus, all dragons, wherever 
  they exist, are united through their dreaming and all races who are 
  kin of the Mernii and the Melnibonéans are united through their 
  draconic bond.
  Worshippers
  Only nobles of Imrryr can join the Dragon Cult and there are 
  certain conditions.
  •	
  The candidate must have a minimum POW and CHA of 15.
  •	
  The trust of a dragon must first be won. 
  •	
  It requires an opposed roll of the candidate’s Persistence 
  against that of a dragon to gain the dragon’s trust. If the roll 
  fails, it cannot be reattempted.
  •	
  The candidate must spend a number of months of patient 
  training, meditation and interaction with the dragon’s dreams 
  (using a dream couch) equal to the dragon’s POW. Once this 
  has been accomplished a Pact is formed between rider and 
  dragon; treat this as a Pact skill equal to POW+CHA as its 
  starting value. 
  •	
  The candidate must then try to awaken his dragon. 
  Attempting to awaken a dragon from sleep requires an 
  opposed roll between the Pact and the dragon’s Persistence.
  If all these conditions are met or succeed, then the candidate is 
  inducted into the elite ranks of the Dyvim. When his Pact skill 
  
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  with his dragon reaches 70% or more, he may use Dyvim as a 
  suffix to his own name.
  The cult has no ranks other than Initiates and Dyvim. The Dyvim 
  are the lords of the dragon caves and only Initiates and Dyvim are 
  allowed to enter them. All ranks are permitted to DreamQuest 
  with their chosen dragon and, through such DreamQuests, 
  Melniboné’s knowledge and power has grown and matured.
  Duties
  All members of the cult are sworn to protect the dragons and 
  consider them kin in all ways. As the dragons sleep for many 
  years there is little for the cult’s members to do save visit the 
  caves frequently and dream, from time-to-time, with their chosen 
  dragon. However, in a time of threat, the Dyvims of the cult meet 
  to decide how the dragons – and which dragons in particular – 
  should be roused for battle. Foremost of the Dragonlords, Dyvim 
  Tvar, acts as personal counsel on draconic matters to the emperor 
  and he, in consultation with the emperor, takes all final decisions.
  When the dragons are roused and ready to fly, members of the 
  cult are the riders and they are expected to fly into battle – and to 
  die – with their dragons as directed by the cult and the emperor.
  Benefits
  Members of the cult gain the prestige of having a direct kinship 
  with a dragon. The Pact allows cult members to DreamQuest with 
  the dragon and this practice is expected to happen once per year.
  The nature of the DreamQuest follows the general rules for 
  DreamQuesting found in the Elric of Melniboné Core Rules on 
  page 74 but the nature of the dream that the cultist participates in 
  can be randomly determined if necessary.
  Gifts and Compulsions
  Forming a Pact with a dragon brings with it one Gift and one 
  Compulsion. DreamQuesting may bring additional Gifts or 
  Compulsions but these are always at the Games Master’s discretion 
  and depend on the nature of the DreamQuest.
  Gifts
  Combat Acuity
  Enhanced Learning
  Fate
  Increased Reactions
  Rune
  Sense Enemies
  Compulsions
  Acute Insomnia
  Dedicated Lover
  Forbidden Knowledge
  Forgetful
  Hyperactive
  Merciless
  Never Ending Search
  Nightmares
  Cult Skills
  Lance and Spear Combat Styles, Athletics, Insight, Lore 
  (Dragons), Lore (Million Spheres), Meditation.
  Cult Magic
  None.
  Retribution
  The bond between cultist and dragon is unique and permanent. 
  It cannot be severed and no Melnibonéan would ever renege on 
  the relationship. Those who are separated from their dragons for 
  any extended period become morose and taciturn, yearning to 
  seek their beloved phoorn once more. There is, however, no other 
  retribution.
  Politics
  The cult holds high standing in the Imrryrian Court and the 
  Dragonlords are held as paragons of the Melnibonéan ideal. 
  This causes some tension with other factions in Imrryr’s fractious 
  politics, especially amongst those who have tried – and failed – to 
  become dragon masters.
  Dragon’s Dreams
  1D100
  Dream Type
  01–10
  Visiting the Young Kingdoms’ distant past, before the arrival of mortals. DreamQuests of this nature may involve races 
  that pre-date humans and Melnibonéans, such as the Doomed Folk.
  11–20
  Visiting Other Planes of Existence where dragons are dominant and, perhaps, more active.
  21–40
  Reliving old victories from the glory days of the Bright Empire.
  41–60
  Reliving and reshaping old defeats and struggles, to learn from the experience.
  61–65
  Visiting the future, when the world has changed considerably and is unrecognisable to the cultist. The future may even 
  seem to be another plane.
  66–90
  General dreams of an alien, draconic nature, where the dragon simply muses and collects its thoughts.
  91–95
  Dreams of the current world, where the dragon’s consciousness extends through the fabric of the present so that the 
  dreamer gains a perspective of things happening now and in distant lands.
  96–00
  Nightmarish dreams where the dragons destroy and run rampant. This may inculcate similar, cruel, amoral feelings in 
  the dreamer.
  
  114
  Cult Secrets: Imenthi’er – The 
  Dragon Graves of Melnibone
  ‘What happens when they die?’
  ‘They do not die. They are immortal, perhaps. No dragon 
  prince of Imrryr has yet seen a dragon die.’
  ‘Then what happens when they are killed? I know they can be 
  killed, because several dragons were mortally wounded in the 
  war with the Dharzi.’
  ‘Ah – yes. That is a different proposition altogether. When a 
  dragon is killed, or when it is injured and cannot be healed 
  through sleep, then it is taken to Imenthi’er. But that is a secret 
  that only the Dragon Lords know.’
  — A discussion between Dyvim Tvar and the young Prince 
  Elric, concerning the fate of dragons.
  The dragons of Imrryr are thought to be immortal; certainly they 
  are long-lived, existing long before the Melnibonéans settled their 
  island and their lifespans may therefore be unending. But, on 
  occasion, dragons can be mortally injured (as Prince Elric notes, 
  the last such occasion was during the war with the Dharzi, long 
  centuries before) and, when these occasions fall, the dragon is 
  taken to Imenthi’er.
  Imenthi’er is a Melnibonéan High Tongue word referring to both 
  a ceremony and a place. The ceremony is the preparation and 
  transportation of the dragon’s body for burial and the place is the 
  secret valley, known only to the Dragon Lords of Imrryr, where 
  the vast graves of slain dragons are located. This section details 
  Imenthi’er as both ritual and location.
  The Ritual
  The death of a dragon is a time of great mourning for all 
  Melnibonéans but especially the Dragon Lords – those who carry 
  the Dyvim prefix to their name – and the Dragon Lord who rode 
  the dead dragon. It is traditional for the dragon’s rider to take his 
  own life, using a ceremonial blade, carved from the claw of the 
  dead dragon, to slit his own belly and throat, and then for his 
  corpse, clad in the war gear of a Dragon Lord, to accompany the 
  procession to Imenthi’er itself. Even though Melnibonéans are an 
  unsentimental race, the bond between them and the dragons is 
  powerful enough to provoke such grief in the ones who ride the 
  dragons into battle.
  The bodies of dragon and rider are placed on matching plinths in 
  the Square of the Scale and Claw in the northern quarter of the 
  city and here the nobles of Melniboné parade in solemn silence 
  before the fallen, paying their respects with a bow of the head and 
  the scattering of chrysanthemum petals at the feet of the plinths 
  of dragon and rider. Once the last noble has passed the twin 
  catafalques, 12 slaves are ritually killed at the base of the dragon’s 
  plinth and then dressed in fine robes of samite and silk. These 12 
  will be the servants of the dragon and rider in whatever afterlife 
  exists beyond the mortal realm. The act is symbolic more than 
  being a genuine belief in any form of afterlife but being chosen 
  as one of the slaves to die in the Imenthi’er ritual is considered a 
  great honour.
  Hundreds more slaves carry the bodies of dragon and rider to the 
  harbour, where, resplendent in the colours of the dragon’s livery, 
  a specially prepared battle barge waits to accept the cargo. The 
  barge’s decks have been cleared so that the body of the dragon 
  can be easily accommodated and the barge’s crew lines the hind 
  decks as the dragon and its rider and lowered, reverentially, onto 
  the waiting ship.
  From Imrryr, the ship sails through the Sea Maze and out into 
  the Dragon Sea, sailing first east for a day and then turning and 
  sailing up towards the coastline of the northern continent. The 
  barge passes Vilmir and Ilmiora, sailing for precisely eight days 
  until a mist-shrouded, rocky isle, rises into view. This is the island 
  of Guladd’rin; no more than 10 kilometres in width but densely 
  forested and protected by a sea mist that keeps it obscured from 
  all but the most knowledgeable sea captains. Those who know of 
  the island steer clear of it; the mists hide powerful currents and 
  treacherous rocks that tear away keels and hole boats below the 
  waterline. Guladd’rin is an island of ghosts, the mariners believe, 
  and to land there is to perish.
  But the battle barge bearing the body of the dragon lands there; it 
  circles the coast until the harbour is reached – a long, wide, stone 
  jetty designed to accommodate a single battle barge, the jetty wide 
  enough to accommodate the body of a dragon. On the jetty waits 
  the immense, ornately carved wagon, decorated with runes and 
  images of dragons and covered in gold leaf. The barge docks and 
  the dragon’s body is transferred to the wagon. Slaves, brought 
  to Guladd’rin for this purpose, then pull the wagon inland, 
  following the road of marble that winds into the interior of the 
  island, the land rising steadily around it, until the Imenthi’er 
  Valley is reached. This is the final resting place of the dragon; the 
  place where it will join its kin in death, its body placed, with all 
  reverence, in a mausoleum prepared specifically for dragons.
  The valley is filled with mausoleums: vast ziggurats that stretch 
  in lines on either side of the marble road, shadowed by the steep 
  valley sides, for six kilometres. There are 30 ziggurats and it is 
  believed that no more than 30 dragons can ever die. Only six 
  of the ziggurats are occupied and once the bodies of dragon and 
  rider have been taken into the ziggurat and placed on the waiting 
  catafalque, the ziggurat is sealed (the slaves who brought the 
  dragon on this final journey are entombed with it) from within. 
  The Melnibonéans then return to their barge and sail for home.
  The Ziggurats of Imenthi’er
  Each ziggurat is a stepped pyramid with many steps, made from 
  the gleaming white marble found on the island and every single 
  stone ornately carved with leering faces, draconic motifs and, 
  on the very apex of the pyramid, a marble representation of the 
  
  115
  dragon that the ziggurat holds or is destined to hold. Although 
  the ziggurats conform to a similar design, they are unique in their 
  carvings and accoutrements.
  Neither are the ziggurats of Melnibonéan design: this is obvious 
  to any Melnibonéan, or any Adventurer succeeding in a Lore 
  (World) roll. Melniboné did not prepare the Imenthi’er Valley for 
  the dragons but it was clearly taught that, when a dragon dies, this 
  is where it should be brought. The race that built Imenthi’er may 
  well have been the race that forged Stormbringer and Mournblade 
  and the runes that decorate the carved walls of the ziggurats bear 
  some resemblance to the runes that grace those treacherous 
  runeswords. But other than this, the architects of Imenthi’er 
  remain a mystery. The Dragon Lords of Imrryr believe that the 
  Emperors of Melniboné have a particular DreamQuest involving 
  Imenthi’er but as the nature of the DreamQuest is known only to 
  the emperors, none can be sure.
  A typical mausoleum ziggurat is 60 metres high and 50 metres 
  at the base. Only one set of doors is built into the structure, at 
  ground level, and is 10 metres high and five metres wide. If a 
  ziggurat is occupied, then the doorway is sealed by a massive slab 
  of carved marble. The carvings are more of the leering faces and 
  swirling runes which, whilst reminiscent of the Melnibonéan High 
  Tongue is a different language altogether. The runes articulate 
  the dragon’s full, true name – a name that is unpronounceable 
  to humans and one that, if studied to any degree, drives even the 
  strongest mind insane.
  It is possible to walk inside an unoccupied ziggurat. Strategically 
  carved slits in the stone of the upper steps of the ziggurat allow 
  light to flood in, illuminating the catafalque reserved for the 
  dragon. This plinth is made of yet more marble inlaid with gold 
  and its upper surface can be reached via a series of wide steps 
  on the east side of the plinth. 
  The catafalque is 10 metres high 
  and in its base is a single door of 
  stone that can be opened on a 
  successful Athletics (Brute Force) 
  roll. Within is a chamber running 
  the full length of the catafalque 
  and in an unoccupied ziggurat is 
  empty; but, if a dragon has been 
  entombed, then the catafalque 
  crypt contains the saddle, spurs, 
  lance and other regalia of a dragon 
  rider. The rider is also buried in 
  here, in a stone sarcophagus 
  located at the head end of the 
  catafalque. This sarcophagus is 
  inscribed, in the High Tongue 
  of Melniboné, with the Dragon 
  Lord’s name and an Imrryrian 
  haiku summarising his deeds. 
  Around the outside of the 
  catafalque are statues of dragons. 
  Every 
  ziggurat 
  has 
  precisely 
  12 such statues and each is a 
  representation of the dragon at different stages in its life; from 
  egg through the death. Intricately, perfectly carved, the statues 
  are several metres high and exquisite in their beauty. Collectors of 
  such things would pay hundreds of thousands of silver for a single 
  statue and an entire set is priceless. Such statues would be popular 
  in Hwamgaarl and the courts of certain kings where Melnibonéan 
  artefacts are both revered and reviled but draconic imagery is 
  valued above all else.
  If a ziggurat is closed, then within are also the bodies of the slaves 
  who brought the dragon on its final journey, and laid it to rest on 
  the catafalque, and its rider within. The final act of the slaves is 
  to activate the great stone levers that bring down the closing slab, 
  sealing them within the catafalque forever. These slaves starve to 
  death and whilst some lie down to accept their fate, the remains 
  of others, desiccated by the dryness of the ziggurat’s interior, can 
  be found in dreadfully contorted positions, having died in agony.
  Who Would Rob a Dragon Tomb?
  Few know of the secrets of Imenthi’er and few human sea captains 
  would approach the island. But some might and rumours persist of 
  a dragon’s graveyard somewhere outside Imrryr. The temptations 
  for persistent collectors, curious sorcerers and greedy grave robbers 
  will eventually lead people to Imenthi’er Valley.
  Unsealed Ziggurats
  Unsealed ziggurats contain the statues of the dragon that may, 
  one day, be held in the mausoleum. Each statue weighs in the 
  region of 24,000 kg, making them difficult to move but not 
  impossible. Moving a statue triggers a random effect – all part of 
  the master plan of the ziggurat’s master builders to deter theft. 
  Roll on the following table to determine what happens if one of 
  
  116
  the statues is moved as much as a fraction of an inch from its 
  resting place.
  1D6
  Trap
  1–2
  The door slab starts to close. People inside the 
  ziggurat have 2d4 rounds to get out before they 
  are entombed within.
  3–4
  A slab of rock, anchored eight metres above the 
  floor of the ziggurat, is dislodged and tumbles 
  down, inflicting 6D6 damage on anyone beneath 
  who fails to make an Athletics roll to get clear.
  5–6
  The floor beneath the statue suddenly tilts. Those 
  standing on the tilting rock must make Athletics 
  rolls to leap clear or fall into the 10 metre deep 
  pit, sustaining falling damage. The stone above 
  swings back into place and locks, trapping the 
  prisoners beneath: it requires a combined STR 
  of 100 to unlock the stone and tilt it so that the 
  prisoners can be rescued.
  Dragon’s Dream
  If a statue is successfully removed from the ziggurat and brought 
  back to the Young Kingdoms, it fetches easily 1D6 x 100,000 
  silvers, if sold to the right collector (which would include any 
  number of Young Kingdoms cults, serving both Law and Chaos). 
  However, the statue comes with the curse of its makers. Whoever 
  possesses a dragon statue is fine for 1D6 months – the amount of 
  time it takes for his soul to come to the attention of the slumbering 
  dragons of Imrryr. Gradually, the dreams of the statue’s owner 
  become sucked into the dreams of the dragons and the collector 
  is trapped inside the dreamscape of dragons – the equivalent of 
  a dream of the Seventh, un-named Dream Realm. The Dragon 
  Dream has an Intensity of 7D4, making it a risky proposition for 
  all but the strongest Dream Thieves to tackle.
  Inside the dream, the dreamer is trapped in a hellish, draconian 
  world where the great wyrms rule and the lesser races of the 
  multiverse are playthings and prey, treated like animals, and 
  subjected to the inhuman, unsympathetic whims of the dragons. 
  The dragons create micro-realities to torment the lesser races, 
  which dissolve and reform as the dragons see fit, and, indeed, the 
  dragons are every bit as powerful of the Lords and Law and Chaos 
  (so powerful, in fact, that even the Lords of Chaos dare not enter 
  the dream realm of dragons).
  Any human mind trapped for a number of days greater than the 
  dreamer’s undedicated POW is driven permanently insane, even 
  if it can be rescued. If the mind remains in the dream scape for 
  more than twice the number of undedicated POW in days, then 
  the dreamer dies as his soul is devoured by the slumbering dragons 
  of Imrryr’s dragon caves.
  Once the dragon dream has been activated, there is no way of 
  stopping it. Even returning a stolen statue to its ziggurat is no 
  release: only a powerful and experienced Dream Thief has any 
  hope of saving the entrapped soul.
  Sealed Ziggurats
  Breaking into a sealed ziggurat is no easy feat. The enormous slabs 
  of marble that bar the entrance must be moved with sorcery or 
  a combined STR of 300 or more. Inside, the tomb robbers find 
  the bodies of the slaves, plus the body of the dragon and, within 
  the catafalque, the body of the rider – along with the riches of the 
  regalia of a Dragon Lord, which, again, to a collector, are worth 
  1D6 x 10,000 silver.
  The sarcophagus of the Dragon Lord is Imrryr-made and protected 
  with the rune of Bewilderment, which is charged with 10 Magic 
  Points and affects all five senses. If the sarcophagus is opened, 
  whoever opened it has all five senses scrambled and immediately 
  forgets where, and who, he is. His memory returns only when he 
  leaves the island but he is also left with a fear of what the island 
  holds and cannot return there, having gained a deep paranoia of 
  the ghosts the place contains.
  If the remains of the dragon are disturbed, there are no immediate 
  repercussions. However, if any part of the remains – scale, 
  hide, bones and so forth – are removed from the ziggurat, then 
  whoever does the removing is subjected to the Dragon’s Dream 
  punishment, as outlined earlier. Dragons should be left to rest 
  in peace – tampering with the body of a dragon brings about the 
  magical wrath of all living dragons.
  
  117
  Index
  ;
  Advantage of Numbers 
  12
  Aesma 
  19
  Alastar 
  20
  Alternative Eras 
  207
  Animal Ally 
  12
  Arioch 
  22
  Arkyn 
  79
  Azure Sisterhood 
  26
  Become Wolf Warrior 
  92
  Beliefs 
  3
  Benefits 
  29
  Blood Brothers 
  30
  Commanding Voice 
  12
  Compulsions 
  8
  Creatures and Personalities 
  147
  Cult Magic 
  68
  Cult of Kakatal 
  66
  Cult of Lassa 
  68
  Cult of Straasha 
  72
  Cult of Terhali 
  102
  Cult Runes 
  59
  Cult Runes 
  97
  Cult Runes and Magic 
  3
  Cult Secrets 
  35
  Cult Secrets 
  91
  Cult Secrets: Imenthi’er – The Dragon 
  Graves of Melnibone 
  114
  Cult Skills 
  3
  Cults of the young Kingdoms 
  110
  Cult Structure 
  3
  Death Bringers 
  32
  Devilish Charm 
  12
  Dragon Cults 
  111
  Dream Theft Immunity 
  12
  Ecstatic Indulgence 
  36
  Eidetic Memory 
  12
  equipment and economy 
  58
  Forgettable 
  12
  Games Master’s Chapter 
  199
  Gifts 
  5
  Gifts and Compulsions 
  3
  Haborym 
  39
  Hellmen 
  41
  Heroic Abilities 
  12
  Heroic Abilities Available 
  3
  High Priest of the Spell Thieves  
  108
  Hwarma’gaal – City Cult of Pan Tang 
  41
  Justice Makers – Donblas 
  83
  Kaneloon? 
  56
  Law, Chaos and The Multiverse 
  63
  Law In… Argimiliar and Vilmir 
  77
  Law In… Filkhar and the Purple Towns 
  77
  Law In… Jharkor and Ilmiora 
  77
  Law In… Lormyr and Shazar 
  77
  Law In… Tarkesh 
  78
  Law in the Young Kingdoms 
  76
  Layout and Graphic Design 
  1
  Legendary Abilities Available 
  87
  Madness of Purpose 
  13
  Magic and Sorcery 
   
  70
  Maligaunt, Demon (Knowledge)  
  108
  Marthrim 
  44
  Mashabak 
  45
  Master of Own Fate 
  13
  Melnibone 
  19
  Membership 
  53
  Membership 
  58
  Miggea 
  87
  Mirath 
  91
  Myths 
  3
  Name 
  3
  Narjhan 
  48
  New Cults and Canon 
  3
  Notes Concerning the Earlier Edition 
  2
  Oorum 
  46
  Pan Tang 
  16
  Player of the Great Game 
  13
  Politics 
  105
  Politics and Relationships 
  3
  Pozz-man-Llyr 
  97
  Purpose and History 
  3
  Relationships 
  105
  Retribution 
  3
  Rune Immunity 
  13
  Saebos 
  50
  Scientific Genius 
  13
  Sea Serpents 
  60
  Sense Supernatural 
  13
  Silent Watchers 
  51
  Soul Sever  
  14
  Spell Thieves 
  105
  Spirit Sight 
  14
  Steely Glare 
  14
  Sudden Strike 
  14
  T’aargano 
  99
  Temples of the Elementals 
  66
  Temples, Shrines and Other 
  Accoutrements 
  16
  The Church of Law 
  78
  The Elements in Dorel 
  64
  The Elements in Melniboné 
  64
  The Elements in Pikarayd 
  65
  The Elements in Shazar and the Silent 
  Lands 
  65
  The Elements in the Sighing Desert and 
  the Weeping Waste 
  65
  The Hall of Many Ways – A Notable 
  Chaos Temple of Hwamgaarl 
  16
  The Halls of Law Defined 
  78
  The Priesthood 
  78
  The Unrelenting Knights of Tovik 
  94
  The War of Chaos 
  15
  The Whisperers 
  55
  The Young Kingdoms 
  6
  Verdelet 
  59
  Vezhan, Lord of the Wings 
  62
  What Makes a Cultist? 
  4
  Worshippers 
  3
  Young Kingdoms Adventurers 
  41
  Zeal 
  14
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Runequest 2 (Mongoose)/RuneQuest II - Elric of Melnibon - Cults of the Young Kingdoms.pdf