Character Keywords
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Lunar Empire
The Lunar Empire lies north of Dragon Pass. It is composed of many peoples: the
urban and sophisticated Dara Happans, sorcerous Carmanians, the bird folk of Rinliddi,
and the converted storm worshippers of Saird and Tarsh, among others. We present only
one culture from the Empire: the sun-worshipping Dara Happans of the Oslira River
Valley. The Lunar worshippers who follow the path of Sedenya, the Red Moon, can come
from any of the Empire’s cultures. The Magical keywords contain keywords from several
additional cultures.
The Lunars have come to Dragon Pass to tame the barbarian Orlanthi. Since the Dawn
Age the Empire has been periodically over-run by the Orlanthi. In addition, Orlanth and
his kin still do not accept the Red Goddess as a deity, and they both contend over the
Middle Air. Finally, the Empire wants a port giving access to the rest of the world;
Dragon Pass and the Holy Country are in its way. The Lunars defeated the Heortling
inhabitants of Sartar in 1602, and have tried to bring the Heortlings into the embrace
of the Goddess, with mixed success. The Lunar presence in Dragon pass is mostly
military, with merchants and proselytizing missionaries adding to the mix. The empire
has brought its bureaucracy to Dragon Pass, and adventurers come to the Pass to test
themselves against the followers of the Air Gods.
Dara Happan Cultural Keyword
Physical Skills: Dagger Combat.
Mental Skills: Dara Happan Religion, Dara Happan Customs, [home city] Politics,
Know Place in Society.
Relationship: to family or business organization. Everyone who lives inside the
Empire is officially a citizen of something, usually of his native homeland, family, or
tribe.
Magic: Worship Celestial Pantheon. Most Dara Happans do not initiate or devote
themselves to gods, but don’t frown on those who do. As an adventurer your hero may do
so if you wish. Suitable gods are noted below for each occupation.
Special Cultural Keyword: Imperial Citizen
Some people are Imperial citizens as well as (or replacing) their native citizenship.
This is not an ordinary and everyday status. It is a special relationship wherein the
citizen has additional rights and privileges, as well as additional opportunities for
advancement.
Entry Requirements: Have a sponsor who will guarantee the quality of your
character with his own reputation, fame, position and money; prove understanding of
"We are all Us"; swear an oath never to harm the Goddess, Her empire, or the
emperor. Tithe from all income to the appropriate Lunar cult or directly to the emperor.
Attend regular meetings of the citizenry, support the Empire in every way, and in
general act as a good citizen.
Mental Skills: Sedenya Philosophy.
Relationship: Imperial Citizen.
Benefits: Recognition as a superior person over anyone not a Lunar citizen; right
to an appeal, to be tried in Imperial courts; exemption from execution except by Imperial
court; favor in application for Imperial jobs.
Lunar Occupation Keywords
We are not trying to be inclusive of all Dara Happan professions in this list. These
are several typical occupations that would likely spawn adventuring heroes like yours.
These occupations are likely to send people to Dragon Pass or other border areas.
Dilettante
You are a wealthy person and your own master, able to indulge in fashion, knowledge,
or trivialities according to your own choice. You may choose seven abilities in which
you have studied, dallied, or otherwise gained experience. You might be on the frontier
because you want to be. Maybe you were sent by an outraged family trying to keep its
reputation intact.
Physical Skills: Any.
Mental Skills: Any.
Personality: Devil-may-care.
Relationships: to Family.
Magic: You may be an initiate or devotee of a god chosen from among any listed
below except Yelm, though you need not be.
Living Standard: Prosperous.
Equipment: Whatever you need.
Petty Nobleman
You come from a noble family, but are so far removed from the family core that you
have little chance to inherit anything. You must prove yourself in foreign lands and
dangerous ventures, and thereby achieve enough personal honor and reputation that you
will be recognized. Dara Happan noble families are urbanized and sophisticated, and
usually have connections to politics, trade, and the cults.
Physical Skills: Dance, Dueling, Play [musical instrument], Ride.
Mental Skills: Compose Poetry, Identify Luxury Items, Order Social Inferiors
Around, Repartee.
Personality: Ambitious.
Relationships: to Family, Court contacts.
Magic: You may choose a god from among any listed below.
Living Standard: Prosperous.
Equipment: Whatever you need; at least a horse, weapons, and servant.
Scholar
You are a seeker and keeper of knowledge. Many Dara Happans know the rudiments of
reading, but you can read well and write. You are possibly a clerk, or were trained by
a knowledge cult, since schools, except for the famous Lunar University, do not exist.
Physical Skills: Make Writing Materials.
Mental Skills: Identify Celestial Phenomena, Identify Foreigners, Mathematics,
Read New Pelorian, Speak [language], Write New Pelorian.
Personality: Patient.
Relationships: to Group of Scholars, Temple or Institution.
Magic: Choose a god from between Buserian and Irrippi Ontor.
Living Standard: Common.
Equipment: Writing equipment, books, and charts.
Scout or Hunter
You are from the edges of Dara Happan civilization, where the ancient Imperial
lands border on other newer parts of the Empire. You live in one of these unsettled,
wild margins. Not many in the Empire have your skills.
Physical Skills: Archery or Throw Javelin, Butchery, Endurance, Move Silently.
Mental Skills: Animal Calls, Hear Acutely in Forests, Know Nature.
Personality: Scorn for farmers.
Relationships: to Clan or Tribe.
Magic: Choose a god from among Durbadath, Orogeria, and Kenstrata.
Living Standard: Common.
Equipment: Bow and arrows or quiver of javelins, hunting knife, pelts.
Trader
You work for a trade company, perhaps as a wandering peddler, bearing a load of
goods in your cart which you take from place to place to sell. Most goods are ordinary
household wares, though you know a good deal when you see it and buy the odd item as
well. You look forward to the day you are promoted to be a foreman, a clerk (if you can
read and write), or even some day a pack train overseer.
Physical Skills: Drive Wagon/Cart, Tend Donkey.
Mental Skills: Bargain, Fast Talk, Learn Languages, Lie, Recognize Value, Speak
[language].
Personality: Patient.
Relationships: to Trade company; Contacts among vendors and clients.
Magic: Choose a god from between Etyries and Lokarnos.
Living Standard: Common.
Equipment: Donkey cart (and donkeys), trade goods.
Special Occupation Keywords
Soldiers and missionaries are two types of Dara Happans that are found in Dragon
Pass in great numbers these days. They are limited in the roles and times allowed to
play many adventures. However, your campaign may revolve around such activities.
Missionary
You are committed to the job of bringing the Lunar Way to the barbarians. The Red
Goddess came to the world to change it, and the duty of her people is to bring her
salvation to the ignorant. One of the Seven Mothers chose you and has given you what
you need to spread the word.
Physical Skills: Ride, Scimitar and Shield Fighting, Walk Long Distances.
Mental Skills: Debate, Proselytize, Quote Scripture, Sedenyic Philosophy.
Personality: Zealous.
Relationships: to appropriate Lunar god; to Missionary temple.
Magic: Choose a god from among Deezola, Irrippi Ontor, Jakaleel, Yanafal Tarnils,
and the Seven Mothers Collective. Other missionary cults are known but not given here.
Living Standard: Common.
Equipment: Scimitar, shield, leather armor, religious tracts, mule.
Soldier
You are one who has chosen the violent and deadly life style of the army. Either
your clan is one of the many that have supplied soldiers for centuries, or you came
from almost anywhere and were good enough to join a local militia unit. There you served
as a home guard, local police force, and work force to maintain roads and bridges
throughout all Dara Happa; or you joined one of the special units through their
recruitment system because you had some special qualification.
Troops in the army are specialists in types of weaponry and tactics. Each regiment
has its own traditions and history that determine details of its equipment and magic,
but the main types are usually these:
- Hoplites are heavily armored, and wield spear and shield in close
hand-to-hand fighting. In battles hoplites form into a phalanx formation.
- Skirmishers have little or no armor and shower the enemy with missiles,
but do not engage in hand-to-hand combat except against their own kind. They are
trained to run away from hoplites and then throw javelins or shoot arrows.
- Cavalrymen ride horses (or occasionally other creatures) and often
skirmish and engage in hand-to-hand combat. They usually have light lances, bows,
small shields, and partial or light armor.
- Heavy cavalry are shock troops intended to break up enemy formations.
They are well armored and equipped with lances for the initial charge, and swords
for melee afterward. Most Gloranthan horses are not big enough to bear much armor
into battle.
Physical Skills:
All: Hide Items on Body, Listen, Make Camp, Scan Terrain.
Hoplite: Fight in Formation, Run in Armor, Spear and Shield Fighting.
Skirmisher: Dodge Missiles, Javelin or Bow Fighting, Run in Rough Terrain.
Cavalry: Javelin Fighting, Ride, Spear and Shield Fighting.
Heavy cavalry: Lance Fighting, Ride, Sword and Shield Fighting.
Mental Skills: Army Regulations, Scrounge, Swear Like a Soldier, Unit
Traditions.
Personality: Brave, Loyal.
Relationships: to Commander; to Unit.
Magic: Choose a regimental god. These are often subcults of Urvairinus or
Yanafal Tarnils. There are many other war gods in the Lunar Empire, which will be
explored more fully in Lunar Imperial Handbook.
Living Standard: Common.
Equipment: Usually provided by the unit:
All: Tent half, digging equipment, blanket, pack, uniform, canteen, pot and
pan.
Hoplite: Heavy bronze and leather armor, large shield, short sword, spears.
Skirmisher: Sturdy sandals, sheaf of javelins or bow and arrows, large knife,
small shield.
Cavalry: Horse, leather armor and shield, spear, javelins, sword.
Heavy cavalry: Horse, heavy bronze and leather armor, shield, lance, sword.
Lunar Empire Magic Keywords
The gods of Dara Happa are generally clear and straightforward entities in their
form and function. Most of these are prehistoric in their origins. At the coming of
Sedenya these cults were forced to share their domain with her and her minions. Now
many are considered to be antiquated and quaint, but are worshipped for traditional
reasons.
The Lunar religion is extremely rich, complex, and subtle. It fills philosophers
with deep insights, gives broad practical solutions to many everyday practices, and
provides the shallow unwashed mobs with what they want. It embraces differences and
diversity, has proved that it has no single set form, and acknowledges the overlapping
facets of many of its inner aspects and working parts. Most Lunars cannot readily
explain the differences between all the various aspects of the Moon, nor do most of
them feel the need to do so --they would consider it to be a hopelessly naive
undertaking.
Buserian
Buserian is the Third Son of Yelm, the god of priests, scholars and scribes, and
inventor of Principled Organization. Buserian can see that which has been hidden from
mortal sight, as he saw the Sky World when it was hidden during the Darkness. His
followers are called Stargazers.
Entry Requirements: Advanced education (scholar or similar occupation).
Physical Skills: Excellent Night Vision.
Mental Skills: Alphabetization, Mathematics, Mythology of Buserian, Read
Buserian Code, Scan the Sky, Stellar Myths, Tell Time from Stars, Write Buserian
Code.
Affinities:
Administration (Audit Books, Defend Filing System, Empower Memory, Repel
Auditor)
Celestiology (Commune with Celestial Body, Discern Constellations, Divine
Future, Point Right at [planet], Read Horoscope)
Scribe (Everfull Quill, Illustrate Text, Repel Inkblot, Tireless Hand)
Secret: See the Unseen (Automatically puts character into an extended
contest whenever there is an unseen entity or fact nearby, even if the character is not
actively looking for such a thing. Character may augment his See the Unseen ability with
any appropriate affinity or feat he knows.)
Worshippers: Buserian is worshipped by a huge body of Imperial scribes who run,
oversee, and maintain the vast Imperial bureaucracy. Many Dara Happan noble households
maintain a Buserian astrologer.
Other Side: Buserian’s Desk is near the Throne in Yelm’s Imperial Palace in the
Solar Realm. From it initiates may exit to the Golden Age, Storm Age, or Darkness Age.
Initiates of Buserian join him in the bliss of divine accounting, ever adding to their
account of power in the next life they will be born into.
Other Connections: Often part of the Imperial bureaucracy or a noble household.
Disadvantages: Looked down on by warriors and other "manly men."
Deezola
Deezola is a woman who became a goddess, thanks to Sedenya. She had been a healer,
and through Sedenya learned how to heal any type of wound, even death, though she also
learned that many wounds are meant to be, and only balanced healing is appropriate. At
first utterly passive and helpless, she also learned to fight back. She receives worship
now from healers specifically, and women in general, through much of urban Dara Happa.
Entry Requirements: None.
Physical Skills: Restrain Patient, one weapon or style of fighting.
Mental Skills: Herbalism, Mythology of the Seven Mothers.
Affinities:
Heal Body (Cause Sleep, Ease Pain of Wound, Ensure Peaceful Death, Heal Dying,
Heal Injury, Stop Bleeding)
Heal Mind (Calm Mad Person, Cast Out Spirit [D+10], Hide Memory, Restore
Memory)
Heal Soul (Heal Otherworld Entity, Help Others Disregard Flaw, Help Others Let
Go of Past, Help Others Overcome Fear)
Secret: Empathic Healing (Character can heal any type of wound or injury
without an improvisational modifier. The wound is completely removed, but must be
assumed in full by either the healer or another willing party, who cannot be healed by
the healer’s other magic. Even death can be reversed in this manner, as long as the body
is still whole and someone is willing to die in place of the victim.)
Worshippers: Healers, women in general.
Other Side: Deezola has her Hospital on the surface of the Red Moon in Rashorana
Land, just below the Emperor’s Forest. After death Deezola’s initiates join her there to
first be healed for all lives to come, then to heal all visitors and await their journey
to the Rebirth Chamber. Initiates can exit from the Hospital to the surface of the moon
or to Sedenya’s Throne.
Other Connections: Deezola is one of the Seven Mothers.
Disadvantages: Subject to the Lunar Cycle.
Durbadath
Durbadath is the lion god of Dara Happa, and also an ancestor of many of the lower
class. Durbadath was conquered by Yelm and/or Lodril, who then made a place of honor for
the conquered god to serve the royalty of Dara Happa. Since then lions and Dara Happan
royalty have always been associated, and this cult has revealed its Solar and Imperial
connections. During the Darkness Durbadath’s feats and knowledge kept many people in Dara
Happa alive, and many discovered their own lion selves through worshipping him.
Entry Requirements: None.
Physical Skills: Ambush, Claw and Bite Fighting, Sprint.
Mental Skills: Know Prey Animals, Mythology of Durbadath, Track.
Affinities:
Combat (Conceal Self, Great Pounce, Lion’s Bite, Restore Own Vitality)
Hunting (Cut Off Escape, Remove Own Scent, Run Down Prey, Sneak)
Radiance (Blind with Flash, Radiate Light, See in Dark)
Secret: Shapeshift to Lion (Allows the character to transform into lion
shape. As with Hsunchen totems, and acts as an affinity while the character is
transformed.)
Worshipper: Hunters, descendants, some military units.
Other Side: Durbadath’s Hunting Grounds are in the Celestial Forest where it
opens onto the Golden Plain, in the Solar Realm. From it initiates may exit to the Storm
Age or Darkness Age. After death initiates of Durbadath hunt upon the Golden Plain, where
the chase is hard, the kill is swift, and the prey is plentiful. In time they will be
reborn as great hunters again.
Other Connections: None significant.
Disadvantages: Hates Deshkorgos and his minions.
Etyries
Etyries is a woman who became a goddess, thanks to the teachings of Sedenya. She is
the modern goddess of merchants and trade in Dara Happa. She receives sacrifice from
merchants or anyone desiring to travel, learn of the world, and increase the knowledge
of the Empire.
Entry Requirements: None.
Physical Skills: Draw Accurate Map, Ride, Staff Fighting.
Mental Skills: Evaluate Trade Goods, Keep Accounting Records, Mythology of
Etyries, Scan Terrain, Speak [language].
Affinities:
Discovery (Encourage Trust, Find Hidden Paths, Interpret Spoken Language, Learn
Local Gossip,)
Trade (Convince Buyer, Convince Seller, Enchant Silver, See True Value, Ward
Marketplace)
Travel (Calm Pack Animals, Detect Ambush, Endurance, Read Trail)
Secret: Equal Exchange (Acts as an integrated passion spirit, giving a
bonus of 1/4 the target number to any ability used in the course of attempting to get
a fair or equal exchange of any kind--goods, services, information, etc.)
Worshippers: Merchants, travelers.
Other Side: Etyries’ Crossroad is in the center of the City of Understanding,
which lies between Hero City and Saint City on the surface of the Red Moon. After death
her initiates join her and travel across the moon, visiting every place and trading its
immortal goods between residents while they await their turn to enter the Rebirth
Chamber. Initiates can exit from her Crossroads to the surface of the moon or to
Sedenya’s Throne.
Other Connections: Other Lunar cults and sects. While not one of the Seven
Mothers, Etyries worshippers are welcome at their shrines and temples, and may call
upon them for aid.
Disadvantages: Subject to the Lunar Cycle.
Irrippi Ontor
Irrippi Ontor is a man who became a god, thanks to the teachings of Sedenya. He is
the first Arrow of Light, the piercing knowledge of the Goddess that comes without
warning to change ignorance into understanding. He is now the devotional object of
those who can read, those who wish to know, and those who dare to inquire into the
forbidden, the frightening, and the unknown.
Entry Requirements: Education, or the wish for education.
Mental Skills: Mythology of the Seven Mothers, Read New Pelorian, Write New
Pelorian.
Affinities:
Identification (Read Foreign Writings [D+5 to
D+10 for degree of difficulty],
Read an Item’s History, See and Hear Historical Events [D+10 to
D+10 2 depending on how far in
the past])
Literacy (Memorize Document, Protect Document, Read Buserian Code, Read Lhankor
Mhy Text, Read Malkioni Magical Text)
Otherworld (Bash Spirit, Blast Enemy’s Mind, Divert Spell, Enchant Silver,
Identify Runic Powers, Recognize Otherworld Region)
Secret: Bedazzle Enemy God (Acts as a mystic counter only against
entities from the God Plane or foes using theistic magic.)
Worshippers: Scholars.
Other Side: Irrippi Ontor’s Inkwell is a huge library that stands near the
Lunar Wood on the surface of the Red Moon, between Birdland and the Transetan
Mountains. His followers meet him there, and spend their time between births studying
secrets and powers to help them in their next life. Initiates can exit from the Inkwell
to the surface of the moon or to Sedenya’s Throne.
Other Connections: Irrippi Ontor is one of the Seven Mothers.
Disadvantages: Subject to the Lunar Cycle.
Jakaleel
Jakaleel is a woman who became a Great Spirit, by virtue of Sedenya. She is the
shadow of the Goddess who gives her an understanding of the Spirit World, and the
proper place of a disembodied entity after death. Jakaleel had earlier studied the
underworld spirits and demons, and in her life identified the first Lunes, terrifying
spirits now available only to Lunar shamans. She is the object of ecstatic worship
from many women who deal with spirits and the dead, and who wish the additional
protection of the Moon.
Entry Requirements: Must have a fetch that can be awakened.
Physical Skills: Craft Fetish, Draw Summoning Circle.
Mental Skills: Jakaleel Tradition Knowledge, Mythology of the Seven Mothers,
Shamanic Escape, Spirit Combat, Spirit Sight, Spirit World Travel.
Traditional Spirits: Darkness Spirits, Lunar Spirits, Lunes, Madness Spirits,
Spirits of the Dead.
Special Spirits: Black Moon Spirits, Full Moon Spirits, Waning Moon Spirits,
Waxing Moon Spirits.
Spirit Allies: Lunar Spirits, Lunes.
Fetch: Lunes.
Fetishes: Jakaleel shamans create all of their fetishes from bones, preferably
human bones.
Secret: Lay the Dead to Rest (Acts as a mystic strike; in addition to
contest results, if a ghost, spirit, or other disembodied but once-living entity is
reduced to 0 AP or below it goes to its proper afterlife or Otherworld location, and
will not return to bother the living in the future.)
Worshippers: Jakaleel is worshipped by many female and male shamans. Jakaleel’s
huge benefit is that members have the resources of friendly Lunar cults, sorcerers,
and mystics.
Other Side: Jakaleel has a palace in Hero City, like all lunar heroes, but that
is just a link to her real site of power on the Spirit Plane, in the region called the
Twenty-three Delayed Realm, which she discovered with the aid of the Goddess. After
death her followers serve her and become allies, messengers, and bearers of the spirit
power of the Lunar Goddess. Worshippers can exit from Hero City to the surface of the
moon, and can exit the Twenty-three Delayed Realm directly to Sedenya’s Throne.
Other Connections: Jakaleel is one of the Seven Mothers.
Disadvantages: All Lunar spirits and all shamanic powers are subject to the Lunar
Cycle.
Kenstrata
Kenstrata is the hunting god of Peloria and husband of Orogeria. Together,
Kenstrata and Orogeria taught the earliest humans how to hunt. In the Darkness the
hunters survived, for Kenstrata taught them how to follow prey anywhere, even into the
Otherworld. This prehistoric cult is still practiced in the back country of the Empire,
with occasional temples now surrounded by settled lands.
Entry Requirements: Open to males only.
Physical Skills: Javelin Fighting, Running.
Mental Skills: Animal Calls, Know Prey Animals, Mythology of Kenstrata, Track.
Affinities:
Discern (Follow Prey over Water, See Bodiless Spirits, See Invisible Tracks)
Hunter (Curved Javelin Flight, Follow by Scent, Run Down Prey, Run through Narrow
Places)
Prey (Flee, Leap, Move Silently, Sense Danger)
Secret: Follow Prey Anywhere (Allows character to use his Hunter
affinity as if it were Spirit World Travel, and so enter and navigate on the Spirit
Plane.)
Worshippers: Male hunters of Arir.
Other Side: Kenstrata’s Camp is in the Forbidden Woods at the edge of the Solar
Realm. From his Campfire initiates may exit to the Green Age, Golden Age, Storm Age, or
Darkness Age. Kenstrata’s initiates stay with him after they die until they are sent
back to the world of the living as humans, foxes, deer, or lions.
Other Connections: Usually worshipped jointly with Orogeria.
Disadvantages: Often considered lower-class or primitive.
Lokarnos
Lokarnos is the Solar god of Trade, the perfect servant who can continue performing
his duties no matter how tired he is or how difficult the circumstances. He rides upon
a wagon with his goods, carefully going from place to place. He is most commonly found
on his weekly rounds from village to village and only rarely farther away on duty or
adventure. He is also the god of gold, and he knows the secret to minting the gold
coins called wheels.
Entry Requirements: None.
Physical Skills: Care for Draft Animals, Drive Wagon, Load Wagon Correctly.
Mental Skills: Calculate Travel Times, Discern Real Gold, Discern Roundness,
Mathematics, Mythology of Lokarnos.
Affinities:
Endurance (Bear Burden, Go Further, Indomitable Will, Open and Close Gates,
Speed Up Wagon)
Gold (Enchant Gold, Know Exact Weight of Gold, Lock Box, Mint Gold Coins, Purify
Gold)
Trade (Bargain Politely, Escape Combat Harmlessly, Understand Someone’s Intent
Clearly)
Secret: Persistence (Automatically succeed at a single final action during
any contest in which the character has used his Endurance affinity, even if he
normally would not be allowed a final action.)
Worshippers: Wagoners, mule skinners, local merchants in Dara Happa, many army
transport units, coin minters.
Other Side: Lokarnos’ Wagon is a moving palace on the Golden Path in the Solar
Realm, groaning along the road between Yelm’s Imperial Palace and the Great Port. From
its lush interior initiates may exit to the Golden Age, Storm Age, or Darkness Age.
After death Lokarnos’ initiates join him in the endless luxury of his great wealth and
pleasure until they are utterly satisfied, whereupon they are returned to a new life.
Other Connections: Part of the Imperial bureaucracy.
Disadvantages: None significant.
Malakinus
Carmanos the Prophet revealed the Carmanian religion in which Idovanus the Good
warred eternally against Ganesatarus the Evil. Carmanos also revealed Malakinus, the
source of Good Sorcery, and established the first of its orders. The Malakinus
philosophy is practiced (and occasionally licensed for use by other orders) by the Magi.
Malakinus learned sorcery by studying Idovanus, who is the source of all Good. He
teaches that all languages originally stemmed from the language of Idovanus, which was
first used to write grimoires. Malakinus was adopted without hostility by the Lunars
after they conquered Carmania, when Carmanos was revealed to be a previous incarnation
of the Red Goddess preparing for her own full appearance.
Entry Requirements: Open to male Carmanians only.
Mental Skills: Read Carmanian, Read [language], Rule of Malakinus, Scribe
Septagram of Power, Symbolic Sight, Write Carmanian.
Grimoires:
Liber Carmanios, "The Book Of Carmanos" (blessings and spells
equivalent to those in the Abiding Book)
Malakinos Carmanios, "The Book of White Sorcery" (Extinguish
Fire, Float in Water, Resist Pagan God, Turn Away Beast, Turn Away Spirit)
The Book of Healing (Heal Animal, Heal Person, Heal Self, Protection
from Weapons, Start Breathing)
Talismans: A Malakinus sorcerer places all of his spells into a single talisman,
a gold medallion shaped like a seven-sided star, with a cut and polished crystal set
in the center.
Secret: Identify Grimoire (Acts as a mystic strike against a difficulty
assigned by the narrator; if the book is driven to 0 AP or below and contains any spells,
the character gains a standard Read Grimoire ability for that book, and can learn
and cast its spells normally. Note that some books or scrolls may be grimoires, even if
the writer was not aware that he was scribing spells.)
Worshippers: The Malakinus Order oversees several schools which report to the Magi
and, as may be expected, are generally obedient and not troublesome. They are not clergy,
but they do work for their sponsors to do good and report whatever they see.
Other Side: Malakinus’ Node lies on the Saint Plane and can be accessed only
through the various adepts who wrote grimoires of sorcery. Malakinus’ Node is connected
to the Idovanus Level (called elsewhere Solace).
Other Connections: The order reports only to the Carmanian Magi, and maintains
six elegant schools in the western Lunar Empire.
Disadvantages: Enemy of all Ganesatarus practitioners and worshippers
(Ganesatarus the Deceiver is the Devil, the God of Evil, the Embodiment of Lies).
Sedenya
High Goddess of Lunar Powers
Sedenya is the general name of the Lunar goddess. It is an old name known to many
Dara Happans, and in general was used to describe Her in previous mythic ages. It is
commonly used as a neutral and inclusive term in modern Peloria when Lunar cults wish
to include each other.
Sedenya was realized by Teelo Estara, the Living Goddess. She receives no specific
sacrifice or other worship directly, being rightly considered too distant to answer a
worshipper's prayer. The Seven Mothers who birthed Her were Her primary disciples, and
through their rites (and those of other saints and hero goddesses) Sedenya receives a
measure of worship.
Entry Requirements: Become an Imperial citizen. Worshippers must
normally choose an aspect from among Natha, Rufelza, and Taraltara.
Great Secret: Achieve Moon Palace (Character travels to the Moon to live
with Sedenya, and is taken out of play.)
Worshippers: Any citizen of the Lunar Empire.
Other Side: Sedenya sits upon her Throne, her feet upon her great Footstool,
which is the top of the Red Moon. Rarely do people become capable of understanding the
Great Goddess’ Secret, but those who do often gather inside the palace that is inside
the Footstool. There they communicate her eternal wisdom to those who come to visit her.
From the Footstool are exits to the Green Age, Golden Age, Storm Age, and Darkness Age,
as well as to the Sky and Underworld.
Other Connections: Sedenya is a Great Goddess of the Celestial Pantheon.
Disadvantages: None significant.
Natha
Natha is the Moon Goddess who manifests the power of regular cyclism. She is currently
red, but has previously been white, a different red, two different blues, black, and
invisible. She will change again to white. Natha began as a Sky Being, a powerful
daughter of Yelm. She was among the earliest deities who acted on her own volition in
the Gods Age. She changed the world. The Old Gods resented her part in it and blamed her
for the Darkness. They slowly but entirely stripped her of her divine power during the
Gods War. Yet she survived, though just barely, hidden as a reborn soul among human
beings. At times her divine spark ignited and she appeared as an avatar, but always she
faded back into the cycles again. At last the Seven Mothers freed her with their great
ritual, and after arduous adventures and terrible wars she recovered the lost parts of
her soul and ascended into the sky.
Natha is the reincarnating Moon Goddess, who has been born within the world many
times through the ages. When she dies, she is always reborn, sometimes (but not always)
as another aspect, but always in a different body, whether mortal or divine. She has
seven forms, each manifesting a different power of cyclism and a different stage of her
life.
Entry Requirements: Become an Imperial citizen.
Mental Skills: Mythology of Natha, Sedenyic Philosophy.
Affinities:
Healing (Cure Madness, Heal at Distance, Heal Otherworld Denizen, Heal Self
Beforehand, Heal Sickness)
Otherworld (Defend against Magic, Depart from Sorcery World, Depart from Spirit
World, Enchant Silver, Recognize Open Way)
Secret: Varies by aspect, see below.
Worshippers: Natha in her various aspects is widely worshipped by intelligent,
concerned, and thoughtful people, especially women; by professionals engaged in tasks
directly related to a specialty; and by citizens seeking the more subtle benefits of the
Lunar Way.
Other Side: Each of the aspects of the Great Lunar Goddess has its own Palace
upon the Moon. Natha’s Fortress stands upon the Nathic Plain near the Mountains of
Revenge that cut across the surface of the Red Moon. Natha’s initiates join her there
after death and enjoy safety, comfort, and the services of whatever they wish to enjoy
before they are reborn into a world they made better. Initiates can exit from here to
the surface of the moon or to Sedenya’s Throne.
Other Connections: The subcults of Natha are her aspects and previous lives.
Each aspect has a specific affinity which is added to the Healing and
Otherworld affinities above. The physical body of the current aspect is called
Rufelza; it is worshipped separately, and is described later in this chapter.
Disadvantages: Subject to the Lunar Cycle.
Aspects of Natha
Verithurusa, Red Moon (Childhood)
Affinity: Innocence
Secret: Incarnate (Be Born Again)
Lesilla, Blue Moon (Motherhood)
Affinity: Motherhood
Secret: Aid Conception
Gerra, Black Moon (Suffering)
Affinity: Endure Suffering
Secret: Release Suffering
Rashorana, Invisible Moon (Illumination)
Affinity: Understanding
Secret: Illumination
Orogeria, Blue Moon (Huntress)
Affinity: Survival
Secret: Hunt Anything
Natha, Red Moon (Avenger, current aspect)
Affinity: Combat
Secret: Achieve Balance
Zaytenera, White Moon (Divine Intellect)
Affinity: Truth
Secret: Be Thought
Rufelza
Rufelza is the Red Goddess who is visible overhead day and night. She is the big
red celestial body, and her powers are big, broad and sweeping, simple to understand,
and immediate. Rufelza is the Red Moon: red blood, red earth, and red rage. She was
created when Wakboth the Destroyer impregnated the great goddess Glorantha, and born
when the Spike exploded. Her personal tribulations saved the whole world (including
the earliest peoples), so all things are her descendants. Bad gods and powers have not
all surrendered to her, though, and her job is not finished. She was born as the avatar
Teelo Estara; conquered this world, the Other World, and then Chaos; and brought
Glorantha back to life. When everyone worships her then the world will be whole
Rufelza is the Divine Contradiction, who cannot be comprehended by most people.
When the paradox of her existence is understood, the worshipper can counter any magical
act with its opposite, just as the goddess does. Her cult has the largest number of
worshippers of any Lunar cult. Its subcults are the Phase Temples, each of which is
recognized as one of the Seven Mothers.
Entry Requirements: Become an Imperial citizen.
Mental Skills: Embrace Contradictions, Mental Balance, Mythology of Rufelza,
Sedenyic Philosophy.
Affinities:
Chaos (Control Chaos Creature, Hide Chaos Taint, Use Chaos Talent)
Madness (Cure Madness, Make Dizzy, Make Scared, Mind Blast)
Revenge (Recognize Enemy, Strike Enemy, Summon Terrifying Entity, Terrify
Oppressor)
Secret: Paradoxical Defense (Acts as a mystic counter only against
magical attacks.)
Worshippers: Common people, especially the mob. Rufelza accepts everyone and
everything into her cult, and has only a selected cadre of elite priests who preach
at the whim of their flocks. Most people never advance beyond worshipping her as
communal worshippers.
Other Side: Rufelza’s favorite home on the surface of the Red Moon is the
Ocular Palace that stands in the center of the Ruby City. It is a city of dream and
immersion where individuals are lost amid endless pleasure, exotic sensations and
overwhelming passions of service and harmony. Initiates can exit from here to
Sedenya’s Throne.
Other Connections: Supported by the Imperial government.
Disadvantages: Subject to the Lunar Cycle; considered by many
to be "low brow."
Taraltara
A mystic sect believes that sacrificial worship to the Lunar power is an error,
and that to worship the Seven Mothers only holds them from greater spiritual freedom.
Instead these people meditate upon the Great Power of Taraltara, live austere lives
with many tribulations and tests, and refuse power, pleasure, and personality in order
to achieve liberation. Rashorana, who is the Lunar Mask, first revealed Taraltara to
set Gerra free. This created a Secret Fire of the Goddess, claimed to be the
sacrificial fire by most, the Moon itself by others, but by the Taraltaran mystic a
fire that the mystic has ignited inside herself.
Entry Requirements: None.
Physical Discipline: Whirling Blades Martial Art (uses twin scimitars).
Mental Discipline: Meditation.
Spiritual Discipline: Inclusion.
Physical Skills: Motionlessness.
Mental Skills: Sedenyic Philosophy.
Counters:
Reflection
Strikes:
Return Damage: If reduced to 0 AP or below the target suffers the result of
the last attack he made against the character (regardless of how long ago that may have
been). This could be physical damage, a magical effect, or even death.
Mind Strike: If reduced to 0 AP or below, the target is rendered mindless for a
period of time determined by his negative AP total:
| AP Total |
Length of Effect |
| 0 to –10 AP |
1 day |
| –11 to –20 AP |
1 week |
| –21 to –30 AP |
1 season |
| –31 or more AP |
until healed |
Secret: Cosmic Liberation (Character achieves transcendence and is
removed from play.)
Practitioners: Several schools exist that are based around the practices of
the Lunar illuminates. These are great beings that proved the truth of their
Taraltaran insights and taught others the methods they had used. The best known
schools follow the ways of the Seven Mothers and some of the Nathic goddesses.
Other Connections: Individuals are encouraged to associate with other Lunar
groups by the Lunar authorities.
Disadvantages: Taraltaran Mystics are not subject to the Lunar Cycle.
Seven Mothers Collective
Collective Goddess
Several deities listed are the most popular among the Seven Mothers, and they are
all subject to the normal cyclical power of the Red Moon. Worshippers of the Seven
Mothers can form a collective that allows its members to contact the transcendent
entity beyond the Seven Mothers, and so transcend Natha’s Lunar Cycle of magical power,
even when outside the Glowline. The effect is restricted to six individuals who form a
band to perform the rituals. Seven masks are made, one for each of the Seven Mothers.
The Unification Ceremony must be performed. Each person dons the mask of one of the six
forms of the Seven Mothers. They summon the seventh, She Who Waits, a
disembodied entity who is their collective spiritual guide. This results in the
collective acting as if the Red Moon were always full. She Who Waits is similar
to a spirit in that she has a Might, which varies according to the six members, as
does the length of time the benefits of the ritual last.
If the group is formed by individuals from six of the Seven Mothers cults, and each
person wears the mask of the cult of which she is a member, then She Who Waits
will have a Might equal to the sum of all the members’ Sedenyic Philosophy ability.
If the Unification Ceremony is performed successfully, they will not be subject to the
Lunar Cycle for a year, acting as if the moon were in its full phase at all times.
Many other cults can be used instead of the Seven Mothers, such as the Lunar saints
or other hero cults. In those groupings successful performance of the Unification
Ceremony releases them from the Lunar Cycle for a week following the ceremony,
gaining no benefit or penalty from the phase of the moon. In this circumstance,
She Who Waits has a Might equal to the average of the members’ Sedenyic
Philosophy ability ratings.
She Who Waits can be called upon for aid by members of the collective by
rolling a simple ability test against their Sedenyic Philosophy abilities. Her Might
can be used as a source of AP, but can be depleted by use by any single member.
She Who Waits always fully regenerates on the morning of the Full Moon day.
There is no penalty for depleting her Might, except that she will not be available
later in the week to aid any of the members.
If any one of the six members dies the cyclism returns to all surviving members
immediately. Additionally, each surviving member of the collective is attacked
separately by a magical backlash equal to 1/2 the full Might of She Who Waits.
As this is a magical backlash, the survivor may use any magical defense or his
Sedenyic Philosophy ability to defend against it.
Entry Requirements: Initiation into any Lunar cult.
Mental Skills: Sedenyic Philosophy.
Affinities:
Unity (Communicate Silently between Us, Heal Us, Include Them, See through Our
Eyes, Stop Attacker Unharmed) [In this list, "Us" or "Our"
indicates the members of the specific collective, "Them" is anyone outside
of it.]
Other Feats: Unification Ceremony (ritual)
Secret: None. Each of the Seven Mothers has an individual secret, as described
below.
Worshippers: Members of the Seven Mothers’ cults, other Lunar missionaries.
Other Side: Each of the Seven Mothers has their own Otherworld home.
Other Connections: Friendly to all Lunar cults. The deities that make up the
Seven Mothers include Danfive Xaron, Deezola, Irrippi Ontor, Jakaleel, Teelo Norri, and
Yanafal Tarnils. Note that we do not provide keywords here for two of the Seven Mothers:
Danfive Xaron, god of Penitent Sinners, and Teelo Norri, goddess of Innocence and
Charity.
Disadvantages: If any member of the collective is killed, the remaining members
are subjected to a magical attack equal to 1/2 the full Might of the embodied She
Who Waits.
Urvairinus
Urvairinus was one of the great emperors of the Gods Age. He invented war, soldiery,
armies, and military discipline. He organized the first Dara Happan regiments and taught
them to march, assemble in formations, and chant army magic. He is the Divine General,
who can command all troops by his presence, even if they are not under his command.
Urvairinus was furthermore a great individual fighter, being unconquered in any duel or
combat for the 1,910 years of his reign during the Darkness. He is normally worshipped
through a regimental god subcult. Subcult worshippers cannot use their beneficial magic
except on other members of their subcult. High level officers worship Urvairinus
directly and can command the regimental subcults.
Entry Requirements: Open to soldiers only.
Physical Skills: Hoplite-style Fighting.
Mental Skills: Mythology of Urvairinus, Unit Traditions.
Affinities:
Destroy Dara Happan Foes (Disconcert Monsters, Pierce Trolls, Shout Away the
Dead, Spit Down Wind)
Light of Action (Courage, Demoralize Foes, March in Step, Several Strike As
One)
Military Strategy (Calculate Food, Convince Locals, Count Army, Send
Battlefield Command)
Secret: Command Soldiers (Acts as an integrated passion spirit, giving a
bonus of 1/4 the target number to any ability used in the course of commanding a soldier,
even one from another unit or who worships another deity.)
Worshippers: Urvairinus is worshipped today by several active regiments; many
older military units now relegated to local militia/police work; temples at army bases
and prehistoric battle sites; and some mercenary bands.
Other Side: Urvairinus’ Post is among the other Officers of the Imperial Army,
in the Celestial City in the Solar Realm. From it initiates may exit to the Golden Age
or Storm Age. Urvairinus’ loyal soldier initiates join his eternal Army of Heaven after
death, and need never be reborn unless they choose to.
Other Connections: Urvairinus has relations to some other cults, mostly military,
some Solar. He is considered to be one of the aspects of Yelm.
Disadvantages: Urvairinus’ is an old cult, without access to the Lunar inclusive
magics. Members and officers of a regimental subcult can not use their beneficial magics
on members of another unit, even if it also worships Urvairinus.
Yanafal Tarnils
Yanafal Tarnils is the Eternal Protector, a man who became a god with the aid of
Sedenya. He entered the Otherworld to rescue the Goddess when she was lost in her
Godquest. He rediscovered his past lives, and was able to return even though his
body had been slain by the enemies of the Goddess while he was with her in the
Otherworld. He experienced the Last Miracle and overcame Death. This quasi-resurrection
is provided by the support of the rest of the cult. Yanafal Tarnils is now the object
of devotion by many who fight, for a living or out of desperation in these desperate
times. Yanafal Tarnils’ priests may awaken vexilla, magical standards that
allow units who worship different gods to work together and obey the commands of the
General of the Army.
Entry Requirements: Open to soldiers only.
Mental Skills: Mythology of the Seven Mothers, Orate, [unit] Tactics.
Affinities
Combat (Charge of the Ram, Empower with Death [Scimitar, Spear/Lance, Bow],
Enchant Iron, Enchant Silver, Stand against Many, Strike Ghosts)
Military Magic (Awaken Vexilla, Block Magic Scouts, Coordinate Magic,
Destroy Enemy Morale, Raise Courage)
Warlord (Coordinate Forces, Create Morale, Mask of Command, Perceive Friendly
Strengths, Perceive Enemy Weakness)
Secret: Self-resurrection (Instantly return to life with full AP as a
final action; can be used only if reduced to dying or dead as a result of the contest,
even if he normally would not be allowed a final action.)
Worshippers: Soldiers, especially in Lunar units; mercenaries; fighting men in
general; most officers above the rank of Grand Column Leader (Centurion).
Other Side: Yanafal Tarnils’ New Fort guards the Fields of Conflict on the
surface of the Red Moon. The legions that join him after death serve active duty on the
moon, training their souls to further the Goddess’ cause on the Other Side. The best
are rewarded with a blessed life next time.
Other Connections: Yanafal Tarnils is one of the Seven Mothers.
Disadvantages: Subject to the Lunar Cycle.
Yelm
Yelm is the Emperor of the Universe, the closest to the Ultimate Being that mortals
are able to think about. He is the Keeper of Life and Death, who rules all of the
cosmos with his Divine Law. He is so powerful that only emperors or his descendants can
be devoted to his Great God aspect. He has many aspects and subcults (it could be said
that all gods in the Celestial Pantheon are merely subcults of Yelm) that are more
easily worshipped.
Entry Requirements: The Great God Yelm is worshipped only by the Imperial
family. Many other aspects of Yelm are listed below, and are worshipped by almost every
type of person. Most aspects are restricted to men only.
Great Secret: Rulership of All Creation (Character becomes one with Yelm
and is taken out of play.)
Worshippers: Yelm is theoretically worshipped by all humanity as lay members.
Worshippers of specific aspects are usually nobles, leaders, generals, or high
priests.
Other Side: Yelm’s Throne stands in the center of the Imperial Throne Room, in
the center of the Imperial Palace, in the center of the Celestial City, in the center
of the sky in the Solar Realm. From the Palace initiates may exit to the Golden Age or
directly to the Underworld, Sky, or the surface of the Sun. Only the purest souls may
join Yelm there. Anyone who is pure enough to have entered Yelm’s own Inner Palace is
pure enough to remain there for eternity.
Other Connections: Yelm is the Great God of the Celestial Pantheon. Yelm has
connections to many gods, who actually perform the work of the religion.
Disadvantages: Most worshippers of a Yelm cult have many obligations that
restrict freedom of action and behavior.
Major Aspects of Yelm
Antirius/Yelm Imperator
Affinities: Cosmic Order, Protect Emperors, Written Law
Secret: Sovereignty
Avivorus/Yelm Hastatus
Affinities: Heat, Spear Fighting, Travel
Secret: Sunspear
Lukarius
Affinities: Bow Fighting, Law, Light
Secret: Antirius Precepts
Urengerum/Yelm Saggitus
Affinities: Bow Fighting, Fire, Movement
Secret: Hit Impossible Target
Urvairinus
Affinities: Destroy Dara Happan Foes, Light of Action, Military Strategy
Secret: Command Soldiers
Yelmgatha
Affinities: Antimagic, Fire, Otherworld
Secret: Incandescent Glare
Dara Happan Advanced Experience
Army Officer
The Lunars have units from several different armies in Dragon Pass. The largest
number of units are from the Provincial Army, which is tasked with patrolling the
land, guarding tax collectors, and generally keeping the Orlanthi barbarians in their
place. Units of the Imperial Army are less common, and generally serve as guard units
for the Imperial enclaves in the various Orlanthi cities.
Entry Requirements: Membership in an appropriate cult, plus sponsorship.
Political appointees need only the sponsorship of their patron or family. Others need
a minimum of 10 at a leadership
ability, plus 1 at a combat ability.
The Provincial Army tends to promote skilled officers, while the Imperial Army units are
often gatherings of nobles’ sons.
Physical Skills: Ride.
Mental Skills: Fill Out Paperwork, Lead Unit, Read New Pelorian, Write New
Pelorian.
Personality: Blunt.
Magic: Initiate or devotee access to the regimental god, depending on rank.
Benefits: Complete support from the unit, salary commensurate with rank,
opportunities for pillage.
Disadvantages: No personal time.
Living Standard: Prosperous (for low-level officers) to very rich (for high-level
officers).
Equipment: Gold- or silver-chased arms and armor, several horses, several
servants, a unit of bodyguards, villa.
Imperial Bureaucrat
While the soldiers may talk about their contributions to the Empire, the bureaucrats
know that they are the true backbone of Imperial might. Without the long-suffering
clerks, assessors, and secretaries, the business of the Empire would grind to a halt.
The bureaucracy is also the best place to fill your own pocket, since bureaucrats are
always in a position to make a little (or a lot) extra. Such is a natural way of the
system.
Entry Requirements: Education (scholar or similar occupation) and patronage.
Physical Skills: Create Paperwork, Sign Manager’s Name, Sneak Documents.
Mental Skills: File Documents, Find Items, Know Bureaucracy, Lie with a Straight
Face, Look Busy, Read New Pelorian, Write New Pelorian.
Relationship: to Department Head, to rest of Department.
Personality: Too busy to talk to you.
Magic: Initiate or devotee access to Buserian, Irrippi Ontor, or Lokarnos.
Benefits: In the center of the government; can influence or change procedures;
access to wealth or state secrets.
Disadvantages: Looked down upon by soldiers and officers.
Living Standard: Common to very rich, depending on position and office.
Equipment: Office space in government building depending on office held (from
a desk or cubical to a suite of offices), staff of scribes and servants, house or villa.
Priest
You are a full-time worker for the gods and goddesses. This is a very specialized
and unusual profession, with high status and many benefits in return for doing the job.
The requirements listed are typical, a generic average of what is expected from the
wide range of positions, for each cult and every temple has its peculiarities.
Entry Requirements: Minimum of 10
at a primary cult skill or feat, plus
1 at most secondary skills or
affinities. Also, a full-time commitment to the job and to the welfare of the Empire
and the temple.
Mental Skills: [Celestial or Lunar] Philosophy, Lead Worship, Mythology of [god],
Prepare Sacrifice.
Personality: Appropriate to the deity. Acting improperly accrues a handicap to
all attempts to use the magic of that deity until purified.
Magic: Devotion to a specific god or goddess, chosen from any listed above.
Benefits: Complete support from the cult, political influence in city affairs.
Disadvantages: No personal time.
Living Standard: Rich.
Equipment: Ritual regalia, villa and extensive farmlands, stables, servants.
Introduction and Heortling keywords
Black Horse keywords
Grazer keywords
Latest revision: 1 Mar 2000, new
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