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Tiempo Histórico y compren- compren-sión del espacio histórico

To become a worshipper of Alvir and Valmir a character must pay a tithe of 400 Shards at one of their temples.

Blessing

Priests of Alvir and Valmir can bestow the Safe- ty from Storms blessing on a ship. This blessing lasts for a week and the ship will not be harmed from storms during this time. Diffi culty: 12.

Curse

A priest may lay a Cursed Voyage curse upon a ship. The next time this ship sets sail, it will, without fail, encounter a storm. Diffi culty: 13

Resurrection

No.

Special Rules

Priests of the Twin Gods will never encounter a storm when at sea. In addition, they count as having 1 level in the Hydromancy lore of magic.

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Elnir

Elnir, called the Lord of the Sky, is the god of storms, kingship and law. He is also said to be the ruler of the gods. His devotees believe that his dreams are the clouds before the storm, and that thunder is the voice of Elnir, shouting in an- ger at those who displease him. He has several sons, foremost of which is Sul Veneris, who is tasked with keeping the storm demons under control. Elnir dislikes the storm demons, which create thunder and lightning without his per- mission.

Elnir’s temples are often very tall, elaborate buildings, decorated with statues of eagles, a bird sacred to the Skylord. He is a well-respect- ed and feared deity; even the Baroness Ravayne, ruler of Golnir, has a chapel dedicated to him in her keep. He is generally worshipped in Sokara and Golnir.

Becoming an Initiate

To become an Initiate of Elnir a character must pay a tithe of 600 Shards at one of his temples.

Blessing

A priest of Elnir may bestow a Charisma bless- ing on another character. That character may re-roll all failed Charisma rolls for the next 24 hours. Diffi culty: 12

Curse

Priests of the Lord of the Sky may bestow a Cha- risma curse. The target has their Charisma score reduced to 0 for the next 24 hours. Diffi culty: 11

Resurrection

No.

Special Rules

A priest of Elnir may re-roll all failed Charisma tests.

Lacuna

Lacuna, or the Huntress as she is sometimes known, is worshipped in Sokara and Golnir as the goddess of the wilderness and the moon. She is the patron goddess of hunters, woods- man, travellers and, as far as characters are con- cerned, wayfarers. She is said to not only protect nature and those who respect the natural world, but to punish those who would seek to harm it.

Temples to Lacuna tend to be small, wooden aff airs, often log halls or woodland shrines. Re- gardless of the form it takes, a temple to Lacuna is always decorated with sweet-smelling fl owers that can overwhelm the senses. Lacuna is gener- ally only worshipped in Sokara and Golnir.

Becoming an Initiate

To become an initiate of Lacuna, a character must pay a tithe of 600 Shards at one of her tem- ples. A character seeking to become an initiate of Lacuna must be female.

Blessing

A priest of Lacuna may bestow a blessing of Scouting upon another character. That character may re-roll all failed Scouting rolls for the next 24 hours. Diffi culty: 12

Curse

Priests of the Huntress may bestow a Scouting curse. The target has their Scouting score re- duced to 0 for the next 24 hours. Diffi culty: 11

Resurrection

No.

Special Rules

A priest of Lacuna may re-roll all failed Scout- ing tests.

f Elnir may re-roll all failed Charisma g

Maka

Maka is the goddess of disease and famine, a terrible and dreaded goddess. She is also the goddess of the spring harvest, and farmers pray to her and off er up sacrifi ces of livestock to en- sure that their crops will be healthy and boun- tiful. She can also be a benefi cial goddess, for her priests have the ability to cure disease and poison from the masses.

Maka’s temples tend to be found under- ground, dug into the earth itself. When they are above ground they are made of mud and clay, with very few windows. The interior of her tem- ples are always dark and gloomy. Maka is gen- erally only worshipped in Sokara and Golnir.

Becoming an Initiate

To become an Initiate of Maka, a character must pay a tithe of 500 Shards at one of her temples.

Blessing

A priest of Maka may bestow a blessing of Immunity on another character. For the next 24 hours, that character is immune to disease and poison. Diffi culty: 12

Curse

Priests of Maka may bestow a Taint curse on another crea- ture. The target has all of their ability values

reduced by 1 for 24 hours. Diffi culty: 12

Resurrection

No.

Special Rules

A priest of Maka is immune to all disease and poison.

Molhern

Molhern is a god with many aspects. He is wor- shipped as the god of craftsmen, scholars and knowledge. In some communities – most nota- bly the Isle of Mystery – he is also worshipped as the god of magic (in these locations he is of- ten referred to as Molhern Magister). It is said that Molhern gave mankind the secret of fi re, and also taught them how to write.

Molhern’s temples vary in their shape and size. Some are small aff airs, others elaborate towers

and keeps. In just about every temple, though, you will fi nd a forge and a library. Molhern is normally worshipped in Golnir and Sokara, and in some other isolated places such as

the Isle of Mystery.

Becoming an Initiate

To become an Initiate of Molhern a character must pay a tithe of 500

Shards at one of his temples. Upon becoming an initiate, a character

must choose either Intelligence or Magic as the focus of

his blessings.

Blessing

A priest of Maka may bestow a blessing of Immunity on another character. For the next 24 hours, that character is immune to disease and poison. Diffi culty: 12

Curse

Priests of Maka may bestow a Taint curse on another crea- ture. The target has all of their ability values

reduced by 1 for 24 hours.

Diffi culty: 12

and keeps. In just about every temple, though, you will fi nd a forge and a library. Molhern is normally worshipped in Golnir and Sokara,

and in some other isolated places such as the Isle of Mystery.

Becoming an Initiate

To become an Initiate of Molhern a character must pay a tithe of 500 Shards at one of his temples. Upon becoming an initiate, a character must choose either Intelligence or Magic as the focus of

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Blessing

A priest of Molhern may bestow a blessing of ei- ther Intelligence or Magic (whichever he chose) on another character. For the next 24 hours, that character may re-roll all failed Intelligence or Magic tests. Diffi culty: 12

Curse

Priests of Molhern may bestow either an Intel- ligence or Magic curse on another creature. The target has their Intelligence or Magic value re- duced to 0 for 24 hours. Diffi culty: 11

Resurrection

No.

Special Rules

A priest of Molhern may re-roll all failed Intel- ligence or Magic (whichever he chose) tests.

Nagil

Nagil, the Lord of the Lands of the Dead, is the god of death. It is he who oversees the souls of the deceased and escorts them to the Under-

world where they spend the rest of eternity. He is neither a good nor bad deity, for he takes the souls of those who walk in the dark and those who walk in the light without prejudice. He is sometimes referred to as the god of rebirth, for his priests have the power to resurrect the dead.

A temple dedicated to Nagil tends to be an ornate construction, replete with hideous gar- goyles, murals of the Underworld and black candles. Nagil is worshipped in Sokara, Golnir and the Great Steppes.

Becoming an Initiate

To become an Initiate of Nagil a character must pay a tithe of 300 Shards at one of his temples and then pass a Sanctity test at Diffi culty 10.

Blessing

Priests of Nagil cannot bestow blessings.

Curse

A priest of Nagil cannot bestow curses.

Resurrection

Yes.

Special Rules

A priest of Nagil counts as having chosen the Necromancy power once.

Sig

Also known as the Larcenous One and the Di- vine Bard, Sig the Cunning is the god of vaga- bonds, troubadours, lovers, thieves and rogues. He is said to be a handsome god who is whimsi- cal and fun-loving.

The temples of Sig are usually found in out of the way places, areas such as harbours, back alleys and near taverns and inns. He is wor- shipped mostly in Sokara and Golnir.

Becoming an Initiate

To become an initiate of the Larcenous One, a character must pay a tithe of 600 Shards at one of his temples.

Blessing

A priest of Sig may bestow a blessing of Thiev- ery upon another character. That character may re-roll all failed Thievery rolls for the next 24 hours. Diffi culty: 12

Curse

Priests of the Divine Bard may bestow a Thiev- ery curse. The target has their Thievery value reduced to 0 for the next 24 hours. Diffi culty: 11

Resurrection

No.

Special Rules

A priest of Sig may re-roll all failed Thievery tests.

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