Cult of Misarde - God of Nightmares

From: Steve Maurer (steve@tfs.COM)
Date: Sat 11 Jul 1992 - 09:56:33 EEST


    Please note: this is an unoffical Gloranta cult.

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Cult of Misarde

    In the Great Darkness, Tylenea, Goddess of Illusion, was wounded by
Chaos. When this happened, her illusions and beautiful dreams were
twisted into nightmares. The greatest of these nightmares was Misarde,
which attained such power that it broke free of it's own unreality
to stalk the world.

    Misarde is god of Nightmares, a living wound in the fabric of
dreams. While he was created by Chaos, he has no great affiliation
with the rune. He is much like Vivamort in this regard. His greatest
power is his own unreality, which makes him very difficult to fight.
His runes are Illusion, Death, and Darkness.

    Misarde's cultists make their living as assassins. The cult is
small, secretive, and magically weak (though it is much more powerful
than many small time assassin cults, such as Black Fang). Except for
cult special Runespells, max Runespell power is 2 points; this includes
Spell Teaching, so the cult cannot teach any Spirit Magic spell above 2
points. Cult members are allowed to purchase all but forbidden spells
from whatever source they can get them; they often do, since cultists
are typically wealthy. Temples are orgainzed into small successful
assassin groups, headed by a Fear Master (rune priest). There is no
Runelord status, but Fear Masters have "Runelord type" D.I. for the
limited D.I. Misarde provides.

Fearer (Laymember)
    Enrollent: Requires an oath of secrecy; CHAx5 * 1/10L donated
    Tithe: 10% of all income
    Spells: 1/2 Price: Mindspeech, Demoralize
                Normal: Coordination, Dark Wall, Mobility, Det. Blank(2)
                Forbidden: Fanatacize, Solace
                Special: Image Creation
    Skills: Hide in Shadows, Move Silently, Climbing, Jumping, Shortsword
    Leaving: Depends on Fear Master. Assassins wounded in combat are
                usually left alone; betrayers, are stalked and killed.

Fear Maker (Initiate)
    Enrollent: CHAx3 + 1/100L donated; 1 try/year (1 POW on acceptance)
    Tithe: 20% of all income
    Spells: Free: Mindspeech, Demoralize
                1/2 Price: Coordination, Dark Wall, Mobility, Det. Blank(2)
                Normal: Silence, Befuddle, Dispel Magic(2), Spirit Binding
                Forbidden: Fanatacize, Solace
                Special: Image Creation
    Skills: Disguise, Lock Picking, Brew Poison, Brew Acid
    Special: Intimidate, Mutilate
    Retribution:Nightmare, plus hunted by cult

    Intimidate - This skill is a fear-based "Oratory". The skill has no
    effect unless the victim believes the user has a credible threat (to
    a Demoralized victim, any threat is credible). Unlike Oratory,
    Intimidate can be used against enemies. However, also unlike Oratory,
    if the victim doubts the credibility of the threat, the victim will
    betray the skill user at the worst possible moment.
    Communication (05%)

    Mutilate - This skill allows the user to quickly prevent a corpse
    from being Resurrected, by removing organs and/or adding special
    poisons. Each attempt requires 12 seconds of total concentration
    (i.e. not in combat). Successful Healing Cult D.I. can still restore
    the corpse to ressurectability, unless the Mutilate roll is a critical.
    Fumbling gives the user the impression he has succeeded, even though
    he has not. Humakti attack known users of this skill on sight.
    Manipulation (00%)

Fear Master (Rune Priest)
    Enrollent: Initial 18 POW/ (INT+CHA) as % + 1/100L; 1 try/year
    Tithe: 90% of all income
    Restricts: As Initiate
    Runespells: Extension(2), Fearshock, Shield(2), Summon Small
                Shade, Mind Link(2), Spell Teaching(2), Spirit Block(2)
    Special: Divine Fear, Cloak of Illusion, Freeze Scene
    Retribution:Nightmare, plus hunted by cult

    Divine Fear Cost -- 1 POW Point
    Range - Glorantha Duration - Permanent
    Nonstackable Reusable

        This is the only Divination that Misarde provides. It
    allows the priest to learn the greatest fear/phobia that the
    named target has. The target must be mortal, and living in
    Glorantha. This knowledge may be used for later Intimidate
    rolls, or to give advantage to a Nightmare. With a roll of
    80%+, the target has no usable fears.

    Cloak of Illusion Cost -- 2 POW Points
    Range - Personal Duration - 15 Minutes
    Nonstackable Reusable

        This spell alters the caster's appearence to anything he
    desires; it covers all senses. To successfully duplicate a
    specific individual's features, a caster must use a Disguise
    skill for each sense; this always succeeds if the caster is
    sensing the target as the being spell is cast. It can never
    succeed if the caster never sensed the individual with them.
    Touch also fools Darksense. Anyone familiar with a mimiced
    individual gets a Sense roll against any Sense that did not
    automatically succeed.

        Cloak of Illusion may also be cast by a Fear Master's
    Allied Spirit. This also makes an illusion, but it has no
    substence. This be used to distract guards, and also as a
    target for a Misarde DI.

        Example: A priest wishes to imitate an arrogant nobleman
    he just saw walk into a bar. Even now, he hears him yell at
    the bartender. When he casts his Cloak of Illusion, he must
    use his Disguise to duplicate the nobleman's appearance; the
    GM gives him a +20% since he just saw the man. As he still
    hears the nobleman, the spell perfectly imitates the man's
    nasal drone, but the priest can't duplicate the man's smell,
    taste, or touch (darksense) since the priest never was close
    enough to sense any of these.

    Freeze Scene Cost -- 3 POW Points
    Range - 180 Meters Duration - 15 Minutes
    Nonstackable Reusable

        This spell freezes a 3mx3mx3m scene. Anyone looking at
    the scene senses it as it was when the spell was first cast.
    For instance, if cast on a closed door, it will seem closed
    even if later opened; images of anyone in the area when the
    spell was first cast will remain until the spell ends. Any
    who enter a frozen scene cannot be detected except by magic.
    Freeze Scene is a full illusion affecting all senses, and
    lack only substance (images are still walk-through).

Nightmares

    The Misarde cult allied spirit is called a Nightmare, and
always remains unbound. These spirits normally obey the same
restrictions as all unbound allied spirits; they may only cast
spells that directly affect their priest, and may not initiate
any embodied spirit (living creature, familiar, or spirit bound
into an object) in spirit combat.

    Nightmares also have the special ability of inducing terror
in a victim's dreams, depriving them of sleep, occasionally even
scaring them to death. The Nightmare dissolves itself into
unreality, becoming a part of the victim's subconscious. It
engages in a form of "spirit combat", pitting its POW vs the
victim's WILL (for games without WILL, use INT + 1/3 POW as a
subsititute). Once committed, it must fight until it is destroyed,
it possesses the victim, or the victim awakes (in which case the
attack ceases). When the Victim awakes, his or her WILL is
restored to full. If the Nightmare succeeds in "possession",
the victim suffers as if attacked by Fearshock.

    There is no range limitation for this ability, and normal
magical defenses cannot stop, or even detect, the attack. A
victim may attempt to "withdraw" from this combat, by rolling
INT/2 on percentile each round. Nightmares which know their
victim's worst fears get a +4 on their effective POW. (An almost
unknown, but very effective remedy is a Xiola Umbar Solace spell,
which if cast on a target suffering a Nightmare attack, prevents
the Fearshock on Nightmare possession -- the combat will continue,
in case the victim overcomes and destroys the Nightmare).

Misarde DI

    Misarde is a god who lives on the boundary between reality and
unreality; his Divine Intervention reflects this. When asking for
aid, a cultist may only ask that a currently running full Illusion
spell (covering all senses except substance) be made real. For
this, however, the cultist himself becomes unreal -- an illusion
which disappears after 15 minutes time. An illusion made real gains
the same INT, and adds up to the same total characteristic points as
the original cultist; non-magical weapons and clothing can also be
generated, and appearence can be rearranged at a whim. Items acquired
by an illusion do not disappear along with the illusion.

    The "cultist turned illusion" can only avoid disappearing by meeting
the "illusion made real", and killing it -- in which case he was the
original all along, and the "illusion made real" was always an illusion.
The "cultist turned illusion" always desperately attempts to find and
kill the "illusion made real", since the former cultist wants to live.
Both know everything the other knew at the time of the D.I., and no
Nightmare will interfere in such a battle.

    Fear Masters usually use the DI by having their Nightmare cast a
Cloak of Illusion of themselves elsewhere. If they are caught, they
ask that they become the Illusion, and the Illusion become them. They
create the illusion far enough away so that it is difficult or impossible
for their former selves to find and kill them. Fear Masters who wish
to protect an entire group, may do the same with a prepared Freeze Scene
spell (the Fear Master casts the spell showing the entire group as it
was before an attack was made). The latter is dangerous, because it
causes multiple illusionary duplicates, and the resulting fights can
be very disruptive to an operation.

Spirit of Retribution

    Any cultist who betrays Misarde, gets his own Nightmare which
has a POW of 2d6+12. It remains until the cultist dies of fear
(and remains dead), or he fights it off. The cult also hunts
ex-cultists.

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