Miracles
Faith
The Gods of Savagea are always present in the background, and it's possible
for the devout to ask for their help in an adventure. This is done by praying
for a full round. Tell the GM what you want to do, and make a special die
roll: take your faith and add 2d3 (a d3, or three sided die, means you halve
the result of a regular d6 roll). Add one to this roll if you're on ground
sacred to your deity. This is not considered a test - it's not affected by
severe injuries, fumbles, criticals or adrenalin.
The attempt costs a point of mana. If you succeed in the roll, a small (or
large) miracle happens and you're aided. If you miss the roll by three
points, you lose two additional points of mana. If you miss by four or more,
you lose all your mana. Repeating a prayer after it fails is considered an
insult and fails automatically (and costs mana). If you attempt something
that your deity strongly disagrees with, expect to be punished.
Other than for known miracles, you can try and pray for help. This doesn't
cost any mana and you don't need to roll dice, but you need a faith of five
or more, an appropriate sacrifice is a big plus, and it had better be for a
good reason. This may or may not work, depending on how hopeless your situation
really is.
Miracle effects
Certain miracles have better effects if the roll is better. For instance, if
you were to roll 11 and you roll 14, you passed the roll by three, and this
increases some effects. Some miracles only work on the devout, or on heathens
(from your deity's perspective), which means that if the deity doesn't agree
with your choice of targets, the miracle fails. A devout is not necessarily
one who worships the same deity as you do, but at least someone whose ideas
align with your deity's. A follower of an opposing deity is never devout, nor
is one with a low rank in faith.
Most effects last for ten minutes, or work instantaneously. One can resist
a miracle by making a test on one's current psyche; a result of 19 is needed
to resist the effect, partial resistance is not possible. Adrenaline may not
be used to influence this test, nor does the attribute anti-magic help, as
miracles aren't magic.
Duties
As a loyal follower of whatever deity, you have certain duties. What those
are differs among religions and your rank in faith (and/or rank in the
religious order, which is not necessarily the same). In the very least, you
have to behave yourself according to the deity's codes of behaviour; if you
don't, don't count on any prayers being answered. For instance, a follower
of Altharn may never lie, and an Eryonixim may not use magic for evil aims.
If you ever get the idea of changing faith, think well before you decide.
For people with an average or low rank in faith this isn't much of a problem,
but it is for the faithful. If you lose your religion, you lose a number of
ranks in faith, depending on the situation and how well you roleplay. You
can't be a high priestess of Ratyva and then switch to become a high priestess
of Ferizz. Also, dependent on your old and new faith, you can be cursed by
your 'previous' deity and/or be declared outcast or marked for death by your
old priesthood. Nobody leaves the Order of Ehrdrayl while alive, and that
may hold for certain other religions. If you want to become atheist, you lose
all ranks in faith above four, and you may or may not be returned some of the
experience points by the GM.
Known miracles
- Accurse: puts a curse on a heretic.
- Alarm: you will be given a supernatural warning whenever danger is near
- Animal form: you can change yourself into an animal, as small as a cat or as large as a bear, or back into your human form.
- Anti-element: protects you against elemental attacks, such as the discipline of Energy.
- Anti-magic: cancels opposing magic, just as the discipline of Arcanus would.
- Antidote: poisoned friends can be made healthy again. This can also cure minor diseases.
- Arrest: stops a heathen from moving for a while.
- Attention: all people in your direct vicinity will look up at you and pay attention to whatever you've got to say.
- Battle Cry: this same round you must attack with +1 to your attack test and damage roll; this round, you gain +1 to all tests to resist magic. Add +1 to all for each two points by which you made the faith roll.
- Calm weather: calms gales to breezes and torrential rain to mild sunshine.
- Calmness: calms nearby people and/or animals.
- Chaos: Something completely at random happens. The better your roll, the more spectacular (but not necessarily better) the effect.
- Claws: your hands transform into sharp claws or talons, each capable of doing 1d4 damage.
- Countercurse: cancels a curse laid on a believer.
- Desoul: steals an unbeliever's soul and brings it to the afterlife.
- Earthquake: causes a local tremor, destroying most nearby buildings.
- Elemental: summons an elemental of the appropriate element; these creatures are frighteningly strong.
- Empathy: gives you an impression of the emotions around you.
- Exorcism: banishes the living dead, such as zombies or walking skeletons, and sends them back to their grave.
- Fear: gives you an aura that is so awesome as to make your opponents scream and run away in mortal terror.
- Fire field: creates a large field of fire where you want it.
- Fireball: shoots a ball of fire at a target of your choice; it does 2d6 damage in a ten-meter area.
- Flameblade: your sword, or other weapon, is surrounded by a fiery aura which does two additional damage per hit.
- Fog: an area of ten by ten yards is filled by a thick fog, obscuring all vision beyond a yard.
- Growth: around you, plants suddenly grow at an amazing rate.
- Heal Self: as healing, but only usable on yourself.
- Healing: by laying on hands, the priest can cure wounds. The target regains 1d6 life, up to his maximum, plus an extra 1d6 for each two points by which the roll is made. This can be repeated the next round on the same target without need for a roll.
- Hesitation: your opponents will be impressed by you and will attack you uncertainly, if at all.
- Illusion: as per the magical discipline; the effect is dynamic, has light and sound, a range of five meters and effect of three meters.
- Imprisonment: a heathen is temporarily imprisoned on the astral plane.
- Inferno: the heretics shall be devoured by flame!
- Insight: gains you insight to the devotion of a nearby person.
- Invisible: makes you invisible to one opponent; this invisibility extends to all senses so he will completely ignore you.
- Levitation: you can float straight up or down at a steady rate.
- Lightning: a bolt of lightning flashes down from the sky and hits an unbeliever. This will work only in bad weather.
- Location: you are given a vision of the location of a known object.
- Might: a group of adventurers is given +1 to attack tests and damage rolls, +1 per three points by which the faith roll succeeds.
- Morale: a group of warriors gains +1 to attack and defense, and +2 to defense against mental effects, +1 per three points by which the roll succeeds.
- Order: you can give an order to a small group of people; your will be done.
- Peace of Mind: the believer regains a point of psyche.
- Purification: at touch, food can be cleansed of decay, rot and poison.
- Rainbow: the rainbow comes down to your feet, forming a bridge to another location.
- Recall: the priest and his devout followers are transported to the nearest temple.
- Regeneration: heals broken limbs, terminal diseases and all sorts of permanent wounds.
- Resurrection: brings a dead believer back to life; the body must be present, and reasonably intact.
- Rot: in a one-hundred-meter radius, plants, trees and bushes begin to wither and die.
- Seance: allows you to speak with the dead; a piece of body is required, an intact corpse is not.
- Shield: a group of friends is given +1 damage absorption and +1 to all tests to resist magic or miracles, +1 per three points by which your test succeeded.
- Skeletal Guard: calls a group of skeletal warriors forth from the grave to serve as your bodyguard.
- Stamina: you and your travelling companions won't suffer from or be hampered by extreme heat or cold, heavy backpacks etc, for the rest of the day. This can affect one person for each rank in faith you have.
- Storm: the sky becomes overcast, and rain and thunder fill the area, paired with strong winds.
- Suggestion: you can give good (or bad) advice to somebody, who will follow this advice. The effect can last for weeks.
- Summon: nearby animals or monsters will rush to your aid.
- Supremacy: an enemy unit gets -1 to damage absorption (yes, it can be negative) and to all missile and magic tests, -1 per three points by which the roll succeeds.
- Telekinesis: allows you to move objects from a distance, as would the Kinetics discipline.
- Toxify: food and drink can be poisoned at a touch.
- Traceless: allows you to walk around without leaving any track or trail.
- Truth: forces an unbeliever to speak the truth to you, as long as you do to him.
- Tsunami: creates a massive tidal wave, with disastrous results for boats and harbors.
- Vision: by spending several minutes in trance, you can learn unknown facts about past, present or future.
- Water breath: you or someone else can breathe normally under water for up to an hour.
- Weakness: an unbeliever gets -2 to all his physical tests.
Gods of Savagea
Fenyela | Thalara | Lorinyeh
|
Yequay | Altharn | Sartho
|
Yirrick | Eldano | Thazuun
|
Ratyva | Andana | Shagodan
|
Jolina | Ferizz | Ehrdrayl
|
Eryonix | Xaos | Choanax
|
Eldano ('el-dah-noh) the Philosopher
Andana ('an-dah-nah) the Storyteller
symbol: the Moon, the circle
symbol: the Sun, the circle
This god and goddess are inseparably tied together as creaters of the world
and keepers of the Circle, symbol of balance. Humans, the most succesful
race on Savagea, are their creation. As firstborn, humans are most versatile
and tolerant, which makes them the best traders and diplomats. Human cities
are therefore the only places where each other race is welcome.
Eldano and Andana are the cooperating opposites, that, from the background,
watch everything, explain it and write stories and songs about it. Only when
it's really necessary will they interfere, but if they do, they are
unstoppable. A very small group of priests keeps a closer eye on the world
in their name, as impartial lookers-on unless one side gets too great an
advantage. For these priests, very strict rules have to be kept, and
expulsion from the order is bad enough punishment for those that do chose
a side.
Powers: Eldano: Attention (14), Anti-element (14), Insight (13), Location (13),
Vision (13), Truth (14), All (15)
Andana: Attention (13), Anti-element (14), Empathy (13), Calmness (13),
Morale (14), Suggestion (14), All (15)
The difficulty of any defense Eldano and Andana's miracles is two points higher.
Altharn ('al-tarn)
symbol: a straight line or unbendable metal bar
Certain gods are only referred to by whispered nickname, out of fear. For
Altharn this is the other way around - he is the symbol of honesty and
justice, and considers a nickname an insult, because it takes away from the
power of his real name. Just as many of the dwarves, which he created, he
is silent, indefatigable and stern. He believes strongly in his task to
banish all injustice from the world. His priests are often asked for
impartial judges.
Powers: Attention (13), Alarm (12), Anti-magic (14), Arrest (12), Healing (13),
Insight (12), Imprisonment (15), Order (13), Supremacy (14), Seance (14), Battle Cry (13),
Countercurse (13), Accurse (14), Vision (14), Truth (13)
Choanax ('choh-naks) Serpent Lord
symbol: a hissing snake
This sadistic god derives great pleasure from sowing pain and misery.
Painfully slow he breaks down everything the people and gods trust upon.
Among his hated priesthood, torture is all in a day's work, even among one
another if they can't find an unbeliever as a victim. The snake is this
god's symbol, and crawls unseen until it reaches your feet, after which you
will die a slow death in its twists.
Powers: Hesitation (14), Fear (14), Chaos (12), Heal Self (13), Illusion (14),
Claws (13), Fog (13), Desoul (15), Skeleton Guard (14), Traceless (13), Storm
(15), Toxify (12), Rot (15), Accurse (14), Weakness (13)
Ehrdrayl (er-'drale), Avenging Tyrant
symbol: a black claw
This goddess feels left behind in the division of power, and does everything
to obtain more of it. Manipulation, threats or downright murder are things
she won't step back from; to her, each mortal is no more than a pawn. The
same goes for her priests, who strive to rule the known world together, but
at the same time won't hesitate betraying one another so as to get a higher
rank in their order. Most major cities have a hidden temple to Ehrdrayl
somewhere; villages do not concern her.
Powers: Hesitation (13), Fear (13), Arrest (14), Peace of Mind (15), Inferno (15),
Claws (13), Fog (14), Morale (13), Desoul (15), Summon (14), Order (13),
Supremacy (14), Skeleton Guard (13), Accurse (14), Vision (14)
Eryonix (er-'joh-niks) the Mystic
symbol: a glowing pentagram
Though he is given to unpredictability at times, this faithful god is
entrusted the magic of the aether. Many magicians can be counted among his
worshippers, and his priests, too, are granted mysterious powers. The
majority of people that can't use magic he considers inferior, and he
doesn't really understand them, because magic can make things so much easier.
That message he wants to spread among all of Savagea - put woe to him who
abuses the magic!
Powers: Fear (13), Anti-element (14), Chaos (13), Animal Form (15), Exorcism (13),
Healing (13), Illusion (14), Insight (13), Levitate (14), Location (14), Storm (15),
Countercurse (15), Telekinesis (13), Recall (15), Fireball (14)
Fenyela (fen-'jay-lah) the Honorable
symbol: a gold cup
Many claim to be loyal followers of Fenyela, or strive to be, but only few
possess the strength of spirit to be admitted to her priesthood. As goddess
of honor and courage, she's a perfectionist and demands much of the same of
her followers. The priests and crusading knights that follow her, do so
without fail or falter, and make excellent leaders, kings or field marshals,
loyal and dependable until death.
Powers: Alarm (14), Anti-magic (14), Exorcism (13), Healing (13), Insight (13),
Might (14), Morale (14), Rainbow (15), Regeneration (15), Shield (13), Battle Cry
(13), Antidote (15), Countercurse (15), Vision (14), Truth (14)
Ferizz (fu-'reesz), Lady Mysteria
symbol: a tiny key, or nothing at all
This goddess is only depicted as a cloud of mist or a shadow, if at all.
Her priests, too, are nowhere to be found, and according to every attempted
counting they don't even exist - sometimes even Ferizz herself appears not
to exist, even if the elves, her creation, clearly do. But, even though they
cannot be found, they won't allow you to forget them. They are ones who break
into your house when you're away, or even when you're there, and don't steal
anything but merely leave a note saying 'buy a better lock'. Rumor says that
lady Mysteria, although she's not telling anything, knows everybody's secrets
or how to find out about them.
Powers: Hesitation (13), Chaos (12), Animal Form (15), Healing (13), Levitate (13),
Location (14), Fog (12), Invisible (13), Seance (14), Traceless (12), Telekinesis
(14), Recall (15), Vision (15), Truth (14), Water Breath (14)
Jolina (jo-'lee-nah) Queen of Hearts
symbol: a white heart
As goddess of life and love, Jolina is one of the most worshipped deities on
Savagea. Especially on the farmlands around the cities, many shrines and
temples are devoted to her. The priests help with harvest and childbirth,
seal marriages, and take care of the wellbeing of the entire community. They
are not a strong military force, but can always count on aid of the many
friends and people they aid and aided. Jolina has a soft spot for the small
halfling; it is said that she has had something to do with their creation,
even though halflings are a crossbreed race.
Powers: Alarm (12), Anti-element (14), Empathy (13), Exorcism (13), Peace of Mind
(15), Healing (11), Calmness (11), Growth (15), Regeneration (14), Resurrect
(15), Shield (14), Antidote (13), Stamina (12), Calm Weather (13), Purify (12)
Lorinyeh (loh-'rene-yea), Master of the Dead
symbol: a skull
He is generally reckoned among the evil gods; this is not justified, as he
only does his job, which is taking care of an essential part of the circle
of life. Usually he doesn't concern himself with life on Savagea, because he
is well aware of the temporariness of everything. When he does, he is
extremely powerful. He has very few faithful, but those who follow him are
unquestioningly loyal and have great powers over life and death.
Powers: Attention (13), Earthquake (15), Fear (13), Exorcism (12), Insight (13),
Fog (14), Desoul (14), Order (12), Supremacy (13), Resurrect (14), Seance (12),
Skeleton Guard (12), Stamina (13), Accurse (13), Weakness (12)
Ratyva (ra-'tee-vah) the Artist
symbol: a palette with seven colors of paint
Art in all forms is Ratyva's terrain. Be it a painting, a song, an
artistically forged sword or even a simple but well-made table, these are
the things she cares for and helps with. Her greatest creation, the race of
gnomes, do enjoy constructing things a lot. Ratyva's priesthood is a group
of irregulars that's always willing to help with anything, then later sit
down in an inn and write a song about how well it went. They prefer
diplomacy to battle, and attempt to get combatants away from each other to
prevent them from getting hurt.
Powers: Attention (12), Lightning (15), Empathy (12), Exorcism (14), Healing
(13), Illusion (12), Fog (13), Invisible (14), Rainbow (14), Traceless (13),
Suggestion (14), Countercurse (15), Vision (12), Purify (13), Weakness (13)
Sartho ('sar-toh) the Possesser
symbol: a coin
Material possession is all that matters to Sartho. Like a small child she can
hold on screaming to the smallest of her many possessions. Her followers,
therefore, do everything to become rich quickly. A small part of these are
honest traders, but the major part is not entirely honest, or downright a
thief. The riches they gather aren't displayed in a temple, because the
Sarthoni are terrified that somebody, not to mention one of them, will take
the treasures away.
Powers: Hesitation (14), Alarm (12), Anti-magic (14), Arrest (13), Heal Self (12),
Inferno (15), Location (12), Fog (13), Desoul (15), Invisible (14), Suggestion
(14), Telekinesis (12), Toxify (13), Rot (14), Accurse (13)
Shagodan ('shah-goh-dan) the Brave
symbol: a clenched fist
This god lives for battle. Whether it's a duel or a barfight, he wants to be
in it. Large-scale battle fields are great! He's no great stragiest or
diplomat, and prefers survival of the strongest. Diplomats tend to use ruses,
and thus don't fight fair on equal footing. Thus Shagodan is worshipped by
many warriors, soldiers and adventurers, and the orcs, which he aided in
creating. The battle cry of his legions is terrifying, but they usually
leave good opponents alive in hopes of another great battle later on.
Powers: Fear (15), Anti-element (14), Healing (14), Claws (12), Might (13),
Morale (12), Summon (14), Order (14), Supremacy (13), Shield (13), Battle Cry (11),
Stamina (12), Flameblade (13), Fireball (15), Purify (14)
Thalara (tah-'lah-rah), Rock amidst the Waves
symbol: a perfect stone cube
She has tried to create the dwarves in her image - indestructably sturdy,
straightforward, and stubborn as an ox. That's why most dwarves prefer living
in caves and mines, and know a lot about stone and metal found there. Apart
for the dwarves, people who need her endurance tend to worship her, which is
basically everybody who has a tough life and hopes for better days.
Powers: Earthquake (15), Anti-element (13), Elemental (15), Exorcism (12),
Peace of Mind (15), Healing (13), Might (14), Morale (13), Order (12), Regeneration
(15), Shield (12), Antidote (14), Stamina (12), Truth (14), Calm Weather (13)
Thazuun (tah-'tzune) the Devourer
symbol: a flame
This hot-tempered goddess is the symbol of fire, strength and destruction.
The same holds true for the orcs, whom she created. In Thazuun's hierarchy,
the strongest is right - disagreements are fought out, under the eyes of a
cheering crows. No man, no forest and no city is safe for the all-consuming
flames.
Powers: Earthquake (15), Anti-element (13), Lightning (14), Chaos (12), Elemental
(15), Inferno (15), Might (12), Storm (14), Battle Cry (13), Tsunami (15), Rot
(14), Flameblade (12), Fireball (13), Fire field (14), Weakness (14)
Lord Xaos ('khay-ohs)
symbol: a blue amorphous mass
The most unpredictable of gods. He rules the oceans, and like the seas he
can be both a calm source of food or a stormy destructive whirlpool. Xaos's
motives are never really clear and can change from hour to hour. He is a
symbol for the eternal change of all of Savagea, which is maybe why the
elves, whom he created, are so good at adapting themselves to virtually
any situation.
Powers: Hesitation (12), Fear (13), Anti-element (12), Anti-magic (13), Chaos (11),
Elemental (14), Healing (13), Fog (13), Summon (14), Storm (13), Countercurse
(14), Tsunami (15), Accurse (14), Fire field (15), Water Breath (12)
Yequay (ju-'kay) the Silent
symbol: a leaf
This god of nature cares little for humans or other 'higher' life forms, but
a lot more for forests, woods and plains and everything that lives there.
His temples are never found in big cities, only occasionally in small villages
and usually somewhere deep in the wilderness, where they are visited more by
the local animals than by actual believers. Forest elves have an affinity
with Yequay, and occasionally there is a fanatic hoping to destroy entire
cities for the glory of nature.
Powers: Animal Form (14), Empathy (13), Healing (12), Calmness (12), Claws (12),
Fog (13), Invisible (15), Summon (13), Growth (14), Rainbow (15),
Traceless (11), Antidote (13), Stamina (13), Calm Weather (14), Purify (13)
Yirrick ('jir-rik) Windmaster
symbol: a cloud with lightning
Many sailors put their faith in Yirrick to send them the good winds of
fortune, and many sages for the same wind to bring new, fresh ideas. A part
of the small but tight priesthood takes care of windmills, ships, libraries
and schools throughout the cities; another part wanders the world out of
curiosity and hoping they can make themselves useful to the Savagean
population. Both the god and his followers are calculating, dependable and
creative.
Powers: Anti-element (13), Lightning (15), Elemental (15), Empathy (12),
Exorcism (12), Peace of Mind (15), Healing (12), Insight (13), Levitate (13), Storm
(15), Suggestion (14), Countercurse (13), Vision (13), Water Breath (14), Calm Weather
(14)
Simplex