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Argan Argar

Cult of the Troll Spell Traders


History

Before Time

Argan Argar was born to Stygia by a chance encounter with a wind spirit (some say Vesper, a grandson of Typhon). He grew up to be a charming and sociable troll, filled with his father's wanderlust and a desire to meet people. He was no warrior and there are no tales of mighty deeds of arms, but he certainly did his bit for the powers of Law by travelling hither and thither in the darkness forging links between besieged communities.

One of the persons he befriended was Ishtar who invented magics. It was Argan Argar who carried the Magic Goddess's invention into the world. He it was who suggested a compromise to the Gods to end the Chaos Wars and the Great Darkness and embarked upon the initial round of negotiations. He helped to forge the alliances and associations between all gods by helping them trade their abilities in the form of Runemagic

Since Time

Argan Argar has become the most travelled and frequently met troll cult in the world, also having the highest percentage of non-trolls in its membership. The Night-Traders still tour the world acting as diplomats and couriers, and trading in silks and other troll produce, and of course Runespells.

Life after Death

Cultists believe that upon death they shall go to that part of hell reserved for worshippers of Darkness, called Erebus by the Lightbringers. There Argan Argar sends his merchants to trade in all corners of hell. The cult believes in free movement and trade across all borders, even those between Life and Death and so allows all forms of return from Death. They are the only troll cult that which can be brought back to life by the Luciferan spell Light of Life as they are the only Darkness cult which might be found in those parts of the Underworld in sunlight.

Runic Associations

Argan Argar inherited Darkness from his mother, and Harmony and Mobility from his father, but his nature is profoundly influenced by his knowledge of the Magic rune which he learnt from Ishtar. His motto is reputed to be Ishtar makes it, I only sell it!

Nature of the Cult

The cult's ethos lies in trade; unlike Mercer, Argan Argar will trade in non-material things such as knowledge, messages, and spells as well as the more normal material produce. They are very wide ranging and export Troll items especially silks in return for the manufactured goods such as weapons and metal tools that Trolls do not make. Some members of the cult are very Trollish and quite willing to con an unsuspecting customer, believing that you shouldn't be shopping if you don't know what you're looking for. Strangely, they tend to be far less fraudulent when it comes to intellectual trading.

Socio-Political Position and Power

The cult is vital to Troll Society for it is its main contact with non-trolls, particularly the Dwarves of Blackplumbings. It does not wield political power but is frequently involved in negotiations and diplomacy between Trolls and the outside world as well as within Troll society. Outside Troll society its reception is very mixed. Cultists' services as traders in silks and spells, as diplomats and as couriers are valued but cultists are always viewed with suspicion.

Particular Likes and Dislikes

Argan Argar neutrality is famous. It is the most tolerant Troll cult known, even willing to trade with Lightbringers, and, it is rumoured, with Chaos. This is important as otherwise Lightbringer/Troll negotiations could not happen. However even Argan Argar cultists cannot conceal their dislike of Lightbringers and it is a rare cultist who an bring himself to trade in Summon Salamander spells or other such specialist Fire magics.

The cult is of course associated to Stygia and her children by Arthra and friendly to the air cults, regarded as relations to Argan Argar, and Stygia's children by her other husbands. It is hostile towards all thief cults and wary of the disorder cults. Shadowjack alone of the lawful darkness cults is regarded with hostility. It would be expected that the cult would show some antagonism towards the stasis cults as well but instead Argan Argar gets on well with anyone who stays put where he can be found. This is probably due to the influence of his mother Stygia. Chaos is not trusted, of course, but must sometimes be tolerated. The bottom line is that this cult shows all the normal prejudices of any darkness/troll cult but cultists are adept at suspending their bigotry in pursuit of a higher goal. Ishtar remains associated.

Organisation

The cult has absolutely no temple structure being entirely nomadic and ad hoc. All Runelevels must have at least one lay apprentice, who may or may not stay with their mentor upon initiation. An apprentice's mentor must ensure that he gets training but otherwise all training is bargained and traded for. Organisation is therefore built around a one-to-one relationship at the lowest level. In Trolllands and places where trolls trade, cultists may be readily found and approached in their markets which are magically governed to be entirely neutral areas free from cult prejudice. Otherwise, cultists may be encountered on the road with their beetle trains and approached there.

Centres of Power and Holy Places

The cult is not concerned with power, such as it has is to be found in the Trolllands where an offence against a trader may be avenged by a Zorak Zoran wargang or Stygian justice. Holy Places include the place where Ishtar taught Argan Argar to trade spells (reputedly now buried beneath the waves), and that place where the Great Pact was signed as a symbol of the God's greatest act of diplomacy.

Holy Days and High Holy Days

The seasonal Holy Day is Freezeday of Mobility Week. The cult will not trade on this day but indulges in quiet prayer instead. Preferred market days are consecutive Godsdays and Freezedays. There are two High Holy Days. That of Godsday, Harmony Week, Dark season is celebrated as the day that Ishtar taught him to trade spells. On this day cultists will only trade in magics of all kinds. The other High Holy Day commemorates the gathering of the Gods within Argan Argar's great market spell for the signing of the Great Pact on All Deities' Day.

Lay Membership

Membership is open to any race not allied to chaos and not including Elves, Dwarves, Dragonewts and other races averse to troll-kind. To join, a prospective trader must find a Runelevel trader and convince him or her to take an apprentice. Finding a trader is easy in Trolllands and such places as where trolls are common but very difficult otherwise, though a few call in at most ports aboard ships in a year. An applicant will be assessed whilst helping out on a market day which can be abstracted as (INT+CHA)×3+POW as a percentage, with a −15 CHA modifier if not a troll. Apprenticeship requires a commitment settled as a trade between priest and pupil within a Market spell. Five years of servitude in return for a sound basic training in the cult skills and spells at the end of which the layman may initiate if he passes the test, otherwise he is dismissed and marked by Argan Argar as unsuitable for merchanthood.

All persons entering a Market Spell area of effect are regarded as accepting lay status within the cult on a temporary basis.

Whilst an apprentice, a layman must sacrifice one point of power on a Holy Day and two on a High Holy Day. All laymen must sacrifice one point of power to Argan Argar when entering the area of a Market spell. Apprentices are only allowed such moneys and possessions as allowed by their master who effectively owns them for the duration of the apprenticeship. The Mentor has a duty to protect and care for his apprentices, and see that they are adequately trained. Failure to do this results in the cult spirit of reprisal doing nasty things. Conning a laymember customer is however perfectly allowable.

Initiate Membership

This is open only to those laymen who complete their five year apprenticeship and pass their final examination abstracted as Bargaining+Oratory Bonus+Intelligence Bonus, calculated with a −10 CHA modifier if non-troll. Failure results in Argan Argar placing a mark upon the applicant's forehead and the applicant is dismissed never to become a merchant.

If successful however, he can choose to remain with his mentor as an initiate apprentice in which case he gains free training in Harmonise and Mobility and half price Mindspeech, Darkwall, Glamour, Bludgeon and Parry. Spirit Binding and Binding is double cost. Fire and Light magics are forbidden and will be forgotten if known. The skills of Bargaining and Evaluate are free; Speak other language, R/W Darkish, Beetle Droving, Map Making, Oratory, 1-Handed mace and shield (usually medium) are ½-price.

The initiate can purchase most other skills at full price (but not pick locks or pick pockets), especially Tend Insect, R/W other, Storytelling, Heraldry, Diplomacy, Hide in Shadows, and Move Quietly. Riding is not permitted unless the Troll is of the Mistress Race.

Should the initiate elect to leave his mentor, then he may claim training and spell-teaching from any other Runelevels but must bargain freely. All free spells and skills being rated at ½ cost (subject to bargaining!).

Apprentice initiates serve their mentors as do apprentices but are usually given more responsibility. Restrictions on possessions et al. remain the same. Most initiates remain with their mentor for a while and then take their leave. When they do so, they may claim from their mentor a mace, shield, suit of armour (roll d10: 1-3 = light infantry, 4-9 = medium infantry, 10 = heavy infantry), and INT+CHA in lead Bologs. There is a POW×1% chance of being given a pack beetle. Once left an initiate is expected to indulge in mundane trade avoiding Runemetals and Artefacts. He may sacrifice for Runemagic but may not trade save with a Runepriest's express permission. He must sacrifice 2 points of power on a Holy Day, 4 points on a High Holy Day and 1 point when entering a Market spell. He must trade honestly with fellow cultists but is free to rip off anyone else if he feels he must.

Runelord Membership

Runelordhood is open to any initiate of at least 2 years good standing, 15+ Power, with mastery of Bargaining, Evaluate Treasure, 1 Handed Mace and Shield Parry and any 2 of Speak Other (2 other languages is allowable), R/W Darkish, R/W Other, Map Making, Oratory, Heraldry and Diplomacy. The applicant must apply to a Runepriest before a High Holy Day and pass a test abstracted as Knowledge Bonus+Oratory Bonus+best non-troll language shared with the priest averaged with Speak Trollish. If failed then the applicant can reapply next High Holy Day by finding another Runepriest.

If successful, the Runelord gains all the normal benefits of Runelordhood including Divine Intervention, power maintenance, Rune metal attunement (lead only, but some have Quicksilver embellishments in deference to their God's father). He gains an allied spirit which is usually put into a pack beetle but may be placed in anything. Runelords may sacrifice for the Market spell reusable, and all other Runemagics non-reusably. They are entitled to trade in Runespells, though of course all such Runemagics are non-reusable. They are not given any Runemetal but may trade for it!

Runelords are favoured as couriers and messengers. They are usually more adventurous than the priests. Theirs is the responsibility of breaking opening new markets, rescuing and avenging injuries to fellow cultists. Though able to trade in Runespells they tend not to do this but often seek to trade in strange magical artefacts, Runemetals, knowledge and information.

Runepriesthood

The priesthood is open to any Runelord or an initiate of at least 3 years good standing with an 18+ power and mastery of R/W Darkish, Evaluate Treasure and Bargaining. The applicant must find a priest and pass a test of literacy. Failures may reapply at the next High Holy day after finding another priest.

If successful, then upon ordination they gain the full benefits of their status including the ability to attune Runemetal. Runepriests do not embellish their armour with Quicksilver and remove it if they have any already. Ally spirits are almost invariably placed in pack beetles. They gain full access to Runemagics and it is their ability to trade spells that really sets them apart. Because of their spell trading, Argan Argar priests will usually have a battery of exotic (for trolls) Runemagics both reusable and non-reusable. Argan Argar permits his priests to trade but not to use fire/light magics.

Runespell Compatibility

Runepriests of Argan Argar have access to all standard Runemagics including Dismiss Elemental. They summon Small and Medium Shades and Small Sylphs for their elementals and have access to the following cult special Runemagics.

One point spells

Darksee: Range 160m; Duration 15 min; Stackable; Reusable
Allows creatures which see best in darkness to see in daylight and vice-versa. Negates the effect of sunlight on Trollkin and Cave Trolls. Each extra point stacked doubles the duration.

Darkwalk: Range 160m; Duration 15 min; Stackable to 4 points; Reusable
Improves the recipient's stealth skills by 10% on both Move Quietly and Hide in Shadows but does not affect Hide in Cover. Allows movement in shadows at full percentage.

Pass Spell: Range touch; Duration instant; Stackable; Reusable
This spell functions as a form of spell trading whereby two persons exchange knowledge of one battlemagic spell each as previously agreed. One of the two spells may be the spell caster but this is not necessary. The knowledge of the battlemagic spells is lost to the donors unless this spell is used non-reusably. The exchanged battlemagic does not have to be of equal POW points or value, indeed it may be only a one way transfer by prior agreement. Each point of Pass Spell stacked allows one point of Battlemagic to be passed each way. May only be cast inside a Market spell.

Spell Trading I: Range touch; Duration instant; Non-Stackable; Reusable
This is the spell that allows Argan Argar merchants to practise their most famous ability. Spells may be traded reusably or non-reusably. Reusable trading is only possible if the spell could be reusable to both parties. A spell traded reusably is permanently lost to the vendor as is a non-reusable spell traded non-reusably. However, reusable spells traded non-reusably may be regained normally. This spell allows the trading of any one point Runemagics (save this one) each way between two persons, one of whom may be the caster. All details of the transaction are worked out and agreed upon, including the price of casting the spell (usually paid in cash or trade goods and is demanded by Argan Argar). All parties then enter the Market spell, the trader casts Spell Trading and the vendors cast their spells. Both vendors roll d100: on a roll of 01-95 the spell is exchanged; 96-00 and the spell is cast at the customer, is not traded and the results may be highly dangerous if spells such as Sunspear, Sever Spirit or Elementals are involved. Any attempt to break the agreed terms of the bargain stands a good chance of being punished by a Spirit of Reprisal. A spell gained from trading must be considered by the recipient before casting, each day he makes an INT roll, and when he succeeds on an INT×1% he can cast the spell normally as if he had sacrificed for it. If at any time during the process he fumbles, he will have to do the same after each casting, multiple fumbles means that more INT×1%s are needed to recall the spell. This can eventually mean that the traded spell becomes effectively unusable. A person can only consider one spell at a time and, save that an altar is not needed, is much like regaining a rune spell after casting.

It is difficult to hood-wink someone in spell-trading and very few Argan-Argar merchants seem inclined to try. Merchants frequently specialise in spells of a certain type or from a particular place or cult. Some refuse to trade in spells that they dislike, with which they are unfamiliar or from which they have suffered bad experiences.

Two Point Spells

Nightport: Range 160m; Duration instant; Stackable; Reusable
Transports the caster and all his personal gear to any place he can see, by any means, within range provided both places are in darkness. Each extra use stacked either enables an extra person to be transported or else doubles the range.

Safeshut: Range touch; Duration 1 Season; Non-Stackable; Reusable
Similar to the Poseidon Lock spell. When cast upon any door, chest or fastening, causes it to become fast shut so that it will only open and shut upon a command word or phrase of no more than seven words in any one language the caster is fluent in (the caster's ability to speak the language must be tested at casting). Dispel magic will not affect this spell, though the object itself is still vulnerable to being smashed or broken. The duration is permanent if cast non-reusable, the reusability of the spell being dependant upon removing it from a previous application.

Spell Trading 2: Range touch; Duration instant; Non-Stackable; Reusable
As the one point spell save that 2 points of Runemagic may be traded each way between vendors, made up as agreed, (e.g. Summon Small Shade and Create Skeleton for Berserker). The casting roll must be made for each spell traded.

Three Point Spells

Marketplace: Range 15m; Duration Semi-permanent; Non-Stackable; Reusable
Creates a place hallowed to Argan Argar and dedicated to trading, particularly spells. Anyone entering a Marketplace spell is automatically regarded as a layman by Argan Argar who watches to see that no violence is done. Anyone breaking Argan Argar's rules of trade whilst inside a marketplace is liable to suffer the attentions of at least one Spirit of Reprisal. The spells mundane protections are similar to a Warding IV. It may not be dispelled. It detects anyone within with a hostile intent but will only inflict the disruption effects upon a hostile person crossing the boundary. Note: this spell effectively produces a Temple to Argan Argar who watches all such places closely, therefore Countermagic will not protect you from the effects as Argan Argar can just punch through it. Detection Blank might work if cast outside prior to entering. Such a person would be regarded as an Argan Argar layman but the god would probably not notice his presence unless brought to direct attention, e.g. by being involved in a Spell Trade. The spell requires a wooden stave as high as the caster to be fixed in the ground. The duration is permanent until moved but cultists never remain for long.

Spell Trading 3: Range touch; Duration Instant; Non-Stackable; Reusable
As for the other spells save that 3 points of Runemagic may be traded each way.

Subservient Cults

Spirits of Reprisal

Argan Argar got around quite a bit in Godtime and had many children, some of whom still serve him as Spirits of Reprisal.

Argy Bargy, INT 4, POW 30
A son of Argan Argar who made the first overtures to those gods who eventually traded spells with associates. He is an intercessor and mediator. He has two important abilities:

These abilities mean that merchants sometimes call on him to take a message to others who might be hostile. His name comes from how he opened his conversations with gods in Godtime referring to Argan Argar's desire to bargain. The gs should be pronounced hard. As a Spirit of Reprisal he afflicts initiates of other gods who do violence within a Marketplace by approaching the transgressor's God and requesting the God to strike the malefactor with the god's own Spirit of Reprisal. The God is very likely to do this if he has any Runemagics by association and signed the Great Pact. Argy Bargy will not get involved in a combat directly being cowardly and peaceable. He can be summoned for mundane uses as above via Summon Specific Ancestor et al. or by a point of Divine Intervention spell. His appearance is always like a layman of the observer's cult and of like race.

Greedyguts, INT 4, POW 36
Another son of Argan Argar noted for his excessive gluttony which brought about his demise. He afflicts anyone who steals mundane goods from within a Marketplace spell. He will manifest when they do not expect it and engage them in spirit combat. He will not destroy them for he abhors violence and death. Therefore he will leave once either he or they are on 3 POW or less. Once departed, the victim will find that for every point of power they lost, they have 5% Greed. Whenever the victim acquires or trades for anything, or sees an object of great beauty or value, he must roll on his Greed and if successful will not part with it unless forced. If a special or critical is rolled then the emotional attachment becomes more and more intense and paranoia attacks regarding the object's safety become frequent. Failure indicates the object may be regarded normally; a fumble means that the object is detested and feared (c.f. phobias). This is devastating for a merchant, merely crippling for others. Note that cash is valuable and such a person will keep a percentage of his cash income about himself permanently.

The Letharges, INT 3D6, POW 3d6+6
Daughters of Argan Argar and Lethe, a river spirit from the borders of Hell, they inflict depression and lethargy upon their victim by haunting him and attacking once per week. Each successful attack gives the victim a point of Lethargy. The victim will probably not notice the attack but will feel a darkness settle on his soul, requiring him to make a POW×5% to initiate any action or enterprise, failure means that it just doesn't seem worth the effort. Each point of Lethargy denies the victim access to both a point of INT and a point of POW. If the victim's effective POW falls to 0 then he will attempt to commit suicide out of melancholy. If his effective INT falls to 0 then he will enter a total catatonic trance and cannot even eat. This spirit afflicts only Argan Argar initiates who break their God's rules. For minor transgressions there may be only one attack which can be alleviated by penance. The full treatment as described above is reserved for crimes of violence, especially within a Marketplace spell.

Magwitch, INT 28, POW 56
Daughter of Argan Argar by Ishtar. She afflicts those who break a bargained trade involving spells within a Marketplace spell. She strikes instantly but is somewhat arbitrary. Roll d100 compared with the POW of the malefactor.

Magwitch Punishment Table
Power RollEffect
Critical POW×5%Cannot engage in Spell Trading
POW×1%As above, plus no associate Runemagic works
POW×3%As above, plus no standard Runemagic works
POW×5%As above, plus no cult special Runemagic works
POW×7%As above, plus no Battlemagic works
Failed POW×7%As above, plus all personal Runemagic is given to the injured party
Fumbled POW×5%As above, plus all personal Battlemagic is given to theinjured party

These effects can all be ameliorated by doubly recompensing the injured party.

Associate Cults

Being a cult of Mobility and Harmony, Argan Argar has developed many relationships some of which could be considered strange. Local associations peculiar to regions are common. The following are the Associations found throughout the World.

Chronos

The cult of the Timelord is known to exist by Argan Argar, probably because the Troll trader was so instrumental in negotiating the Great Pact. Such merchants take the fact that there are Guardians of Time for granted. Some merchants seem to be trusted by Chronos initiates to the extent of trading Runemagics.

Dorob Drobor

The Beetlehead was grateful to Argan Argar for bringing back the remains of his sister to him. He gave the merchant the Beetle as a pack animal to carry his wares and to this day the Drovers, given a choice, will sell to Argan Argaris before all other merchants. In recognition of this close relationship Dorob Drobor offers:

Speak to Insects: Range 160m; Duration 15 min; Non-Stackable; Reusable; 1 Point
Allows the recipient to converse with al creatures of INT 3 or less, of basic Arthropod type. Any number of animals of different types may be conversed with, 1 type per round. Successful use of oratory allows the caster to influence them as she would a crowd.

Ishtar

The Mother of Magics was able to offer her magics to the world thanks to the Spell Trader. As well as designing his Spell Trading magics, she offers the following spell for certain obvious uses.

Sense Magic: Range 160m; Duration 15 min; Non-Stackable; Reusable; 2 Points
Enables the caster to feel the magical power-play about herself. It acts as a continuous Detect Magic for the duration of the spell. The caster can concentrate on one magical effect and attempt to classify it. INT×5% will recognise an effect she is familiar with. INT×3% will recognise one seen before, and INT×1% will classify a completely new effect.

Nakala

This diminished Goddess was eternally grateful to Argan Argar for her rescue and there remains a closeness between the cults. However she was too weak to adequately reward him and relies on her brother to show her gratitude.

Stygia

The Troll-Mother is of course fond of her errant son and offers him the following spell.

Create Small Fiend: Range 60m; Duration 15 min; Non-Stackable; Reusable; 1 Point
Transforms a Small Shade into a Fiend. A demonic black figure of SIZ 2d6 and STR 2d6+12, in all respects like a gargoyle save that it cannot fly. Anyone in combat with a fiend must roll POW×5% every round or they cannot attack, only parry and defend. Anyone hit by a fiend for actual damage through armour is attacked as if by a shade. (Damage taken vs. Total hit points.) Fiends never use weapons other than their claws. Small fiends radiate a Chill II aura.

Vesper

This wind spirit fathered Argan Argar. He is not strong and his name means Whisperer for he moves over the deserted, barren places and passes amongst the trees, whispering. He offers is son the following Runemagic.

Windwords: Range 160m; Duration 15 min; Stackable; Reusable; 1 Point
Causes the spoken word to be carried by the wind so that the caster can hear even whispered conversation anywhere in the spell range as if the caster were standing next to the speaker. Stacking doubles the radius of the spell. It can be cast only on oneself.

Xenoiré

The Troll Healer is close to all her siblings and offers the following spell to her half brother.

Regeneration: Range touch; Duration 15 min; Non-Stackable; Reusable; 2 Points
Causes the recipient to begin healing all damage at 1 hit point per minute provided dismemberment has not occurred. It can be used to regenerate limbs but only at the cost of the spells reusability.

Miscellaneous Notes

Starting Character Merchant Trolls

Generally only Dark Trolls join Argan Argar as Mistress-Race Trolls generally prefer not to rub shoulders with non-trolls and join Stygia. Trollkin may join and, once initiated, may Divint for an increased racial maximum POW, but they do not fare well and in any case are not well trusted as they tend to run away on long trips so beetles are preferred. Great Trolls are welcome but their restricted INT limits them. In Chaos zones, it is rumoured that Cave Trolls have been known to join. Priests have been known to induct humans but other races are rare and Elves, Dwarves and Ducks never join.

A starting character Dark Troll merchant knows the following skills and spells.

SkillLevel (+Bonus)
Bargain70%+
Beetle Droving50%+
R/W Darkish50%+
Evaluate Treasure50%+
Speak Other Language*30%+
Map Making*30%+
Oratory*30%+
Tend Insect30%+
R/W Other30%+
Heraldry30%+
Diplomacy30%+
1H Mace and Shield50%+
Thrown Rock50%+

(*) One of these skills may be chosen to be at 50%+.

Spells:
Harmonise, Mobility, +3000s worth of:Mindspeech, Darkwall, Glamour, Bludgeon, Parry
Equipment:
mace and shield
armour (roll d10):
  • 1-5 Light infantry
  • 6-9 Medium infantry
  • 10 Heavy infantry
Cash:
d100 in troll currency
(d20+bargaining) x INT in Trollish Trade Goods
Livestock (roll d100):
  • POW×1 = Pack Beetle
  • POW×3 = Pack Trollkin