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Helios

The Sun God

Cult of Noble Charioteers


History

Before Time

Helios was the premier God, for originally all Light comes from him as he drove to and fro shedding light wherever he was needed. Unfortunately he was proud and arrogant, (a fault his followers share to the present day), and so the friction between him and his sons on one side and Stygia and her offspring on the other grew into a full-blooded and bitter war in which the Queen of the Night seemed outclassed, unable to bring her troops to face the brilliance that was Helios.

But her son, Zorak-Zoran, learnt of the secret of death from Azrael and conquered his fear of fire by seizing it from Helios' son Lucifer. Then taking-up Death, Zorak-Zoran, wielding the longest weapon he could find, slew the sun. Helios fell, pole-axed and was forced to depart for Hell. Thus light came to Hell and the Great-Darkness fell upon the Earth.

The forces of darkness triumphed and the Light-gods and their allies fought desperate holding actions. Then in the midst of the Darkness, Satanus rent the fabric of the world and lead his Chaos-hordes to war. Dismayed the forces of Darkness and Light eventually combined to oppose the new threat. Unfortunately, Chaos had already subverted many beings and creatures, and was too well entrenched to be ousted by the depleted, exhausted, and (in many cases), subverted forces of Light and Darkness. This was the time of great heroes and mighty deeds.

Perhaps the greatest quest of all was the entering into Hell by the Lightbringer Gods and their allies to free the sun from his captivity. The tales disagree on who these gods were, but all agree that of Helios' surviving sons, Lucifer, Mithras and Rhadamanthus but not Vulkan entered Hell. Most sources also add Humakt and Faerie and some Typhon. One obscure manuscript even says a minor darkness deity, (Shadowjack), partook, but this seems very unlikely. Suffice it to say, after great adventures, the sun was rescued and restored to his former glory, untainted by death. Weary of fighting, all the gods signed the Great-Pact of Time and Helios drove his chariot into the sky to begin the First Day.

Since Time

The Sun God is very widely worshipped and only in the Trollands and deepest Chaos zones are there no sun worshippers. His cult is a cult of Nobles and their serfs, and all tend to arrogance, believing in the Glory and Splendor of the Sun.

Life After Death

Cultists believe that upon death they go to that central part of Hell where Helios was incarcerated and which even-now remains brilliant from the residue of his radiance. As their God was resurrected, so his followers believe that they too will one day rise again to worship their Lord in a land of everlasting summer. For the same reason, Resurrection and Death-Divints are allowed. As with all fire cults, funerary practise involves cremation.

Runic Associations

Helios is the embodiment of the sun as it moves across the sky. Sunfire and Mobility reflects the follower's total concern with Radiance and Speed. Though allied to many others, these are demonstrably the Sun-God's.

Nature of Cult

The cult is composed of Charioteer Noblemen and their followers who form the back-up forces; Initiate commoners driving the lighter skirmisher chariots and the serfs forming the screening light cavalry. Society is intensely feudal and the Runelords form the Ranking nobility. All worshippers are very station-conscious. As troops, there are no finer shock-troops; unfortunately their arrogance generally does not endear them to lesser troops, particularly infantry who have occasionally been run-over by an overenthusiastic chariot-charge. Helios Runelords tend to try and assume command and are not good at taking orders form a person they regard as a social inferior.

Socio-Political Position and Power

The cult has to be respected wherever it is encountered, in many places it is the dominant cult politically, (e.g Heliopolis and environs). It is a cult of the nobility and therefore, no matter what its membership in any area, it always wields influence out of proportion to its size. Then again there is its first-class combat potential. It simply cannot be ignored. Relations with other cults tend to be mixed as although the sun is very welcome, many lesser folk find the charioteer's arrogance very abrasive.

Particular Likes and Dislikes

Helios hates the Darkness Gods and their worshippers, particularly Trolls and particularly Zorak-Zoran. Undead and other creatures of darkness are universally abhorred. The cult is on excellent relations with the War-Gods, (save Zorak-Zoran), as the Charioteer is such a ferocious fighter. The Earth deities of Faerie and Matar are very well liked for they provide the basis for maintaining the fiefs. Many Matar cultists are also Lay Members of Helios, such persons frequently assume positions of supremacy over their fellows as they fight mounted with proper weapons, instead of improvised war gear. Attitudes to the Storm God are mixed for clouds can obscure the sun or the winds can clear the skies. Generally however the two are friendly and many Helios noblemen maintain a Typhon scald in their retinue both for his combat capabilities and his Lyric Poetry. All other cults and races are regarded as neutral, but are treated with insolence and arrogance or just ignored.

Organisation

The cult owns much land divided feudally into fiefs. Each fief a supports squadron under the aegis of a nobleman of Runelevel. The size of the Chariots depends on the wealth of the fief. The minimum size is a Light War Chariot, a skirmisher Chariot and some dozen light cavalry who are only called-up in muster for a battle. Every Runelevel maintains a retinue of grooms, servants, infantry etc. which he brings with him to the battlefield, but are brigaded separately. The Temples are fabulously wealthy and maintain war-chests from their tithes with which to hire mercenaries, (invariably Mithrates), in time of war. Helios Runelevels form ranking officers of all Lightbringer armies, initiates are often called-upon to serve as subordinate officers of units.

Centres of Power and Holy Places

A provincial Sundome - Sunbury, nr. Fretown.

The biggest centre of power is Heliopolis where the cult gives its name to the biggest known city. The Sundome Temple in Heliopolis and the Grand-Masters Lodge just outside are paragons of architecture wrought by the Dwarves of Goldmine and together form the centre of the cult. There are other enclaves scattered around the middle sea, but they all look to Heliopolis as the focus of Sun Worship. The Temple in Heliopolis makes a very Holy Place and is said to be important for many reasons, some say it is where Helios emerged from Hell, others say it is where he ascended into the sky. No-one is really sure, though it is believed that the Cardinals and the Arch-priest of Heliopolis know some powerful secrets about the Temple's siting.

All Helios temples are constructed as large hemispherical domes with a small hole in the apex, through which shines the sun onto a mobile alter which is usually a stone or wooden block set with a crystal lens. Worshippers gather in congregation for the Holy Day of Fireday, Mobility Week. The High Holy Day is New Year's Day when they celebrate the Sun's Ascension on the morning of the First Day. The cult also celebrates Midsummer on the Wildday and Godsday of Fertility Week, Fire Season.

Lay Membership - The Serfs

Open to Humans, Elves, Ducks, Dwarves, Ogres and Dragonewts but not Beastmen (due to snobbery) and no trolls (due to antipathy). Lay Members are usually peasants and must make a commitment to serve their feudal Sunlord as Light Cavalry when he requires such service for one season per year in total. Lay Members must attend service every Fireday and spend an hour offering up one point of POW on a Holy Day, two in Fire and Dark season and Midsummer and three points on New Year's Day.

In return, the serf can turn to his lord for justice/assistance if he has a grievance against a fellow subject of his lord's, another lord or his subject or a non-cultist. He receives a suit of his lord's livery every year. When he serves his lord as a light-cavalryman, he receives a riding horse, saddle, tackle plus light cavalry armour and the weapons of javelin and large shield, these belong to his lord and must be returned should he leave service. He may receive free training in Riding, half price Jumping and Light Cavalry Skills plus full cost Chariot Driving. Firearrow, Light, Mobility and Ignite are taught at half price. Fireblade, Lightwall and Xenohealing at full cost.

NOTE: Lay Members are serfs and are not regarded as potential charioteers though persons of exceptional ability or who perform heroically in battle may be rewarded by their lord advancing them to initiatehood. Lay Members are frequently initiates of other cults, typically Matar.

Initiate Membership

Helios Gift Table
2D6GiftGeases
2Immunity to fire of all types, except Dragon Breath3
3+1 on Non-Raisable Characteristic per 3 geases3
4Free Reusable Runespell - Sunbright2
5+2 pts of Xenohealing2
6+10% on Cult Weapons Attack and Parry1
7+15% on Oratory Bonus2
8+10% on Chariot-Driving1
9+2 pts of Fanaticism2
10+1 on Raisable Characteristic per geas1
11Mastery of Cult Weapon Attack and Parry 13
12Mastery of Cult Skill 23

Notes:

  1. Cult Weapons are 1-H Sword Attack and Parry, Javelin Attack, and Large Shield Parry.
  2. Cult Skills are Chariot Driving, Riding, Jumping and Oratory.

All the above races save Ducks and Dwarves may initiate, but non-human types at −10 CHA. Serfs and peasants may join by passing a test of (POW+CHA) ⁄ 2 as a percentage with +5% per year of service as a Lay Member. If they perform a great service for the cult or a runelevel of the cult, they may add 50% for sponsorship by him, +75% if sponsored by a Cardinal. Noble applicants may be initiated by passing (POW+CHA) ⁄ 2 × 5% with +5% for every year of service as a Lay Member page-boy, they also receive the benefits of sponsorship, even from their own family. If they fail, nobles may reapply after one year, non-nobles cannot reapply unless they perform some heroic deed.

Initiates are divided into two ranks, Shield Bearers and the Charioteers, to qualify as a Charioteer requires 75% Chariot Driving, this qualifies the initiate to drive a shock-chariot in battle, they are usually given the Lighter Chariots in their Lords squadron. Shield Bearers serve as drivers of the Skirmisher Chariots; some, (those with the best Shield Parry), stand by the side of the Master Charioteers and protect them with their shields which can cover two men if held properly.

When initiated Shield Bearers must take one gift from the table above and the commensurate geases from the table below. They must take another when they reach Charioteer status. All initiates gain free Firearrow, Ignite, Light and Mobility and half price Bladesharp, Fanaticism, Fireblade, Lightwall and Xenohealing, all Darkness spells plus Bludgeon and Binding are prohibited and will be forgotten if known.

Initiates are taught free Chariot-Driving, Javelin Attack and Large Shield Parry, and half price 1-H Sword Attack and Parry, Jumping, Oratory, Riding, Hawking and Heraldry, (see Phoenix). All other non-thief skills can be bought at full cost. Fanaticism is usually cast upon the horses of a chariot-team as they charge into battle. Helios Xenohealing has a limited ranged ability and can be used to heal a horse in a team without the Charioteer leaving the Chariot Cockpit.

Shield-Bearers and Charioteers are under an obligation to serve their lords for one season per year as garrison and retinue plus a further season of active service if required. Any equipment lost in the service of a Lord will be replaced by that Lord. Charioteers are regarded as working their way towards Sunlord status. When on service, a Charioteer is given a Shock-Chariot, a Shield-Bearer and two Lay Member Serfs who serve as grooms and Light Cavalry. All Initiates are given Armour, Sword, Large Shield and a dozen Javelins which they are expected to maintain and bring to any muster.

Helios Geases
1D100Geas1D100Geas
01Favoured - no geas46-48Be always arrogant and aloof to social inferiors
02-06Never eat oranges - the Sunfruit49-53Double POW sacrifice
07-09Never drink an intoxicating beverage54-55Triple POW sacrifice
10-12Never refuse a challenge56-60Never use non-cult weapons
13-15Always challenge Storm cultists on sight 161-65Never use metal armour on legs
16-17Always challenge Trolls on sight66Never wear any armour on legs
18-19Always challenge Darkness worshippers on sight67-71 Always wear a cloak appropriate to rank when in public 5
20-22Always challenge any slur to honour of self, family, friends or cult272-76 Wear only clothes of gold, yellow or white
23Destroy all undead on sight77-78Wear only the most expensive clothes trimmed with gold, ermine, etc.
24-26Never participate in an Ambush79-83Always wear cult symbol openly on person 6
27Never leave combat until opponent is defeated84-86Always display coat of arms charged with cult symbols on shield and chariot6
28-30Never speak on one day of week, (roll randomly)87-88Always have a sunhawk about person
31-32Never speak to non-nobles 389-93Never drive or ride any animal or vehicle, save chariot
33Never speak to non-cultists 394-95Always drive as fast as possible
34-38Always keep word of honour to cultists 496-98 Roll twice
39-40Always keep word of honour to everyone 499-00 Roll thrice
41-45Always be gallant and chivalrous, even to trolls 4
    Notes:
  1. This geas may be temporarily laid aside at the behest of a superior if in alliance with Typhon cultists, if the individual so wishes.
  2. Type of Challenge and the degree of severity is dependant upon degree of insult and rank of offender.
  3. Exactly what constitutes a noble is questionable, generally most Runelevels will be considered Noble if of a Combat Cult, exceptions Mithras etc. May always speak to Jack cultists.
  4. Honour is very important and there is a chivalrous creed that reveres women, nobility and brave deeds by anyone, regardless of social class or allegiance.
  5. Lowest Rank wear Brown, Non-Noble Chariot Drivers wear Red, Monarchs, Princes and Cardinals wear Purple, other Nobles wear Blue.
  6. Cult Symbol is an amalgamation of the cult runes portrayed as a flaming Chariot Wheel.

Runelord Status - The Sunlords

The Sunlords for the fighting spearhead of the cult, they drive the fastest chariots and are automatically noblemen. They are known for their arrogance and snobbery.

To qualify, an applicant must have been a Charioteer for at least a year, (non-Nobles at least 5 years!), have 15+ POW and know Chariot Driving, Javelin Attack, Large Shield Parry, 1-H Sword Attack and Parry, Jumping plus one other useful skill, (DMs discretion, inc. Hawking and Heraldry), at 90%. There is no test, but admission is only given if the applicant is a Noble or has performed some heroic deed in the service of the cult. He must also know Xenohealing VI and Fanaticism IV.

As well as the normal benefits of Runelord status, the Sunlord receives a fief from the cult, from which he must support his retinue of Chariots, Initiates and Serfs. He must uphold the beliefs and traditions of the cult in full. He must accept another random gift and geas(es). Every year he must devote one season to administering his fief and one season serving the cult, this will probably involve some training of Initiates. He must answer a call to muster by the Marshals with his entire retinue and serve at his own expense, though he may claim restor on the equipment lost.

Finally he is expected to lead the congregation on Holy Days and at all services by his Chaplain. His immediate superior is the Sunmarshall of the Provincial Chapter who may frequently, (no more than once a year), ask the Sunlord to attend a military excursion. He is expected to attend with a portion of his retinue, but is under no obligation.

Sunlords place their allied spirits in Sunhawks. They receive a full set of Iron Armour of their choice, plus one Sword, Large Shield and a Dozen Javelins. Sunlords generally have their armour gilded at their own expense. For the size and wealth of the fief roll POW as a percentage.

Chariots and Fief

Sunlord Fief Table
Power RollHeavyMediumLightSkirmishSerfsValueMoney
Critical4--83675 000750
×1%31-63165 000650
×2%22-52655 000550
×3%12142145 000450
×4%-2241735 000350
×5%-1331430 000300
×7%--421225 000250
Fumble--1137 50075
Equivalent Costs:
Heavy Chariot6000 sh
Medium Chariot4000 sh
Light Chariot2500 sh
Skirmisher Chariot1000 sh
Cavalry Horse1500 sh
Riding Horse500 sh
Mail Barding500 sh
Leather Barding75 sh
Plate Chamfron50 sh

This roll may be modified by a Sunlord in good or bad favour with the cult, exceptional holdings are only given to persons of great personal renown or lineage. The money equivalent is listed so that a different composition to that listed may be taken, remembering that the minimum squadron size is four shock chariots.

It is assumed that the estate can support in a normal year the personnel and equipment indicated at roughly 1 ⁄ 10th of their value in a year plus food and living for all concerned and "Pocket-money" as shown. But he will have expenses due to entertaining persons of note. The value of the fief will vary widely from year to year and any excess one year would be well invested if put aside for a bad year. A Sunlord may not drive a Chariot with more horses than he has points of Fanaticism.

Runepriesthood - Sunpriests, Archpriests and Chaplains

Chaplain

The Priest structure of Helios is the most complicated of any cult. Any cultist from Shield-Bearer upwards can apply for the lowest rank of Runepriest, that of Chaplain, provided he has 18+ POW, Xenohealing VI and at least 25% in Read/Write Manspeech. Limited to DEX×5%, they may not proceed further unless they have 18+ DEX except possibly to Archpriest, though even this is difficult. This is a common aim for those Shield-Bearers drawn from the Lay Member Serfs. They rank beneath the Charioteers and may not use the Runespells Sunblest, Sunmarshal, Sunspear and Summon Large Salamander. They gain one random gift and the resulting geas(es), the usual test must be passed.

Sunpriest

The next rank is Sunpriest. Charioteers and Sunlords may become Sunpriests, but Charioteers must have 18+ DEX. Chaplains with 18+ DEX may also transfer to Sunpriest once they qualify as Charioteers. Sunpriests also require Xenohealing VI and 75% Read/Write Manspeech. They may use Large Salamanders, and gain access to Sunmarshal and Sunspear Non-reusably and Sunblest reusably if they are master of Chariot-Driving. If they attain Sunpriest without being Chaplains, then they gain one gift which they may choose, (plus the resulting geases rolled randomly). If previously Chaplains, then no further gifts ar taken. Skills are reduced to DEX×5% unless they are also Sunlords. Sunpriests are usually given command of a chariot and even a squadron command in a great lord's retinue. They rank above Charioteers, but beneath Sunlords. Charioteers and Chaplains are tested, Sunlords are not.

Archpriest

The rank of Archpriest is open to Chaplains and Sunpriests that attain 90% Read/Write and gain 3 pts of Divination. Sunpriests must pass a test of (INT+CHA)⁄2×5%, Chaplains a test of (INT+CHA) ⁄ 2 × 1%. There must also be a vacancy, for an Archpriest is in charge of a large temple whereas Chaplains and Sunpriests have a far more combat orientated role. Chaplains may gain a Sunpriest test percentage if they have had a successful Divint as a priest. Archpriests are usually not Runelords, but there is no restriction on them being or becoming such. They are very much bound to Temple Duties and can rarely escape from Spell Teaching and administration.

In large temples, there will often be several Archpriests, the most senior being in overall charge. No gifts are taken at this rank; skills are still limited to DEX×5% unless a Runelord. Runemagics are the same as for Sunpriests save that Sunspear is reusable if they are qualified Charioteers and they may use Sunblest provided they are masters of Chariot-Driving.

Sunlord/Priest (Marshal)

A Marshal ranks above Archpriest and is recognised as aspiring to the rank of Cardinal. Note that Sunpriest/Lords are not so regarded unless they have at least 20 DEX. The criteria for this rank are Chariot-Driving and Weapon Skills of over 100% and Read/Write at 90%. A Sunlord who attains priesthood before gaining these will be regarded as a Sunpriest/Lord. Sunlord/Priests have access to Sunblest and Sunspear reusably. Sunpriest/Lord to reusable Sunblest and non-reusable Sunspear unless they also qualify as Archpriests. Sunlord/Priests rank between Sunlord and Cardinal, Sunpriests/Lords between Sunlord and Archpriest. Both have heavy duties, though not as heavy as Archpriests and are therefore limited to DEX×5% or their Runelord percentages. The common term for this rank is Marshal, though this really applies only to those who are politically active in the highest reaches of the cult hierarchy.

Cardinal

Only Sunlord/Priests with 5 pts of Divination, 100% Read/Write Manic, Fanaticism IV and Mastery of Heraldry may aspire to the Cardinality. There is no test, instead whenever there falls a vacancy in the topmost officials, the Grandmaster appoints a "Caretaker" Marshal to fulfill his duties and then summons all Marshals and Archpriests to meet in College where they elect from their own ranks a new Cardinal. The appointment is for life. If the Grandmaster dies, then all the other Cardinals meet in secret to elect one of their number to the position and then the new Grandmaster commences to fill his own vacated position. Naturally politics and tradition plays a big part in who gets elected, a small group of Noble families from around Heliopolis dominating the positions; notably the families of de Winter, Devlin, d' Urbeville, le Marshal and de Montmorency usually hold half the Cardinalships between them. There are eight officers beneath that of Grandmaster, all ostensibly equal but in reality there is an unofficial pecking order as follows.

Foremost are the High Marshal (or sometimes First Marshal, Field Marshal or just Marshal), and the Chancellor. The Chancellor runs the Grandmaster's secretariat and is his closest advisor. The First Marshal is the highest Field rank, he commands the Helios army in the absence of the Grandmaster and commands the right wing in battle, he is responsible for drawing-up the cult's own forces to the muster point and is recognised as the Grandmaster's deputy unless the Grandmaster states otherwise.

Next comes the Justiciar, Sacristan and Cofferer in no particular order. The Justiciar is frequently an associate priest of Rhadamanthus and is responsible for Discipline and Justice within the cult. The Sacristan is the Cardinal concerned with religious matters and relics, very devout, very close to his god and generally not concerned with political matters. The Cofferer is in charge of the cult coffers, the Treasury and for ensuring that the tithes are received in full. His job is to make sure that the cult has funds to hire mercenaries for major battles and campaigns.

The Constable is next, sometimes he is accorded greater status. He is responsible for overseeing the muster of non-cult troops and the Lay Member Light Cavalry, in battle he commands the left wing.

Lastly there are the positions of Prefect, (a general dogsbody, primarily used for negotiations with other cults, states and princes and is usually a man with as few of the prejudicial geases as possible), and Admiral, (in charge of Seaward defence and Naval Transport). Both these produce Grandmasters very rarely.

Upon attaining this rank, the Cardinal must take another gift of his choice and the commensurate geas(es). From now on he rides in a gilded Heavy War Chariot and maintains a personal Guard and large retinue at all times.

General Notes

Sunpriest Chariots
Power RollChariot
×1%Heavy
×3%Medium
×7%Light
96+Skirmisher

All Runepriests are limited to DEX×5% in skills save for Runelevel masteries and those obtained as a gift. Chaplains and Archpriests gain no armour, all the others gain full equipment of Iron as do Runelords. Sunpriests gain one chariot according to the following table.

If Sunlords, then their fief will be augmented and they will be regarded as titled. All priests put their ally spirits in Sunhawks and gain half price training in Read/Write Manic.

Runespell Compatibility

Helios runepriests gain access to all standard runemagic save discorporation, including Dismiss Elemental. They use Small, Medium and Large Salamanders for their elementals. Finally Chaplains gain access to the following Cult Special Runemagics.

One Point Spells

Cloudclear Range: 160m; Duration: 15 mins; Stackable up to 4 pts; Reusable
Drives away any clouds between the sun and the caster, or any spot he desires within the spells range, to form a 160m diameter circle. Each extra point doubles the diameter of the circle or doubles the duration. If actively concentrating, the caster can make the circle follow an object or person, but he may do nothing else requiring mental effort.

Firebrand Range: Touch; Duration: 15 mins; Stackable up to 4 pts; Reusable
When cast on an edged sword, causes the blade to burn with flames and flicker brightly. Each point stacked adds 10% to the chance of hitting and 1D3 to the damage, this damage is flame-based and will do double this against objects vulnerable to fire; less damage to objects and creatures less vulnerable. All Trolls hate this spell.

Scythes Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Cast upon a chariot, causes the wheels to sprout scythes of flame. These will do no damage to fellow-cultists or a Helios chariot; but should the chariot be used to over-run enemies, the wheels will inflict an extra 1D6 of fire damage and anyone making a dodge of greater than DEX×3% will be subject to the scythes for fire damage equal to the wheels under normal conditions.

Sunblest Range: 160m; Duration: 15 mins; Stackable up to 4 pts; Reusable
Can only be cast upon a sun-worshipper with Mastery of Chariot Driving. He/she must be pure of heart and dedicated to the Sun-God and the warrior way of life. It adds 5% per point stacked to all skills with a positive POW bonus, and +1 to defensive POW.

Two Point Spells

Sunbright Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Causes a 60m radius of light around the recipient, giving the effect of full sunlight, affecting Trollkin and Cave Trolls. It automatically demoralises Shades, Vampires and Ghouls etc. It also confers the equivalent of +10 defense.

Sunday Range: 0m; Duration: 1 hour; Non-Stackable; Reusable
Causes all clouds to depart the area for a radius of 5 miles and makes the day bright and sunny. Works only above ground in daytime. Lasts for 1 day if cast in Fireseason or on Fireday.

Sunmarshal Range: Self; Duration: Permanent; Non-Stackable; Non-Reusable
Can only be sacrificed for by pure Runelevel Heliots. It is a special blessing from Helios upon his truest worshippers. Cultists asking for it must make a POW×5% roll for it to be conferred and must undergo a week long ritual of purification before receiving Helios' blessing upon New Year's Day or Fireday, Mobility Week, Fire Season. It has the following effects.

  1. The recipient defends against all POW vs. POW rolls as if he/she were 4 points higher.
  2. The cost of Divine Intervention is halved, (round upwards).
  3. The cost of healing is halved, (round upwards), though the appropriate level of Healing must be known.
  4. The recipient gains +5% on all skills with a positive POW bonus.
  5. He/she gains a radiant aura, eyes gleam,teeth sparkle and complexion is clear, they have a sunny disposition and always see clearly. All creatures of Darkness and inferior lights will be unable to meet their gaze without rolling POW×5%.
  6. They gain +1D6 CHA from the above effects.

NOTE: The recipient of this spell will break the blessing if he/she consorts with any creature of Darkness or fails to observe every rite and stricture of his God and behave in every way like a truly noble sun-worshipper. Remember he is a nobleman and should behave as such at all times. Failure to act in this way will break the blessing and the miscreant will have to undergo a penance and cleanse themselves fully before re-sacrificing for the spell.

Unite Range: 160m; Duration: 1 day or duration of Battle; Non-Stackable; Reusable
Cast during a service before a battle. All cultists taking part will be affected. All Chariot Drivers will be placed in one-way Mind Link with their comrades so that they can relate their battle orders and commands. Also, the power for casting Battlemagic is reduced by half. Finally, it strengthens the morale of all cult members so that they will function at full efficiency showing Coolness under fire.

Three Point Spells

Sunspear Range: Limit of vision; Duration: Instant; Non-Stackable; Reusable
Can be cast only in an area where the sun shines upon the target. A shaft of sunlight hits the target inflicting 4D6 damage directly to CON. Each point of Divine Intervention stacked with the spell enables an extra target to be hit simultaneously. Can be used reusably by Cardinals, non-reusably by all other Runelevels.

Subservient Cults

Spirit of Reprisal - Angel Heart

Angel Heart is an enormous Fire Demon (Angel) that will attack the miscreant at a most dangerous moment, (e.g. in combat), within one year in broad daylight. Runelevels will also be immediately hit by a Sunspear from Helios upon renunciation of their cult vows or breaking a geas, as well as the Salamander Assault. Angel Heart will usually appear to a minor miscreant with only a warning and instruction for penance. He has also been known to bear messages directly from Helios to his most devout and important worshippers.

Associate Cults

Faerie

Greatful for the beneficial rays of the sun upon her children, she gives Helios the following spell.

Sunripen Range: Fief; Duration: 12 hours; Non-Stackable; Reusable (Once/Year); 1 pt
Cast on Faerie's Holy Day, (Clayday, Fertility Week, Sea Season), during a day long rite. Allows the new planted crops to draw upon the suns rays to help it grow free from disease or parasites. It considerably improves the yield of the fief and thereby allows more Chariots and Charioteers to be maintained per acre.

Humakt

Accounted a lightbringer by some, he gives his General the following spell.

Truesword Range: Touch; Duration: 15 mins; Non-Stackable; Reusable; 1 pt
When cast upon a sword, causes doubling of damage done up to the maximum of the weapon, (e.g. a Broadsword does a maximum of 9 damage). Does not affect bonuses due to magic or STR.

Jack

Undoubtedly helped the Lightbringers restore the sun; but Helios won't accept stolen goods!

Lucifer

The healer god has remained the closest of all his brothers to his father and offers the following spell.

Heal Range: Touch; Duration: Instant; Non-Stackable; Reusable; 1 pt
After a careful ritual lasting 1 minute; heals all hit point damage instantly, Human or Horse.

Matar

The common farmers are greatful to the Sun for its warmth and to the Charioteers for their protection. The relations between a Helios Lord and his peasants is good and the local priestess will usually be most pleased to include her local overlord in the yearly rituals and it is very common for a Priestess to cast a Fertility-Rite upon the marriage of a Helios Lord, in order that an heir can be born as quickly as possible.

Mithras

As the common soldiers screen the noble charioteers upon the battlefield until their charge is ready, so Mithras gives his noble father the following spell.

Fireguard Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 1 pt
Cast upon a shield, causes it to protect the bearer completely from any fire or dark based attack, even an elemental, provided that it is kept between the bearer and the attacker. It causes all non-Runemetal substances to suffer 1 point of damage through striking its surface upon a successful parry. Long wooden hafted weapons take 2 points. Any shield so treated is immediately recognisable from the way its metal parts glow red-hot.

Rhadamanthus

The Lawgiver gives his father the following spell, that he might always have justice on his side wherever he may fight alone.

Summon Spirit of Law Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 1 pt
Summons a weak spirit, (POW 2D6+6; INT 3D6), which will appear and attack a target which is Chaotic or bears the Mark of the Guilty. If no such victim is around, then the spirit will attack Darkness worshippers if the summoner Orates successfully, otherwise it will depart. The spirit will attack until all the victims are dead or it has 3 or less POW, or the spell duration expires. If the spirit is destroyed then the spell must be resacrificed for. The same spirit appears each time, like an elemental.

Typhon

Gives Windrush.

Miscellaneous Notes

Ally Spirit Familiars - Sunhawks

Sunhawks
STRCONSIZDEXAttacks of Claw and BiteMove
2D63D61D62D6+9DEX×5%, for 1D3 and 1D4 damage12

All Runelevels of Helios place their Allied Spirits in specially-bred Sunhawks which flock around every Helios Temple. They have the characteristics shown.

They have astounding eyesight, particularly from a height. Foes with any part of their face exposed are distracted upon failing POW×5%. Skills of Spot Hidden and Spot Ambush at INT×5%, Flying at 80% plus bonuses.

Starting Player Characters

Lay Members:
All skills as light cavalry with the weapons of Javelin, Short Sword and Large Shield. They have the spells of Firearrow, Light, Ignite and Mobility plus 3000 sh of the following spells, Detect Enemies, Detect Life, Demoralise, Healing, Fireblade, Lightwall, Protection, Farsee, Glue and Xenohealing. They get normal Light Cavalry Armour, but only 2D6 sh money as they are serfs. Their weapons and equipment belong to the fief. They get the normal characteristic raise rolls.

Starting Noble's Chariot
Power Roll Chariot
Critical Heavy
×1% Medium
×3% Light
×5% Trotting and Cavalry Horse
×7% Trotting

Noble Initiates:
Weapons of Javelin Attack and Large Shield Parry at 60% plus bonuses, 1-H Sword at 30% plus bonuses. They have the spells of Light, Mobility, Ignite and Firearrow plus Noble allowance in Xenohealing, Bladesharp, Fireblade, Parry, Fanaticism and Lightwall. The non-weapon skills of Jumping and Chariot Driving at 60% plus bonuses, Oratory at 50% plus bonuses, plus Hawking, Read/Write, Listen, Map Making, Heraldry and Spot Hidden at 30% plus bonuses. They get the normal characteristic raise rolls. Their armour is as bought by the character. They do not own their own chariots, but have POW×3% chance of owning their own cavalry horse and riding tackle. If the character is Noble then roll on the following table.

Chariots and Chariot Combat

There are five types of chariot, of which the smallest is merely a civilian vehicle not intended for warfare. Their stats are as follows.

Chariot Statistics
Chariot Crew Cost (shillings) Draught Team Move1 Charge Distance Crew Leg Protect Wheel Damage Turning Radius1 Dodge Modifiers
TrottingDriver500112/3615m6 pts2D6/70%4 yrds+15%
SkirmisherDriver1000212/2420m16 pts3D6/50%6 yrds0%
LightDriver+12500212/2030m24 pts4D6/50%10 yrds−10%
MediumDriver+14000310/1640m36 pts5D6/40%12 yrds−20%
HeavyDriver+2600048/1250m48 pts6D6/30%16 yrds−30%

Notes:

  1. Chariots cruise at slow speed and charge at high speed. Turning Radius is given for lower speed. Add 4 yrds at charge and a Chariot Driving roll is necessary. Riding horses may pull any chariot as well as a cavalry horse, but an special Chariot Driving roll is required to induce a riding horse to charge an enemy. Cavalry horses need only a straight success. Special and critical chariot driving rolls will improve turning radii.

When attacking an individual with room to manouvre, the victim(s) is allowed to jump aside from a chariot at DEX×5%, with the dodge modifier shown. A succesful dodge enables the dodger to avoid the chariot by throwing himself prone. A special enables him to keep his feet, and a critical allows him to attack the occupants of the chariot or even the horses. If the chariot driving roll to attack is failed, then the chariot swerves away from the target or grinds to a halt; if fumbled, then the chariot rolls and if the occupants fail a Jumping roll, it will deliver an attack on them. If a special is rolled then the victim's dodge is only DEX×3%; if a critical, then the dodge becomes DEX×1%.

Chariot Wheel Attack Hit Locations
L LegR LegBoth LegsAbdomenChestL ArmR ArmHead
1-23-45-1011-1213-1415-1617-1819-20

If the chariot successfully hits the target, then there is a straight percentage chance of the chariot wheels hitting each individual. This is raised by a half if the charioteer rolled a special for his attack and is doubled for a critical. This attack can score slashes and criticals against the victim(s). The hit location table is special, and is as shown.

If the wheels do not hit the victim, then the victim takes 1D6 plus the horses DB to an ordinary hit location.

Chariot Squadrons often use an "Arrow-Head" or "Finger-Four" formation so that the wing-chariots can catch those that dodge the lead chariots. As the charge goes home, Javelins are thrown and if the chariot is stopped, then the crew leap-out and fight back-to-back until relieved by their supporting cavalry and infantry.

If the infantry have no room for manouver, then they must make a POW×5% to stand their ground, or else they turn to break at contact, if not before!

Helios Ignite

The premier Sun-God has a very powerful Ignite spell that functions as disrupt when used offensively. Normally inflicts one point of damage when used by non-Helios initiates.