Kraken
The Cult of Newtlings
History
Before Time
Newtlings appear in some of the oldest of records. Many believe that they were coeval with the Dragonewts, but the most reliable sources, (certain elvish documents), place their first appearance only in the Green Age. They are known to have fought against chaos efficiently from their river and freshwater pool strongholds. Only in very stagnant waters was the chaos slime able to pollute the Newtling's domain.
Since Time
The Newtlings are an enigmatic race which few surface dwellers can fathom. They live a tribal existence in aquatic villages usually sited deep in freshwater lakes and pools. Fully amphibious, they frequently raid the land surrounding their bases, especially to fight chaos. They regard any surface vessel as fair game. They are also often found in human markets, trading a variety of items, (fish, weeds, certain aquatic plants with healing and narcotic properties, pearls from freshwater mussels, etc.), for surface produce, particularly metal items such as scimitars and tin armour for their Runelords. They worship an enigmatic god that could be a son of Poseidon, a deep-water dwelling demon, or merely a fearsome monster of the deeps.
Life After Death
Newtlings believe in perpetual reincarnation until they achieve the status of Kraken. This is very similar to Dragonewt beliefs and points to a common origin, unfortunately they lack the Dragonewt's direct evidence for their rebirth cycle. This doesn't seem to affect their faith! Newtlings do not gain Divine Intervention.
Runic Associations
Newtlings are closely related to the element of Water, the second one is peculiar to Newtlings. There are two theories as to its derivation. One states that it is derived from the Dragonewt Rune, the other that it represents a primeval amphibious creature. Perhaps both are true!
Nature of Cult
The cult of Kraken gives the Newtlings the basic requirements for a meaningful existence, plus some luxuries and abilities that might be thought of as necessary. They are an introverted race, but some individuals make their way in the outside world. No Newtling has been known to leave the cult, though it is possible if the individual gained a suitably esoteric Chaos Feature.
Socio-Political Position and Power
The cult has power only near Newtling settlements. These are not marked on any map, but it is usually clear where they are. Most major rivals have bands of piratical, nomadic Newtlings that ambush boats and barges, if lightly defended. Feelings towards the Newtlings are mixed, some people like the Newtlings for the exotic goods they bring to the markets and their dislike for chaos. Others hate and fear their barbed weapons and use of poison. The reaction varies from region to region and time to time, but generally surface folk are at least suspicious of them merely because they are an unknown quantity. Newtlings are prone to discrimination due to their outlandish appearance, therefore they receive −5 CHA versus Mordrake and Poseidon cultists and −15 against all other cults and races.
Particular Likes and Dislikes
The ancient rivalry between Sea and Air and Sea and Land has infiltrated the freshwaters inland. There is some antagonism between Kraken and the Air cultists. Trouble has been known to break-out between the Dwarves and the Newtlings, but this is rare. The cult is friendly to Poseidon and the Dragonewts. Chaos is usually hunted-down, but Zadok and Banuril have been spared in the past for healing hurt Newtlings in the wilderness, still they are not liked. The cult is otherwise neutral and somewhat mercenary. Newtlings regard any freshwater vessel as an intrusion of privacy and fair-game for piracy.
Organisation
Organisation is purely tribal, and very loose. The tribal chief may be a Runelord or Runepriest or both. For military expeditions, (raids), a Runelord will always lead, though he may or may not command.
Centres of Power and Holy Places
The power of Newtlings, such as it is, is entirely placed in themselves. They have no power to speak of away from the rivers, lakes and pools. There are no known Holy Places that the surface world is aware of.
Holy Days and High Holy Days
Newtlings have been observed apparently meditating and praying on Waterday with no particular week in any season being of special importance. Most Newtlings spend Dark Season underwater, beneath the ice and not surprisingly, the days of thaw, (Waterday to Fireday, Disorder Week, Storm Season, are cause for celebration.
Lay Membership
Newtlings are fully amphibious, with a complete set of lungs and gills, however they still have a demand for large quantities of water which limits their duration of the surface travel to the amount of water they can store in their tails, equal to CON days. If the duration is exceeded, then the Newtling will lose 1 point of CON and 5% off all DEX based skills, (including Defense), for every hour out of freshwater and can only recover them by total immersion in fresh running water at the rate of 1-3 CON points per day and 5% skills per hour. Similarly Newtlings are very vulnerable to salt water and have similar penalties for every minute, which can be recovered at 1 CON point and 5% skills per hour immersed in fresh water.
Newtling eyes are placed on top of their heads and are designed to give full vision simultaneously above and below the water surface when just submerged. When in water they use a lateral line system to give them all round sensing ability for a radius of 10-100 metres depending upon how still the water is and a Track by Scent ability. Newtlings are of course very vulnerable to heat and so take double damage from fire of all types. They secrete a noxious fluid from their skins to make them taste foul when bitten, no creature that bites an unskinned Newtling will ever do so again, and must make CON×5% roll to avoid being incapacitated for 1 round. Newtlings can, by a process akin to fermentation, brew a virulent poison from their skin secretions. This poison is smeared only on barbed weapons.
Lay Member Newtlings can buy free weapons training and other skills at full cost save Watersense and Track by Scent which can rise only through experience. All spells save Darkwall, Detect Undead, Farsee, Firearrow, Fireblade, Glamour, Harmonise, Ignite, Light and Lightwall can be bought at full cost.
Initiate Membership
Any Lay Member can Initiate automatically once One Weapon Attack and Parry and Swimming reach 50%. Initiates gain all the benefits of Lay Members plus free Hide in Cover and Move Silently (in water only), and half price Brew Newtling Poison. All Newtlings are immune to their poison and secrete enough to make a number of doses equal to CON ⁄ 2 every season, but it lasts for only one season. Initiates cannot use metal armour, but they can buy Bronze Scimitars from the surface world and can purchase Leather armour of Fish-hide, Cuirboilli and Scale armour of fish scales from the cult. Newtling skin corrodes metal so even those on prolonged surface missions will not wear armour. Newtlings start with Light Infantry armour. Initiates can gain spell teaching as Lay Members plus Bladesharp, Mindspeech and Protection at half price. Extinguish cast by a Kraken Initiate will douse Battlemagic Fire/Light spells.
Initiates are required to obey their tribal elders, but are generally allowed free reign to go as they please. However, all Newtlings become dormant in the cold and must spend all Dark Season beneath the Ice with their tribe. During this time, Newtlings can Brew Poison and learn spells, but can do no skill or ability training. At the end of Dark Season, an initiate is expected to take part in the Celebration of the Thaw. Initiates must expend 1 point of POW in prayer to Kraken every Waterday, plus during the Celebration of the Thaw, each Newtling must expend one full day's POW, but this can be spread over the four-day celebration.
Runelord Membership
The Runelord has a lot of status in Newtling society, but little elsewhere. The requirement are 15+ POW and the following skills to 90%: 2 Cult Weapons (at least one Melee weapon), Watersense, Hide in Water and Move Quietly. A candidate can apply during the Celebration of the Thaw, but must pass a test equal to CON×5% or Brew Poison level×5%, whichever is the lower. He gains all the normal benefits of Runelordhood save Divine Intervention, Newtlings do not use Iron and can fashion no metal themselves. However, if the Runelord can gain some of the cult's Runemetal (Tin), he can have it made into armour by surface smith's, (the Dwarves won't let racial prejudice come between them and business). Once attuned, Kraken will bear its weight under water (this does not reduce enc), and render it corosion free. Runelords may become tribal chiefs, but otherwise fall under the same restrictions as Initiates.
Runepriesthood
The Kraken Runepriest is regarded with much respect and will always be accounted one of the Tribal Elders. Surface folk fear the Newtling Runepriest if encountered near water, but accord them little respect elsewhere. To become a Runepriest, a character must have been an Initiate for at least two years, have 18+ POW, Mindspeech IV and 75% Watersense. Kraken Runepriests are subject to all the normal strictures plus that during the annual freeze, all Runepriests without special dispensation must spend it below the ice with a Newtling tribe and teach spells to other Newtlings. They gain all the normal benefits of their status, but never wear Runemetal armour! Tin Scimitars are allowed, (barbed weapons are never made of metal).
Runespell Compatibility
Newtlings use all sizes of Undines as their elementals. They have access to the following Standard Runemagic Dismiss Elemental I II & III, Extension I & II, Mindlink, Multi Spell I II & III, Shield, Spell Teaching and Warding. Their Divination only gives information about underwater matters. They also gain access to the following cult special Runemagics.
One Point Spells
Kraken I: Range: 60m; Duration: 15 mins; Non-Stackable; Reusable
Converts a Small Undine into a large squid-like monster with eight tentacles capable of reaching 20m from the water. The Kraken's tentacles have hit
points as arms and SIZ & STR 2D6+12 and CON 2D6+6. The Kraken will attack any non-Newtling, attempting to drag them into the water. Once in the
water the victims will be helpless and subject to a bite of 2D8 plus db. All attacks are at DEX×5%. A Kraken cannot leave the water, though it
can be called to marine waters or even stagnant pools. These must be large enough to accommodate its bulk. If the Elemental Spell is dispelled or
expires then the Kraken returns to water. If the Kraken is destroyed then the elemental spell remains usable, but the Kraken spell must be
resacrificed for.
Race: Range: 160m; Duration: 15 mins; Stackable no limit; Reusable
Causes the recipient to become invulnerable to collateral damage caused by rapids and waterfalls. Often used by Newtlings to launch surprise attacks
from directions considered safe, or for fast escapes by routes difficult to follow. Stacking doubles the duration per point stacked.
Saltskin: Range: 160m; Duration: 15 mins; Stackable no limit; Reusable
Renders the recipient immune from the rigours of salt water immersion. Can only be cast on Newtlings. Stacking doubles the duration per point stacked.
Serations: Range: Touch; Duration: 15 mins; Non-Stackable; Reusable
When cast on a Scimitar, causes it to develop serrated edges similar to the barbs on Harpoons. Any hit that does damage to the victim through armour
does an extra 1D6 damage. The weapon can be poisoned while in this state.
Speak to Newt: Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Allows the recipient to speak with amphibians. One type per round. Oratory may be used to influence them.
Two Point Spells
Acidskin: Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Can only be cast on a Newtling. Causes the recipient's skin to secrete an acid compound that damages weapons as does the Chaos Feature - Acid Sweat.
Any metal armour will suffer 1 pt of acid damage per round unless it is made of Tin. Cannot be stacked with Saltskin.
Hibernation: Range: Touch; Duration: Winter Freeze; Non-Stackable; Reusable
Can be cast upon any Newtling at the commencement of the Winter Freeze. It causes the recipient to fall into a deep comatose state for the entire
duration of the Freeze. The recipient must remain under ice and totally inert. During this period, the hibernating Newtling will regenerate any lost
physical attribute and severed/maimed limbs at the rate of 1D3 point per week. Newtlings never regrow limbs by Luciferan spells and all have access to
the use of this spell for free from their own Runepriest if they return to the tribe of their origin.
Kraken II: Range: 60m; Duration: 15 mins; Non-Stackable; Reusable
As Kraken I, but converts a Medium Undine into a Kraken of STR & SIZ 3D6+18. Capable of reaching 40m from water.
Three Point Spells
Kraken III: Range: 60m; Duration: 15 mins; Non-Stackable; Reusable
As Kraken I, but converts a Large Undine into a Kraken of STR & SIZ 3D6+24. Capable of reaching 60m from water.
Summon Kraken: Range: 160m; Duration: 15 mins; Non-Stackable; Non-Reusable
Can only be cast on Waterday or in Sea Season and can only be sacrificed for by a High priest or Chief Priest. It summons a giant being commonly
believed to be Kraken itself. The creature arrives in 1D10 minutes and remains until the spell expires. In form, it is like a giant Kraken of STR 64,
HP 34, SIZ 64, INT 21, POW 30, DEX 21 and db 4D10. It will set about destroying any floating vessels within the spell radius and then kill and eat
all non-Newtlings in the water. If the priest fumbles a POW×5% roll when summoning, Kraken takes the priest first! Tentacles have 100m reach
and 12 HP.
Subservient Cults
Spirit of Reprisal - Maël-Ström
This is though to be an extension of Kraken himself, or possibly a lesser monster of the deep. If a Newtling breaks with the cult or disobeys a cult
dictate, then until he has made his peace with his Runepriest, every time he enters a body of water, he must roll his POW×5% or else
Maël-Ström will attack him. The monster appears on the surface as a giant whirlpool which attempts to suck the unfortunate victim down into
the mouth of a monster below. The victim must successfully roll STR×5% to avoid being sucked beneath the waters never to be seen again! If made,
then the victim can attempt to reach the shore by swimming at half speed.
Associate Cults
Poseidon
The Sea God is said to be the father of Kraken, or perhaps the monster is his pet! In any case, the God of the Oceans gives the Newtlings the following spell to help them sustain themselves.
Shoalglow: Range: 1 mile radius; Duration: 1 day; Non-Stackable; Reusable; 1 pt
Newtlings use this spell to illuminate individual fish located by Watersense. The fish glows and is visible for up to 20m. The glow also shows up on
the surface as a glimmer in the depths. This fish is very useful for hunting fish with Harpoon Crossbows.
Sawtooth
The Beavers and Newtlings get on together very well and in rememberence of the stand both races made against chaos, Sawtooth offers the following spell.
Alarm: Range: Self; Duration: Instant; Non-Stackable; Reusable; 1 pt
Newtlings usually use the slap of their tails upon the water's surface as an alarm signal. If this spell is cast simultaneously, all Sawtooth and
Kraken cultists on that river, including all tributaries upstream of the caster will "hear" the warning and percieve the direction as
upstream/downstream and the approximate distance.
Miscellaneous Notes
Newt Rune
Amphibians and soft-bodied sea creatures, e.g. Squid, Octopus etc. are all Newts
.
Starting Newtling Characters
Skills
Starting character Newtlings gain the following weapon skills: Scimitar at 50% plus bonuses, and 1 and 2-H Trident, Harpoon (barbed Javelin)
and 1-H Light Crossbow all at 25% plus bonuses. They also have Watersense and Track by Scent (in Water) at 50% plus bonuses. Swimming is at 70% plus
bonuses. Move Quietly and Hide in Water are at 50% plus bonuses, and 25% plus bonuses out of Water. All other skills are at basic.
Equipment
The equipment of Newtlings is invariably of non-metallic manufacture, hence the Scimitar is of bone inset with fish scales tempered to an edge and
has 15 HP. The Trident is used exactly like a Spear save that its broad three pronged head does an extra 1D8 damage upon impaling. The Crossbow is one
handed, has a range of 50m and does 2D4 damage, both the Crossbow Quarrel and the Harpoon are barbed and can be poisoned. Also, the chance of removing
an impaled, barbed weapon is halved and unless carefully cut out by someone skilled in such things (Healers, Newtlings) will inflict a further 1D4
damage for a quarrel and 1D6 for a Harpoon.
Spells
A starting character Newtling will know the following spells Speedart, Disruption, Mobility and Extinguish.
Armour
Starting character Newtlings get Light Infantry armour.