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Matar

The Earth Mother, Cult of Farmers


History

Before Time

Matar is an enigmatic Goddess, sometimes referred to as the Mother of the Gods, she is believed to have born many gods and mortal races. She bore the first man, Azrael, and has remained close to his kin. As Mistress of the Earth, she instructed her children in the art of farming and cultivation, thus giving the human races the superiority of agriculture over their peers.

Since Time

The worship of Matar congealed into a cult concerned with fertility, agriculture and husbandry. Her worship has spread among herdsmen and farmers the world over. The cult is strong in worship and most farmers are at least lay members, with most striving for Runelevel. Any village will normally have at least one Runepriest if not more, Runelords are rare.

Life After Death

Cultists believe that after death, they will go to Azrael's Halls of Death where there is a vast plain inhabited by farmers, where crops grow and cattle graze in plenty. Cultists also believe that they may return as ancestor and nature spirits. Cultists have access to death divints and resurrection.

Runic Associations

The cult is primarily concerned with the fertility of the earth, but with loose connections with the Plant and Beast runes.

Nature of Cult

The cult is very widespread, particularly among agricultural communities. It draws many worshippers but lacks political significance. Most of its power comes from the fields and is wholly concerned with farming. Occasionally, a Matar Runelord rises as a leader of a peasants revolt against unfair rule by overlords or uncaring government, or else as a representative in government, or as the leader of a farming community against marauding invaders, foraging trolls, etc.

Particular Likes and Dislikes

Matar has close associations with the Weather God, Typhon and Faerie. Despite his abhorrence of an antagonistic rune, she is close to her son Azrael. Lucifer is loved for his curing skills. Mithras, a pillager and raper, is not liked; neither are the troll cults for the trolls are hunter-gatherers and destroyers, farming is anathema to them. Generally the Death-cults are disliked, and the fertility/life cults favoured. Chaos is generally disliked as it threatens the stability that farmers crave. Neibelung is friendly due to the elemental link and the dwarve's dependance upon the surface-grown produce gained in trade. Poseidon is not favoured due to the ancient rivalry between Earth and Water. Feelings towards Helios are mixed as the farmer is greatful for the warmth of the sun, but the sun occasionally scorches crops and causes drought. Similarly, the Helios worshippers can be arrogant and oppressive towards their vassals who are frequently Matar worshippers.

Organisation

There is no set organisation. Runepriests are respected for their wisdom and the highest priest will officiate in any ceremony. Whole villages tend to worship together. Also, many Matar cultists join Typhon as lay members and Faerie as honourary cultists and worship with these also. On many fiefs, a Sunlord's vassals will worship with him in the Sundome as well as in their own ceremonies.

Centres of Power/Holy Places

They are devoted to agriculture and husbandry is the place where the cult draws its power. Such power is rarely in physical terms but is the power of growth and life. Matar gives sustenance to all, and so gains respect for her kindness. Villages will generally have dedicated shrines and alters deep in secluded glades or individuals will have shrines or small dolls made of straw which are placed inside barns or buried in fields. Many wives, particularly those newly wed, will carry a fertility charm sacred to Matar inside their clothing next to their skin.

Holy Days and High Holy Days

There is a holy day in Dark Season, Godsday, Fertility Week; for this is when Matar is weak and all farmers must sacrifice to propitiate the Thaw. The Thaw is of course celebrated on Fireday, Disorder Week, Storm Season. On Clayday, Fertility Week, Sea Season the farmers give thanks for the spring rains. There is an important festival on Midsummer's Day (Godsday, Fertility Week, Fire Season) wherein the sun is propitiated to ensure the ripening of the crops. Finally, the High Holy Day occurs on Last Harvest Day (Clayday, Truth Week, Earth Season) when the cultists celebrate the gathering of the harvest and sacrifice to Matar for the bounty of the Earth, the fertility of the crops, animals, and women and the protection against the forthcoming winter. The festival on Midsummer's Day is very humanocentric and the somewhat orgiastic festivities account for the high spring birthrate among cultists.

Lay Membership

Most peasants are lay members from birth. Any race can join but non-humans are at CHA - 10. Lay members not from a locality must offer some tribute to the high priest, generally according to their wealth and usually in kind. This is particularly important on the Last Harvest Day festival. Lay members gain no special benefits but can gain training in animal husbandry, crop growing, and midwifery. The weapon skills of quarterstaff and sling may also be learnt, all at full cost. A lay member may gain food and lodging with an initiate or runepriest smallholder as a farmhand. He will receive minimal wages but will gain free ticks in one of animal handling or crop growing every season (including Dark season). Women also have the option of becoming apprentice midwives to a Midwife Runepriest. Often associated with Lucifer and the village's healer, such women can gain one tick in midwifery every season and two in Sea season.

Initiate Membership

Initiate membership is open to anyone who has attained 50% in animal husbandry, crop growing or midwifery, subject to a test of (POW+CHA)×52%, non-humans at CHA−10. Initiates are taught free Speedart, Detect Life, Disruption and Ignite plus half price Protection and Healing. The cult skills are taught, one for free and the others at half price, plus the weapon skills of quarterstaff and sling at half price. Cultists can buy full price teaching in all spells save Fanaticism and Glamour. Full cost training in climbing, jumping, listen, camouflage, hide in cover, move quietly, swimming, riding and tracking can be bought. Herdsmen learn Peaceful Cut for free, farmers Reaping for free, and midwives Birthsease for free. These are all available to the others at full cost. All initiates have access to the cult special runemagic on a non-reusable basis. Finally, the initiate can gain full cost training in grain-flail, sickle and scythe and half price STR training.

Runelord Membership

Matar Runelords are rare, most cultists aiming for the priesthood. There is no time requirement. Applicants must be initiates, have 15+ POW, and attained 90% in Quarterstaff Attack and Parry, and Sling Attack; one other Melee Weapon Attack and Parry; one of Animal Husbandry, Crop Growing or Midwifery; and Oratory, plus one other manipulation skill. They must pass a test of (POW+CHA)×52%.

Runelords can always be certain of board and lodging, and are frequently regarded as folk-heros. They are under a responsibility to uphold the downtrodden peasant and spreading the skills of the farmer. All Runelords must spend one season every year (usually Dark Season) in skill training. Very few cultists become adventurers, but most Runelords are adventurers in origin. Many follow a shepherd's profession. A Runelord gets Runelord Divints, an allied spirit or an awakened sheepdog as an allied familiar, plus all the other benefits and restrictions of their status. They can attune Iron, and may have one iron weapon of their choice, provided a roll of their POW as a percentage is made, they do not otherwise gain iron other than that which they can quest for. A Runelord may become a Runepriest, if he should qualify for it.

Runepriesthood

Most cultists, whether regular farmers or the occasional adventurer aspire to the Priesthood. Requirements are simple. An applicant must have 18+ POW, 90% in one cult skill, and pass a test of (POW+INT)×52%. All Priests have the usual benefits and restrictions of their status. They are very close to Mother Earth and when calling for Divine Intervention may halve the required POW. Allied spirits are awakened sheepdogs. A Runepriest must spend at least one full season in spell teaching and training. Runepriests may not train DEX but can train STR and CON. He may become a Runelord if DEX permits. Non-farming DEX skills must not be trained, but they can rise through experience. It is very common for Matar Runepriests to become associates of other cults. Runepriests draw great respect from their own communities and generally from all farmers and herdsmen. They officiate at ceremonies during the yearly festivals, and highest ranking husband or wife in any community are looked to as the spiritual leaders of the community. They conduct all weddings.

Runespell Compatibility

Matar Runepriests have access to all Standard Runespells. They use Small Gnomes as elementals. They also have access to the following cult special runespells.

One Point Spells

Barnguard Range: 160m; Duration: 3 Seasons; Stackable No Limit; Reusable
This spell is cast during a ceremony in the Last Harvestday Festival. Each point cast causes the food, grain, etc. stored in one barn to remain fresh and unspoiled for the duration of the spell, i.e. during Dark Season, Storm Season, and Sea Season. Cultists may cast this spell themselves during the ceremony. All villages tend to build their barns and food storage places together to facilitate usage of this spell.

Mature Plant Range: 80m; Duration: Instant; Non-Stackable; Reusable
Causes one plant to mature in 110th the time, or one field of crops to come to full ripeness in 1 week from the day of casting. This has many useful functions for a farmer, particularly at Harvest Time.

Wolfhound Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Used by shepherds, et al, to help guard their flocks from marauding predators. It causes any one dog to become a fierce wolfhound, doubling its STR and increasing SIZ by half. Damage from the bite is 1D8 plus the damage bonus. At an order from its master, the dog will attack fanatically to kill.

Two Point Spells

Fertility Rite Range: 40m; Duration; 1 hour; Non-Stackable; Reusable
Cast during a ceremony in the Midsummer's Day Festival. Involves the sacrifice of a bull, ram, or billy goat. Causes all female cattle, sheep and goats belonging to all the farmers in the ceremony to conceive during the coming year if served. Also all women taking part in the festival will become pregnant and give birth in the spring. Finally, all crops belonging to individuals at the ceremony will prove fruitful and give a bountiful harvest. This spell is the reason for the high birthrate among cultists in Sea Season. When cast at any other time it is non-reusable and effects one female creature. Often cast by a new husband upon his wife on their wedding-night in order to 'bless' the marriage. Commonly a man and wife who want children will join to sacrifice for this spell together, each giving one point of POW as they couple in a secret ceremony upon bear earth in a spot consecrated by a Priest of Matar. Women who do this, invariably bear a strong child at the appointed time, without complications and one in three bear twins (a boy and girl).

Pathwatch Range: 160m on either side of a path; Duration: 1 Day; Stackable; Reusable
Used by most cultists when going to market with their produce, also by adventurer cultists. Must be cast upon a known and visible path, or road. Functions as Detect Traps and Detect Enemies. Will detect dangerous potholes as traps and any other natural threat as well as robbers and thieves. Each extra point stacked doubles the duration. Functions only whilst the caster is awake.

Shillelagh Range: Touch; Duration: 15 mins; Non-Stackable; Reusable
Used by shepherds to defend themselves and their flocks from rustlers and predators. Cast upon a quarterstaff, causes it to inflict an extra 1D8 damage, have ½ again hit points and +10% on both attack and parry. Damage taken by the staff is not reduced at the spell expiration, thus after 15 minutes, it is not unusual for a quarterstaff to fall apart as the damage suddenly exceeds its hit points.

Three Point Spells

Fieldward Range: Touch; Duration: 1 Year; Stackable; Reusable
Functions as a Warding III spell but can effect an area up to 10,000 m2 though one side may not exceed 100m. A set of four cornerposts must be used as props. It protects against any creature crossing the boundary with intent to harm or steal the farmers crops and livestock inside the field. This spell is also used to protect buildings, the posts being built into the domiciles timber frames.

Subservient Cults

Cult Spirit of Reprisal

Matar disapproves of her worshippers leaving her worship and transgressors suffer by skills refusing to function for them. Any crops he attempts to grow wither and die, his livestock cease to eat, lactate and their meat will be unpalatable. Further, he or she will become sterile/barren and impotent. Thereby causing the loss of 1 point of CHA / week, to a maximum of 1D6 and his racial max will fall to 14. All these effects are reversable at any time if the miscreant rejoins the cult and undergoes penance. This is always possible unless the victim has joined an anathema cult.

Associated Cults

Azrael

Despite his abhorrence to an opposing rune, the Deathgod has remained close to his mother. He offers the services of a Runepriest at funerals and a shaman's aid in times of plague.

Faerie

Matar is very close to the Elf plant goddess, some say they are sisters. Faerie offers the following spell to aid all growing things.

Sunripen Range: 1 Village's crops; Duration: 12 hours; Non-Stackable; Reusable 1/Year; 1 pt
Cast upon the Spring Holy Day during a day long rite frequently with elves in attendance. Allows the newly planted crops to draw upon the sun's rays to help it grow free from disease or parasites.

Helios

Matar is the mother of the Sun God's children, their association is long standing. The farmer's fields need the heat of the sun and in recognition of this Helios offers the following spell.

Cloudclear Range: 160m; Duration: 15 mins; Stackable to 4 pts; Reusable; 1 pt
Drives away all clouds between the sun and the caster, or any spot he desires within spellrange, 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.

Lucifer

The Healer and the Earth Mother have always been close. Many Matar communities frequently support Luciferan temples in return for the healer's benevolence. Lucifer offers the Earth Mother the following spell.

Heal Range: Touch; Duration: Instant; Non-Stackable; Reusable; 1 pt
Heals all the hit point damage in 1 recipient instantly, requires a careful ritual lasting one minute. This spell is incredibly useful for healing injured livestock.

Neibelung

The dwarves rely heavily upon surface-grown produce in exchange for manufactured goods, This and their elemental ties leads to a certain friendliness between dwarves and farmers. Neibelung offers the following spell (some say that the Earth Mother exchanged her medium and large elementals for this spell, as manipulation of large-scale earth and stone was secondary to the protection of valuable farmsteads).

Golem I Range: 60m; Duration; 15 mins; Non-Stackable; Reusable; 1 pt
Converts a small gnome into a massive stone dwarf of SIZ 4D6+6 which uses its fists as mauls, does not parry and attacks at Dex(3D6)×5%. If destroyed in Golem form, the Summon Elemental Spell remains reusable but the Golem spell must be resacrificed for. If the elemental spell expires before the Golem I, then the Golem crumbles to dust. Can be used anywhere there is enough rock or earth to form the Golem.

Typhon

The Weather-God is very important to the farmers and, like the Healers, temples are frequently supported by Matar communities. Typhon offers the farmers the following spell to give them some control over the rains on a limited basis.

Shower Range: 1 mile radius; Duration: 15 mins; Non-Stackable; Reusable; 1 pt
Causes a light drizzle to fall over the entire area of effect. Takes 1D10 minutes to start except on Waterday or in Sea season, in which case the duration is 1 hour. Each extra point stacked doubles the radius of the spell.

Madonna

The Earth Mother's daughter has always been close, and offers the following spell to protect farmsteads, it is only offered to Priestesses or Runeladies.

Summon Spirit of the Hearth Range: Special; Duration: 15 mins; Non-Stackable; Reusable; 1 pt
Summons a weak spirit, of POW 2D6+6, to defend a dwelling, placed in a specially prepared hearthstone at the time of casting. The spirit will activate and attack any person or persons, or even animals, invading the premises with hostile intent. The spirit will attack as directed, or else at random until all the intruders are repulsed, unless it is destroyed or reduced to less than 3 POW when it will depart. If the spirit is destroyed then the spell must be resacrificed for. A cultist may only have one such spell at a time, as the spirit is an imediate member of the family.

Miscellaneous Notes

Cult Skills

Animal Husbandry: knowledge; base 05%; cost: 400 / 800 / 1600 / EXP
A skill embracing all the acts of raising livestock; cattle, sheep, goats, pigs, etc. It assumes basic stockmanship (feeding, watering, housing) plus an ability to trouble shoot crises.

Crop Growing: knowledge; base 05%; cost: 400 / 800 / 1600 / EXP
Like animal husbandry only dealing with the aspects of raising a variety of crops (e.g. ploughing, rotation).

Midwifery: knowledge; base 05%; cost: 200 / 400 / 800 / EXP
The skill of assisting human mothers in childbirth, it is generally learnt only by women.

A farmworker can gain 1 tick in either of the two farming skills in an interval dependant upon the level of the skill. One per season up to 25%, one per 5 years up to 75%. The same applies to midwifery, but the trainee must follow the midwife's profession. Training is possible up to 75% without obtaining ticks, but can be continued up to 100% provided ticks are gained.

Cult Spells

Birthsease Range: Touch; Duration: Special; Non-Stackable; Passive; 1 pt; 1000sh
Acts as a mild anesthetic and relaxant to calm a mother in labour. When cast, it acts until the shedding of the afterbirth. Usually used by midwives on women, but is frequently bought by farmers for use during lambing, etc.

Peaceful Cut Range: Touch; Duration: 2 mins; Non-Stackable; 1 pt; 1000sh
Enables one animal to be slaughtered inside the duration of the spell without trauma, so that its spirit will not haunt the slayer. The animal must be slaughtered in a ritual manner by cutting its throat with a knife used for no other purpose.

Reaping Range: Touch; Duration: Variable; Non-Stackable; 2 pts; 1500sh
Cast upon one field or crops, or an orchard etc. Lasts for one day or until the field is reaped, whichever the shorter. Allows the harvest to be gathered without distressing the plants reaped. Always cast before a field is reaped or picked so that any mature spirits do not haunt the reapers.

Special Equipment

Quarterstaves
The stats for quarterstaves in the R.Q. book refer to an unshod quarterstaff. When shod with bronze, it has 20hp, does 1D8+1 damage and costs 30sh. When shod with iron, it has 30hp and costs 175sh.

Scythe
The scythe is a two handed implement used for cutting corn. With minor modifications it can serve as an effective weapon and is often in evidence during peasants revolts, Matar runelords almost invariably wield it as a secondary weapon.

TypeNameSTRDEXDamage HPCostEncLengthSRBase Training Costs
0-2530-5055-75
2-H SickleScythe1392D6 122532.0215200400800

No other weapons are taught by the cult, though there is no bar to cultists gaining other weapons and training elsewhere.

Sheepdog Characteristics
STRCONSIZINTPOWDEX
2D6+62D6+62D4+21D33D62D6+6

Sheepdogs
The cult uses sheepdogs as familiars. Even non-runelords frequently use dogs as pets, working animals, and travelling companions. Such a dog is easily trained and will have the stats given below.

Bought usually as puppies. They form close attachments to their masters if treated well. They take 1 full year to mature fully and require 1 hours training per day for the last three seasons. At the end of this period, they will have Track by Scent at 50%, Listen at 50%, Herding at 75%, and a Bite Attack at 25% for 1D6 damage plus bonuses if applicable. If used as a familiar Track by Scent, Listen and Herding all become 90%. Matar sheepdogs are known for their intelligence and gain INT bonus of −5% for 1 INT and +5% for 3 INT. When awakened as ally familiars they retain their POW but gain 3D6 to their INT. Cultists regard them highly and do not sell them to non-cult members. A Runelord does not gain an ally until he presents his sheepdog to a Temple on a Holy Day during a ceremony. The cost of a sheepdog is based upon its stats. Consult the following table and add together the factors for STR, SIZ, INT and POW, and multiply by CON and DEX sequentially ⁄ 3. This is the cost of the sheepdog in shillings.

Sheepdog Cost Factors
Stat 123456789 101112131415161718
STR-------1 2334445567
SIZ---01112 22--------
INT024----- ----------
POW--001122 3333445566

Farmers as Starting Player Characters

Previous experience for farmers assumes five years on a farm in the country and is open to all peasants and any townsman rolling POW as a percentage.

A farmer gains 1 cult skill at 50% plus bonuses the other at 25% plus bonuses. Midwives gain 50% in midwifery and 25% in one of the two farming skills. The character may choose three skills of Climbing, Jumping, Swimming, Hide in Cover, Tracking, Listen and Riding at 50% plus, the others at 25% plus.

For weapons, it is assumed that a player character has been of adventurous disposition and thereby has 50% plus bonuses in Quarterstaff attack and parry, and 25% plus bonuses in sling attack. He has a POW x 5% chance of knowing each of the following spells Bludgeon I, Healing II, Protection II, Farsee and Detect Enemies. If an initiate, he will also gain the benefits listed there. A farmer has POW x 5% chance of starting with light infantry armour. He always starts with one unshod quarterstaff, sling plus bullets, 1D6 x INT shillings in cash and a wooden or clay effigy of the Earth Goddess, usually worn on a thong about the neck. Normal stat raises, but only one point of CHA, and a second STR or CON raise.

Matar's Variations

The farmer's cult is heavily influenced by environment and in certain locations is very distinct from the usual Earth Mother cult. It is written in Necropolis that in the God Time when Matar and Poseidon settled their differences, Poseidon granted Matar one request. She asked for the country upon which the two Gods stood to be made fertile, for it was barren and utterly devoid of life. Poseidon therefore gave unto Matar one River-Spirit who was mighty amongst his peers, and he sprang forth from whence Poseidon called him and ran to meet his new mistress. Poseidon told the Earth Goddess that the spirit's name was Nile and so the river that nourished Necropolis was born. Matar spake unto Nile telling him to flood the country about with his waters and thereby make it suitable for her and her children. And Nile did so, and all about he laid his waters and where he went, the base sand was rendered nourishing and Matar caused Life to spring forth and she called forth her children and gave unto them this paradise in the wilderness and gave unto them the River Nile so that henceforth they might live in prosperity when all about them was drought and famine. So it came about that to this day, the Nile floods the lands with its waters and make them fertile every Sea Season. Because of this, Matar Runepriests from the Nile may sacrifice 2 points of POW for a water elemental that is normally small, but is medium on any Waterday and in Sea Season, and is large on any Waterday in Sea Season. Nile is a subservient spirit and the undine counts as cult special.

Mercer

This is the name given to Matar by the merchants that worship her and travel from place to place. A starting player-character merchant will have identical experience to a farmer save that they gain 50% plus bonuses in Evaluate Treasure and 25% plus bonuses in Riding. He may choose three of the following at 50% plus bonuses Jumping, Swimming, Listen, Animal Husbandry, Read/Write, Map Making and Bargaining and the rest at 25% plus bonuses. Weapons and spells are the same as for farmers. They gain the normal stat raises but only one point on STR and 2 CHA rolls. Any townsman can become an apprentice Mercer and any peasant if he rolls POW as a percentage.

Lay members gain training in Evaluate Treasure, Animal Husbandry and Bargaining, plus Quarterstaff and Sling at full cost. He is apprenticed to a merchant.

Initiates must have 50% in Evaluate Treasure and pass the test. Free spells are the same as for Matar save that Detect Life and Ignite are replaced by Detect Runemetal and detect Gems (for checking exaggerated claims by vendors). They are taught free Evaluate Treasure and the other lay member skills at half price. Weapon skills as Matar. Cultists learn spells as matar save that Peaceful Cut, Reaping and Birthsease are replaced by Glamour at half price; and half price STR training is replaced by half price CHA training. Full cost training in the non-cult skills listed under starting experience may be bought. Runelords need 90% in 3 of Quarterstaff Attack and Parry, Animal Husbandry, Riding, Map Making and Read/Write plus Evaluate Treasure and Bargaining and 15+ POW.

Runepriests need 90% in Evaluate Treasure and 18+ POW. All Runelords gain an automatic place for their stall in the Mercer Market Place in any town alongside the local farmers. A Runelevel is responsible for teaching his apprentices. A Mercer Runepriest may not train STR, CON or DEX, they are otherwise identical to Farmer Runepriests. Upon finishing his apprenticeship, a player character will have thief type armour and helmet. He starts with INT×(Evaluate Treasure + 2D20) shillings in goods and wares, of which 1D100sh will be in cash. He has a POW×3% cancel of owning a pack animal, otherwise he must carry his wares himself or else buy one with his cash.

Runelords do not gain free board and lodging in Farmers dwellings, but will be welcome. The two branches of the cult are very friendly, though no cultist ever switches once his choice is made. The merchants regard the farmers as staid and boring, the farmers view the merchants as flighty vagabonds.

The merchant's worship of the Fertility Rune expresses itself in ardent womanising, with frequent visits to the Madonna Halls of Venus.

Mercer merchants are not seagoing and sell their goods to Poseidon traders for overseas trade. They rivalry between the two groups is very intense, and blows have been exchanged between merchant and trader on many occasions.

All Market Places in towns have a Temple Structure formed by the Mercers of that town and they regulate the Market. A consecrated Market Place in protected by a Fieldward automatically upon any Market Day.

Neither the farmers or merchants are tied to the Stasis Rune, and so both appreciate the natural flow of life. Neither will hang onto personal belongings in the face of a good reason to part. This especially applies to the merchants who although they accumulate wealth, are equally prone to spending it and like to possess many things within a space of time rather than barter for objects and then refuse to part with them.