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Mistral

God of the Upper Air. Cult of the Windchildren


History

Before Time

Mistral was a lesser son of Typhon. He was too young and innocent to take an active part in the Chaos Wars, and Chaos never infiltrated as far as the mountain peaks. The Windchildren regard him as the father of their race, he is worshipped by no other race, save for a few winged creatures and most lowlander's aren't even aware of the cults existence.

Since Time

The Windchildren are basically a gentle race and look to Mistral to preserve their element. They live in eyries on the mountain tops and live on insects in the upper air which they catch on the wing. They are peaceable in nature, usually non-aggressive, disdaining combat and armour. They are a private race and seldom descend from their lofty heights.

Life After Death

Windchild spirits join the ranks of their ancestors and continue to dwell in the upper air for a time before rising to realms higher and colder. Windchildren view death as a metamorphosis to a higher state of existence by which they are drawn closer to the winds. However, such a transition can only occur when the individual is ready; to this end, all initiates gain a Runelord Divint against death only. Resurrection is not possible as, if Divine Intervention fails, the spirit rises into the upper-airs and is gone.

Runic Associations

Mistral is concerned with maintaining the Spirit in Harmony with the Winds. The Windchildren show a preference for the Cold and Light, and an aversion to Heat and Dark but they do not actually acquire these Runes.

Nature of Cult

The cult exists as a vehicle for the worship of the Windchildren. It provides their needs and wants. It is highly specialised and is only found in the upper-airs and mountaintops.

Socio-Political Position and Power

The cult is generally unheard of in the lowlands, and has no power save in the upper-airs.

Particular Likes and Dislikes

Typhon and his elder sons prevented Chaos from invading the upper-airs and so Windchildren have little knowledge of, or animosity to, Chaos. In general, Mistral loves Air and Light and dislikes Disorder, Dark, Fire and Heat. Dwarves and all creatures that dwell underground are mistrusted. Faerie is liked, especially Pixies. Finally, Azrael and most ancestor worshipping cults are generally on good relations with Windchildren. They hate only Undead and those who pervert the spirit.

Organisation

Windchild society is very free, emphasising Harmony rather than Order. Each Windchild chooses the life he desires with little responsibility. They live in small family groups in very high places, usually mountain-tops. They will only show concerted action if their environment is threatened. Runelords and Runepriests are given respect and looked to as clan-leaders.

Centres of Power and Holy Places

Centres of Power are basically anywhere at high-altitude. Holy Places are high mountain peaks. Every Windchild soul is considered a consecrated alter, in effect he is his own temple and any being violating a Windchild Spirit by binding it or perverting it in any way is considered a desecrator. Windchildren like to spend may days at a time flying at high altitude, communing with their own and other spirits.

Holy Days and High Holy Days

There are no special Holy Days. Every Windchild sacrifices a point of POW upon taking to the air. If a POW×5% roll is made then Mistral reflects this POW back to the Windchild. Sometimes Windchildren gather on mountain-tops for communal worship, but this is usually spontaneous and follows no regular pattern. High Holy Day is on Windsday, Harmony Week, Storm Season.

Lay Membership

Lay Membership is open to all races save those innately tied to Darkness, Death or Chaos. Anyone can join who attains the altitude, (by flight or mountaineering), and finds a Runepriest. Windchildren are Laymen from birth, non-Windchildren must influence the Runepriest, those without wings at CHA−10.Laymen pay 1 point of POW each time they take-off, and must give 2 points on a High Holy Day.Benefits include half price training in Flying, Listen and Spot Hidden plus full price training in Flat Take-Off, Dive Bomb, First Aid, Climbing, Jumping, Spirit Speech and usually the local human tongue. Weapons taught are Sling and Grapple at half price plus Rapier, Dagger, Javelin, Dart and Small Shield. Detect Spirit, Farsee, Disruption and Speedart are all at half price, other spells can be bought at full price save Bludgeon, Darkwall, Demoralise, Fanaticism, Fire Arrow, Fire Blade, Harmonise, Ignite and Spirit Binding.

Initiate Membership

Requirements to initiate are Mastery of Flying and membership for at least one year if not a Windchild. Windchildren automatically initiate when 16, other races must pass a test of (DEX+CHA)×52%.

Initiates have the same requirements to belong as Laymen, save that failure to pay the point of POW when taking to the air incurs a Spirit of Reprisal, but there is a POW×5% chance Mistral reflects this POW back upon take off. Four points of POW are required on a High Holy Day. There are no other restrictions enforced save that all cultists must come to the aid of a member in trouble. Windchild society is easygoing and it is usually a simple matter to gain training.

Skill training in the weapons of Sling and Grapple, and Flying is for free plus half price Rapier, Dagger, Javelin, Dart, Small Shield, Dive Bomb, Flat Take-Off, First Aid, Climbing, Jumping, Spirit Speech and Spirit Lore. Other skills can be bought at full cost save for Swim, Ride, R/W, Map Making and Pick Locks, all of which are beyond Windchildren and never rise above basic plus bonuses.

Spell Teaching is free for Detect Spirit, Disruption, Farsee, Speedart and Spirit Screen IV; and half price for Healing, Mindspeech, Shimmer, Protection, Parry, Protection, Extinguish, Spirit Cloak, Spirit Screen V+ and Spirit Sight. All other spells are taught at full cost save for Bludgeon, Darkwall, Demoralise, Fanaticism, Firearrow, Fireblade, Harmonise, Ignite and Spirit Binding which are anathema to Mistral and will be forgotten if known.

Protection cast by an initiate has double effect upon a cultist's wings.

Initiate Windchildren are free to do as they please, without restriction. They sleep under the open sky, not feeling the cold, and live on insects which they catch on the wing, (the purpose of the Grapple skill), and therefore free room and board is meaningless. They all gain Runelord Divint on death only and otherwise have access to normal initiate Divint. They cannot be resurrected. They may, of course, sacrifice for reusable cult special Runespells on a one-use basis. Training and Spell Teaching is normally paid for in kind as Windchildren have a very non-monetary economy.

Runelord Membership - The Stratolords

Called Stratolords by cultists, Mistral Runelords are those rare Windchildren who take on the responsibilities and hazards of hand-to-hand combat. Requirements are 15+ POW and 90% in Flat Take-Off, Spot Hidden, Listen, Dive Bomb and either a Melee Weapon Attack and Parry or Sling Attack and Grapple. Candidates must have been initiates for at least 2 years and must pass a test of (Oratory+CHA×5) ⁄ 2 %. Upon failing they may reapply next year.

If successful, they are inaugurated on the next High Holy Day. They gain all the normal benefits of Runelordhood, they allied spirits always remain disembodied and are actually ancestors which function as fetches. They may attune Iron, but usually prefer Quicksilver for its lack of encumbrance. They gain one item of Quicksilver armour, plus a weapon of their choice, other examples must be acquired by other means.Stratolords are as free as the winds, save a responsibility to defend Windchild eyries and the upper atmosphere. They usually see to the training of initiates.

Runepriesthood - The Cirrus Priests or Cirri

In the cult, these are known as Cirrus Priests or just Cirri, (singular Cirrus). Requirements are Spirit Screen VI, 18+ POW. They must pass a test of (INT+CHA)×52%, effects as for Runelords. They too gain the normal benefits and restrictions of their status. DEX based skills become limited to DEX×5% save for Flying, Grapple and Dive Bomb which become unlimited. Allied Spirits are disembodied ancestors. They are the spiritual leaders of Windchild society, they are less frivolous than lesser initiates and take young Windchildren under their wings for training and spell teaching. Stats and Skills may be trained up to the normal limits. Priests have access to free training in Spirit Lore.

Runespell Compatibility

Cirri have access to all Standard 1 point Runespells plus Dismiss Elemental I II & III. They may Summon Small, Medium and Large Sylphs as their elementals and gain access to the following cult special Runemagics.

One Point Spells

Aerial Harmony Range: Touch; Duration: 15 mins; Stackable; Reusable
Counteracts the effects of Fanaticism and Demoralise, and renders the recipient immune to all moral/psyche affecting spells. Stacking doubles the duration per point stacked.

Breezeblow Range: 1 mile; Duration; 1 hour; Stackable; Reusable
Summons a light breeze to blow over the entire area for the duration of the caster's choice. Has a cooling effect, (reduces Heatstroke penalties for Windchildren by 5%). The duration is the entire day if cast on Windsday or in Storm Season. Stacking doubles the radius.

Free Ghost Range: 160m; Duration: Instantaneous; Non-Stackable; Reusable
Frees a spirit from binding upon a successful POW v POW roll, (unnecessary versus a Windchild spirit), and returns it to the upper-airs.

Gargoyle I Range: 60m; Duration: 15 min; Non-Stackable; Reusable
Converts a Small Sylph into a Gargoyle of STR 2D6+12, CON 3D6, SIZ 2D6 and DEX 2D6+6. The Gargoyle has 90% Flying and Dive Bomb and can use Javelins if these are provided. but also has a Claw Attack at DEX×5%. It has 6 point armoured skin and permanent Windcool II. If destroyed in Gargoyle form, the elemental remains reusable, but the Gargoyle spell must be resacrificed for. If the elemental spell runs-out before the Gargoyle, the Gargoyle reverts to thin air. Gargoyles left to their own devices will assume a non-corporeal, (aerial), form and reform to attack only.

Summon Ancestor Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Summons a randomly determined spirit from among the Windchild's ancestors as per the Azrael Summons Table.

Windcool Range: Self; Duration: 15 mins; Stackable to 6 pts; Reusable
This spell has three effects.

  1. Once sacrificed for, but unused, the bearer is rendered immune to the extremes of natural climatic temperature and can exist comfortably in a desert without casting the spell,
  2. By casting the spell, the caster is protected against magical fire-based attacks as if using a form of Countermagic, e.g. Windcool II will stop Firearrow and Small Salamanders, and
  3. Cools inflamed tempers and counters Fanaticism and Berserker.

Can only be cast on Windchildren and creatures attached to the Air Rune.

Windpower Range: Self; Duration: Instant; Non-Stackable; Reusable
This spell functions automatically if the character is reduced to 0 hit points and/or POW points. It restores the character to 2D3 HP and 2D3 POW. Only functions if the Windchild is airborne.

Windspeed Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Functions as a super mobility upon an airborne Air cultists. Confers triple movement rate and −2 on strike rank.

Two Point Spells

Aerial Peace Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
When cast, causes everyone within range to become suffused with inner contentment and peace. This spell is used in Holy Rituals or for Spiritual reasons, but it can also be used to counter aggression as all aggressors not actually berserk will put down their arms and stand motionless if they fail a POW×1% or POW×5% for Runelevels. This is a most Holy Spell and no Windchild Priest will use this spell in order to gain a military advantage over an enemy, though it may be used to escape from a poor tactical situation.Enemies who are affected are not stupefied, they will defend themselves if attacked, and can be roused by Oratory specials.

Gargoyle II Range: 60m; Duration: 15 mins; Non-Stackable; Reusable
As Gargoyle I, but converts a Medium Sylph into a Gargoyle of STR 4D6+12 and SIZ 4D6. Has permanent Windcool IV.

Wingguard Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
When cast, acts to prevent the loss of a wing due to damage. If a wing falls below 1 HP, then POW points are expended in an automatic healing spell to restore the wing to positive. Furthermore, should the caster be incapacitated then the spell ensures he comes to earth after a long, shallow glide, hopefully safely.This spell will not take the recipient's last POW points. It may be cast retrospectively provided the wing is not actually off.

Three Point Spells

Gargoyle III Range:60m; Duration: 15 mins; Non-Stackable; Reusable
As Gargoyle I, but converts a Large Sylph into a Gargoyle of STR 6D6+12 and SIZ 6D6. Has permanent Windcool VI.

Subservient Cult

Spirit of Reprisal

Initiates of Mistral are subject to two Spirits of Reprisal. The first is for minor offences, such as failure to pay Mistral his POW when taking-off. The spirit is called Wingbeater and attacks the victim by interfering with the airflow over his wings. This effectively causes the loss of 20% off all flying skills, −2 on base movement rate when flying and prevents hovering. The second, Wingstripper, is far worse and afflicts major transgressors by pulling their feather's out thereby rendering them flightless. Both can usually be conciliated by a suitable penance under guidance by a superior Runepriest.

Associate Cults

Azrael

The Death God is the source of all Ancestor Worship, he remains close to Mistral. Of the few Windchildren that do not join Mistral, many of them join the Ancestor Worship or Placator aspects of Azrael. He offers the following spell.

Summon Specific Ancestor Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 2 pt
Must be stacked with Summon Ancestor. Enables the caster to summon a specific named ancestor.

Typhon

The Storm God has a soft-spot for his gentle son and lends him a spell intended for passive defence.

Windwrestle Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 2 pt
The caster can cause one opponent within spell range to be buffeted by fierce, local winds. A different opponent may be selected every round. While under it's influence, the victim loses 2 movement points, 2 strike ranks and halves his defence. He must also make a POW×5% every round or be blown off his feet, a fumble causing him to take 1D6 damage critically to a random location. On Windsday and in Storm Season, this spell lasts 1 hour.

Miscellaneous Notes

Cult Skills

Dive Bomb Manipulation Skill; Base 05%; 400/800/1600/EXP
This attack is made as an alternative to throwing or dropping the weapon. It is only suitable for use with Javelin, Dart or Rock. A Flying roll must be made as with a normal attack and the attacker dives on the target, pulling-out just above the target as the Dive Bomb roll is made, failure means a miss, a fumble causes the attacker to crash taking full falling damage. The Dive Bomb skill is modified by the Dive Bomb accuracy modifier and the same damage bonus as for a normal attack from the same height.

Flat Take-Off Manipulation Skill; Base 15%; 100/200/400/EXP
Windchildren have a low power-to-weight ratio and normally take-off by jumping off mountain-tops. When lacking such assistance, resort must be made to this skill. This allows the Windchild to take-off directly upwards in strike ranks calculated with STR and DEX on the DEX strike rank table. A special halves this time, a critical allows flight in 1 strike rank, failure allows a retry in the next round and a fumble causes a crash and 1D6 damage critically to a location.

Aerial Weapons Use

Sling, Bow and Crossbow must be fired on the hover, (Flying at −20% and can fumble). Sling and Crossbow must be at least as far from target horizontally as vertically, but a Bow may be fired directly downwards. All three weapons lose accuracy as per the height modifier table below, but only Sling gains the damage bonus.All hand held weapons may be thrown on the wing from altitude provided the attacker makes a successful Flying roll, (no specials or fumbles), to fly directly over the target. The attack is made with the height, damage bonus and accuracy modifiers as per the following table.

Aerial Weapons Use Table
Height Fallen Greater Than1Damage BonusNormal Accuracy DeductionDive Bomb Accuracy Deduction
1 yard1 point−1%-2
1.5 yards1D3−3%-2
2 yards1D4−5%-2
3 yards1D69100
4 yards1D856−5%
5 yards2D434−10%
6 yards2D6710−15%
7 yards2D823−20
9 yards3D612−25%
12 yards4D613−35%
15 yards5D615−45%
18 yards6D618−55%
21 yards7D6115−65%
24 yards8D6125−75%
27 yards9D6150−85%
30 yards10D61100−95%
per +3 yards+1D61 ⁄ (100 + 25 ⁄ 3 yards)−10% per 3 yards

Notes

  1. These are identical to the damage taken when falling, for which there is a new hit location list.
  2. No Dive Bomb attack available at these heights.
Falling Hit Location Table
1D202018-1916-1712-15119-107-85-61-4
LocationHeadL ArmR ArmBoth ArmsChestAbdomenL LegR LegBoth Legs

Claustrophobia

Windchildren live on mountain-tops and the clean, clear upper airs. They dislike any non-outdoors environment and can suffer badly from claustrophobia. When in any indoor-type place apply all the following modifications applicable from the following table to their current POW. This is the effective not actual POW and reduction below 0 is not fatal, merely indicative of a state of mind.

Claustrophobia Situational Modifiers
SituationEffective POW Reduction
Not directly under the open sky1
Unable to see the sky1
Unable to fly, due to any reason1
Inside small 1 room building or tent1
Inside medium sized building, e.g. house3
Inside large building, e.g. castle5
Lacking room to spread wings2
Underground7

If POW is reduced by any of these effects and falls to 14 or less, then consult the following table.

Claustrophobia Effects
Effective POWPerception ModifierPOW Roll1 to EnterReaction if Already Inside
13−5%N/ACalm
10−10%×7%Edgy
7−15%×5%Obviuously nervous, POW×5% to avoid surprise if attacked
5−25%×3%Jittery, POW×5% to avoid surprise if attacked
3−35%×1%Jittery, POW×5% to avoid surprise if attacked
2−50%No EntrySeeks way out immediately, parries if attacked
1−75%No EntrySeeks way out immediately, parries if attacked
0−100%No EntryParries and searches for exit frantically
    Notes:
  1. This POW roll is the normal maximum POW roll.
  2. Befuddlement will confuse a Windchild, but not relieve it of its fear.

Windchildren and Temperature

Windchild Heatstroke Effect Table
DaySeason
SeaFireEarthDarkStorm
Freeze0−5000
Water0−10−500
Clay0−10−500
Wind0−500+5
Fire−5−15−1000
Moon0−10−500
Gods0−15−500

Normally living in the high, cold winds around the mountaintops, Windchildren are immune to cold, but at low altitudes suffer from Heat-Stroke much like Trolls. The degree of Heat-Stroke depends upon the day and season and of course does not happen at night. The following table gives the modifiers to be applied to all DEX skills including Defence. It is modified by Breezeblow and other winds and nullified by Windcool.

Claustrophobia and Heat-Stroke apply to Windchildren regardless of cult. Windchildren wear few clothes!

Windchild Society and Dress

Windchildren are free to do as they please, within reason. Clothes usually amount to little more than a loin cloth and a short cloak clasped around their throat and passing between wings. Favourite colours are light grey and sky blue. Windchildren hatch from eggs which are raised in communal family eyries. Those few Windchildren that do not join Mistral may find an acceptable alternative in most tribal cults lacking the Runes of Disorder, Heat, Darkness or Stasis. Azrael is the most common choice. Lucifer is frequently chosen. Some join Gowrie and learn wind instruments and singing. Those desiring a combat orientated religion usually go for the refined Humakt. Strangely Typhon, although associate is too disorderly to attract Windchildren, although some become associate Priests. Rarely some Windchildren opt to join Selene or Nemesis.

Starting Character Windchildren

Windchildren Stats
STRCONSIZINTPOWDEXCHA
2D63D62D62D6+62D6+61D6+123D6

Skills:

Spells:

If they qualify, they may initiate into Mistral and gain all the benefits therein.

Equipment:

Windchildren will start with a melee weapon of their choice, one Javelin or 3 Darts, a Sling and a Small Shield.