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Mordrake


History

Before Time

Mordrake, the common colloquial name for this deity whose name in Dragontongue is both untranslatable and unpronounceable in any other language, was a Lord of the Dragonkin before Chaos entered the World. He saw the first coming of the trolls, elves, men and dwarves and conceived the rebirth cycle whereby, after myriad incarnations, the mortal races might attain Dragonhood. When the Devil entered the World, the devastating rent in the fabric of reality and the ravages of Satanus caused the natural flow of Power to be disrupted and the rebirth cycle was broken. Mordrake took up arms against the horror and assisted the forces of Law in the restoration of a semblance of order. But afterwards he felt the World was contaminated. Mordrake hid away in a cavern far beneath the ground to dream of the beauty and symmetry of Godtime, awaiting the Final Reckoning. On that day, he and all Dragonkin will issue forth to cleanse the world with fire and destruction, bringing Death to all perverters of the rebirth cycle, bringing them back into the true existence.

Since Time Began

The dragonewts of the cult have strived to maintain the rebirth cycle so that Mordrake may lead an army of dragons and dragonewts in the Great Cleansing.

Life after Death

The cycle of rebirth is a demonstrable fact to all dragonewts and the ultimate destiny of all dragonewts, and allegedly all living creatures, is to attain Dragonhood.

Runic Associations

The cult of Mordrake is naturally inextricably bound up with the Dragonewt rune. Death and truth are also important as being the ultimate tools in cleansing the world of perversion.

Reason for Existence

To preserve the Dragonewt species, to translate the dragonewts into full dragons as Mordrake's winged entourage, and to provide Mordrake with a redoubtable army of Dragonewt warriors and priests for the Great Cleansing.

Socio-political Position and Power

Due to their physical size, incredible powers and almost total inscrutability, most mortals view dragonewts with a respect born out of fear. Dragonewts view mortals, in general, as inconsequential - until they incarnate as dragonewts of course. Therefore, dragonewts disdain from meddling in mortal affairs unless threatened. The cult, due to the wisdom and power of the Queen and her hierarchy, has successfully coped with all threats so far, usually by astute diplomacy rather than physical force. The newt society is a great believer in economy of force.

Particular Likes and Dislikes

The cult of Mordrake hates Chaos, and in the case of Christos Farlae, Thanatar, and any cult dealing with undead, this borders on the maniacal, as every new vampire is a lost potential dragon. The cult has a strong feeling for the death rune and for associated cults, especially Humakt, with whom Mordrake has many similarities. Finally, the cult is a vast repository of knowledge and wisdom and is always interested in spreading philosophical enlightenment rather than hard information yet prefers to remain on good relations with knowledge cults. There is something of a love/hate relationship between them and Mordrake.

Organisation

The Queen rules the cult from Drakenberg. She never leaves save to lead the cult to war - a very rare event. She lays the eggs from which hatch and rehatch all dragonewts. There are several other settlements around the world, none of more than a few hundred dragonewts, and all with at least one Full Lord-Priest. Many eggs are transported across many miles to these settlements where they are stored for safekeeping in the temples. This is in case unseen and hideously powerful enemies should ever sack Drakenberg. Individual dragonewts are almost totally free to follow a path of self-enlightenment. Many choose to serve the Queen and newt society. The Queen has an instinctive feel for her brood and there is a tremendous element of foresight in the transport of the eggs, which are invariably carried by dragonewts bound for that destination anyway. Reborn hatchlings frequently hatch in locales close to where they were killed, especially if they had left some task which they consider vital to their development unfinished. However, it is sometimes necessary for the Queen to command more stringent service. Cultists always obey. Typical missions include egg transport, diplomacy, and Chaos killing.

Centre of Power and Holy Places

Drakenberg is the absolute centre of power. All cultists, including the present Queen, revere any place that hides a Queen Egg. Such an egg will be immediately recognised if seen by any cultists. All dragons and their lairs are similarly respected. All temples have a Dragonlord-priest and are the sites of a Queen Egg. All shrines have at least one demipriest.

Holy Days and High Holy Days

Godsday, Truthweek is the day upon which cultists offer power to their Queen. This helps her development to Dragonhood. The Dragonewt calendar follows a cycle of 12 and 144-year intervals based upon stellar and planetary alignments. There are High Holy Days and Great Holy Days at these intervals. The last is very important and all dragonewts will visit Drakenberg during that year.

Lay Membership

All crested dragonewts hatched from eggs laid by the Queen are automatically lay members. No one else may join. Lay members should seek to improve themselves as rapidly as possible to qualify for initiation. Crested newts are generally ignored by all higher ranking cultists save for the Queen Tenders who see to their welfare and ensure they are equipped and fed. Cresties receive no training but have to endure a hardening period wherein they must strive to attain 12+ POW and 50% in hide in cover, move quietly and a missile skill which may be sling or short bow, entirely by their own efforts. The only way a Crestie can otherwise gain attention is by bringing news of Christos Farlae, Thanatar or some such cult.

Initiate Membership

Dragonewt society is a complex structure consisting of five castes of initiate dragonewts controlled by a hierarchy of Runelevels headed by the Dragon Queen herself.

Dragonewts that successfully commit ritual suicide have a POW×5% chance of choosing their caste; otherwise, they roll randomly on the table below. The caste affects their stats. All numbers modify their crestie stats.

Dragonewt Caste Table
d100CasteSTRCONSIZDEXCHATailWingsMoveSkinCompanion
01-15Crafter+12+6-+6-yes-8+2Slinth
16-20Messenger+6+6-+6+6-yes8/12+1Frilth
21-50Nurse+6+6+6+6-yes-8+1Lorth
51-65Scout-+6×½+12---9+1Rhamph
66-99Warrior+12+6+12--yes-7+3Khompsogth
00Special????????????????????

The first time a newt is born into a caste it has previously not been born into, it is given 30% plus bonuses in the caste's primary skills, and base plus bonuses in the secondary skills, or 5% if the skill is at 0%. Thereafter it gains one free spell or point of a variable and 5% training in a skill. This is done in the egg during incubation. The training can be in a primary or secondary skill/spell.

Caste Skills and Spells
CastePrimary SkillsSecondary SkillsInitial Spells
CrafterObsidian Working, Wood Working, ClimbingGemsmithing, Mineral LoreDetect Gems, Detect Obsidian (2 point spells)
MessengerFlying, Diplomacy, Speak Other LanguageOratory, Speak Other LanguageShimmer II, Countermagic II
NurseTend Queen, Egg Nursing, Diagnose DragonewtFirst Aid, Treat PoisonHealing IV, Repair II
ScoutSpot Hidden, Listen, Spot AmbushSpot Trap, TrackingInvisibility II, Detection Blank II
WarriorRide Khompsogth, Cult Weapon making, Shield MakingLeatherworking, ArmouringBladesharp II, Parry II
SpecialDragon Queen's choiceDragonqueen's ChoiceDragon Queens choice (4 points)

When in a caste, training and spell teaching can be purchased as follows: primary skills at half price, secondary skills at full cost.

n.b. All initiates can buy Dragon Architecture and Dragon Philosophy at double cost.

Caste Weapons
CasteSwordJavelinBowShield
CrafterShortHeavyCompositeSmall
MessengerShortHeavyCompositeSmall
NurseLongHeavyLongMedium
ScoutShortLightCompositeSmall
WarriorBastardHeavyGreatLarge
SpecialAs above appropriate to SIZ

Each caste uses a set of weapons modified for size, thus small castes use Shortsword, large use Bastard Sword and middling use Longsword. All swords are 1-handed Cut and Thrust weapons. Shields work the same way for Small, Medium or Large. When transferring between castes, recalculate parries bearing in mind changes both in parry bonus and basic for shield type, ditto for transition between swords. Javelin is always the same save that Scouts use Light Javelin (D8 damage). No initiate Dragonewt ever uses Sling for it is regarded as a Crestie weapon and beneath their dignity. It should be noted that these weapons are maxima (e.g. a Nurse may be entitled to a long bow but, lacking the strength, would use a composite bow instead).

Spells are purchased as are skills, primaries at half price, secondaries at full. The free point of spell can be either primary or secondary.

Caste Spells
CastePrimary SpellsSecondary Spells
CrafterCoordination, StrengthDetect Magic, Light, Shardfusing, Flintcasting
MessengerShimmer, Countermagic, GlamourVigour, Mindspeech
NurseHealing, Repair, Detect LifeGlue, Ignite
ScoutInvisibility, Detection Blank, FarseeSilence, Detect: Detection, Enemies, Traps, Undead
WarriorBladesharp, Parry, ProtectionDispel Magic, Ironhand
SpecialDragonqueen's ChoiceDragonqueen's Choice

Caste Functions and Duties

Cresties:
Their only function is as skirmishers in set piece battles.

Crafters:
The quarriers and crafters of Dragonewt Society, making implements out of wood and obsidian mined from the obsidian quarries. They frequently go adventuring, especially when looking for new obsidian sources.

Messengers:
Used for carrying messages to outlying patrols from shrines and temples and for missions to non-Dragonewts. There are very few of them and their missions tend to be of very short duration. In between, they are known for swanning-off by themselves - very independent minded.

Nurses:
Dedicated to caring for Dragonewts and especially for the Dragonqueen herself. They are responsible for feeding and healing their brethren and for caring for the eggs wherever they are. They are never off duty, rarely adventure, but may be encountered in a group carrying eggs to distant temples. Nurses with Mastery of Tend Queen have permanent access to the Queen.

Scouts:
working as individuals or in groups as the eyes and ears for warriors or as pure scouts. These Dragonewts seldom venture near cities but spend most of their time in the wilderness, turning up at shrines and temples to report their findings. They are invaluable and the cult relies heavily upon the intelligence they gather. They are found in parties of non-Dragonewts more often than any other caste.

Warriors:
Are the jacks-of-all-trades used for any unskilled job requiring Strength and Size, but their main function is as soldiery both in the field and as guards and sentinels in temples and shrines. They form the largest caste in Dragonewt society. They may be found as guards, escorts, patrols, unskilled labourers, quarriers, etc.

Possessions

All Dragonewts are given a full set of weapons upon hatching and may purchase further equipment, bearing in mind that they have no metal technology at all. When Dragonewts are reborn after Ritual Suicide, their acquired belongings are credited to them via a banking system, though specific artefacts must be picked up personally. Dragonewts that die in the field are similarly credited provided their belongings are taken to a temple or shrine and are handed in along with their owner's full name. Otherwise the Dragonewt must hunt for his belongings personally or accept their loss philosophically.

Demipriesthood

Caste Runespells
Caste1 pt. Runespells2 pt. Runespells
CrafterDragongem, Dragonpower, Matrix Creation, ShatteringGeckoclimb
MessengerDetect Truth, Dragonstealth, Starpath, TonguesWinguard
NurseDivination, Flintfoot, Glasseye, NewtreachDream
ScoutDragoneye, Dragonwings, Speak to Newt, Speak to Reptile, SureshaftChameleon
WarriorDiamondedge, StoneshieldBlast Vampire
SpecialDragonqueen's ChoiceDragonqueen's Choice

Each caste has at its apex, below the true Runelevel hierarchy, a group of highly skilled, powerful demipriests with limited access to Runemagic keyed to the specialised caste requirements.

To qualify for Demipriesthood, a Dragonewt must be a member of the relevant caste, have mastery of all three Primary Skills for their caste and have 18+ POW.

A Demipriest has certain responsibilities; 1 season per year must be spent in skill training and spell teaching; he must spend at least one full year in his caste and has a much greater likelihood of being required for special missions. Some normal restrictions are lifted... there is no DEX limit on skills though the 100% limit remains, also the Demipriest may voluntarily relinquish his status when he commits Ritual Suicide in order to switch to a caste in which he does not have Demipriest status.

The main benefits of Demipriest status are:

If a Dragonewt has Runemagic from any other caste, it may be used, but is non-reusable until he either regains Demipriest status in that caste or else he progresses to Full Priest status. The caste special Runemagic is as follows...

All Demipriests also gain access to Spell Teaching and are expected to sacrifice for it early. If a Demipriest is forced to suppress Battlemagic due to INT limitations then he is obliged to retain caste specials before all others. Dragon Philosophy and Dragon Architecture are available at full cost to Demipriests.

Tailed Priests - Magus

Tailed Priest
StatValue
STR+6
CON+6
SIZ+6
INT-
POW-
DEX-
CHA-
Move8

Tailed Priests have 2 pts. of skin armour.

Full Priesthood is achieved in the Tailed Priests, a rank called Magus by the Dragonewts. In order to qualify for the priesthood, the Dragonewt must fulfil the following requirements:

  1. The candidate must have been a member of all five basic castes at one time or another,
  2. Must currently be a Demipriest with 18+ POW,
  3. Have 90%+ in 1-handed Sword Attack, Shield Parry, Javelin Attack, Bow Attack and Obsidian Working and 100% in Tend Queen, Egg Nursing and Diplomacy (from castes Nurse, Nurse and Messenger respectively),
  4. Must have sacrificed for the Runespells of Divination, Dragonpower, Dragongem, Dream and Spell Teaching (from castes Nurse, Crafter, Crafter, Nurse and ubiquitous, respectively),
  5. Must pass a test by the Dragonqueen, which is usually a task or mission of some difficulty.
  6. Must successfully commit ritual suicide on the Yearly High Holy Day.

The Tailed Priest takes on a form akin to a smaller version of a Warrior - the statistics are shown in the table.

All statistic alterations are relative to the original Crestie stats. Whenever the Priest reincarnates, there is a 96-100% chance that the Queen requires a special incarnation.

Benefits

All acquired Runemagic is now reusable. The Tailed Priest gains the full POW gain roll from 25. He retains the last familiar he had as a Demipriest. The Dragonqueen supports his INT for the purposes of memorising spells so the Priest does not have to suppress any Battlemagic. The Dragonqueen also maintains the Priest's POW for defensive purposes just like a Runelord. He gains access to all standard Runemagic bar Spirit Block plus any Demipriest spells for which he qualifies as a Demipriest and those Cult Special Runemagics designated for Tailed Priests.

Restrictions

The Tailed Priest is very much responsible to the Dragonqueen and must request specific leave to pursue his own business; this is quite likely to be granted but the Priest must be prepared to return to the Queen and Dragon affairs immediately. DEX based skills are limited to DEX×5% and priestly duties are far too severe to allow any stat training.

Priestly weapons are Longsword, Heavy Javelin, Longbow, Medium Shield. The Priest must make his own Dragongem and does not gain full status until he has done so. Tailed Priests commence learning Obsidian Poleaxe Attack at half price, Parry at full, plus half price Dragon Architecture and Dragon Philosophy.

Dragonewt Runepriests are expected to sacrifice for Dream with their first two or three point power raise, and Divination and Spell Teaching as soon as possible.

When the Priest has attained 100% Dragon Architecture and Dragon Philosophy, mastery of all Initiate Caste Attacks and Parries plus Poleaxe Attack and 21 POW then the priest may commit Ritual Suicide and incarnate as a

Dragonlord - Magnus

Dragonlord
StatValue
STR2x (+6)
CON+6
SIZ2x (+6)
INT-
POW28 max.
DEX-
CHA-
Move8

Dragonlords have 5 pts. of skin armour.

The Dragonewt may only incarnate into a Dragonlord upon a Superior High Holy Day. He gains the statistics shown, relative to the crested originals...

Dragonlords are super-warriors, tailed but wingless. If they ride a Khompsogth it is fed on Royal Jelly and turns into an Alloth, suitable as a mount for a creature of their size. Otherwise they are given an Alloth as a mount, but it is not a familiar and is not in Mindlink.

Dragonlord weapons are Super Bastard Sword, Pavise, Greatbow, Heavy Javelin and Super Poleaxe. He must again construct his Dragongem. In order to achieve Priesthood, he must gain 24+ POW by means of normal raise rolls. Until then his DEX based skills may improve past DEX×5% and even 100% but then they are frozen at the new percentages and remain so until his Infinity skill reaches 100%. At 24 POW he gains access to all cult Runemagic including the 4 pt. magics and gains a 1-4 pt. POW raise as per the accompanying table.

Four Point POW Raises
d100 rollPoints
01-054
06-153
16-402
41-001

He starts an Infinity skill at 5% with no modifiers, this can only rise through experience. A Magnus Dragonlord is almost perpetually retained on cult business. Possessing immense powers and the awesome Infinity skill plus the fearsome Alloth as a mount, no one and nothing that does not fear a Dragonlord can be called sane.

Upon attaining 100% in Infinity and sacrificing for the 4 pt. Runespell "Dragonhood", the Dragonlord attains the rank of Maximus and is ready for transition to the next incarnation cycle.

Dragonqueen - Regina

The Queen hatches out of an egg during the Hatching Ceremony after the Old Queen dies having laid her last egg. After her wings dry she flies on her Mating Flight with Mordrake then lands and begins to lay her eggs and administer her brood. Her stats are...

STR 12d6+120 CON 3d6+12 SIZ 8d6+120 INT awesome POW deific DEX 28 CHA unlimited

Move 8/12 (can teleport) Armour 24 pt. skin

These are casual estimates by non-Dragonewt observers or extrapolations based on Maximi Dragonewts by sages conjecturing on the Infinity rune. The Dragonqueen is effectively a Demigod and outside the scope of normal RunequestTM statistics.

After a cycle of 144 years, the Dragonqueen is killed by the emerging Dragon and is reborn by that Dragon's egg to grow for the next megacycle until it too hatches as a Dragon.

Runespell Compatibility

Mordrake Tailed Priests and above have access to all standard Runemagics. Demipriests only to their specialist caste magics, Magi, Magni and Maximi gain further special Runemagics. Mordrake does not use elementals and priests do not gain Dismiss Elemental, although Dismiss Demon does function against such beings. As Dragonewts are immune to Spirit Combat they never use bound spirits and do not get Spirit Block.

Cult Special Runemagic

In the following list C designates a crafter caste spell, Ms a messenger caste spell, N a nurse spell, S a scout spell, and W a warrior spell. M, Mg and Mx designate Runespells only usable by Magi, Magni and Maximi respectively.

One Point Spells

Detect Truth Ms
as the Humakt spell.

Diamondedge W Range touch; Duration 15 min; Stackable to 4 points; Reusable
This can only be cast upon weapons with an obsidian cutting edge. It functions as two points of Bladesharp and two points of Countermagic per point stacked and is compatible with either of those battlemagics. Upon any fumble, the weapon will shatter in addition to any other effects.

Divination N M Mg Mx
As standard Runemagic but must be stacked with Dream to contact the Queen.

Dragoneye S Range touch; Duration 12 hours; Non-Stackable; Reusable
This can only be cast on dragonewts. It functions as Catseye and Farsee enabling superb distance and night vision.

Dragongem C Range touch; Duration permanent; Stackable; Non-reusable
This spell turns a worked piece of obsidian into a power storage crystal usable only by the caster. The power storage crystal has a capacity of 2d6 power and must be kept in contact with the caster's skin. The obsidian used must be worked successfully as the spell is cast and must be of least 1 enc. If it is any way damaged, the spell is broken. The Dragongem remains in existence even if the Dragonewt is killed and reincarnates. It is up to the Dragonewt to retrieve it.

Dragonpower C M Mg Mx Range N/A; Duration instant; Stackable; Non-reusable
This spell functions as Divine Intervention and can also be used to enhance certain spells (e.g. Dragonbreath), give power to matrices and make them self powered. As a normal divine intervention, the spell is limited as there is no such thing as a death divint, but it may be used as a transport mechanism to get out of trouble.

Dragonstealth Ms Range self; Duration 15 min; Stackable; Reusable
Each point confers two points of detection blank and casting this spell also causes the recipients POW stat to count positively towards his stealth bonus. Furthermore, when airborne, others' perception skills function with a −20% modifier per point stacked when trying to spot the Dragonewt. This spell may only be cast upon dragonewts.

Dragonwings S Range touch; Duration 15 min; Non-stackable; Reusable
Causes the recipient to sprout a pair of dragon wings, with hit points as arms and armour as the recipient's skin. It can only be cast on dragonewts and enables flight at movement rate 12 governed by the recipient's flying skill.

Flintfoot N Range 160m; Duration 15 min; Stackable; Reusable
Affects an area 10m x 10m of ground provided that it is made of or paved with obsidian. It causes shards of obsidian to lance upwards at any being not associated with the Dragonewt rune that moves within the area of effect. The shards attack at POW×5% of the caster, causing a d4 damage critically to any location in contact with the ground. This can be lethal to anyone falling down. Note that this spell will not attack a stationary person. On flinty ground, rather than obsidian rock or paved slabs, the attacks are made at POW x1% of the caster. Stacking the spell can double either the duration or the area of effect of the spell.

Glasseye N Range touch; Duration 15 min; Stackable; Reusable
Cast upon an obsidian gem fashioned in a particular way using the obsidian working skill, this causes the gem to become a sound and light transmitter usable for surveillance. The user at any range can later activate it for 15 minutes. If the gem is destroyed then the spell is lost.

Hypnosis M Mg Mx Range 15m; Duration 15 min; Non-Stackable; Reusable
Upon a successful Pow vs. Pow attack, this spell enables the Dragonewt to hypnotise one mortal opponent. The victim will act in all ways as if both harmonised and befuddled. Stacking with Detect Truth enables interrogation of the victim as long as further Power rolls are made for each question. The caster can also install a simple post-hypnotic suggestion, which can be optionally triggered by a word or phrase. This cannot be self-destructive or against the victim's basic personality, such as breaking geases, but can be an urge to go somewhere, say or do something.

Matrix Creation C
as the Vulkan spell.

Newtreach N Range unlimited; Duration 15 min; Stackable; Reusable
When cast, this spell enables the caster to contact any Dragonewt known to the caster personally as if by the battlemagic spell Mindspeech. One person may be contacted per point of spell, and this person may not be changed after casting.

Shattering C Range 15m; Duration instant; Non-Stackable; Reusable
This spell is used by Dragonewt obsidian miners for excavation of seams, but it is also of considerable value as an offensive spell. If cast upon a piece of obsidian it causes it to fragment violently causing 3d6 damage to all within 1m, 2d6 within 2m and 1d6 to those within 4m. Damage is to total hit points and only magical protection will count. The spell can also be used directly against a person with a successful POW vs. POW attack. Then it functions as a super-disrupt spell doing 2d6 to a random hit location.

Speak to Newt S Range 160m; Duration 15 min; Non-Stackable; Reusable
This spell allows the recipient to converse with all amphibian and newt rune creatures of INT 3 or less. Any number of animals of different types may be conversed with, one per round. Successful use of oratory may influence them.

Speak to Reptile S Range 160m; Duration 15 min; Non-Stackable; Reusable
As Speak to Newt, save that it works with reptiles, et al.

Starpath Ms Range touch; Duration 12 hrs; Non-Stackable; Reusable
This spell enables the recipient to unerringly find his way to his destination provided that he can see stars. Dragonewts generally fly above the clouds when using this spell.

Stoneshield W Range touch; Duration 15 min; Stackable to 4 points; Reusable
This spell can only be cast upon a shield with a facing of obsidian chips and lacking metal parts, such as those used by the dragonewts. Each point confers the equivalent of Parry II and Countermagic II. It is stackable with either, but not both of these spells. Any fumble causes the shield to shatter, in addition to the normal effects.

Sureshaft S Range touch; Duration 15 min; Non-Stackable; Reusable
When cast upon a single arrow shaft, this spell confers an additional 20% to hit and doubles the damage. It is stackable with speedart but not Multimissile or Firearrow.

Tongues Ms Range 160m; Duration 15 min; Stackable; Reusable
Enables the caster to speak the language of his choice at INT x 5%. Stacking adds additional languages or doubles the duration of the spell.

Two Point Spells

Blast Vampire W Range 160m; Duration instant; Non-Stackable; Reusable
Devised by Mordrake for his Vampire Wars. On a successful POW vs. POW roll the target is enveloped in flames with a deafening roar and takes 4d6 direct to CON. If the vampire's CON is reduced to zero, it is utterly destroyed and its body blasted to ashes. If reduced to 3 or less CON, it turns to smoke and must withdraw. Should it retain 4 or more CON points, it must disengage but can choose the manner of its going. This spell affects vampires even in smoke form. Damage from this is permanent and only raising CON ticks via bloodsucking can restore it.

Chameleon S Range 160m; Duration 15 min; Non-Stackable; Reusable.
This spell confers 100% camouflage even when moving. Blend-in is total. It works only in the natural environment or against backdrops of obsidian.

Dragonbreath II M Range touch; Duration 15 min; Non-Stackable; Reusable.
This can only be cast upon dragonewts. It confers the ability to breathe fire as a bolt of flame governed by breath weapon skill roll (base 25% DEX skill). If successful, it inflicts 2d6 direct to CON to a target within 15m, defence counts against the attack roll and Countermagic against the damage. Only one bolt may be breathed, on DEX strike rank, any time before the spell expires. Each point of Dragonpower stacked with the Rune spell enables another bolt to be breathed in a subsequent round.

Dragonport II M Range 160m; Duration instant; Stackable; Reusable
Enables the caster to teleport himself and all his apparel to any place he can see within spell range provided it is not barred by an element or a metal. Each point of Dragonport stacked enables the caster to bring another Dragonewt with him. It can only be used by dragonewts.

Dream N Range 160m; Duration 1 hr; Non-Stackable; Reusable
This spell is vital for it is used to commune with the Queen during ceremonies and meetings by means of a trance-like meditation during which the recipient is totally under the control of the Queen and is in Mindlink with her. Any Dragonewt can shake off the effects of this spell by rolling under his Dragonewt Philosophy. It can be used offensively against any non-Dragonewt but this is a last resort for this spell is viewed very mystically by dragonewts. If a POW vs. POW roll is successful, roll on the following table; if unsuccessful, roll but add 50 to the result.

Dragon Dream Table
d100Effect
1-5The victim is totally awe-struck by Dragondream. He is placed in a non-voluntary Mindlink with the Queen who will trigger all his Runemagic, drain his current power to one and then spend the next hour sifting through his memories. The victim usually bows a lot as well.
6-25The victim enters a trance for 20−POW minutes and cannot be awakened by any means until he is "unplugged" from the Queen.
26-55The victim enters a trance. If violently disturbed, they must make a POW×5% roll. A critical allows instant total recovery. A success allows them to parry and defend but make no attack. A failure as effect 6-25 and a fumble as effect 1-5.
56-100The victim is befuddled for 20−POW rounds.
101+No effect.

Anyone so plugged in gains a tick on Dragonewt Philosophy or automatic 5% training if they have no skill.

Geckoclimb C Range touch; Duration 1 hr; Non-Stackable; Reusable
This spell enhances a dragonewt's natural climbing ability and is used by the crafter and quarrier dragonewts both when mining and when working on buildings. In normal climbing situations it doubles the recipient's climbing skill, allows a normal skill roll on mirror-smooth surfaces (such as worked obsidian) and gives a bonus on non-smooth difficult surfaces, such as crumbly rock.

Vision M Range 160m; Duration 15 min; Non-Stackable; Reusable
As standard RQ spell.

Winguard Ms Range 160m; Duration 1 hr; Non-Stackable; Reusable
Acts to prevent the loss of a wing due to damage. Once cast, if either, or both, wings are taken to less than 1 hit point, then battlemagic power points are expended in an automatic healing spell to restore the functionality of the wing. Should the recipient be rendered unconscious, then the spell ensures he enters a shallow glide until he lands without injury.

Three Point Spells

Dismiss Demon M Mg Range 15m; Duration instant; Non-Stackable; Reusable
Upon a successful POW vs. POW roll, this spell causes the target to be dismissed to its plane of origin and trouble the world no more. This spell will, therefore, dispatch demons and elementals, et al. but not affect mortals. This spell is reusable to a Magnus or Maximus but non-reusable to a Magus.

Dragonbreath III M Mg Range touch; Duration 15 min; Non-Stackable; Reusable
As Dragonbreath II save that the damage is 4d6 inside 15m, 3d6 inside 25m and 2d6 inside 40m. This spell is reusable to the Magni, but non-reusable to the Magi.

Dragondeath Mg Mx Range 160m; Duration instant; Non-Stackable; Reusable.
Upon a successful POW vs. POW attack, (automatic vs. dragonewts), this spell infallibly slays its target. Upon a failure, it still inflicts d6+1 points of damage to the CON. The spell is reusable to the Maximi and non-reusable to the Magni. The victim may be reincarnated as a Dragonewt but with their original intellect if the Dragonqueen so desires. Naturally only in very extreme cases will she do this and in any case Magni and Maximi are reluctant to use this spell offensively, rather they employ it for rescuing people rather than killing them.

Dragonport III M Mg Range line-of-sight; Duration instant; Non-Stackable; Reusable
As the Dragonport II spell save that the caster can teleport to anywhere he can see by direct line of sight. This spell is reusable to a Magnus or Maximus but non-reusable to a Magus.

Four Point Spells

Dragonbreath IV Mg Mx Range touch; Duration 15 min; Non-Stackable; Reusable
As Dragonbreath II save that the damage is 6d6 inside 15m, falling to 5d6 inside 25m, 4d6 inside 35m, 3d6 inside 50m, 2d6 inside 75m. It is reusable to Maximi and non-reusable to Magni.

Dragoncall Mx Range unlimited; Duration 15 min; Non-Stackable; Reusable
When cast, this spell summons a portion of Mordrake to the aid of the caster. Only one can be summoned at a time. It is essentially a Dreamdragon with the following stats: STR 2d100, CON 3d6+6, SIZ = STR, INT 4d6, POW 4d6, DEX 3d6, CHA 3d6. Roll d100 for the form of the Dreamdragon.

Dragon Summons Table
d100FormBite
S.R. 5
Fore Claw
S.R. 4
Hind Claw
S.R. 5
01-20Serpentine, wingless, leglessyesnono
21-30Winged, leglessyesnono
31-35Wingless, bipedal, no forelimbsyesnoyes
36-55Winged, bipedal, no forelimbsyesnoyes
56-75Wingless, four-leggedyesyesno
76-85Winged, four-leggedyesyesno
86-95Wingless, bipedal, with forelimbsyesyesyes
96-00Winged, Bipedal, with forelimbsyesyesyes
Dragon Tribute
d100 rollTribute
01Free - no tribute
02-05One point of battlemagic power
06-13Dragon's POW ⁄ 8 in battlemagic power
14-26All the caster's available power
27-39A service or task
40-52Great material wealth
53-603d6 enc. of worked obsidian
61-68Live mortal of random specified race
69-81Virgin human female
82Dragon's size in virgins
83-90Mortal of a death or truth cult
91-94Body of summoner
95Body and soul of summoner
96-98Roll Twice
99-00Roll Thrice

There is a POW×5% chance of firebreath, POW×5% chance of a venomous bite, and a POW×5% chance of a special ability which may be treated as a Chaos Feature, save that it cannot affect bodily form or stats.

The dragon will coalesce as if from nowhere and will demand tribute from its summoner. If this is not readily available, he will state a time and place for its payment or else will await payment in situ. The spell's duration is a minimum period for the dream but it may elect to remain longer. Dreamdragons are capricious and wayward. Roll d100 for the tribute demanded.

It is a rule of Dragonewt society that the summoner must pay the tribute by himself as promptly as possible.

The Dreamdragon will be well acquainted with all Mordrake skills and battlemagics and is likely to have a random selection of Runespells.

Dragonhood Mg Range self; Duration instant; Non-Stackable; Non-Reusable
This spell transforms a Magnus into a Maximus and can only be sacrificed for after attaining 100% infinity which must be rolled successfully at the time of sacrifice during a season-long ceremony. If successful, he is firmly on the road to Dragonhood.

Dragonport IV Mg Mx Range infinite; Duration instant; Non-Stackable; Reusable
Functions as Dragonport II save that it takes the caster to anyplace he has been before and can remember. The caster must fly in the general direction of travel and will arrive approximately over his destination. It must be stacked with Starpath for navigational purposes. It is reusable for Maximi, non-reusable for Magni.

Subservient Cults

Dragonewts leaving Mordrake are things unheard of. All will obey their Queen and she is usually considerate to them. The Queen's powers are practically infinite, she could always ensure retribution towards any transgressor and, of course, she has the ultimate sanction of denying rebirth.

No Dragonewt will ever be attacked by another Dragonewt or dragon unless he is a renegade from the cult. An unprovoked assault by a Dragonewt upon another member of the Dragonkin will result in immediate expulsion from the cult with all that that implies.

Associated Cults

Faerie and Humakt are associated but cannot offer the Dragonewts anything they require. However, goodwill usually persists.

Miscellaneous Notes

Dragonewt Weapons

Dragonewt Weapons
NameEquivalentDamagePure Obsidian
Hit Pts
Obsidian & Wood
Hit Pts
KrithShortswordd6+11815
KolthLongswordd8+11512
KlanthBastard Swordd10+11512
PithSlingd8--
DleshShield
small
medium
large

d4
d6
d8
-
16
20
24
XinthJavelin
Dart
Light
Heavy

d6
d8
d10

6
8
10

6
8
10
VolthPole Axe3d6  
BolthBow
Great
Long
Composite

2d6+1
d10+1
d8+1

12
10
8

12
10
8

No Dragonewt may use any weapon other than the cult weapons, save for thrown rock and grapple. They may use a lance when riding. The sling is regarded as a symbol of inferiority as a crested newt's weapon. Although a Dragonewt never forgets how to use it, it is invariably discarded upon initiate rebirth never to be used again. All other weapons are in general use throughout the existence of the newt.

The normal weapon of a Dragonewt is made of wood inset with obsidian. This is heavy and the hit points suffer. Pure obsidian weapons are very hard to get and take a lot of skilled workmanship. They tend to be used only by ranking dragonewts. Normal weapons have 3 fewer hit points compared to obsidian weapons, [which are themselves more fragile than metal], and weigh 1 enc. more than metal and obsidian.

Dragonewt Skills

Diplomacy Base 00%, Oratory skill, Cost: 500/1000/2000/EXP
Diplomacy is closely related to Oratory but instead of inspiring an emotional response, it seeks to sway a decision by calm, logical argument and is used in a more formal manner. Its use demands courtesy, manners and at least a feigned frankness. A successful result indicates that the subject(s) concerned are willing to treat the diplomat favourably but will ask a like service or price from him or his master - a favour for a favour. This will always be reasonable. Upon a special result, the subject is also so favourably struck that at any later date, a use of diplomacy will have a 95% chance of success. A critical result will have the subject so overwhelmed by the diplomat's persuasiveness that he will grant whatever reasonable request the diplomat makes without demanding a return of his own volition, with a free heart. A failed attempt at diplomacy causes the subject to refuse the request of the diplomat, but not necessarily with rancour unless such already existed. A fumble causes failure and a strong negative reaction from the subject. This may result in hostility, possibly immediately. Remember that diplomacy is concerned with compromise, some concession of approximately equal value to the request must be granted in exchange, unless a critical is pulled out of the diplomatic bag.

Tend Queen - Base 00%, Knowledge skill, cost = 500/1000/2000/4000
knowledge of how to look after the Queen. The nurses aim at anticipating her needs.

Egg Nursing - Base 00%, Knowledge skill, cost = 100/200/400/800
the ability to bring an egg to hatching. Can function like first aid if an egg is in trouble.

Diagnose Dragonewt - Base 00%, Knowledge skill, cost = 150/300/600/1200
as per usual skill.

Ride Khompsogth - Base 00%, Manipulation skill, cost = 100/500/1000/EXP
not allied to the other rides, except for ride roo.

Dragon Philosophy - Base 00%, Knowledge skill, Cost = 400/800/1600/3200
just like Lunar Philosophy, etc. No practical value but a successful role enables the user to see a situation from the Queen's point of view and to find a Confucius-like quote to go with it.

Dragon Architecture - Base 00%, Knowledge skill, Cost = 250/500/1000/2000
the ability to design buildings of obsidian suitable for dragonewts to live in. Such buildings are strange and confusing. Many people have sworn that the arches and passageways twist and turn in a manner outside our normal dimensional view of space. Successful roles allow navigation through such architecture. [Yes, dragonewts can get lost in their own buildings.]

Infinity - Base 00%, No bonus, Cost = EXP/EXP/EXP/EXP
I've saved this till last 'cos it's the most difficult. It's a measure of how much the Dragonlord has released his mind from the strictures of the mortal view of the world. In practical terms, it functions much like Ascetic Concentration or the Mahatman skills. It may be used against any one skill or defensive power-roll in a round. A success allows the Dragonlord to add his infinity skill ⁄ 20 to his power or his infinity skill ⁄ 3% [sic] to a skill. A successful use also allows him to shrug-off the effects of body and mind affecting spells à la Mahatman skills. He does not count INT bonuses when raising it. Once the skill reaches 120%, maximum racial power = 4 + Infinity ⁄ 5.

Dragonewt Battlemagics

Detect Obsidian - 2-point spell
as per the usual detects. Obsidian glows a colour visible only to dragonewts. Old dragon bones also glow, visible to Saurochs as well. Certain other things may glow too, all connected to the Dragon Age. [No, I'm not going to elucidate them here.]

Shard Fusing Range = touch, focussed, instant, 1 point spell
Like a repair for obsidian only the two pieces don't have to have been one piece originally, i.e. it can be used creatively.

Flintcasting - 2-point spell:
can fuse a quantity of obsidian shards, even dust. Such obsidian becomes momentarily liquid and can be moulded, like metal. Range = touch, focussed, instant.

Companions

Dragonewt Companion Table
CompanionFormSTRCONSIZPOWDEXArmourMoveAttacksDamage
SlinthGeckod63d6d43d6d6+15-4Bite (slash)d4
OrphSnake2d63d6d62d6+62d6+61 pt skin5Bite (impale)d6, poison
LorthChrysalisd6d6+122d3d6+122d66 pt scales1Bite (crush)d3
RhamphPterosaurd63d613d6d6+12-2/12Bite(slash)d6
FrilthFrilled lizardd63d6d42d6+62d6+6-4Bite (slash)d4
KhompsogthDinosaur2d6+242d6+62d6+243d62d6+63 pt skin12Bite (slash)
Claw (slash)
d10+db
d8+db
AllothTyrannosaur3d6+362d6+63d6+363d62d6+65 pt skin10Bite (slash)
Claw (slash)
2d6+db
d10+db

Obsidian

Dragonewts revere obsidian, regarding it as the congealed blood of Dragons, spilt in the wars of Godtime and the Greater and Lesser Darknesses. It is rare but relatively little valued by other races. Dragonewts can turn it into weapons and artefacts of great beauty and effectiveness. Drakenberg is made of it and mortals frequently refer it to as the Obsidian City.

Dragonewt Temples

The following places have Dragonewt temples or shrines.

Temple Sites
CityLevel of Presence
DrakenbergQueen
HeliopolisTemple
GodsportShrine
NecropolisTemple
LüneportShrine
MoonguardTemple
StannaryShrine
CopperheadShrine
KarnakTemple
BrazendeepShrine
FreetownTemple

The Lunar Element

The Dragonewts are hostile to the Lunar cults due to the manner of creation of the Silver Goddess. This is the reactionary attitude of the old to the new. Mordrake cultists have an advantage in battle with followers of the Moon, in that dragonewts are immune to the mind attacks of the Madness spell and the Lune elementals. Dragonewts believe that this is because their incredibly ancient culture and the cycle of rebirth has given them an indestructible psyche. Other races, especially the Lunars, say it is because they are invariably mad already! Dragonewts are still vulnerable to the Mindblast spell.

Miscellaneous Immunities

Dragonewts are prevented from using, and are immune to, the Harmonise spell due to their variation in form. Dragonewts cannot be affected by, and disbelieve the existence of, spirits.

Dragon Queen Rebirth

At dawn on the Great High Holy Day that occurs once every 144 years, the new Queen hatches from among the Queen Eggs in one of the temples around the world. There is a 50% chance that this will be in Drakenberg itself. There is no way of knowing which Queen Egg will hatch. At the same moment, the old Queen dies. The new Queen will spend about an hour basking in the morning sun, drying her wings, until suddenly she takes to the air on her mating flight.

The Queen will fly high and far for as long as a week. At some point, she will encounter and mate with a Dreamdragon. Cultists believe that it is a projection of Mordrake himself. The Queen then returns to Drakenberg and begins to lay her eggs. The first egg to be laid is very large and is laid in he centre of the altar. It grows rapidly in size and on the next High Holy Day (12 years later), hatches into a full dragon and flies away to the North to await the Great Cleansing.

This is the final incarnation of the old Queen, rendered incredibly powerful and knowledgeable by the POW sacrificed to her by the cultists via the New Queen.

Dragonewt Names

Dragonewt names reflect their status and change upon their promotion. The second part of their name is their personal name:

Special Newt Types

Several special newt forms are created on occasion. Some of which have been:

Weather Satellite: STR +6, CON +6, SIZ +6, DEX +6.
Form: Winged, tailed, legless, armed.
Move: 1/12.
Weapon: bow.
Primary skills: Flying, Weather Lore, Spot Hidden.
Secondary skills: Map Making.
Primary Spells: Strength, Mindspeech, Farsee.
Secondary Spells: Healing, Invisibility.
Rune Magic: Newtreach, Starpath, Sureshaft, Winguard.
Example Name: Draconis Perseid Meteor.

These are sent to high altitude to provide warning of storms and are used as spy satellites.

Seadrake: STR +12, CON +6, SIZ +12
Form: fluked tail, wingless, legless, armless.
Move:
Primary Skills: Swimming, Breath Control, Water Sense
Secondary Skills:
Primary Spells: Light, Ironhand, Protection
Secondary Spells:
Rune Magic: Glasseye, Shattering, Speak to Newt, Chameleon
Example Name: Draconis Bluto Marinor

These are also known as Sea Wyrms, or Sub-Newts. They are used to provide a sea presence for a variety of missions. There is always one beneath the Dardanelles.

Tac Newts:
Form: Winged,
Move:
Primary Skills: Flying, Dive Bomb
Secondary Skills:
Primary Spells:
Secondary Spells
Rune Magic: one use of Dragonbreath IV
Example Name: Draconis Nucleon Immolator

These are highly explosive, one-shot newts for suicide bombing missions. They deliver their Dragonbreath upon impact.

Starting Dragonewt Characters

When the crested newt first hatches, it knows the weapon skills of javelin attack and small shield parry at 50%+, self-bow, sling and shortsword attack and parry at 25%+. They also receive the skills of camouflage, move quietly and hide in cover at 25%+, and the spells of Healing II, Disruption, Mobility, and Speedart.