Selene - The Moon Goddess

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Selene

The Moon Goddess


History

Before Time

When the Devil invaded the world during the Rent, most of his progeny either made or seized a form for themselves. But one deity instead sought a different way. Where her brethren raised up whatever weapons and powers they could find, Selene chose to wield weapons that did not exist! She fought well and was extremely successful, especially in countering the Truth cults. During all this time she could only function in only those places where light fell, but when Zorak Zoran slew the sun, the world was plunged into darkness, and the power of Illusion was useless in the dark. Selene saw that she needed a light for her powers to function adequately and so created or discovered the element of Moon.

This element invaded the darkness and enabled Selene to attack the trolls and other darkness deities. However, having become a Deity of Light, she had changed her world-view and without sacrificing her Chaos Power. She ceased to follow the mainstream chaos cults. The new element proved flawed and drove some insane who worshipped it. Some thought it had driven its creator mad also. Others perceived that this Light could be, and appeared, bright and wholesome, but was still tainted with Darkness and Chaos.

Upon the resurrection of the sun, only possible because Selene's presence confined the trolls and prevented the Darkness gods from interfering with the Lightbringers' Quest. The Great Compromise was negotiated, dividing the cycle of the hours into day and night, but it was held that Selene deserved a place of reverence and all the Gods of Light, or who had cause to dislike the dark, voted that she should continue to invade the darkness. To this day, there is a continual strife between the elements of Moon and Dark, power swaying between the two cyclically.

Since Time

Selene ranked foremost among the Chaos-Deities and has remained so ever since Time began. Initially a goddess of gypsies and vagabonds, her worship grew throughout the Dawn Age, until, at the end, a crusading exodus of Moonies swept East from Karnak and North from Heliopolis via Godsport and, despite opposition from the Trolllands, established the Citadel of Moonguard (some say with political support from Transylvania). This is now counted as the start of the Second Age. Her worship is peculiar but is no longer regarded as anathema and in some places sages replace the Chaos Rune with that of Disorder, but this is probably mere propaganda. She represents the 'acceptable' face of Chaos, though away from Moonguard her worshippers are often persecuted, living as either poor ghetto folk or as nomadic gypsies.

Her status is illustrated clearly by the Lunar cycle. There is a new moon on Freezeday, a crescent moon on Waterday and Clayday, a half moon on Windsday, a gibbous moon on Fireday and a full moon on Moonday and Godsday.

Life After Death

Cultists believe that all reality is an illusion and that Death is merely a veil hiding the true reality from mortals. This reality can only be revealed to the living who are totally prepared spiritually. Those not so prepared are driven mad by such revelations. Upon death, the veil is rent and the spirit goes to Selene's plane of heaven where she rules in illusion. Cultists can have both resurrection and death divints but those brought back by magic, rather than sent back by Selene, are usually mad.

Selene is a very mystical cult and many sages have pondered the reality behind the moon. Some say there is no reality and all her worshippers delude themselves.

Funeral customs vary but burial is the usual method of disposal of bodies.Cultists know that without the proper rites, their spirits wander the earth and never come to Selene's Heavenly Illusion. The worst thing anyone can do to a Selenite is deny them their proper funeral rites.

Runic Associations

Selene is the Moon, she was born out of Chaos to light up the darkness with the Unreal Light and turns illusion into reality. She is perhaps the least tied to Chaos of all the Chaos gods and is therefore more acceptable to the non-chaos gods.

Nature of the Cult

Selene provides a mystical interpretation of the world which appeals to those who dislike they reality they see. At the same time she provides a real political and physical counter to the trolls an other darkness worshippers. Selene attracts many people whose nature leads them to look upwards and inwards and wonder. Her worshippers include entertainers and tricksters, itinerant and hermit mystics, madmen as well as more normal folk near Moonguard. In civilised areas, nobles are sometimes converted to the Lunar Religion as are those who work in silver.

Socio-Political Position and Power

Widespread, though not as widespread as Azrael, Selene can be powerful, and in Moonguard and the surrounding area is the dominant religion. Elsewhere it is usually confined to the poor and gypsies. They are often distrusted, for such communities harbour many criminals and genuinely evil chaos cults. She is revered by those who fear and must walk in dark places and achieves her greatest respect in those places where trolls, chaos and civilisation meet.

Particular Likes and Dislikes

Trolls and darkness are feared and hated, especially Chaos-Darkness such as Ma-Fear. The Truth cults are regarded as rivals and are usually the prime source of persecution.

Strangely, relations with the fire/light cults in generalcanbe good and Phoenix is associated. Some even say that Selene was the mother of Helios' sons and daughter, though the Lightbringers deny this. She is allied to her son Nemesis, and to Moonbeak.

Most chaos cults are viewed neutrally, though in places where politics allow, she associates to Klute, Thanatar, Zadok and Banuril, and of course Primal Chaos.

Organisation

Organisation is very fluid, depending upon the area cultists find themselves. In areas dominated by darkness cults, it is often cryptic and secret. Gypsy folk travel in family groups, one family per caravan and one to six caravans per group. There is usually at least one priest in each group but rarely a Runelord. Gypsies are almost invariably in Gowrie too.

In urban areas, and almost invariably in and around Moonguard, or where a Lunar nobleman forms an enclave, Lunar society organises much as Azrael with practically everyone joining the Laity and most people initiating into either Selene or an associate cult, these persons following normal professions and coming to the church to worship.

In each temple are found the initiates who are temple staff training towards Runepriest plus the priesthood proper. No formal place of worship is necessary as prayer is offered directly to the moon, but in Moonguard stone, brick or wooden churches with shutters allowing the worshippers to see the Moonrise are common. In other places, open air temples in the form of small, stone circles are common. Many of these are old and date from the Dawn age.

Centres of Power and Holy Places

The centre of the Lunar religion is the Tower of the Moon in Moonguard. Here the cult is the main political force. Nowhere else does it reach this absolute power though it is common in many places and occasionally organised politically. Holy places include Moonmarsh where Selene first defeated the trolls and Lüneberg Heath which is purported to be the site where Sunlight and Moonlight fought the trolls to end the Third Darkness. There exist many other Holy Places but these are obscure.

Holy Days and High Holy Days

Moonday is the weekly Holy Day, that in Illusion week is the seasonal Holy Day. The High Holy Day is All Deities' Day commemorating the recognition of Selene as the Goddess of Light in Darkness.

Lay Membership

Anyone who openly offers worship to the Moon is regarded as a Layman. Even trolls have been known to do this, but even Lunatics consider them insane. There are no benefits or restrictions. If the worshipper cast 1, 2, or 3 points of power on a weekly, seasonal or high holy day respectively, there is a POW x5% chance that the power is reflected back to him. Worship of the Moon is dangerous in some places because many non-Lunar folk are deeply suspicious of the Goddess of Illusion. Laymen may purchase cult skills and most spells at full cost.

Initiate Membership

Any race not allied to darkness (e.g. trolls and scorpion-men) may join. Some races (e.g. purple elves, silver dwarves and ducks) may initiate automatically as may anyone born of an initiated mother. In some places the cult is persecuted and is therefore difficult to find.

The ceremony is conducted by a full priest on a Holy Day, beginning before dusk, culminating at Moonrise. At culmination, the candidate is tested by the Goddess. Those mentioned above fail only on a 00; all others roll d100 against a chance of (INT+POW)×2%+CHA+Lunar Philosophy as a percentage. Those that fail are Moonstruck and wander off babbling and raving. This madness may be cured and the candidate may reapply having learned some more Lunar Philosophy, but at a penalty of 25% for each failed initiation. However, persons cured of this madness frequently become the most ardent persecutors of the cult.

Ordinary initiates are taught the skills of Longsword or Shortsword, Discus, Small Shield, Lunar Philosophy and Speak Lunatic at ½ price in civilised areas where the cult is common. The Ravings, which are basically a creed of mysticism embodying rules to live by, are taught for free.

Free spell teaching is given in Detect Illusion and Dispel Illusion I, and ½ price training in Foxtroll, Moonwall, Light, Dispel Illusion, Shimmer, Glamour, Silence and Befuddle. Dispel Magic, Lightwall and Darkwall may be purchased at double cost. Firearrow and Fireblade are forbidden and forgotten if known. Initiates may sacrifice for 1 and 2 point reusable cult special Runespells on a non-reusable basis.

In urbanised areas, cultists are expected to tithe 10% of their income by any means to their church and this is strictly enforced wherever possible. Among gypsies, purple elves, etc., this is not so, yet because the priest in a gypsy caravan is a member and head of a poor family, personal finances are usually regarded as family finances.

The Lunar religion is tolerant of other cults not actually anathema; most other civilised cults regard it as too tolerant, permitting Chaos and other horrors to walk unmolested. However, the priesthood are very choosy with whom they let their flock associate.

Initiates must sacrifice 1, 3 and 5 points of power to Selene at Moonrise on the cult weekly, seasonal and high holy days. Moonday is usually referred to as the Sabbath by cultists. As with Laymen there is a POW×5% chance of Selene reflecting the power back. Initiates must never harm a madman or someone befuddled or otherwise mentally disturbed for such persons are sacred to Selene. Some extremist sects believe that such madness is a form of divine revelation and react violently to the concept of curing such a victim. They may view his ravings prophetically! Other sects revere dreams, likewise granting them the powers of prophesy or at least guidance.

Free room and board is not usually granted but out of tithes, a church will pay its poor parishioners the sum of 1d per day. Some cities do have hostelries which cater for down-and-outs, serving broth, bread and water and providing blankets overnight. These hostelries are called madhouses and are usually filled with crazies, beggars, thieves, etc. Initiates usually follow normal professions without progressing further in the cult. But some, especially nobles, retire into temples as monks or hermits as a form of pension or as an act of piety.

Gypsies are a society unto themselves. They teach Hide in Shadows and Move Quietly in addition to Selenite and (usually) Gowrie skills at ½ price. Speak Lunatic is their native language. Payment is usually in kind.

Ministers

Between the ordinary initiates and the full priests are this group who are best viewed as demi-priests. They usually live in the temple and serve as guards as well as spiritual and social advisors to the laity and lower initiates. Unlike the lower initiates, their religion is also their profession and they must give up mundane pursuits.

Requirements are 90% in the Ravings and to pass a test of INT+POW+CHA+Lunar Philosophy as a percentage. They must administer to their flock, and in urbanised temples will usually be given a parish church which is both his responsibility and his source of income. He is the recipient of the village tithes, and in return must hold services every holy day. Those that remain in the temple gain free training in Lunar Philosophy, Speak Lunatic, and R/W Mannic at double time, plus one season per year spent in temple duties. They gain for free the battlemagic spell Moonwall, plus all the ½ price spell teaching of initiates. Likewise the skills of Longsword or Shortsword, Discus, Small Shield and Oratory are ½ price.

Ministers must sacrifice 2, 4 and 6 points of power on weekly, seasonal and high holy days when they conduct the service. They may not refuse any rites or services to a cultist who needs them. They may initiate persons into the cult on any holy day. All but one point of power may be reflected back upon a successful POW×5%. They are entitled to use bats as familiars, and occasionally other creatures connected with the Moon may be used, such as owls or wolves. Ministers may make power raise rolls from 22 rather than 21 and may select a single one point Runespell to be reusable.

Temple staff must give all donations to their temple but can claim one third of this in training and spell teaching. They must pay half of all other income to the temple but may again claim this in teaching and training.

Temple staff may resign from their temple in which case they must serve one full season in intensive temple duties before being released. They may claim training during this period but may pay normal prices immediately after for training before finally departing. Later they may resume their status by passing a test of:
[ (INT+POW+CHA)×52% + Lunar Philosophy ] ⁄ 2.

Gypsies have a similar rank, usually one of the priest's family and rarely more than one per full priest.

Rune Lord Membership

Selenite Runelords are the military and political leaders of Lunar society, often referred to as Moonlords. Requirements are 3 years as an initiate, with temple service counting double, 15+ Power, 90% in Longsword attack and Longsword or Small Shield parry, 100% in the Ravings and 90% in three other suitable skills. The gypsies usually accept stealth skills, urbanised temples accept noble skills such as Oratory, Riding, Hawking or Heraldry. Cult skills such as Lunar Philosophy are always acceptable and Shortsword may substitute for Longsword. Other weapon skills are usually not accepted. In addition Runelords are expected to know Moonwall, Foxtroll and Dispel Illusion II.

Moonlords who serve in very wealthy city temples near Moonguard will generally receive a full suit of iron armour plus longsword and discus. Moonlords of lesser temples gain less iron, though usually a weapon can be obtained. Maverick Runelords or those from areas where the cult is not strong will be lucky to receive any iron at all. Gypsy Runelords usually receive an item of iron. Selenite Runelords like to have their clothing silvered - either actually or illusarilly. Maverick and gypsy Runelords, particularly those that join Gowrie, often prefer to wear pure silver. All iron is returned to the temple should he leave.

They must pass a test of (INT×5 + Lunar Philosophy) ⁄ 2 % and if failed may reapply only after mastering another suitable skill. Allied spirits are placed in bats, but never vampire bats.

Temple staff Runelords must spend at least one season in training and another in sundry temple duties each year. They are often used as military and political leaders and as the temple political voice,. Extra-temple Runelords may be leading figures in their communities or just riffraff. Maverick Runelords are unpredictable and capricious, often turning to banditry in civilised areas. Gypsy Runelords are very rare but remain close to their families, justifying all they do in terms of their kin.

Moonlords gain all the normal benefits of their status including Divine Intervention. They are expected to champion those oppressed by darkness. They may not use non-cult weapons. Strictures vis-à-vis money apply to them as initiates.

A Moonlord is unlikely to be persecuted, but there are always suspicious anti-moon chaos-fearers who would stir up trouble and so most Moonlords keep a low profile where the cult is not popular.

Runepriest Membership

Moonpriests are deeply mystical, immersed in the Lunar Element and the ways of illusion. All moon-worshippers regard their persons as sacrosanct and their word as law.

Moonpriests are taken only from the temple staff, others must visit a temple or find another priest. Requirements are 18+ POW, 100% in the Ravings, 90% in Lunar Philosophy and 75% in Read/Write Mannic. They must pass a test of (INT+CHA)×52 %.

They receive the usual benefits and restrictions of their status. Ally spirits are placed in bats as familiars. Temple priests have onerous duties spending 2 seasons per year in temple service - one of which must be continuous service, and the other may be spread through the remainder of the year. They are expected to hold the services and rites as necessary and may be given a church and stipend if not already in possession of one. All DEX based skills are reduced to DEX×5%, and neither DEX based skills nor stats may be trained. Maverick priests and gypsy priests may train their DEX and DEX based skills up to DEX×5%, but a priest deserting his temple, church, or flock will not be well thought of and may suffer temple vengeance or even a Spirit of Reprisal.

Chaos-zone Runepriests often take chaos features, sometimes even questing for a Satanic priest or sacrificing for a chaos feature. Civilised priests avoid this as do gypsy priests, probably for fear of persecution.

All Moonpriests like to wear silver, especially jewellery and silver-thread clothes.

Runespell Compatibility

Moonpriests are closely attached to the element of Moon and hence Selenite magic is subject to the Lunar cycle. Moonpriests have access to all standard Runespells including Dismiss Small, Medium and Large Elemental. They may use Lunes as their elementals plus the Runemagics below but all are subject to the Calendrical Cycle.

DayPhase of MoonRunespells CastableNotes
FreezedayNewNone No spell functions.
WaterdayCrescent1 point Spells function, but can only be cast in moonlight, normally at night.
ClaydayCrescent1 point
WindsdayHalf1 and 2 point
FiredayGibbous1 and 2 point
MoondayFullAll
GodsdayGibbous1 and 2 point
Year's EndNewNone As above.
All Deities' DayFullAll
New Year's DayCrescent1 point
Minor EclipseNew1 point Special days during which the sun's light is dimmed and Lunar magic is castable.
Major EclipseNew1 and 2 point
Total EclipseNewAll

This usability only applies to cult special Runemagics, not to standard, associate or subservient magics, or those gained in trade.

One Point Spells

Disguise: Range Touch; Duration 1 hour; Stackable; Reusable
Enables the caster to alter the appearance of the recipient. Visage, gender and build are easily alterable as is size by up to 2 points per point of the spell. Charisma can only be altered towards racial average. Stacking doubles the duration per point stacked. It cannot be used to imitate specific people but serves as a useful basis for the skill. It requires a POW vs. POW roll against an unwilling recipient, but may not be noticed if successful. This spell works in daylight.

Illusion: Range Touch; Duration Permanent; Stackable; Reusable
Cast upon an inanimate object, alters how it is perceived by one specific sense. Stacking affects extra senses and also allows larger objects to be affected. One point can cause a dagger to look like a tent peg; two points affects things up to the size of a breastplate or sword; three points objects up to man-size such as spears; 4 points up to house size; 5 points up to chariot and draught team; 6 points multi-storey buildings. Alternatively, if one point causes a dagger to look like an old leather cap, 2 points could make it smell like one as well; 3 points look, smell and taste like one; 4 points would exclude only one sense from the illusion, e.g. it might look, smell, taste and feel like an old leather cap but would still sound a metallic ring when struck; 5 points covers all the senses. Six points would cause it to function in all ways as an old leather cap, for example causing it to function as armour when worn and to prevent sparks from flying when struck. (Both functions denied by a mere 5 point illusion).

Extra points may also change the apparent weight between categories, one point per category of change, otherwise only objects of similar size and weight may exchange appearances. Thus it would take 16 points of illusion to turn a two storey town house into a coin, it could then be picked up and carried, but not on Freezeday, for then it would revert back to itself and become a building again.

Note: Objects may be disguised but cannot become invisible, e.g. a transparent sword would be as visible as a glass sword. Finally, the spell is reusable provided its previous casting is cancelled and the spell prayed for as with other Runemagics. If dispelled, the spell is lost permanently, and must be re-sacrificed for. However, Dispel Magic is ineffective. It has been noticed that some illusions appear to be highly resistant to dispelling and it is rumoured that this is due to divine intervention stacking with non-reusable casting of the spell, but this is not known for certain.

Image: Range 160m; Duration 15 mins; Stackable; Reusable
Causes an image to appear within the spell range of any object or creature up to the size of a large riding animal. The image may move provided the caster concentrates as per an active spell. The image can be spotted as an illusion very easily in broad daylight or in bright (non-moon) light at night, but a point of divine intervention can make it look real. Extra points stacked can add sound, enlarge the image, or double the duration. If cast non-reusable, then it is permanent until dispelled. The image can be made to look like an individual provided the caster can roll on his best relevant observation or artistic skill.

Moonvision: Range 160m; Duration 12 hours; Stackable; Reusable
Enables the recipient to see in moonlight as if it were daylight. Each extra point stacked enables an extra person to be targeted simultaneously.

Two Point Spells

Delusion: Range 160m; Duration 15 mins; Non-Stackable; Reusable
On a successful POW vs. POW attack, the victim will be affected as described in the following table. Roll d100 and apply the effects for the duration of the spell. Note that if it is cast non-reusable, the effects are permanent, requiring a Luciferan Cure Disease spell to counteract the effects.

Delusion Table
D100 RollEffect
01You are actually, physically, transported to the moon, a barren, bleak landscape of purple, grey and silver rocks and a starkly black sky with occasional strangely coloured planetary orbs floating in the heavens, but never the sun. Sometimes the noise of breaking waves can be heard. No non-moon magics or Divints of non-Lunar cults will work. The only escape is to study Lunar Philosophy, initiate into Selene and ask her to Divint you home.
02-04As above but the transport is only in the mind. Your friends can see you. If assaulted, your opponent suddenly appears as if he had been invisible. Victim wanders aimlessly. If he fails a POW×5% roll then he panics and runs.
05-07You fall into a wakeful, dreaming sleep wherein are dreamt strange fancies. After the adventure roll INT×1% to gain a permanent insight into the nature of the moon (+1d4×5% on Lunar Philosophy).
08-10You see a viciously powerful monster - it fills you with fear. It is heavily armoured and invincible in combat. If you have an offensive battlemagic then perhaps its peculiar vulnerability will succumb provided you get through its indeterminate but very substantial countermagic. Otherwise as Phantasm (q.v.)
11-20You see an (imaginary) foe and must engage him in melee.
21-25Nearest opponent is a fearsome, hideous monster. Fight as if demoralised, POW×5% or suffer a Fearshock, all damage taken attacks remaining hit points as Fear spell.
26-30You realise that your (physically) closest friend is a traitor, only you can save your other friends and yourself by killing him a.s.a.p.
31-33All your (supposed) friends are setting you up and your opponents are really on your side but don't know it so you can't blame them if they hit you; only by turning on your friends can you prove your veracity.
34You have a blinding flash of insight into the nature of the Lunar element. You are awe-struck by the goddess - raving is more important than combat, add 5% to your Lunar Philosophy and scream I have seen the Light!
35Caster chooses the effect.
36-45The situation is totally hopeless. Act in all ways as if demoralised.
46-65Befuddled as the spell.
66-70You suffer a temporary insanity. Roll on the Engariel tables - effects are acute.
71-80You are stark naked - without clothes, armour or weapons.
81-90You are invincible, fight as if fanatic and pursue enemies no matter the odds.
91-95All your attacks really are fumbles.
96-00Your opponent has fumbled badly and lost his weapons. He cannot attack for the foreseeable future, so you will not parry.

Moonglow: Range 160m; Duration 15 mins; Non-Stackable; Reusable
Causes a 60m radius to be illuminated as if by bright moonlight. Functions in daylight or darkness. Affects trollkin and cave trolls as daylight. Confers +20% defence in moonlight.

Moonport: Range 160m; Duration instant; Stackable; Reusable
Enables the caster and all his gear to be instantly transported to any place he can see (by any method), provided the destination is in moonlight. Each extra point stacked doubles the distance travelled or adds an extra person (as does Divine Intervention), by touching him skin-to-skin.

Phantasm: Range 160m; Duration 15 mins; Non-Stackable; Reusable
Functions only at night or in a moonscape. On a successful POW vs. POW roll, the victim will see before him a creature out of his worst nightmare. It is immune to all physical attacks and spells as it exists only in his mind. If he turns and runs instantly, then he can just keep ahead of it, but otherwise he will suffer its attack. The victim must make a POW×5% each time attacked or go insane; a fumble means that death occurs due to fear - and the victim is still insane if resurrected. Once insane, subsequent failed POW×5% inflict a Fearshock effect upon the victim. The insanity is always appropriate to abject fear. Anyone who hears the screams of an insane victim of a Phantasm must roll a POW×5% or be demoralised for one round. Note that a Dispel Illusion on a victim will remove the Phantasm but the insanity, once incurred, can only be removed by a Luciferan healing spell.

Summon Small Shade:
As normal Small Shade save 2 point cost. This is the only cult Rune magic that works on Freezeday.

Three Point Spells

Moonscape: Range 160m; Duration 15 mins; Non-Stackable; Non-Reusable
Causes the landscape for 60m around the target point to become illuminated as if by moonlight and simultaneously warped into a parody of reality so that all creatures not of the Lunar element or initiates of the same are befuddled and confused. They may make a POW×5% roll each minute to come out of this or once per round if they exit the moonscape. Within the area of effect, everything is twisted into a bizarre parody of natural form and all sentients must make an INT×1% roll whilst concentrating upon a thing to realise it for what it is; thereafter they may remain aware of it provided it remains within their field of vision. This spell smacks of chaos and no civilised society will tolerate a person or group who openly cast this spell. This spell is reusable if cast upon a Seasonal Holy Day.

Moonstrike: Range line of sight; Duration instant; Non-Stackable; Non-Reusable
Usable only under a full moon visible in the sky. It causes a shaft of moonlight to strike a victim causing him to lose 4d6 points of INT. Each point of Divine Intervention increases the number of targets by one. The victim must roll INT×5% to avoid going insane for 15 mins. INT recovers at the rate of one point per day. A person who is reduced to 0 or less INT or who fumbles his INT×5% roll goes permanently insane. Only a High priest may use this spell reusably. Note: this is an effect delivered directly by the Goddess who ensures it will work. Therefore it affects targets protected by countermagic and chaotic reflections, etc.

Subservient Cults

Spirit of Reprisal - Moonglum

The Spirit of Reprisal is called by a priest during a ritual which must be done on a Seasonal Holy Day, though Moonglum has attacked some transgressors spontaneously. For Lunars, the worst crimes are apostasy and denying the Goddess. Moonglum has 4d6 INT and POW of 30. He usually drains INT equal to his own and leaves the victim insane unless the victim wins. He appears as a Lune of the largest size.

Animal Spirits

Several animal spirits were swayed to follow her worship and to this day wolves, bats, owls, turtles and moths are known as Lunar creatures. Most werecreatures likewise are at least partially attached to the moon.

Associate Cults

Klute

Originally fairly close but now sundered since the Goatmother feels Selene has Gone Mystic. Still from Godtime Klute offers

Speak to Beasts: Range 160m; Duration 15 mins; Non-Stackable; Reusable; 1 point
Allows the recipient to converse with all beasts of INT 3 or less. Any number of animals may be conversed with, 1 type per round, and they may be influenced by successful use of oratory skills.

Moonbeak

The great duck hero is widely regarded as having stolen his powers from various gods. However, only Selene does not hold this against him and in return he offers back a stolen Runespell in contrition.

Moondisc: Range touch; Duration 15 mins; Non-Stackable; Reusable; 1 point
Adds 20% to the chance of hitting and +8 to the damage when cast upon a discus. It is stackable with speedart but not with firearrow or multimissile. It causes the discus to glow with an unmistakable bright, silvery light.

Nemesis

Selene's no-good gambler son has always remained high in his mother's esteem. He offers

Fumble: Range 160m; Duration 1 rounds; Stackable; Reusable; 1 point
Upon a successful POW vs. POW roll, causes the victim to fumble once on the following round. If in combat, roll on the RQ fumble table. Each extra point stacked causes the victim to roll on successive rounds. Roll upon the commencement of any action admitting fumbling, including spell casting (commonly a spell is invented in effect or cast upon the wrong person). RQ attack fumble table has priority if applicable.

The above two cults are very close to Selene and Moonpriests appear to find it easier to obtain other Runemagics than those listed above, even such spells as Lucky Streak and Mindblast. Phoenix is similar but only for non-fire spells!

Phoenix

The Chaos Firebird and the Moon Goddess have always been close and remain perhaps the most acceptable of the chaos cults in civilised areas. Both have a strong noble following in many places. Phoenix offers

Speak to Birds: Range 160m; Duration 15 mins; Non-Stackable; Reusable; 1 point
Allows the recipient to converse with any avian creatures of INT 3 or less, one type per round. Oratory skills may be used to influence them.

Primal Chaos

Despite arguments by learned sages to the contrary, Selene remains closely associated to chaos, and her Lord and Master still offers

Chaos Feature: Range touch; Duration permanent; Non-Stackable; Non-Reusable; 3 points
Save as noted above, identical to the Primal Chaos spell and involves all the usual drawbacks.

Zadok and Banuril

The Chaos Twins, originally separate, offer one spell each to the Goddess of the Moon in respect of their ancient comradeship. The Chaos Druids still often form the main source of healing in the non-urbanised Chaotic areas.

Catseye: Range touch; Duration 12 hours; Non-Stackable; Reusable; 1 point
Causes the recipient's eyes to function like a cat's in the dark. It confers excellent night-vision, even in starlight. The eyes glimmer green by torch-light.

Speak to Plants: Range 160m; Duration 15 mins; Non-Stackable; Reusable; 2 points
Allows the recipient to converse with any plant of at least the size of a small bush, one plant per round. Oratory skills may be used to influence them.

Miscellaneous Notes

Cult Battlemagic

Detect Illusion: Range 40m; Duration Instant; Focused; 1 point; 300s
As detect magic, but only reveals the presence of illusions, either Rune- or battlemagics. Detect magic will not usually detect illusions. The illusion will glow a dark purple or silver (caster's choice) visible to all Moon Rune initiates.

Dispel Illusion: Range 80m; Duration Instant; Focused; variable
As dispel magic save that illusions are dispelled rather than magic. Dispel magic cannot usually dispel illusions.

Foxtroll: Range 80m; Duration 2 mins; Active; Focused; 1 pt; 1000s
Enables the recipient to hear and imitate the sonar sense emissions of trolls thereby confusing them. A troll using his sonar sense would apparently detect d3+1 dummies and be unable to pick out the real target. Troll eyesight is poor and they rely almost exclusively on their sonar sense at night and at distance by day. Only by physically examining them or by a critical sonar sense may the dummies be detected.

Moonwall: Range 80m; Duration 2 mins; Semi-Active; Focused; 3 points; 1750s
Acts like a Lightwall when a moon is in the sky but the light radiated is a shimmering luminescence as of moonlight. In daytime or on Freezenight it functions as a Darkwall spell.

Shimmer:
As the normal battlemagic but for initiates it has double effect in moonlight.

Cult Skills

Lunar Philosophy: Knowledge; Base 00%; Training 500/1000/2000/4000
A skill embodying knowledge of Lunar mysticism, philosophy, belief and understanding of the Lunar element and way of life. It is not a Lore skill, as insights are possible upon cogitation of previously learned knowledge.

The Ravings: Knowledge; Base 00%; Training 100/200/400/800
Knowledge of Lunar scripture and how it pertains to everyday living by worshippers. It is a shambolic series of writings, often contradictory which may be summed up by the phrases All is illusion, Nothing is real, The senses and all reality cannot be trusted. The body of material is gathered into several books called The Mumbles, The Whispers, The Muttering, The Dreaming, Flights of Fancy, etc. Varying interpretations of the Ravings have spawned many sects within the Lunar religion, almost all of which are accepted by authority, the cult being very tolerant of differences.

Cult Weapons

The dominant cult weapons are the cut and thrust sword (short and long) with or without a small shield for melee purposes. The missile weapon favoured by Lunar culture is the discus, often painted to look like the moon and is often regarded as the moon symbolically. Disci are used in services and admission to the rank of knighthood demands the ritual blessing of the soldier's discus, as does the Runelord ordination ritual. The gamblers view silver coins as disci and some still use regular disci as well.

Lunar Madness

Madmen are regarded as Holy by Selenites, particularly that sect of madmen called the Ravers, who babble distorted quotations from scripture mixed with obscure prophetic sayings and announcements of visions. Other common forms of madness found among Loonies include delusions as to reality - often simple refusal to believe that the sufferer is not famous or that a piece of common equipment not an artefact. Occasionally a person has so strongly deluded himself that his delusion becomes reality (at least off and on). Insane fear, paranoia and hallucinations are also common. No Selenite will ever seek treatment for his own or a fellow Loony's madness. If others so seek treatment then reaction is mixed, depending upon which specific piece of scripture is followed.

Nature of Moon

Scholars cannot agree upon the nature of moon. Some declare it to be entirely illusory and unreal; others claim to have handled solid pieces of the Lunar element. It has been said that the moon has a bright light side, usually coloured silver, and a dark, chaotic side, sometimes epitomised as dark grey or purple. It remains one of the Great Unanswered Questions of Alchemy.

Lune Effects

Lunes attack like by engulfing like shades, but POW vs. INT. If successful, roll d100 on the following table, otherwise roll d100+50.

Lune Effect Table
d100Effect
01-05Victim permanently insane. Collapses for 30−POW turns.
06-20Paranoia - victim attacks nearest person for 30−POW minutes, then collapses for 30−POW turns. INT×5% or insane as above.
21-35Victim temporarily but acutely insane for 30−POW minutes. POW×5% or lose d4 INT.
36-80Victim deluded as Delusion spell for 30−POW minute
81-100Victim catatonic for 30−POW rounds
101+No effect.

Starting Character Selenites

Characters may start as members of the Lunar religion only if their parents are Loonies or they come from an area where Selenites are at least a significant minority. Selenite peasants will know the Ravings at 50%, Speak Lunatic at 30% (if in an area away from Moonguard) and Lunar Philosophy at 5%, all plus knowledge bonuses.

Persons from urbanised Lunar areas will also know R/W Mannic at 10%, provided they are not criminals or similar. If they follow a sedentary town profession, then the Ravings are known at 70% and Speak Lunatic at 50%, Lunar Philosophy and R/W Mannic at 30% (all plus bonuses), unless the profession indicates a higher skill level.

These characters are laymen and may initiate if they wish.

Starting Character Temple Staff

These start with the following previous experience:

Weapons
Longsword or shortsword, with or without small shield, at 50% attack and parry. Discus at 30%. All plus bonuses.

Skills
The Ravings at 90%, R/W Mannic at 70%, Lunar Philosophy at 70%, Oratory at 50%, Listen at 50%, Speak Lunatic at 50% (if in a non-Lunar area). All plus bonuses.

Spells
Moonwall, Foxtroll, Detect Illusion, Dispel Illusion II.

Equipment
No armour, robes (dark blue, grey, purple, black or silver, possibly with moon phases embroidered), sword, shield, discus, 2d100s in cash.

Characteristic Raises
The character gains one raise on DEX and CHA and two raises on POW, instead of the normal set.

The character is automatically an initiate and a Minister if they can pass the test.

Gypsies

Itinerant vagabonds living in small family groups out of painted caravans illustrated with scenes from the Ravings, Gypsies tend to be performing artists, thieves, conmen, travelling from town to town, village to village, putting on dances, singing and clowning, etc. They tend not to be trusted as they use their street shows as a cover for picking the pockets of the audience, often with the aid of Selenite Rune Magics. Gypsies are always very parochial, the family before all, and look to their family for training, which is always free in any of the skills the family knows, and similarly for spells. Adventurous gypsies may leave the family group for a while but on their return will be shown distrust and hostility if they have joined a non-Lunar cult or profession. Some gypsies join a temple as a Minister in order to follow their religion more devoutly, later returning to their family. Occasionally, Gypsies settle down in Lunar ghettos, quickly losing their distinctive culture and becoming mere Lunar riffraff. Most gypsy families follow a circuit of towns or villages but any may get a wanderlust and head for areas new and strange. They often talk of making a pilgrimage to Moonguard once in their lives but few ever do this!

Weapons
Longsword or shortsword, with small shield, at 50% attack and parry. Discus at 30%. All plus bonuses.

Skills
Three skills from one Gowrie sub-cult at 70%, 50%, 30% as described in Gowrie.

Speak Local tongue at 50%, Speak Lunatic at 80%, the Ravings at 70%, Lunar Philosophy at 30%. Move Quietly, Hide in Shadows, Pick Pockets, Hide Item, Spot Hidden, Listen, and Wagon Driving at 30%. All plus bonuses.

Either three of the above the skills are raised to 50% plus bonuses, or another set of Gowrie skills are gained each at −20% on the normal starting values.

Spells
Detect Illusion, Dispel Illusion II, and 3000s worth of spells from Dispel Illusion, Moonwall, Foxtroll, Light, Shimmer, Glamour, Silence, and Befuddle at half price and always available. Other spells are at full or double cost and subject to availability.

Equipment
Thief armour, full set of weapons, clothes- usually cheap and flashy, props for Gowrie sub-cults.

Characteristic Raises
The character gains one raise on POW and CHA and two raises on DEX, instead of the normal set.

The character is an automatic initiate of Gowrie and a Selenite layman, but may initiate if they wish.

Selenite Nobles (Knights)

Weapons
Longsword with small shield, at 50% attack and parry. Light or heavy lance at 50%. Discus at 30%. All plus bonuses.

Skills
Riding at 70%, Jumping at 50%, Hawking and Heraldry at 50%, Lying, Diplomacy, Oratory and Spot Hidden at 30%. The Ravings at 50%, Speak Lunatic at 50%, R/W Mannic and Lunar Philosophy at 30%. All plus bonuses.

Spells
Noble allowance worth of spells with half price spells of an initiate.

Equipment
Armour and riding animal purchased out of cash, full set of weapons.

Characteristic Raises
Normal set of raise rolls.

Purple Elves, Pixies and Dryads

These are similar to normal elves but are tied to the moon the way normal elves are tied to the sun. They may elect to initiate into Faerie or Selene. The following applies to all purple elves.

Weapons
Longsword or shortsword at 50% attack and parry. Discus replaces javelin. All plus bonuses.

Skills
Hide in shadows replaces hide in cover. The Ravings are at 50% (elves and pixies) or 70% (dryads). Plant Lore is reduced by 20%, Lunar Philosophy is at the level plant lore would have been. Speak Lunatic is at 30%. All skills are plus bonuses.

Spells
Detect Illusion replaces Detect Life. Dispel Illusion replaces Dispel Magic.

Equipment
as normal.

Characteristic Raises
Normal set of non-human raise rolls (i.e. none!).

Spell teaching subsequently depends entirely upon the cult joined. They start as laymen of both Faerie and Selene. Initiates of Selene may replace R/W Mannic with R/W Faerie and generally don't use spears. Pixies dive-bomb with rocks rather than javelins. The two cults co-exist quite amicably within Purple Woods. Purple Faerie elves replace Sunripen with Moonripen. Selenite purple elves gain Sureshaft as an associate cult spell. It is rumoured, that Selenite dryads have access to obscure 4 point Rune Magics.

Selenite Sects

Perhaps mimicking the Azraeli's many sects and sub-sects based on slight theological differences, the Selenite religion is not entirely uniform in nature but constitutes a broad-based and tolerant church. Many variations on the fundamental tenets of the Selenite faith spring up - some flower and die within a year, others prove enduring.

Below are described some of these Selenite sects.

Armageddonism

In 264, an Azraeli scholar in Necropolis named Joshua bar Khing M'Add was subject to Lunar inspiration and took to preaching his new found faith with evangelical zeal. Persecuted by the Necropolitan authorities, he fled northwards by sea but was shipwrecked on a small, uninhabited island, where he remained for the next 20 years. There he subsisted upon the birds and their eggs that were plentiful, by fishing and upon woodland mushrooms. During this period Selene sent him many visions.

Finally rescued, Joshua took up residence in Godsport and wrote down many of his visions in his now famous Book of Revelations. This book and later interpretations forms the basis of the Armageddonist sect. The principle belief of the sect is that the visions and delusions sent by Selene are warnings of imminent disaster and catastrophe and that those who are forewarned had better be forearmed. They preach doom but try to be ready for disaster when it strikes.

Armageddonists will try to see a doom-laden message in all Selenite visions. Many develop good investigative skills while trying to unearth the terrors that stalk their lives. This often proves their undoing as they may find out details of plots and plans that nefarious cults prefer to keep hidden.

Individual Armageddonist ministries exist within and alongside the regular Selenite church. An initiate Armageddonist may receive additional free training in the following sub-cult skill: Revelations. This is learnt at the same rates as the Ravings.

To qualify as an Armageddonist Minister, the normal requirements must be fulfilled in addition to having 90% in the Revelations. Armageddonist Ministers may receive half price training in the following sub-cult skills: R/W Sandscript, Speak Necropolitan. These skills aid in a deeper study of the original text of the Book of Revelations.

Revellers

This is a schism within the Armageddonist sect. Revellers believe that the foretold disasters of the Book of Revelations are certain and unavoidable. They see no virtue in being prepared for disaster but insist that everyone make best use of what little time remains them by having a good time and partying like there is no tomorrow.

The Sanguinists

Sanguinist tradition states that a huge dragon rose into the sky threatening to consume the moon. The moon was wounded. She cried out for aid as drops of her blood fell to earth.

A mighty heroquesting Selenite knight, George of Albion, encountered the blood of his mistress and heard her cry. The knight mounted his charger, attacked and slew the dragon. However, the knight was steeped in the blood of both the wounded moon and the deceased dragon. This event gave him unusual powers and a strange respect and fascination with blood.

Within the year, George ascended in triumph to the moon. After his ascension, he became known as Saint George, inspiration of the Sanguinists.

The Sanguinists are a strange minor sect of the Selenite religion. All sect members have a strange fascination with blood, and many have an affinity with the death rune, as did Saint George. The sect believes the legend described previously, arguing its truth is shown by the scars visible on the surface of the moon, among other things.

The sect started as a Selenite tradition proper with the ravings of the blessed Tomas of Qinas, the first prophet of the Sanguinists and bearer of the stigmata. Since then, the sect has had many prophets. Some were benevolent and famous, but others, such as Jack Derippa, were evil and infamous.

The sect has many peculiar beliefs and practices including:

Ministers and knights of the sub-cult may learn half price death lore.