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Typhon

The Storm God


History

Before Time

In Godtime, Typhon and his brothers warred endlessly with each other for theirs was a disorderly family. Especially fierce was the fighting between the Stormgod and his brother Poseidon, for both claimed lordship over the surface of the waters where sea and wind met. They also fought with their other brother Satanus, and he involved the forces of chaos in defence but still lost and was cast out into the void. The Brothers warring continued even in the darkness until Satanus rent the fabric of the world and let loose his chaos progeny upon the world. Typhon and Poseidon signed a truce and each gave part of their substance to each other and then turned on their brother with all the ferocity of their primal element. Eventually Typhon and his sons were persuaded by the Earth Mother to join the quest for the Sun in Hell. Unlike his three elder suns, Typhon retained a gentle side and was famed for his lyric poetry when not fighting and his songs helped uplift the hearts of his friends on their quest. However he turned aside once within hell and did not escort Helios back to the surface holding his quest complete once the Sungod had been delivered into the hands of his family and the Stormgod made his own way out with his son Viking who bore the remains of his brothers with him.

Since Time

Typhon's cult continues to re-enact their God's exploits before the first dawn. They make poetry and fight Chaos. The Typhonians are responsible for the weather around every temple and as such are blessed by the farmers.

Life after Death

Typhon cultists practise exposal of their dead upon biers as a form of burial. Bodies are placed upon high trestles, usually in exposed windy places and left to rot. Carrion birds are revered for they are regarded as Typhon's envoys bringing the soul of the deceased to the Stormgod to serve him for all eternity. Typhon jealously guards the bodies of his initiates and if they are disturbed by an unclean person he will hurl down a thunderbolt upon both body and defiler and then summon a wind to disperse the ashes. Though disorderly, Typhon is not a Death-cult and so allows resurrection and Death Divints that cultists may return to spread cult use, bring rains and fight Chaos.

Runic Associations

Typhon is the primal Air-God expressed as the Mobility and Disorder of the Storm. He is the violence of the thunderstorm but he is also the gentleness of the rains. He is totally unpredictable but he is not savage.

Nature of Cult

The cult exists as a vehicle for limited weather control and as a shield against the insurgence of chaos. The cult will exist as long as people need the rains, fear the Devil and love the poetry of song.

Socio-political position and Power

The cult is not large, but it is respected everywhere where chaos does not dominate and even there it is feared. The lords to the west of the middle sea have a very strong Typhonian nobility. The cult is also found in the Tribal cults. It is not of itself political but wields considerable influence in rural areas where the farmers will become laymen and pay food offerings to secure the weather is suitable for the crops. However the cult is quickly blamed if the weather is not to the liking of the locals. Typhon is popular in Earth dominated areas but friction always occurs with water and moon and frequently with the Sun-Fire pantheon as the clouds attempt to cover the Sun.

Particular likes and Dislikes

Typhon hates chaos but loves poetry. He hates a bad poet more than a chaot. He regards himself as the champion of Earth, the mother of his sons against water, which seeks to beat her and erode her away. Typhon favours any reiver of chaos though he despairs at Zorak-Zoran's lack of culture and views him with favour only because of his son Viking's attachment to him. Typhon recognises Blueface's culture in folksinging and of course he is grateful to Gowrie who first taught him to put his feelings to verse. Relations with the Sunfire cults are odd for though the Sun is as important to the farmers as the rains, Storm and Sun continually vie with each other for supremacy and this can strain relations in an area where the nobility court both Typhonians and Charioteers in their midst.

Organisation

Each High Priest runs a temple free of interference from any other temple. Temples are fashioned of open stonework in trilithons and standing stones. The area controlled by the high priest roughly corresponds to the terrain features such as a watershed. The priest and temple staff live in wooden buildings around the main temple. For those cultists that disdain roofs, there are wooden windbreaks to provide shelter from the elements. The high priest is responsible for the weather in this area. A cultist is not tied to any one temple, not even the High Priest, and cultists move from temple to temple, sometimes abandoning temples for a while and moving to others, refusing to be tied down. Temples are invariably constructed on windswept heaths, mountains and hilltops. Cultists co-operate to fight chaos. Temples are given payment in currency and kind to control the weather for the local farmers and earth cultists. The High Priest will assign certain priests to certain duties but only for a limited length of time, he will also direct native and visiting cultists of all ranks to fight against manifestations of chaos in his province.

Centres of Power/Holy Places

All high windy places are considered holy. Power is possessed out of proportion to its size, as the weather is so important. In some isolated areas, Typhon has become the dominant nobility and this is true over a wide-reach of the land on the northwest cost of the Middle sea where Typhonian nobility rule Earth-cult peasantry and townsfolk, usually in a benign tyranny.

Holy Days and High Holy Days

The Weather requires a lot of spiritual energy and so all cultists are required to pray on windsday of every week. That in disorder week is most holy and is the seasonal holy day. The cult has two high holy days in Storm Season and Sea Season when the Stormgod is propitiated by the High Priest for the winds and the rains respectively. The high priest rolls POW×5% and the degree of success is a measure of how windy and wet the coming year will be. A critical propitiation causes the respective cult runespells to be extra effective every day through the year and may cause floods etc in the relevant season. Failure means the cults spells will not work save only on the relevant day of the week. Fumbles mean the relevant runespells will not work at all and drought and famine is in store throughout the land. This disgraces the high priest who usually leaves on a one-man crusade against chaos before the next High Holy day. Of course, in those areas where the cult spells will not work for a year, chaos may become a dangerous threat, unless another cult can take over the mantle of chaos defender.

Lay Membership

Typhon welcomes all non-chaotic creatures including trolls. Anyone can join as a layman by joining in the services and sacrificing one point of power on a windsday, 2 on a seasonal holy day and 3 on a High Holy Day. Laymen have few responsibilities but are expected to respect the wishes of the priests.

The temple is supported by the gifts of the laity who are expected to give 10sh or the equivalent in fresh food and farm produce per season. This maintains the priests and staff of the temple and in return the temple will propitiate the weather and fight off chaos. This is also the reason why temples in wilderness areas tend to be abandoned without staff but still holy and often the abode of windchildren, merely awaiting the arrival of a priest to become functioning again.

Laymen can purchase ½ price poetry and all other skills save those barred under initiatehood at full cost. All spells save binding and demoralise may be bought at full cost, if known to a priest.

Initiate Membership

Typhonian Gifts
Roll 2D6GiftGeases
2+1 movement rate + 15% defence bonus3
3+1 on non-raisable characteristic / 3 geases3
4free reusable runespell - Windrush2
5+2 pts on any variable battlemagic spell2
6+10% on cult weapon attack and parry 11
7Gift of tongues, speak any language heard @ 25% base, learn to speak @ ½ cost and time2
8+10% on cult skill 21
9Free reusable runespell - Windwords2
10+1 on raisable characteristic / geas1
11Mastery of cult weapon attack and parry 13
12Mastery of a cult skill 23
    Notes:
  1. Cult weapons are Bow, 1-handed spear, 1-handed axe and javelin/dart.
  2. Cult skills are sense chaos, lyric poetry, climbing, jumping, listen, spot ambush, spot hidden, spot trap and weather lore.

A prospective initiate must be free of any taint of chaos, he must have been a laymen for a season and pass a test of POW+CHA×32%+poetry skill.

Successful applicants are initiated on a seasonal holy day in a spectacular thunderstorm; unsuccessful applicants must wait one full year before reapplying.

Initiates must take one gift and the concomitant geases.

Initiate must tithe 10% of their income to the cult and spend at least one season per year on cult business of some kind. They are not tied to any one temple but should attend the seasonal holy day service and must give 2 pts of power every windsday, 4pts on a seasonal holy day and 6pts on a High Holy day to Typhon to aid in powering the winds.

Initiates gain free room and board in any temple provided it is available, free weapon training in one hand axe and spear attacks plus half price training in the parries of these weapons, small and medium shield and self, composite and longbow attack is available.

The available non-weapons training includes free Lyric Poetry and ½ price climbing, tracking, oratory, jumping, listen, spot/set ambush, spot hidden, spot trap and any stringed instrument. All other skills may be bought at full cost save for brew acid, brew poison, read/write any language, pick pockets and lockpicking. Typhon hates these skills and any cultist that uses such a skill must roll POW×5% or be struck by a thunderbolt as soon as he steps outdoors. Weather lore is taught at full cost.

All initiates commence a sense chaos skill at 5% plus perception bonus. This cannot be trained.

Spell teaching is available in farsee, mobility and fanaticism 1 for free and bladesharp, fanaticism 2+, protection, shimmer, co-ordination at half price. Binding and demoralise are banned and will be forgotten, all other battlemagic is at full price.

Cultists may call upon their brothers to fight against chaos, fire or water cultists; they may not refuse to fight chaos. They may also be asked to fight on behalf of Earth by anyone.

No Typhonian can suffer chaos to live unmolested, they must attempt to destroy it or drive it back into the chaos wilds or report it to a higher authority.

Initiates are normally called storm-brothers (or sisters), but when they have attained 75% poetry they are referred to as the skalds and may sacrifice for 1-use rune magic. At 90% poetry they are called bards and may sacrifice for 1 use associate runemagics as well as cult specials. At both these ranks another gift may be taken if desired along with the concomitant geases.

Typhonian Geases
Roll d100GeasRoll d100Geas
01Favoured by Typhon, no geas.48-50Always sleep in the open in Sea season.
02-04Eat no fruit save windfalls.51Never sleep under shelter 3.
05-08Eat no birdmeat.52-54Never lie to a fellow wind-rune cultists.
09-10Distrust all Fire/Sun/Heat cultists.55-58Never use any but cult weapon.
11-13Distrust all Water cultists.59-62Never use large shield.
14-16Distrust all Werecreatures.63-65Never use medium or large shield.
17-18Challenge all Fire/Sun cultists on sight.66-67Never use shield.
19-20Challenge all Water cultists on sight.68-71Never restrict vision or hearing (proscribes certain helmets).
21-24Always let a Poet finish before criticising honestly.72Never wear head armour.
25-26Never harm a Poet, not even a chaot.73-76Never cut hear on scalp.
27Never speak save in Poetic form 1.77-80Never grow a beard.
28-29Never participate in an ambush.81-84Always wear scarf of grey silk around brow.
30-32Double power sacrifice on Holy Days.85-86Wear only clothes of grey.
33-34Triple power sacrifice on Holy Days.87-90Always wear wings of Seabird or bird of prey on headgear 1.
35-38Marry none save Earth cultists.91-93Never ride vehicle.
39-41Be celibate in a random season.94-95Ride no animal save stallion.
42-43Be celibate in two random seasons.96-98Roll twice.
44Be always celibate and never marry 2.99-00Roll thrice.
45-47Always sleep in open in Storm season.
    Notes:
  1. The cult has standard stanzas to deal with everyday needs.
  2. If already married then it is not necessary to divorce though Earth-cult spouses usually will.
  3. This means man-made shelter, trees, bushes and caves are permissible.
  4. This bird must be slain by the cultist; the cult will then fix the wings for him.

Runelord Membership

Runelord Iron Items
POW rollItems Received
96+No armour or weapons of iron
POW×7%One iron weapon - axe or spear
POW×5%Axe or spear, open helm, 2D6 arrows
POW×3%Full set of weapons, 24 arrows, helm of choice, 1 item or iron armour
POW×1%As above, but d3 items of iron armour all finished with quicksilver
critical POW×5%As above but complete suit of quicksilver finished armour or pure quicksilver

Typhon runelords are called Stormlords and epitomise their cults ethics and attitudes. He owes allegiance to no temple and his only duties are to fight chaos, spread poetry and oversee the weather if no priests are available.

If anyone offers the traditional plea for help in fighting chaos, the Stormlord is honour bound to investigate personally. He may expect free room and board at any and all temples for as long as he wishes though he must donate 10% income to the temple and is expected to spend time training initiates while he is resident.

An applicant for Stormlord must have been an initiate for at least one year and meet the following requirements, 15+ power, 90% with bow attack, spear or axe (1 handed) attack, 90% Poetry and three of the following skills, oratory, riding, climbing, listen, spot-ambush, tracking or sense chaos, any 1 stringed instrument. He must pass a test of (DEX+CHA)×52%.

He must accept another random gift and the relevant geases.

Stormlords command respect from almost everyone they meet and are usually given hospitality wherever they go, particularly from Earth cultists. They wander from place to place, generally avoiding towns, slaying chaos and relating their poetry. Whenever called upon to do so, they must recite their poetry especially about their own great deeds. Two windlords will always engage in a friendly duel in lyric poetry, fighting as if their poetry skill were a power×5% characteristic and using their charisma as hit points. The winner of such a duel may gain a charisma tick; the loser will not suffer loss of charisma unless he disgraced himself.

Although violent and skilled in arms, Stormlords are very cultured and invariably appreciate good music and poetry in others. Some even take an interest in baboon folksongs and many Stormlords have joined Blueface merely to learn baboonspeech and folksinging. Weatherlore may be acquired at ½ cost.

Stormlords are known for their excellent company, singing and drinking at feast and for matching their exploits at the table with their exuberance in battle, yet they are not boastful and usually kind and considerate, usually courteous.

Stormlords must fight chaos whenever they find it unless it shows abiding signs of culture. They must attempt to kill it or at least drive it back into the wilds, if they cannot do this, they must seek help in trying, and finally if all else fails and the chaos threatens Air or Earth and culture, then they should sacrifice for Wrath of the Storm and sacrifice himself gloriously. Most Stormlords sacrifice for the spell early just for such an eventuality. However Typhon is not a Death cult and this is a last resort.

Typhon is not a rich cult and so can afford only a limited amount of iron for its runelords. Roll vs. POW and consult the table.

Runepriesthood

The Stormpriests of Typhon are the repositories of the cults' wisdom, which they remember, in poetic form. They are responsible for the control of the weather. The priests are usually attached to a temple and roam the countryside directing the weather as requested and as they see fit. They are less combat oriented than the Runelords and though they may sacrifice for Wrath of the Storm they are specifically directed not to cast it except in the direst need.

A priest must have been at least a skald for 2 years and have 18+ power, 100% lyric poetry. They must pass a test of (INT+CHA)×52%. He must accept another random gift and the geases that go with it. He is expected to spend at least one season per year teaching spells. They must commence learning the knowledge skill weatherlore, which can never by higher than their lyric poetry.

Weatherlore is taught for free to runepriests, normal cost to junior cultists. Typhon runepriests may be disorderly but they are not irresponsible and take their weather directing duties seriously. They too receive immense hospitality, particularly from Earth-life cultists.

Runelords of Typhon place their ally spirits in storm crows.

High priests require weatherlore at 90% in addition to all other normal requirements.

Lyric poetry and weatherlore are not limited to 100% like runelord skills. All DEX skills are limited to dex×5% but personal status may be trained and then DEX skills to reach this limit.

Runespell Compatibility

One Point Spells

Breezeblow: range 1 mile radius; duration 1 hour; stackable; reusable
Summons a light breeze to blow over the entire area from the direction of the caster's choice. Duration = all day long if cast on windsday or in storm season. Stacking doubles radius.

Howl: range 160m radius; duration 15 mins; non-stackable; reusable
Causes a wild howling as of a fierce wind in the trees. All non-air cultists within the area of effect will be unable to use his listen skills and talking will be difficult. It is impossible to ascertain the centre of effect from within; indeed those inside will feel surrounded by howling winds. Outside the area of effect, the howling can still be heard emanating from the epicentre - the point of casting.

Shower: Range 1 mile radius; duration 15 mins; stackable; reusable
Causes rains to fall over the entire area of effect. If no clouds are immediately overhead, then it takes d10 minutes to start (2d10 on a Fireday, fire season). On waterday or in sea-season duration is one hour. Stacking doubles the radius of effect.

Windrush: range 160m; duration 15 mins; non-stackable; reusable
Allows the recipient to move with the aid of the wind @ movement rate 12, with −1 on strike rank and +10% defence. Works only on an air or mobility cultist.

Windwords: range 160m; duration 15 mins; stackable; reusable
Causes the spoken word to be carried by the wind so that the caster can hear even whispered conversation anywhere in spell range as if the speaker was standing next to the caster. Stacking doubles the radius of the spell. Cast only on self.

Two Point Spells

Counter Chaos: range 160m; duration 15 mins; non-stackable; reusable
Protects the recipient from any chaos features an opponent may have, the chaot will not be protected by his chaos features from attacks by the recipient either.

Rainday: range 5 mile radius; duration 1 day; non-stackable; reusable
Causes heavy rain to fall all day within the area of effect. Reusable only on waterday or in sea season. Cannot function on Fireday or Godsday of Fire season.

Summon Small Undine: range 60m; duration 15 mins; non-stackable; reusable A standard RQ save that salt water is required so cultists usually carry some salt to throw in fresh water before casting.

Teleport: range 160m; duration instant; stackable; reusable
Transports the caster instantly and all his personal gear to any place he can see within range by any method provided both places are in the open air. Each extra use stacked enables an extra person to be transported or else doubles the range.

Thunderbolt: range 15m; duration instant; non-stackable; reusable
Reusable on Windsday or in storm season. Invokes Typhon to cast a thunderbolt at the denoted target. The thunderbolt will strike (95% chance) and do 3D6 to the victim's CON. Countermagic can protect the victim as normal.

Windblow: range 5 miles radius; duration 1 hour; non-stackable; reusable
Summons a strong wind to blow through the area in a direction of the casters choosing. Bows firing upwind have their ranges halved; those firing downwind add 25% to the range and +10% to the users bowskill. Bows fired across wind lose 10% from shooters bowskill. Movement against the wind is at −1, with it is +1. On windsday or in storm season lasts all day. In Storm season the direction can be altered by 1-3 pts per hour.

Wind Wrestle: range 160m; duration 15 mins; non-stackable; reusable
Caster can cause one opponent within spell range to be buffeted by fierce loud winds. A different opponent may be selected every round. Whist under its influence, the victim loses 2 movement rate points, 2 strike rank and halves his defence. He must also make a POW×5% roll or be blown off his feet, a fumble causing him to take a D6 damage critically to a random hit location. On windsday and in storm season the spell lasts 1 hour.

Three Point Spells

Gale: range 10 miles radius; duration 1 hour; non-stackable; reusable
Causes a gale-force wind to blow though the area of effect from the direction of the casters choosing. All ranged missiles become useless and all save storm cultists have their defences halved. Most non-air cultists will prefer to stay indoors but this is not compulsory. Lasts all day on windsday and in storm season.

Guided Teleport: range unlimited; duration instant; non-stackable; reusable
Instantly transports the cultist on the wings of the storm to a place specified at the time of sacrifice the spell provided both starting and finishing places are in the open-air.

Stormday: range 10 miles; duration 1 day; non-stackable; reusable
Summons a full thunderstorm, not a rainstorm unless cast in sea season or on waterday. Reusable only on windsday or in storm season. Clouds roll and boil, thunder crashes and lightning falls. Anyone caught outside in a storm must make POW×5% roll until they succeed, if they fail the first, a bolt falls nearby, if they fumble any then the bolt hits them doing 3D6 direct to con. Runepriests often cast this spell on holy day ceremonies to provide the right atmosphere, crashing lightning and howling winds etc.

Wrath of the Storm: Range 160m radius; duration instant; non-stackable; reusable
Only runelevels may sacrifice for this spell. It is cast only as a last ditch attack on an insuperable chaos assault. It invariably costs the caster his life but grants him a Hero's death and immortality in the cults poetic weatherlore. When cast the caster offers his spirit to Typhon in return for calling down a hail of thunderbolts upon his chaotic enemies. All chaos creatures inside the spell range will be hit by d3 bolts, each doing 3D6 directly to CON. All other creatures must make a POW×5% roll to avoid being hit by a single bolt. Chaos creatures killed in this manner may not divint or be resurrected. All cultists sacrificing for this spell may add D6 to their charisma for this is the cults most prestigious spell and such cultists have dedicated their souls to Typhon. Cultists possessing this spell are not allowed to marry though there are no other celibacy restrictions.

Subservient Cults

Cult Spirits of Reprisal

Typhon deals with major transgressors by casting a lightning bolt at them which does 3D6 to CON. Further, unless they do penance, he will continue to fling thunderbolts at them every windsday and in storm season each day. Further, when in combat they must roll POW×5% every round or be hit by a thunderbolt unless they are fighting chaos or water. Lesser transgressors draw lesser air spirits that inflict him with such nuisances as a permanent windwrestle and the opposite of windrush. The winds reduce his hearing, halving his listen and such effects, the scale of which is proportional to the offence.

Associate cults

Blueface

The storm-god and the baboon hero share mutual interest in the spoken word and in slaying chaos. Despite their widely differing habitats the two cults have occasionally mounted combined operations. Blueface is willing to teach any Typhon cultists baboon folksinging and baboon speech @ ½ price provided they travel to Blueface jungles.

Bullhead

The disorderly Earth cult reveres Storm and in recognition of similar attitudes and beliefs Bullhead offers

Speak to Beasts: range 160m; duration 15 mins; non-stackable; reusable; 1pt
Enables the recipient to converse with mammalian animals of Int less than or equal to 3, they can be influenced by oratory. One animal type may be conversed with per round.

Jack

The shadowthief and the storm god both assisted the lightbringers in their quest. Jack was impressed with Typhon's sense of honour and now no thief will knowingly steal from a Typhon cultist.

Mater

Grateful for the rains, the Earth mother grants a free Fieldward to every Typhon temple.

Mistral

The gentle windchild god did not fight chaos for his father thought him too young. The two remain close, windchildren often dwell in and around Typhon temples. Mistral offers his father

Free Ghost: range 160m; duration instant; non-stackable; reusable; 1pt
Upon a successful POW vs. POW roll, this spell unbinds disembodied spirit and returns it to the freedom of the winds.

Viking

The berserker god fought with his brothers, Thunor and Tempest and his sister Valkyrie alongside their father. Of the three brothers only Viking survived and he slew himself to enter hell, there he would have remained were it not for the Storm god. Viking was eternally grateful and offers his father

Berserker: range 80m; duration 15m; non-stackable; reusable; 2pts
Can only be cast on a willing cultist. Functions as Fanaticism, Vigour and Countermagic 2. Compatible with strength, shield etc. The recipient cannot be demoralised and must make an int×1% roll to stop fighting when before the spell expires when he runs out of enemies. A berserker with no obvious foe will attack friends, mounts, trees etc. Functions at double strength vs chaos.

Zorak Zoran

Typhon and the Troll Death god have often fought chaos side by side, despite Zorak Zoran's lack of culture, perhaps the storm god sees a spirit akin to his lost sons. Zorak Zoran gives Typhon

Seal Wound: range 160m; duration 15 mins; non-stackable; reusable; 2 pts
When cast upon a weapon, any damage done by that weapon cannot be healed or regenerated but must heal naturally. When cast upon the recipients' person, it affects all natural attacks.

Miscellaneous notes

Cult skills

Lyric Poetry: Oratory skill; base D3-1×5%; cost: 500/1000/2000/4000
The cult is known for its member's appreciation of all forms of poetry and many cultists use nothing else in everyday affairs. It is of great importance to the cult for it replaces literacy and the cult knowledge, lore and history is recorded in poetic form. Typhonian lyric poetry is heavily metrical and usually alliterative.

Sense Chaos: Perception skill; base 5% (Typhon initiates only); cost: EXP/EXP/EXP/EXP
This skill is an arcane gift from Typhon to all his initiates that allows them to detect the taint of chaos, be it the presence of chaos-features in a specific individual, a general presence on a wide scale in an area or the proximity of raw-slime.

Weather Lore: Knowledge skill; base 0%; cost 400/800/1600/3200
This is the knowledge of all matters pertaining to the weather, cult history and lore etc.

Allied Spirit Familiars - the Storm Crows

Typhon cultists use storm crows as familiars. These birds are carrion-eaters that flock around Typhon temples; they are of great mystical significance for they are believed to escort the souls of the dead to their final resting place. As familiars the storm crows have the following stats:-

StrConSizDexIntPow WeaponsSRAttackParryDamage
D63D613D6+33D63D6+6 Peck9DEX×5%-D3

They have the skills of spot hidden and listen @50% plus bonuses and flying and sense chaos @ 90% plus bonuses. They speak stormtongue @80% plus bonuses, all other manspeech tongues @50% plus bonuses, all eaglespeech related tongues @20% plus bonuses and all other languages save atyari @5% plus bonuses.

Quicksilver - Runemetal of Air

The runemetal of quicksilver is normally used to adorn the iron armour by Typhon runelevels whereby it appears to flow and more on the surface. Such armour frequently incorporate designs involving birds and the best cult armours are extremely impressive with runemetal flying creatures and other animated cult symbols.

As a runemetal in its own right, armour may be fashioned from it by a skilled armourer and if attuned by an air runelevel, it is completely unencumbering, however, such armour is rare and quicksilver is used only in Iberia in any real quantity plus small deposits in high demand in south Italy and north Africa.

Starting Character Stormbringers

A character starting in Typhon will have any two attacks from 1-handed spear, 1 handed axe, any bow @ 50% plus bonuses, the corresponding weapon parries, small shield parry and the third weapon attack are at 30% plus bonuses.

The non-weapon skills of lyric poetry are at 60% plus bonuses, climbing and jumping @ 50% plus bonuses, one of listen, spot/set ambush, spot hidden, spot trap, tracking, oratory or a stringed instrument is @ 50%, the others are all at 30% plus bonuses, finally hide in cover and move quietly are at 25% plus bonuses.

They are taught farsee, mobility, fanaticism 1 plus either bladesharp 2 or co-ordination and either protection 2 or shimmer 2.

Starting characters will have a complete set of weapons (spear, axe, bow, small shield) and light infantry armour plus a D10sh.

Finally they gain a complete set of normal raise rolls.

Sample Lyric Poetry

Many cultists use set-piece stanzas and couplets in everyday affairs. Some use nothing but poetry for communication and all will use certain verses in ritual situations. The following are some of the more common verses heard.

When summoning a poet to recite:

Come perfect Poet - Sing your song.
Lyric lies over right and wrong.
Should you sing sweetly, gifts you gain
From Lord of Lyric - Wind and Rain.

From a much longer poem called The Dove's Lament a vilification of the Moon:

Bastard, bastard, bastard Lunars.

On request for healing from a Matar cultist:

Lovely Lady, Mother of Men,
Hear the plea of Windlord weary.
Let my head lie upon your lap,
Bathe bloodied brows, heal hurts and woes.

A challenge to chaos upon meeting but before engaging:

Foul slime, Creation's curse, begone!
Turn your back, flee in fear!
You are evil, I will slay you!
Lie and whimper before me.

On requesting healing from a Luciferan:

Lord of Light, Prince of Peace,
Many foes have I fought.
The slain Sun arises.
Blood buys the Light of Life.
Binding wounds your weregeld.

On offering service to a Matar priestess:

Wealthy womb of Mother Earth
Stormlord, I, your servant-slave,
Wealthy gifts, this Windlord lacks.
All I have is yours to hold,
Gentle rains that raise your corn
Cooling winds caress your skin.
Steadfast spear to face your foes.
Your blessing is my desire.

A call to arms to fellow Typhonians:

Our brother betrays us!
Rending the Veil in Void.
Chaos comes. Grossest gorp!
Sing as you slay the slime.

On accepting a call to arms:

Bring me my Bow of Lightning Bold.
Bring me my arrows and my lyre.
Bring me my spear. Oh clouds unfold,
Bring me my Thunderbolt of Ire.
I will not cease from strife or fight,
Nor will my axe sleep in my hand.
Till I have slain the slime by might
And cleansed this green and pleasant land.

The following is a call to aid to non-Typhonian Lightbringers but is often used by Lightbringers to as aid of a Typhonian.

Chaos! Chaos crawls from the Void.
The Broos bruised me, the Horns harmed me.
I tread the impossible trail
And seek those who will walk with me.
You are not the first of my friends 1
Others journeyed with me to [insert word] 2.
Satanus slew them. They have died.
Alone I am helpless. Chaos grows!

Notes:

  1. The last four lines are obligatory if requesting aid to repeat a failed enterprise.
  2. A word relevant to the cult of the listener is inserted here:
    Cult:HelioHumaktJackLucifer MithrasRhadamanthusTyphonViking
    Word:ShineGuardStealHeal MarchJudgeSingSlay

A call to travel to a certain place:

Lords and Ladies, Kith and Kin,
Evil lurks, Chaos cometh in,
Storm summons us, need is great
March/Walk/Ride/Travel to [placename], do not wait! 1

Note:

  1. This line is modified to scan with the placename, (septosyllabic).

A challenge to Water cultists:

Lo! Sea has reared himself a throne -
A sunken city, lost alone.
Resignédly beneath the sky,
The melancholy waters lie
In fear. Drifting, daring not
To face the fury ne'er forgot
Of Stormlord raging for revenge
Against the thieving brother-friend
Who stole that place above the Sea
Let's battle brother, I and thee.

A challenge to Helios cultists:

Hotle Helios' radiant orb
Burns brightly, yet between thy
Majesty and Mother Earth, Winds
Cooling clouds and bear my
Challenge to the Charioteer

A challenge to Mithras cultists:

Stolid soldier, too still though stands
To advance with agility.
Cross spear with me, I'll teach you straight
The merit of my Mobility

A challenge to Vulkan cultists

Feckless son of fallen father,
By treason's tragedy unmoved
When Honour's horn the coward called,
Disowned by deedless waiting.
Wilt Windord's fury Wayland meet?
Or cowers the craven Smithgod still?

A challenge to Phoenix cultists, unless they are evidently chaotic, when the chaos challenge may be used:

Unholy Flame of Chaos Fire,
Bird of brother's bastard train,
Fly in fear! Flee! Go far! For
Fight me and I quench your flame.

Acceptance of a challenge from anyone:

With this eye, I see you!
With this ear, I hear you!
In this place, I face you!
With this [spear/axe], I meet you!