From: "G.G.Lepper" To: wfrp@gojira.monsta.com Subject: WFRP: Even More Gnome Stuff The final, and most mysterious deity is Randandill. Gnome society is rich in folklore and stories. Usually it involve Ringil outwitting someone, or rescuing wayward Gandangil. However, in many stories, Ringil is accompanied by a mysterious Raven. This Raven is believed to be Randandill, the cynical brother of Ringil. It was believed that Randandill, of all the gods, sought out the "truth", the secrets that lie behind reality and perceptions-and discovered it. However, the knowledge altered his nature, and now the god straddles deceit and honesty, light and shadow, the truth and deception. Randandill embodies cynicism and a world wearyness. Many Gnomes, jaded of the world, turn to his worship, and involve themselves in the mysteries of this cult. Alignment: Neutral Symbol: None for certain, but all temples and ceremonial robes bear a cross with all legs the same length: a "+". Area of Worship: Worshipped in Bleakbearing, and in small groups amongst Gnome society. Gaining in popularity in Bretonnia. Temples: The only major temple is in Bleakbearing. In most shrines of Ringil, one of the two adjoining shrines is dedicated to Randandill. Friends and Enemies: All human cults are fairly ignorant of this cult, perceiving it as a cult to Ringil's brother, one who represents old age (of course, this is wrong-but many facts about Randandill are mysteriously obscured outside of Gnome culture). Holy Days: One holy day, secretive, celebrated in Bleakbearing, when Randandill allegedly saved it from a rampaging army of goblinoids. Many local Gnome communities have local holidays, when enemies were turned back by illusions and deception. Cult Requirements: Must be an adult Gnome, capable of keeping a secret, and intensely curious about the nature of things. Strictures: 1) Never act openly against an opponent 2) Don't reveal the nature of the Cult to non Gnomes, and don't reveal Cult secrets even to Gnomes 3) Always pursue knowledge 4) Protect Gnome society 5) Never kill a raven 6) Never act openly, conceal all your actions, and conceal your concealment-none must know you're plotting or seeking knowledge. Spell Use: Clerics of Randandill may use all Petty spells, Illusionist spells, and the Elementalist Level Three Spell: Become Ethereal, and a few cult spells. All illusionist spells only cost the Gnome half the magic point cost of the spell. Skills: They must buy one of the following per level: Acting, Charm Animal Raven, Hypnotise, and Ventriloquism. Trials: The acquisition of an ancient tome, the defense of a Gnome community, a deception that provides Gnomes safety from the outside world (example, tricking a nobleman in to leaving the Gnome community alone). Blessings: Blather, Spot Trap, Palm Object, Charm Animal-Raven, Conceal Urban or Rural, Hypnotise, Charm, Ventriloquism, and favored tests are Observe, and Bluff. Career Exits: The may become Diplomats, Gnomic Loremasters, Spy, or any thieving career. Spells: Wisdom Petty Magic Range: Personal Spell Cost: 1 Duration: One turn Ingredients: Powdered glass Allows the Gnome to sense when they are being watched. May be extended each turn at the expense of another point. They have a general sense of the watcher, and the degree of interest the viewer has on the Gnome. Speak to Raven Level 1 Magic Points: 2 per turn Range: 10 yards Duration: 1 turn + Ingredients: Raven feather The Gnomic cleric, while concentrating on any single raven in the area, may telepathically communicate with it on a rudimentary level. May ask the raven what it has seen, where it has been, what is around, or how far to a location, and may, at the expense on two additional points, get the raven to carry out a single task, which it is then obliged to fulfill. This task must not senselessly endanger the ravens life. If the raven dies under the influence of this spell, the cleric loses all Clerical spell casting abilities until they fulfil their penance. Contact Raven Familiar Spell Level Two Magic Points: Four to cast Range: Personal Duration: Permanent Ingredients: gold jewelry, valued at least 100GCs. This will summon a Raven Familiar, who will act like the Raven Familiar for the Old Faith. A servant of Randandill, the Raven may be revoked at the breaking of any stricture by the GM, and this spell may not be cast until penance is done. The familar gives the skills of Excellent Vision and Divination to the Cleric, as well as a +10 bonus to Initiative as long as the spectral raven is within 10 yards. In all other aspects the rules for this raven are the same as for familiars of the Old Faith, with the exception that the Raven is allowed to make itself visible, withing 10 yards, and may go beyond 10 yards, to a distance in yards equal to the Clerics Will Power, for a duration of rounds equal to the Cleric's Will Power. However, when the Raven goes beyond ten yards, the bonus skills and Initiative are lost until the Raven returns. If the Raven Familiar is killed, the Cleric loses 1d6 Wounds, 1 toughness, 1 fate point permanently, and may no longer acquire a Raven familiar, and must do penance to continue in their Clerical studies. Eyes of the Raven Spell Level 3 Magic Points: 4 per round Duration: one round plus Ingredients: a small gem, worth at least 20 GCs If the caster meditates, and then casts this spell, they may direct their Raven Familiar to fly in any direction, and as long as the Cleric meditates and spends MP, may direct the Raven, and see through it's eyes. If the Raven is killed, the normal effects happen, and the Cleric loses 1d10 off of WP, Int, and Cl permanently from the shock. When the spell is ended, the Cleric awakens from the meditation, and the Raven will return in the number of turns it took for it to fly to it's destination. Manifest in Familiar Spell Level: Four Magic Points: 10 + 2 per turn Range: personal Duration: 1 turn or more Ingredients: small ebony raven figurine (worth about 20 GCs, freq: rare). This allows the Cleric to shapechange and occupy the form and spirit of the Raven Familiar. The Cleric has all the Physical stats of the Raven, and the Clerics own Mental Stats. The Cleric may then fly about without anyone noticing. The Cleric may make the Raven appear, but then it is possible to be attacked with non magic weaponry. Otherwise the Raven/Cleric is ethereal. No spells may be cast. The Cleric may then fly somewhere, land, and end the spell, and be in a new location after having scouted out the area. If the spell ends while in flight, the Cleric takes falling damage from the relevant height. If the Raven form is killed (T=1 W=1 !!!), then the Cleric is irrevocable killed, and the Raven Familiar is destroyed, and the mutilated Clerice body falls from the heavens or trees, or wherever it's perched. The GM should make sure the player knows how much time is left each turn. But if the fool Cleric tries to cross great bodies of water, or tall mountains, they should face the consequences. If all goes well, at the end of the spell, the Raven Familar manifest itself as the Cleric emerges from the Raven's body. Doing this publicly breaks cult strictures. Cheers! Rev. Garett Lepper zza95ggl@sheffield.ac.uk "Before bed, I prefer to bludgeon myself to sleep." -DM, Bob 3:16