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Chaosium Digest Volume 17 Number 02
Chaosium Digest Volume 17, Number 2
Date: Sunday, November 17, 1996
Number: 1 of 2
Contents:
The Cult of N'tse-Kaambl (F. & J. Sronce) CALL OF CTHULHU
Spells of N'tse-Kaambl (F. & J. Sronce) CALL OF CTHULHU
Editor's Note:
This week, a plethora of articles on the obscure Dreamlands goddess
N'tse-Kaambl. Also, over in V17.3, a magical weapon for Pendragon.
Shannon
RECENT BOOKS OF NOTE:
* Call of Cthulhu - _Jirel of Joiry_ (Ace, 212 pg., $5.50), by
C. L. Moore has recently been released in a new edition. This isn't
properly Lovecraftian or Mythos, but the five stories contained
within were all originally published in _Weird Tales_ in the
1930s. Together, they form one of the best pulp sword & sorcery
sagas around. C. L. Moore was also one of the youthful
correspondents of H. P. Lovecraft (see Selected Letters V), and
doubtless one of those who distinguished themselves the greatest in
later life.
MARKETPLACE:
When someone has obscure, out-of-print Chaosium material for sale, I'm
happy to mention it here.
For Sale: Black Sword & Stealer of Souls, signed by Ken Rolston. The
Pendragon Campaign, signed by Greg Stafford, and more. For more info,
write Danny Bourne (d.bourne@dial.pipex.com).
--------------------
From: fsronce@tcac.com (Frank and Jennifer Sronce)
Subject: The Cult of N'tse-Kaambl
System: Call of Cthulhu
In _The House of the Worm_, Gary Myers makes mention of a new goddess,
N'tse-Kaambl, who is worshipped in the Dreamlands. What follows is a
write-up of this goddess and the strange cults which honor her, taken
from my Dreamlands campaign, "The Children of the Worm."
N'TSE-KAAMBL, Elder God
"those priests... came armed with scrolls and holy periapts and
chanting of the goddess N'tse-Kaambl whose splendour hath shattered
worlds."
-Gary Myers, "Yohk the Necromancer."
This goddess is little known outside of the Dreamlands. She is
referred to as a goddess of beauty so transcendant that mortal man
cannot look upon her and live. She appears as a vaguely humanoid form
outlined by a brilliant, golden light. This radiance can be lethal to
everyone in the vicinity. Every creature within sight of her will
begin to take damage the moment that the goddess manifests
herself. Turning away from her will reduce the damage done to minimum,
but does not eliminate it. Anyone who goes mad from the sight of this
goddess will stare at her in rapture until death overtakes them.
The goddess is honored by inhabitants of the dreamlands as an enemy of
the Outer Gods and their minions. Her name is invoked by many in the
mistaken belief that it provides protection against them. There is a
talisman sacred to her which does provide such protection, but her
name alone has no magical properties.
While N'tse-Kaambl often acts in opposition to Nyarlathotep and the
Outer Gods, she is not necessarily an ally to mankind. She is an
enigmatic, alien force of great power. The goddess never actually
speaks, but can project telepathic images into any nearby mind with a
gesture. The yellow-skulled priests of Yuth are her most devoted
followers, and the twisted rituals of their worship may show the true
nature of N'tse-Kaambl.
N'TSE-KAAMBL, She Whose Splendour Hath Shattered Worlds
STR 30 CON 30 SIZ 18 INT 50 POW 80
DEX 50 APP 100 Move 18 HP 24
Damage Bonus: +2d6
Weapons*: Touch 50%, damage 5d6
Unearthly Splendour 100%, 3d6 damage to everyone within sight
* All damage done by this goddess is doubled against creatures of the
Outer Gods
Armor: none.
Spells: Doubtless many, but she rarely uses any in person.
Sanity Loss: 1d3/1d10 Sanity points to look upon her, in addition to
the damaging effect of her presence. If someone is somehow able to see
her true form despite the brilliant glow surrounding her, the San loss
should be doubled.
WORSHIPPERS OF N'TSE-KAAMBL
This goddess is revered by many priests in the Dreamlands for the
protection her name is said to provide against the Outer Gods. This
gives them courage to face practitioners of dark magic, but
unfortunately that protection is gravely exaggerated. Few people
worship her exclusively.
The priests of Yuth are a different story entirely. They live in an
abhorred monastery in the distant vale of Yuth and honor her with
ritualistic self-mutilation and torture. Their faces are often
stripped of flesh so that the yellowing bones of the skull are
visible. Their guards use weapons coated in strange poisons and they
are widely (and justly) feared by ordinary folk. Priests who must go
forth amongst normal people wear skull masks over their own fleshless
faces. Priests of high standing wear masks of gold in public and are
usually quite psychotic.
The priests of Yuth believe in the "Kaltek Val Non", the final
apocalyptic battle where victory is impossible. The highest honor that
any man might have is to die fighting in that ultimate battle. While
they are the most steadfast of opponents of all the Outer Gods and
their minions, they are notoriously fanatical and may attempt to slay
or sacrifice anyone engaging in unusual activities. They believe
strongly in signs and portents and may see any odd astrological
phenomena as a sign that the "Kaltek Val Non" is about to begin.
While they are not as debased as the worshippers of the Outer Gods,
the priests of Yuth are in many ways just as dangerous. Unknown to
most people, a small number of the priests act as spies for the cult,
blending in with ordinary people. These agents engage in even nastier
forms of self-mutilation and ritual self-punishment that leave no
outwardly visible scars.
The priests of Yuth celebrate a strange Mass and anoint a talisman
sacred to the goddess "which is useful to those who would profane that
which belongs to the Outer Gods." At least once in the past a foolish
thief has stolen the talisman to provide him with protection against
those Gods only to have the priests of Yuth recall the talisman from
his grasp when he needed it most.
It is up to the GM to determine whether this cult is wholly restricted
to the Dreamlands or whether the monastery of Yuth actually exists in
the waking world. If it does, then the skull-faced priests will remain
in seclusion, never leaving their temple if possible and keeping their
faces carefully covered if they must. A larger portion of the cult
will maintain a semblance of normality and infiltrate outside
organizations, but the leaders of the cult will all be horribly
disfigured.
Seeing a full priest of Yuth without his mask can cause 0/1d6 San loss
in normal people.
--------------------
From: fsronce@tcac.com (Frank and Jennifer Sronce)
Subject: Spells of N'tse-Kaambl
System: Call of Cthulhu
SPELLS OF N'TSE-KAAMBL
The following spells are commonly associated with her priesthood. Most
of them are unknown outside her temples. Those spells associated only
with the yellow-skulled priests of Yuth are marked as such. Yuth is
the location of their main temple, and may also be the name of a
subordinate godling who serves N'tse-Kaambl.
All of these spells are presented in the following format:
Spell Name (MP or POW cost, San loss, Base casting time)
Additional Names the Spell is Commonly Known By
[Source of the spell, if known]
A description of the spell's effects, and any further explanations
required.
[Any additional notations or cautions for the use of the GM.]
If the spell name is marked off with asterisks, then the spell is
particularly powerful and the GM should consider all of the possible
effects carefully before introducing it into a campaign. The GM may
also wish to rule that some or all of these spells are weaker or even
powerless in the waking world, as N'tse-Kaambl's cult is based in the
nDreamlands.
A contest of Magic Points may be substituted for the contest of POW in
any spell which calls for one, at the GM's option.
*Burning Splendour* (16 MP per round, 3d6 San, 3 rounds)
[N'tse-Kaambl]
The caster of this spell must cast his arms skyward while invoking
N'tse-Kaambl. The spell surrounds the caster with the shimmering
splendour of the goddess, which lights the entire area with a golden
glow. Everyone seeing the caster suffers 2d6 damage (creatures of the
Outer Gods suffer 4d6). Turning away reduces the damage to minimum,
but does not eliminate it. Armor has no effect upon this damage but
opaque walls will stop it. Maintaining this spell is strenuous; the
caster can undertake no activity more complicated than a slow walk.
[Without a source of additional magic points, most people cannot
maintain more than a single round of this spell. This still does 2d6
damage to everyone in the vicinity, and 4d6 to all creatures of the
Outer Gods, so it remains a very potent combat spell for a lone
caster. If the caster has access to a supply of external magic points
sufficient to maintain the spell for several rounds then it becomes
capable of destroying entire legions of servitor creatures or
slaughtering hundreds of men.]
Chant of the Twelve Glories (4 MP per minute, 1 San, 1 minute)
[N'tse-Kaambl]
This spell consists of the caster singing the glories of the goddess.
It is normally cast by several priests simultaneously. A successful
Sing roll is required to cast it successfully in any stressful
situation. All creatures of the Outer Gods must resist half of the
total MP expended by every caster with their own POW or retreat from
the area for at least one minute. The chant is mostly useful for
driving away minor creatures of the Outer Gods and animals tainted by
their power.
[This spell is not particularly useful because it requires a large
number of casters working together to repel anything but the weakest
of creatures. The casters have an effective POW of 2 per caster versus
the POW of the creatures being driven forth.]
*Communion of N'tse-Kaambl* (8 MP, 0 San, 10 minutes)
[N'tse-Kaambl]
This spell requires an enchanted statuette of the Goddess. By holding
it and casting this spell the caster can sense the thoughts of anyone
else touching a statuette. Whenever someone casts it, all other
statuettes on the same planet will begin to shimmer faintly,
signalling that someone desires contact. Normally the highest ranking
member of each priesthood will cast this spell in turn, enabling them
to all communicate. The communion lasts until every priest who cast
this spell lets go of their statuette, or after 2 hours, whichever
comes first.
[If this cult is widespread, then this becomes a very useful spell,
enabling the high priests of each temple to communicate at will. In
the modern world it is much less impressive, becoming nothing more
than a magical conference call, since sending messages is phenomenally
faster in the modern world than in the Dreamlands.]
*Contact N'tse-Kaambl* (1 POW, 1d6 San, 5 minutes)
[N'tse-Kaambl]
This spell can only be cast at a place open to the sky. The caster is
expected to remain in the vicinity for up to 24 hours, awaiting the
goddess's appearance. The goddess will usually send a projection to
the caster's presence. Everyone in the vicinity of the projection will
take 1d6 Hit Points of damage per round from her presence and averting
their eyes only reduces the damage to minimum. Thus, conversations
between the caster and the goddess must be swift lest her mere
presence slay him.
[It is also possible for the goddess to come in person in response to
this spell, but that is rare beyond measure and almost certainly fatal
for the caster. The base chance of receiving any response to this
spell is equal to 1/2 of the caster's Luck roll.]
*Icon of N'tse-Kaambl* (2 POW, 1d6 San, 1 day)
[N'tse-Kaambl]
This spell enchants a shining talisman, vaguely remiscent of a woman
standing with her arms raised. Normally the talisman must be made from
purest gold. If presented forcefully, it can drive back the forces of
the Outer Gods, but this drains 1+ MP per hour from its holder,
depending upon the power of the creature(s) being repelled. When the
holder reaches 1 MP, the talisman will not drain any more from them,
and its protective properties will also end.
If only held on the character's person, the Icon will still drain
Magic Points from its holder, but it provides less protection. Its
presence will prevent creatures of the Outer Gods from seizing or
harming the holder, but will not prevent them from tugging at his
clothes or snatching away his weapons or light source.
[While an Elder Sign is designed to seal an area against the creatures
of the Outer Gods, this talisman is designed to protect the holder
against them personally. As such, it is a very powerful defense. The
MP drain will vary greatly depending upon the situation. A general
rule might be 1 MP per hour per lesser creature being held back, 2 MP
per hour per greater creature, and up to 4 MP per round to hold off an
Outer God. The icon holds them at bay, but does not drive them away;
most creatures will merely mass around the holder and gleefully follow
them until their energies are finally sucked dry.
Remember that if investigators attempt to pass this talisman from one
person to another, they must spend at least one round defenseless as
it is changing hands.]
Inversion of Pleasure (12/4 MP, 1d10/1d3 San, 2 rounds)
[Yuth]
This curse is cast upon a single victim. It costs 4 MP and 1d3 San for
the caster to use this upon himself, and 12 MP and 1d10 San to cast
upon another person, who must be within 10 yards. If the victim loses
a POW contest with the caster, their nerves are altered so that
pleasure and pain are reversed. Everything that used to feel good to
them (a soft touch, a tasty meal, a sexual encounter) now causes pain
instead. Formerly painful things (a papercut, hunger pangs, a blow to
the head) now produce feelings of delight.
The character can be treated as immune to pain, but this misses the
true nature of the curse- even eating now becomes a painful
activity. Normal life is impossible. Anyone left under this curse
loses at least 1d6 San per week and eventually commits suicide,
usually in some horrific (and immensely "painful") manner. If this
spell is cast upon someone again, it reverses their feelings back to
normal. The curse is not permanent, but lasts 1 week per POW of the
caster. Very few people live long enough to outlast the spell.
[This curse is occasionally used by the Priests of Yuth to torment
those who have acted against them. They also use it upon themselves.
Any devout priest of Yuth can be considered immune to the effects of
pain and injury and their morale may actually be improved by
wounds. For them, the boundaries between pleasure and pain have been
completely blurred.]
Lure of the Womb (10 MP, 1d4 San, 3 rounds)
[N'tse-Kaambl]
This spell requires the caster to stand perfectly still with arms
outstretched towards the target(s), who must be within 20 yards.
Everyone targetted must resist the caster's POW with their own or feel
drawn towards him. Each additional person being targetted reduces the
caster's effective POW by 1. Those failing to resist will see the
caster as a source of comfort and aid. Unless they can roll INTx5 or
less, they will fall into a daze and walk into the caster's arms. Even
if they succeed in the INT roll, they will still be unable to attack
the caster and can only flee at 1/2 their normal movement. The draw
lasts until the caster takes some other action, such as knifing his
victim in the back. After five minutes, the trance will end
regardless.
[This spell works wonders on animals, which are generally too
unintelligent to succeed in the INT roll. It has no affect upon any
creature which does not have the appropriate emotions to evoke, so
most creatures of the Outer Gods will be unaffected.]
Recall Icon (16 MP, 1d4 San, 10 minutes)
[N'tse-Kaambl]
This ritual can be used to retrieve a lost Icon of N'tse- Kaambl. The
caster must concentrate on the Icon in question, and beckon for it to
come forth. The current holder of the Icon can attempt to resist by
matching his POW against the summoner. If the holder fails, or if the
Icon lies unattended, it will shimmer and vanish, reappearing in the
arms of the caster of this spell.
This spell can affect an Icon anywhere on the same world as the
caster, but cannot reach through space. In general, the caster can
only attempt to recall an icon which he has personally touched in the
past.
[If one of these valuable talismans is stolen, the priests will first
use the Communion of N'tse-Kaambl to spy upon the thief. If he remains
close enough to capture physically, they seize him. Otherwise they
will use this spell to retrieve it, preferably when the thief needs it
most. The existence of this spell is naturally kept secret, even from
most cult members.]
*Seal of True Purpose* (1 POW, 0 San, 1 hour)
[Yuth]
This ritual binds the caster's mind with a Mission. This is His
Mission, and nothing can dissuade him from it. The result of this is
that all San loss he experiences (whether from monsters or
spell-casting) is deferred until after His Mission is complete or has
ended in obvious failure. This can really total up, particularly if
the Mission is a long one.
This spell will only work if cast with something that the caster
really cares about in mind. Furthermore, the caster's mission will
grow in importance to him as the accumulated San loss piles
up. Whenever the GM feels that the caster might be putting off an
opportunity to accomplish his mission (whether because it is too risky
or because of moral qualms about the means involved) he should roll
%. On a roll equalling the accumulated San loss or less, the character
feels an unreasoning urge to try and fulfill his mission, no matter
what the cost. If the GM rolls 1/5 of the accumulated San loss or
less, the character MUST take the opportunity to try and fulfill his
mission or the spell ends right then and there.
When the spell finally ends, the caster loses all of the accumulated
San loss at once. This generally means permanent madness or even
immediate death, unless the mission was a very short one.
[This spell can be a very powerful aid to investigators because
someone who has cast it can bear the sight of even the most potent
deity and will simply not go mad until after his mission is complete
or has ended in abject failure. It is also appropriate for NPCs who
are obsessed with accomplishing some particular goal to the exclusion
of all else.]
Swift Run (1 MP per yard and 0 or 1 POW, 1d4 San)
[Yuth]
This spell enables the caster to increase his movement rate. It cannot
be cast upon other people. A normal human can move 8 yards per
round. This spell can add 1 yard to that distance per MP expended. If
a character increases his movement to at least double the actual
distance being travelled, the GM may allow him to move there and still
act normally. The spell normally lasts for only a single round.
If 1 POW is expended along with the MP, then the caster's Move will be
increased for as many days as the caster's original POW. The caster
must still make an all-out run in order to achieve these superhuman
speeds; it cannot be used in most indoor situations.
[The priests of Yuth sometimes use this spell when sent forth on
important missions. They run tirelessly for days, covering inhumanly
long distances with ease. If someone manages to increase their Move to
a phenomenal rate, the GM should require DEX checks to deal with any
sudden obstacles. Tripping over something at 60 miles per hour can be
fatal.]
*Tendril of Wrath* (1+ POW, 2d6 San, 1 hour per POW)
[N'tse-Kaambl]
This spell causes a portion of the caster's soul to tear itself
free. It becomes a shimmering, serpent-like tendril of brightly
colored energy. The color will match the aura of the caster. It has
whatever goal the caster set it when casting this spell; normally to
seek out and slay a particular person.
The shimmering tendril will snake out, slithering through the air
towards its target. It can pass through stone as easily as air, but
must detour around living creatures. It will seek out its target using
whatever knowledge the caster possessed. If it cannot locate them, it
will lose 1 POW per day until it fades from existence. If the caster
had inexact knowledge of exactly who he was trying to target, then the
spell will hunt for that person using the caster's knowledge. It moves
as many yards per round as the caster's INT and is tireless. It can
also expend one of its stored POW to sense the current location of its
target.
When the tendril finally reaches its target, it will strike like a
snake, lashing out. The tendril uses its caster's Idea roll as its
attack skill. If it hits, it does 1d6 damage per POW invested in
it. This attack bypasses all armor. The target must also roll their
POW versus the damage done or be struck unconscious for 1 hour per
percentage point that they failed to resist by. If it misses, it will
continue to attack each round until it successfully strikes. Having
done so, the tendril will disintegrate.
The tendril is difficult to defend against; it has no physical form to
harm. It is vulnerable to only a few spells, which can affect souls
directly. Against these it has an effective POW equal to twice the POW
invested in it.
[This is a very powerful spell of assassination. If the caster is
willing to expend 5+ POW, any human target will almost certainly be
slain. The mere existence of this spell is a closely guarded secret in
this priesthood and only a few of the highest ranking priests will
ever know it. It is unlikely to be written down for fear that the
writings might fall into the wrong hands. Only the most trusted of
outsiders would ever be allowed to learn it and they would be sworn to
many oaths of secrecy.
While no spell-caster would ever use this spell casually, the
priesthood fears that ordinary people would turn against them if they
knew of its existence.]
--------------------
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