Zathare: Ranathim Sorcery

Alternate Names: Anala Izathan, Ranathim Sorcery

When Ranathim speak of the Anala Izathan, they most often mean Zathare specifically. The typical practitioner of Zathare, a Zathan or a warlock, tends to be wealthy enough to hunt down strange and rare relics, which he collects in his grand estate, as well as ancient tomes detailing powerful psionic rituals compiled by other, more ancient warlocks. He speaks Lithian, even if he’s a non-Ranathim practitioner, and many warlocks are non-Ranathim (humans find it especially appealing).

To the Zathan, the “Divinities” of the Divine Mask are just psionic energies and forces that can be understood and negotiated with. Their focus is not on channeling the divine directly, as cults or Ranathim witches do, but in harnessing that energy to empower and improve their psionics. Zathare teaches techniques and skills that can improve any psion’s power, but their preferred psionic powers are Pyshic Vampirism, Psychokinesis and Telepathy, though they regularly pilfer the cults of the Divine Mask for additional psionic knowledge. They use ornate rituals, rich Communion imagery and words of power found buried in old Lithian to empower their abilities.

The warlocks of Zathare have little respect for the divinities of the cults, but when they do treat directly with the Gods of the Domen, they do so as equals, negotiating for power. They take a Communion Oath, twisting their own destinies in service to one or more (often many!) paths to gain access to some specific miracle. Thus, the most powerful warlocks are often constrained by their own arcane oaths and, if forced to break them, will suffer a dark fate indeed.

Zathare as Esoteric Style 3 points

Required Skills: Occultism, Theology (Divine Masks)

Additional Psionic Skills: Instill Terror, Mind Shield, PK Shield, Sensory Control, Steal Energy, Steal Life, Suggestion, Telerecieve, Telesend, TK Crush, TK Grab, TK Lock.

Perks: Communion Oath, Dark Contract, Psionic Ritual (Any), Psionic Style Adaption (Any Domen), Psychic Symbolism (Any Path, Psychic Vampirism or Psychokinesis or Telepathy), Secret Words.

Optional Traits: IQ

Optional Advantages: Language (Lithian)

Optional Disadvantages: Curiosity, Destiny (Any negative Domen destiny), Jealousy, Overconfidence, Selfish, Vow (The Law of any Domen).

Optional Skills:Connoisseur (Relics), Connoisseur (Places of Power), Fortune Telling (any), History (Ranathim), Literature (Ranathim), Religious Ritual (Divine Masks)

New Traits

Perks

Communion Oath: Provided the character has an appropriate disadvantage that is mitigated by following an oath, the character may purchase Learned Prayers directly, at full price, with an additional limitation based on an appropriate vow.

Dark Contract: The character may draw upon Dark Communion for additional psychic energy using the Dark Communion Contract rules.

Psychic Symbolism: You may add the symbol bonuses and penalties from a specific Path to the skill rolls of a specific power.

Psionic Ritual: You have a specific ritual that requires visible gestures and audible incantations. Performing this ritual improves one specific use of a psionic skill that must be defined up-front (the equivalent to a trademark move) grants +1 to that use.

Psionic Style Adaption: As Magical Style Adaption, Thamautalogy: Magic Styles page 27.

Navare: Ranathim Witchcraft

Alternate Names: Chivare, Anala Inavale, Domen Achamor, Ranathim Witchcraft

Navare is the most common of the Divine Mask practices that falls under the categories of Anala Izathare, or the practices, and is so closely tied to the Cults of the Divine Masks that many modern followers refer to it as Chivare and its practioners as Chiva even though this is technically wrong. For most Ranathim or other alien followers of the Divine Masks who find themselves far from the temples of the Dark Arm of the Galaxy, finding a Navare witch is usually as close as one can come to an actual chiva, or cult priestess, and even many cultists supplement their own style by dabbling in Navare, especially Domen Venalina.

Navare, literally “Healing”, studies the divine energies of Communion and how they interact with the living. Navare teaches that most disease and misfortune come from misalignments of Communion energy, or from angering the divine. When someone comes to them, they first check to see how they’ve misaligned with their own destiny by using Fortune Telling, then prescribe a treatment that aligns with appropriate Path symbolism using Esoteric Medicine. Some witches use gentle massage or herbal remedies to speed the recovery process, or use modern technological medicine (though this tends to be too expensive for the communities where Navare is most likely to be practiced).

Navare witches can also double as low-rent priests or priestesses. They have an extensive knowledge of the basics of all cults, and often specialize in a deep learning of one or two specific cults and even fold that imagery and powers into their work. Rather than serve a single god, the Navare witch usually claims to serve all gods, to walk any path as needed. This gives them a relatively unique ability to take on and set aside any mask at will, often literally. The masters of the art can set on the mask of, say, Fitres Venalina to pardon you of your sins, and then Sefelina Midra to free you from your bonds. As such, they often serve as the spiritual center for their communities if no cults exist, and as such, tend to be mistakenly called chiva.

Finally, the most recognizable aspect of Navare are their amulets. Small stone, bone, clay or wooden amulets festoon their abodes, places of worship and shops, all for sale. These amulets provide modest protection from evil supernatural energies, or even grant the wearer a moment of power or a small, modest miracle. They tend to be expensive, but beautiful, and even non-practitioners sometimes take to collecting amulets.

Navare as Esoteric Style 6 points

Required Skills: Esoteric Medicine (Divine Masks), Fortune Telling (any), Occultism, Meditation, Religious Ritual (Divine Masks), Theology (Divine Masks)

Secret Traits: Divine Mantle

Perks: Amulets, Path Healing, Foretell Destiny, Healing Power of Touch, Psionic Style Adaption (Any Domen), Pure Organic, Unusual Training (Fortune Telling replaces Diagnosis for “psionic” diseases only)

Optional Traits: HT

Optional Advantages: Reputation (Respected spiritual leader)

Optional Disadvantages: Selfless, Sense of Duty (Divine Mask followers; the Ranathim).

Optional Skills: Artist (Body Art, Sculpture, Woodworking), Diagnosis, Exorcism, Pharmacy (Herbal), Physician, Professional Skill (Massage)

New Traits

Perks

Foretell Destiny: The character may use Fortune Telling to detect a character’s Destiny trait, as well as to analyze it.

Healing Power of Touch: Characters may roll Professional Skill (Massage) as a complimentary roll to Esoteric Medicine for up to a +1 bonus; Characters may also roll Pressure Points or Erotic Art as a miraculous Complimentary bonus to Esoteric Medicine for a +2 bonus.

Path Healing: The character may add path symbolism modifiers to Esoteric Healing rolls.

Psionic Style Adaption: As Magical Style Adaption, Thamautalogy: Magic Styles page 27.

Pure Organic: “Organic,” non-industrial medicines add +1 to any physician or esoteric medicine rolls for the character.

Technological Secret (Amulet): The character has mastered the secret to creating amulets, artistic receptacles for the divine energies of Communion. See below.

Abilities

Divine Mantle

If the character has learned to “wear the divine masks,” and can switch from archetype to archetype by temporarily taking on the symbolism of a specific path. This requires surrounding the character with symbolism appropriate to the path, in a space set aside for the ceremony, and meditating upon the path for one hour (and requires a successful Meditation roll). Success grants the character the appropriate Archetype advantage, and the Destiny trait “Destined to follow Path X”, which grants the character one impulse buy point per session that can be spent only on invoking miracles of their path. The character can set aside the mask whenever they wish, though doing so with less than an hour of meditation and a successful meditation roll might (at the GM’s discretion) result in a backlash of the divine against the character. Those who follow a path, even temporarily, can find themselves confronted by milestones!

Statistics: Modular Abilities (20 point slot; short list, requires aligning with path for one hour; Trait Limited: Archetype and Destiny Only -50%) [22]

New Rules

Amulets

An amulet is a small symbolic sculpture or artwork meant to be worn, typically a wooden or bone carving, or a small clay or stone sculpture, on a cord to be worn on the wrist or neck or stitched into clothing. Alternately, some amulets can be “stitched into the skin” as a tattoo, which is quite popular among Ranathim. All amulets must be crafted in a ceremonial space to align themselves with the power of that particular path. This requires an hour constructing the actual recepticle of power (using an Artist skill roll), and then another hour of chanting and religious ritual to imbue it with its proper power (and a Religious Ritual roll). The final cost of a completed amulet is $5000 and weighs 0.3 lbs.

An amulet grants the wearer the equivalent of a perk or a single use of an impulse buy (they are, specifically, self-powered psychotronic equipment worth 1 character point). The most common perks are resistance against specific diseases or powers, the Purpose perk for something highly specific, the Focused (Task) perk, or an impulse buy effect as a “single-use” power (or, alternatively, a single use of an advantage worth up to 5 points), after which the amulet breaks or loses its potency. Characters who take the amulet as a tattoo should purchase the perk directly (and should not purchase single-use amulets), and note that it’s a tattoo. Amulets serve to concentrate “divine” energies onto the character in a particular way, and so the GM may choose to limit how many amulets a character may benefit from at a given time. A good value may be three amulets.

Characters who see an amulet may roll Occultism or Hidden Lore (Communion) to recognize it for what it is, and to get a sense of what sort of power it might have.

Typical amulets include:

Amulet of Health: the character wearing the amulet is immune to a single, specific disease. Such amulets tend to be the purview of Fitres Venalina.

Amulet of Protection: The character wearing the amulet is protected from a single wound. The first time the character would take damage, some random event interferes and the character takes only a single point of damage instead. This consumes the amulet. Such amulets tend to be the purview of Fitres Venalina.

Amulet of Warding: the character wearing the amulet gains a +3 to resist to a single, specific psionic power, typically Mind Control, Mind Reading, TK Crush, TK Lock, Steal Energy or Steal Life. Amulets of Protection cannot protect a character from a Communion Miracle or Anti-Psi powers. Such amulets tend to be the purview of Fitres Venalina.

Passion Amulet: This amulet must be constructed with something connected to the target (a strand of hair, a drop of blood, a rag torn from a garment once worn by them, etc). Those who wear this amulet gain a +1 to any attempt to woo, seduce or court the target, and grants a +1 reaction modifier from this specific target.

Amulet of Fortune: the character wearing the amulet can sees desired random values arise more often, granting him a +1 to Gambling. This amulet tends to be the purview of Sefelina Midra, and casinos that spot a character with one tend to throw them out.

Amulet of Luck: The character wearing the amulet can improve the result of a non-combat roll by one step: a success to a critical success, a failure to a success, etc. This consumes the amulet. Such Amulets tend to be the purview of Sefelina Midra.

Amulet of the Hunt: The Amulet of the Hunt must be crafted with something connected to a single target (a strand of hair, a drop of blood, a rag from a garment worn by the character, etc). The wearer of the amulet gains a +1 to all rolls to find this specific target.

Amulet of War: In combat, against a non-named NPC, after successfully defending against an attack, or successfully attacking a foe, the player may narrate how they defeat the target, or how the target’s own bad luck defeats them. This consumes the amulet. Such amulets tend to be the purview of Thamet Sonostra.

Amulet of Vengeance: The character, if he dies, is gauranteed another 1d+1 seconds in which he may act, usually to gain vengeance. If this rule is already in effect, the character gains another 1d+1 seconds in which he may act. This is a popular tattoo, and tends to be in the purview of Thamet Sonostra.

Domen Venalina: the Sin Eaters

Domen Venalina: The Sin-Eaters, the Cult of the Bound Princess

Fitres Venalina, rei harfu imanathurem
Fitres Venalina, forgive my sins
–Prayer to
Fitres Venalina

Many Ranathim believe that something is fundamentally wrong with them. Their culture encourages them to sate their passions and feed their hunger, by trickery or by force, at the expense of others. And yet, the damage they inflict lasts far longer than the sensation of satiation. Guilt gnaws at them, and when it becomes too much for them to bear, they turn to Fitres Venalina, the pure lady. In her grace, even the most abhorrent Ranathim can find forgiveness, love, and release from his hungers.

When the Ranathim Empire encountered True Communion, they recognized the power as similar to their own Dark Communion, but they had no ability to access it. And many saw that True Communion contained within it the power to heal, soothe and comfort, while Dark Communion only had the power to steal and corrupt, but the Ranathim had no capacity to access True Communion. Their very nature denied them access to the sense of community that True Communion offered, and to some Ranathim, they could only come to one conclusion: the Ranathim were fundamentally monstrous and corrupt.

According to the lore of Domen Venelina, one of the members of the race that founded True Communion, Fitres Venalina, took pity upon the wretched Ranathim and taught them how to escape the confines of Dark Communion and to join her in True Communion. For this, the fallen and sinful Ranathim rewarded her with death, but even as they placed her upon the execution block, she whispered her forgiveness to the executioner. Those she taught, and the executioner himself, forsook their sinful ways and began to follow the path of Fitres Venalina.

Regardless of lore, Domen Venalina is among the “newer” cults, though still thousands of years old, and arose shortly after the Ranathim encountered the philosophy of True Communion. Annifem Lithe did what it always does, and folded the concept of True Communion. The paths of the Righteous Crusader, the Bound Princess and the Exiled Master became yet more Lithaja, Gods, albeit ones much harder for the Ranathim themselves to worship. This didn’t stop them from trying!

Domen Venalina arose as one such cult dedicated to a True Communion “God,” in this case Fitres Venalina, or the Bound Princess. They see her as the path from their inherent sinfulness, thuremka, and into a state of grace, or Venaka. To do this, the Chiva Thurulina must bring grace to the rest of her race. Like Fitres Venalina, they sacrifice themselves on the behalf of their race and community, and they do this by consuming the sinful thoughts and deeds of others, giving them a chance to live life as the other races do, free of their wicked passions. In this service to others, they find a way to connect with the rest of their race, and with True Communion.

Domen Venalina is an odd faith. Some mistakenly call it an off-shoot of True Communion. It certainly is not. Rather, it’s an imitation of True Communion, as seen through the lens of Annifem Lithe. The Ranathim who practice it don’t truly understand the harmony it seeks, but instead see the same pattern of oath and divine wrath that steeps the rest of the Anala system. Through submission to and channeling of Fitres Venalina, they seek a reward, in this case, redemption from their vampiric nature. At the same time, Domen Venalina stands at odds with the rest of the Anala system in that it inherently rejects the core values of Ranathim culture, such as hedonism and pleasure. Chiva Thurulena instead embrace a form of masochistic asceticism in explicit rejection of Ranathim culture.

Chiva Thurulena, or just Thurulina (for women) or Thurule (for men), can be found on the corners of streets, offering their services or begging for food. Their temples often act as monasteries, places where one can isolate herself from the world and from temptations of the flesh, and they act as sanctuaries for anyone who wishes to escape the perils of society or their own sinful ways.

Chiva Thurulena offer their services to others, taking the burdens of unwanted passions onto themselves, or healing the wounded and weak as best as they can. They also offer permanent relief from their sins by embracing Fitres Venalina, which they claim has purged them of their passions and even their endless hunger for psionic energy. They’ve replaced it with self-flagellation and wailing songs to the grace of Fitres Venalina and bemoaning the fallen state of their people.

The Laws of Fitres Venalina

Like most Domena, Domen Venalina has vows that the Chiva can take to gain access to Learned Prayers. Those who take a Communion Oath perk generally take the Destiny (Haunted by Sin; Mitigator, stay true to the Laws of Fitres Venalina -65%) disadvantage as their “divine wrath” disadvantage. This tends to manifest as constant come-uppance for whatever sin they indulge in.

  • Vow (Accept no praise for your deeds) [-5]
  • Vow (Partake of no worldly pleasures) [-10]
  • Vow (Never Refuse a Request for Aid) [-15]
  • Pacifism (Any) [Varies]

The Superstitions of Fitres Venalina

  • Many followers of Fitres Venalina teach that failing to follow her commands leave one vulnerable to the depredations of the world, that dressing provocatively leads to being abused, or that violence leads to violence, and so on. Those who believe this have Delusion (Sinful acts lead to inevitable, karmic punishment) [-5], or worse depending on how severely they reject sinful behavior, and how obnoxiously they berate others for their sinful acts (“You had it coming”).
  • Some believers take the opposite tack, and believe that any “sin” eaten by the Sin-Eaters doesn’t count. They see their actions as devouring “karma,” and that the grace of Fitres Venalina will save them from inevitable consequences. Those who follow this belief tend, after committing a crime, to immediately seek out a Sin-Eater to confess their crimes to, and have Delusion (Crimes confessed to Sin-Eaters will have no consequences) [-10] or worse, depending on how bad a crime they think they can get away with. A lesser manifestation of this, as a quirk, is habitual confession to Sin-Eaters.
  • The core conceit of the Domen Venalina is that the Ranathim are inherently monstrous. While not an especially popular belief by the Ranathim themselves, aliens who follow the Divine Masks, especially those who have suffered at the hands of the Ranathim, heartily agree. In all cases, followers of the cult may believe that Ranathim are inherently “unclean” and will refuse them access to sacred spaces or allow their children to associate with them or, if Ranathim, will spend an inordinate amount of time seeking spiritual cleansing and avoiding one’s own kind. Those who have this have Delusion (Ranathim are spiritually unclean) [-5], effectively Intolerance (Ranathim).

The Mask of Fitres Venalina

The idol of Fitres Venalina portrays a lithe and beautiful alien woman with her face and hair covered in the veil of death. She is always crafted of the whitest ivory, marble or plastic. While Domen Venalina is as likely as any cult to have a great an imposing statue of her at the center of their temples and monasteries, most nachiva have small, personal idols, which represent their personal relationship with her. The scent of Fitres Venalina is the scent of temple incense and her voice is the bells of a temple or a solitary flute on the wind.

Most nachiva do not wear masks, but face paint. They wear simple white garments, and if they wear jewelry, they always wear silver, especially a silver collar around their throat emblazoned with the four Lithian characters for Fitres. Thurulina often wear start white make-up over their face, with deep purple highlights on their eyes and lips, while Thurule either forgo make-up, or simply go with a deep white on their face. Only the chivaga, the high preistess (it must be a woman) wears the mask of Fitres Venalina, and it’s a simple, featureless mask of white.

The Star of Fitres Venalina

When Fitres Venalina died, according to the Domen, a new star was born: Lithavaika, the white star. While clearly visible from the dark arm of the Galaxy, no hyperspace route has yet been found that reaches it. It seems to lie just outside the galaxy, above (or below) the galactic plane, positioned at its center. When a planet is positioned so that Lithavaika is at its highest point at midnight, then Domen Venalina celebrate Shienga.

Ceremonies of Fitres Venalina

Shienga, the Great Mourning

According to Domen Venalina, the sacrifice of Fitres Venalina gave them access to True Communion, but they stood by and did nothing when she died (according to lore, her executioner himself repented, joined the Domen as one of its greatest leaders). The Domen mourns her death when her star, Lithevaika stands at its highest point in the night sky. The “festivities” take place over a week, wherein the cultists, if allowed, will parade down streets bearing effigies of Fitres Venalina, wailing out songs in her name, playing flutes and bells, swinging thuribles of incense and flagellating themselves for their failure to save her, their race, and for their sins. The parades end at the local temple or monastery, if such exists.

The Cleansing

Anyone who wishes to join the Domen, or who has committed some grave act and seeks to be redeemed to restore their grace, may come to a temple of Fitres Venalina. First, they symbolically sacrifice their sin by breaking something associated with their sin (a weapon for a violent lifestyle, a shattered bottle for abandoning an addiction, etc) and place it upon the altar to Fitres Venalina. They then “fast” for a week within the temple, eating little and spending their time in contemplation of the grace of Fitres Venalina, and doing small chores around the temple to assist the Domen. At the end of the week, the nachiva invite the supplicant to a river or to a great bath where he steps in and is ritually cleaned by a chiva who represents Fitres Venalina. Once the supplicant has been toweled off and given fresh, white robes to wear, representing his newly cleaned status. He is then free to join the Domen if he wishes, though many who do not wish to join the cult nevertheless undergo the ritual when their guilt grows too strong.

Domen Thurulena as Esoteric Style 5 points

The art of Domen Thurulena focuses on understanding others, and what makes them commit sins, as well as looking deep within oneself to find what drives the Chiva to commit sins. This usually involves intense meditation, and means that most Chiva Thurulena make excellent councilors.

Practitioners take the sins of others onto themselves through Steal Emotions. They use the Targeted technique to only remove the emotions they judge as harmful, and Lasting as a way of keeping those sins at bay for as long as possible. They also follow the Path of the Bound Princess, and can manifest her talents for Empathy and Healing. True masters of the art can gain access to True Communion, despite their vampirism, and become Chiva Venalor, or sanctified cultist.

True Communion creates connection between members of a Community, and so too does Fitres Venalina. Those who form a strong bond with Fitres Venalina via a Communion Oath or who become her Archetype often uncover their own latent Telepathy. The Cult teaches members to sense and understand emotions, so they can better know what emotions to remove from a target to help him find grace.

Required Skills: Meditation, Psychology, Religious Ritual (Lithe Nifemna), Theology (Lithe Nifemna)

Additional Psionic Skills: Aura Reading, Emotion Sense, Steal Emotions

Techniques: Deep Trance (Meditation), Introspection (Meditation), Lasting Effect (Steal Emotions), Penance (Meditation), Targeted (Steal Emotions)

Secret Techniques: Vampiric Healing, Vampiric Invigoration.

Cinematic Skills: Mental Strength

Signature Miracles: Aura of Focus, Lay on Hands, Primordial Expertise (Empathy, Healer), Purity; Lesser Avatar of the Bound Princess; Greater Avatar of the Bound Princess.

Secret Miracle: Voice of God

Perks: Communion Oath, Flagellant’s Blessing, Patience of the Job (Meditation), Psionic Adaption (Aura Reading to Psychic Vampirism), Psychic Symbolism (Bound Princess, Psychic Vampirism or Telepathy), Sacred Vampire, Sanctity Compensation, Secret Miracle (Voice of God), Signature Miracle (any Domen Thurulena Signature Miracle), Style Adaption (True Communion), Symbolism Mastery (Bound Princess), Unusual Training (Mental Strength; To resist “sinful” impulses only).

Optional Traits: Will

Optional Advantages: Archetype (Bound Princess), Indomitable, High Pain Threshold, True Communion, Telepathy Talent.

Optional Disadvantages: Destiny (Haunted by Sin; Mitigator, stay true to the Laws of Fitres Venalina -65%), Disciplines of Faith (Asceticis), Guilt Complex, On the Edge, Selfless, Sense of Duty (Any), Vow (The Law of Fitres Venalina).

Removable Disadvantages: Bad Temper, Berserk, Bloodlust, Bully, Compulsive Carousing, Gluttony, Greed, Jealousy, Lecherousness, Selfish, Unnatural Appetite (Psionic Energy).

Optional Skills: Esoteric Medicine (Communion or Annifem Lithe), Singing, Philosophy (True Communion)

New Traits

Perks

Afflicted Concentration: (Magical Styles 22); Ecstatic Psi is arguably better, but it might prove useful or appropriate for a variety of concepts.

Communion Oath: Provided the character has an appropriate disadvantage that is mitigated by following an oath, the character may purchase Learned Prayers directly, at full price, with an additional limitation based on an appropriate vow.

Inner Mastery: Characters may substitute Meditation for Will for Psionic Extra-Effort rolls.

Psionic Adaption: Pyramid #3-69 page 16.

Psionic Style Adaption: As Magical Style Adaption, Thamautalogy: Magic Styles page 27.

Psychic Symbolism: You may add the symbol bonuses and penalties from a specific Path to the skill rolls of a specific power.

Sacred Vampire: You may access Psychic Vampirism despite having the Communion trait.

Sanctity Compensation: You may ignore up to -1 in sanctity penalties when attempting to invoke a Communion Miracle. Thus, if you’re attempting to use Communion in a Desecrated area, instead of rolling at -5, you roll at -4.

Signature Miracle: Gain +1 to Communion Reaction rolls when calling on one specific Specified Miracle (Leveled, to a maximum of +4)

Symbolism Mastery: You may invoke 4 symbols for +4 to reaction rolls for your path, or +2 to a miracle outside of your path.

Miracles

Voice of God

Minimum Reaction Required: Neutral

Learned Prerequisite: Divine Favor 5, Legendary Reputation +1

Learned Prayer Cost: 4

This miracle places the practitioner in a trance, during which time the divinity of her associated path communicates through her. The divinity may answer questions put to it, and is free to say what it wishes, and may even lie, but the GM can relay any information known to the divinity (or to Communion) through the vessel of the character. Most Divine Mask cults teach this prayer only to high level priests and priestesses.

Statistics: Channeling (Divine, Path -15%, Cosmic, No Die Roll Required +100%) [19]

Techniques

Deep Trance

Hard

Default: Meditation-4;

Prerequisite: Meditation; May not exceed Meditation.

The character meditates deeply for one hour and enters a trance. This trance either offers the same bonuses as Autohypnosis or +1 to all Psi skills plus an additional bonus equal to 1/3 of his margin of success, to a maximum of +5. He gains +4 for sensory deprivation, +2 for the Body Discipline perk, and may use Religious Ritual as a complementary roll.

Introspection

Average

Default: Meditation;

Prerequisite: Meditation; May not exceed Meditation.

This core skill of Meditation works as the basic book describes it: The character may roll meditation to gain moral (rather than practical) insight into what he should be doing.

Penance

Hard

Default: Meditation;

Prerequisite: Meditation; May not exceed Meditation+4.

The character may attempt to make amends for wrongs he has done. This typically requires 8 hours of meditation and upon success, the character may roll Meditation. On a success, he may either remove one point of corruption (either from Dark or Broken Communion), or attempt to regain Communion after violating one of its sins.

Vampiric Invigoration

Hard

Default: Steal Energy-9;

Prerequisite: Steal Energy; May not exceed Steal Energy.

The cultists of Domen Venalina have learned to invert their own vampiric tendencies. Rather than stripping energy from their targets, they can restore energy to their targets. The character must touch the target, succeed at a roll (unconscious targets apply a -2 to this roll), and then may spend as much fatigue as they wish to restore the target’s fatigue on a one-to-one basis. This technique does not cost additional fatigue to use!

Vampiric Healing

Hard

Default: Steal Life-7;

Prerequisite: Steal Life; May not exceed Steal Life.

The cultists of Domen Venalina who have learned to steal the life force of others can learn to invert their vampirism and restore the life of others by sacrificing their own. Upon touching a target, the cultist may roll Vampiric Healing (-2 if the target is unconscious). Success allows them to spend any number of their own HP to restore a like amount of HP in the target. They may not use this power to heal afflictions, diseases or crippled limbs. This technique does not cost additional fatigue to use!

Domen Sonostra: the Knights of Rage

Thamet Sonostra, rei jiva mei girdi
Thamet Sonostra, give me strength
–Prayer to
Thamet Sonostra

The predatory, winner-takes-all nature of the Ranathim often means that every winner leaves behind him a trail of losers. The distraught, wounded and broken victims of the depredations of the Ranathim may turn to the law or to the charity of friends and family for assistance, but when even these fail, when all that is left to a Ranathim is his own blinding tears and burning rage, he turns them to Thamet Sonostra, the lord of rage, and begs him for Jenum, justice. To this, Thamet Sonostra always responds the same: “Do it yourself.”

Domen Sonostrum is a cult of revenge and vigilantism. Its members once suffered injustice or had a loved one suffer injustice, and they seek to rectify it by their own hand. The find ecstatic divinity in their own rage; they mete out of justice in back alleys, and under the cover of night. They accept no law, for law has failed them. They accept no defeat, for they have already suffered the humiliation of defeat and have risen again. They accept only vengeance. For the modern Ranathim, under the yoke of the slaver empire, they represent a brutal sort of hope: “May the Nasatemo Sonostra find you” a Ranathim victim will spit at those that oppress him.

Domen Sonostrum, the Cult of Rage, rose in the dawn of the Ranathim civilization as a barbaric counter-reaction to the rise of said civilization. Those who suffered under oppression took first to the mountains and then the stars to escape their bonds. There, their rage festered and reached divine proportions. When they fell upon their enemies, they did it with howling rage. Long before the Ranathim forged an empire, these ecstatic warriors had already carved out pocket realms in the stars in the name of their god. The rising Ranathim Empire first conquered these fiefdoms, and then unified them. The Mystic Tyrant whispered to them of the greatness of their deeds and the awe in which the Ranathim people held them. He turned their attention outward, not at the Ranathim, but at those who threatened the Ranathim. In so doing, he turned them from marauders and pirates and into the Nasatemo Sonostra, the Knights of Rage.

As the Knights of Rage, they served for centuries as the shocktroops of the Ranathim Empire. Whenever injustice befell the Ranathim people or when they met an enemy that no conventional army could defeat, the Mystic Tyrant unleashed his Knights of Rage upon his enemy. They discarded honor in favor of victory, law in favor of revenge. Their brutal tactics terrorized his enemies into submission, and earned the admiration of the Ranathim people.

When the Ranathim Empire collapsed and aliens began to prey upon the Ranathim, the Knights of Rage scattered and returned to their old brigand ways, but they never forgot their purpose as a protector of their people. They turned their piracy against the enemies of the Ranathim, and became the seeds of terror and insurgency. Wherever they found Ranathim children wailing over their fallen parents, they would take them up, fuel their hatred and forge them into weapons wielded by the bloody-handed Thamet Sonostrum. The Ranathim will never forget their grudges against other races, and they don’t have to, thanks to the justice of the shadows.

Stereotyically, Satemo Sonostra are fit, sinewy Ranathim men, covered in tattoos and blood-splashed armor, wielding a psi-sword. In practice, female Ranathim and aliens make up a sizeable portion of their ranks. They wear armor only when necessary, often dressing in civilian clothing and secreting away their psi-swords until they need them. As with all nadomen, the Domen Sonostrum have great temples; theirs are darkly lit with slow burning braziers with an altar before the great idol of Thamet Sonostra, with an altar before him, covered in blood and gruesome trophies taken from the slain enemies of Thamet Sonostra. Elsewhere in the temple, Nasatemo swap stories of injustices that need to be righted, plan attacks, or train in their brutal arts.

The Laws of Thamet Sonostra

Like most Nadomen, Domen Sonostra has vows that the satemo can take to gain access to Learned Prayers. Those who take a Communion Oath perk generally take the Destiny (Suffer Injustice); Mitigator, stay true to the Laws of Thamet Sonostra -65%) disadvantage as their “divine wrath” disadvantage. This tends to manifest as mounting injustice either inflicted upon the oath-breaker, or upon those he loves, until the burden grows too great and he returns to the fold, aware of his duty to his people.

Thamet Sonostra also commands his followers to bring “trophies” of the slain back to Him as offerings. This tends to manifest as a quirk.

  • Vow (Wield no weapon but a psi-sword) [-10]
  • Vow (Leave no enemy alive) [-10]
  • Vow (Let no injustice against (race X) go unpunished) [-10]

The Superstitions of Thamet Sonostra

  • Domen Sonostra’s blood-tasting ceremonies have given rise to the superstition that tasting someone’s blood gives you power over them. Believers of this tend to avoid spilling their own blood, and will go out of their way to acquire a sample of the blood of their enemy. This manifests as Delusion (“Tasting the blood of my enemies gives me power over them.”) [-5].
  • The Divine Masks believes that the dead already suffer, but the improper treatment of a corpse can make them suffer more. Many followers of Thamet Sonostra believe that he can inflict great suffering on the victim if the believer inflicts suffering upon the corpse. This belief manifests as Delusion (Desecrating corpses inflicts suffering upon the dead) [-5].
  • Some followers of the Divine Mask refer to Lithamere as the Eye of Thamet Sonostra, and believe that if you plan a violent crime while it is visible in the sky, Thamet Sonostra will hear and tell his knights about it, and as such, they only plan such crimes when the star is not visible. This manifests as a perk Superstition (Never plan a crime if the Red Star Lithamere is visible) [-1].

The Mask of Thamet Sonostra

Anyone may wear the Mask of Thamet Sonostra, provided they are strong of body. Those who wear the mask are sometimes said to bear the weight of Sonostrum. The mask of Thamet Sonostra is crafted of hard iron and painted with a splash of red that leaves at least some of the gleaming or blackened iron showing through. The eye slits of the mask are as narrow as Thamet Sonostra’s judging eyes, for he once he has chosen his target, he sees nothing else. One eye has one tear in the corner, the only sign of the pain that Thamet Sonostra bears. The mouth of Thamet Sonostra is curved in a thin, sharp smile, and full of teeth, like a predator who has cornered its prey. The voice of Thamet Sonostra booms and the pounding of drums accompany his words. He smells of blood, iron and the scorch marks of blaster fire.

The Nasatemo Sonostra, the Knights of Rage, when they wear armor, wear form-fitting armor accentuated with large, jagged plates of metal, slashes of red and collected trophies. They mark their skin with tattoos, one for each criminal or enemy slain, one for each injustice righted. The greatest, most feared Nasatemo have their backs covered in marks, forging a pattern unique to that Satemo. They carry a psi-sword or force sword of their own crafting, or stolen from an enemy.

The Star of Thamet Sonostra

Lithamere gleams a bloody and steady red when seen from the Ranathim homeworld of Styx (Ranagant). It lies near the end of the arm of the galaxy in which Styx resides; when the Ranathim Empire rose, it built a great temple to Thamet Sonostra orbiting this star as a mighty battlestation. When the Ranathim Empire fell, the slaver Empire that eventually took its place conquered that temple-station and turned it into their capital, where they profane it daily with the suffering of the Ranathim slaves they own.

Ceremonies of Thamet Sonostra

Silvair Dehanka

The Silvair Dehanka, or the Blood Feast, is a gathering of the Domen, of all Nasatemo, after a great raid, beneath the wrathful eyes of their deity. They offer a trophy from their victim to their god and recite the victim’s crimes, while the other Nasatemo chant the prayer of Thamet Sonostra. If any victim still lives (and the Nasatemo Sonostra love to capture victims if they plan a Silvair Dehanka), they Satemoga, or high knight of the cult, listens to the victim’s pleas of guilt or innocence while showing no expression through his mask, and then pronounces the only sentence the Domen Sonostrum accepts: death. His severed head is placed upon the altar as an offering.

When all the Nasatemo have made their offerings, when all victims have been condemned, the Nasatemo end with a great feast.

The Pleading

Victims of injustice can make their way to the temples of Thamet Sonostra to beg for assistance. They must throw themselves before the great idol and the high knight of the cult and plead his case, explain the great injustice done to him or her. The attending knights mock the supplicant, calling him weak, suggesting that the victim deserved his or her fate, or that they’re not true in their convictions; they may even threaten the supplicant that with violence for “wasting their time.” If the supplicant flees under their disparagement, the matter is closed. If they grow angry and lash out, they may be judged worthy and given to one of the knights as an apprentice. If they persist and Thamet Sonostra moves a knight, that knight will step forward and claim the right to avenge the supplicant. If such a pact is sealed, the supplicant is expected to make an offering of blood and an oath to serve the Domen in some capacity later on in return for the service.

Domen Sonostrum as Esoteric Style 4 points

Domen Sonostrum practitioners cultivate their rage. They recite their grievances, they surround themselves with imagery of the wicked acts of their enemy, and they move in a slow, powerful dance while chanting to whip themselves into a furious, ecstatic, divine frenzy. In this state, they have a chance to become one with Thamet Sonostra and to gain some measure of his strength.

The miracles of Thamet Sonostra tend to make one an unstoppable killing machine. Most practitioners take oaths (the first oath is usually something along the lines of “Give me the strength necessary to kill this specific person”) and then use them to gain access to a signature miracle, most commonly the Power of Id, Unstoppable and Mayhem. Those who achieve Archetype (Beautiful Fool) describe themselves as “carrying the weight of Thamet Sonostra,” as the tragedy of their dark god begins to spill into their life. Those who manage the rare feat of achieving Dark Communion typically become the Satemoga, or “High Knight” of their local cult. Those who learn to channel Thamet Sonostra often practice fortune telling by slaughtering a beast before the idol of Thamet Sonostra and examining the blood spatter and entrails of the beast. In such cases Fortune Telling can act as a complimentary roll to interpreting the visions of Thamet Sonostra.

Domen Sonostrum embraces strength, so it teaches cultivates the natural Psychic Vampirism of its Ranathim practitioners and teaches them to leech the strength from their prey, can can even teach them to leech the psionic power of their targets, to steal their strength for their own. Domen Sonostrum also cultivates psychokinetic powers; some who practice it for a long time may find that their hidden, latent psychokinesis is unlocked and this is especially true of those who take oaths to Thamet Sonostra, or who become Archetypes. Domen Sonostrum instructs Psychokinetics to chase their prey with agile TK Jumps, to trap them with a TK lock, and then to either destroy them with TK Crush, or their own TK-augemented strength.

Required Skills: Meditation, Religious Ritual (Divine Masks), Theology (Divine Masks)

Additional Psionic Skills: Drain ST, Steal Power, Tactile TK, TK Crush, TK Jump, TK Lock,

Techniques: Agonizing Drain (Drain ST), Belaying (TK Jump), Deep Trance (Meditation), Crushing Lock (TK Lock), Empowering Drain (Drain ST), Far Draining (Drain ST), Improved Theft (Steal Power), Precision (Steal Power), Throat Squeeze (TK Crush)

Signature Miracles: Channel Archetype (Rebellious Beast), Dark Glory, Hunter’s Eyes, Hunter’s Eyes (Enhanced), Mayhem, Power of the Id, Primordial Avatar (Rebellious Beast), Primordial Expertise (Tough Guy, Natural Athlete), Unstoppable, Unstoppable (Enhanced), Untameable Id, Wisdom of Dark Communion.

Secret Miracle: Voice of God

Perks: Blood Healing, Body Discipline (Dance), Communion Oath, Flagellant’s Blessing, Intimidating Psi, Penetrating Voice, Psychic Symbolism (Rebellious Beast, Psychic Vampirism or Psychokinesis), Secret Miracle (Voice of God), Signature Miracle (any Domen Sonostrum Signature Miracle), Symbolism Mastery (Rebellious Beast).

Optional Traits: ST

Optional Advantages: Archetype (Rebellious Beast), Dark Communion, Hard to Kill, Hard to Subdue, High Pain Threshold, Higher Purpose (Vengeance!), Natural Athlete, Psychokinesis Talent, Tough Guy.

Optional Disadvantages: Bad Temper, Berserk, Bloodlust, Delusion (Any superstition), Destiny (Suffer Injustice; Mitigator, stay true to the Laws of Themet Sonostra -65%), Fanaticism (Domen Sonostrum), Flashbacks, Nightmares, No Sense of Humor, Odious Personal Habit (Collects trophies from his victims), Obsession (Avenge one specific crime), Vow (A Law of Themet Sonostra).

Optional Skills: Dancing, Fortune Telling (Extispicy), Hobby Skills (Feats of Strength), Intimidation, Law (Traditional Ranathim Criminal), Musical Instrument (Drums), Streetwise

New Traits

Perks

Blood Healing: Psionic Powers 51

Body Discipline: LTC1 16.

Communion Oath: Provided the character has an appropriate disadvantage that is mitigated by following an oath, the character may purchase Learned Prayers directly, at full price, with an additional limitation based on an appropriate vow.

Flagellant’s Blessing: GURPS Thaumatology: Magical Styles page 22

Intimidating Psi: As intimidating curses, GURPS Thaumatology: Magical Styles page 24, except the affect applies to any attempt to resist any psionic powers or communion miracles used by the mystic.

Psychic Symbolism: You may add the symbol bonuses and penalties from a specific Path to the skill rolls of a specific power.

Signature Miracle: Gain +1 to Communion Reaction rolls when calling on one specific Specified Miracle (Leveled, to a maximum of +4)

Symbolism Mastery: You may invoke 4 symbols for +4 to reaction rolls for your path, or +2 to a miracle outside of your path.

Miracles

Voice of God

Learned Prerequisite: Divine Favor 5, Legendary Reputation +1

Learned Prayer Cost: 4

This miracle places the practitioner in a trance, during which time the divinity of her associated path communicates through her. The divinity may answer questions put to it, and is free to say what it wishes, and may even lie, but the GM can relay any information known to the divinity (or to Communion) through the vessel of the character. Most Divine Mask cults teach this prayer only to high level priests and priestesses.

Statistics: Channeling (Divine, Path -15%, Cosmic, No Die Roll Required +100%) [19]

Techniques

Agonizing Drain

Hard

Default: Drain ST-10;

Prerequisite: Drain ST; May not exceed Drain ST.

See Pyramid #3/97 “Strange Powers” page 9.

Deep Trance

Hard

Default: Meditation-4;

Prerequisite: Meditation; May not exceed Meditation.

The character meditates deeply for one hour and enters a trance. This trance either offers the same bonuses as Autohypnosis or +1 to all Psi skills plus an additional bonus equal to 1/3 of his margin of success, to a maximum of +5. He gains +4 for sensory deprivation, +2 for the Body Discipline perk, and may use Religious Ritual as a complementary roll.

Empowering Drain

Hard

Default: Drain ST-8;

Prerequisite: Drain ST; May not exceed Drain ST.

See Pyramid #3/97 “Strange Powers” page 9.

Skills

Dance

The War Dance of Lithamere, or the seflum ferfan, is a powerful dance full of rhythmic stomping, posture, sudden motion, and deep shouts. The dance is impressive, and those who know it may use Dance in place of Intimidation, or as a complimentary roll to Intimidation. Furthermore, by the nature of the dance, dancers may use HT in place of DX, though to do so is exhausting (double all fatigue expenditures). The dance may be used as a Body Discipline to go into a trance, and is the dance most often used when honoring Thamet Sonostrum.

Sefelka Sonostra, the Furious Form 4 points

The “Furious Form,” so called by humans because it resembles one of the four human force sword forms, is known to the Ranathim as Sefelka Sonostra, the fighting art of Domen Sonostrum. Traditionally, the cult trains to use psi-blades, which differ from force swords in that they tend to be smaller and represent condensed psychic vampirism focused by the eloi fragment in the hilt of the blade. It works just as well with force swords, however.

Sefelka Sonostra is an assassin’s art. It focuses on outmaneuvering an opponent and then using superior speed and power to rapidly overwhelm him and, if this fails, to retreat and try again. It accepts no concept of “honor” or “a fair duel,” nor does it work well with allies. It is the art of a vigilante who fights in dark alleys. Practitioners who face off against noble force sword styles tend to be dismissive, except of the Destructive Form, which they find fascinating and effective. As the style has evolved, practitioners have learned to blend more and more of the Destructive Form into their art.

Skills: Acrobatics, Force Sword, Karate, Jumping

Techniques: Acrobatic Stand, Beat (Force Sword), Counter Attack (Karate), Hammer Fist, Kick, Low Fighting (Force Sword or Karate), Targeted Attack (Hammer Fist/Face), Targeted Attack (Kick/Groin)

Cinematic Skills: Flying Leap, Kiai, Light Walk, Precognitive Parry

Cinematic Techniques: Dual-Weapon Attack (Force Sword), Dual-Weapon Defense (Force Sword), Springing Attack, Timed Defense (Force Sword)

Perks: Dirty Fighting, Follow-Through, Graceful Glider, Grip Mastery (Force Sword), Light Walker, Off-Hand Weapon Training (Force Sword), Style Adaption (Destructive Form), Sure-Footed (Any), Trademark Move.

Optional Traits: Ambidexterity, Basic Move, Enhanced Dodge, Extra Attack, Perfect Balance.

Optional Skills: Armoury (Force Sword), Fast-Draw (Force Sword), Intimidation, Savoir-Faire (Dojo), Stealth, Streetwise

Signature Moves

Satemo’s Greeting: After deftly blocking an attack, the Satemo steps into close combat and pummels his opponent. Step and make a Counter Attack (-5) Pummel (-1) against your opponents face (-5). Roll Karate-11. Opponent defends at -2 plus any close combat penalties. Deal thr(+karate bonuses) damage and any shock penalties force a Stun/Knockdown check. Defend normally. Setup: You defended against an attack while one yard away from your opponent or you made an Acrobatic Slip defense to get close to your opponent..

The Satemo’s Dance: The Satemo suddenly shifts stance and steps body-to-body with his opponent while spinning his force swords into reverse strike position and makes two quick slashes. Instantly shift to Reverse Grip (with Grip Mastery), Step into Close Combat and make a Deceptive (-2) Dual Weapon Attack (-4/-8) against your opponent. Roll Force-Sword -6 and -10. Your opponent defends at -3 plus any additional close combat penalties. Deal 8d-8(5) burn damage to the torso with each attack. Defend at -2 with Force Sword, or -1 with Karate. Setup: Your force sabers are in a normal grip and you are one hex away from your opponent who uses a reach 1 or longer weapon or you used an Acrobatic Slip against your opponent.

Fell Assault: The Satemo, having found a secretive perch above his target, activates his force swords and then drops on his opponent from above, attacking with just as his blades finish materializing. Roll a quick contest of Stealth vs your opponent’s Observation, then drop. Make a Dual Weapon Attack (Force Sword) (-4 and -8) From Above (-2). Roll Force Sword -6 and -10. Your opponent defends at -2 (if he succeeded at the contest) and cannot defend if he didn’t. Make a Breakfall roll to reduce falling damage and end in a crouch. You may defend normally (-2 for being in a crouch). Setup: You are above your opponent and your force sabers haven’t been activated.

Fell Frenzy: The Satemo rises from a crouch to launch a furious attack on all of her opponents. Make a Deceptive (-2) All-Out (Double) Dual Weapon Attack (-4 and -8) Springing Attack (-2). Roll 3 attacks, the first Force Sword-4, the second Force Sword -4 and the third Force Sword -8.. If the first attack hits, it deals 7d+7(5) burn damage. If the attack misses, defend at -2 for the remaining of the turn. Your opponent defends at -1 against all three attacks. You may not defend. Setup: You crouched on the previous turn.

The Satemo’s Retreat: The Satemo, outmatched, retreats from an attack with a backwards flip, and continues to somersault and tumble away from his opponent until he ends crouched some distance away from his opponent. Make an Acrobatic Movement (Tumble) backwards (this costs 2 move per yard). End movement in a Crouch. Attempts to hit you with ranged combat are -4 and you gain +2 on your first defense (and you may continue to retreat). Setup: You acrobatically dodged and retreated last turn.

Patreon Post: the Gaunt (and the Dead Art preview)

When the Ranathim fought their great and terrible war with the “Monolith,” they stole the secrets of Necro-Psi (and more here) and used them to forge an army of half-living constructs made of “synthetic flesh” that they called the “Tarvathim,” but the rest of the Galaxy now calls the Gaunt.  The forbidden secrets of their construction have largely been lost (but not entirely!), and without their masters around to rule them, the hideous Gaunt have dispersed throughout the galaxy, struggling to eke out an existence in a galaxy that recoils from them in disgust, and when one of the ancient “True Tarvathim,” immortal constructs built at the dawn of that terrible war, arrive in a community of the Gaunt, their lesser kindred flock to them, looking for leadership.

The Gaunt are a new PC race option, one deeply tied to the Ranathim, with extreme survivability balanced by unpleasant appearance (not to mention smell!) and psionic susceptibility.  The True Tarvathim are a new PC race option for players who want to try something ancient and terrifying, or for GMs who want to unleash an ancient horror upon the galaxy.
Both (and a Dead Arts preview, for context; it’ll be available on this blog at the end of the month) are available now to all $3+ patrons on my patreon.  If you’re a patron, enjoy! If not, as with all previews, these will eventually come out, but if you want to see them now, I’d love to have you.

Support me on Patreon!

Dome Sefelina: The Cult of the Beautiful Fool

Sefelina Midra, rei indra mei fet imasevaiku
Sefelina Midra, free me from slavery
–Prayer to Sefelina Midra

Domen Sefelina is among the oldest of Annifem Lithe cults, and predates the Anala system. They followed a lurid, tempting trickster goddess, Sefelina Midra, the untameable dancer. At the heart of their temple, the Nachiva Sefelina dances beneath her idol to the beat of drums and the piping of flutes and the scent of intoxicating incense, while the high priestess channeles Her divine will and deliveres commands and miracles to Her faithful. Her commands and miracles liberated the downtrodden, the poor and the slave, giving them a home and a purpose, and the dispossessed flocked to her temples to give Her offerings and to enter her service.

The Nachiva Sefelina, the preistesses of Sefelina Midra, offer their services to any who bring the temple offerings. The services include many forms of amusement, including feasts, intimacy and intoxicants of all kinds. This earned them their moniker of Sacred Whores; this suggests that they offer vice for a price, but this is not the case. They offer vice to liberate others. They know that all Ranathim want to indulge in their passions, and the Nachiva Selfelina assist them.

They indulge in vice and they obey the commands of their high priestess for a purpose. Domen Sefelina preaches a theology of liberation. Those who seek freedom from morality, law or slavery can always find a haven in the temples of Domen Sefelina. This proved troublesome with the rise of the Ranathim Empire, and so the Divine Emperor of the Ranathim inducted them into his House and symbolically married the high priestess of the temple, forging a union between the Domen Sefelina and the Imperial Cult, so that the dominion of the Empire was the dominion of the Domen Selfelina. This helped to tamp down their tendency to undermine authority.

This arrangement collapsed with the fall of the Ranathim Empire. As the rapacious races of the Galaxy began to take the Ranathim as slaves, the popularity of Domen Sefelina exploded across the space occupied by the Ranathim population. At first, slaves who escaped would make their way to the temples, seeking sanctuary, but soon the Sefelina Midra, the Goddess of the Domen, made her will known: “Free the slaves.” The Domen Sefelina has, in the modern galaxy, integrated with many criminal organizations, offering whores and drugs in return for the service of smugglers and assassins, so that they can work to free slaves and undermine any authority throughout space where they have influence. They have gained a reputation for the witches of the criminal world, and the last hope of the desperate.

Stereotyically, Nachivana Sefelina are beautiful, immodestly dressed female Ranathim. In reality, they include male members, and many less attractive Nachiva serve the Domen, they just tend not to be its face. The center of the Dovem Sefelina are its temples, festooned with the imagery and symbolism of Sefelina Midra, the Beautiful Fool, and at its heart is a great idol of Sefelina Midra in all her lascivious beauty. Resting on a dias, at her feet, is the high preistess of the Domen Sefelina, who speaks for Sefelina Midra.

The Laws of Sefelina Midra

Like most Nadomen, Domen Sefelina has vows that the chiva can take to gain access to Learned Prayers. Those who take a Communion Oath perk generally take the Destiny (Suffer oppression); Mitigator, stay true to the Laws of Sefelina Midra -65%) disadvantage as their “divine wrath” disadvantage. This tends to manifest as constant come-uppance for whatever sin they indulge in.

Sefelina Midra also commands her followers to bare their bodies, and thus most nachiva sefelina dress at least somewhat provocatively, but this is no more than a quirk.

  • Vow (Never submit to an authority outside of the cult) [-10]
  • Vow (Never refuse a request for aid from a slave) [-10]
  • Vow (Never reject an opportunity to indulge in your vice) [-15]

The Superstitions of Sefelina Midra

Sefelina Midra is, in many ways, the goddess of luck, and a body of gambling superstition has grown up around her. Those who seek luck often make promises to Sefelina Midra or pray to her under their breath when making a high stake gamble. Simply doing this is a quirk, but those who sincerely believe it will work have Delusion (“Praying to Sefelina Midra will make me lucky”) [-5]; naturally, for priests and priestesses of Sefelina Midra, who can legitimately call on Her for luck, this delusion does not apply.

The favor or kiss of a beautiful woman brings good luck, especially at gambling. By the same token, the anger of beautiful women brings bad luck. Tip your waitress well! This tends to manifest as Delusion (“The anger of a beautiful woman will curse me!”) [-5].

Never make a deal or trust a deal made during Livan Indra. Either no good will come of the deal, or one may have accidentally made a deal with Sefelina Midra in disguise, and will find that he is bound to her and risks her divine wrath if he violates the deal. This tends to manifest as a quirk Superstition (“Never make a deal during Livan Indra) [-1]

Few things invoke the wrath of Sefelina Midra like slavery! While this never prevented slavery from becoming wide-spread throughout the Ranathim empire, those who suffer bouts of ill-fortune may come to believe that they suffer under the wrath of Sefelina Midra and the only way they can release themselves is to never own a slave, and try to free any slave they find. Such characters have Delusion (“I’ll be cursed if I don’t help slaves!”) [-5] or [-10] if they become obsessed with freeing all slaves.

The Mask of Sefelina Midra

Sefelina Midra is the goddess of freedom. Not the “freedom” of heroic patriots dying for their country, but the freedom of running away from home, the freedom of eating whatever you want without gaining weight or throwing up in the morning, the freedom of dancing the night away, free of the judging eyes of others. Sefelina Midra frees slaves from bondage, captives from prison, and guilty from judgment. In the grace of Sefelina Midra, everything is possible.

Only women may wear the mask of Sefelina Midra, and she must be beautiful of body. Traditionally, those who wear the mask of Sefelina Midra wear: a bustier or corset and a long loin cloth; a series of veils over their body; or high fashion that still shows as much skin as possible. She prefers cloth made of silk and satin. They also wear chains at their feet, hands or dangling from their neck by a collar, but all chains have been broken and to touch a chain of a priestess of Sefelina Midra is profane! The scent of Sefelina Midra is cheap perfume, wine, and incense (especially hallucinatory incense).

The mask and idol of Sefelina Midra are crafted of brass, leather or carved wood. They showcase the beautiful curves of the goddess, and her face has full lips in a curved, wicked smile (painted a deep red or orange) and exaggerated lashes leaving the eye-sockets of the mask like rays. Those who wish to show their devotion to Sefelina Midra tend to paint their lips a bright color, dress immodestly, or wear broken chains on their person.

The Star of Sefelina Midra

Vaija, when seen from the Ranathim homeworld of Styx (Ranagant) seems a bright and lurid orange star; when it rose to its highest peak, the Ranathim would celebrate Livan Indra. The prime world of Vaija, Sarai, is a dry, tropical world covered in deserts, savanna, and astonishingly fertile valleys. After the death of Ranagant, Sarai became the defacto “home” for most modern Ranathim; it houses Seret Alta, the great temple to Sefelina Midra, the largest still-standing Annifem Lithe temple.

Ceremonies of Sefelina Midra

Livan Indra

Once per Ranathim year, when Vaija would stand highest in the sky, the Ranathim traditionally celebrate Livan Indra, or “Festival,” during which the passionate Ranathim could let off some steam and indulge. During Livan Indra, the Ranathim ceremonially abandon all laws (in practice, of course, the powers that be carefully keep revelers from going too far). They raised up new ceremonial leaders (typically the chivaga of the local Domen Sefelina temple) who would “reign” over the festivities, casting judgment over those who did not party hard enough, and sentencing them to additional merriment. For that week, none showed u to work, cities temporarily changed their name, celebrants donned wild costumes, and Ranathim society descended into drunken revelry for a week. And, of course, what happened during Livan Indra stayed in Livan Indra. Livan Indra allowed the passionate Ranathim race to let off their steam.

Today, Livan Indra remains a popular festival, with aliens happily joining in the revelry, but it tends to center on local Ranathim communities, and mostly where the Ranathim are strongest and safest. The slaver empire of the Dark Arm like to make a mockery of Livan Indra, bringing all their best dancers and gladiators out for a week of games in “honor” of Livan Indra.

The Severing

The Severing, or the Lunaura, is a special ceremony performed by the cult high priestess (the Domen Sefelina Chivaga), in a place of sacred to Sefelina Midra, to a supplicant who begs it of her. Beg, she must, as the high priestess stands over her, imperiously. The ceremony is similar to an oath-taking, except the high priestess demands to know who the supplicant is, why she wants to be freed, and why she thinks she is worthy. The high priestess then demands a sacrifice (spilled blood is the traditional offering) and if it is accepted, the high priestess declares the supplicant free.

If the miracle works, the supplicant is absolutely free. Her duties, vows and oaths just vanish. Those who seek to capture her or enslave her suddenly find themselves stymied at every turn. Treat the miracle as an invocation of Dark Communion by the high priestess, using all the normal modifiers, but use the supplicants reaction modifiers, including her worthiness from her bonds. A neutral reaction is sufficient, and provides a justification for buying off any Vow or Duty disadvantage, and some Social Stigma disadvantages. What may be bought off is up to the GM’s discretion, but generally the power of Dark Communion is far reaching; the exact manifestation of the power tends to look a great deal like uses of the Serendipity advantage (the guilty is found innocent on a last-minute technicality; the slave’s owner suddenly dies and their will explicitly frees her, etc). At the GM’s discretion, the player may replace these disadvantages, point for point, with other disadvantages appropriate to Domen Sefelina as Sefelina Midra makes her mark on the freed character. Any optional disadvantage below might be appropriate.

Note that the severing of marriage vows is a controversial aspect of the Severing. During the height of the Ranathim empire, the high priestess of Domen Sefelina would ritually marry the Ranathim Emperor, and for the most traditional cults, the marriage vow is the only vow that the Severing cannot undo, that marriage is sacred to Sefelina Midra. Some more modern cults see marriage as just another form of enslavement, a way of keeping someone from sleeping with whomever she wants, and they see the Severing as a way to gain total freedom. Follower of the two brands of Domen Sefelina can and have come to blows over this point.

Domen Sefelina as Esoteric Style 5 points

Domen Sefelina focuses on wild, ecstatic ritual invocations of their dark goddess of trickery and freedom. The wild dancing and consumption of intoxicants creates a deep trance, which most practitioners use for greater connection to Communion or psionic power. Beyond these basic skills, most practitioners and cults learn at least some of the optional skills, depending on their preferred vice; those who run gambling dens learn Gambling, those who run brothels learn Sex Appeal and Erotic Art, etc.

The miracles of Sefelina Midra tend to improve the beauty, luck or persuasiveness of the practitioner. Most practitioners take oaths and then use them to gain access to a signature miracle, most commonly Dark Confidence, Endless Appetite, and Sense Passion. Those who achieve Archetype (Beautiful Fool) describe themselves as “haunted by Sefelina Midra,” with her life slowly coming into the grip of her dark goddess. Finally, some manage to achieve Dark Communion; These typically become the Chivaga or high priestess of their local cult. Those who learn to channel Sefelina Midra often practice fortune telling by examining random events (most commonly cards, but the roll of dice or the random results of a gambling machine all work as well). In such cases Fortune Telling can act as a complimentary roll to interpreting the visions of Sefelina Midra.

Many join the cult to escape the bonds of slavery, but many also do so to gain access to the glamorous lifestyle lived by the nachiva, priests and priestesses, of Domen Sefelina. Those who join claim to improve in beauty and appearance! This is included as an optional advantage if the GM decides this is possible. The Domen claims that Sefelina Midra manipulates luck itself, and some practitioners, especially those who make Oaths to Sefelina Midra, or who become her Archetypes, claim to have unlocked a psionic power unique to Domen Sefelina: Probability Alteration.

Required Skills: Dancing, Meditation, Religious Ritual (Annifem Lithe), Theology (Annifem Lithe)

Additional Psionic Skills: Curse, Drain IQ

Techniques: Deep Trance (Meditation), Delayed Effect (Curse), Far Drain (Drain IQ), Remove Curse (Curse), Revenge of the Curse (Curse),

Secret Technique: Drain Luck (Curse)

Signature Miracles: Dark Beauty, Endless Appetite, Interesting Times, Kiss of Rapture, Lay on Hands, Primordial Expertise (Allure, Party Animal), Lesser Avatar of the Beautiful Fool; Greater Avatar of the Beautiful Fool.

Secret Miracle: Voice of God

Perks: Body Discipline (Dance), Communion Oath, Ecstatic Psi, Pleasurable Theft, Poison Charm, Psychic Adaption (Curse to Psychic Vampirism), Psychic Symbolism (Beautiful Fool, Psychic Vampirism or Probability Alteration), Signature Miracle (any Domen Sefelina Signature Miracle), Symbolism Mastery (Beautiful Fool), Secret Miracle (Voice of God), Secret Technique (Drain Luck).

Optional Traits: HT

Optional Advantages: Allure, Appearance (Attractive, Beautiful, Very Beautiful), Archetype (Beautiful Fool), Fashion Sense, Dark Communion, Higher Purpose (Free Slaves, Party), Party Animal, Probability Alteration Talent.

Optional Disadvantages: Addiction (Any), Delusion (Any superstition), Destiny (Suffer Oppression; Mitigator, stay true to the Laws of Sefelina Midra -65%), Gluttony, Lecherousness, Obsession (Free specific slave, Free all slaves), Vow (The Law of Sefelina Midra).

Optional Skills: Connoisseur (Alcohol, Drugs, Fashion), Fortune Telling (Cartomancy),Erotic Art, Gambling, Pharmacy (Any), Savoir-Fare (High Society, Mafia), Sex Appeal, Streetwise

New Traits

Perks

Body Discipline: LTC1 16.

Ecstatic Psi: Psionic Powers 19.

Communion Oath: Provided the character has an appropriate disadvantage that is mitigated by following an oath, the character may purchase Learned Prayers directly, at full price, with an additional limitation based on an appropriate vow.

Pleasurable Theft: Psionic Powers page 51.

Poisonous Charm: Psionic Powers page 51.

Psychic Symbolism: You may add the symbol bonuses and penalties from a specific Path to the skill rolls of a specific power.

Signature Miracle: Gain +1 to Communion Reaction rolls when calling on one specific Specified Miracle (Leveled, to a maximum of +4)

Symbolism Mastery: You may invoke 4 symbols for +4 to reaction rolls for your path, or +2 to a miracle outside of your path.

Miracles

Voice of God

Learned Prerequisite: Divine Favor 5, Legendary Reputation +1

Learned Prayer Cost: 4

This miracle places the practitioner in a trance, during which time the divinity of her associated path communicates through her. The divinity may answer questions put to it, and is free to say what it wishes, and may even lie, but the GM can relay any information known to the divinity (or to Communion) through the vessel of the character. Most Divine Mask cults teach this prayer only to high level priests and priestesses.

Statistics: Channeling (Divine, Path -15%, Cosmic, No Die Roll Required +100%) [19]

Techniques

Deep Trance

Hard

Default: Meditation-4;

Prerequisite: Meditation; May not exceed Meditation.

The character meditates deeply for one hour and enters a trance. This trance either offers the same bonuses as Autohypnosis or +1 to all Psi skills plus an additional bonus equal to 1/3 of his margin of success, to a maximum of +5. He gains +4 for sensory deprivation, +2 for the Body Discipline perk, and may use Religious Ritual as a complementary roll.

Revenge of the Curse

Hard

Default: Curse-8;

Prerequisite: Curse; May not exceed Curse.

See Pyramid #3/97 “Strange Powers” page 9.

Drain Luck

Hard

Default: Curse-12;

Prerequisite: Curse; May not exceed Curse.

Rather than curse the target, the character steals some of the target’s luck. This requires physical contact, skin-to-skin, and lasts as long as a curse would at the same level. However, the character loses one level of luck (from Ridiculous to Extreme, or from Extreme to Lucky, from Lucky to no Luck, and from no Luck to Unluckiness), while the character gains a level of Luck for the duration.

Skills

Dance

The sacred ecstasy dance of Vaija, or the seflum vair, is a sensuous, slow and strenuous dance. The lithe dancer must slowly undulate while exerting and relaxing all of her muscles in ripples up and down her body. The dance is beautiful, and those who know it may use Dance in place of Sex-Appeal to people of the right gender who witness it. Furthermore, by the nature of the dance, dancers may use HT in place of DX, though to do so is exhausting (double all fatigue expenditures). The dance may be used as a Body Discipline to go into a trance, and is the dance most often used when honoring Sefelina Midra.

Sefelka Midran 4 points

The practioners of Domen Sefelina aren’t stupid. They know what happens when you get drunkards at a gambling table surrounded by beautiful women. They know they need some means of self-defense. Originally, Domen Sefelina enjoyed the sanction of the Imperial Cult and the power of the state, and thus had extravagant temple guards. In the post-Imperial era, Domen Sefelina had to learn to defend themselves, and they faced two problems. First, they needed to gently persuade overly aggressive supplicants to behave themselves. Second, as slavery became a greater and greater concern, Domen Sefelina needed a way to hide their combat practice from the watchful eyes of slave-lords.

Selfeka Midran hides its combat techniques behind the graceful steps of dance and seduction. Its practitioners tease close to their opponent, distract him with their beauty, and then turn his own strength against him. They use precise grips to weaken foes and then a wink and a kiss to weaken their will. They learn to fight from a variety of positions, so that they don’t even need to stand to defeat their opponent. Masters of the art move with impossible grace, can seem to throw an opponent with a gentle brush of their hand, and and seem to see without seeing, and always look flawless, no matter how impractical her outfit.

Skills: Judo, Dance, Sex-Appeal

Techniques: Acrobatic Stand, Arm Lock, Breakfall, Combat Art (Judo), Disarming (Judo), Evasion, Feint (Dancing or Sex-Appeal), Fingerlock, Ground-Fighting (Judo), Low-Fighting (Judo), Trip, Sweep (Judo)

Cinematic Skills: Blind Fighting, Immovable Stance, Light Walk, Mental Strength, Push, Sensitive

Cinematic Techniques: Fighting While Seated (Judo), Roll with Blow, Timed Defense (Judo or Dodge)

Perks: Dancing Feint, Flourish, High-Heeled Heroine, Sartorial Integrity, Sexy Feint, Sexy Pose, Skill Adaption (Acrobatic Stand defaults to Judo), Technique Mastery (Judo Throw)

Optional Advantages: Fashion Sense, Perfect Balance

Optional Skills: Breath Control, Escape, Karate, Theology (Annifem Lithe), Savoir-Faire (Dojo, High Society, Mafia)

Signature Moves

Glide Close: Step into close combat and lightly touch opponent. Make a Sensitivity roll. Success grants +1 to all further close combat roles, as well as Push, Immovable Stance and Blind Fighting rolls, and make a Sex-Appeal (Feint) roll. On a success, apply margin of victory as a defensive feint. Defend normally. Setup: You begin combat one step from opponent.

Brush Past: While in close combat, make an All-Out Defense (Parry) and Step through your Opponent’s hex. Make an Evasion roll (-5 for passing a standing foe). Success puts you behind your target, but also with your back facing him, and still in close combat with him, if you wish. Defend (+2!) with Timed Defense. Setup: You are already in close combat with your opponent.

Delicate Grasp: After opponent attacks, defend with a riposte penalty (at least -2). On your turn, if your defense was successful, make a Combat-Art (-3) Finger-Lock (-3) roll (Judo-6). Opponent defends at Riposte penalty (-2) Success grapples a finger and grants a +1 reaction modifier. Setup: After you are attacked while in close combat.

Gentle Disarming: After opponent attacks, defend with a riposte penalty (at least -2). On your turn, if your defense was successful, take a step and make a Combat Art (-3) Disarm (-2) roll (Judo-5). Opponent defends at -2. If successful, roll a contest of ST- or DX-based Disarm vs your opponent’s ST- or DX-based Retain Weapon. Success disarms your opponent. You may defend normally. Setup: You were attacked at reach one with a weapon.

Reward the Defeated: After successfully throwing or defeating an opponent, make a Sex-Appeal or Combat-Art roll. Success creates a +1 reaction roll or intimidates your opponents. This takes a full turn to perform. Setup: You threw or defeated an opponent.

Cults of the Divine Mask

The foundation of Annifem Lithe are the old cults, the Nadomen, of the Ranathim. Their lore and theology served as the basis for how other “similar” cults from other alien races, or even other Ranathim cults. Though the cults have changed over time, Ranathim and other aliens, and even some humans, still worship those original cults, and a multitude of cults beside.

What worship means varies from cult to cult, and how believers interact with their cults, and with Annifem Lithe differ from believer to believer. Many faithful focus intently on a single cult, absorbing their specific practices and superstitions Others attend a variety of cults superficially based on their needs, treating each cult as a different set of supernatural specialists. Others take Annifem Lithe as a whole cohesive system and see individual cults as suffering from tunnel vision. Those who treat primarily with the cults are said to practice Chivare and those who treat with the Annifem Lithe as a whole are said to practice Zathare. The Nadomen, the cults, are the only meaningful organizations of the Annifem Lithe system. Those who study Zathare, or who practice broader Chivare tend to have little organization beyond local master-apprentice relationsships, or small circles of individuals sometimes called covens.

Those who follow a specific cult might, instead of having the Believer (Annifem Lithe) quirk, they might have a Believer (Specific Cult) quirk. Most believers subscribe to the various superstitions associated with their cult, which double as small ritual acts. Characters may take these as quirks, or as Delusion (Superstition) disadvantages, usually worth no more than -5 points.

Annifem Lithe categorizes all of its various cults into the categories of the 9 communion paths A sample of cults under the Annifem Lithe system include:

  • Domen Sefelina: The Cult of the Dancer celebrates hedonistic freedom, and grants that freedom to all who make offerings to their goddess. They traditionally served as the brides of the Ranathim Divine Tyrant; today they offer their services to the underworld and fight to liberate their kind from slavery. Domen Sefelina worships the Beautiful Fool. Other cults that worship the Beautiful Fool, according to Annifem Lithe, include the “Cult” of Esau Elegans.
  • Domen Sonostrum: The Knights of Rage fight against the injustices that nobody else will fight against. They take revenge for the fallen, for the outcast and dispossessed. They traditionally served as the secretive enforcers for the Ranatahim Empire, but today, the serve as a seed of insurgency against those who oppress the Ranathim. Domen Sonostrum worships the Rebellious Beat. Other cults that worship the Rebellious Beast, according to Annitehm Lithe are the Ithin-Kor, and the “Cult” of Lothar Kain.
  • Domen Venalina: The Sin-Eaters have discovered a way to purify the Ranathim of their “inherently sinful nature” and to gain access to True Communion, and they offer to liberate all other Ranathim of their sins and dark impulses and draw them into the grace of True Communion along with them. Domen Venalina worships the Bound Princess. Other cults, according to Annifem Lithe, that worship the Bound Princess, include the cult of Sissi Sabine.

Agendas of the Cults of the Divine Masks

Each Cult has their own specific concerns and agendas, but cults, taken as a whole, have similar sorts of agendas. Cults broadly tend to be concerned with protecting their holy spaces, expanding their membership and influence, and in collecting relics associated with their particular faith. The Annifem Lithe cults also rely on powerful psions if they want to gain access to Communion, thus they remain constantly on the look-out for powerful potential psions. Examples of such agendas include:

Once thought lost forever, the shifting hyperspace storms of the Tangled Expanse have opened to reveal a path that leads to a lost Ranathim world upon which a famed Ranathim temple rests in ruins. The cult must send an explorer to survey the damage, drive out any intruders, and make it safe for a pilgrimage of a Chivaga who restore is sanctity to their God.

An ancient relic, once thought forever lost after the fall of the Ranathim empire, has turned up on the antiquities black market in the hands of a human smuggler who likely doesn’t know its true power. The cult must quietly contact the smuggler and secure the relic. If his asking price is too high, the cult may use other means to secure it. However, the operation must remain quiet, lest rival cults or, worse, the Nazathan, hear of the relic and try to seize if for themselves!

The date of a great Cult festivity looms near. The faithful brim with excitement, but the authorities grow nervous as pilgrims from all across the world flock to the city in which the temple is located. The cult has never been more powerful, nor in a more precarious position! The leadership must find some way to assure the leadership that nothing unfortunate will happen, while making preparations to ensure that the festivities go off without a hitch, despite increasing political tensions which such a large mass of faithful are slowly making worse with their presence.

A daughter of the divine has been born! A cult, long without a proper Chivaga has learned of a child who has faced the milestones of the divine path, and displays a capacity of miraculous power. Naturally, her mysterious power frightens the locals and her own family, who lost their faith in the Annifem Lithe long ago. The cult must dispatch a chiva to comfort or cow the populace, collect the child, train her in her destiny as Chivaga and then install her as a new leader. Be careful! Whomever trains the child will likely control that child’s destiny and thus become a behind-the-throne power for the child-priestess!

Cult of the Divine Masks as Opposition

The Cults have access to well-trained psions and limited access to Communion. Their membership tends to be more enthusiastic than well-trained. Most cultists will have combatants no better than civilians, at BAD -0, though likely with unusual powers. More militant cults, like Domen Sonostrum, can field full space knights might field combatants as effective as BAD -5. Organizationally, the Cults typically have a BAD of -0 to -2, not because they have exceptional security measures, but because their psionic training offer them additional security. The PSI-BAD at least equals or exceeds their BAD.

Serving in a Cult of the Divine Masks

Religious Rank

6: Thamel (Master/Mistress), Chivaga (Head Priest/Priestess)

5: Chiavagi (High Priest/Priestess)

4: Chiva Siva (Special Priest/Priestess)

3: Chiva (Priest/Priestess)

2: Chivago (Lesser Priest/Priestess)

1: Kigalegi (Senior Acolyte)

0: Seva (Slave), Kigale (Acolyte)

If one wishes to serve a cult, they first submit either as a Seva (slave or servant), who labors for the temple and does whatever the cultists need of him, or they become a Kigale, an “Acolyte” (lit “Follower”). Acolytes serve in a lay faculty, serving higher priests directly and governing the Seva.

Those who have sufficient psionic acumen or who have a destiny that bring them in alignment with the path of the cult can become Chiva or priests or priestess (lit “Witch”). Apprenticeship begins with the rank of Chivago or “Lesser priest/priestess.” Such priests learn at the feet of greater priests and typically focus on Communion Oaths as the source of their connection with Communion. Once a character has graduated, they become full-fledged Chiva. Most Chiva have at least a Communion Oath, or are Archetypes. The Chiva Siva (lit “Special Witch”) work as agents out in the world, collecting artifacts, spreading doctrines and subverting danger against the cult.

The greatest priests and priestess must either be Archtypes or have achieved Communion itself. These become Chivagi (Greater priests/priestesses), or the Chivaga or Thamel. These lead the cult on a local level, running the temple, wearing the mask of their divinity and making pronouncements in their stead. No higher organization exists. There’s no “High Master of all Domen Sefelina.” Each temple follows their own cult in their own way, and some cults worshiping the same path might even begin to form rivalries with one another!

Favors of a Cult of the Divine Masks

Generally, cults offer their members access to supernatural power and insight.

Communion Miracles: The Cults of the Divine Mask do have access to Communion, albeit in a more limited way than the Cult of the Mystic Tyrant or True Communion. Treat requests for miracles as requests for technical means (PR 15), but apply an additional -2 to represent the greater cost for Communion miracles associated with the cult.

Relics: Cults of the Divine Mask regularly collect and worship relics associated with their particular path, adding them to their own god’s mythology. They may be willing to part with them, if you have sufficient draw with the cult! Treat this as gear (PR 16), but apply a -5, similar to “experimental gear with no price tag.”

Sacred Spaces: Cults of the Divine Mask have access to places “Holy” to certain forms of Communion (most commonly Dark Communion, but some cults to paths of True or Broken Communion do exist!). Treat this as Facilities (PR pp 18-19) if the characters want to make use of the site to enact a miracle.

Introduction (PR 18): While the Cults of the Divine Masks don’t really hold much sway with the galactic elite, many members of the criminal underworld, or members of outcast races, worship the Cults. However, crosscult introductions (such as joining Domen Sonostrum and looking for an introduction to the high priestess of Domen Sefelina) do not benefit from the +5 for “introduction to members of the same organization.” The Cults of the Divine Mask are related, but not that closely!

Teaching (Services, PR 18): The Cults of the Divine Masks have access to secrets and will willingly part with them to almost all members, though Anala Izathan, the Practices of Sorcery, tend to have greater access to actual secrets, rather than the cults.

Cult Character Considerations

Requirements: Characters serving a Cult of the Divine Masks have no minimum wealth, and must have Religious Rank 0, and have a Duty of at least 9 or less. Most will have an appropriate Vow or Disciplines of Faith (Ritual).

A Favor from a Cult of the Divine Masks institute is worth 1 point/rank. A Cult as a Patron is worth 15 points as a base. A Cult as an Enemy is worth -15 points.

Divine Mask Symbolism and Ceremonies

Annifem Lithe Symoblism

Annifem Lithe pretends to be a cohesive system, but it might be better described as a cataloging of various systems with a rough attempt at creating a grand unified theory that underlies them. As such, it necessarily encompasses many systems that have few similarities in symbolism or ceremonies. Thus, one cannot completely describe all possible symbols or ceremonies for Anala. Instead, this documents some of the most common symbols.

The Lithian Language

The word “Ranathim” refers to those who speak the language of God. That is to say, the Ranathim hold their language in high regard! Most texts detailing Annifem Lithe are written in Lithian, and almost all ceremonies are spoken in Lithian. A sure sign one faces a Zathan is that he begins chanting in Lithian as he hurls his psionic powers at you.

One can learn Annifem Lithe without learning Lithian, but so much of the structure of philosophy is buried in the Lithian language that most instructors consider it necessary to learn.

When Lithian is used in Annifem Lithe, it’s practitioners use it repetitively, in mantras spoken over and over again to gain a trance-like state, in which they can better channel the divine.

Masks and Idols

Monkey Spirit Idol Room by parkurtommo

The term Annifem Lithe translates as “the Divine Masks,” and the Ranathim do not mean this metaphorically. Many nachiva channel the power of their chosen archetype directly, entering an avatar state. When they do so, they are said to have “Donned the mask of the divine,” and they usually wear a literal mask bearing the symbolism and imagery of that archetype (as seen by that particular domen, or “cult.”) Some of the most powerful relics that arise from Annifem Lithe are these masks, infused with centuries of worship and contact with Communion.

The practitioners of Annifem Lithe like to manifest their gods in more than just masks. The masks often derive from larger idols, sometimes as small as a statue on can carry in hand, but sometimes huge statues large enough to dominate a vast temple complex. The ruins of such idols can be found sprinkled across the expanse once ruled by the Ranathim. The Ranathim believe these statues act as vessels for their gods and as such, centuries of worship have turned many into powerful relics. (Un)holy sites spring up around them, most often, but some have even reported idols coming alive when their temples come under attack, to destroy the interlopers with their divine wrath.

Most believers in Annifem Lithe will keep at least one such small idol in a niche in their home, so that they may pray to it in times of need.

Communion Symoblism

Anala may argue that Communion is fundamentally unknowable, but the Ranathim have been cataloging what works and what doesn’t for centuries. Annifem Lithe extensively documents Path symbolism, and all forms of Anala make use of that symbolism in one form or another throughout it occult practices or its worship of the divine. Sometimes, that symbolism is obscure, but where they can use it, they do! They’ll even suggest modifications to native religions based on their understanding of the connection between their Gods and those of the natives, allowing them to empower their own ceremonies with Communion imagery, with surprising success!

Oaths and Divine Wrath

While Annifem Lithe encourages all sorts of hedonism and decadence, it does believe in sin, but the nature of sin is particular. Sin is not “doing evil” but violating the will of the divine. Practitioners of Annifem Lithe believe that one can create a pact between god and mortal via a cakhin, or solemn oath.” Each divinity has its own particular laws and oaths that His followers can swear. Those who swear become His chiva or “cultists.” This grants them greater access to His favor and power, but subject them to His divine wrath.

Annifem Lithe doesn’t generally believe in the universal applicability of divine wrath. That is, they do not see the need to “convert people to save them.” Divine wrath only falls upon those who violate their sacred oaths, or who profane the sanctuaries of the divine, or those the divine have sworn to protect.

Stars

Lithe, “divine” and Litha, “star” have very close roots because, at the dawn of their religion, the Ranathim conflated the two. For them, the stars were gods. As a star-faring civilization, this no longer holds true. Nonetheless, the Ranathim enjoy the poetry of finding a star they once worshiped, settling it, and building a temple to that particular God on a planet circling that world.

Annifem Lithe Ceremonies

As with symbolism, Annifem Lithe has too many ceremonies to count, but the following ceremonies represent common ceremonies found throughout Anala that many cults, or even nazathan might practice.

Prayer

Anala argues that the divine do intercede in the lives of others, but only if asked. Thus, many believers and practitioners pray to the divine. To pray, one must first placate the divinity with a posture of humility: going to one’s knees is a minimum, but most will kowtow before an idol (most believers keep a small idol in a niche in their house for this purpose; those who seek to suppress Anala usually start by gathering up all Annifem Lithe idols and destroying them). Then, they repeat a simple prayer over and over again, like a mantra. The preferred mantra and purpose of prayer varies from cult to cult, but the specific practice is remarkable consistent across all cults.

Prayers have no special mechanics, other than the usual +1 for calling upon Communion.

Sacrifice

Sacrifice – Final Step by Groznez

The Ranathim tend to focus their worship most intently on the archetypes of Dark Communion, which means their Gods are as hungry as the Ranathim! Annifem Lithe practitioners often offer sacrifices to show the depth of their commitment. The most common sacrifice is personal: they personally cut themselves to spill blood, usually at least one HP worth. The Ranathim themselves can infuse their blood with their own psionic power, losing a point of energy reserve along with their HP. Some darker cults sacrifice animals or even fellow sapients.

Cults that practice sacrifice often have perks that allow the sacrifice bonus from Thaumatology page 246 to be added to either psionic skill rolls, or Communion rolls.

Swearing an Oath

Those who wish to become chiva or if a zathan wishes to broker a deal with one of the divinities, they swear an oath. This must be done at an appropriate sacred space, before an idol of the archetype, in the presence of other nachiva. The oath-taker kneels before the idol, with the chivaga, or high priestess standing in for the God (often wearing an appropriate mask) and other nachiva surrounding them both, acting as a chorus for the chivaga and witnesses for the oath-taker. The chivaga will ask the oath-taker who she is, why she thinks she is worthy to approach this God, and if she is willing to swear an oath of service to her new God, and the nachiva repeat each question. The oath-taker answers each question; if her answers are satisfactory, she is given the oath, which she must repeat, and then most cults require a blood sacrifice to seal the oath, offered from the oath-takers hand, and accepted by the chivaga. Then the chivaga pronounces the oath made, and the nachiva celebrate (shout, sing, wail, dance, etc).

The Ecstatic Trance

Channeling the Divine is key to the entire exercise of Annifem Lithe. Most Anala worship turns on placing the worshiper in a higher state of consciousness, so that they may experience the divine directly. This is a deep trance, generally gained via body discipline (dance is most common) with some sort of intoxicant and a repetitive mantra to assist achieving the trance state. An example of such a ceremony might be a swirling, wild dance before the idol of the god worshiped while the air fills with some hallucinogenic incense and the dancers constantly repeat the same Lithian words over and over again until they begin to collapse in a state of writhing ecstasy and achieve Dark Communion while the chivaga presides over them.

Mask by Ookalarnik

The Divine Masks: Beliefs

 The Principles of Annifem Lithe

  1. The world emanated from divine source (“Litheja”)
  2. The world consists of four, possibly five layers: The divine (“Litheja”), the Dreaming or Communion (“Falineku”), the Astral or the world of the Mind/Psionics (“Akaleku”) and the physical world (“Jenteku”). There may exist a fifth layer “beneath” the physical, where the dead reside (“Hell” or “Tarvagant”)
  3. All religions and cults are just “masks”, Annifem, worn by one of the nine paths of Communion, and thus inherently compatible with one another.
  4. All mystical thought provide insight into the greater mysteries of the magical nature of the world; no mystical thought is so sacred or alien that it cannot be folded into Anala.
  5. There is no “good” or “evil,” only that which makes you stronger and better and that which makes you weaker and worse. All people naturally seek to maximize their pleasure.
  6. Death is terrible and people naturally seek to avoid it or transcend it. The secrets to both can be found in Anala, if one looks deep enough.

The Beliefs of Annifem Lithe

Annifem Lithe is less a coherent philosophy and more an accumulation of religions, cultural works and metaphysical assumptions mostly (but not exclusively) revolving around Ranathim thought. Thus, while each specific cult, or each specific practitioner might view Nifemna slightly differently, they tend to share basic assumptions about the nature of the world.

The first, core assumption is that the divine cannot be truly known, only experienced. Annifemic cults worship the avatar state, in which the chiva, or priestess, experiences the divine directly. Anala worships such individuals as having greater understanding of the nature of the world. That experience is fundamentally unspeakable. Practitioners of Anala do not attempt to describe it directly, only allude to it with symbolism and metaphor, both to keep it fundamentally sacred (if it could be thoroughly described, then it wouldn’t truly be divine!) and to reflect the impossibility of the task. Thus, Annifemists tend to describe the divine and the psionic in symbols, and knowledge of it as “a veil spread over the shape of its truth,” which gives form to the formless: a useful tool to help acolytes better understand the shape of the divine, but not a true reflection of its nature.

Annifem Lithe describes the world as emanating from the divine. The only true truth is “Litheja,” or the divine. The physical world, Jinteku (sometimes Nadum), is the “shadow” cast by the “light” of Litheja. As such, the physical world tends to be dark, mean, base and full of misfortune. The world of the mind, or Akaleku, is the world that contains our thoughts, abstract ideas such as numbers; psionic power is the manifestation of the world of the mind and the physical world. Between the world of the mind and the divine Falineku, or “the dreaming” or Communion. This is the realm where divine manifests in a way that mere mortals can experience it, and they often do in their dreams.

The Traditions and the Hard Questions

Annifem Lithe and Good vs Evil

Ranathim culture suffuses Anala, and they struggle with the concept of “evil,” preferring to see the world in hedonistic ideals of “good” and “bad.” Something is “good” when it makes you stronger, helps you achieve your ends, makes you more attractive or more desirable or gives you acclaim across your culture. “Good” empowers one. “Bad” makes you weaker, puts you in bondage to others, strips you of your valuables or your loved ones and makes you a mockery across your culture. “Bad” disempowers one.

At its core, Anala seeks to maximize one’s pleasure. Power, strength, intelligence and fame give one the tools necessary to fulfill one’s desires, while weakness, timidity and stupidity tend to bring one into situations where one can no longer achieve one’s desires.

Thus, the Ranathim tend to view their “gods” as tools to self-empowerment. Why do you worship a god, join a cult or learn “magic?” To gain greater power. What happens if you violate Their will? Their divine wrath will fall upon you. Anala will let you achieve your greatest aims, and failing to follow it will curse you and blind you and cast you in chains. Ranathim culture is extraordinarily grounded in the present, in the material, and thus do not easily accept arguments about how one will reap rewards “in the afterlife,” or that they’ll gain some sort of immaterial reward. They expect to see miracles from their divinities, and miracles that help them. This defines what is “good” for them.

Annifem Lithe on the State and War

Annifem Lithe, as a religious or metaphysical system, has a complex relationship with the state. On the one hand, the Cult of the Mystic Tyrant (Thamara Meret) began as an imperial cult. On the other hand, most of the other cults under the blanket of Anala had nothing to do with the state. As the Ranathim lost their empire and more aliens began to control their destiny, Anala became increasingly hostile towards the new powers that oppressed them, and often acted to deliberately undermine them.

Modern Anala is at best agnostic towards the law and control by the state and at worst, actively hostile. If left alone, various cults will simply worship, and cabals will study the principles of Anala in peace. If antagonized, Anala cults shift quickly into underground resistance, worshiping in secret and using their powers to gather support and attack their oppressor.

Despite this, Anala, however, comes from a strong political theory. The Ranathim created Anala as a means to twist religion in such a way that it served the state. It also explicitly chose not to oppress dissenting thought, but to absorb it and adapt to it. Thus, the underlying assumptions of Anala are those of tolerance and obedience to a long-dead empire. So, while an Anala practitioner might not believe in an alien’s gods, if someone tries to bulldoze their idols or temples, the Annifemist might object as he sees all religion and magical thought as worth pursuing (“You have no idea what amazing secrets you could be burying!”). Annifemists also believe that people should be swapping cultures, and they often make a point of learning the languages and customs of other cultures, if for no other reason than to scour their books for interesting traditions they can co-opt.

Annifem Lithe on Time and Destiny

For Annifem Lithe, Destiny has a different meaning than for most other cultures. Rather than meaning one’s ultimate destination, the course one will inevitably follow, it represents the mark of the divine on one’s life. For them, the influence of the divine is like gravity, drawing lives into the influence of a god. One can fight this, in which case their life will almost certainly have suffering, but if one embraces the path (or Nala) a divinity has laid out for them, they’ll reap great benefits. Being chosen by the divine, thus, is a great blessing (Thus, while other cultures might find it odd to say something like “Embrace your destiny!”, in the context of Annifem Lithe, this means to accept the intrusion of the divine into your life and begin to wrap your choices around that fact).

Destiny can be acquired by chance, or it can be grasped willfully by the ambitious. Those who seek to understand the secrets of the divine and manipulate them into granting the practitioner power tread a dangerous path, and Anala is divided as to how this precisely works. Nazathan argue that “the divine” is more a force that pervades the universe and that it follows the rules laid out in Anala. Just as one can manipulate psionic energy, one can manipulate the greater “divine” energy. Nachiva argue that this is pure hubris. Sometimes, the divine is sufficiently impressed by the pure arrogance of a zathan and grant him a path, but paths are meant to be walked, not controlled.

Annifem Lithe on Psionic Powers and Communion

Annifem Lithe absolutely accepts the reality of psionic powers and communion, which they call Falineku or “the Dreaming,” but also the physical world, and describe psionic powers and Communion as interactions between the “shadow” or the physical world, and the higher realms of thought and existence, which powerful Nazathan and Nachiva can pull down to the mortal plane.

Anala focuses most intently on Paths and Archetypes. The Nachiva follow paths and attempt to embody the divine, gaining access to an avatar state for prophecy and power, while the Nazathan use the rituals and symbols associated with paths to empower their psionic abilities. Neither really has total understanding of Communion: they believe Communion to be, on some level, unknowable, and true oneness with Communion is rare and mysterious; some practitioners of Anala achieve it, but not with the regularity or facility of practitioners of the Cult of the Mystic Tyrant or True Communion. Anala practitioners who become more aware of this tend to see these philosophies as closer to the divine than Anala, and attempt to understand what they do to gain such a powerful connection with Falineku.

Annifem Lithe sees all religions and cults as reflections or facets (“masks”) of the nine paths of Communion. To them, most people have either a flawed understanding of the God they worship, or they’re seeing a path from a unique perspective, offering new insights that can be applied to other, “related” cults. This makes most Anala practitioners seem both highly respectful of foreign faiths, and condescending at the same time.

Annifem Lithe on Death, the Afterlife and the Purpose of Life

Annifem Lithe practitioners believe in life after death and in ghosts, though it does not see the afterlife as a particularly nice place. The dead either go to the astral, or the Akaleku, as minds who no longer have bodies (and thus unable to fulfill their desires), or possibly (Annifemists disagree on this) to a realm “below” or “farther from the divine” than the physical world, which they call Tarvagant, or hell.

They believe the dead crave the pleasures of life, and often offer it to them in a manner of speaking. Some cults might “channel the dead” and then eat and drink and make merry to give the dead a chance to experience that again, or they make offerings of food or music to the dead to entertain them. If the dead become too aggressive, Anala contains numerous “exorcism” rituals that can cast out the dead.

Annifemists dread death. They see death not as oblivion, but an endless experience of nothingness and misery. Annifemists often fixate on a way to avoid death. They might seek to gain a form of immortality, or they might seek sufficient mastery of psionic powers, or Communion, that if they die, they can either return in some manner, or they can transcend the limitations of death and gain unity with the divine. Those who seek immortality often find the Cult of the Mystic Tyrant compelling, while those who seek oneness with the divine find True Communion very interesting.

Annifem Lithe and other Philosophies

Annifem Lithe is a magpie philosophy, stealing ideas from one another and from other philosophical traditions. It views True Communion and the Cult of the Mystic Tyrant with awe, seeking to uncover the secrets of how they do what they do, without actually giving up their old beliefs. As such, they tend to frustrate the more ascetic True Communionists as Annifemists just want to know how True Communionists “pull off their tricks” and want nothing to do with a monastic lifestyle, while the Cult of the Mystic Tyrant tends to happily turn Nazathana and Nachivana into minions, promising them secrets in return for service.

Anala and the Akashic Mysteries tend to be seperated by a gulf of time, culture and space, but when bridged, Anala finds the Akashic Mysteries just fascinating. Some speculate that the Akashic Mysteries have found a new route to the divine, and that their Akashic Record is like “reading the mind of God,” and that their mastery of time and precognition is certainly worth folding into Anala, and some copy-cat cults have sprung up, which some people call “the Nifemnic Mysteries.” Even so, Anala finds the Akashic Mysteries monomaniacal focus on the Coming Storm and the safety of humanity to be tedious and uninteresting. They’ll happily pilfer it for the secrets of Deep Time, and to try to make their way through the Akashic Labyrinth to witness the Akashic mysteries, but they set aside the rest.

Only Neo-Rationalism earns Anala’s derision. To deny the divine strikes all practitioners of Anala as supremely arrogant. Worse, they seem obsessed with the physical world at the expense of the astral and divine realms, and their practice of anti-psi might actively damage the astral. Neo-Rationalism’s oppression of “irrational” faiths tends to hit ANala particularly hard, as it’s an alien religion that’s deeply mystical and thus “irrational,” and when the Empire seeks a strawman to hold up as a boogie-man, they usually pick Anala cults.

Is Annifem Lithe Correct?

Annifemists themselves would likely suggest the question is flawed. Anala doesn’t know if its correct. It admits to feeling around in the dark at something powerful and impossible, and believes that no mortal mind can truly comprehend the divine, only touch it once in awhile, and be touched by it in return.

That said, the metaphysics described by Annifem Lithe is the closest possible to the default description of Communion and psionic powers in Psi-Wars. Psionic Powers grant one unusual powers over the physical, and Communion grants one even greater power over the psionic and natural, and Communion can be reached “via paths” which tend to have many facets, or “masks” as described by Annifem Lithe.

In a sense, Annifem Lithe is by default, both correct, and missing many pieces. They seem themselves as taking steps in the right direction. As such, it might be a good “default” assumption for most Psi-Wars campaigns. The true nature of what’s behind Communion cannot be truly known, anti-psionics and broken communion represent something dangerous, the world has “three levels” of natural, psionic and communion, and nobody can really know “the truth.”

Annifem Lithe is highly compatible with other philosophies (and tend to assume everyone has some degree of truth): Anala is basically correct, but True Communion and the Cult of the Mystic Tyrant have managed to gain (and keep secret) additional occult knowledge, and the Akashic Mysteries have uncovered deeper aspects of how precognition work. Only Neo-Rationalism is truly “wrong,” according to Anala.

The problem with Anala “being correct” is that it’s a very superficial take on the nature of psionic powers and Communion. Anala believes they exist, but doesn’t really bother to describe them, so much as catalog them and try to exploit them. It also says very little about ethics or the state. In a world where Annifem Lithe is true, the world must necessarily slide into a dark age, because nothing is truly knowable or governable, and heroes don’t exist because nothing is worth sacrificing your life for. Thus, while it’s possible Annifem Lithe is correct, it might be more interesting to suggest that it at best catalogs some known phenomenon, but understands nothing of the inner workings of the universe, and abdicates that knowledge, preferring to play dumb to actually making the sacrifices necessary to really learn the truth.

Patreon Post: Ranathim Preview

I have, today, the first of the new races.  We cannot discuss a Ranathim ideology without looking at the Ranathim themselves.  Today, I have a preview document for the Ranathim, and I want to emphasize preview. I lack a detailed look at their technology or their complete culture (though I would argue that between this document and the Divine Masks, they don’t need much more culture to be fairly distinct).  I am definitely open to feedback on this, as the final version won’t be released before the next iteration.

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