The Art of Miracle Casting

This is the last chapter in New Gods of Mankind: The Celestial Gardens DSS005. Written by Richard Leon and edited by Luke Johnson. Enjoy!AherennavsForgoth smaller


New God,


As of now you must feel disoriented with your new powers and status. I am writing this text to show you the light among the strange chaotic world of choices you have as a god. Godhood is not granted to just the average mortal; but a special soul—be they demon or god—who shows passion can command the attention of mortals, and give the light of wisdom and progress to a world shrouded in ignorance and fear. Pay close attention to the basic miracle concepts and abilities presented here. These words are not for me but for you to benefit from.


Live the Legend, Become the Myth, Be a God




Many difficult problems fill the seasons of Godhood; problems that many mortals cannot even fathom, let alone experience. Gods use Miracles to accomplish these herculean tasks. Fate grants these powers, which a god’s devout followers reaffirm to do much more than incarnate, cast down miracles upon attacking tribes and protect their own followers. This chapter discusses in detail common miracles which help a god along, and the concepts underlying those miracles. Presented are more rules, which are extensions of current rules found in Chapters 4 and 5 of the New Gods of Mankind (NGoM) New God’s Handbook to help the fledgling god reach the pinnacle of divinity. The end of this appendix shows an example of each miracle in use. This section is comprised of the following topics, rules, and examples:


  • Opposed vs. Unopposed Miracles
  • Nimbus of the Gods
  • Binding Gods
  • Binding Miracles
  • Miracle of Mental Destruction
  • Marking/Binding of a Spirit/ Demon/Wraith
  • Possession Miracles
  • Disguise, Scrying, and Ward Miracles
  • Amplifications and Diminishments
  • Additional Ways for a God to Gain Belief
  • Example of a Conflict: Love vs. Pain




Opposed vs. Unopposed Miracles


The main concept in miracle casting is this: Miracles are an extension of a god’s will. If a miracle is cast unopposed, with no other will factored in, it is cast with full effect. This is an unopposed miracle. If a god casts a miracle at another god or spirit, there is more than one will involved. Unless the affected opponent voluntarily does not resist, the miracle is considered an opposed miracle. Opposed miracles will have die rolls involved, with the two sides locked in a battle of wills. The god who cast the miracle will roll dice according to the strength of the miracle that is cast. Victims who are spirits get a spirit roll versus the miracle. Victims who are gods have several options: use a Nimbus shield to oppose the damage directly; counter the miracle’s effects with another miracle simultaneously; or use a miracle to directly avoid the miracle’s effects.


When gods cast miracles, they do so in a near instant blast of power that happens almost out of time. Two opposing gods may cast miracles at split-second efficiency, countering each other directly. For example, a goddess of love casts a miracle of enamors to ensorcell an opposing god of pain. That god may in turn switch the miracle from love to hate, negating the effects of the spell. The goddess of love may try again, but may face an additional difficulty in trying to enchant a pain god who is already angry with her.


To determine if the goddess of love wins in the above scenario, two simultaneous rolls must happen. Both sides cast their miracles, making adjustments and determining die strengths and bonuses. Two die rolls are then rolled—one each. The winner is the god with the higher die roll (with bonuses included). In the event of a tie, both opposing miracles cancel each other out thus leading to another round of miracle casting. If the contest pits a miracle against a stat or a new miracle against a permanent miracle, a tie means the new miracle does not work and must be recast.


Nimbus of the Gods


Each and every god should have a glowing Nimbus, a shield that protects against miraculous attacks. It forms an aura shield of pure energy around the god, providing a last line of defense against attack. It is a permanent shield when cast, and has an annual upkeep cost.


Every god has a choice of how to apply the Nimbus miracle and at what strength to maintain it. Every god may have up to three Nimbuses active at one time. Only miraculous attacks may penetrate this shield; nothing in the Known World or of an ordinary nature can harm a god with a Nimbus. It costs nothing to activate a god’s first Nimbus miracle, as it is assumed the Nimbus is created when the god is formed. The downside is that there is a yearly maintenance cost for the Nimbus. Also, each additional Nimbus involves costs to create and maintain.


Turning a god’s natural aura into a defensive shield is a basic alteration miracle. There are no bonuses here for domain or inclinations. The following chart is the Basic cost for a Nimbus and upkeep each year.


(Table 1)**

Type of Nimbus Basic Cost* Upkeep Die Used
Trivial 2 1 d4
Minor 3 2 d6
Significant 4 3 d8
Major 5 4 d10
Legendary 6 5 d12



*Note: The first Nimbus is free and has no cost except for upkeep.

**Additional Note: Most Nimbuses are cast in the celestial home of a god; therefore, most are free of cost. If the Nimbus is reactivated outside of the home, or strengthened outside, there will be a cost. Upkeep for a Nimbus miracle is still charged even though the miracle is cast for free in the celestial home, because the god almost certainly leaves his abode with the miracle still operational. There is no charge for upkeep within a god’s abode, but if the god leave home with the Nimbus operational, there will be an upkeep charge for the time spent outside his heaven. A god may choose to drop the Nimbus and reactivate it in his home, but there is a small risk another god may find out about this and attack while the other god drops his guard. No place is truly safe, even for a god.


If a miracle penetrates a Nimbus, it destroys the Nimbus. It must be cast again in order to reactivate it.


The type of die used is based on the type of Nimbus used to guard the god.


Binding Gods


Gods and spirits may be bound with Binding miracles, held in a confined space or pattern of thought of which they may escape. Binding a god is much harder than binding a spirit, but it may be accomplished through several means:


  • By a permanent miracle which is binding in thought or action.
  • By a god who controls the memories of another god.


A god may resist a Binding miracle as long as he has Belief to spend on opposing the miracle. If a god runs out of Belief, has no Nimbus active, and is hit with a permanent-duration miracle of some type that is binding in nature, he is bound to the other god in his actions, but he is not a slave. As long as a god has followers, he may generate Belief anew during the next festival season.


Remember a god still has free will even if bound. But if the god is bound and someone else has his memories, the god is as good as a slave— to oppose someone who has his memories is tantamount to suicide, as enemy may simply destroy the memories. Until a god is memory-wiped, he still has free will.


A bound god may only try to counteract the binding miracle, or speak directly to a follower in a dream. No other action is allowed, as the freedom of the god is at stake. Smart miracle casters will throw additional miracles on top of the binding miracle. A maximum of three binding spells is allowed upon a single god. Each additional binding on top of an original binding is an additional layer the escaping god must penetrate with a miracle. Also, each additional binding is a rule set the god must circumvent in order to escape.


If a god has no followers, no Belief, or no active Nimbus, he is reduced to spirit status and may be bound. The demoted god will have normal spirit stats for his race and can resist. If he fails to resist, for all effects and purposes he is “destroyed.” It is only a matter of time before an enemy god will find the diminished god’s memories and annihilate them. (For more information on how gods are destroyed, see Chapter 4: Character Creation, page 71, of the NGoM New God’s Handbook).


The first principle every god and spirit must learn is this: Spirits cannot be created or destroyed.


This principle, extrapolated on a larger scale, means all souls cannot be extinguished. They may be altered or controlled, but never created or destroyed. This applies to gods, as gods cannot be created or destroyed. Fate alters mere spirits to godhood, where they serve a higher purpose among their peoples. Gods can also be diminished back to a spirit state. Spirits, especially those with no memory, may also be sent back to the Well of Souls to be reborn in mortal form.


The one true treasure which lives or dies among spirits is memories. If a spirit loses its memories and personality, it is effectively dead and must go back to the Well of Souls.


Smart gods store their memories elsewhere in vessels, for themselves or a servitor to find in a time of need. Disguising the vessel of memories helps as well, to prevent scrying or other divination attempts on its location. If the god is captured or altered, it can still retain its memories. Therefore it has a chance, even if reduced to a spirit, of surviving and returning to godhood. This rule also applies to demons, as they are spirits who escaped the Well of Souls.


The most dangerous thing for a god to have is another god’s vessel of memories. If the god is bound and lost its memories, it is a slave to whoever has bound the god. A god will do anything—including accepting servitude—to reclaim his memory vessel. Self-preservation is an instinct which lasts beyond death.


If a god possesses another god’s memories, the god can now command the victim as if he were a slave. Any god may use a simple, yet powerful miracle that wipes out memories and destroy personalities. With this threat over his head, the victim has no choice; for with no personality or memory the god is a lost spirit, destroyed as a god.


If a god has no personality or memory of any kind, the people who would feed him Belief can no longer provide it to him. Temples and shrines will crack and crumble. The god’s abode in the celestial spheres will fade along with the spirits inside. The spirit, once a god will fade off and return to the Well of Souls.


If a god gains his memories back, with some divine intervention he may reestablish himself through a slow process of gaining followers and restoring his lost Belief. With this hope a god will do anything, as long as there is a chance their memories will be restored to them.


As stated earlier, a god may choose to keep his memories on him, or hidden away from plain view. A god may use a Disguise miracle (discussed later), up to three additional Nimbus miracles, and a Ward miracle (see below) upon the memories. Memories can be hidden anywhere, from the home of a god to the Known World.


Binding Miracles


A miracle of any type may be binding in nature. As the gods exist on the metaphysical plane of the Celestial Spheres and Celestial Gardens, so too are the miracles created there metaphysical. If a god launches a fire storm made of burning pitch and twisting winds, it is only a metaphysical representation with no actual physical substance. It may affect spirits and gods, but cannot outright destroy them. Any miracle, such as this fire storm, can be used to bind another spirit—in this case, bound in pain and agony, caught forever in a hellish fire storm. This is where a resistance test vs. Spirit comes into play against the miracle cast. If the miracle is permanent it may bind that spirit forever, lost in a fire storm.


The Binding miracle is permanent due to the high cost of binding a spirit, especially a god. There is an upkeep cost for the binding each year, starting from the season in which the binding was cast. Shorter-duration miracles are easily cast off, as the spirit realizes the binding is just a temporary state. A spirit or god will walk out of the fire storm unaffected if it is anything less than permanent in nature.


Binding miracles can have natures of creation, destruction, transformation or control. Creation miracles make walls of opposition, a prison around the spirit. Destruction miracles often destroy mental freedoms, such as destroying a god’s senses or his abilities relating to travel or communication. Transformation miracles alter the environment and thought. Control will simply establish a mental leash of thought upon the god.


Breaking a Binding miracle involves much thought and working. Another concept to remember is if the miracle is altered in any way, the miracle now belongs to the god who altered it. A bound deity cannot directly oppose a binding miracle. If a pool of acid directly binds a god’s soul, he cannot simply remove the acid. Nor can he simply fly out of it, as the pool surrounds him entirely. The god may use the following options:

  • The god changes the composition of the acid to another liquid.
  • The god drinks the acid pool and attempts to digest it.
  • The god changes his own form into acid, becoming the pool of acid.


Wording is very important in any miracle. Logic is the best solution to breaking a Binding miracle.


Miracle of Mental Destruction


This miracle destroys the mind of a spirit or god. It is a very harsh miracle which can only be used if the location of a spirit or god’s mind is known. Many times the memories of a god are hidden, unlike those of a spirit or demon, who might not even think to hide their thoughts. Any time a mental destruction miracle is cast it is always legendary and very costly, even in the domain of a god. It is the only exception miracle which takes a toll on a god when cast. It may only be cast on a single individual be they spirit, demon, leviathan or god—never in multiples. This single miracle is a regulated gift from Fate. If Fate disapproves of the casting god’s target, the miracle fails but the belief is still spent.


Miracle of Mental Destruction: A violent, fiery wind comes down upon the victim scorching the soul in a metaphysical fire made of black flame. The memories and personality of the soul are ripped apart and scattered to the winds.

Cost 60


Marking/ Binding of a Spirit/ Demon/Wraith


A normal spirit or demon may be bound if its location and name are known. Use of a trivial scrying miracle is needed, along with foreknowledge of the victim, before the binding takes place. There are many instances where a god binds a spirit to do his bidding. Followers of the god are marked and in a way bound already. Binding a spirit is an opposed roll of the god’s Spirit die versus the Spirit die of the spirit/demon/wraith. Multiple spirits may be bound at once, but every god must be careful.


If a god marks a spirit, it cannot be bound again except by the marking god. If a god is reduced in status to a mere spirit, all its marked spirits become unbound. A god may mark an unbeliever (not a follower), but the mark may be removed if the spirit chooses to follow another god. Beasts and non-sentient animals may be marked and their spirits bound, usually with no challenge. If a beast’s soul is marked, another god may remark it, making it his own. Marking a soul costs only 1 Belief point. There is no upkeep; and the marking, unless challenged, is permanent.


Demons and wraiths can be bound and marked even though they are different forms of spirits (see the New God’s Handbook, Chapter 3, page 54). Demons are rogue spirits who have escaped from the Well of Souls. They know nothing about mortal life unless they observe it. Demons have no morals, being chaotic in nature. Events in the Celestial Heavens shape their thoughts into unusual patterns. Often these experiences shape them into jaded beings who rail at Fate. On occasion some will become gods, as they produce a following in the Known World and have influence over mortals (and carefully avoid Fate’s Grasp!). Others take a darker road, and become Leviathans. “Wraith” is another term for a raging soul, a mortal spirit in anguish warped and twisted to the point of utter hate and destruction. This condition of the soul is the beginning stage of a Leviathan. Gods would do well to mark and bind these spirits, as they are a menace to the Known World and the Celestial Spheres. Much like spirits, demons and wraiths can only possess mortals using their limited powers. None of these spirits have any godlike powers.


Binding a single soul costs a single point of Belief. Gods use a ten-sided die for their Spirit score roll (as stated in the New God’s Handbook, page 71). Gods may amplify this score or increase the die for an additional Belief point (see Amplifications and Diminishments, below). Upkeep cost depends on the location of the spirit. There is no cost if the spirit is in the celestial abode of the god. If the soul is located outside of the god’s realm there is an upkeep charge of 1 point of Belief per year.


Note each god, upon using a Binding miracle, must define the terms of limitation. This should be stated before the casting of the Binding miracle.


Possession Miracle

Gods and spirits may possess living beings such as plants, animals, insects and other life forms. This Possession only concerns the control of the physical vessel, not the spirit of the living creature itself. Possessor and host share the space inside the mortal coil. Spirits and demons may possess the living on a successful opposed Mind roll. A spirit or demon can only possess one person or object at a time. If the Mind score of the object or being is 1, Possession is automatic.


A god may possess many beings and objects as his spirit is very large and can be divided, portioned out. A god may possess any group of objects or beings (up to ten in the group) for the cost of 1 point of Belief. Each being, if it has a Mind score greater than 1, may resist with an opposed die roll against the Mind score of a god (which is a ten-sided die). The god’s Mind score may be amplified, or the die roll increased, with additional Belief points. The god’s current Belief is the number of beings or objects it may possess.


Upon Possession, a god controls the bodily functions of the mortal or object. Gods may see, touch, think, hear and speak using the vessel’s faculties. Gods use possessed mortals as spies to go into enemy territory without being noticed. Disguises and other miracles are often used on the creature or object to avoid detection.


Possessed intelligent spirits may reroll against the original Possession miracle every season. Beast and other lower life forms may reroll every year if their Spirit scores are greater than 1. Each year a god must pay an upkeep charge of 1 point of Belief to continue the Possession. This is because mortals exist only in the Known World and cannot exist as mortals in the Celestial Spheres (with the exception of the Celestial Gardens).


Disguise, Scrying, and Ward Miracles


Standard miracles for gods also include miracles of Disguise, Scrying and Wards. Domain and Inclination do not affect these standard miracles.


Gods use disguises frequently. Even incarnating in the world as a mortal is a type of disguise in and of itself (see the New God’s Handbook, Chapter 4, page 71). But to disguise your power from other gods is a different matter altogether. Scrying miracles allow a god to know what he is dealing with in terms of power levels, and even more detailed scrying will inform the god about how many followers his rival has, and even the rival’s location. Scrying miracles are also used to find locations of persons, places or objects. Scrying miracles may set off an alarm known as a Ward. Wards inform the god when someone is intruding on his territory instantaneously. The god may view the Ward and determine the threat to his area.


Disguise/Scrying Miracles


Gods have many reasons to use disguises. Memories and personality (encapsulated in the Mind score) are very precious and should be hidden. Other bits of information, such as the god himself traveling in the Known World, a powerful artifact, or a hero on a dangerous quest need to be hidden from enemy eyes. The Disguise miracle is a mere illusion that does not alter or create anything but a disguise. It also conceals the location of the person, object or place from detection. Disguises come in several strengths according to the chart below. The more powerful the Disguise miracle the harder it is for Scrying miracles to penetrate. Opposed rolls are used between the Disguise and Scrying miracle. Disguise and Scrying miracles use the same chart below. *Disguise miracles have an upkeep charge as they are permanent miracles, while Scrying miracles have no upkeep as they are used and discarded.


(Table 2)

Type of Disguise/ Scrying Miracle Basic Cost Upkeep* Die Used
Trivial 1 0 d4
Minor 2 1 d6
Significant 3 2 d8
Major 4 3 d10
Legendary 5 4 d12



Since gods are not omniscient, Deities use Scrying miracles to find locations and other intelligence about hard-to-find objects, people or places. In order to use a scrying miracle the god must have some knowledge of the subject under study. Names are very powerful, and to know a name of a subject is to put a common reference to it anyone can access. The only other substitute is a complete physical description of the subject.




Gods and magic-using mortals use Wards to detect intruders. This includes miracles used against the god, from scrying to other forms of attack. A god may simply use a single Belief point to activate an alarm, creating a permanent Ward which will inform the god of intrusion. There is no upkeep and the miracle is permanent. Multiple Wards may be set up, with no maximum. But each alarm can be circumvented through the use of trivial miracles. Often it is how the alarm is placed that is the key to its usefulness. If an alarm is set upon a temple in the Known World, it may not be directly in the temple. It may be floating above in a cloud or underneath the earth of the temple. A scrying miracle might be used, but with caution. If a scrying miracle does not roll its maximum roll for the die type, it will set off the alarm. (This does not count bonuses as a d8+1; this Scrying miracle only needs a 7 or 8 to succeed and not set off a Ward miracle.)


Amplifications and Diminishments


Gods may increase or decrease an already existing miracle’s power using amplifications and diminishments. Amplification is a bonus point to a miracle die roll with a maximum number of bonus points equal to ½ of the die range (see the New God’s Handbook, Chapter 5, page 83). Diminishment is the opposite, giving a negative to a miracle die roll. The same rule applies, with negative points maxing out at ½ of the affected miracle die range. The cost for an amplification or diminishment is the same in points of Belief as the bonus (see Table 3, below). Amplifications and diminishments are different from miracles that give bonuses (such as a god making +2 bronze armor for his veteran warriors, which will be a significant innovation of creation), as the bonus is not the miracle itself, but in addition to the miracle to increase its effectiveness or decrease it. Amplifications and diminishments, if added on to a permanent miracle, have their own upkeep costs.



(Table 3)

Type of Amplification or Diminishment Basic Cost Upkeep* Bonus Given
Trivial 1 0 +/-1
Minor 2 1 +/-2
Significant 3 2 +/-3
Major 4 3 +/-4
Legendary 5 4 +/-5



Additional Ways for a God to Gain Belief

Gods can gain Belief from their followers in more ways than simply going to war with mortals and waiting for each festival season to begin.


One way is to have singers and storytellers recount a legend of the god’s exploits. These adventures should have taken place already in the Celestial Realms of the gods or in the Known World. There must be some truth to the legends (an outright lie must be a miracle-created myth, which will cost Belief). For each season the tale is told, the god gains one Belief point. Each legend must be a complete story with a plot, setting, characters, beginning and end. Each legend should show the deity in a positive light.


Another way to gain Belief is through the building of temples and shrines. Much like in Chapter 6, page 105, of the New God’s Handbook, a temple or shrine is a structure which will give its god Belief. For each 100 followers, a god may build one temple in any given area where people may gather. For every 50 followers, a god may build a shrine. A god may only have one temple or two shrines for every 100 followers. Each temple gives 2 points of Belief, and each shrine 1 point of Belief, each year during the festival season of the god. Large temples, which generate 5 points of Belief, may only be built for 200 followers. If a large temple is built, there can be no shrines or temples until the god gains an additional 100 followers.


Example of a Conflict: Love vs. Pain


Aherenna, Goddess of Love, Beauty, and Devotion is tired of one of her neighboring gods, who inflicts pain on all those in his territory. She meets the god, named Forgoths, in the Celestial Gardens at the Frost Gardens of Joy, Pain, and Sorrow during the Fall Season. Among the bushes of the Holly Garden, Forgoths listens to the symphony of wailing spirits inflicting pain upon themselves and each other. Aherenna moves in with her Nimbus shining like a silver cloud lining. They strike up a conversation salted with much heated debate.


Aherenna speaks, in a smooth voice, “I have noticed your followers are gloomier than ever, Forgoths, if that is even possible.”


“Your followers are just mayflies, mating and dying without truly experiencing life and what it has to offer,” He replies. Forgoths seems lost in thought as the wailing takes on an unearthly timbre of despair.


Aherenna replies, “I would have you know that service to me is a joy in and of itself. Within me you can find true love. Without me you may only know pain and sorrow.”


“Well, Aherenna, that is why my followers are mine and your sheep belong to you. There is more to life than blind devotion and hopeless love,” Forgoths rejoins. “Without pain, you would never know what bliss feels like. If there was no sorrow, how could you know what joy is?”


“Maybe you should find out what true love is!” With these words, Aherenna strikes out with her mightiest miracle in hopes of binding the god to her.


Aherenna the Shining Reflection

Primary Domain: Love

Secondary Domains: Beauty, Devotion, Wind


  • Harmony: Control
  • Balance: Transformation, Creation
  • Opposed: Destruction

Current Belief: 100

Nimbuses: 1 Legendary Nimbus Amplified d12+2 Cost 2*(8)Upkeep 7 (Legendary Nimbus 6, Amplification +2)*Note first one is free; Aherenna pays only for the upkeep after a year and the amplification.


Aherenna has two forms. Her natural human spirit form depicts a dark-haired, petite beauty with almond eyes and yellow skin. The other form is her elemental wind form, a pink, sand-colored wind which is usually shaped into a violent tornado.



Due to many conflicts and struggles as a god and in real life, Aherenna is a jaded soul who believes that those who do not show love should be subjugatedturned into slaves. She is quick tempered and has many mood swings. Often an innocent conversation will turn to violence at the blink of an eye. Her temples reflect her personality, with many lavish goods from her devotees who show her love. She asks nothing less than complete obedience and love to her and her priests.



Her symbol is a heart wrapped in thorns with three wavy lines above it. The heart is colored pink, symbolizing love, with the thorns representing devotion. The three wavy lines represent her element of air.



Those who choose to follow Aherenna do so at their own peril. Everything a follower owns now belongs to her and her priesthood. Love is an act that must be conveyed every day. If someone is caught showing hatred or any other emotion but love to any believer, he is severely punished. Only the priests of Aherenna are allowed any other expression of emotion. A large temple is built in the center of the town where everyone goes to worship during the evening. (This temple gives +5 Belief each year to Aherenna.) Summer is festival time in the town of Ahere. A wild orgy of food, dancing and sex commences for several days.



Of her two hundred devotees, a large portion (25%) belongs to the priesthood. A smaller portion (5%) are temple carpenters maintaining and cleaning the large temple daily. Aherenna’s followers are simple people who farm the land and raise livestock, mainly sheep. In the far-off eastern land of Lashon, her followers have created a small farming town that grows in number daily.


Clan Followers of Aherenna

Total number of followers: 200

25% Pale Reflections (Priestesses of Aherenna), 5% Temple Carpenters

Pale Reflections of Aherenna: (Total 50)

Body: d6

Mind: d8

Spirit: d6

Temple Carpenters of Aherenna: (Total 10)

Body: d8

Mind: d6

Spirit: d6


Heroes and Artifacts: None


Major Commandments:


Thou shall love Aherenna above everything else: This is her primary and basic commandment. Anyone caught not showing the goddess devotion will be severely punished. Often this punishment is in the form of the goddess possessing the violator and forcing him to graze like a sheep for a season. Repeat offenders are made into slaves for the temple.


Thou shall only show love as an emotion: No other expression or emotion is allowed except for happy smiles of love and devotion. Anyone caught making ugly faces or frowning is severely punished.


Favored Miracles:


Loving Devotion of Aherenna: A pink-colored wind shrieks past the goddess, surrounding the victim in a dust storm of pink, shimmering particles. This is in fact a mind-altering dust storm which renders the victim an utter devotee to her, constantly adoring her and singing her praises. It is a permanent miracle, which when used on mortals or gods is very fatal. Aherenna uses this miracle as a last resort as it is very powerful.

Cost 8*(16) (Legendary Innovation of Control 8, Duration + 3, Domain -2, Location +1, Scale, 0, Total, 2) Cost cut in half due to location in the Celestial Gardens




Aherenna attempts to use her favorite miracle, Loving Devotion of Aherenna, on Forgoths to bind him to her. She wants this god of gloom and doom stopped before he affects her tribe.


Her die is a d12 as the miracle is legendary.


Forgoths has several options to counter the threat, as Forgoths can see the miracle coming (as any god rightly should with the proper Wards and scrying).


In this example, Forgoths tries to turn the miracle of utter, binding love into hatred—making the emotion still strong, but of utter contempt and hatred instead of blind devotion and love.



Forgoths the Gloom Lord

Primary Domain: Pain

Secondary Domains: Sorrow, Loud Noises (Thunder is his Favorite), Animals


  • Harmony: Creation
  • Balance: Destruction, Control
  • Opposed: Transformation

Current Belief: 15

Nimbuses: 2 Inner Legendary Nimbus d12 Cost 0* (6) Upkeep 5 (Legendary Nimbus 6,)*Note: first one is free; Forgoths pays only for the upkeep after a year.

Outer Major Nimbus d8 Cost 0** (4) Upkeep 3 (Major Nimbus 4) **Second Note: This miracle is free as most gods cast their miracle in their celestial home. Upkeep still applies even though the miracle was originally free to start with.



Forgoths has several aspects. His favorite is a simple nomad clad in leathers like his people—only the leathers are all gray and his eyes are dark pits. Other aspects include his elemental persona of a rain cloud, and animals (Forgoths possesses a small herd of ten wild horses in the Known World).



Practicality and perseverance are hallmarks of the Gloom Lord’s persona. He recognizes that his people have a harsh life as nomads. He embodies the idea of pain as a symbol of hard work and living. To be in pain is to know one is alive. Forgoths is a reflective god, often found brooding in the Holly Gardens located in the Celestial Frost Gardens.



A vertical line crossed halfway with a diagonal line running from left to right is his symbol. It is a simple symbol marking the lands where Forgoths’ nomads roam. It is marked on all cattle herds which roam with the people. The vertical line represents mankind, with the diagonal line representing pain. “Even with pain, man stands tall” is the meaning behind the icon.



Worship for the followers of Forgoths is a somber occasion. A simple prayer held at a mobile shrine is recited before any major move or hunt. The tone of the prayer is mournful, filled with past sorrows. At the end of the prayer a loud drum and bell are clanged together to show spirit in the coming trial of the people. Winter is Forgoths festival season, with games held to mark the occasion. Forgoths’ people, known as the Thogrofs, play games of endurance against pain to see who Forgoths favors.



The Thogrofs are a nomadic people who raise cattle, known as lashon, for a living. They use everything on the lashon including the skin and bones for their livelihood. There are no true priests; only warriors and herders serve as caretakers and chosen of Forgoths. The Thogrofs tribe wanders the plains of Lashon in the eastern lands of Frinth.


Clan Followers of Forgoths

Total number of followers: 150

30% Plain Runners (Warriors/ Herders)

Plain Runners of Forgoths: (Total 45)

Body: d8

Mind: d6

Spirit: d6


Heroes and Artifacts:

There are no true heroes of Forgoths, as the god likes to incarnate in the Known World. There are several small artifacts contained in each shrine that is carried from place to place. Inside each shrine (which is a wooden box holding a set of large bells and drums) is also an arrow. This arrow, known as the Arrow of Pain, is a powerful artifact that may only be used once per season. The arrow Forgoths provides can slay any non-sentient creature (be they beast or demon-spawn). The creature, when hit, dies an agonizing death of howling pain. The beast will lie in pain for three days before dying. For rules purposes, the arrow acts as a d12 attack against beasts and non-intelligent demons, and can be amplified before use.

Arrow of Pain

Cost 8 (Legendary Innovation of Creation (8) Duration +2, Domain -2, Inclination 0, Location 0, Scale 1, Total 1) Upkeep 7


Major Commandments:


Never quit, always persevere: This is a motto of all tribesmen. It is a personal saying and greeting in their native tongue.


Pain is a blessing, for it lets you know you are alive: Pain is an almost holy thing, never to be forced but never stopped. No medicines to reduce pain and ease comfort are used in the tribe. Everything is about pain and endurance.


Creatures are a blessing and should never be killed for sport: With the Thogrofs’harsh lifestyle, every meal is considered a blessing. People who waste food are banished from the tribe.


Favorite Miracles:


Unending Pain of Forgoths: This powerful miracle is rarely used, for it is also a Binding miracle that can be used on gods as well as mortals. The victim is racked with many mental and physical bodily ailments and pains that will not go away. It is permanent, and subjects the mind to agonizing torture of the worst kind. The tortures vary, for the miracle varies the types of pains in a never-ending cycle. The subject cannot move or think properly as its body and soul is engulfed in hurt.

Cost 8 (Legendary Innovation of Creation (8) Duration +3, Domain -2, Inclination 0, Location 0, Scale 0, Total 1)



On the Spot Miracle: Love and Devotion of Aherenna to Hatred and Contempt of Aherenna


All deities know the exact types of miracles used against them or their people. This knowledge is instantaneous and needs no Scrying miracle or Ward.


This miracle is very hard for Forgoths, as he is opposed to Transformation. But it is the Gloom Lord’s first thought for defense. Also, since the miracle occurs in the Celestial Gardens, its cost is cut in half (round up).


Cost 6* (12) (Legendary Alteration of Transformation 6, Duration 0, Domain +1, Location +1, Scale 0, Total 2) Cost cut in half due to location in the Celestial Gardens


Dice are rolled. Aherenna rolls an 11, Forgoths rolls a 7. Forgoths’ alteration attempt does not affect Aherenna’s miracle. It now travels to Forgoths, to create a new feeling of Love and Devotion. But in order for this miracle to truly affect the god it must penetrate his Nimbus.


Aherenna’s Current Belief: 92

Forgoth’s Current Belief: 9


Forgoths’ Nimbus


Now Aherenna’s miracle comes up against Forgoths’ last line of defense, his Nimbus.


Forgoth has two Nimbuses; one is rated at a d12, while the other is a d8. The d8 shield is the outer, while the d12 is inner. A god may have up to three, an outer, middle and inner shield. This cost is free if cast upon the god in his celestial home. (Which most gods do before leaving.)


Both Aherenna and Forgoths roll; Aherenna rolls a 12! Forgoths rolls a 6 and a 4. Aherenna’s miracle passes through both Nimbuses and binds the God. If she would have rolled a 6 or less, there would have been no penetration.


In order for a miracle to penetrate a Nimbus, it must score higher than the Nimbus roll. If the roll is even or less, the Nimbus holds intact and the miracle fails.


If Aherenna instead rolls a 6, and Forgoths rolls a 6 for the inner and 4 for the outer, one shield has been penetrated, but not the other. If the roll for Forgoths was reversed, with a 6 for the outer and 4 for the inner, both shields would still be intact. The miracle must pass through each Nimbus in order to get to the next.


Now Forgoths is bound to the service of Aherenna! But this is not the end of the conflict or the story, only the beginning.


Forgoths now lies under the effects of Aherenna’s miracle after the destruction of his Nimbus. But Forgoths still has a will—he is only bound to certain actions such as love and devotion to a goddess.


One cannot simply undo a binding; it must be counteracted in other ways if it takes hold. Limits are now put upon Forgoths who must now think of a miracle which will get him out of the mess he is in. Forgoths once again tries to transform the miracle. Instead of turning love into anger, which is impossible now with the binding, he opts to amplify the emotion of love and devotion into a frothing, bloodlust obsession of insane love which would cause him to act irrationally and belligerently. This is a viable way to counter the Loving Devotion of Aherenna miracle cast upon him; unless the miracle states that the devotion cannot become obsession, Forgoths is in the right. The wording of a miracle is very important, as the slip of a word or loophole in logic will allow a god or goddess to break the miracle.


Still in the Frost Gardens of Joy, Pain and Sorrow, Forgoths goes to one knee in front of Aherenna. With glowing crimson eyes he states. “I am devoted to you goddess; my love will now know no bounds, as you will be mine.”


On the Spot Miracle: Love and Devotion of Aherenna to Obsession of Aherenna


Forgoths attempts to unbind himself using a loophole in the miracle logic. Remember he is bound to love and devotion, not hatred and contempt, but there is nothing in the miracle stating he cannot be obsessed with her. An obsession will overrule love and devotion as it has taken the emotions and actions to an extreme where any type of action is justified, thus negating the love and devotion miracle of Binding.


Cost 6* (12) (Legendary Alteration of Transformation 6, Duration 0, Domain +1, Location +1, Scale 0, Total 2) Cost cut in half due to location in the Celestial Gardens


Dice are now rolled.


Aherenna, with her miracle still intact (as it is a permanent miracle) rolls an 8. Forgoths rolls a 9! With luck and Fate on his side, the shackles of love and devotion are turned into a miracle of his own creation, obsession. Now with the miracle of his own creation upon him, he simply lets the miracle go.


A god may terminate his own miracle. When Forgoths alters Aherennas’miracle the miracle passes in ownership to Forgoths as he is the last one to spend Belief on it. However, while Forgoths was bound he could not directly go against the miracle binding him. As shown, he had to circumvent or alter it to his favor.


With the miracle dissipated, Forgoths disappears, leaving a statement for Aherenna: “I will not forget this binding. There will be revenge, and it will be sweeter than anything your love could conceive.”


Aherenna’s Current Belief: 92

Forgoths’ Current Belief: 3


Disguises of Pain and the Scrying of Love


Forgoths flees to his heavenly abode in the Celestial Sphere of Everwinter. His home is a small hut near the edge of a cliff, overlooking a chasm with no visible bottom. Upon arrival (which is instantaneous), the Gloom Lord summons a Disguise miracle of the highest order. He does not want Aherenna to know where he is—even though she might have a good guess. Since miracle casting is free in his home, he summons the most powerful disguise possible.


Forgoths’ Disguise Miracle (Amplified)

Cost 0* (11) (Legendary Common Disguise Miracle Mythical Amplified 5{6} No other modifiers allowed)*Miracle takes place within the Celestial Sphere of the God


No one can know where Forgoths is. Even Fate would have a hard time looking for him.


Aherenna decides to look for Forgoths, as he might be dumb enough to throw on a significant disguise and roam about the Known World. She draws a circle in the air, and it shimmers like a mirror in the center of the pattern. Pulling out all the stops, she summons a scrying miracle of the highest magnitude with full amplification.


Aherenna’s Scrying Miracle (Amplified)

Cost 6* (11) (Legendary Common Scrying Miracle Mythical Amplified 5{6} No other modifiers allowed)*Miracle takes place in the Celestial Gardens


Dice are now rolled.


Forgoths rolls a 7; with a bonus of 6 his total is 13. Aherenna rolls a 5; her total is only 11. Even with all of her might, she cannot find Forgoths. Aherenna assumes that the god is in his abode, and retires to plot other avenues of revenge.


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