TEXT: IntroductIon
  Clerics are well-known for invoking miracles, channeling the power of the gods into 
  the mortal realm. For the most part, these are short-lived effects and of little consequence 
  in the grand scheme of things. While a bolt may strike down a king, he is but one man. 
  But there are more powerful miracles known to clerics, miracles whose workings can 
  affect entire communities for as long as a year. These are known as resource miracles (and 
  sometimes as community miracles), and form the focus of this supplement.
  IntroducIng resource MIracles
  Although adventuring clerics may occasionally see some minor benefits from invoking 
  resource miracles, they are intended for use with the Resource Management rules (found 
  in a separate PDF supplement of the same name or the Hellfrost Rassilon Expansion). Un-
  der the existing rules for resource management shrines and temples provide an automatic 
  bonus. Resource miracles also grant bonuses. It is thus left to the individual GM to decide 
  how resource miracles work alongside the existing rules. Two options are given below.
  Note that in both instances, the rules for constructing and demolishing temples or 
  shrines still apply as normal. Glory and Loyalty modifiers related to the construction of 
  certain holy sites (such as those of Dargar or Hela) also apply as normal.
  No Religious Site Bonus: With this option, shrines and temples provide no fixed bo-
  nuses, nor do they allow the chance to offset disasters. Instead, the only way to gain bonuses 
  through religious structures is by way of these rules. This places a greater emphasis on the 
  role of the local high priest and his relationship with the Resource’s inhabitants, workers, 
  or customers, rather than on an inanimate building. This is the default setting rule for all 
  official Hellfrost products, and the way resource miracles work in other settings.
  Addition to Religious Sites: The second option is to allow resource miracles effects to 
  stack with the automatic bonuses granted by shrines and temples. This makes them much 
  more powerful, since together a religious building and resource miracle can provide a 
  sizeable bonus to the Annual Income roll (among other effects).
  learnIng a resource MIracle
  Resource miracles are learned like any other miracle. Clerics solely of a minor god may 
  never learn a resource miracle, even if their cult permits temples and shrines—these dei-
  ties lack the authority and power to affect the mortal realm in such grand ways.
  31297
  PAUL “WIGGY” WADE-WILLIAMS
  • S U P P L E M E N T •
  Author & Layout: Paul Wade-Williams
  Editing: Lee F. Szczepanik, Jr.
  resource 
  MIracles
  www.tripleacegames.com
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  castIng resource MIracles
  Resource miracles are powerful. In order for a ben-
  eficial miracle to work, it must be invoked at a shrine or 
  temple of the deity whose aid is being sought, and in the 
  community the miracle is to affect.
  Harmful miracles must be cast within sight of the tar-
  get Resource’s boundary, and the caster must belong to a 
  Resource that boasts a shrine or temple of the god whose 
  magic he seeks. For most evil NPC clerics, their Resource 
  will typically be a temple to their fell deity, rather than a 
  rival village seeking to benefit from the dark miracle.
  In neither case need the caster be the resident high 
  priest (defined as the accepted leader of the local reli-
  gious community, irrespective of personal power or 
  experience). However, it is impossible to cast a resource 
  miracle without the backing of the inhabitants or the 
  support of one’s temple—no cleric can hope to channel 
  and control so much divine power alone. Invoking a de-
  structive resource miracle against a Resource is usually 
  the prelude to a feud, if not all-out war.
  cost
  Resource miracles require exact, copious, and expen-
  sive sacrifices, not to mention taking peasants from their 
  duties for a day or more, and thus come with a financial 
  cost. The cost of a resource miracle is 250 gold scields 
  per point of Population. Hence, a typical Resource with 
  Population 2 imposes a one-off cost of 500 gold scields 
  for each resource miracle invoked. This breaks down to 
  2.5 gold scields per inhabitant. Since the miracle benefits 
  the entire community, the cost comes from the populace 
  in the form of taxes and tithes. Naturally, this takes mon-
  ey from the Resource owner’s coffers. In game terms, the 
  cost must be paid from the Resource owner’s treasury.
  castIng roll
  Resource miracles are not quick to cast. They require 
  an entire day (8 hours) of uninterrupted prayers. In or-
  der to invoke a resource miracle, the cleric makes a Faith 
  roll as normal. However, the roll suffers modifiers based 
  on a number of events or conditions. These modifiers are 
  detailed below. Maintenance penalties apply as normal, 
  as do modifiers for wounds, Fatigue, and so on.
  Mod Event
  Loyalty
  +X 
  Cooperative Loyalty roll
  Ritual Date
  +0 
  High holy day
  –1 
  Holy day
  –2 
  Day not associated with deity
  Season
  +X 
  varies (see miracle description)
  Other
  –1 
  Cast through a shrine
  –2 
  Per attempt after the first in the same year
  Loyalty: Unlike normal miracles, resource miracles 
  are community ceremonies rather than solo acts of faith, 
  often involving a large percentage of the native popula-
  tion, not to mention friendly neighbors. Population size 
  is not as important as devotion to the deity. The locals, 
  whether inhabitants or customers, show their support 
  for the priest through a Cooperative Loyalty roll.
  Other: Shrines attract fewer worshippers and are 
  poorer focuses of spiritual energy than temples. The 
  modifier is not applied if the deity in question only per-
  mits shrines (such as Freo).
  While a community can only ever benefit from one 
  resource miracle per deity per year (see below), failed 
  miracles may be reattempted. An entire month must pass 
  before the new casting may begin (which also requires 
  more money to be spent). Because of the huge spiritual 
  and emotional drain on the populace, repeated attempts 
  are more likely to fail.
  Ritual Dates: Resource miracles work best when cast 
  on a day important to the deity. A full calendar of all the 
  holy and high holy days is presented in the Hellfrost Cal-
  endar supplement. Bonuses for specific high holy days 
  may also be found in a miracle’s description.
  Season: Miracles designed to provide a benefit over 
  an entire year are (for the most part) more likely to pro-
  duce results if cast at the start of the year rather than at 
  the end, when the miracle has less time to induce any 
  noticeable effect. Specific modifiers are listed in the indi-
  vidual miracle description.
  MaIntenance and castIng lIMIts
  Resource miracles are spiritually draining, not just 
  on the caster, but on the community as a whole. Unlike 
  regular miracles, the Maintenance for a resource miracle 
  is paid for by the continuing faith and support of the 
  populace. Common citizens have neither the willpower 
  nor faith to concentrate on more than one miracle from 
  any god at any given time, and no individual can hope 
  to harness the tremendous power. even if a miracle has 
  a relatively short duration, the spiritual focus leaves the 
  inhabitants drained.
  Because of this, no Resource can benefit from more 
  than one resource miracle from any given deity per year, 
  regardless of who casts it. For example, once a cleric of 
  Tiw has cast a resource miracle, no other Tiw resource 
  miracle will function for the rest of the calendar year.
  Furthermore, an individual cleric may have no more 
  than one resource miracle in effect at any one time. Al-
  though he is not personally counted as Maintaining the 
  miracle, he too must devote a certain amount of spiritual 
  energy to it.
  Backlash
  Being denied the benefits of a resource miracle is 
  a huge drain on and dent to the cleric’s faith, not to 
  mention his status among the Resource’s inhabitants. 
  Failure causes the cleric to drop one die in Faith for the 
  remainder of the current month and the entirety of the 
  hellFrost suppleMent
  
  
  next month. A modified casting roll of 1 or lower causes 
  a two dice drop. If Faith drops below a d4 the cleric is 
  temporarily stripped of his ability to work miracles. He is 
  not a sinner, and thus cannot atone for his lack of faith.
  In addition, while within the Resource he suffers a 
  –1 Charisma penalty (–2 on a roll of 1 or lower) until he 
  regains his Faith.
  dIspellIng
  A conventional dispel spell lacks the power to affect 
  a resource miracle. However, a cleric may call upon the 
  population to help defeat a baleful resource miracle. 
  This is not a unique resource miracle, and thus does not 
  count toward the one resource miracle per deity per year 
  limit. Neither does it require the cleric to know dispel.
  Assuming the Resource has a shrine or temple dedi-
  cated to an appropriate deity (see the Resource Man-
  agement rules for guidance), a player character cleric 
  of the deity may make a Faith roll at –4. He adds +2 if 
  the Resource has a temple. A shrine confers no bonus, 
  but it allows the roll to be made. The citizens lend their 
  support by making a Cooperative Loyalty roll. No other 
  resource miracle modifiers apply. only one roll per bale-
  ful resource miracle may be attempted.
  Success cancels a successful hostile miracle or reduces 
  the effects of a raise down to a success. A raise completely 
  cancels the hostile resource miracle. Failure has no effect 
  beyond invoking resource miracle backlash.
  The same rule can be used to combat Disaster events, 
  replacing the normal rule, in which the resident cleric 
  plays no part. With success, the problem becomes minor. 
  With a raise, the disaster is averted and has no effect on 
  the Resource. on a failure, the disaster is major.
  The rules above should only be used with regard to 
  player character clerics—NPC clerics and attempts to 
  dispel resource miracles should be handled as per the 
  Resource Management rules.
  resource MIracles
  The known resource miracles are detailed below. 
  GMs may wish to create new resource miracles for their 
  campaign. These may be commonly known to the rel-
  evant clergy, and thus automatically considered part of 
  the god’s miracle list, or ancient enchantments learned 
  only after an arduous quest.
  Deity: The deities who grant a specific resource mir-
  acle. Note that some resource miracles may be learned 
  by clerics of more than one deity. No matter their effect, 
  resource miracles never grant the caster or Resource 
  owner Glory. The term Resource owner denotes whoever 
  is responsible for the day-to-day running of the Resource, 
  be that the actual owner or his appointed seneschal.
  Duration: Miracles with a Duration of “end of year” 
  last until midnight on the last night of the current calen-
  dar year. In game terms, they last until the Income Roll 
  is made. If there is an “or until used,” then the miracle 
  lasts until the end of the year or until its effects are used, 
  whichever comes first.
  A month refers to a period of 32 days from the date of 
  casting rather than a specific calendar month.
  Range: Unless otherwise stated, all resource miracles 
  function only within the area of the Resource in which 
  they were cast. For instance, healing aura grants a bonus 
  to natural Healing rolls. So long as the characters remain 
  in the Resource, be that a single building, within a village 
  boundary, or within the confines of a military camp, they 
  benefit. Should they go adventuring, they gain no benefit 
  from the miracle. These miracles are not a way for adven-
  turers to gain added benefits—they serve a community.
  In some instances the GM must arbitrate where a 
  Resource begins and ends. For instance, a mercantile 
  Resource logically has a central office and warehouse, 
  but it might also cover the business’ wagons and ships.
  arMy oF the daMned
  Rank: veteran
  Deity: Hela
  Duration: Twelve months (see below)
  Special Modifiers: +1 bonus if cast on Dark Rising 
  Night
  Special: The undead are not confined to the Resource 
  in which the miracle was cast, though they must be in the 
  Resource at the time of casting.
  This dread miracle imbues corpses with necromantic 
  energy. Success raises 100 skeletons or zombies (pick one 
  type). on a raise, the cleric may call forth 200 skeletons 
  or zombies, or 100 of each (his choice). Skeletons may 
  be traded for skeleton warriors. each skeleton warrior is 
  treated as being equal to two normal skeletons.
  The power required to animate so many undead at 
  once is not only taxing, it is quick to fade. At the end of 
  each three months from the casting date, one-quarter of 
  the remaining undead animated by the miracle collapse 
  into inanimate lumps of rotting meat and piles of bone.
  Bless (specIFIc)
  Rank: Seasoned
  Deity: eira, eostre, ertha, Freo, Neorthe, Ullr, var
  Duration: end of year
  Special Modifiers: Spring +0, Summer –1, Fall –2, 
  Winter –4
  Bless is a generic name for a range of miracles. The 
  names of specific miracles, the deities to which they 
  belong, and their general trappings are given below. 
  Regardless of the miracle’s name, success grants a +1 
  bonus to the Annual Income roll, +2 with a raise.
  Bless Citizens: (eira) Citizens suffer fewer diseases 
  and injuries, grumble less, and work harder or more ef-
  ficiently, and plants for herbal remedies are more abun-
  dant, increasing herbalists’ productivity.
  Bless Crops: (eostre Plantmother) Crops, whether ce-
  reals, vegetables, fruits, or berries, are more resistant to 
                                   
  resource spells
  
  
  frost and blight, withstand high winds and heavy rains, 
  produce abundant yields, and are resistant to mold and 
  rats once in the granary.
  Bless Earth: (ertha) Miners strike rich mineral seams, 
  suffer fewer breakages or accidents, and find the miner-
  als easier to excavate.
  Bless Livestock: (eostre Animalmother) Animals pro-
  duce healthy young, suffer less from disease, can always 
  find adequate supplies of food, shrug of bad weather, 
  and easily become impregnated.
  Bless Market: (var) Traders are attracted to the local 
  market, sales are strong, profits are high, and thieves are 
  quickly caught.
  Bless Roads: (Freo) Bandits avoid the local roads, 
  bridges and fords survive floods, and citizens make good 
  time on their journeys around the Resource, all of which 
  help to increase general productivity.
  Bless Waters: (Neorthe) Ships manage to find safe 
  harbor even in bad storms, days lost to fog are rare, fish 
  are plentiful, and nets tear less often than normal.
  Bless Wildlife: (Ullr) Hunters find plentiful game and 
  expend fewer arrows bringing it down, poachers avoid 
  the Resource, and predators are fewer.
  curse
  Rank: Seasoned
  Deity: ertha, Niht, Thunor, vali
  Duration: end of year
  Special Modifiers: Spring +0, Summer –1, Fall –2, 
  Winter –4
  Curse is a generic name for a range of miracles. The 
  names of specific miracles, the deities to which they 
  belong, and their general trappings are given below. 
  Regardless of the miracle’s name, success grants a –1 
  penalty to the Annual Income roll, –2 with a raise.
  Curse of the Angry Sky: (Thunor) Rains fail to fall, 
  leaving the earth parched, or falls too heavily, leading to 
  floods, or raging winds flatten crops, prevent ships sail-
  ing, and generally make travel difficult.
  Curse of Buckling Earth: (ertha) An earthquake strikes 
  the Resource, tumbling walls, collapsing mines, causing 
  avalanches, shattering bridges, and so on. Money is lost 
  not only in income, but by having to perform essential 
  repairs on structures.
  Curse of Darkness: (Niht) Niht’s hand falls across the 
  land, shrouding it in gloom. Lack of sunlight leads to 
  poor crops and depression, citizens are unable to find 
  solutions to problems, and productivity falls.
  Curse of Pestilence: (vali) This miracle unleashes a 
  pestilence against the Resource. It might take the form 
  of plague, crop blight, or an army of vicious rats.
  deFend the realM
  Rank: Seasoned
  Deity: Scaetha, Tiw
  Duration: 4 months
  Special Modifiers: +1 bonus if cast on Battle Dance 
  Day (Tiw) or Standards Day (Tiw); cannot be cast on 
  Dirge Day (Scaetha)
  Special: Scaetha’s miracle only affects undead.
  This miracle hardens the hearts of the common citi-
  zens, filling them with the urge to override their natural 
  inclination to run and leave battle to the professionals, 
  and instead defend their homes against intruders. 
  With success, treat the Population as being one point 
  higher for the purposes of summoning the citizens to 
  war, two points higher with a raise. In addition, the cas-
  tellan gains +1 to knowledge (Battle) rolls while defend-
  ing the Resource, +2 with a raise.
  delay ruIn
  Rank: Novice
  Deity: ertha, Thunor
  Duration: end of year
  Special Modifiers: Spring +0, Summer –1, Fall –2, 
  Winter –4; Poor Prosperity +0, Impoverished Prosperity 
  –1, Ruined Prosperity –2
  once a Resource falls below Average Prosperity, things 
  begin to fall into a state of gradual disrepair due to lack 
  of use, care, or materials. 
  A successful casting of this miracle halts the loss of 
  Toughness and Armor to buildings and vehicles. The 
  values remain unchanged at the end of the current year. 
  This miracle does nothing to improve the current state of 
  buildings and vehicles.
  deMagogue
  Rank: Seasoned
  Deity: Hothar, vali
  Duration: end of year
  Special Modifiers: Spring +0, Summer –1, Fall –2, 
  Winter –4
  The support of the populace is vital to the success-
  ful long-term governing of a Resource. This miracle can 
  increase the loyalty of the citizens, allowing unfavorable 
  taxes and laws to pass without upsetting the population, 
  encourages them to work harder on completing new 
  improvements, and generally back the ruler in his plans. 
  Conversely, malicious gossip can stir up antipathy toward 
  even the most benevolent rulers, turning the people 
  against him, and making his job much harder.
  Success increases or decreases (caster’s choice) the 
  Loyalty die by one step, two with a raise, to a minimum 
  of d4–2 and a maximum of 12+2.
  eyes oF Fate
  Rank: Seasoned
  Deity: Norns
  Duration: Instant
  Special: Must be cast on the first day of spring.
  The cleric gazes into the future in a bid to determine 
  whether the year will bode ill or well for the Resource.
  With a successful casting, the GM must reveal how 
  hellFrost suppleMent
  
  
  many event cards have a face value of seven or lower 
  (guaranteed negative events). The Resource owner may 
  then ask for the entire draw of event cards to be shuffled 
  back into the deck and drawn again. Whatever event 
  cards are then drawn determine the Resource’s fate for 
  the coming year.
  FIMBulvIntr
  Rank: veteran
  Deity: Thrym
  Duration: Until start of the next winter
  Special Modifiers: Spring –2, Summer –4, Fall –1, 
  Winter +0; +1 if cast on Fimbulvintr Day
  The miracle summons the spirit of Thrym, bringing 
  with it icy winds, hard frosts, and heavy snows. The 
  ground freezes hard, plants and livestock perish, rivers 
  freeze solid, and roads become blocked.
  For the duration of the miracle, the temperature in 
  the Resource’s geographic area is treated as being one 
  level toward Hellfrost conditions. This in turn affects the 
  Annual Income roll, as well as daily temperatures.
  ForesIght
  Rank: veteran
  Deity: Hoenir, Maera, Norns, Rigr
  Duration: Instant
  Special: Must be cast on the first day of spring.
  Through omens, spies, scouts, historical precedent, 
  threats, and rumors, the cleric learns information about 
  events that will affect the Resource in the coming year.
  After event cards have been drawn for the year, the 
  cleric makes a Faith roll at –2 for each card. With success, 
  the GM must reveal the number of the card. The cleric 
  now knows the specific type of event is coming, but not 
  when. on a raise, the GM must also reveal the suit, giving 
  the cleric full details of what is occurring and when. Fail-
  ure means no information about that card is revealed. 
  Failed Faith rolls generate no backlash.
  Fury
  Rank: veteran
  Deity: Dargar, eostre, ertha, kenaz, Maera, Neorthe, 
  Sigel, Thrym, Thunor, Tiw, Ullr, vali
  Duration: end of year or until used
  Special: Scaetha’s divine fury can only be used 
  against undead.
  Divine fury is a generic name for a range of miracles. 
  The names of specific miracles, the deities to which they 
  belong, and their general trappings are given below.
  Regardless of its name, this miracle invokes the de-
  structive power of a deity for the purposes of defending 
  the Resource. Unlike other resource miracles, the awe-
  some energy invoked is stored until such time as it is 
  needed, though it is lost if not used by the end of the 
  calendar year in which the miracle was cast.
  With success, the Resource gains a token. A raise 
  grants two tokens. Should the Resource suffer a raid, 
  these can be handed in by the caster (who must be pres-
  ent) to invoke the power of the deity.
  Spending a token grants a +2 bonus to one knowl-
  edge (Battle) roll. If the Resource has two tokens, it can 
  spend both at the same time for a single +4 bonus. To-
  kens can only be spent in the Battle roll phase, and must 
  be spent before the Battle roll is made.
  Fury of the Arrow: (Ullr) Arrows unerringly find their 
  mark, enemy arrows fly off course, or a hail of celestial 
  arrows descends on the invaders.
  Fury of the Beast: (eostre Animalmother) Summons 
  local fauna to defend the Resource.
  Fury of the Berserk: (Dargar) Sends warriors into a 
  temporary frenzy, demoralizes enemies, or blows inflict 
  more grievous injuries.
  Fury of the Blizzard: (Thrym) Sends icy rain or freez-
  ing wind to distract and confuse the enemy, or summons 
  cold-based elementals.
  Fury of the Damned: (Hela) The recently dead rise 
  and attack their former comrades.
  Fury of the Earth: (ertha) Causes the ground to open 
  up, swallowing men whole, makes the terrain difficult 
  ground, thwarting enemy movement, or summons earth 
  elementals.
  Fury of the Forest: (eostre Plantmother) Awakens the 
  local flora—animates war trees, grass entangles the en-
  emy, and so on—or summons wood elementals or fey.
  Fury of the Hearth: (kenaz) Sends a rain of fire to 
  scorch flesh, or summons fire elementals.
  Fury of the Plaguelord: (vali) Invaders succumb to 
  illness, or are beset by swarms of rats or flies.
  Fury of the Sun: (Sigel) The sun god casts his gaze 
  upon the battlefield, blinding enemies with his radiance 
  or unleashing piercing beams of light.
  Fury of the Storm: (Thunor) Manifests as bolts of light-
  ning and howling winds, or summons air elementals.
  Fury of the Spear: (Tiw) Allows the fyrd’s spears to 
  punch through armor like a hot knife through butter.
  Fury of the Water: (Neorthe) enemy ships flounder in 
  large waves, whales slap or ram the invader’s vessels, or 
  summons water elementals.
  order oF MIracles
  Four resource miracles are directly concerned with 
  event cards. The order in which these miracles 
  take effect is very important, and is shown below. 
  Miracles are listed from first to last.
  * Gambler’s Fortune (if applicable from the previ-
  ous year).
  * eyes of Fate (reveals the number of low event 
  card values, giving the cleric a chance to draw the 
  entire hand again).
  * Foresight (reveals the number and/or suit of 
  event cards).
  * Trickster’s Hand (adds more event cards).
  resource spells
  
  
  Fury of the Weave: (Maera) enemy spellcasters suffer 
  the Siphoning, allied spellcasters work magic more eas-
  ily, or summons elementals of any form.
  gaMBler’s Fortune
  Rank: Seasoned
  Deity: Nauthiz
  Duration: Special
  Special Modifiers: +1 bonus if cast on Chance Night; 
  Spring +0, Summer –1, Fall –2, Winter –4
  Through this miracle, the community enters a lengthy 
  game of chance with Nauthiz.
  This ritual takes effect the year after the resource 
  miracle is cast, coming into effect when the GM rolls to 
  determine the number of event cards for that year. The 
  casting roll is actually made at the start of the year in 
  which the miracle takes effect, not the date of the ritual. 
  only when the Resource’s fortune is known does the 
  cleric suffer any backlash.
  However, from the moment the miracle is invoked, 
  the caster must remain in the community until the effect 
  occurs or the miracle is automatically treated as a failure. 
  During this time he is spiritually gambling with Nauthiz. 
  Should he move on, the people cannot hope to beat the 
  sly deity.
  With success, the number of events for the year is 
  reduced by one, two with a raise. A failure causes an 
  extra event to occur, and a modified Faith roll of 1 or 
  less  brings an additional two events down upon the 
  Resource. The latter effects are in addition to the cleric 
  suffering backlash.
  hand oF Fate
  Rank: Seasoned
  Deity: Norns
  Duration: end of year
  The Norns permit the cleric to rewrite the Resource’s 
  fate. A fair boon it might seem, but the Norns do not 
  show favor, and thus do not show favortism, and thus do 
  not promise to weave a kinder fate.
  Success grants the Resource one token, two on a raise. 
  Tokens gained through this miracle can be spent only by 
  the Resource owner, his castellan, or his seneschal. 
  each token may be spent to reroll one knowledge 
  (Battle) roll made during events, or one Stewardship roll 
  (such as constructing a new improvement or the Annual 
  Income roll). Unlike regular bennies, a maximum of one 
  token may be spent per roll. In all cases, the second roll 
  must be kept, even if it worse.
  Note: If the Resource owner, castellan, or seneschal 
  is thinking of using a benny (assuming he has any) on a 
  die roll, he might as well risk using one of these tokens 
  first. If the second roll comes out worse, he still has the 
  option of using a benny.
  healIng aura
  Rank: Seasoned
  Deity: eira
  Duration: end of year
  Special Modifiers: +1 bonus if cast on Great Healing 
  Day
  Inhabitants of a Resource affected by this miracle heal 
  quicker, allowing them to weather raids better, and avoid 
  time off work through minor ailments.
  With success, all citizens have +1 to natural Healing 
  rolls and Annual Income roll penalties incurred by suf-
  fering a raid are reduced by one point, to a minimum of 
  zero. on a raise, natural Healing rolls are made at +2, 
  and penalties for suffering a raid are reduced by two 
  points, again to a minimum of zero.
  In order for heroes to benefit from the natural Heal-
  ing bonus, the characters must spend at least 13 hours a 
  day within the Resource.
  lIne oF credIt
  Rank: Seasoned
  Deity: Nauthiz, var
  Duration: Instant
  Special Modifiers: +1 bonus if cast on Chance Night 
  (Nauthiz) or Profit Day (var)
  Juggling a Resource’s finance is tricky, and there are 
  times when the owner needs a quick cash injection to 
  tide him over. This miracle allows the Resource owner to 
  borrow from future earnings. This miracle generates hard 
  currency through sudden boosts in trade, gifts, tithes, or 
  loans. However, the gods grant nothing for free.
  A success allow the Resource owner to borrow up 
  to five times the Resource’s average income (2,500 gs 
  per Population point). on a raise, he may borrow up to 
  ten times the average income. Unfortunately, the money 
  must be paid back.
  hIrIng clerIcs
  even if a Resource has a temple (or shrine, where 
  applicable), there is no guarantee the resident cler-
  ics know a resource miracle. even if they do know 
  one, the Resource owner might require a different 
  miracle to be cast in a particular year. In return for 
  a suitable donation, a cleric can be hired.
  Since the cleric must travel and resource miracles 
  come with inherent risks, clerics charge a flat 100 
  gs per Faith die. each +1 over a d12 costs an ad-
  ditional 100 gold scields. Rates are doubled if the 
  cleric is a Wild Card or has the Master (Faith) edge. 
  If he meets both requirements, costs are trebled.
  Some resource miracles require the cleric to be 
  present throughout the year in order to channel 
  energy into specific effects. Hired clerics charge 
  one quarter of their hiring fee for each calendar 
  month or part thereof they must remain in the Re-
  source.
  hellFrost suppleMent
  
  
  one-fifth of the sum borrowed is automatically 
  subtracted from the Resource treasury or the owner’s 
  personal coffers each year after the Annual Income roll 
  is made until the debt is repaid in full. Nothing can be 
  done to prevent this loss, so there is no chance of steal-
  ing the money. If the treasury is empty when the time 
  for the annual repayment is due, the debt is rolled over 
  to next payment and the Prosperity rating drops by two 
  points. Meanwhile, if the Resource owner discovers any 
  income during the year, such as on an adventure, the 
  god automatically claims his entire share, up to the value 
  of the current year’s repayment.
  Much of the loss can be explained away naturally, by 
  poor investments, low tax income, increased expenses, 
  interest on mundane loans, theft or fraud, the rising cost 
  of imported goods or wages, and so on. If necessary, the 
  gods send heralds to take the money, effectively causing 
  it to disappear into thin air.
  reconsecrate
  Rank: veteran
  Deity: Any
  Duration: Instant
  This miracle allows an existing temple to be reconse-
  crated to honor a different deity, thus allaying the need 
  to tear down or abandon the existing structure, suffer 
  the god’s wrath, and build a replacement. 
  It requires the verbal support of the Resource owner, 
  the incumbent high priest, and his replacement (who 
  needn’t be the one casting the miracle). verbal support 
  can be achieved through mutual agreement, coercion, 
  bribery, or even magical mind control (such as puppet), 
  though the latter three risk offending the god whose 
  temple has just been usurped.
  Before the temple can be used for any purpose, the 
  Resource owner must spend 3,000 gs on a new improve-
  ment project. This covers refurbishment of the existing 
  temple to suit the needs of the new cult, hiring new cler-
  ics to take up residence, securing the support of the new 
  cult, and such like.
  Success immediately changes the temple’s deity to 
  that of the miracle’s caster. Regardless of the deities in-
  volved, this miracle may be cast just one per resource 
  per year. Reconsecrate has no effect on shrines.
  strengthen/Weaken FortIFIcatIon
  Rank: Seasoned
  Deity: ertha, Rigr, Tiw, vali (weaken only)
  Duration: 4 months
  Special Modifiers: +1 bonus if cast on Wall Day 
  (Rigr)
  This miracle strengthens or weakens the Resource’s 
  perimeter fortifications or one specific building, as cho-
  sen by the caster.
   Strengthen fortification raises towers, thickens walls, 
  creates ditches and banks, adds palisades, and reinforces 
  gates. Conversely, weaken fortification causes walls 
  to crumble, shatters gates, fills ditches, and otherwise 
  reduces the effectiveness of existing defenses. In most 
  realms, this miracle is invoked in late spring or early 
  summer, the start of the traditional raiding season.
  A successful casting of strengthen fortification 
  increases the Siege Bonus of a fortification by +1, +2 
  with a raise. If the Resource or target structure has no 
  inherent Siege Bonus, then it gains one equivalent to the 
  modifier above. For example, a success on a village with 
  no defenses might surround it with a ditch or thicken 
  the walls of the temple. A raise might add an earth bank 
  and wooden palisade behind the ditch, turn a temple 
  into a small castle, or create a small fort in the center of 
  the Resource.
  Weaken fortification lowers the Siege Bonus by –1, –2 
  with a raise, to a minimum of zero.
  In either form, the miracle has no effect on any other 
  aspect of the fortification.
  suMMon the Fyrd
  Rank: Seasoned
  Deity: Rigr, Tiw
  Duration: 4 months
  Special Modifiers: +1 bonus if cast on Battle Dance 
  Day (Tiw) or Standards Day (Tiw)
  Should the Resource come under assault, all citizens 
  within its boundaries or under its protection hear a sig-
  nal horn blowing, a warning sent by Rigr or Tiw to call 
  them muster at once.
  When summoning the inhabitants to answer a call to 
  arms, the miracle grants a +2 kinship Modifier, +4 with 
  a raise. This does nothing to increase the efficiency of the 
  fyrd—it merely ensures they arrive in time to lend their 
  arms to the battle.
  trIckster’s hand
  Rank: Seasoned
  Deity: The Unknowable one
  Duration: Instant
  Special: If this miracle is going to be cast, it must be 
  done on the first day of spring.
  The Unknowable one is a capricious creature, often 
  giving with one hand and taking with the other, but al-
  ways in an attempt to teach others. 
  With success, the Resource owner can ask for one to 
  four additional event cards to be drawn (his choice). 
  For each additional card, the Resource owner gains one 
  benny. These bennies may be given to functionaries, but 
  may only be spent on resource management rolls (such 
  as resource miracle casting, knowledge (Battle) rolls to 
  thwart a raid, the Annual Income roll, and so on).
  veIl
  Rank: Seasoned
  Deity: eostre Plantmother, ertha, Niht, Thunor
  Duration: end of year or until last token is used
  resource spells
  
  
  Special Modifiers: Spring +0, Summer –1, Fall –2, 
  Winter –4
  Veil is a generic name for a range of miracles designed 
  to conceal a Resource from invaders. The names of spe-
  cific miracles, the deities to which they belong, and their 
  general trappings are given below. Regardless of the 
  miracle’s name, its effects are the same.
  on a success, the Resource owner can nullify one 
  Raid event, treating it as no event. A raise allows him to 
  ignore two raids in the same year.
  Veil of Earth: (ertha) Alters the landscape and land-
  marks to confuse invaders and hide the Resource. Single 
  buildings might have their appearance changed.
  Veil of Fog: (Thunor) A wall of fog envelops invaders, 
  causing them to become lost and emerge back outside 
  the Resource.
  Veil of Leaves: (eostre Plantmother) The Resource is 
  hidden inside a natural or illusory forest.
  Veil of Shadows: (Niht) A wall of darkness surrounds 
  invaders, causing them to become demoralized and turn 
  back, or their scouts and commanders forget the loca-
  tion of the Resource.
  Ward agaInst undead
  Rank: veteran
  Deity: Scaetha
  Duration: end of year or until used
  Special Modifiers: +1 if cast on Death Day, +2 if cast 
  on Door Shutting Night
  Scaetha, enemy of Hela, blesses the Resource by mak-
  ing it anathema to undead.
  For the duration of the miracle, neither zombie nor 
  greater zombie can be cast inside the Resource’s bound-
  ary. This effect lasts from the moment the miracle is cast 
  until the effect below is used or the duration expires, 
  whichever comes first.
  The cleric can also channel the spiritual energy into a 
  surge, which destroys invading undead. Success on the 
  initial casting roll automatically reduces the size of an 
  invading force by one token, while a raise reduces it by 
  two tokens. This may be done at the end of any Battle 
  Roll phase in a Mass Battle. The cleric must be present to 
  use this effect. Using this ability automatically ends the 
  resource miracle.
  WarMth oF the hearth
  Rank: veteran
  Deity: kenaz
  Duration: Start of the next spring
  Special Modifiers: Spring +0, Summer –1, Fall –2, 
  Winter –4
  No matter where one lives, one is always at the mercy 
  of the climate. This miracle invokes a blessing from 
  kenaz, raising the temperature above normal for the 
  Resource’s geographic location.
  With success, the temperature is treated as one 
  geographic region warmer, two with a raise (Hellfrost 
  becomes High Winterlands, High Winterlands becomes 
  Low Winterlands, and so on). It has no effect on the 
  Hearthlands. Neither can it be invoked on a mobile 
  Resource, unless that Resource spends the entire year 
  stationary. This rise in temperature affects the Annual 
  Income roll, as well as daily temperatures.
  For instance, it can aid a village, keeping away frosts 
  and so boost productivity, but it cannot make the tem-
  perature around a caravan train rise unless the wagons 
  are parked up all year. The GM must arbitrate how 
  remaining stationary might affect a Resource’s Annual 
  Income roll.
  Weaken MagIc
  Rank: Seasoned
  Deity: Maera
  Duration: end of year
  Special Modifiers: None
  Maera watches over the Resource, limiting the effec-
  tiveness of all magic, harmful or benevolent.
  For the duration of the miracle, all residents within 
  the Resource’s geographic boundary gain the effects of 
  Arcane Resistance, or Improved Arcane Resistance with a 
  raise. In addition to the usual game mechanics for these 
  edges, rolls to dispel a hostile resource miracle are made 
  at +2, +4 with a raise.
  holIdays
  The citizens of Rassilon work hard. For most, there 
  are just two guaranteed rest days a month (Raest-
  daeg and Sangdaeg). However, citizens expect to 
  enjoy a certain number of religious holidays per 
  year. Typically, lay worshippers fully celebrate only 
  festivals held by temples of their faith within their 
  community. In communities without temples, the 
  festival is usually given only a token nod, perhaps 
  with a few extra prayers and a small family feast.
  Resource owners who do not honor the high holy 
  days of gods with temples in their Resource suffer a 
  cumulative –1 penalty to the Annual Resource roll 
  for each festival missed during the year.
  Additional holidays are at the discretion of the Re-
  source owner. Typical bonus holidays include the 
  owner’s birthday or coronation day, and high holy 
  days of gods with shrines. For each additional holi-
  day, civil or religious, the citizens add a cumulative 
  +1 to any Loyalty rolls made during the year (maxi-
  mum bonus +4).
  Unfortunately, these extra holidays cost money, 
  usually through lost productivity, feasts, and dona-
  tions. each additional holiday costs the Resource 
  owner 5% of his Resource’s base income. For ex-
  ample, a typical Population 2 Resource generates a 
  base 5,000 gs per year. each extra holiday deducts 
  250 gs from the Resource treasury.
  hellFrost suppleMent
  
  
  local custoMs
  As well as the major religious festivals and ceremonies 
  detailed in the Region Guides, many communities have 
  a unique, or at least semi-unique, local festival. Some 
  of these were always religious in origin, whereas others 
  started in a mundane fashion and evolved into a form of 
  worship over time. A selection of local customs is given 
  below. None have been assigned any specific settlement 
  or dates, thus allowing the GM to use them wherever 
  and whenever he wishes, although one makes reference 
  to a specific geographic region.
  BloWIng oF the horn nIght
  Deity: Freo
  A century ago, the night before the regional market 
  was due to begin, a terrible blizzard blanketed the land. 
  The citizens of the market town, knowing their neigh-
  bors would be traveling through the cold night, stood 
  vigil atop a tall hill, blowing a horn every few minutes to 
  guide the lost to safety until the sun rose.
  The blowing of the horn has become a local tradition, 
  the deep, reverberating tones now marking the official 
  start of the market. The first blow of the horn is offered 
  to any cleric of Freo staying in the village. Having one 
  start the ceremony is said to ensure travelers who hear 
  its note will enjoy an uneventful journey.
  the Fyrd Walk
  Deity: Tiw
  As the Dark Triumvirate expanded their bony grasp 
  into Darkwood, the citizens of Aslov grew fearful the 
  undead would march against their city. The baron called 
  upon the neighboring settlements to send their fyrd to 
  Aslov, offering financial and material rewards for their 
  time. While the undead still make occasional forays into 
  the Freelands, no major assault has occurred, and the 
  encirclement of the Withered Lands by the cult of Sca-
  etha ensures few undead survive the sporadic breakouts. 
  over the centuries, all save one of the outlying villages 
  have ceased sending troops to Aslov without being of-
  ficially summoned. Down the ages, the annual march of 
  the last village has taken on a traditional pattern.
  each year, the fyrd members grab their armaments, 
  make offerings to Tiw, and march to the gates of Aslov. 
  once there, their commander calls out to the watch, pro-
  claiming the villagers have arrived to fulfill their ancient 
  oath. except on very rare occasions when their arms are 
  needed to help defeat bandits or orcs, the baron ascends 
  the gatehouse to address the villagers. He thanks the fyrd 
  for their support and then dismisses them from service. 
  The commander then demands the fyrd be paid.
  Formerly the villagers were given a week’s mercenary 
  infantry wages each and sent away with a wagon filled 
  with enough food to support the village for a month. 
  With its fortunes waning, the reward has diminished to a 
  day’s wages and enough food to host a modest feast.
  garland day
  Deity: eostre Plantmother
  After the harvest has been gathered, local girls spend 
  the last warm days of the year gathering flowers. These 
  are woven around two wicker anthropomorphic frames, 
  one male and one female. The male figure is decorated 
  with flowers picked from gardens or fields, while the 
  female one is garlanded in wild flowers.
  on Sangdaeg of Haerfestmonan, the colorful figures 
  are paraded through the village. Small morsels of food 
  are stuffed into the figures, ritually feeding them to help 
  them through the coming winter. With the village parade 
  complete, the figures are marched through the crop 
  fields while the villagers sing songs honoring eostre. As 
  the sun sets on the last day of fall, the figures are laid side 
  by side in the largest field. Here they will remain until 
  spring, slowly decaying, and ritually fertilizing the soil in 
  preparation for the next plowing.
  ghost Walk day
  Deity: Scaetha
  Undead, orcs, dragons, and trolls all strike fear into 
  mortals, but the former are the most widely feared. on 
  the night before First Death Day, children dress up as 
  undead (typically by dirtying their faces and hands, and 
  wearing rags or funeral shrouds) and travel between 
  houses, knocking on doors and loudly demanding any 
  corpses be handed over. Householders gift the children 
  with small loaves shaped into the form of men and en-
  graved with the names of the house’s occupants. Thus 
  evil spirits, believing the bread to be human remains, are 
  drawn into them.
  Before midnight, the bread corpses are taken to the 
  shrine of Scaetha, whereupon the clerics ritually cut off 
  the head, bless the remains, and cremate them. In return, 
  the children receive candy (or sometimes silver scields) 
  equal to the number of bread corpses they collected.
  orphan’s day
  Deity: eira
  The Blizzard War and the chaos that followed led to a 
  huge increase in the number of orphans and abandoned 
  children. Those who survived relied on charity and theft 
  in equal measure. each year, local children (orphaned or 
  otherwise) visit their neighbors’ houses, proclaim their 
  poverty, and ask for alms. Most are given a silver scield or 
  scrap of food for their trouble. Those unwilling to show 
  charity typically suffer a robbery before nightfall. By tra-
  dition, this petty act of theft is not seen as a crime.
  oyster day
  Deity: Neorthe
                             
  resource spells
  
  
  This ceremony marks the start of the annual oyster 
  catch. The day begins at dawn with a token feast of bread 
  and ale paid for and officiated over by the ruler. After the 
  meal, the oyster fishermen walk down to the shore, the 
  villagers falling into line behind them. At the beach, they 
  are greeted by the resident cleric of Neorthe dressed in 
  clothes decorated with oyster shells. The oyster fisher-
  men make offerings to the cleric, who represents his 
  god, asking for a good catch in the coming year. offer-
  ings are typically small parcels of food or purses of silver. 
  This done, the ruler then wages into the shallow water 
  and rakes up a single oyster.
  If, when opened, the oyster is found to contain a 
  pearl, the season will be profitable—the larger the pearl, 
  the better the village’s fortunes. The oyster is then swal-
  lowed by the ruler, symbolizing the settlement’s contin-
  ued union with Neorthe, and the shell given to the cleric 
  to adorn his costume next year.
  stone lIFt Feat
  Deity: eostre Plantmother
  This ceremony is a local variation of the Stone Pick-
  ing Day festival. In the center of the largest field is a 
  small hill, atop which is a large, rounded stone. While 
  the women spend the day picking up small stones, the 
  farmers gather around the hill. each in turn endeavors 
  to lift the heavy boulder, a task easier said than done. 
  The height the stone is lifted is believed to determine 
  the fortunes of the farmer. Failing to lift it at all is a clear 
  warning that his plow will likely break on a hidden stone 
  or the field will be littered with small stone hidden just 
  below the surface. Lifting it off the ground, reduces the 
  odds of this happening, while bringing it to one’s chest, 
  or better still one’s shoulders, indicates greatly reduced 
  odds of a breakage and a clear field.
  sun Wheel day
  Deity: Sigel
  According to local legends, the villagers once pos-
  sessed a cartwheel covered in beaten gold. each year on 
  High Sumor Daeg, the wheel was carried to the top of a 
  steep hill. At midday, the wheel was released. How far it 
  traveled down the slope before toppling over indicated 
  the severity of the coming winter. In order to help the 
  wheel’s travel as far as possible, the villagers would 
  charge after it, screaming and shouting wildly to drive 
  off any spirits of the north wind that might try to impede 
  its progress. The steepness of the hill ensured falls were 
  commonplace and injuries likely.
  over time, the village’s fortunes waxed and waned. 
  At some point the wheel was lost (if it existed at all), re-
  placed with a heavy wheel of cheese. Although the ritual 
  carries the same religious meaning, it is also an excuse to 
  let off some steam and engage in a communal feast. The 
  first chasing citizen to touch the cheese (which usually 
  occurs after it stops rolling) is awarded it as a prize by 
  the resident high priest of Sigel. Traditionally, half the 
  wheel is melted down in a huge cauldron, into which the 
  tired and bruised citizens dip chunks of bread or toast, 
  while the other half goes into his larder.
  sWIngIng oF the FIre
  Deity: kenaz
  This festival is a local variation on Burning Giant Day. 
  Before the sun sets, villagers take to the streets carrying 
  a long length of chain. Attached to one end is a spherical 
  metal cage stuffed with wood, straw, peat, and cloth, all 
  of which is soaked in pitch. As the sun sets, clerics of 
  kenaz use magic to light the flammable bundles.
  The procession then moves off through the village, 
  the burning wads swung around the carrier’s head, cir-
  cling like a miniature sun. kenaz’s clerics accompany the 
  bearers, singing songs of warmth and cursing Thrym. The 
  flaming balls drive away Thyrm’s spirit minions, delaying 
  further snowfall until they rekindle their courage. The 
  gap between the ceremony and the next snowfall deter-
  mines the length and severity of the coming winter.
  even the best prepared bundles burn for less than 
  an hour, so the procession moves rapidly. Traditionally, 
  the hearth of whoever’s bundle burns longest is blessed 
  by the high priest of kenaz. Throughout the winter, his 
  hearth will burn warmer and consume less fuel.
  troll scarIng day
  Deity: Tiw (actually The Unknowable one)
  A remote village grew fearful of trolls, for the stories 
  of the skalds painted them as terrible creatures. That 
  there had never been a troll attack on the settlement 
  was irrelevant, for fear can be an irrational emotion. one 
  day, a visiting cleric of the Unknowable one witnessed 
  the villagers hurrying to barricade their houses against 
  marauding trolls as night fell. knowing full well there 
  were no trolls for many league, he decided to trick the 
  inhabitants in order to teach them a lesson.
  Approaching the village’s headman, he proclaimed 
  himself a cleric of Tiw and said he would teach the locals 
  a secret ritual. Lacking any permanent soldiery, the head-
  man retorted that his people were no match for a troll 
  in combat, no matter what secrets they learned. But the 
  cleric was prepared for this, and replied that the secret 
  ritual need only be performed but once a year to keep 
  trolls away. He demanded a heavy payment for his wis-
  dom, but as an act of faith he would only collect his fee a 
  year after the ritual had been conducted, and then only 
  if no troll attacks had occurred. Unsurprisingly, no trolls 
  threatened the village during the following year, and the 
  cleric duly collected his fortune.
  each year, at the start of winter, the villagers gather in 
  the market square. From dawn to dusk they take it in turn 
  to stick their heads through the rim of a cartwheel and 
  pull as ugly a face as possible (this is known as gurning). 
  These faces, so the cleric said, scare away trolls. Whoever 
  is judged to have pulled the ugliest face is awarded the 
  honorary title of Troll-Scarer for the next year.
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SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - Resource Miracles.pdf